#making-mods-general
1 messages Β· Page 185 of 1
I guess the biggest issue would be actually adding it as a new emote then rather than replacing one, if they want that
thank you button 
tbh i did misinterpret your original message, i thought you meant they just wanted to like, prevent an existing emoji from appearing and instead do an action
I mean, the location data, how do you edit that then
my bad haha, honestly they were pretty vague but I'm interpreting it as they wanted something added to the emotes menu that starts a farmer animation and text above head
you would want to look at/edit Data/Locations instead
actually, farmer animations are cursed, aren't they...
you can call specific farmer animations easily enough
adding new ones though, shrugs
or perhaps the better question, is that a feasible thing to change, as in, can I turn a track into a town theme, and then use the GSQ to add a season condition
hmm. Medium it is then 
textabovehead w ould need custom work though bc its only in NPC nbot Character
i wonder if i can do some cursed shit like attachCharacterToTempSprite and make an invisible temp sprite to textabovehead the farmer
haven't tried, but that's a thought
it's stardew modding. cursed shit is not only possible, it's expected
tbh it sounds like an easy thing to me overall but i dont think im the right barometer for that
i think if someone is convinced that constructing harmony patches by building them dynamically with IL is easy then you should not listen to them about what is easy and what is fun
hey, thanks for the help, I was mixing these things up, but I'm starting to understand this more now, I think, I know what I have to try next now
Oh my god, you guys π I amuse myself. This is so damn cute! WIP.
I know he's pokey, but if I don't clean up those shadows they're going to drive me insane π
But I'm having fun with this one 
I wonder why Pathoschild hasn't approved the pull request I submitted in the mod compatibility list repository yet
if it got overlooked and it's been a while, might be worth bumping, or you can link it here and see if anyone else can take a look and check it over possibly
4 days is probably not worth bumping yet
knowing pathos and everything he does and maintains, both stardew and otherwise, "very busy" to me seems like a huge understatement
i have no idea how pathos finds time to do the things he does
oh hi pathos
(I'll take a look soon! Currently pondering whether to continue rewriting Train Station or just release my own Central Station take on it. I was just drafting a message to get feedback on that.)
Thank you very much!
The Train Station update is becoming a total rewrite, and it seems few mods use Train Station so far. I'm thinking of just creating my own Central Station mod instead of continuing to rewrite it, so I can rethink how the mod works too.
In particular, Train Station has separate boat/train networks which can only be accessed from their respective ticket machines. For example, that means...
- If you haven't unlocked Willy's late-game boat yet, you can't visit any location that's only reachable by boat.
- You need to remember whether each location is reachable by boat/bus/train (or check each starting point).
Instead, my idea would be:
- Add a Central Station which connects all the networks. (This is the map I'm commissioning from Kisaa.)
- You can go to any destination (or to the Central Station) from any boat, bus, or railroad ticket machine.
- All mod destinations are available immediately (depending only on their
Conditionsfield). - The only difference between boat/bus/train destinations would be the sound effects that play when you travel there.
So you could get on the bus in Stardew Valley and get off a boat on a modded island. Conceptually the idea is you'd have transferred through Central Station during the fade. The mod could even reflect that (e.g. you could hear bus sounds + pause + train sounds before arriving).
were you looking for feedback on any part of that in particular or just open ended
Pretty open-ended. I'd be curious to hear...
- from content pack authors which design they'd prefer if they were choosing one to reach their locations?
- from players which they'd find more convenient?
- any other thoughts/feedback in general?
Ah, total rewrites, my favorite kind of update.
I just made and released a new Bus Locations mod, so far it seems like I don't need it lol
while i dont have a released mod with a custom location yet i think it would be nice if i could still enforce needing to use a specific depot to get to my location
i vote for central station because i'm forgetful 
like i think if i was gonna add another island for example, id find it kind of weird if i could get there from the stardew valley bus
As someone more likely to use it as a player, I'd prefer the Central Station
but i would want to be able to get there from the stardew boat, and maybe other boats on other islands
from a player perspective, I think your option is the better one - chasing different locations for different mods etc gets annoying sometimes
Maybe some kind of way to change price depending on where you leave from?
for more general thoughts though i have "i like it being a new mod called Central Station bc then it no longer implies only trains" 
Like it's cheaper to travel to an island if you leave by boat because then you didn't have to transfer
Well the idea is you'd take the bus to Central Station, then switch onto a boat to your island. I could just force players to do that each time, but the idea is that would just happen during the fade to avoid a repeated walk across the Central Station terminal each time.
would there be any way for authors to just determine whichever cutscene they wished the player to see: i.e. boat/train/bus etc but it all be in the same terminal?
speaking from an immersion standpoint, i would just find that very strange, being able to take a bus to a station to go back to the boat to an island, rather than just going to the boat
and similarly weird to go from the boat on the island to the bus in the valley
I thought it was just a fade to black (which I prefer)
cause player perspective, i will π― forget whichever terminal is what
but this is subjectively speaking obviously
The main reason I use Fast Animations is to make the bus go brrr
its not anythin to do with it being a fade or not im just talking about the "You can go to any destination (or to the Central Station) from any boat, bus, or railroad ticket machine." part
I could always make that an option. By default you need to go to Central Station to switch network, but you can optionally enable access from any ticket machine.
(It would be more brr than the long Train Station fade, and configurable.)
I'm not sure how complex this would be so it may be way out of scope, but would it be possible to have the framework allow creating/using different hubs but with a default of central station? That way most mods can use central station but the new mod still fulfils the role that Train Station did in the past
If CS were actually its own map it would make more sense to me. Boats and buses are just for show, you choose your destination at the ticket counter. (Also, then you could have a warp totem that takes you to CS and get anywhere else from there, because real players never use the bus more than once anyway.)
Yep, that's already possible with the Central Station content design. You can have a Conditions field that makes a destination only available from specific locations for example.
personally, i'm like button and would find it very jarring to buy a bus ticket next to my house, fade out, and fade in getting off a boat on Mod Island. i would want to have to visit the station map, even if it's less convenient
Yep, the Central Station will be an actual location you can visit. I'm commissioning Kisaa to design it.
would it possibly be like MinecartNetworks, where you can make your own network with a given id like {{ModId}}_MyNetwork
and every network can connect to central station, with another bool to allow it to connect to everything, and then another field for a list of network IDs you could give it if you wanted to restrict connections to other specific networks?
like if i wanted to make my island boat network connect to the central station, but also let it connect to another mod authors boat network if they have one
but not to bus or train networks
and not to all networks at all access points in general
(or whatever other vehicle people come up with)
Considering how much walking around the game already has, I'm not opposed to visiting another map on my trip somewhere
I mean, you could make it more immersive by having a little route map preview when you select a destination, showing that it's a combination bus + boat trip. But yeah, it is pretty weird to get on a bus and then off a boat.
(for me it's already bad enough that taking the bus and the boat costs zero time! time management is the game)
itd make more sense to me if the boat you were implied to take was like, in zuzu city or somewhere, but when its implied id be getting on the bus to go to the boat on ginger island, its like... why didnt i just go take the boat
from an immersion standpoint not a real life time saving one
I think that could certainly be an idea for future versions, once we can fully plan it out and get feedback when the mod is used by more mod authors. For 1.0.0, I'd probably assume all destinations are accessible through Central Station unless they have a Conditions field to limit it. Once that's out and tested, we can easily add more options to the data model.
I was thinking of doing that with sound effects; e.g. screen fades to black, you hear "<bus sounds> <honk> <pause> <train door> <train sounds>", then screen fades back in.
all of them accessible through Central Station would be fine to me if i had to actually go to central station, and not just pretend i went through there
But yeah, if it's more immersive I could certainly make going to Central Station manually to switch line the default behavior.
i know from a mod-lore perspective i am going through there, but if i dont see it, it doesnt feel like it
I don't have any particular thoughts on the travel aspect, but I do like the idea of going through Central Station by default, especially if perhaps there might be some little seasonal shops there? Maybe a travel shop with books and hats, maybe some food stalls?
an actual grand central station esque place with shops and such would be very cute
Some nice overpriced station shops could be fun.
I also like the idea of having destinations broken up at Central Station because one big box full of destination choices sounds like a bad time lol
maybe some nice animated tiles on the map to show those lil flipper board things that they display the arrival and departure times on
wow we r making garden village 2
(I'll see what Kisaa thinks of that one.)
tho i guess you'd have to make up place names for that
just make it junimofont 
Gibberish, except the time
junimo station...
junimo station
we're already helping scopecreep Central Station
just doing our part
dunno why you trusted us with the "open-ended", we're monsters
if Central Station v1.0.0 doesnt let me add my custom NPC to a list of possible shop owners like the desert festival im not using it /j
I greatly agree on the seasonal shops. Central station being a hub area with a boat means you could get rotating shops, either unique seasonal items, or expansion mod authors could add vendors that sell items from that expansion into the shops?
Like the desert festival shops, but year round
(It'd be fun to have a metro system, where every mod would have its own unique metro station to arrive at. But that's... an idea for future versions.)
really tho aside from the "everywhere connects to everywhere" bit i like the sound of everything else
with the must-go-to-station enforcement
(I think the more options individual mod authors can decide the better because it will help the station feel more varied too, like maybe some mods are happy with being able to skip travelling through the station and some aren't, though again idk how much that adds to the scope or anything)
10/10 love this idea
Yeah, the consensus seems to be that you need to go to the station to switch line (at least by default).
