#making-mods-general
1 messages · Page 207 of 1
your next step is to load a bigger slime hutch png in your CP mod
that'd be a separate entry in your Changes list
Okay I’m making another mod today since last night was an epic fail wish me luck yall
ah man
Is there a mod I can refer to that has NPC’s warping in the farmhouse pls
also just in case you didn't see earlier <#making-mods-general message>
OMGGGG SELLPHHHHHHHHHH
When is it getting released?!

sometime this month hopefully
I literally CANNOT thank you enough
Omg yayyy please do ping me when u do

What’s PFM btw? Just so I know for future
Producer framework mod
producer framework mod
dis one
Thank you <3
np :3
yeah unfortunately I'd also need a new version of PFM with the fix released, otherwise those who have both PFM and my mod can't put hats in machines
hey, I just had a question about the smapi, is there any event for when the game is closed?
I posted my question in modded-tech-support under the title "In game even for ClosedGame?" where I post my files and also the smapi log
if you're working on a mod, this is the place to post those things
so like that?
{
"LogName": "Slime Hutch Seasonal",
"Action": "EditImage",
"Target": "Buildings/Slime Hutch",
"FromFile": "assets/{{version}}/Slime Hutch_{{season}}.png",
"When": {
"Version": "seasonal"
}
},
you prob dont need the When block, or any of the tokens (I assume you copied that from a mod that edits the slime hutch with seasonal settings)
yup
for now go with something simplistic like"FromFile": "assets/Slime Hutch.png"
i lowkey dont understand why its cut off and too low
then put your Slime Hutch.png file in the assets folder
should i still add the editimage action?
see here #making-mods-general message and in particular pathos's reply (no such event; implement IDisposable but it's not reliable)
yes, keep the block, just make the changes I mentioned
{
"Format": "2.5.3",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"FromFile": "assets/Slime Hutch.png",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
}
}
}
}
]
}
no, delete the FromFile line
put a new block after that one
thanks, jut released it.
{
"Format": "2.5.3",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
}
}
}
},
{
"LogName": "Slime Hutch Seasonal",
"Action": "EditImage",
"Target": "Buildings/Slime Hutch",
"FromFile": "assets/Slime Hutch.png",
},
]
}
hey? when doing any mod it's cool to use portraits as a base/grid/mapping to essentially make sure that the portraits are aligned correctly.... that's fine right??
i feel bad for having to do that... i did that for my latest mod just to make sure it aligned right.
For valina cask, Custom Cask just add it to the Machine Data.
You still need Custom Cask if you want to add a "custom ager", since Aging behavior is still bound to the Cask class.
I don't know if you can do what Custom Cask does with just CP.
But I don't think there is a lot of mods using that, Advanced Casks Mod is one of them. But people just emulated Cask Behavior with PFM or CP now.
bout to save this for the future
I prefer to split my files for easier access/organization, which is why the NPC tutorial tells you how to make a dispositions.json and Include it. You technically can just put all your loads and edits in content.json but it gets messy fast 
(It doesn't really matter what you name the file, you can call it cantaloupes.json as long as that's the filename in your Include as well
)
Perfectly fine!
If you're worried, you can always do so with the vanilla portraits 
oh ok
maybe it's just spriters resource.... but all the portraits are on one sheet
idk if that's normal or not
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
It's usually better to unpack the game files if you're editing or using any vanilla assets as a reference for the image layout
LOL thank you for the info, i appreciate it, ill use this as a heads up when i go back at it later when im less sleepy
Spriters Resource isn't super reliable, since some of the images are likely old or spliced together to be more compact, which won't work if you're using them as a layout reference.
still the same sadly :/
and you put a png in the assets folder?
post your log again
yes
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 54 C# mods and 213 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
try testing with only your mod
you have a bunch of other mods that retexture buildings
their changes may have overwritten yours
alright ill try
anyone interested in a template mod? i am working on one for craftables mainly for beginners to be able to recolor mods easily
also.... is it possible to update this mod?//
i feel like it'd be super useful for recolors
Check the permissions - most likely you'll need to ask the mod author.
ahh ok
nop doesnt work
hey can i get some help?
Just ask your question , if anyone can help they'll say so 
alright
can you post your content.json again
for some reason one of the items my mod adds, slime egg mayonnaise, isn't being allowed to be sold in the shipping bin (it could be before, idk what changed)
but it CAN be sold at pierre's
here's the code
and what does your slime hutch look like in game
{
"Format": "2.5.3",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
}
}
}
},
{
"LogName": "Slime Hutch Seasonal",
"Action": "EditImage",
"Target": "Buildings/Slime Hutch",
"FromFile": "assets/Slime Hutch.png",
},
]
}
hi i see an event that is triggering at wrong time i would like to figure out what is the source of the event (vanilla, modded), can i figure it out with smapi console?
Like this
i think that's the result of the slime hutch being slimmed in 1.6, and the texture mod your using remaining the same
ah I see, I forgot that by default EditImage will keep the existing dimensions
we changed the size of the slime hutch though
so in the edit image block you need to set something like "ToArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 }
change the value of width and height to the actual width and height of your PNG
(not 16)
so do i keep the current code or replace it with that?
add that line below the FromFile line
im going insane over this
no matter what i try it still doesn't work
and dont forget this
did you spawn new items
no im playing a cheatless playthrough
i just made some of the slime mayo
but i cant sell it in the shipping bin like it's a weapon
bad news for you then
but i can sell it at pierre
{
"Format": "2.5.3",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
}
}
}
},
{
"LogName": "Slime Hutch Seasonal",
"Action": "EditImage",
"Target": "Buildings/Slime Hutch",
"FromFile": "assets/Slime Hutch.png",
"ToArea": { "X": 0, "Y": 0, "Width": 11, "Height": 9 }
},
]
}
just sell it at pierres and make a new one
width and height as in pixels, sorry
okay i dont need to add px tho right?
no, just the number
kk trying again now
hmm ok I think I found the cause
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
},
"SourceRect": {
"X": 0,
"Y": 0,
"Width": 112,
"Height": 112
},
}
},
edit your first entry to be that
and change Width and Height to be the PNG's width and height
turns out you also needed to change SourceRect, not just Size
gonna try rescripting the entire code for em
SourceRect controls how much of the texture to use, and I didn't know Slime Hutch sets that explicitly
it didn't take as long as you'd think seeing as it's basically 5 of the same item with slightly different values
anyway I have to run for maybe a few hours now, if you still have issues feel free to ping me but keep in mind others are available to help you
!json and post your code here for future reference
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.
hey quick question?? how would i go about updating DustBeauty's DIY map mod?? idk if i need to change anything for the content.json nor the assets... a dm for this would definitely help! and when i finish and i upload i'll list anyone who's helped me under credits
IT DIDN'T FIX IT
I don't think you can back into the event ID, no. I'd actually try asking in #modded-stardew to see if anyone recognizes the event.
hey guys. im trying to have an npc spawn in the farmhouse for a given day in the week, which modding page would i find info for this?? it wasnt in location data
You could look at the NPC Minu for reference, he lives in the farmhouse iirc
so question if i put a coordinate for the farmhouse, will that coordinate be the same if there was someone else who moved in too??? im looking at tiled to put coordinates of where to spawn my npc but i see a farmhouse map with/without the moved in room so i just wanna make sure that if a player gets remarried the npc wont be spawned in a weird spot
What are you trying to do
Are you trying to stick a not married to player npc in thr (master player's) farmhouse
Hi all, I could use some help with rendering things again
I'm trying to put numbers above the inventory in the inventory page in the main menu, similar to the ones above the toolbar. This is actually slightly modified code from what I have to put the numbers over the toolbar, which already works. I've verified that this particular code block is running at the correct time, but no numbers are appearing. I don't understand what all the parameters in the drawString function are doing and am not sure if one of them is incorrect here despite not having been so for the toolbar?
