#making-mods-general
1 messages · Page 209 of 1
huh
that is what it would look like if the wiki covered everything
maybe
idk
I could add it to the discussion page for the wiki so it's recorded in case we get more cases of people accidentally adding newlines.
I finished 1.0.2 of my mod so fast that if I post it to #mod-showcase / nexus I feel like I am being annoying by advertising my mod too much
god i cant wait to release my own mod...
I wouldn't advertise bug fix updates personally
i was going to do it sunday and then I said 'haha what if I did actually make qi marriable' and then i did/am
this isnt a bug fix, this is 3 new farms and a shop
the showcase is for announcements for shiny new stuff imo
Your versioning indicates a bugfix update
or if your existing mod is sufficiently overhauled/major content update
i mean the people literally couldnt play my mod because of nexus CORRUPTING THE FILE so i had to fix it and re-announce it so people could play it
2.X.X = major, breaking change version update
X.2.X = new features update
X.X.2 = bugfix update
major and minor version updates are specifically fine to post, but yeah, aba was just explaining why they advised against it
you know... i never knew like, officially what each number tick up meant i kinda just did it instinctively
the 3rd digit is most commonly used for very tiny things
oohhhhh
i was thinking it went like 1.0.0 - 1.0.9 - 2.0.0
it doesnt stop at 9
Nobody is going to kick you out of the modding community for doing differently or anything, it's just that there's a generally accepted convention that people use for consistency
(As Stardew itself shows because we're on game version 1.6.15)
so this would be 1.1.1? my mod is on 1.0.1 currently and this adds new features
ohhh alright
every time you increment a number in your version, the others to the right of it reset to 0
No the third number resets when you increase the second
got it
1.2.5 -> 2.0.0 for example
so 1.1.0
1.0.6 -> 1.1.0
how am i only learning about this know, i have made like 6 mods
hey I technically am only OFFICIALLY learning about it now after making... 34? i think
i dont think most people actually know the specific semver convention in that website i linked
(i dont update many, some of them are just little 1 time things)
I did actually include new content in my last mod update but it was so tiny I kept it as a bugfix version lol
and being in this community for several years wheeze
i think people just kinda know it from like, subconsciously paying attention to versions of things they use
not active knowledge
huh, alright
thats exactly how i figured it out honestly
Yeah rather than specifically reading all the "start modding" docs on the wiki
I was just like 'yeah this is how other people do it so that's probably how it's done and what it means'
Whereas I obsessively scour them every time I do anything public in case I do anything wrong lol
the semver website is linked somewhere on the modding wiki pages but i couldnt tell you where and its not where i learned it either
So if I like... make a major change that also cut my mod in half so it has less content, do I change the versioning to 2.0.0...?
Bug testing for me is "open game for other reason, coincidentally find something wrong with my mod, hope I record it to fix later"
You have to go into negatives Dolphin /j
that would be a breaking change, most likely, so i would
(truthfully i dont always stick 100% to "does this break things?" and do also increment for significant reworks, but removing the content would make it breaking nevertheless
)
does anyone know how to make this look less saturated?
is that not how the vanilla game looks?
is it?
you could try using some different tilesheets and adding in grass
i think i just used too dark of a tilesheet
I mean, what tilesheet did you use when you made those?
If you're using vanilla tilesheets, that is going to be how vanilla looks. And yes you're using the darker dirt but if you switch to the yellow dirt it will look even more saturated.
springoutdoors
I will try around with some stuff to see if I can get it to look good.
AmbientLight is an indoor-only map property
springoutdoors from where?
Maps.
So if you're using it, it will be getting ignored
Oh...
Your map looks pretty normal for vanilla to me
the grass is going for a swim
kinda looks like it belongs there tbh
i will keep it like that then
"Everything I touch I fix!"
I doubt leaving it there is a great idea
best case scenario you’ll be getting bug reports about it for the rest of your life
Does anyone know how the 'bed' section of a schedule works? in vanilla the npcs usually come home from their 'fun' schedules a bit before they actually go into bed
Yeah I will clean up quite a bit of stuff
Best case?!
but as far as i can tell by looking AT the schedules there isnt anything that's like... 'return to farmhouse'
that’s the case where you didn’t actually break anything by doing that
oh yeah no people report the smallest things
so yeah, best case
one tile look wrong? insert sixteen million reports here
two random mods aren’t compatible? bug report
how DARE you not be compatible with [insert mod from three years ago that was hidden on nexus for a while here]
tisk tisk you shoulda thought of that 
just told the person who’s most known for those kinds of bug reports off like an hour ago
vindication...
it was the second or third time they submitted one on one of my mods
who is it? (so i can block them from my mods globally)
I dont think you can do that
you can’t block them until they comment
😭
and once they do, you’ll already know if you want to
I've tested my qi mod with like, 1k mods installed and I just know i just know
wait a minute i may have gotten a comment from them
there's going to be a mod i missed and someone's going to sob about it in my damn comments
what is their username?
please don’t spread any user’s name here in a negative light tbh
^
I’m not going to complain about specific names here
general griping about nexus comments is one thing but singling people out is another
that was such bad timing for me to send that message
alright then i will leave it
i just realised that the corner of the fence near marnies bedroom flipped upside down makes for a pretty good park bench
dead chat
i mean im sure people are busy ... i was
I was trying to figure out how many dialogue lines I added to my mod
how many was it
whoah
almost doubled the amount of dialogue in the mod ... and im not even including his custom gift responses and stuff
this looks alot better
DAMN
the total number is 848 dialogue lines or just 808 without SVE content
do your fingers hurt
It's nice though to find bugs, because it means you can squash em
Im very proud of my mod page its so detailed and nice...
I can't wait for people not to read it and ask me if my mod is compatible with SVE
anyone know how many items you can have in the The Missing bundle when you use CCCB (the framework part, https://github.com/Jaksha6472/ChallengingCommunityCenterBundles) before the bundle breaks? just planning to make a bundle for a save and it's not trivial to test
oh god how difficult are you gonna make it ...
Put "any comment asking about compatibility with SVE will be deleted" somewhere in there and delete comments guilt-free. /j
Hello, I'm new to modding and trying to make an content patcher NPC mod. I was able to get them to spawn in, but I cannot talk or give gifts to them. They should have the default "CanSocialize" flag of "true", so I'm not sure what to look for next. I haven't given them a schedule yet.
the NPC must acquire a schedule. and also gift tastes
well it could be easier if it allows you to have more items in the "pool" of items that you can put in the bundle
Have you given them gift tastes... and dialogue
hey i got a question
NPCs generally will not work at all without several pieces of the puzzle present
is your mod compatabile with SVE

It is actually... I coded alternate events and everything, i am exploding
But you didn't do it right, Person, you have to look at the mod page first /silly
I have given them dialogue, and they read as having the default gift tastes when I check them with look up anything. I could try adding those.
And my mod is not compatible with SVE of course.
PFF don't worry about the SVE thing I was talking about my mod
(and Person was referencing me)
Are you putting all of your data in your content folder? can you send the JSON for that for us to see what's going on?
sorry content.json
not content folder
I'm trying to copy what a mod referenced in the the https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC guide did, so my data is not all in the content.json.