(Hi Kisaa!)
without that you may as well just debug warp me
As for the travel immersion, maybe there could be an 'instant travel' toggle where users can either always arrive at central station first, or just skip to the end destination?
From a user perspective, sometimes I like to take the long, immersive way, but sometimes I gotta go fast too 
requiring going to the station is make-or-break for me
it could be funny to have like RSV style "animation" of stopping at a station, then starting up again
like if you were taking a through train
this is, again, a very subjective thing that will vary from mod author to mod author, but if i was gonna make a mod called "Central Station" i would find it kind of defeating the purpose to let people turn off the "Central Station" part of the "Central Station" mod
like going through new york Penn they stop for a bit
it is the reason for its existence imo
maybe player-sided instead?
thats what i mean tho like if i was makin it, i wouldnt even make it configurable
personally speaking
I mean I think that users will clamor for it regardless, so player-siding it makes sense to me, unless you want to draw that hard boundary
I'm looking into the game's dialogue, and I'm confused on one thing. Abigail's marriage dialogue has "Rainy_Night_0-5", but also "Rainy_Night_Abigail". What's the difference? And, as a follow-up, is there a more in depth way I can read about how the game selects dialogue? The wiki page is good but doesn't go super in depth about everything
basically the skip button for events but defaulting
is there gonna be a tube map menu
itd be like if i let users turn off the ability to play Rock Paper Scissors in my Rock Paper Scissors mod and just display a checkmark over a randomly chosen player
i am also stubborn though
I mean I think I see this mod as 2-fold: 1. replace Train Station mod 2. add wonderful new fun area
Rainy_Night_# randomizes per rainy setting, while the Rainy_Night_NPCNAME defaults if the others cannot be found iirc
So for 1.0.0 I'll just have you go to Central Station to switch line. We'll see if we get a lot of requests to add a quick-travel option.
yeah fair
i would personally rather make a new area that depends on something fun
but well, my track record on making new mods is poor
Gotcha, so Rainy_Night_Abigail should in theory never play? Since 0-5 are defined
the NPC name one has a small random chance to be selected, i think
The game selects dialogue in the order listed on the wiki. Essentially it checks every dialogue that's applicable in order, and displays the first one that exists.
I'm repeatedly told I'm in the minority, but to me, the only reason to take the bus/boat at all is immersion and highly casual play; players who want to save time will warp.
Rainy_Night_<random>
<random> is a number between 0β5 inclusively or the NPC name, each of which has an equal chance of being randomly chosen.
marriageDefaultDialogue.Value = new MarriageDialogueReference("MarriageDialogue", "Rainy_Day_" + r.Next(5), false); yep
Ah I totally missed that, my bad. I'll check more thoroughly next time, ty
well that's day but 
it's worth keeping in mind that for a lot of players, using console commands seems too difficult/intimidating so they may want a different "cheaty" option that doesn't require commands, which is why I think a player config might be nice even if this exists already in other forms
If the mod takes off, I think it could be very useful for testing too. Like if someone reports an issue with Downtown Zuzu (just as an example), I don't necessarily want to open up their content.json and dig through includes to find their internal location names, I just want to pick "Downtown Zuzu" from the train menu and get there.
So then you'll probably want to add a hotkey to bring up the menu immediately without having to walk to any bus or train station at all (i.e. it's an interactive version of debug warp).
when i said you might as well debug warp me i didnt mean the player might as well just do that i meant that the mod might as well just have a very barebones "hit a hotkey, get a big list, click a location name" without bothering to theme around public transit
I'm not sure if it was a reply to Button or me, but if it was to me, then I wasn't talking about debug warp earlier, just warp totems, buildings, etc. And minecart expansion mods and so on.
Yep, a console command or something to bring up the destination menu could be something in future versions. I'll probably stick to just the player experience for 1.0.0 though.
i was the one talkin about debug warp specifically so i assumed me but i could be wrong
I was mostly speaking generally tbh, but thank you both for clarifying 
it was mentioned earlier too I think (though I could be wrong, I haven't fully been able to follow things bc asthma is making me a bit dizzy rn π )
there was a lot of words in a 5 minute span its true
(take a break if you need to, Iro!!
)
Airyn (since you're here) I've added jewelry recipes for Star Fragments, haven't released yet, do you want to see them before i do and I can make any tweaks you'd like?
Dwarven Expansion Related Things
Sure! 
question: the bus station sign that lets the farmer drive the bus - what logic drives that sign appearing? Can I change Pam's schedule and make sure the sign is there so the player can still get to the desert?
So to recap the discussion:
- Seems I'm creating a Central Station mod instead of continuing the Train Station rewrite.
- You can travel to any destination on the same line (e.g. boat to any boat destination), subject to each destination's
Conditionsfield. If you want to switch line, you can do that at Central Station. - Some little seasonal/rotating shops at the Central Station could be fun. Possibly mods could provide their own shops that get added to the rotation.
- Possibly a decorative flipper board sign (maybe animated)?
- Various ideas for future improvements (e.g. pricing that depends on location, networks, etc).
if Pam doesn't go to the BusStop in her schedule on a given day after the vault is unlocked she should leave a sign, so changing the schedyule should work
see NPC.performSpecialScheduleChanges()
oh, one last question about it RE lines: is the intent for it to always be limited to the given lines i.e. bus, boat, train, or is it planned to let people define their own lines if someone wants t o m ake, for example, an airport in the future with a plane 'line'? even though the discussion just happened it was kind of hectic so i d ont remember
For 1.0.0 it'll be limited to the supported lines. But it'd be easy to make it more customizable in future versions if it's something mod authors want (e.g. to allow entering a custom value, setting custom sound effects, etc).
For me, the warp network is a late game travel mechanism.
For the majority of the early-mid game if you want to get somewhere you are using the boat/bus/train.
Just getting around to backreading, but, seconding Airyn on his thoughts: Forcing a stop at Central Station or a similar hub could also be fun immersion if Central Station hubs feel like social areas. (potential for travel snack shops, etc.)
(*his )
(Sorry, I default to they when I'm not sure)
Hey everyone, I was wondering if someone knew what the context tag fish_upright describes. ItΒ΄s for a mod with fish pond data. Also, does fish_has_roe have any deeper implications than just, well, this fish produces roe?
I believe fish with fish_upright will not be rotated 45 degrees when they're drawn swimming inside a fish pond
(the vast majority of fish sprites are diagonal, bottom left to top right, so they're rotated to be even when swimming)
fish_has_roe controls whether the book that makes you have a chance to fish up roe alongside the fish affects that fish
I have a question. Does having the format version of the content.json in my content pack for "Farmer Portraits for 1.6" set to 2.0.0 instead of 2.5.0 cause my custom portrait to not load?
No
Thanks Selph, that makes a lot of sense.
Xero, please send your content.json to the website I said earlier
Okay one moment.
And is there anything in your SMAPI log about it?
No, there were no errors or warnings about it. I've been closing and reopening the game so many times that I think I'd notice if there was something like that.
Type patch summary [your mod ID] into the SMAPI console when you've loaded your save & talked to someone, then post your log here
Okay doing that now
I asked you before not to ping me π
Sorry I don't know how to turn that off permanently.
You can't. You just have to turn it off each time
you cant, really. unless you use something like betterdiscord or smth T_T
If you hold shift when clicking reply it's faster than toggling it for that send
neat
I didn't know that, thanks for the tip
How do I know what the mod ID is?
Maybe some day Discord will get a clue and make it toggleable
knowing discord, probably not π
?? Aren't all the vanilla fish aquarium sprites different from the item sprites anyway?
yeah, I don't know why that's not either a profile or channel setting
fish ponds, not aquarium
Ponds don't use the aquarium sprites, though they could now 
IIRC those just use the regular fish sprites
It's in your manifest
don't the ponds just have shadows? Or is it the animation where they're jumping?
those shadows are the one I'm referring to
Considering there's no shadow sprites, I'm pretty sure those shadows are just the regular sprites modified with code
...they're not generic? 
remind me in 12 hours to add this to the fish tutorial page
As you wish, tiakall (#6493948) (12h | <t:1737833138>)
Squid is the only thing coming to mind immediately that uses it
But I'm sure there are others
blobfish!
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 173 C# mods and 328 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
eel probably, it's not diagonal
Sorry I accidentally pinged u again
I need to go to bed, but please let me know if you figure out what my issue is. Goodnight!
do we have a CP only method to make furniture that can be toggled between t wo states?
wanna make neon signs you can turn on and off
if not i guess i can make them lamps and they'll do it at night
Can furniture even be interacted with like that? π€
maybe check if furniture framework has something for that
i imagine that or spacecore or such does yea
sconce lighting might work ok
i'll try it
looks awesome!