# the code that's calling the function
if(Game1.activeClickableMenu is GameMenu gameMenu
&& gameMenu.currentTab == GameMenu.inventoryTab){
utils.DrawColNumbers(((InventoryPage)gameMenu.pages[GameMenu.inventoryTab]).inventory);
}
# the function
internal void DrawColNumbers(InventoryMenu inventory){
int cols = inventory.capacity / inventory.rows;
for (int j = 0; j < cols && j < inventoryColLabels.Length; j++){
Vector2 toDraw = new Vector2(Game1.uiViewport.Width / 2 - 384 + j * 64, inventory.yPositionOnScreen - 96 + 8);
Game1.spriteBatch.DrawString(Game1.smallFont, inventoryColLabels[j], toDraw + new Vector2(4f, -8f), Color.DimGray, 0f, new Vector2(0,0), .5f, 0, 1f);
}
}
im making a child custody mod so i wanted divorced npc of respective player staying in their farmhouse on sundays
Instead of trying to replicate the same calculation as vanilla, you can just align it perfectly to the existing slot coordinates
That way you can follow the slot even if another mod changes it
I'm not really worried about the exact locations at the moment, I just want it to show up at all
How are you drawing it, are you using one of SMAPIs rendered events?
Okay, yeah RenderedActiveMenu should give you a draw step after the menu is rendered. Can you verify that your code is actually running?
i.e. in debug does it reach
I did that
I put a monitor.log statement inside the internal function and it printed while I had the correct menu open
I don't know if this matters, but it might help if you used e.SpriteBatch from the render event
I can try that
can you go ahead and put your code block in the JSON validator at smapi.io/json?
The other thing to consider is to make sure you're taking into consideration whether what is being drawn is happening in UiMode or not
Because zoom will affect things differently based on that
oh nvm its the same
it actually works now!
Would it be the same for the toolbar and the menus?
Hud/Menu should both be in Ui, but depending on when you're drawing from the smapi event it could be either
That's good! I was going to say that you're missing a closing bracket somewhere but I'm guessing you found it. 🙂
I do a text overlay on item slots, but using patches. You can see my math to align things here:
https://github.com/LeFauxMatt/CarryChests/blob/a5794fefad32b99e231cef5c14f94f916bbe1731/CarryChests/Services/ModPatches.cs#L127
It should be the same
In my case I'm aligning to the top-right of the slot
yesss - i cant go inside though but thats fine who needs a slime hutch anyway
at least now i can finally get the winery look i want LOL
Also Color.DimGray isn't inherently transparent, is it? I removed a multiplier from it when converting my toolbar code into inventory code
No, only Color.Black is transparent
Also this did not help
It's probably just not being drawn to the right coordinates. Try replacing your pos with Vector2.Zero and see if it draws to the top-left of the screen
Aha, it's at the top center of the screen now actually
Not sure why it's centered tbh
Is there a log when you fail to go inside? I'm wondering if you need to change your HumanDoor coordinates or the interior map asset if that got accidentally nulled in the process here
Slime Hutch has a human door at 3, 3 by default
ill check :) for now i wasnt even able to find the door lol
"X": 3,
"Y": 3
},``` is the applicable field here
And that should be tile coordinates, I think
Hm for some reason I cannot move it at all
It seems to be stuck at the top of the screen
I bet that's where it was before too
ok so i have a hypothetical, im making a child custody mod where npc will visit farmhouse on sundays to "visit" their kids
if people divorced and had kids with multiple villagers, would they all be spawned on the same exact tile?
Wait perhaps I am actually looking at the toolbar numbers because I have made a mistake and not gotten rid of them when the menu is open
Ignore me
I'd recommend trying inventory.inventory[j].bounds.Location.ToVector2() as the position for each slot.
or does it just recognize the next blank tile near it
i think theyd all end up on the same time
This works great actually, thank you
I'll just move them up a little bit and it will be perfet
You can do the same for Toolbar too, fyi
is there a way to override this to be the next tile to the left if it is occupied, for example? also ty for answering!
You just happened to hit two things which I have done a lot of modding on 🙂
im not sure tbh
idk if it's possible to do config shenanigans to let the player set the spawn coords themselves
i was just gonna make them warp in farmhouse for the entire day but have a condition if the tile was occupied to spawn to the tile left of it (but idk if its possible)
Unrelated question but does anybody know if there might be a reason in the latest game update why, when the game opens to the save selection screen, it reverts back out of force gamepad mode? I hadn't played the latest update before messing with my mod's organization so I don't know if I broke it or the game did, and I don't see how I could have broken it with the changes I made but I don't see why the game would have changed it either
Depends on how children are named and stored internally maybe? if its fixed you might be able to call them out, like if its Child0, Child1, Child2? you might also be able to look for a tag or something unique to children and the store and order it in your own mod giving them internal sub-names in your own mod you can call in reference to that specific kid.
Anaira you're doing CP right?
Either way its probably not a simple solution
unless you're already a coder, then you already know more than me 
yeah i am
Hi! We just dropped an update of our mod TreasuryFarm on Nexus, could someone give us a hand checking it out and posting it on #mod-showcase ? Much appreciated! https://www.nexusmods.com/stardewvalley/mods/26447?tab=posts
airyn told me to just use these tags for divorced npc with kids
Checking if an NPC is divorced is easy enough, that's just a standard
Relationship:NPCNamecheck, but checking if the player has children is trickier
From searching, it looks like you can use"HasValue:{{ChildNames}}": "true"though
so i was going off of this, should i do that instead??
Yeah, I don't know that there's a way with C# because to start with, I'm not sure if the game tracks how many exes you have. If it did and it's GSQable you could potentially set up something on that. Related question: how are you determining which NPC to spawn in?
Is there a specific description or introduction you'd like in your mod showcase post?
Ah, good point, you would only need the exes that have kids. Are they tied to a specific NPC?
i was gonna include all vanilla and modded marriage candidates
Okay, so we're back to the problem of determining how many, yeah?
how do you make portrait and character sprite-changing mods?
yep!
i was just gonna do a max of 2 cause i know some people have 1 kid then divorce then have another kid with someone else and maybe divorce again idk
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Yes! This would be the description: Hello everyone! We're here to announce a new update on the Treasury Farm mod!