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide...
My content.json just runs this right now.
"Changes": [
{
"LogName": "BlankLoads",
"Action": "Load",
"Target": "data/characters/{{ModId}}Lana",
"FromFile": "data/blank.json"
},
{
"Logname": "LanaIncludes",
"Action": "Include",
"FromFile": "data/Lana.json, data/Appearance.json, data/Dialogue.json"
}
]
yall should i make the racoon and squirrel shop keepers date-able
before you call me out on anything, YOU CAN DATE A SHADOW MONSTER
it's a squirrel? I always thought that was a mouse O-o
And they were roommates
im making a custom mod where a squirrel runs a seed shop
Dialogue.json right now just contains dialogue copied from another npc mod since I'm just trying to get it working before I get too far into writing.
i think person is talking about their mod- yeah
oh the warp is just a placeholder got it
warp?
i was referencing this pic
I don't know how outdated this is...
hm..
ohhh
Very not outdated.
More datable NPCs is always better though
This is actually my second time trying to learn. First time everything was still in so much chaos over the update I gave up. Seems like things have calmed down a bit, but are still pretty messy.
God to note
I wouldnt say messy honestly
NPCs are just a lot
Got a lotta moving parts to look at
i am not skilled enough to make the racoon and squirrel dateable but if someone wants to take my mod and try, go ahead
just give me credit
I will do it for 100 united states dollars /j
What's the content of your dialogue.json, @upbeat chasm ?
https://github.com/Aviroen/Custom-NPC-Edelweiss/tree/master is the mod I'm trying to dissect and copy the structure of. It seems a lot more organized than other examples.
@velvet narwhal
Is there a way to get contentpatcher monster data at GameLaunched?
(hi avi pls help ty)
ahahaha
like Data/Monsters?
im already paying 35 usd for art, this community has got to stop trying to drain my bank account
🫴💵
board games, commisions, what next?
yeah, is it all in there if I query it? or do I need to wait for an assetRequested
just learn spriting it's really not that hard /s
you can always make a normal request to Data/Monsters the same way you would load everything else, however edits via CP packs will not be applied until ~4 ticks after GameLaunched
35 isnt that much for art though to be fair ...
that's so specific what 0.o
35 is pretty cheap
Im boutta pay someone to script my damn events for me because I am so done with writing and coding them
egg.
mostly joking but I h- WH
im broke
Content Patcher has to set up its stuff, grab custom C# tokens, load mods, etc
it happens across 3 ticks
So it and its conditions and whatnot are all ready by the 4th
either money up or skill up 
people deserve to be compensated for their work
{
"Changes": [
{
"Action": "EditData",
"Target": "Characters/Dialogue/{{ModId}}Lana",
"Entries": {
//Someone else's dialogue, not really comfortable sharing it.
"Introduction": "...",
"breakUp": "...",
"divorced": "...",
"MovieInvitation": "...",
"FlowerDance_Decline": "ect"
}
}
]
}
what I was going to say before I got lambasted by bald Elliott was that I hate coding and writing events
money up.
Have you done a Load on Characters/Dialogue/{{ModID}}Lana?
i find coding fun ngl

(posted in wrong channel, oops)
I dont know what that meant Lemur but honestly same
brb i need water
Oh I love coding. I DONT love coding events
well you're in good company because I hate coding and writing events
🤝 it is pain
i can draw my art assets just fine, and my coding is halfway decent if thats what you meant by moneying up for me
i triple this sentiment, i can't stand events
(i think person was saying THEY would money up)
Yeah, that's in Lana.json
{
"Changes": [
{
"Action": "EditData",
"Target": "Data/Characters",
"Entries": {
"{{ModId}}Lana": {
// Basic
"DisplayName": "Lana",
"BirthSeason": "Fall",
"BirthDay": 23,
"HomeRegion": "Town",
"Language": "Default",
"Gender": "Female",
"Age": "Teen",
"Manner": "neutral",
"SocialAnxiety": "neutral",
"Optimism": "Positive",
// Love
"CanBeRomanced": false, //todo
"LoveInterest": "(you)",
// Social
"CanVisitIsland": false, //todo
"FriendsAndFamily": {
"Willy": "Uncle"
},
//Spawning
"Home": [
{
"Id": "Default",
"Location": "Beach",
"Tile": {
"X": 20,
"Y": 15
},
"Direction": "down"
}
]
//Festivals
//todo
}
}
}
]
}
Events look like massive bricks of pain and agony to me
I made one event once it was horrible and painful and I troubleshot for about seventhousand hours and then gave up on writing events
Move north, Move north, Move north, Face east, Move east, Move east, Talk "Bla bla bla", Face west, Move west, Move west.
Unmotivated, exhausted, possibly a bit depressed. I wanna write events but I feel a little like I'm getting distracted.
I love writing events though
Mm, I don't see it there.
I can almost write them blindfolded now
Aw I'm sorry you aren't doing that good :( I hope there's something you can do to cheer you up perhaps
ok time to go bug test
ahhh bet
my ESL bit me today 
I can do them pretty fast now (surprisingly the last two events I had coded before going full in on making him marriable worked on the first go, i just had to adjust very slightly the timing of a few things)
so I should probably keep track in UpdateTicked then instead of GameLaunched? 
I just hate them, they're giant blocks of text that hurt to read and if I make any mistakes its hard to find them because it's all just one big thing instead of being able to be separated
You're right, I thought editdata would work since that's what Edelweiss did, and I loaded in a blank json, but you're saying that won't work? The NPC does spawn in game, so it is doing something.
Cant you just do them in parts then connect them once you know its all good?
You need to Load an asset first before you can EditData it.
the scripting of the events is way easier but after making over 18 events for ONE npc it can get a bit exhausting to think of more creative things to do... but those 18 events were BEFORE I made him marriable so now i have to do his other ones...
It's why i script them first so im already technically doing that
what I and others i believe like to do is add some code to GameLaunched that will add a different function to UpdateTicked (so it doesnt get added until the game is, yknow, launched), and then in UpdateTicked keep track of a timer int and when it reaches 0 (or 4 if you're counting up) do your stuff and then remove itself from the UpdateTicked event handler
but once i put it down in the actual code its a pain to read
bro its so annoying how 1 comma can make or break a mod
yeah that's what I'm adding rn, figured it would start the timer after launch
at least I'm on the right track now, thanks 🙂
In the Edelweiss template, Aviroen does it at the bottom of content.json: { //blank loads so that i can target edit "LogName": "BlankLoads", "Action": "Load", "Priority": "Low", "Target": "Characters/Dialogue/EdelweissSeung, Characters/Dialogue/MarriageDialogueEdelweissSeung, Characters/schedules/EdelweissSeung, Strings/Schedules/EdelweissSeung, data/Events/{{ModId}}_ArtificialBeach, data/Events/{{ModId}}_EdelweissHouse, data/Events/{{ModId}}_EdelweissAttic, data/Events/{{ModId}}_EdelweissBasement", "FromFile": "data/Blank.json" },
The NPC spawns due to the proper Data/Characters entry, it's just doesn't display dialogue because you technically don't have a Characters/Dialogue/{{ModId}}Lana yet.