I wonder if spacecore would let you change the light colour
Im inclined to think that could happen
probably
is there a known method for making like sub-mods have a sane version check ?
like i have my animal husbandry ones without an update key and smapi mentions it etc
Yep, optional files on Nexus can use sub-keys for version checks: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks
rad, thanks
ah so i just add the @ tag thing to the main mod's key?
and the file desc on nexus
Pretty much, yep! For example, I use it for DSV's add-on packs - this is the update key for one of them:
"UpdateKeys": [ "Nexus:23918@SlumberwoodMarnie" ],
and I just have @SlumberwoodMarnie in the file description
cool, been wondering about that awhile
ah of course my husbandry data isn't playing nice, hmm
When I add a "When: " clause to my events they seem to break, anyone know why?
this is also happening on other Content patcher mods I download that haven When clauses
they just don't load into the game
Probably a formatting issue or your SMAPI isn't updated
You can upload your code to https://smapi.io/json to check any formatting issues
hmm neither of those seem to fix the issue, i'll keep trying
Does a patch summary tell you anything?
Im not sure how to do that π€
Type this into the SMAPI console: patch summary "yourmodid". It should output information about all of the patches that your mod is trying to do (each "Action" is one patch). You should be able to find the one for your event, especially if you have given it a log name, and it might show you if it's being applied or not. If you're not sure how to read it, put the log into the SMAPI log parser and share a link here and I'll read it for you.
(except without the quote marks)
I do it with the quote marks
Ah, guess it works either way then, never mind 
Now I am not sure if I always do it with quote marks or if it's only when I haven't done it for ages so I go to check the CP docs (which have it in quote marks) lol
thank you for the info! i can see that it hasnt loaded the event into the game but the rest in the events.json have been
however if i remove the when clause..or precondition im not sure what the term is, it will work
since this is happening to other CP mods only on ones with when conditions i can only assume my game has corrupted or something, smapi and cp are up to date
CP doesn't pass any patch with an unfulfilled condition into the game at all until the conditions have been met, which might be what you're seeing? (Just guessing since I don't know exactly what you're meaning by not loading it into the game.)
What do you mean by the event breaking, btw?
i think thats the issue CP cant understand what the condition is meant to be so it just doesn't load it, its not breaking it just isnt loading into the game π¦ hold on ill try it with a different when condition and see if thats the problem
Yeah, I will be able to help much more effectively if I can actually see what you're doing.
!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.
The patch summary should be telling you that the conditions haven't been met if that's the reason it hasn't applied the patch. (But also please do share your log and json for more help.)
sorry can i just post the code in here? 
Thanks, can you also link to your log with the patch summary in it?
yep one sec
Also if you're planning to release this mod, I'd strongly recommend making your event IDs more unique. It's good practice to put your mod id in as a prefix.
oh no don't worry thats just for debugging to make it less annoying to type out
sorry i need to be brb
Sweet as. Well, I don't see any issue with the way the when field is written so I am curious to see the log.
All good, but ping me when you get back so I don't get caught up in my game and forget about discord lol
Good news! The feature is happening.
Bad news... definitely not this week, because as it turns out, in order to make this work with multiplayer, I need to a lot of multiplayer stuff. Which everyone here loves doing, of course. 
question, when i made my rats mod i instead of making all the variants skins i made them all named seperate n such. if i wanted to change that into skins now would that error previous rats?
i had trouble originally doing skins as i just wasnt understanding it at the time.
if im reading it correctly it shouldnt if the same ID's are used?
Breeds you mean?
i believe so, i honestly see the code a bit messy now LOL.
was my first mod so i just wanna revise it better for future updates
So did u previously have rat on same level as cat/dog/turtle
With each rat in a separate one?
Oh they r farm animals ok
So i think people will get error chicken yeah
Bump the major version for this
hmm alright. that does stink
has been a reason ive avoided it for a bit but what can you do
It's more about how u want to do the mod i suppose
If you want to further differentiate the rats by giving them separate drops, then alternate purchase is better
i had entries for all 20 of em, only one has different drops haha
You can simplify 20 things into 1 include that u use 20 times now
I summon the local tokens goblin @velvet narwhal
i need to add translation support as well. and by simplify into 1 include do you mean a seperate json w/ this data?
There is feature to have tokens local to an include, which is a separate json yes
But i am get ahead of myself lol, do u have finalized thoughts about skin vs alt purchase here?
is there a console command to raise animal friendship. I need to test out a deluxe product I am making?
hmm i guess my other question is does this change load time at ALL, like would it matter if i changed it
I found it.
Also if you're reworking anyway I highly recommend prefixing your animal IDs with your mod ID
Probably few ms in total lol
You are getting smaller dict for lookup which is good
And doing less lookup bc skins are directly on animal data
But these don't matter at scale of <100 entries
may i ask what this means? my id for the mod is slumberwood.rat
ahh alright, that is a cool feature lookup has i never used it!
Oh Selph you are here, perfect. Can you look at this real quick before I test it? I am trying to add Trents black sheep and Bonsters Ducks to the multi produce mod. I think I did it correct. https://smapi.io/json/none/176947ad05da4398ae420893fe1919ed
If you dont have time thats ok too
naming your animals {{ModId}}_Hooded_Apricot_Rat for example
i see i see thank u!
that seems good to me
(assuming the IDs match up to what they were in the original files)
Yay, the id are correct. I am loading the game now to test
im looking at this entire json confused why i did half the things i did.
welp
i think ill change it to skins rather than alt purchase, the void rat can be its own alt purchase itself as its the only one that needs it!!
that is true, now thinking abt thats so annoying. i forgot to disable the void cheese for perfection so you have to cycle thru the marnie rat 500 times to get void rat
woopsies
another question. If an egg has more then one animal that lays it, how does the game determine what animal hatches? is it just random chance? I don't think it is a problem vanilla eggs have. but lots of mods add animal that lay the same egg
it actually just picks the first animal and always hatches that
you have to do some conditional patching to make it be random
"random"
where do you add that. I am looking at Mizu Turkey mod to try to see how they did it looks Like they just have all turkeys with the same egg id
i got it working now! im.. im honestly not sure what i did, but it works
thanks for the help the patch summary is really good to know
mizu's turkeys are all skins of one animal
not different animals
trent had a mod that i helped him with for hatching two animals from one egg but i forget what it was
they are each there own Entries "Mizu.Turkey_GrayTurkey" "Mizu.Turkey_WhiteTurkey" and such
trent did it based on the time the egg was placed in the incubator. which is one way of doing it.
if you hatch mizu's turkeys are they all random?
i have never hatch a ton, I should check.
its possible that nobody noticed they werent hatching randomly
was there recently another mod breaking update? oh man i just got a comment on mine that the sprites and portraits arent working. i havent been following the dew for a while as i dont think im gonna be getting back into it anytime soon but i feel obligations to keep my mod working
no, cp mods rarely break
well, maybe if you're using niche features, but not for retextures
as mentioned patching randomly is an option, but Extra Animal Config has an option for doing multiple possible hatches "natively" if that's what you want
the advantage over patching daily is if you have mods that add craftable incubators which can make multiple chicks hatch on the same day
(or just multiple coops I suppose lol)
I am look into that.
I am going to test what happens with the turkey and quails real quick. I am now wondering if it is random
im pretty sure i totally forgot to tell mizu about the egg thing
i miss the sleeping automatically mod. I hate haveing to walk back an forth to test stuff
debug sleep
@acoustic summit hi, i wanted to ask if it would be ok to use your assets as a template for a NiTV packs?
Example would be stuff like using the butterfly as a base for my own butterfly, things like this.
okay i think i see the problem, my game is not recognising content patcher tokens
content patcher is working but not that
have you shared your json?
yeah but not their log
!log oh please do
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Please share your SMAPI log file. To do so:
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- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
ok got it π
also seems like the json you shared is only a snippet? i see only one block
honestly if you think its a game/content patcher issue i would take it to #1272025932932055121 and cite a working and well-known mod that isn't working in your game specifically
Skip the modder error option entirely
the game never "recognizes" content patcher tokens
content patcher resolves the code before the game sees it
So it's much better to be providing examples of what is/isnt working rather than guessing at the reason
Or make a really really simple image patch mod and test different When conditions separate from anything else in your mod
i might just redo the event to not need those tokens it's above my pay grade but i appreciate the help
I can confirm all the Turkeys and Quails just hatch as the first type.
@dusky vigil If you have an egg with different animal types listed, the egg will only hatch the first valid one rather than randomizing between them
They have to be different skins for the same animal, or you have to do weird content patcher randomization
@brittle pasture is this right to make the turkeys random
{
"LogName": "Modify Egg Hatch",
"Action": "EditData",
"Target": "selph.ExtraAnimalConfig/EggExtensionData",
"Entries": {
"Mizu.Turkey_TurkeyEgg": {
"AnimalSpawnList": [
{
"Id": "Brown",
"AnimalId": "Mizu.Turkey_BrownTurkey",
"Condition": "RANDOM 0.33",
},
{
"Id": "White",
"AnimalId": "Mizu.Turkey_WhiteTurkey",
"Condition": "RANDOM 0.50",
},
{
"Id": "Gray",
"AnimalId": "Mizu.Turkey_GrayTurkey",
},
],
},
},
the key needs to be qualified (O)Mizu.Turkey_TurkeyEgg
the rest looks good
do you happen to know the percentages if i want a random chance for 4 animal? is is .25 / .50 / .75 / 1.0
Your mod makes it easy to add. Took me a total of 5 min to do both the quails and turkeys. π thanks for that
Next question, but I am sure the answer is you have to use skins. Is it possible to have live births be random? Or are they always going to be the parents type. For example could i mod white cows to birth both white and brown randomly. I assume it is the skin system I would have to use to do this
that's also possible, but also needs Extra Animal Config
search for AnimalSpawnList in the EAC documentation
also fyi
KNOWN ISSUE: The overnight pop up (X has given birth to a Y) will still show the parent species in Y.