Since there have been some issues with the warping and questions about the new sections of the farm, I’ve addressed these on the update.
•A new farm expansion has been added! To which you can access through the top left warp of the main section. It’s about the same size as the main section, so there’s a lot more space to build stuff!
Note: In a future update, we’ll add the bottom left expansion, which is the same size as the other 2. For now, we’re still working on the design following the same line of the new expansion, so be patient.
You can find on the files section the latest version of this update. TreasuryFarm v0.0.7 and TreasuryFarmExtension v0.0.7
Stay tuned so you won’t miss the roadmap that we’ll be sharing soon!
Thanks for your comments, feedback, and all the love and support this mod has had since it was released, it’s truly encouraging us to keep making it better! 😊
alr, ty
maybe thats just the chaotic evil in me that i want a kid with shane and a kid with sebby then have krobus move in 
but i also want them to visit their kids!
Mmm okay so you really need to only account for 1 or 2. Again, I think the easiest way would be to have a GSQ that you can check to see if it's 1 or greater than 1. I think you could dynamic token your way into it by incrementing your token by 1 for each divorcee, but also you might check and see if Button would be interested in adding it to BETAS.
SO I made a custom greenhouse and it seems to work fine except when you go through the door it puts you in the middle of the greenhouse and not at the entrance. How do I fix that?
The warp outside is also in the middle of the green house
all done
Thank you so much!! 
From there I'd basically set up two code blocks based on whether it's 1 or 2, with spouse 2 using a separate set of coordinates.
thanks tia thats really helpful im gonna try that <3
ahh okok i see!
do u know how i can actually change the size of the "foundation" of the building? so it doesnt take up 9x11 tiles ingame lol
Mod Help- Non Art Edition
is there a way to force the kids prompt from spouse in console commands???
I'm not super experienced with this, but have you added TileData to your desired warp points?
Would like to know this, too. I would love to use this in a TriggerAction as well
I think you can use "pregnant" in the console commands to just make the baby happen the next day
thank you!
But I don't know if that will make the spouse talk about it
will the baby be tied to my current spouse? thats all i care about lol
not just like a random baby
According to the wiki, you must be married and in a house with a nursery for it to work. So I would assume yes
Oh good. I was about to say that you can use "clearchildren" to get rid of the result if it didn't work xD
god its taken me a week to make 2 maps, now i have to make an npc too
im trying to make a new mod that uses content patcher, but when I try to load it, SMAPI skips the mod because it is an empty folder. All it has is a manifest.json and content.json, but wouldn't that not register as empty? Both of the .jsons are .txt files if that changes anything
what do you mean, the .jsons are .txt files?
the extension should be just .json
you cant write .json in .txt format
oh, I see. Can you click “view” at the top and check “show file extensions”
ahhh I see now
yeah, remove the .txt part now that you can see it
I hate that windows hides extensions by default 😭
ok yep that was it. sorry, new here. thanks for the help
i swear, they hide like every good feature. I didnt know about refresh rate till last year :(
tysm
Let's see if I can make a static NPC...
Well first I may want to make the menu.
I want to make it so when I right click on a tile a shop menu opens up, what documentation covers that?
the tile action one, I’m guessing?
oh yeah, forgot about that
Can someone help? I'm creating a custom farm map and I intend to make a lake to my ducks swim. I'm using tiled, will them be able to use it if I use buildings layer?
No, The buildings layer adds collision to those tiles.
uhhhh this doesnt look right 
I wouldn't be quite sure, take a look over https://stardewvalleywiki.com/Modding:Maps
Nice, thanks again
uh help the chicken has taken away my site settings
so if im trying to make new portraits and im editing the whole .png sheet at once, how do I know where each square ends, so that the new portraits don't leak into each other?
(#making-mods-art is good for art related questions in the future just so uk btw)
oh ok, mb. thanks
each portrait is a certain size, you need to figure out what size a portrait is so that you can contain them (62x64)
so each image is 62x64
just make sure the image is in that radius of the image (starting from the top left corner) and you should be fine
ok, thanks a bunch
Where can I find the shop ID's?
modding:shops
ty!
[[Modding:Shops]]
Hi, I'm facing a problem with Visual Studio, I create a new project, class library, net framework 6, install PathosChild.Stardew.ModBuildConfig, add the dll references, StardewValley.dll and StardewModdingApi.dll and even so Visual Studio doesn't recognize it when importing the libraries
using StardewModdingAPI;
using StardewValley;
Does anyone know what else I can do to resolve this?
Firstly, I think it's Condition, not Conditions?
i started referring to another mod.. they have all their schedules in separate .json files, is that recommended? it seems like itll take me a long time if i do it that way 
The only reason I can think to separate them is to more easily use Includes to pull multiple schedules that rely on the same condition.
I wouldn't bother unless that's the case for you
Yeah, then I wouldn't separate them
phew! thanks
@errant zealot FYI, this is incorrect, portraits are 64x64 (they're square) 
ah ok, tyty 
(I must've mis-done the selection of the portrait, srry!)
i feel stupid, i cant even find the schedule data in unpacked data folder
Character/schedules
so this will be okay? thank you
Did you install the game in a non-standard location
Remove the Data
ty atra!
I installed it on disk D via steam
Hmm, I'm very confused why adding a passthrough Postfix to a method is making harmony blow up regarding an exception block (that does short circuit return) but isn't at the end of the method
https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/mod-package.md#available-properties
The modding API for Stardew Valley. Contribute to Pathoschild/SMAPI development by creating an account on GitHub.
Set the GamePath
When will the great ID spreadsheet be updated for 1.6?
!itemids
Oh, ty! 😅
But in which file will I add the path to the folder?
i didnt close brackets yet, but is this formatted right?
I'm confused about your Load but I probably missed something
i never made schedules before so i honestly dk what im doing
just trying to absorb from wiki
you edit schedules the same way you edit dialogue
so you use Entries
and there is no "Condition" field on a content patcher patch and GSQs will not work in them anyway
its a When field you want
thanks button
You should be using When: here, yeah
i replaced Load to Entries and Condition to When, was everything else okay?
hmm Atra, have you had problems in the past with harmony patching methods with filtered catch blocks with a return?