I see that now. I though I would only load in the blanks I was using then add more as needed, but that seems to have bitten me. Could I safely add all of the loads except the location loads, even though I don't have any schedule or marriage dialogue yet?
Yeah, you can. They'd basically function as empty boxes you can then fill with EditData.
alright i think its time for me to release 1.1.0 of my mod :D
Got it, I'll try that then. One last question, what does the priority low line do? I didn't copy it since it didn't seem necessary. Like, no other mod should be trying to blank load the same NPC I am since I'm using {{ModId}}, and that's the only situation I could see it being useful.
Yar, Priority is mostly for compatibility. Technically, other mods can blank load the same NPC if they put in your ModID there. Though I don't know why they'd do that to your dialogues and schedules. It's mostly used for loading image assets, in case other mods need to reload your NPC's portrait for a portrait mod.
Also for internal use, there could be a case where you have three separate mods that uses the same location, and each needs to do a Load of that location in case your user doesn't have the other two.
That makes sense. I don't think it's necessary for where I am now. Thank you for answering.
She talks, but still won't accept gifts. Edelweiss doesn't load a blank for gift tastes, but I think that's what I need to do now?
Naw, data for NPC Giftaste is in Data/NPCGiftTastes, which is vanilla game's and don't have to be loaded.
Not sure what's causing it then. Can NPCs not accept gifts on the first day you talk to them? I don't think that's the case.
hm no they can
(when im testing stuff i talk to my npc and then bombard them with gifts to see if their dialogue works..)
i feel like i shouldn't have made Farmers Market, now I have 2 mods to take care of and release constant updates and satisfy the people who like the mod
i feel like that's just part of the territory though
i have been summoned
and responsibility on you as a mod maker; to maintain your mod
fair enough
of course you dont have to do anything you dont want to, but
the most important is to make sure everything works
1.1.0 of More Secret Notes is coming out soon i just realised
how do i forget im realising my own mod
I have used an entire pen making my Mr.Qi mod
I have never, in my life, used a pen so much it ran out of ink
:O IM ON THE TRENDING PAGE OF NEXUS!
I can't even keep from losing a pen that long
so i have no action points to backtrack but effectively, for NPCs, the only things that are essential to blankloading (to make space) in the content pipeline
is:
- Characters/Dialogue/{{NPCNAME}}
- Characters/Dialogue/MarriageDialogue{{NPCNAME}}
- Characters/schedules/{{NPCNAME}}
- Strings/Schedules/{{NPCNAME}} << THIS ONE IS NOT NECESSARY. unless you wish to do things like having dialogue in the schedule, but to be honest it's kind of a moot point
i can look myself if everything is in order if you upload the jsons
but honestly because NPC data is so separated, it'd take me awhile because again, no action points (spoons, mental capacity, whathaveyou)
That's usually what happens to me, that and I have like sixteen of the same pen (thats not an exaggeration, i really like this specific type of pen)
i misplace all my pens so i never write anything down
so i usually just rotate and they never run out, but ive just been using this one and its ... very much dying
whEEZE
ive had to write so much for this mod to keep track of what i need to do and organize stuff that i have a notebook and a pen on my desk constantly
I also write notes for my campaigns for dnd so i use them for that
i keep them in a goblet on my desk (yes a literal goblet, i got it from a ren faire)
For the time being, try giving them schedules first. THese sort of things tend to be connected to one another.
Think I found the problem, still need to test it though.
Is Strings/Schedules/{{NPCNAME}} unimportant? I want to give her different dialogue when fishing in different places, so I thought that one would be important.
you can either do that with schedule dialogue or with locational dialogue
it's kind of convoluted, you can get away with it in the Character/Dialogue edit with a location_x_y
^
personally, i don't use it, i only included it because it's there
I am hesitant to add too many things without testing, but it does seem to be the case that I should try to include everything before worrying too much.
NPCs are unfortunately a "you need every single cog to make the car work"
ive used the schedule dialogue ... once? i think
yeah once for his desert festival dialogue lmao
desert festival my beloathed
ive been dreading launching my mod again after adding so much content to it
but i couldnt launch it until i had his marriage stuff actually finished
you don't need to load strings/schedules/NPCName. I never do it anymore
just Characters/schedules/, Characters/Dialogue, and the two sprites
who needs schedule dialogue anyways,...
i dont
why bother with all of that when i get BETAS to do my repeatable dialogue tbh (button's extra trigger actions)
pretty sure I don't always do schedules to get them running either, but I may have laoded a blank one first
The fact that I now know how to make an NPC is very dangerous because now I could just... make more
I don't know if I will (events will send me to my grave) but... I can and that is not a good thing
noo haaha lily don't do thaat-- don't become a localtoken gremlin noooo /lh

npcs go from an hour of organizing all of my nonsense to 10 minutes of filling out like, 15 lines of adlibs

Well adding an entry to gift tastes fixed it. All the things I've tried to make work are now working, so I can get back to following the guide normally.
This would probably be easier to start from a template, but I feel like I wouldn't understand stuff if I did it that way.
tbf i did preface my template heavily with a, "you shouldn't use this unless you have a grasp of content patcher" 
People who just dive into making NPCs scare me
I spent two years learning other things before even looking at NPCs
fr, i havnt even attempted making an npc, there is too much to it, gifting, tastes, design, dialogue, friendship, events, ect
There are probably easier things to start with, but I don't want to make those things, I want to make an NPC. I guess there is support content I want to add for her, but why make that before the NPC?
now i just have to think, what mod should i make next?
smaller things like finding the nuances of how you can break an NPC like setting their home invalid (makes them ~Disappear~) is a good reason to start from screwing with vanilla npcs
Yar, do what you want to do, really. I say what you're doing now, going step by step and trying to understand each part, is the best way to go about it.
penny just minding her business, she then gets warped and stretched and molded into a shadow creature and can only say specific stuff and cant talk on sundays
i love breaking my entire mod by accidentally making qi spawn in the void... its so fun /j
how... what?
It's his home it's fine
I don't want to talk about how I did that, it was a whole thing
honestly my sadness when i tried to screw with spacecore ignoremarriageschedule and realizing it broke my warproom made me 
mr qi yearns for the void
His warp room never even worked
I ended up not really needing it to be fair but when I DID try to use it so he would go to the DAMN NUT ROOM it never worked
the game said 'no no, too many steps, goodbye'
god i hate the nut room
nut room never ceases to make me not laugh
nut room's haunted
Are you aware that you can multiline events?
what
Nut room's haunted/ref
im just going to yoink that context
huh
I thought spaces broke them
yes, aba is the big propietor of newline event scripts, and i get bonked for my chaos 
I am going to have a conniption
I agree that it's great that you're trying to ensure that you understand every part of what you're doing! And it's okay if you want to make an NPC first. It seems like you have Figure It Out so I think you'll be okay 👍
i think the guide i sent you actually uses aba's newlines frequently, lily
Are there any simple beginner workflow stuff I should know to make learning, testing, and writing faster and easier? Right now I'm working in VS code, and then copying it into my mods folder when I want to test.