(fixing that is unfortunately rather low on my prio list currently)
So it would be the same as above but instead of the egg id, i put the parents animal id?
It's part of the animal extension data asset
so you target the selph.ExtraAnimalConfig/AnimalExtensionData asset and TargetField into ["AnimalIdHere", "AnimalSpawnList"]
otherwise yeah the entries' fields are identical to egg data above
ok. I get it. Hmm, making all my animal spawn random varieties by type will be a lot of work. As I have to do it for each animal. Where the egg I only had to do One egg. I may still do it.
good luck! I have to run now for at least several hours, if you have questions feel free to tag my username and I can look when I'm free
Hey guys I was thinking about making a mod to change the farm cave layout next, is there anything specific about farm caves that I need to know before I start?
One more quick question. Does you data override the mods data. I am thinking of changing Trents Peacocks tobe random rather then based on time of day.
I dont quite get the question sorry
He has it so his Peacock eggs spawn different turkey based on the time you put them in the incubator. I want to make it random instead do I need to remove his data? or can I just add the code and your mod overrides his.
ah
my mod's changes should override the base game's spawn, so no need to touch it
ok, great. thanks
Mushroom boxes and dehydrator spawns are fixed (though there is a framework that lets you change the mushroom box positions). However it's a bit of a hassle for users to add an extra dependency for a farm cave map, so I suggest planning your design around the box/dehydrator positions.
this might sound like a stupid question but im new here and having issue with making a mod, is this where i ask for help?
Yup!
im like so new to modding this game, ive been trying to make a mod for me and my friends to play and ive been stuck trying to fix an issue all day, i made the interior to a house and now i want to put a custom npc in that house, like as if it was its spawn, but whenever i change the content file to change that, it stays in the map that i used to test the npc, but if i change the x,y position in the content file it still changes the position, it just wont change the location
its probably a really easy fix and im really blind but its actually stressing me out tbh
could you send your content json with the json validator so we could look at it? and probably a log too when you try to load up the game with it
!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.
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Your issue could also be that you need to start a new save to test the changes you made (sometimes its just like that) or you need to move to the next day to have them spawn in the correct location (again, just like that)
ill try the save thing first because that did fix an issue at the start
The save did actually fix it
thank you so much for suggesting that you've saved me another 9 hours of pulling my hair out π
You're welcome
I had the same issue when I was working on making a room for Qi and figured that 'oh it might just be this'
If you have any other issues feel free to pop in here :3 always willing to help myself and these folks are genuinely amazing (and sometimes I think they're all secretly wizards but dont tell THEM that... they might know I'm on to them)
Absolutely yeah! I don't mind any of the files included being used for templating/basing off of π
i 100% will its so much easier to ask for help then to cry over something i can't do myself π
The amount of times I was stubborn and tried to fix an issue for several hours only to come in here Finally and ask a question and have it solved in less than 30 minutes is... uncountable
then again there have been other issues that took this collective channel several hours to figure out so there's that too [I'm still looking aggressively at the weird weapon purchasing issue I had]
it helps if i sleep apparently too, i finished the house last night but couldn't get the doors inside to work, when i woke up the next day i realised i just didn't name the tile "TileData"
Oh yeah sometimes you do stuff like that and wonder "why isnt this working it should work I know it should work" and then you step away for a bit and come back and realize that you did something dumb
Like the one time I changed the internal name of my NPC and broke all of the doors and was very convinced that the doors should still work
"Are you sure there is currently an npc with the internal name "TheMrQi"" still haunts me
im still trying to learn how to get a lock on an npc's door and get it to give you the dialogue
So, I did notice something. The changes dont seem to be working. Is that because the animals are in SVE Premium barn and coop. I will test it in a normal barn and coop.
you can do that in Tiled + with a CP string
if you don't mind me asking do you know what the string is or does it vary?
oh actually not the string thing you dont need that
it automatically does it with lockedoorwarps
i can give you an example with my tiles one second
You set the tile to an Action tile - then you put something like this in there where it's LockedDoorWarp [tile x] [tile y] [Map they're warping to] [open time] [close time] [NPC name] [friendship requirement]
I was thinking of strings because at some point I wanted a custom response when you clicked on the door and then i realized that that was both probably difficult to do and not at all necessary
Can someone (only people familiar with "Farmer Portraits for 1.6") help me figure out why my custom portraits aren't loading? I have all my images named correctly and I changed the paths in the content.json so Content Patcher targets the correct images. I was told by Airyn to type "patch summary [mod ID]" into the SMAPI console, but they haven't said anything since. If someone could take a look at my log and tell me what the issue is, I'd greatly appreciate it.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 173 C# mods and 328 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
If this helps you, here is the content file for my Seasonal Penny mod that I'm making. Hope it helps. However, I am currently having an issue where when you click on her in social tab the walking animation is her vanilla file, but everything else works
https://smapi.io/json/none/da72dd4365264cd493380df8337bc84b
I based all writing for my mod off of what I saw Seasonal Villager Outfits Slightly Cuter Aesthetic had in their content file.
It doesn't really help since I'm not using that mod but I appreciate the effort nonetheless.
Mine works independently, the coding should be the same, I was just trying to let in that I don't fully know what I'm doing and that's what I would reference. I think an issue with appearances someone told me was that if the precedence is higher than others meeting the same criteria, it will never load
Didn't you take a look at the bottom of my log? It said that the images were loaded and conditions were met, they just weren't applied.
So I did some additional custom special order testing, and when I thought it was giving my NPC 2 of an item instead of 1, it was actually two separate interactions (SO delivery, then gifting)
Is there a way to make it so that when you deliver for a special order, there's more of a response, so that the player doesn't then gift the item again by accident?
thanks! π
(Note for anyone eyeing Train Station 2.0.0's new Content Patcher support: it's going to be removed in 2.1.0 since it'll be spun off into the more ambitious Central Station mod instead.)
is there a command in from file to use the file a character is currently using that day from appearance? Trying to figure out best way to go about editing calendar sprites or what you call the image that shows on the calendar for the person
I already added the CP Train Station support
That's okay though, thanks for the heads up π Will it be using a similar model with a different target? Or completely different.
(Wow, that was fast!) It'll be essentially the same model with a different target, and possibly minor tweaks for the final Central Station release.
Yeah, I'm going to turn this into a full on framework along the lines of Content Patcher, instead of just a mod kept on life support.
oooooooooo
Say there was talk of shops right
@ivory plume I'm glad you're here. I'm having trouble getting my custom portraits for Farmer Portraits for 1.6 to work.
filing this away for future use when I eventually get around to that little idea I had...
Was that gonna be just ppl doing map patch in the central station map or would there be a more formal way
I had people asking for TS support before the update, so when I saw you were adding an easy access point I took it
. This new mod sounds amazing though, I'll likely shift the main support from Bus Stations to this
To avoid a situation like festival positions
development has been halted by 1. skill issues (I'm not up to date on new 1.6 stuff) and 2. uni smote me
Yep, I have plans to have a little shop area in the Central Station. Other mods could edit a data asset to add their own shops to the rotation (optionally with a shop area texture to show). The customizable shops won't be in 1.0.0, but a couple of default shops might be.
Hi, I'm making my first content pack, retexturing the dog to look like my dog. For the content.json "ToArea" field, do I need to individually specify each 16x16 square?
The Content Patcher part of that seems to be working fine, but I'm not familiar with Farmer Portraits. So that'd probably be a question for that mod's author.
Aww okay
Nope, you can either (a) patch a whole area including multiple sprite slots at once, or (b) just omit ToArea to patch the entire spritesheet. You can add custom dog breeds now though, no need to replace an existing dog.
@vale stream I have a question. I did a patch summary for my content pack for "Farmer Portraits for 1.6" and it said the images were loaded and the conditions were met but they weren't applied. Do you know what might be causing this?
WHY DO YALL PING ME WHEN IM ASLEEP
Anyway yes here i have a farm animal template, no i will not elaborate: https://github.com/Aviroen/Voidsent/blob/master/[CP] Voidsent/Data/Templates/AnimalTemplate.json
ok, thank you! Is there a SMAPI command to change my save's breed or would I need to make a new save to choose a new breed that I add?
Yep, you can enter debug customize in the SMAPI console window to bring up the customization menu and just click the pet breed arrows. For new saves, the breed would appear on the regular save creation screen.
sweeeet thank you so much!
Javiroen, while you're here, is it possible to make a token for whatever outfit a character currently has? Say I have outfits 1, 2, and 3. Is there a way to create a token for a file path so that it would draw from which ever outfit is in current use so that I can create a file path for a different change so that it updates/changes depending on what outfit the character is currently ussing?