Looking through, harmony itself had no issue, but the downstream code in Monomod seems to have incorrectly inserted an extra endfilter which seems to be causing problems.
replacing Load with Entries will work but like i said GSQs dont work in CP conditions
when conditions or otherwise
you need to use the player relationship token
ohh i see now
GSQs work inside vanilla data models that have a "Condition" field
like TriggerActions
but for Content Patcher stuff it does not parse them, it uses tokens
@calm nebula
I think I managed to solve the problem in another way here, I created a link from the folder on disk D to C
mklink /J "C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley" "D:\SteamLibrary\steamapps\common\Stardew Valley"
When: { "Relationship:Shane":"Divorced"} or something like that. I'm blanking on how (or if you even can) specify Any Player for that.
you cannot
yeah i kinda figured this would just be a single player mod
that simplifies things then
you can work around it with mail flags if necessary
I am making a shop that sells every seed, to price each one differently would I have to assign ID's to each in the list?
yes
Alright, ty!
before i add another GSQ, did i finally get it right? lol
i will test it now if i did :D
though your indenting kills me inside i think thats fine
When helping people in Introduction to Programming uni unit, when I forced the other students to indent their code properly, they usually found their own bugs without further help
pretty much every IDE will auto format things for you
N++ also auto formats it for me
There's usually also a key combination you can use to format it if it's not auto indenting when you type.
oh, is there a shortcut for that? o:
There are, you just have to google the name of the text editor and "format keybind" or something similar
hmm okay i just loaded into a sunday and shane isnt here
Check if your patch applied
this is weird it's saying it cant load a mod i dont even have in my mod folder anymore
because the file was made when the mod was there, so it expects it, and is warning you it cant find it, incase it breaks something
ohhh
Huh, @calm nebula it was the filtered catch block, making it a dumb one with an internal filter to rethrow let harmony correctly postfix it.
is the code for replacing a portrait sprite and the code for replacing a character sprite (as in the sprite of the person as you see them walking around) any different? Or is it just the same target and replace?
alr, was just wondering if there was anything different cuz it would include walking anims and all, thanks
i dont think it worked, i did patch reload
Portraits/Haley for example is the name of a single specific image used as the portrait sheet for Haley
its not a folder of things for Haley
Characters/Haley is the name of a single specific image that is the spritesheet used for Haley's overworld stuff
yea, I saw a few of those. Ill just need to go looking for the other character specific pngs later
as a note, schedule changes won't take effect unless it's a new save or you've slept. Patch reload does nothing to remove that requirement because of when schedules are checked.
dont add .json after Shane
Targets don't need like the file extensions
oh
lol
more accurately just so anaira is clear on it, they cant have a file extension if you're trying to target an existing asset
I meant to check it using patch summary
i slept but i used cjb cheats so im gonna try naturally
(you could technically Load into a target with a file extension and include it in your asset name, but... please dont)
yk what im just gonna make a fresh save lol
After doing 3 Mods in a row I'm going to have like 70 saves to delete just from testing.
i slept to sunday naturally and hes not here
A list is [] right?
yes
Okay.
also called an array, if you ever see that term used in other places too
Wait you're making a schedule for Shane to come to the farmhouse when you're not married to him. But NPCs can't path through the farm so he can't reach.
I am just confused why I am getting this error https://smapi.io/json/content-patcher/24219d07253b4cb9969d544f2f8b2946
i wanted him to just spawn in the farmhouse
Spawning requires a 0 schedule or a home change, I think.
It might still not work but you need the schedule to start with 0 for that, not 0610
OH let me try that ty!
Just be aware that there is weirdness if you have 0 schedules for only one schedule entry.
ItemId is not a list
(in response to this)
would the home change option be better then for just this day?
you cant just make something a list
Well I need to make a list of items and ID's to put into a shop.
thats a bit dumb but alright
I think a home change might still require a sleep to take effect? Uncertain.
thats how code works. it has a specific type it already is
you need separate shop entries
😭
Home has a Condition field though
the error isnt actually exactly because of that, but its more relevant to bring up
that is going to take so long to do
bc it wont work even if you fix the error
Person, is there a common context tag by chance?
YAY IT WORKED ty!
they want to give each of them different prices, is that possible to do without separate entries?
Yup
Harmony can't deal with filter blocks
Use this info wisely
I am not familiar with that term
based on what I saw when breakpoint debugging, harmony itself can, monomod can't
If they have it using the object data price, probably. Otherwise, probably not?
Hello I rise from my modding hole to ask: do 0 schedules work for marriage schedules
harmony's exported instructionlist didn't have the duplicate endfilter, but the internal stuff that made its way to the runtime itself did
No, unless spacecore
theyre seeds, so i figured they probably didnt wanna set the price of them in the object data, unless they are entirely custom seeds only sold here i suppose
pain
They are vanilla seeds
I suppose he will never again go to the secret woods. i refuse to do that im lazy
you could add a price multiplier to your shop overall, but you wouldnt be able to fine tune the exact prices of individual seeds
goodbye

Here's my silliness from "making a Shop sell items by Context Tag" science a bit ago:
"Target":"Data/Shops",
"TargetField": ["Saloon", "Items"],
"Entries": {
"FRL_AllContextTagFoods": {
"Price": 0,
"AvoidRepeat": true,
"Id": "FRL_AllContextTagFoods",
"ItemId": "ALL_ITEMS (O)",
"PerItemCondition": "ITEM_CONTEXT_TAG Target {{shopcontext_tag}}"
},
},
"Priority":"Late"
}```
Its whatever, I will just make separate entries.
But, it does set everything to the same price in my case, (which I had as 0)
this hurts my head-
i love it so much
I made a dynamic token that was set by a config entry to define the context tag, and it showed, for example, all objects tagged food_pasta in the Saloon for sale at a price of 0
It was just silliness so I could quickly check for common context tags between food mods.
I learned very quickly that none of the 'chocolate' or 'dessert' food mods actually used the same tags, which is tragic
So if I want to make individual entries I have to do 1 of these for every item I want in the shop?
Yes, but I suggest "Id": "{{ModId}}_Rice" instead of manually typing the mod ID each time (which is more error-prone).
Alright, ty! (kill me now)
(Bumping this cause discord is being a pain with searching)
Reiterating my previous question in case anybody around now knows the answer, has something changed regarding what mods can access before a save has loaded?
It seems to be reverting back to gamepadmode: auto when the save menu is opened up, and for some reason I can't seem to get in there with log outputs to figure out when this is happening
I hadn't played with the most recent game update before changing my mod but it was working before
Person, I sent you one of my Google Sheet experiments in the hopes that it might help streamline the code a little bit for you, but you probably don't actually need it. xD
Any idea why debug cooking would reveal some cooking recipes but not all of them?
debug cooking adds every single recipe the game has loaded. if its not adding a recipe then it wasnt in the game at the time the command was run
or its possible that it did add the recipe but the recipe itself is broken
That is really odd, as lookup anything is telling me which recipes are missing, but they're still greyed out as if I haven't learned them (technically this is me playing the game, but I figured this is a better place to ask debugging questions, especially as I'm trying to decide what, if anything, would make sense for bug submissions).
a bit confused, am i putting this right? and where can i find Name tokens?
ohhh shift+alt+F is the auto indent shortcut for vs code btw
thats where i copy pasted from, just confused on the name part
im surprised vsc wasnt doing it by default already
well, you cant just copy paste it in anywhere
youve pasted it in an entirely wrong spot. its a section of your content.json like configschema is
"Name" isnt a token. you're giving it a name
oh snap i was just putting everything in my content.json
dynamic tokens go in your content.json
but they are not something you can just put wherever
it needs to follow the format as the example you copied it from on that page
the "layers" in a json file are critical, which is why proper indentation is very helpful
so you cannot just define dynamic tokens anywhere and you cannot just put "Entries" anywhere you want
https://smapi.io/log/5ecaa42377ae4e6da47eb9387c532dcd so should i put these in another folder?