It used to be in 1.5, but now you can.
you mean it DOESNT have to look like this?
you mean it can be organized llike my scripts
you can technically work from your mod's folder, save, and patch reload <uniqueid>
CAVEATS: does not work on schedules and some other niche cases
because schedules are cached
GitHub hates it but I'm on mobile so that's what I use as example

It's not normally all red and screaming lol
the text is begging for help
i always put the / at the start of the newline, interesting 
That sounds a little risky, but it would be faster. Maybe if I was using version control. I should be using version control.
Yeah definitely just work inside your mods folder. Examine the CP docs intently - the troubleshooting page is helpful for testing info
Yar, I put them at the start because it's easier to count the fields that way.
im going to make a mod that makes everyone speak in brainrot terms
I briefly depart while my wife info dumps at me about guns (she is an engineering nut not a gun nut!)
say hi to your wife for me and give her smooches from you
there's no need to disparage people's ideas
i thought there were some neat ideas. maybe a little too niche for my taste but someone might pick them up at some point
😅 i already have my hands full
its my opinon that they are "bad"
i am entitled to an opinion, right?
And you can also keep it to yourself if it can hurt others feelings 
yeah you can have your opinion b- exactly that
you're not entitled to insult others
well now i feel bad
As my teachers used to say 'if you have nothing nice to say, say nothing at all' and what not
i feel like we all got told that as kids at some point
Is dialogue stored in strings or data?
Now I have the 'philosophy' of , if you have something nice to say say it (and also the 'dont say mean things') so im better... but i was NOT great
I was told that, but also "you can do whatever you want as long as you're willing to face the repercussions" I was a lot more willing to face the social repercussions when I was a child
depends on which dialogue
Daily dialogue
back on the topic of modding, lily, might i interest you in localtokens
once you're done with the qi mod
hey @uncut viper am I doing something wrong here?
I was expecting to see SVE's monsters loaded.
{
"Action": "Load", "Priority": "Low",
"Target": "Characters/Monsters/Poltergeist",
"FromFile": "assets/CharacterFiles/OverworldSprites/Monsters/Poltergeist.png"
},
Characters/Dialogue/NPCNAME
ty!
whats that
im not sure what you're attempting to do here
get all the monster names loaded by other mods
https://github.com/Aviroen/VoidsentTemplates it is beautiful is what it is 
SVE is just using FTM isn't it?
are you trying to make me make a billion mods or something
hi i'm trying to access the beach event so i can see harvey's beach outfit, as well as the festival. the modding website included event commands, but i can't use them on my command console. in fact i have very limited commands
so i was wondering if i needed to update my command console or if i am trying to access the events the wrong way
I'm not sure what a picture of a content patcher load action is supposed to indicate about how you are attempting to get all the monsters
but that Load is loading an image anyway
Did you remove your mods recently?
i'm very new to sdv so i don't know the quickest way to the beach event as well
Console Commands is bundled with SMAPI, so it's always latest version if you're on latest SMAPI
maybe I'm just not clear about how CP/SVE loads the monster data in, I've never touched content patcher once in my life lol
the idea is to get a list of monsters loaded into the game so I can put them in GMCM programatically
(i go back to obscurity as my action points have run dry
)
i must finish scripting my events... i must
is that picture a patch you wrote?
the picture is my debug viewer looking at Data/Monsters after 6 ticks have passed since GameLaunch
oh I just copied it from SVE's patches
I'm on mobile and it looked like a picture lmao
to show what I was looking for
that's SVE loading a texture to an asset, it's not loading any monster data
when i write help it only comes with the basic options
https://stardewvalleywiki.com/Modding:Console_commands i only have 10 percent of this
to see the beach event you would do debug ebi [eventid]
Do you still have Console Commands installed? It's a mod in your Mods folder so if you're using something like Stardrop you need to include it in your launched mods
But if you moved mods out to create a minimal mod pack you also need to make sure you keep Console Commands and Save Backup
or you could warp the npc to you with debug warpcharactertome Harvey for the beach
(this will not work if you dont have console commands like roku was mentioning)
yes i have it
yeah it turns out github search is just trash and I needed to clone the SVE repo to see all the uses of poltergeist. it's an FTM spawn over a pepper rex
so i need Stardrop?
no
no?
No, I just know a lot of people like to use things like that without knowing how
yeah thats fine
it is pretty new lol
you have it you just need to put in the commands into the console, smapi doesnt list everything you can do with the debug commands
(which is what the wiki is for)
Some of the commands when you type help show up but I'm not sure what the criteria is for showing them
you can use this command if you know the Event ID for the event
or this one to pull harvey to you
okay i did try to use the one on the website on my game but it didn't work, i'll try again
(which i think should update his character sprite)
maybe i did it wrong?
what did the smapi console say
every time i try to make a dialogue mod i realise how much dialogue there is and give up
unfortunately i don't know enough about how ftm works to know if there's is a good way to get data from it to be able to guide further on this
(one of these days I'll actually look at FTM. i still don't really know any of it's features let alone it's code)
@royal stump sorry for the ping, is there any way to get monster spawn data, sprites, etc from the FTM api? it seems like only foraging is available to get
sorry i am so laggy rn 😭
oh it just... didnt bring him to you huh
did you tab back over to the game?
itll say there was no output for ... most if not all of them
sadly it's not the only one
yeah
ooo okok
wait the money and emily command worked
wtf
wait so the warp command teleports harvey to you, not you to harvey? literally just took one step and turns out he was there 💀
Yes the warpcharactertome warps them to you
omg and if you look at the other photos he was there all along 😭
Use debug wtc Harvey to go to him
ooooo thank you i'll try that rn
i have a hard time seeing things from far away
You can also use debug wctm Harvey instead of typing out the entire warpcharactertome bit
yeah i guess it doesn't help his hair blends with the house lol
sure i will keep that in mind
I type them a lot so I use the short versions lol
Personal preference! I find it a smidge easier to read the commands without the forward slash in front of them
will he be in his beach clothes at the beach? i can't tell if my mod is playing up or if i did the command wrong, but his sprite is normal and his portrait is beach
oh crap i just realized, with my mod i need to make more npc's... (its just copy and pasting npcs but change the names and schedules but still)
otherwise theyd change into their beach outfits every time they walked through the beach...
"Spots on!"
just the beach
Yeah he won't change for the beach
youd have to send him to GI i think, although id ont even know if he just changes when hes there or not since they go through the changign room right
changing*
Their "beach" outfit actually only works on GI
can you please help me to teleport him and myself to the gl?
And yeah it's part of their (hardcoded) schedule to change outfit
If you're trying to test a sprite you made for him, I recommend actually just setting that as his normal outfit instead
Unless you need to test it specifically in his normal beach-outfit-wearing conditions.