Welcome! We don't have any examples on the wiki yet (besides the field docs), but feel free to ask if you have any questions about adding a new breed.
should just use appearances
Localtokens are (imo) for extremely large amounts of repetitive data, if you have like 30 outfits I question you
you have 107 portraits
I never said i was the one to follow
You can make any token u want here but having too many editdata is technically worse for perf i think

Avi is lance gonna get to visit the sord coast
Legally distinct not Lance is already redrawn yes
Not the 103 portraits though I'm a changed man
no, so I have 3 outfits per season. And, when studying off of Seasonal Villager Outfits Slightly cuter, I saw the command
{
"LogName": "Penny Calendar Sprite Edits",
"Action": "EditImage",
"Target": "Characters/Penny",
"FromFile": "assets/{{Target}}/{{TargetWithoutPath}}_{{Aerobics}}.png",
},
However, they only have one outfit per season, so I'm trying to figure out the best way to adapt this. I do use appearances for regular outfits, but some reasons does not affect my characters image in the calendar or their walking sprite in social tab.
Oh ig i was more asking
R u gonna have crossovers between mods
Maybe marlon gets to visit
Oh. I mean my warp network is accessible via the busstop so sure ig but I'm not doing it from my end
The reason why the mugshot one isn't changing is because the base Character/Penny is attached to it iirc
Do u desire a token that's actually the id of the characters's current appearance
But Marlon is ur mod now
changing the TextureName in the CharacterData according to appearance should also change the calendar and social page without having the costly editimage
Would I change that through appearances so they all overwrite that file? I currently have appearance load written as:
{
"LogName": "Penny Appearance Data",
"Action": "EditData",
"Target": "Data/Characters",
"TargetField": ["Penny", "Appearance"],
"Entries": {
Do I need to change the target to Data/Characters/Penny?
I cannot go into detail bc I'm about to go to work
changing any of the appearances will not affect the Calendar or Social page. the only ways to change it are to EditImage Characters/Penny and Portraits/Penny or changing her TextureName field in her Data/Characters entry
but you cannot target an image with an appearance. you have to do a different patch
@brittle ledge: add this to the fish tutorial page (12h ago)
like you would have to EditImage with a FromFile for whatever .png you want. you just need a way to keep Randoms in sync between the Conditions for the Appearances and the When conditions for the EditImages
okay thanks. what do you recommend as the best route for keeping them in sync? I'm willing to learn, but the only way that I know how would through possibly tokens if I can do what I think I need to do with them
okay thank you
Can u tell us about the conditions of your outfits
The conditions for my outfits are SEASON X for the sun variants and SEASON X, Weather Target Rain Snow Storm for the rain variant. I have no festival versions of anything. Total outfits should be 24 if I did math correctly. 3 outfit per season with sun and rain version
tbh it might actually just be easier to do the EditImage
it'll still be a pain with different patches with different When conditions but thinking about syncing everything up otherwise sounds more annoying to me
without dynamic tokens i mean
Yeah if u name ur outfits according to season weather it should work out?
I'm not sure if weather makes distinction for storm
there is a Storm weather
but you can just do WEATHER Here Rain Storm
or in when condition format
which can also take multiple options
oh and GreenRain
that said it wont account for modded weathers obv
Okay i now sit in the parking lot and wait
but uh, I don't actually remember if my solution fixed the mugshot changing
You can probably just conditionally load based on when: {{weather}} and then connect the pngs to the weather so something like Rain= Penny_Rain
editing the base sprite or texturename is the only way to do so for calendar and social page
Texture name probably the least costly
can't really have a base case with that though
like you dont want the texture name to be Penny_NoWeather for example when there is no outfit loaded
Well it's sunny then isn't it? /gen
yes. but you dont want that to be the base texture name
Fair
bc your un-outfitted target is probably just Portraits/Penny
not Portraits/Penny_NoWeather leaving regular penny untouched
Yeah it does seem like a pain without dynamic tokens 
i suppose you could go back to a dynamic token then and do "TextureName": "Penny{{MyToken}}" where MyToken by default has a value of ""
Well I'd just do {{PennyToken}} and the default be Penny
either works
okay, so for my understanding. Where would I input token? I understand how tokens work I think. Where do I inject the token into. Also, what is texture name for? I'll admit I am slightly lost
Texture name is inside of the data/character
Its what the game defaults to
assuming no appearances are found and valid
(with the calendar and social menu being exceptions for Some Reason)
okay thank you.
adding an npc warp into the secret woods isnt going to break other npc's schedules right
dont think NPCs can navigate in there
(I now disappear into obscurity)

i could be wrong
yeah... i mean that's what space core was sayin but i thought 'haha if i just add a warp in itll be fine right... right'
a map not being NPC navigable isnt about there not being warps
its that they will ignore paths that take them there'
if an NPC is not allowed to navigate in the secret woods then they will not consider a path that takes them (via warp or oitherwise) through those woods to be a valid path
For all of the joy this game has brought me, so to does it bring me agony
well u can prob give him a cave
they wouldnt be able to leave the cave
I made my map look like a specific area of the secret woods with an NPC Warp directly to it from the forest just to get around that so they don't have to try to path into it.
if the only way out is thru the woods
that is what the npc warp is for right
So if I do a warp directly into the woods he should be fine to move around in there once he's in there?
if my understanding is correct, they just straight up wont use it. they cant. bc theyre banned from the woods, and the warp takes them to the woods
The player enters through the secret woods but Saria uses a secret shortcut in the Forest map xD
yea thats basically what i imagine
the npc never goes into the woods map
they can pathfind around it secretly like lily's method
they just go from forest directly to "custom location"
I FINALLY FIGURED OUT WHAT THE ISSUE WAS! I was trying to trigger an event with when: HavingChild but I kept using the debug pregnant command and didn't think to test it with the player being pregnant normally, and because of that the HavingChild token never had a chance to make the event load...
I mean I could just not have him go in there at all and remove that part of his schedule... but it feels very much like his character to have him go into the secret woods itself which is why I was going to do it u_u
going from forest to the custom location would work as long as lily(sorry when i said lily a second ago i meant fireredlily i forgor theres two) didnt want them in the woods themselves
You can "fake" them being in the secret woods for events for initial introduction if you need to
I could make an extension TO the secret woods I suppose - maybe one the player gets to unlock... I already kinda did that with my berry grove
and remember they can START in the woods
if you force them there with like a 0 schedule
I know I can put him in there for events (i already intend on doing that actually, he has one or two that take place in there)
or otherwise warp them
That sounds like... a lot of work
starting them in the woods is no more work than anything else
an NPC just wouldnt be able to leave and come back later
without being manually warped into there again
a zero schedule? It's not hard at all
Wait, I just realized something. Does anyone know what path I need to make Content Patcher target for "Farmer Portraits for 1.6"? I'm trying to make it use my custom portraits and it's possible that I've been targeting the wrong thing this whole time.
With schedules - at the start of the day is the initial part of it where they spawn? because otherwise im not exactly sure how to do that, and i dont want to override any of his other schedules
it was already work enough to get the initial alternating schedules to work
just start your day schedule with 0 instead of 610 or what have you
O:
so that combined with him just starting in the woods instead of walking there should work
yep
as long as he never leaves
unless you dont want him to end the day in the woods after
I don't know how complicated Alecto's schedule is but she's one I know for sure uses 0 schedules to get into the secret woods
if you dont care that he ends outside the woods its fine
His secret woods schedule is supposed to be one of his 'work' schedules so it would make sense
he's working at 12-12 shift, 24 hours y'know
i do actually wonder how much it'd work (if at all) if you DID like... have a schedule point end right in front of the woods, and then warp him into the woods after they arrived
would they just be able to continue their schedule from that point on and just be fine? since theyre already there
hey, im really new to modding and try to add a part of the backwoods map, I know the SVE does it already and it seem originaly the map is a .tmx file and SVE patches with a .tbin file. So now for me i get an arrow if i save my map file as .tmx and it works with .tbin. Is this normal behaviour? I would like to patch with .tmx to also include tileData
tbin is an older format but once loaded everything becomes xTile data
depending on what you are hoping to patch, you may only need to use content patcher
you mean contant patcher to add the tiledata?
Does the Golden Clock not work on custom Farms or something?
@lucid iron thank you, so it is normal to get an error in my case with .tmx file?
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Since you are patching a vanilla map, all your tilesheets must match
just wondering because all i had to do was move from .tmx to .tbin
Things to check if your TMX is not recognized as valid:
- missing tilesheet references
- extra spaces or /n characters in your Map Property fields or values
- that you have embedded any new tilesheets
- that all your tilesheet sources are relatively positioned to avoid directory climbing
For anyone that has used Farmer Portraits for 1.6, do I need to change the target path for Content Patcher? And if so, what is the correct path?
it's recommended to use tmx these days, mostly for tile rotation features
but tbin still work so it's ok
gold clocks work fine
i'll add that for tile data remember to name your tiles TileData
they wont do anything about weeds if your farm map is not actually a Farm or IslandWest
important
but. they probably aree that
I've got a user saying its only partially working on my map
which seems very strange, and yeah its a farm map
also so you can open up the tmx to edit it in n++ for quick fixes
i would ask them what "partially working" even means
im trying to get them to tell me yes 
i was talking to Draylon
they said that it only works on the farmhouse island and all the others still get debris, but i also just tested it, and it works fine.
oh for draylon, is it bc u have subareas that aren't the farm location
i will add a spacer - next time to delineate my messages
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 25 C# mods and 9 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
if the regular farm is the C# class type Farm then it will not spawn weeds. theres no way it can work on IslandWest but not Farm
the check happens in the same line of code
if youβre talking about your island farm map, arenβt all the islands on one map, draylon? it would be a bit weird for one of them to be affected and not the others 
this map has no subareas
i think they just need to verify integrity of their game tbh, cuz they've had some other strange issues, gonna recommend that i think?