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
please look at the example on thaty page again and see how the DynamicTokens section is written in relation to where the Format and Changes sections are
DynamicTokens must be in your content.json only
ohh i see now thanks
all of this is in my content.json but i didnt put it at the top
it can be at the top or the bottom but it cannot be inside "Changes"
gotcha thank you!
Format, DynamicTokens, and Changes are all in the same "layer" e.g. they have the same indentation first
Turns out this is only working while breakpoint debugging.
if the debugger isn't attached, it blows up with invalid CLR instead.
as to why a passthrough prefix/postfix pair is causing CLR errors, I have no idea
It's because harmony can't emit the original method body correctly
Harmony can't deal with filter blocks
I removed the filter block though
and works fine with the debugger, but blows up without the debugger
(what is a filter block?)
It's when the coffee maker breaks
hell on earth
catch (InvalidCastException ex)when (ex.Message.Contains("SpritesInDetail.ReplacedTexture"))
that when is a filter block
ahh, gotcha. til, thank you 
https://smapi.io/json/none/e8e92b24d6e944feb8748fe8445d01b5 so now if i divorce and have kids with both sebby and shane, will they be right next to each other?
no, bc again you cannot just put "Entries" wherever you want
OH
dynamictokens do not have "entries"
"Entries" is not a json thing, it is a content patcher tihng. it specifically looks for a field called "entries" in editdata and such
"Log Name" should also be "Log Name"
..
"LogName"*
no space
the fields you are allowed to use on dynamictokens and how to use them are explained in the dynamictokens section of the tokens guide that was linked
i dont know what you mean by "only put the location"
finally did each entry
i think im just confused on where i am supposed to define the values (values being the location where npc spawns in farmhouse)
i keep reading the link but i dont understand
you are defining the values right there, where it says "Value"
currently, you have values set to "1" and "2"
JsonAssets had a parameter called "IsColored" for Flowers, and it allowed you to have a color.png image, does CP support this? Or is this just an old feature that's not required anymore?
where would i put the locations where 1/2 are?
referring to this
a dynamictoken is a token that you are creating yourself. in the same way that {{ModId}} becomes AuthorName.ModName, {{Divorcee 1}} will become "1"
and {{Divorcee 2}} becomes "2"
sorry my discord is acting so weird and didnt show my reply sending
because that is what you wrote in the value fields
thanks button im sorry im slow
no one starts off knowing everything
hey button how do you feel about a BETAS GSQ to count how many exes you have 
so this means i have to change entries?
Values is a string only
you cannot put an Object ({}) inside a string field
if you put "0 FarmHouse 20 24" as the value for Divorcee1, then wherever you write {{Divorcee1}} inside the rest of your content.json will become "0 FarmHouse 20 24"
i feel that it can be achieved by using the RelationshipChanged trigger currently in BETAS to increment a stat if the relationship change was the result of a divorce
So I'm not super sure how the hasvalue:{{childnames}} is tying a divorcee to a child
the game does not track the number of distinct exes you have and whatever i could do to check would not be foolproof
it generates active dialogue events for divorced_Name
there are also active dialogue events for divorced_once and divorced_twice
is {{childnames}} your own token or something in CP
childnames is a CP token
if you have children then values 0 and 1 of that token will be the names
or if you only have 1 child then valueAt=1 wont have a value
etc
im gonna make another save and divorce without any kids to make sure its actually registering it
(also Anaira, would a general tutorial on json in general be helpful or appreciated? it might make some more concepts make sense (i.e. things like strings vs objects, fields, layers, etc)
yes please ive only ever learned from asking in here and feel like a burden
then i will put my json tutorial here for you
so that's just saying you have one child, it's not NPC-specific, yeah?
tysm:)
I don't see any comparable value on Modding:Objects so far.
I need to remember to send this to people!
HasValue:{{ChildNames}} will be true if you have any children
{{ChildNames |valueAt=1}} will be whatever the name of your 2nd child is
it is not npc specific
but its not exactly saying you have one child
Anaira, rather than trying to back into which spouse had which child, what do you think about letting the user set a config to pick which ex(es) had the kid?
(hopefully soon ill have it actually be discoverable without a direct link alongside other tutorials, ive just been busy and havent had time to dedicate to the tutorials part of my site, unfortunately)
this definitely exists
I do not know where it is documented
but you can make colored objects in CP
oh, colored flowers? one second
VMV has several of them, though the implementation of colored objects recently had some changes that I'm not sure have made their way into VMV yet
i believe there's something in crops that lets you make color variations
can confirm that if im without any kids then the divorcee wont show up
wait huh 
just confused on why i would need to o:
Yeah, my crop data has TintColors defined, so I guess I don't need to do anything for the Data/Objects entries for the plants?
wait im dumb i tested with wrong npc lol
okay so if you divorce two people but only have kids with one of them, how are you thinking your code knows which one to pick
i thought the when would define that
from what Button said, the Hasvalue Childnames is just checking for if you have a child at all
it's not checking to see if the child came from that specific NPC
noooo ):
And I'm not really sure there's a good way to tell, which is why I think it might be easier to have the user set the config.
Your exes are stand up folx
no when conditions, if they have a non-blank value for spouse 1, put them on coordinates X,Y, and then if they have a non-blank value for spouse 2, put them on X2, Y2
It does also open up the possibility for exes who didn't have a kid but lived with them to also parent the child 
Sure, it's not Shane's biological kid, and he never really met little Alice because she was after you divorced, but he'll be a good stepparent anyways
sebastian coming to take custody of shane's kid:
tbh i was just gonna have a config for every npc anyway
like for people to enable/disable the schedule change
are you i18n-ing?
i wasnt gonna add any dialogue, should i?
So if you i18n your config, you can have your actual config options be the NPC's internal names, but they pick a dropdown that's based on display name
then you can just put the config value directly into the code setting the schedule
and not have to worry about users knowing the internal names
My Little Free Library mod has a very basic example of shenanigans like this, the config values in GMCM show up as "Pelican style" and "VMV style", but if you look at my actual code, the values are 0 and 5
would that work with 2 npc's too?
Sure, just have two config options.
thx tia 
holdon, I'll do a quick example
tysm im looking thru buttons tutorial in meantime
(lmk if theres anything in it thats too unclear that i might be able to make clearer)
I made a custom shop yet it wont open. https://smapi.io/json/content-patcher/822d2fec95104089880cd3b4c5bd690c
(No errors and I have set the tiledata)
inspect the tile data in game
its because i eated the shopkeeper :(
i did
wha- NO
mark market was so tasty........
so basically do this: "ConfigSchema": { "NPC1": { "AllowValues": "Sebastian, modid.npcinternalname", "AllowBlank": true, }, "NPC2": { "AllowValues": "Sebastian, modid.npcinternalname", "AllowBlank": true, }, },
:(
make sure its on buildings and look like Action: OpenShop ...
put ALL your internal NPC names in the AllowValues for both
oop-
i was just putting in the ID
@uncut viper is it okay if i ask bouncer to make ur tutorial a command? <3
if this doesnt work i will try this
i will put that then
then in your i18n: "config.NPC1.name": "First Stepparent", "config.NPC1.description": "Pick which NPC is the stepparent of your first child.", "config.NPC1.values.Sebastian": "Sebastian", "config.NPC1.values.modid.npcinternalname": "NPC's Display Name",
(i would prefer to hold on on that for a little bit longer! id like to set it up on my website proper soon-ish and would rather have the overall tutorials directly linked instead, if anything)
thanks (:
oh oops i thought you were respond to me
thank u!!! (stepparent meaning the divorced person right?)
where do i put it?
dont tell me his name is really mark market, oh my god
see my example
(i18n-ing your config also has the benefit of translators not accidentally changing your values, because they're not editing your content.json)
it got both shoppe and map patch for the shop
ah
so from there I think you'd just have to do:
"Target": "Characters/Schedules/{{NPC1}}"
Entries:
{ "Sun: 0 Farmhouse 20 24" } }```
and repeat for NPC2.
making it a drop down based on display name kind of foolproofs people putting in invalid names.