Because if you do want to test his outfit on GI all you can do is wait until he goes to the island normally
yeah i need to specifically test his beach sprites lol and damnnnn
No I didn't say testing his beach sprite
I said testing the conditions in which he wears his sprite
If you just need to see him wearing his sprite, you can do that without GI
Unless what you want to check is that you successfully changed his beach sprite? In which case you'd just put patch export Characters/Harvey_Beach into your SMAPI console and then go check the patch export folder.
If you just want to see how it looks ingame, replace the normal sprite with the beach one and have a look.
If you just want to check his animation works properly you can just Target his normal, everyday sprite
how do i check the patch export folder?
so i did the command and is there another command i have to do?
Go to your Stardew Valley folder
wait i see the folder
The patch export folder is inside there
what do i do now?
Open up the file and see if it's what it should be
It's incredibly useful for checking if you've changed the asset you want to change
yes it is there
Then you have successfully targeted the right asset with your changes
so the only way i can record his beach outfit is by manually changing the names of the beach and normal attire?
Do you mean record like video?
yeah i want to make a preview video
Then yeah, unless you want to wait for him to visit GI as I mentioned before
Just swap them for the video, warp him to the beach or GI (if you want it to feel thematically correct lol), then swap them back
okay thank you
(BTW you asked how to get yourself and him to GI - just debug warp island and then debug wctm Harvey)
You can warp specifically to the different parts of the island but just doing "island" sends you to island south I'm pretty sure
what is interesting is how they won't let you see his sprite on the normal beach but you can see his beach portrait
His portrait changes on the beach?
I do not remember that happening and I don't think it's supposed to
Are you using Portraiture, by any chance?
yea i saw it happen and yes i am
Then you'd need to rename his portrait in Portraiture to _IslandSouth, not _Beach.
i'll show u
I believe you
It's just Portraiture is the one doing that, from what Dolphin is saying
And since Portraiture doesn't do sprites it makes sense that the sprites don't also change
I'm glad you knew that Dolphin because I did not lol
thanks again for your help, i think i have it sorted now
Why can i only have three digits in my version number that seems odd
i mean you can have more technically
if its like
3.0.345 or something
just not more periods
Why would you want more?
that is a good question...
I was like "Mod didn't load because of what"
the 0.0.0 is the standard convention B)
cuz i'm a silly goober who likes periods :3
Button posted a link to explain it earlier ...
Found it
I hope I remembered to not ping them..
You did, you can tell because there's no @ symbol in front of her name in your reply
OH
I forgot about that
I finally finished scripting my events (and decided to cut two of them because i really dont have the patience for it)
now I just have to code em
I can't decide if I want to subject myself to watching videos about C#
or just flail around in the code some more.
hi ! ;-; I was browsing the clothing tag for more FS mods and saw that someone made this really pretty mermaid pack. Its an XNB and ive tried to use the converters Ive seen posted here as well as the stardewzem? Can anyone could help me make it into a small FS hair pack?
https://www.nexusmods.com/stardewvalley/mods/12949?tab=description
What happened when you tried to use the converter?
I don't actually see a link to a converter from xnb to FS anyway, where is that?
i dont think theres a direct fs converter
i was trying to use the stardewzem
and then the two online converters i saw here
I have no idea what that is
just to see if i could get it out of xnb
Oh I just googled it. That seems dangerous
Uhh I can direct you to an xnb unpacker let me find it
ah this bc in the org mod comment it said u have to merge xnb files
Ah, here's pillow's xnbtocp converter: https://xnb.pillow.rocks/
Merging xnb files sounds like it's saying you have to add it to your game's xnb files and that's bad
Yeah that's what that means
So we will find another way, which is to unpack the xnb or convert it to CP and then convert it to FS/make an FS pack with it
I'd stay far far away using those as is
Okay that converter is not what we are after
it made a mod but im unsure how id convert it to fs
Ah ha, this is the online xnb unpacker I was thinking of https://lybell-art.github.io/xnb-js/
oh i did try this one earlier
but i mustve did it wrong bc i tried to put the zip file in my mod page and it said no manifest
Yeah it just unpacks the xnb, it doesn't make a usable mod
You will need to make the Fashion Sense pack yourself
In fact, I'm not sure we will even need to unpack the xnb
There is a converter for turning hairstyle png files into Fashion Sense packs but it looks like it might be more work than just writing the pack
ok let me look >_<
Isn't Stardew on .NET 6 now?
Yes
Y'all ever listen to music while coding and it gets a little too funky fresh (/pos) so you get distracted
This is why I don't listen to music while doing anything I get too into the music
I will update the references to .NET 5 on the test and troubleshoot page then
I listen to a lot of EDM, so this happens frequently.
But if I get tunnel vision it just makes me work harder.
I don't listen to music at all 
Grar I can't change the external link to .NET 6 because I'm not trusted enough on the wiki yet!!!
bc it messes with my brain
if you tell me what to change, I can do it?
What, how would you be allowed to already when I can't?
I've been editing the wiki a little before 1.6 even came out 
my account on there is over a year older than my public mods lmao
Every time I use Farm Type Manager my brain instantly goes
(forgot to reply)
I'm pretty sure I got the permissions to make large edits etc at the time, unless the page is protected or they changed them including for people who already had them
If it doesn't let you, I'll have a stab at it myself! Though I have definitely also failed at adding a link myself, so... 
to be fair, there's a very good reason for it
I read through the recent changes logs and they get SO much spam
Argh I am not allowed to edit it just because it has an external link that I am not touching at all.
So you will have to make all the changes
Please just change the references on this page from .NET 5 to .NET 6 https://stardewvalleywiki.com/Modding:Modder_Guide/Test_and_Troubleshoot
Yeah, it's picky
I just got three additions to my abuse log from that 
(optional) Download and install your preferred IDE, if you plan to compile the code on Linux. For the latest standalone Rider version (not free):
That should technically also be changed now, I guess.
uhm I have discovered a new kind of error https://smapi.io/log/3cffd5b925f94256a7c60ac3229c1e08
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 4 C# mods and 2 content packs.
what did I do
I think I did it?
oh I did one section lol, mobile is stupid, I'll do the rest now
Looks like your mod caused FTM to somewhat explode. You'll probably need to share as much of the pack as possible for us to be able to look at what might be wrong!
The JSON validator is usually a pretty way if you don't have tons of JSON files to share.
all done 
Thanks. You don't have many more contributions than I do so hopefully I will get permission soon.
the wiki is deliberately pretty secretive about how they count them but I hope so too 
I also like that it tells me to inform an admin of what I was trying to do with my forbidden change but not how to actually contact one. Or even where to find out who the admins are lol Maybe that's part of the test - I can't get permissions until I can figure that stuff out for myself /j
haha the answer is comment on MargotBean's talk page, but honestly maybe it's best not to, she gets so many comments about that 

With how much she has to put up with, I think not bringing myself to her attention feels like a safer choice xD
I'd say it messes with mine too MOST of the time but I've found that sometimes listening to a playlist I made for a character helps me write as said character so that's what ive been doing
Other times my ADHD says 'you shall not vibe' and I have to sit in silence while doing my work
So I'm not really familiar with FTM at all, but maybe the FTM pack is trying to load before CP patches in your items, like Shrublord.ForageAddon_Whitebeam_Pome? Maybe that's the reason?