I didn't call out the class, but its a custom farm type, the game auto converts the base i think in order to make all the functions of farm actually work.
And yeah, exactly my thoughts Iro, cuz yeah its all one map.
And I just tested it, and the Golden Clock Worked Fine for me, disabled it, rolled over seasons and debris spawned :p
yeah, the game doesnβt even know that there are separate islands on that map technically, so this wouldnβt really make sense as a bug even
are you missing the Buildings layer somehow?
no
if you didn't manually change the class of your farms location then 99% it's the right type. They might just have another mod doing things
I would definitely get them to reverify their game files and possible come ask in modded-tech-support tbh
can you elaborate on what happens when you use tbin vs tmx?
the Buildings layer thing is that when you are making a map patch, you must have all the layers present in the original map
hence the usual rec of making a copy of vanilla before doing patch
(to be clear, the islands in question are just areas of land surrounded by water all in the same map - https://www.nexusmods.com/stardewvalley/mods/17875 this is the mod in question. So the islands arenβt even separate locations, thereβs really no way for the gold clock to work on one and not the others, Iβm pretty sure?)
I assume the βfarmhouse islandβ is the one in the bottom right
literally 0 way without another mod interfering
If I use .tbin there is no error. I just took the SVE MapPatch file as template and use the layers they had there
thank you for confirming, I was like 99.99% sure but stardew does crazy things sometimes 
possibly farm type manager spawning stuff, maybe, I say, speaking completely from zero knowledge
and do you see the tiles u want applied in game (to Backwoods)
yes it works as i want it with .tbin
only the one TileData is missing
so i can fix it just want to understand what happens
yea me too, i also wonder if there is mystery incompat with tmx and tbin
it would surely be a bigger deal if it was though, given how many people patch sve
do u have all of these?
yes
can check by looking at Backwoods.tmx
do u want to zip ur mod and send over so i can check 
or just the tmx/tbin
How can u get star valley on the Mac?
are you asking how to install the game?
Yea
have you bought it from GOG/Steam?
No
thatβs how you get it then
@lucid iron
I do have FTM spawning stuff, but Its Only Beach Forage and Ore for the Quarry.
I ended up responding with listing out why it shouldnt be possible and ended with its someone elses mod effecting your game, or your game is corrupted a bit, recommend reinstalling or verifying integrity, if its still happening.
I think there's a way to make it so that my custom NPC will refuse a specific item, right? Like not just dislike but refuse?
the RejectItem keys should do that, yeah
Thanks
hm your contents.json has 2 Changes sections
i am surprised anything worked at all
I'm facing a weird issue, when getting the modData of a location it is synced and works correctly when in that location (both Game1.currentLocation.modData), but when outside of that location the modData is only loaded correctly from the main player (both using Game1.getLocationFromName(<name>).modData). Anyone know whats going on / have a solution?
farmhands don't have access to data for every location, only "active" locations; the consistent one is the farm, where you could store data they can access any time
thats normal
beyond that, it's generally just locations they're currently in
you can also set locations to be always active in their LocationData
shouldnt really do it unnecessarily though but if its just like, One location it might be fine
Alright, thanks very much 
you can also have the host send the mod data through SMAPIs multiplayer message broadcasting events
though, you'd need to rethink how you store it anyway in that case since you wouldnt want the farmhands storing it in mod data, it'd just be a different cache somewhere
point is there are options
also re: FTM earlier, come to think of it...I guess it can respect the gold clock, but it'd need a slightly weird GSQ 
"BUILDINGS_CONSTRUCTED All "Gold Clock", !WORLD_STATE_FIELD goldenClocksTurnedOff true"
(unrelated to whatever that complaint/bug was, though)
so my theory atm is that your Backwoods.tmx is missing monsterGraveTiles
im not sure if there is way to fix this without redrawing the map
this will not work because that world state field is just a field and not a property (this is why I added my own GSQ in BETAS)
ah, I hadn't looked very closely at that reflection it does, thanks 
yeah there's currently no vanilla way to check if the clocks are off
I see but why the .tbin doesnt need it?
π ew. multiplayer
part of abigail's questline patches/adds/uses those in the backwoods map, so its for that questline change i think.
Can you upload or send me the one without multiplayer just so I stop bugging you? π
it's to do with the storage format probably, tmx stores the tiles as absolute index
Cant I readd the tilesheet?
In the end its not a big deal to redraw it
Thanks for the effort, i makes also sense because yesterday i didnt got the error and today i deleted all unused tilesheets

i made a small example just to double check it can work
Readding the tilesheet didn't work because tiled did not reorder the index correctly
I guess I can't use dynamic tokens in this way? "When":{ "cfgJail{{Prisoner2}}": false, "HasConversationTopic": "{{ModId}}_{{Prisoner2}}InJail" }
Nope, Content Patcher doesn't support token tokens. (That would prevent most of the optimizations it performs to reduce performance impact.)
Just to be absolutely certain, what version of SMAPI are you testing on? @mellow karma
Ah, nevermind if the monster grave tiles thing worked, though
Do I still use PFM to add an item to be used in a Preserves Jar or can CP do that now?
CP can, but if the item is already vegetable/fruit you don't have anything special to do outside of having the item if you're fine with the default rule
Oh, I can absolutely whip up a version that works but isn't fully complete!
Dino 
do you have a link to the Doc, I can't find it.
which doc?
the one that tells me how to add a custom item to the Preserves Jar in CP. For example is i wanted to add a fish to the Preserves Jar and get a pickled fish as the output.
the wiki about machines can help you with that, search modding:machine in the sdv wiki
i would just look at cornucopia's json
then try looking at a mod adding a rule to a vanilla machine (like VMV, WAG, Cornucopia, and such)
ok
For anyone that has used Farmer Portraits for 1.6, do I need to change the target path for Content Patcher? And if so, what is the correct path?
ik you been asking this whole day but did you actually try it in game yet
I would forever be in your debt if you did
Also, 11pm GMT now. I'll get you a partially finished version tomorrow!
All good, gn!
I looked up the mod description. It says aedenthorn should only be removed from the HasMod field, the rest (including the target) should stay the same.
Mod descriptions are generally the correct place to look for this information. I also checked the source code just in case the mod description was incorrect, and itβs not.
I looked in both the manifest.json & content.json for my content pack, and I'm not seeing the "HasMod" field anywhere.
Then it sounds like thereβs nothing that needs to be updated.
morning atra!
(you mainly need it in the dependency, since it says to update it there too)
(I just got my flu and covid shots so I'm not awake currently)
I was lucky enough that my flu shot this year didnβt give me any flu symptoms this time but ik from other years what you mean
I hope you feel better soon!
same
Can a mod have a (somewhat separate) content pack mod inside of it? Pretty sure the answer is that you can have multiple mods in one folder, but each of their top-level folders have to be at the same hierarchy, but just wanted to check.
yep, just pack the separate sub-mods into the same level and SMAPI will load them
If one is a smapi mod you can make the csproj package it now
Ok that's what I thought, thanks
When was that feature added?
The csproj thing? October
I'm thinking about ways for other mods to integrate their honey bottle sprite with my mod with the least work for them, but I'm also concerned about users having multiple mods that attempt to integrate with my current method and the user not having any choice in the one that "wins".
So I saw in the docs I might want to switch to having them create a Content Pack for my mod, which seems to make the most sense.
Okay, so I'm not crazy and that wasn't a thing when I needed it :P
i dont see why u need to do that
Making them put your mod as the content pack for is NOT recommended
arent u just asking for a honey + label mask texture? let content patcher decide the ordering on that
Yeah I'm just thinking that the priority the mod author assigns might not match up with what a user might want between multiple mods trying to load that asset
i mean if they had multiple mods that edit honey in vanilla then thats a user issue 
Say two custom sprite mods both try to load into the same asset and one chose a higher priority, the user can't choose the other one through GMCM or anything
what you can do is, make a custom asset for your mod
then u can do things like, give specific flower specific honey graphics
and reinvent ebagi 
Well i have a custom asset, that's how I've currently set it up for other mods to integrate with / override the default honey sprite and label. I load into that asset with low priority.
No I want to stick to letting ColoredObject handle coloring and overlaying on top of one honey sprite
i don't understand how making them make content packs specifically for you solves the priority issue anyway
Making them a content pack would (potentially, haven't read all docs) allow me to give the user a list of all the content packs for my mod presented in a GMCM option they could choose from.