What if I just don't have an NPC for the shop?
alright i will just remove the npc
that does seem easier, when does the config come up/take effect? and do i add everybody's name ? example
"config.NPC1.values.Sebastian": "Shane",```
wait, i need a map patch for the shop?
Did we ever find out if you can put hats, boots, and shirts into a machine. I know someone was trying to make a mod to recycle them into cloth. But was having issues. What was the final verdict
you cant
that was me and no
earlier than that was lily too and was also still a no
Nor will it be added to the game
yeah):
i mean you have to put your tiledata with the Action somewhere
Didn't pathos say it would be a massive rework that would break many other things so it wasn't an option?
right
in my case i used EditMap to do this
Hmmm. Back to trashing my duplicate shirts and hats
cant i just slap it right onto the map itself?
Oops I meant for it to be Shane in the second one
not that its not an option in general, but not an option for 1.6.x, yes
well it is a custom location
srry
it would be a major refactor to very important game code and break a lot of machine related things, most likely. so, just like a lot of the 1.6 refactors
now if you put it into map directly, remember that you cannot use content patcher tokens
Ah yeah I focused on the "major breaky stuff" bit and missed the "not in 1.6.x" lol
need to put literal MODID_whatever
thats fine
so from what you've said this should work (i think) https://smapi.io/json/content-patcher/1bda059625dc4f9ab432b3ec1cb28f10 (Tiledata: Action (OpenShop NotAGardener.Farmer_MarketShop))
"config.NPC1.values.Shane": "Shane",
"config.NPC2.values.Sebastian": "Sebastian",
"config.NPC2.values.Shane": "Shane",```
Is there a way for people to not choose both
Like ppl can’t choose Shane & Shane right?
I got it working just by doing this in a transpiler: #making-mods-general message
Yeah I didn't thi kit was breaking either
Pathos is likely thinking of heldobject lol
Pathos might have- yeah
I didnt mention anything because I was worried it was actually gonna break something down the line
but nope, cowbow hats into fairy roses it is
I love this
while i dont see anything wrong with that off the bat either i just assumed that pathos both had a more thorough understanding of its implications and also just that CA and pathos and a ll them would want to be very sure it actually had no side effects
yes, except the second one should have values.Shane instead of values.Sebastian 
modders are burdened by no such rigorous testing guidelines
yeah that's my thoughts as well haha
this should work, right? https://smapi.io/json/content-patcher/1bda059625dc4f9ab432b3ec1cb28f10 (Tiledata: Action (OpenShop NotAGardener.Farmer_MarketShop))
better ppl blame me than pathos
thank u thank u lmao
thing that frustrates me: no bass guitar....
I don't think there is a way to prevent that (or at least, not an easy way that I know of) but the worst that would happen is that your last schedule patch would be the one applied
So much Debris to place 
oh okay so hes just gonna be in the farmhouse anyway, tysm tia, ur a life saver
Is it possible with CP to make a map where enemies spawn?
Okay, and for FTM is that only for farm maps?
no
naw ftm is the "spawn things" content pack framework
aside from FTM u can use spacecore i think?
Ok good news, I'll look into it thanks
bro what there are 74 files in my mod 💀
FTM is any location basically
it might have been originally, but yeah its the "Do you want to spawn stuff on X Map?" Framework.
primarily forage and monsters, but can also do bigcraftables for example
ill come back later when chat has died down
I'm using it in my current Farm map, to Spawn.... a lot of stuff. on Main Farm, Ore, Forest Forage, Weed Seeds, Beach Crates, Beach Forage, Make Stumps and Logs respawn.
Submaps are also using it too.... um, My content.json for FTM for this map is 2236 Lines Long. 
Oh, that's cool about bigcraftables I may have a separate use case for that
bump
https://smapi.io/json/none/1c7bf288c5a649409f044a16ce57ed5e so would i still need the dynamic tokens? also have no idea why its saying i have syntax errors cant seem to fix them, i am really hoping this is my last question before i finish this mod lol
You don't need the dynamic tokens but you do need the config section in its place
ik thank you <3
thanks guys, i hope i wont be in here for a while until i announce mod ready
i have but it didnt work- it was a weird way to word that question
tysm!!!!
there arnt any errors
its probable that you need to fill out the rest of the shop data
Does anyone know offhand what disqualifies an item from being lost in the mines? is it being unsellable? untrashable? both? hardcoded?
oh I see it
you have "Sun: 0 Farmhouse 20 24" but you want "Sun": "0 Farmhouse 20 24"
arent unique items both unsell/untrashable
oh thank u!
the wiki says the owner is optional
in that case i do not know what the error might be
like the little interaction hand appears but nothing happens
i would double check that the modid you wrote in your tiledata matches the modid in your manifest then
is there no error or warning in the log when you try
nothing
not sure, I've added this item as a tool, made it unsellable, ungiftable, and untrashable, and excluded from "random" sales.
Died in the mines about 6 times without losing it. So I'm hoping its unlosable.
the ID is correct
as far as i know tools are innately unique but i also dont know much so lol
oops meant to off @
there's a context tag called prevent_loss_on_death or something like that
if you have the decompile search for CanBeLostOnDeath
the context tag is for regular objects. Tools/weapons use a field CanBeLostOnDeath
ah, there you go. trust selph over me on this one
i can send you the zip to try it out if you want
untrashable items also can't be lost
(the mod's a bit of a mess)
i am on mobile and unable to do any testing
okay, so it should be fine without the extra tag then since its set to untrashable
oh
I didnt think to look into context tags, i thought it would be an exclusion tag like the others 
If the items can't be lost, why does the game have the lost and found function? Just wonder why it is needed if you can't lose them.
Can you send a screenshot of your tile data actually in tiled?
uh, items can very much be lost, that's why we're discussing what makes items loseable
How is the touching of the grass
and mods can take away your tools too even if you cannot lose them on death
i referred to an old mod of mine, is this how it's supposed to look?
whether intentionally or not
Or a glitch lil
your mistake is assuming i am on mobile because i am outside
im just not at my desk 
or is it supposed to be {{NPC1}} {{NPC2}}?