If adding a false dependency to make the CP pack load before the FTM pack doesn't work, I'm out of ideas, and we're waiting for people who know FTM, unfortunately!
it def went over my head but i appreciate ur help with unpacking the png correctly!
What part are you struggling with? I can try to guide you through it (fair warning, I have not made a FS pack myself but I know how to read and write json so I can understand the instructions)
yeah that wasn't it but thanks anyway :/
Actually, since this ideally shouldn't be hitting a null reference regardless of the pack... @royal stump, you might want to see this? #making-mods-general message
are your items being added properly?
^ That would be the next thing to check, good thinking!
all of it
its fine im going to try to look and see if someone has made a similar hair
Is it possible FTM wants the (O)Item_ID form, maybe?
Okay, but let me know if you change your mind!
That would be very odd since I have been doing it this way forever and all other ftm mods i've referenced also do it this way
Definitely not that then, yeah.
I'd try using the complex item definition versions instead
"SpringItemIndex": [
{
"category": "Object",
"name": "Shrublord.ForageAddon_Wild_Garlic"
}
]
^ something like that
see if that works
okey let's see
FTM also Technically works off the Item Name (Display Name) or ID.
so you could try swapping to the display name as another option.
reading the error message It looks like FTM failed at retrieving the list of forage types once it tried to grab them to place them.
and that means
it essentially means the error was when it went to grab your items to place them, so its likely there is a formatting thing for FTM thats making it not read it right, or something. I'd try display names? for all i know FTM doesn't like . or _ in names 🤷♂️ I dont really use FTM to add new item types, mostly just to add stuff to my maps.
Hello ~
I have a question which might sounds a bit silly for all of you modder veterans, but...I noticed there isn't much CF content on Nexus compared to CP or AT. Is there a reason why ?🤔
the more i think about it, the more i think it might be the _ as some types of coding related setups dont consider it a valid symbol as part of a name, cuz its often reserved for coding related things? it depends, and my knowledge of code is just enough to get me in trouble and sometimes out of it.
ok ill change to uppercase bleh
I could be off the mark completely, but i'm just trying to mention everything that crosses my mind incase its one of them 
I only used the underscore because other people do the same thing
and it works with their mods but not mine?
horrible
also not realistic imho
but I'll see
I don't imagine the underscores would be the problem, but... at this point, no harm in trying everything that comes to mind until Esca/someone who knows FTM inside and out comes around!
Exactly my thought
could also be something as silly as a typo, but i'm assuming you've already checked that.
Shouldn't be a typo since I usually let vscode just autocomplete anything i type but oh well
anyway
in the most recent error log ftm stopped working even earlier than in the original thing
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 4 C# mods and 2 content packs.
Trying to fix it but just broke it even more 
Do you mean Custom Furniture? If so it's because it's an obsolete mod that I think is actually full broken at this point.
CF hasnt been updated in almost 2 years, and has over 100 bug reports, I don't even know if it still works, and if you dont know if it works, why would you use it to make a content pack, Plus people are more familiar with Content Patcher Structure.
That would be my guess.
Without someone with more knowledge of FTM here, my recommendation is that you remove everything down to the absolute minimum needed for the FTM part to actually work and then add sections back bit by bit until it breaks again.
Furniture Framework is the groovy 1.6 furniture framework: https://www.nexusmods.com/stardewvalley/mods/23458
there already is nothing in there I only have the cp for the items and the ftm for the spawns >.<
i'll try looking whether it works if i just add one singular area and work from there on out
But the FTM file you sent was huge? I meant take stuff out of the FTM file. Remove the spawns.
Try reducing it down to one forage spawn type for now, see if the problem still occurs then? If it doesn't, add in one of the ones you removed, and keep going until it dies again.
ahhh ya
Yeahh Custom Furniture is super obsolete now. It has been since 1.6 came out (and I think at the end of 1.5's life perhaps)
making furniture with Content Patcher (or the just now linked Furniture Framework) is how you do it in 1.6
You can also use AT for an alternative that's like... covering over textures and stuff
(which is why there are so many AT/CP packs out there)
When you the content file or have it open as you test, is it trying to modify itself to correct itself? I notice that mine tries to re-add removed fields and will auto-correct names and stuff often if i tell it okay, if it tries, id say let it do it? (Still just spitballing anything i can think of)
Oooh Furniture Framework ? Noted, thank you for the answer 
What was it? 
I just copied a new template and put my areas there and it works now o-o
so in my desperate attempt to clean up stuff i probably messed with arcane workings beyond my understanding
🤷
I have another silly question...do I place my mod's file in the Mods file or in the Furniture Framework file...? 👀💦
Probably, I tend to leave the empty fields in there, cuz back when i first started using it like 2-3 years ago, it would just re-add them itself, so i just kinda assumed it wasn't worth fiddling with the empty fields.
Generally your mod is in its own folder in the Mods folder.
I've never used FF, but i assume it wouldn't break that format.
Got it, thank you !
mmm, bliss
Also make sure you're only actually using FF because you want to use its advanced features! CP can do a bunch of ordinary features for furniture and is probably easier to work with if you're not actually taking advantage of what FF adds.
I see...But CP is only replacing already existing furniture, right ? Not adding new ones that I make from scratch ?
Nope you can add new furniture
Oooh 👌
1.6 really changed the game for modding. CP can do pretty much anything almost all the old frameworks did. So now we have new frameworks with even more exciting stuff instead.
I feel like I'm 🤏 to understand how it works, but there is this little "tingling" in my brain which blocks the part where I actually understand how to mod with CP (though I think I've read pretty much all the tutos and docs that I could possibly find on the internet, brain just doesn't want to process the info lol). Gotta try harder ! 😂
Have you tried looking through a mod that adds new furniture with CP? I find that pulling apart someone else's mod while having the wiki and CP docs open is really helpful for letting me understand. And if I get stuck just looking at it, I literally copy the entire mod folder and then start renaming stuff, making little tweaks and checking (you can use patch reload to see changes without having to close and reopen the game!) until I start seeing what each bit does.
Wiki page for furniture: https://stardewvalleywiki.com/Modding:Furniture
CP docs (troubleshooting page so you can see the useful testing commands): https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/troubleshooting.md
I've tried, but I think all the mods I found where replaced texture, it's why I assumed I couldn't add new ones 🤔
Ah thank you for the links !
Hmm let me see if I can find you a mod to look through then.
Okay here's one that adds new furniture! It uses SpaceCore as well which you shouldn't do, so just ignore the code block that Targets "spacechase0.SpaceCore/FurnitureExtensionData" https://www.nexusmods.com/stardewvalley/mods/31193
I'm confident that a mod by Dora has good practices for you to copy which is part of why I picked it.