So if they have 3 mods that offer honey sprites, they can choose which one to use
And I load that into the asset
in other words, content packs don't themselves solve the issue and you can already do that with content patcher custom assets as chu describes
no clue, the only thing that's coming to mind is the path
do the example templates work?
fyi, when you put your mod as the content pack for mod, none of the content patcher features will apply to that pack (I guess it's half obvious haha) but that includes things like token parsing etc
so here is hypothetical format
{
"Changes": [
{
"Action": "Load",
"Target": "{{ModId}}/colored_honey_texture",
"FromFile": "sprites/{{TargetWithoutPath}}.png"
},
{
"Action": "EditData",
"Target": "voltaek.ColoredHoneyLabels/Data",
"Entries": {
"{{ModId}}_honey": {
"Texture": "{{ModId}}/colored_honey_texture"
}
}
}
]
}
there can be multiple mods making edit to voltaek.ColoredHoneyLabels/Data
and u get a Dictionary<string, ColoredHoneyLabelsData> to use for stuff
(i only put Texture as a field of ColoredHoneyLabelsData but obviously there can be more)
to explain more about why: it's because it CANNOT be a content patcher mod anymore. can't make a content pack for two different frameworks at once
NOTHING about content patcher will work anymore
theres a lot of mods that r done through custom assets rather than content pack for now 
Huh, I actually haven't tried that. Once my shift ends in 30 minutes and I'm home, I'll see if the template packs work without changing anything.
Interesting. Didn't know this was a possible approach. This sounds like it will likely solve my "user choice" issue as well as allow for some more flexibility since they can specify different fields for different options.
it's not just a possible approach but actually the recommended one as of 1.6, fyi
I also wouldn't want to lose CP loading the images into textures and all that
and making custom assets is SUPER easy, way easier than parsing json on your own for content packs
well parsing json is simple too cus u just call newtonsoft json
So if I were so inclined, I could have the "default" stuff for my mod be loaded from CP in the same way as another mod author would, correct? And SMAPI now supports building that right into my C# mod, also
well u can just have default data put in from C#
More so for making sure it works the way I want it to; sort of a build-in testing
like this i mean
put default data straight into the asset to guarentee you have at least one thing there
and put Exclusive so no one else does anything stupid 
Sure, let me know if anything comes up
the custom asset example here actually includes a default json asset, now that I check again 
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content#Let_other_mods_edit_your_internal_assets
all my custom assets just create an empty dictionary, but you could do this or pre-generate the default within the C#, if needed
(I meant more like actually evaluating it, sorry, I need to start explaining things better lol)
that part is kind of the same too cus
u get a C# model class filled with data regardless
not like python where u get a big ol dict
The exclusive is just for loading, and then other mods just edit their entries in, basically, right?
I have a love hate relationship with python tbh
yea
i dont want other mods doing a Load over the default values
so this is to make sure everyone else is using EditData
makes sense
does also mean other mods can edit ur default if they really want to ofc
Ok neat, glad I popped in here before going off and reworkign things for content packs 
I thought content packs seemed excessive for my use case, anyways
is visible fish not open/available source?
it's not, sheku usually preferred not to upload iirc
{
"Id": "Default",
"Condition": null,
"MinimumFriendship": 0,
"ItemID": "Rafseazz.RSVCP_Cherry_Pluot"```
that's all i should need to do to make an animal drop a ridge fruit right?
I don't know the answer, but just fyi it's very hard to give help/advice with examples that small. At the very least try to include everything in the "entries" section of the patch, or the entire patch
if it's long use the json validator
well i just mean the item ID mostly
you can double check the id in game if u want
the rest should be fine i'm just altering an existing mod of mine
list_items Rafseazz.RSVCP_Cherry_Pluot
i think this is the right thing tho
besides that make sure this is behind hasmod ridgeside
yeah it's set as a required mod
Does anyone know if there are any mods that make villagers greet each other / the farmer more often?
I can't even remember if I have seen them do it
Considering seeing if I can figure out how to make one if there isnt
Okay, I installed the Farmer Portrait Reactions Template and didn't change anything. It's still not working.
At this point, it surely has to be an issue with the target path.
I've seen them greet eachother all the time but I always have mods never play vanilla so not sure if it's a modded feature
!log can you send your content.json?
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
they do it sometimes at random every 10 minutes if theyre nearby each other
and if theyre not socially anxious
They'll even greet monsters
yeah, 10% chance at the time change if they're near somebody and are* a qualified NPC (which includes monsters on both ends, yeah
)
I have adhd so there is a very high chance I just didn't notice because I wasn't paying attention lol
It's pretty rare that I pass by NPC's as they're passing each other lol
theres not many scenarios where the schedules line up for it to apply really, on top of the random chance
Did you just replace yours with the template?
they do say hi to the farmer sometimes to yeah
same thing, random chance every 10min if you're in range
or wait no
thats the ambient stuff
i missed this function casting to NPC
Like I said, I haven't changed anything in the template.
Does this look semi correct? I thought I knew what I was doing, but feel unsure. Read through the github and I sort of understand but not fully. The two things I think that would be proper is either A or B. Apologies for the pestering today. trying to hopefully get coding for mod done before courses ramp up in intensity
"DynamicTokens": [
{
"Name": "PennyToken"
"Value": "Penny"
],A "Penny FALL Outfit Skirt and Collared Shirt SUN": {
"Id": "{{ModId}}.PennyFall_Sun",
"TextureName": {{PennyToken}}
"Condition": "SEASON Fall",
"Sprite": "Characters/Penny_Spring_Sun",
"Portrait": "Portraits/Penny_Spring_Sun",
"Precedence": -150,
"weight": 1
},B "Penny FALL Outfit Skirt and Collared Shirt SUN": {
"Id": "{{ModId}}.PennyFall_Sun",
"Condition": "SEASON Fall",
"Sprite": "Characters/{{PennyToken}}",
"Portrait": "Portraits/Penny_Spring_Sun",
"Precedence": -150,
"weight": 1
},
So you're just using the template entirely now, not your own portraits?
if they have [Location]_Ambient dialogue tho they can say hi
yeah, I guess the 10% is actually for "ambient" dialogue, I hadn't seen that before 
(or w/e the text is)
i assume thats like Pierre's "It's farmer [name]!" when you walk in
but randomly
I did do that before, but that was the first time I realized my custom portraits weren't appearing ingame.
What are you using now?
texturename is not a field inside appearance data. its a field on the character itself
I said I was using the Farmer Portrait Reactions Template with the images and content.json that come with it.
Dial the sass back please, I haven't been following this closely
ooooh, okay.
just for formatting though, can I see a dummy chain. The more I learn, the more I realize I know very little π
I don't know what you mean by dummy chain
an example or something similar, I'm trying to look at wikis, and sometimes formatting and where things go makes sense to me and others I'm left scratching me head
i dont have any examples on hand/in mind
i am home but i am also not coherent
by chain i assume you mean what the block would look like
"Action": "EditData",
"Target": "Data/Characters",
"When": {
//your weather queries here
},
"Fields": {
"Penny": {
"TextureName": "texture here"
}
}
},```
i have not backread at all and this is from the assumption of what was gone over some 5-6 hours ago so

Is it possible to change the amount of monsters slayed needed in the adventurer guild?
thank you very much.
You can edit Data/MonsterSlayerQuests and change the Count values for that
Hm, I was able to get it to work, had to check some of the config settings
Using just the template
You used the reactions template?
Something like this?
Yeah, the first one on the mod pages Optional Files
Okay then idk what the hell is causing my issue
I am having a very strange error with a mod I am doing. Whenever I collect the item from the preserves jar. I don't just get the Honey I am expecting. Randomly, (not every time) I will also get fiber seed or fiber with the Honey sometime. I have no idea what could be causing this
Did you check the config settings to make sure they're all correct for using Custom Portraits?
Seems correct, yeah. You can use patch export Data/MonsterSlayerQuests in the SMAPI console to output the edited file and see if it looks right.
I tried it in this moment and it did work. Thanks for the help!
Interesting, with those settings it doesn't work
This is what I was using when it did work
Just checking, but did you skip the intro?
I skip the grandpa scene and the driving scene but talk to Robin
Welp, I'm out of ideas
Your path is aedenthorn.FarmerPortraits right?
Yep, it's just the template so it should be the same as what you're using right now
I would just mess with the config until you get it to work
And then try to step back from there until you find what's broken
Okay. Thanks for the effort.
Misty can fix it if you can report the issue, or if it's working as intended can make it more clear as to why
I'll try it with ur config settings.
Thank you! I'll try to get them fixed this week, I know they've been languishing at the moment
Nope, didn't work.
HOLY CRAP IT WORKED BUT NOT IN THE INTRO SCENE!
Hm, that's interesting, I wonder why
Idk
That's why I kept getting confused. It's because I never went past the intro.
Yeah, it's just working in the intro for me, so I'm not sure why it's not for you
If I didn't need to go grocery shopping I'd be more interested in trying to troubleshoot it more
Do u want me to send u my smapi log so u can take a look at my modlist?
Uh, you could I suppose but if there was an issue blocking Farmer Portraits from working it would be failing entirely
I forgot to disable Portraiture before testing the first time and just had no portrait at all
I haven't seen any errors or warnings about Farmer Portraits in the log.
Yeah any other mod patching the dialogue box but not letting Farmer Portraits do so wouldn't cause an error, just silent failure
One pitfall of Harmony
At least you have a testing point you can use for your mod now
It has to be one of my other mods.