To be fair the outside is sleet rn
jealous
Of sleet?
yes
BRO STUPID NEXUS STOP LOGGING ME OUT
i enjoy bleak and annoying weather
Why
wait this wouldnt be a drop down menu though 
how would i make my config a drop down menu?
why do you not
Whenever the weather is overcast or rainy i get super sleepy.
I'm just mad I can't go running
God I hate my scroll wheel.
Ok I don't see any issues there. You could try patch export Data/Shops to check if your shop is being added correctly.
No, you need to do the list since we're using that to fill in the proper NPC for your Target. True/false won't do anything for you here
can i just have name values without true/false
in the console?
You don't want the true/false at all
I move it in a direction and it goes, did you mean 50/50 Scroll up/down 10 times? I rolled 8 zoom outs and 2 zoom ins, so now you map is tiny, "I wanted to move in..." Scroll wheels to zoom in Rolling Dice, Did you want 6 Zoom ins and 5 Zoom outs?
like this?
Yup, then find the patch export folder in your Stardew folder for the exported file
yay thanks
!!
I would set AllowBlank to true as well, like in the example I sent you
i felt this. scroll wheels are awful and most of them are terrible to click (setting aside why did we overload the wheel as a button? whose idea was that? jail)
oh hm, you may run into a warning if you leave NPC2 blank because there's not a condition on the second NPC schedule edit
you can pry my scroll wheel clicks from my cold dead hands
clarifying: middle click is fine and good to have. i don't want it to be a wheel
Smart people, is there a When query you can use for value is not blank?
HasValue
I remapped one of my side mouse buttons to middle click so I wouldn't have to click the wheel
It isn't in there, so it isn't even being loaded.
So like "When": "HasValue:{{NPC1}}"?
that should work i think
I notice it's an include - did you remember to write your include code block in your content.json?
i believe it trims empty entries so a value of "" should be false for that
@fathom hound put that When condition on both of your schedule edits (using DivorcedParent1 and DivorcedParent2 as applicable
There, Debris should now be done, I think the only thing left is to do a quick walk around to make sure it all took, and take pictures for the nexus page
I love patch export. I'm so good at forgetting to write the include code block.
like this? i just changed everything to DivorcedParent# cause i got confused 
does anyone know what the actual percent chance an NPC will send a gift is? (we'll say at max friendship to make it simple since it scales)
You don't need the first two When conditions, just the last one 
Don't forget to "AllowBlank": true for both your DivorcedParent configs
if (Utility.TryGetRandom(Game1.player.friendshipData, out var whichFriend, out var friendship) && Game1.random.NextBool((double)(friendship.Points / 250) * 0.1) && Game1.player.spouse != whichFriend && DataLoader.Mail(Game1.content).ContainsKey(whichFriend))
{
Game1.mailbox.Add(whichFriend);
}
tysm i actually just did before u sent that yay!
what happens if i keep them out of curiosity in case people forget to config?
I believe the multiple when conditions would be treated as an "and", so if they don't fill in the configs the editdata won't load because one of them is false
or i guess 10 since it cant be a spouse
technically yeah but ive made it so that he wont send the - yeah
oh okay, i might keep them then cause i do want them to be a divorcee/children in household/match the i18n
i will test and see if its worth it
nobody is going to find anything in my mod (i am so bad at organizing assets)
thanks tia i really appreciate it!! and button and everyone too
"Hearts": "{{ModId}}_TheMrQi":
should this be formatted like:
"Hearts: {{ModId}}_TheMrQi":
"Hearts:{{ModId}}_TheMrQi": "some number(s) here"
hmmm, way too many trees
man... now i gotta go fix all of those entries
I like to dump every file in one folder
lol, would you like some help there?
im good, i will keep it like this and let any translators suffer
translators only look in the i18n folder
where can i find the internal name for modded npc's in expansion mods?
with Lookup Anything or by looking in their files
thank you <3
This is an act of war!!
thats why i dont have one
The best thing I did for WTDR was add internationalisation support.
Gives more accessibility for users who aren't native or adept English speakers.
whats shortcut for GMCM again
Star Control now has almost as much text as some dialogue mods; I bet it never gets translated.
Also makes it easier for people who add other languages to the game, like if someone wanted to do a Maori translation for the game.
But hey, it's all in i18n, so... not my problem.
What do you mean shortcut? As in what does it stand for?
I'll, er, take that under consideration. Have my people call your people, that sort of thing.
any idea if there's a way to contact the authors of the major expansion mods? im working on portraits and sprites for my project and i'd love to add compatibilty for some of the major expansions!
whats the button
well SVE iirc just has pretty open permissions for compat already
i was able to message the author of the Law and Order mod and the author for Desert Expansion
Mod authors usually leave some kind of instructions for how to contact them... if they don't, they probably aren't too keen on being contacted directly.
(And as Button said, if they have open permissions then you don't need to contact anyway)
not really a difference between contacting expansion authors vs any other mod author really
If they don't leave any contact info, and the perms aren't open, then just post a comment.
i was askin too since it's not my mod that they should be the ones to pick what species each npc!
You mean hotkey? There isn't one by default, you have to configure one.
Desert Expansion?
workin on a portrait and sprite edit mod to make the npcs look more sonic styled
dis one!
Weird, never heard of it until now.
Where can I view the internal names of NPC's?
Yeah, that mod's closed permissions so you would need to ask. But many expansions are open.
Lookup Anything, or by looking in your unpacked content
might download it, i saw it in hot mods section
for vanilla NPCs their internal name is their name
for modded NPCs look in the mods files
speaking of desert.... mind if i add compat for your mod? just a portait and sprite edit of the npc there to be more akin to sonic
Sure.
(Mind you, you don't really technically need to ask for permission as long as you aren't using their assets directly in your mod, even if their mod is closed; it's just polite)
kk! i just wanna make sure! likely they'll be replacers until i get the hang of content patcher
that is probably something you should learn sooner rather than later
still learning no worries
Don't worry, it'll be like second nature to you when you start doing it a lot.
otherwise you will be severely limiting the number of people who may be interested in your mod
getting rid of relationship token worked tysm again! @brittle ledge <3
Sure, but users replacing assets manually isn't all that likely, and it only takes a few minutes to write a content patch to replace them.
its sunday btw that screenshot just took wrong day
You still need to do all the things you're already doing, it's just another 5 minutes to write a JSON file.
feel like in the best case scenario? should take me like..... 6 months for all the vanilla npc portraits and sprite edits
and that's just for the assets at my current skill level
I asked this before but I don't think I got a complete answer, JA had "IsColored" for plants/flowers and I have the sprite for the plant/flower but also a color.png file, I already have TintColors specified for the crop data but I don't see anything to define for Object data, so I assume I don't need thsoe color.png images anymore?
something to worry about at the end of the road then, if you want, but yeah, its just gonna be highly recommended to not actually release until you do learn content patcher
true true
It's usually to one's advantage to release an "MVP" mod as soon as it's in a releasable state and work on making it "complete" over time.