Thank you ! Going to take a look right now ~
!vmv adds furniture with CP
Visit Mount Vapius (https://www.nexusmods.com/stardewvalley/mods/9600) is an expansion mod that adds a new region in the mountains. Accessible by train, you'll enter the hamlet of Glimsap, with its tight-knit group of villagers, that holds a market twice a week. You'll get to explore new places, fight monsters, get new crops and forage, trade local coins for exclusive goods, and complete tasks to unlock special items, including machines, buildings, and animals.
💖
this one too
(both my mods)
second is probably easier to look at
Goinf to dowload it, thank you !
Also I don't think there is a guide for all the numbers there is in the code ? Or maybe I didn't search enough, but it's been one of the things that I don't understand (even though people were kind enough to explain it to me before)
What numbers are you referring to?
Those ones after the /couch (as well as the 0) before Mods 🤔
Oh, that's all in the furniture wiki page!
Alright it's just me not seeing it then. Brb looking at it again !😂
For example, the first /2 2/ in your screenshot (the one after couch) is explained here
Index refers to which number field it is and fields are separated by forward slashes. So if you count the fields in that entry you see there, their indexes are as follows:
"{{ModId}}_TrashCake/ = 0
couch/ = 1
2 2/ = 2
2 2/ = 3
1/ = 4
500/ = 5
2/ = 6
{{i18n:TrashCake}}/ = 7
0/ = 8
Mods\\Dora.CatCakes\\Cat_Cakes/ = 9
false/ = 10
cat_cake", = 11
Once you know that, you can find the correct index for a field in the table on the wiki page and then see its explanation.
Do i use custom companion to add a cat to a custom npc home?
you can just make the cat a (non social) NPC
Thank you !🙏 😭
But consider: friend cat
Hello, few days ago i asked how could i create a new item with a special behaviour, someone send me this link https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content
I read the content but i cant manage to create an item without content patcher, i want if this is possible to avoid content patcher but i dont know the classes and method enough to do it myself
Also to attach a special behaviour to this items, they recommend me to detect when the items is held by the player and listen for input, is it good ?
Sorry if my english is bad btw, i'm french
yes, what you can do with CP you can do without, but i don't know how
Yep, when the onAssetRequested is being called ? When an instance of the object is created ?
Are you asking this because you think you need to manually trigger it or out of curiosity?
Because assetRequested in an event, it's called automatically everytime an asset is, as the name says, requested
in OnAssetRequested, yes
look at the code, you can see Data/Objects being read into a dictionary named data
that dictionary contains all object data in the game, it is what you edit
I ask because i dont understand when i create the object, how it is added to the game, but if i understand correctly what Selph is saying, by adding a new entry to the dictionnary, all of the logic is already being created ?
I just need to create my custom logic ?
To actually obtain the object, spawn it through normal means
Your custom logic would come from somewhere else
E.g. ButtonsChanged event checking that 1 you are holding the item 2 you pressed a specific key
You cannot give the object itself code, vanilla simply aint fancy enough for that 
What i understand is that i cannot create directly an object by instantiation (like Object myObject = new Object()) i can just add the new entry to the dictionary, then subscribe to the event in the ModEntry
imagine you own a restaurant, editing the asset is equivalent to adding a new dish to the menu
actually cooking that dish, or creating the object with new Object, is separate, but you need your dish in the menu first or the chef doesn't know what to cook (or in this case give you an error item)
(also you dont want to use new Object directly, but let's worry about that later)
Hi, everyone! How are you?
Sorry to bother you with a question: I want to create a map where I can place a shop. My idea is to expand the map and the shop over time, but for now, I want to start by learning how to make a small map accessible through Pathoschild's Central Station.
How do you recommend I start? Is there any link that covers this topic? What modding tools do I need? Tilesheets?
I've already made the shop stall (a recolor with some additions from the base game) and the portrait of the NPC who will run it.
If it does not bother you, can you explain why i should avoid new Object ?
it's only because ItemRegistry.Create is more convenient and the preferred method
which does call new Object if needed
[[modding:maps]]
Thanks 😁
I recommend you make the map and the location first
I suppose the Create method also call all instance and assets for the object ?
what do you mean call all instance and assets
We have some map tutorials on the modding wiki but I think all of them are outdated in one way or another. If you're willing to crossreference the information from them with the information about maps on the official wiki you might be okay - but the official wiki page actually has instructions for the map-making part on it anyway. I don't think we have any tutorials explaining that maps are added into the game via editing Data/Locations, but there is an official wiki page on them (that chu just linked).
it makes a new instance of the object in game
!unpack if you haven't, then
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!
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
then cross reference mods to see how stuff is done
Yes
Like new Object(), texture...etc (its not that clear sorry)
you'll need a map property for when the player interact with the machine to return to Central station
Yea, it does that automatically
as long as you added your new item to Data/Objects
i suggest using a vanilla map as a base
-# pendantry texture isn't associated with an instance of a object
(yeah I don't wanna go into a ten paragraph explaination)
Data/Objects contains the data definition for your item (its name, description, what texture should it use, its sell price, etc.)
you may need custom tilesheets, they are pretty easy to add, just remember you need to preface them with z in tiled in some case. In case of custom maps custom order should be fine.
then when you call new Object later the game uses that data to build the instance for you
note that if you want them to be seasonal you'll need the name to be spring_whatever summer_whatever fall_whatever and winter_whatever
I made it to create a portraits mod, haha.
good 🙂
Ok
(i prefer no ping on reply if i'm around)
Okok thank a lot for your patience
Ok, I'm not sure I fully understand, but I guess it will make sense once I start working on the map and use the custom tilesheets.
I understand
Taking a look at mods like this one, could it help me https://www.nexusmods.com/stardewvalley/mods/31617?tab=description
yes this one is probably a good example as the concept is similar and not too large
Thanks
when you reply there is a feature to disable the ping
im so confused smapi tell me my replacement image is to big for the farmer base file ...but it is not i only want to replace the flute part my replacemnt is the exact hight and with as the 3 frames ..means per frame i used 16x32 so my image is 48x32 since its 3 frames....the farmer base with is 288 in total
error log :https://smapi.io/log/133040329c384762b2433446b1568ba5
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 9 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Are you talking to me? If so, how do I do that? I reply by quoting the person so I don't lose track of the conversation, but if I'm causing any issues, I'd rather fix it.
also im sry i have a light headache so mybe im just dump and forgot something
you want to click on the blue thing on the right, which say the same thing but in english ("on", i believe) to put it on "off"
You're adding a thing that's 48 pixels wide to a spot on the spritesheet that's 244 pixels across on the spritesheet, which means the end of the thing you're adding is at pixel 292. But the spritesheet is only 288 pixels wide.
ping
no ping
thanks ichor
(i don't mind occasional pings, and i dont have issue with reply in itself, it's just frequent pings that are distracting for me)
I understand, thank you for explaining it to me.
oh mybe i did the spot where it goes wrong >.>
yeah i did ...
I understand, I´m sorry
sure! there's a wide range of preference on ping, so i understand it's not always possible to get it right especially with discord defaulting to ping, it's more so you know about it
(It doesn't stay off as you just discovered, by the way!)
Which is incredibly annoying, but it's the way it is!