!5050
This method involves splitting up your mods into two halves and testing each set individually. Required mods must be included in each test.
If your issue does not resolve with the first set, then you know two things:
- The problem is in that section of your modlist;
- The other set is good. Don't worry about testing those.
The next step is to start the split again with only the set of mods where the problem occurs. Keep splitting until you can narrow down the source of the problem.
You can try this to narrow it down
I'll probably do some testing on the config settings at a later point to try to figure out what's keeping it from working when it should, but for now I have to run
Okay if you figure out anything, lemme know.
fruit ghosts update + RSV addon are now up
what does "no record matching key 'Penny' under Fields" mean exactly? However, does look I can utilize it with appearances which is nice.
https://smapi.io/log/b8bc244ce6fc41378e7940561dab4bff
https://smapi.io/json/content-patcher/252164545c28464ea8fa90bca6ded642
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 38 C# mods and 49 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
you dont have to asjshjdkd i just wanted you to know
having more or less finished the code for my silly WIP project, i now have the problem of having to make sample content for it, and i am not well-equipped to do so so i am languishing /lh
Well it doesn't seem to matter now considering I literally disabled every single mod except for Content Patcher, Farmer Portraits, & my content pack and the custom portrait still isn't showing up...
Hopefully someone will correct me if I'm wrong, but I think it's trying to look for a field called "Penny" inside Penny's Appearance field because of your use of TargetField. I think you will need a separate action block to do your TextureName change.
(Also, I have no context for why you are trying to edit the TextureName in the first place but I was under the impression that it's just the default image that gets used if none of the appearance entries' conditions are met, so having that as a dynamic token seems like you're trying to use it and appearance when you could just be using one of the two - but if you have been advised to do it by someone more knowledgeable than me, ignore this!)
Hmmm. Tried adding something to dialog like Town_Ambient to a character but it didn't seem to do anything. Am I missing something?
its still just a random chance
the NPC's picture on the Calendar and the appearance used in the Social tab use the TextureName and ignore any currently applied Appearance
(your solution to their error is correct)
Maybe I need to wait longer
Ah, good to know, thank you! I will add that to the wiki.
It's 10 minutes game time right and not real time? XD
correct
keep in mind that the Ambient textabovehead stuff has no relation to the farmer or their location or other npcs
it just happens
Makes sense. Does it have to be Just [Location]_Ambient or can it be [Location]_X_Y_Ambient
it has to be locationname_Ambient
Oh well, that'll do, ty π
i should mention that my mod BETAS can make an NPC show textabovehead as an action
however that action has to come from a trigger of some kind and there may not be a good candidate that is as reactive as you'd want
so, I'm trying to do texture name change because of a weird thing where using that appearances, everything else works, but it does not change calendar sprite or the sprite in the social tab when you click on a person. I was seeing if I could get the name change template to work in appearances as that is the new way the wiki says to do outfits, but seems it may have to be the older token method for the entire thing.
your problem is simply using both the Fields and the Entries in that same patch as Aba said
i dont think theres actually anything wrong with doing that in general (probably) but ive never tried, but you have a TargetField above it specifying that you are looking in Appearances
Ill check it out, thanks π
so both Fields and Entries are looking inside the Appearances list
obviously there is not going to be any Penny characterdata inside her appearances list
okay, that makes sense.
@vale stream I've disabled every single mod except for Content Patcher, Farmer Portraits for 1.6, & my content pack. I found out that, this entire time, the custom portraits have been missing only during the intro. After the intro, the custom portraits appear like they're supposed to. It's clearly not a config issue, it's not a content.json issue, and it's not a mod compatibility issue. The weirdest part is that rokugin simply installed the Farmer Portrait Reactions Template and the portraits showed up for him in the intro. I don't understand why they're showing up in the intro for him but not me.
how is everyone doing this weekend?
huh, not what I would describe as chill 
I;m totally exhausted. (but happy)
ah.... that kind
How are you?
Frustrated & starting to think the universe hates me lmao
lots of pain today, My spine was... bad, I woke up at like a 7/10 on the pain scale, moving difficult, so i ended up just lying on my heating pad for 3 hours before it went down to a 3 with an occasional 6, Cooked a few potatoes, Downed a cup of wine(I'm immune to pain killers, but the muscle relaxant effect of alcohol helps, but I only ever do it if i'm above like a 6 on the pain scale), and went to work, Just got back like 40 mins ago and just been ... blah.
Sorry to hear that
ye, it rarely gets this bad, usually I'm at like a constant 1-2 with occasional 3's but something this week set it off.... Honestly Might have been me sitting crouched over my PC Drawing on Maps for like 4-8 Hrs a day for 4 days straight >.>
Funny how that happens π
ye
I hope you've got a day of rest ahead of you
I don't work til the afternoon tommorow, Half-Day. But I have monday off, i'm probably just gonna be on my heating pad a lot resting
PAM what is this I came across just now? Love interest Gus OH?
LoveInterest is unused code and I'm pretty sure it's from early development too
Doesn't mean anything
I have just deleted an entire paragraph asking for help because I realized what I was doing wrong while typing it - but this channel was still helpful so thank you all anyways 
i guess love interest can just be a little easter egg if you feel like keeping it
CA's headcanon
Wouldn't it being his headcanon make it canon /silly
Good ol' rubber-ducking π 
Kinda
the fact that it's not implemented means, sorta no
I know heehoo I do the same thing with my own writing/stories/etc :] just being silly of course
Yeah, you get into Death of the Author stuff with whether or not to take extra-canonical sources as canon π
Heck sometimes I just say stuff about my stories just because its fun to make up stories for the stories
Interesting that they carried it over into 1.6 then. Also, I'm not sure this WAS a LoveInterest pre-1.6 Gonna have to check now. They're not used, but the fact they still Exist suggests something.
hrmmm how can I fetch current conversation topics in the smapi window? I thought it was in patch summary full but I can't find it
okay yep, Pam's always held a candle for Gus. He does not hold one for her though.
She only loves him for his alcohol 
It is in patch summary full, you just might need to ctrl+f for it
OK thank you, I realized the CT I was testing for I hadn't actually triggered
OK I have a stupid question. If you add a conversation topic for 1 day, I know it will persist for the current day (the one it is activated on) AND the next day. Can you add a conversation topic for 0 days and have it persist for the current day but not the next day?
Yep
awesome thank you
Are there any examples of NPCs that add desert festival dialogue? I can't seem to figure out how to get it to work myself no matter how hard I try ... Though I wonder if it has something to do with my NPC having my mod ID in it as well >> what im doing is included
"730 Desert 43 25 2 \"Strings\\schedules\\{{ModId}}_TheMrQi:Aos.QiDesertFestivalDialogue\"/ (Desert Festival dialogue section in the schedule)
"LogName": "Qi Schedule String(s)",
"Action": "EditData",
"Target": "Strings/schedules/{{ModId}}_TheMrQi",
"Entries":
{
"DesertFestival_{{ModId}}_TheMrQ": "{{i18n:Aos.QiDesertFestivalDialogue}}",
}
}```
(Actual string being loaded)
DSV has some for Marigold
"DesertFestival_2": "610 Tent 3 4 3 {{Random: DSVMarigold_leftsit, DSVMarigold_lefttailwag}}/700 Desert 33 7 2 \"Strings\\Schedules\\DSVMarigold:DesertFestival\"/2540 Tent 3 4 3 DSVMarigold_nap \"Strings\\Schedules\\DSVMarigold:Nap.000\"",
{
"Action": "EditData",
"Target": "Strings/Schedules/DSVMarigold",
"Entries":
{
"Nap.000": "{{i18n: DSV.Marigold.Sleep.{{Random: 1, 2{{MarigoldTalkToken}}, 3{{MarigoldTalkToken}}, 4, 5, 6, 7, 8, 9, 10}}}}$3",
"DesertFestival": "{{i18n:DSV.Marigold.DesertFestival.{{Random: 1, 2, 3}}{{MarigoldTalkToken}}}}"
}
},
Having your mod ID in there shouldn't make a difference, I think?
O: AND you have the random dialogue (i got rid of mine because I couldnt figure that out either lol)
Yeah you want DesertFestival_1 (or 2 or 3) for the schedule key corresponding to the day they visit the festival
Ah wait, yeah, just noticed you have the mod ID in the Entry as well - that will need changing
Yippie that fixed it! thank you so much!
Where do we go to meet Qi? Ive installed the mod but not sire where to go from there.
Trying to figure out what the hotkey is for Love of Cookings recipe book. I somehow did it when i was in the island volcano while holding a food item, but I can't figure out how to do it again
im sorry you did what
My mod isnt released yet...
Does anyone know how many maps SVE has for the spirit's eve festival...
is it only two? (so four total π¬ )
Aren't you an SVE admin? π
Perhaps
I've just never looked into just how many maps they have for that wheeze
I never really needed to.. until now
yeah i don't know how i did it, i was trying to eat food and the recipe book came out. I just now turned off better craftings cooking menu though
nothing better than the mod author themselves asking how on earth you did something 
I honestly thought it was a feature, kinda like a condensed verions of lookup anything
I see 6 in the SVE maps folder