(He says as he grinds out documentation for a mod that's been in dev for 6 weeks)
Writing a patch for an existing mod should be even easier than patching vanilla, since you don't need to look up any asset paths, you can just copy them from their mod and change the Load to Edit
thought i had it somewhat down but a friend who tested for me noticed some mistakes ;w; i am super greatful btw @vernal rain really am! wouldn't of caught that on my own.
hope i @ the right person.
(I kind of doubt it, there's certainly no active participant in this channel with that user name)

wanted to shout ya out!
hehe np
tbh i wouldn't be surprised if i had to look at a similar mod to make sure i do it right
hi! i’m new to the scene and was wondering if there was any way to create a mod on a mac?
mainly cause if it's editing the vanilla sprites and portraits i have to include the tail, ears and speices specific aspects for each npc and verify that it won't mess up vanilla
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
It's not much different on mac
wonder if the mod im trying to make is similar to the furry mod??
okay awesome! ty! i just wasnt sure if it was possible at all on mac
Although memo to atra, remoce the little "paid" tag next to Rider
I guess I don't need color.png then.
yes, there's nothing that's stopped me on a mac
I have made pretty much every kind of mod out there
well, I've never written a transpiler
(aside from the atrocious performance, right?)
but that's not a tech issue
instead a skill issue 😛
I have had 32GB ram for ages so haven't noticed perf issues
I...keep rider open in the background 24/7
Yeah, classical is the smarter mathperson
and used to do that with VS too
Oh, not Rider's performance, the game and/or debugger performance.
fallllllllseeeee
(I'm the more athletic one)
ok that one is accurate
You're definitely the smarter mathperson 
extremely suspicious squints back at you
I'm not saying I'm dumb I'm just saying you're really smart 
YAYYY IT WORKS TYSM TIA AND FRIENDS <3 co parents unite!!!!!
waterfalls!
wow why is the preview the house
because nexus is stupid
i love the splashy tidepools area
nexus withholding the goods
Sadly, the showcase is also withholding the goods, it does not copy attachments.
maybe junimo could delet 4 u and repost
if u do <link> on the mod link then it'll pick attachment instead of thumb
I don't think you need a moderator, you can just unpublish?
quickly showcase just the image?
Nexus Stars an image and if discord accesses it in showcases that image, however it apparently takes a while for the star change to take effect, so now i'm stuck with the house image in discord cuz it perma caches it
I dont think i can unpublish?
You can pick an image as "Primary Image"
if u do < link >
the embed is suppressed
which lets leah pick ur attached image instead
i do that sometimes
oh I'm slow. Yeah Discord caches it
would i have to have a moderator remove it as a showcase and republish it then?
Normally when you publish, you get a response from the bot telling you how to unpublish... I forget the specific instructions it gives
I closed it 
You can't right-click on the message and see an unpublish option?
just publish, report and quote
last I recall it was only junimos that can unpublish I thought (despite what the pins in there may claim) but it was a while ago
what happens if i delete the published message?
i meant the original. but ye
probably just breaks the link in the embed
not the mod link but the thing you click to go to the original message
nothing really
you just have to pester a junimo
or, accept the lower search engine recognization
mumble
words are hard
I stand corrected; silly me, assuming you can unpublish because the message gives you instructions to unpublish.
do you have a recommendation on who to bug?
You must be able to unpublish somehow because Goat did it yesterday
Unless he actually contacted bouncer and just shorthanded saying it to me as "I did it"
Probably best to use bouncer than to bug a specific mod? Bouncer goes to whomever's available, I think.
huh, I tried to go to an old publish and hit publish again and....nothing useful happened
@rotund elm did you unpublish your showcase post yourself or did you message bouncer?
Bouncer, I didn’t realize you could unpublished something
prettty!!!
How do I refrence a string to put it on a sign?
In that case I stand corrected
Like the one just outside the busstop
Tiledata?
Yeah
is there a console command where i can just show every npc in cjb cheats??? im testing out a mod and need Lance from SVE but havent unlocked him yet
Glad I could be of service ? 
Oh and I even misremembered what you said because you did tell me you messaged bouncer. I'm sorry!
I poked bouncer, hopefully this works for next go.
No worries at all I just read back and now I understand lol 😂
👈
The string won't process. https://smapi.io/json/content-patcher/9044a1ba45554f06af3de4a3064a6ff2
You'll need to check what the unlock conditions are and make them happen, most likely
ah okay, and I put the names of SVE characters, but they wont show up in my GMCM, i checked their profiles with lookup anything like @uncut viper suggested but i only saw their names, so this is what i put, am i looking wrong????
Is the (SVE) part supposed to be their internal name? Or am i missing something
What does your MapStrings entry look like?
@ivory plume I found a potential bug with centeral station. The ticket machine doesn't load every time, sometimes it does, sometimes it doesnt.
(because afaik their internal names are in fact just their names)
OH im stupid i meant to put that in the config im sorry
map strings?
Yeah, in Content.json.
Oh I sent it in the link
wait is there no way to put (SVE) in the config menu???
wdym
{
"Action": "EditData",
"Target": "Strings/StringsFromMaps",
"Entries": { "String1": "Test" }
}```
Do that.
i wanna put modded characters but in my drop down menu i wanted in parentheses which mod they were from pls!
@ivory plume quick little documentation bug on CP
code says no extend spritesheet horizontal. Docs (image) say otherwise.
(how are you doing?)
is it possible to have like.. a "display config" and then the actual config values?
https://www.nexusmods.com/stardewvalley/mods/18317 Giant Farm 200x155, with 8 Submaps and 1 Warp Room with a Teleporting Wand for Access to it.
Wowowow
im gonna look that up rn thank you
That's epic.
Leah
APP
— Today at 6:54 PM
✅ Published in the mod-showcase!
Use this command on the showcase post in that channel to remove it.
making-mods-general
Only you can see this • Dismiss message
ya know what im just gonna leave it without parentheses lol
😅 im just throwing out guesses, so if im wrong then oops
its okay haha im just pooped from this mod alrdy
incase anyone was curious on what it says or searches for it later.
today I learned central station has orange juice and apple juice 
much needed additions to the game 
wdym
I wish GiftTastes could be added to object entries.
pathos stole my OJ! /j
you can make a gift universal
Yeah, but that's not what I want to do.
oh sorry misunderstood
I mean it would work if I have one item every NPC loves.
But there's items that like one NPC likes and everyone else has varying hate or dislike towards.
Thank you...
even without the parentheses, these npc's arent showing up for me
Did you use a tent to wake up in that location, or did you warp there normally?
You can make a config.<YourConfigName>.values.<YourDropdownName> entry in i18n.
Warped there normally
When that happens, does it appear if you leave and then re-enter the location?
I havn't tried, I will try to recreate the issue and see if it does.
(If you can find steps that cause it consistently, that'll make it much easier to look into.)
thank you!
Aa sorry. It appears that I need to read the conversation from the beginning. Have you shared how you write your configschema?
oh wait i didnt add it there let me try again!!!
is there a way to patch reload GMCM? 
Fixed. Thanks for reporting it!
(oh hey now i know how to reload my i18n)