Yeah, unfortunately you have to turn it off every time, Hayato
yeah discord doesn't make stuff easy
thanks needed someone to get my thoughts right i guess..so dump
It's an easy mistake to make! I never get my pixels right the first time when I'm doing stuff like that.
Oh, I need to deactivate it in each response, I thought it would stay deactivated permanently, sorry.
i wrote 244 instead of 224 😄
Yes = ( hehe
Please be patient with me until I get used to deactivating it.
Don't worry about deactivating it for me :) My "@ on reply" means I actually prefer it if people ping me! But I'm not upset if they don't.
Hi! If you want to make maps accessible via central station, I recommend learning these in order:
- How to make a map
- How to create a custom location
- How to learn shop data (because you are making a custom shop with an NPC vendor)
as for integrating your mod into central station, i recommend looking at the [CP] Central Station content pack contained in Central Station's mod folder. That in itself is a sample content pack for a Central Station-accessible location (the location data should be in the assets/location.json file in there).
There's also the docs for central station itself here!
https://github.com/Pathoschild/StardewMods/blob/develop/CentralStation/docs/author-guide.md
Ok, thanks
@valid folio i see lumina has linked the mapmaking guide. here's what you need for loading a custom location into the game!
It's me again and my silly nooby questions...xD
I thiiiink I finally understand what I am doing, but I'm not sure about if I should keep the whole "Data" part if I already have the section just above it ?🤔
I see I have a lot to learn. With my visual difficulties, I'll get tired of reading so much, but with patience and taking it slow, I'll learn, haha.
By the section above it do you mean the "Action": "Load" bit? You need both. The Load one puts your images into the game so they can be used and your EditData of Data/Furniture actually creates the furniture itself and tells it to use your images. It can't work without both.
Alright, thank you ! 🫶
Did I wrote all of that properly though...?👀💦
I would also caution against Mods/DreamiesValentineDay as the target in case you want to add more things later! Something like Mods/DreamiesValentineDay/FurnitureSet might be better.
Ok, I'm a bit confused about where to start reading because there are so many things, and I'm not sure of the correct reading order.
Close! Make it "Mods/{{ModId}}/FurnitureSet" (that's the same thing that DecidedlyGrinchy said, but the {{ModId}} fills in your mod ID for you)
Mapmaking can be one of the most complex types of mods to start with
but take your time to learn and we're always happy to help you! (stardew modding unfortunately doesnt mesh well with video tutorials)
I say start with reading the maps wiki page
Noted, thank you !
seconded on that, cant make a custom location without the map for it existing first
Make a very basic map (start by making a copy of a vanilla map and then change a few tiles) and then go to locations to get it in your game.
id suggest learning how to use tiled first too. the maps page already has a couple steps on what your Tiled settings should be before starting mapmaking
Do NOT go wild on your mapmaking until after you can get it into the game! There are many mistakes you can make with making a map and the more you've done before you test it for the first time, the harder it is to find the problems.
I'd say my steps would be something like
- read maps wiki page + learn tiled
- try making tiny edits to a vanilla map and load them in game, see if they work
- experiment more with your map design
- read location data wiki page and learn to make your own custom location data
- learn central station's docs on how to make your location accessible by central station's features
- add features to your new location, like shop data and maybe more map details
Huh, it never occurred to me to edit a vanilla location instead of making a new one. I made a new location before editing my first vanilla one lol
(i find it rather amusing that step 5 is actually the easiest part, custom locations can be hard
)
I think custom locations are actually really straightforward it's just that we have zero documentation that tells people they're actually meant to do that to get their map into a game. That's where I got lost when I started modding.
you're braver than i was, i only started messing with custom locations (not farms) like, 4 farm maps in
Like I got my little map all ready and then was like "but where do I put it???"
Huh, what is the current best documentation we have on that? Shouldn't be too difficult of an addition...
oh yeah true, custom locations can be templated very easily
its just that when you stack it on top of mapmaking itself (a whole different beast and skillset), with the amount of fields a custom location could have, it could get overwhelming if you just started modding 
The problem I face with doing something about it DH is that we have about...6? tutorials on the modding wiki on making maps and they're all outdated. So I always wonder whether it'd be better to edit one of those (with permission) or try to make yet another tutorial.
But there probably could actually stand to be some paragraph or another actually on the maps page of the official wiki to point to the locations page and say "do this stuff to actually put your map in game".
You can add or edit locations by editing the Data/Locations asset.
there is this in the location data page itself, but yeah i do remember theres no such references to it in the maps page
iirc i had to dig into another mod's files to fully grasp everything i needed to load custom locations in game
Ooooh, thanks for suggesting the priority order! I feel like I'm learning a new language with this coding stuff, haha.
I also appreciate the willingness to help me. That's something I've always admired about communities outside of Latin America; they're much more supportive. It can be a bit tricky sometimes due to the language barrier, but little by little, progress is made. Anyway, I can't take too much time, I think I have about a year to finish it (health issues), maybe two.
How would editing an existing map work?
!unpack the game, and go into the Content (Unpacked)/Maps folder. it should contain the .tmx (map) files of all vanilla maps - i suggest grouping the folder by file type for easier viewing.
Then you open one of those .tmx files in Tiled to edit them
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!
My way of editing maps is to copy and paste an existing map to use it as a template and editing it directly in the unpacked Maps folder.
if you have made/used any custom tilesheets (of your own making or from other tilesheet mods), you also copy them into the unpacked maps folder and load them in tiled using the New Tilesheet button on the tilesheet viewer
(Typo in your message Kisaa: you refer to a .tsx file in your second line instead of .tmx)
oops, fixed! it is a sign for me to sleep i guess 
ok I´ll try it
It might be worth a few of us going through all of the guides and compiling a list of outdated things so we can figure out what the best path forward might be!
on a related note: i think some tidbits on the "Migrating to 1.6.x" guides on maps should be merged into the main Maps wiki page. it took me way too much time to realize that AllowBeds and the overhaul (?) to Stumps map property is a thing, because those are scattered on the migration guide instead of on the main maps page.
What programs are used to edit those types of files (the map ones)? I edit the JSON files in Notepad or Notepad++, depending on what I need to do.
!mapmaking Tiled map editor is the way
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
You could freehand edit map files in Notepad++, but that would be a special kind of challenge. 
,,, now you're giving me ideas
I recommend that you read through these parts of the maps page of the wiki before you start doing anything else. At least a skim read.
Map-making tutorial updating
Okay I am going to edit the Maps page to add a section about using Data/Locations to put the map in the game. It will be rudimentary at this point but I want to do it while the momentum is there. I think I'll put it in "Getting started".
(I say this in case @blissful panther is currently doing the same thing since I have no idea how the wiki handles two people trying to edit the same page at the same time.)
My problem is that if the editing software doesn't have dark mode or visual accessibility tools, I won't be able to use it.
Oh, I won't be touching anything for a couple of hours!
Tiled does technically have a dark mode, at least!
It just requires your system be set to a dark theme.
You can choose the colour actually
It only adjusts to operating system using the "Native" theme (which is default on Mac)
I can't read white screenshots or white pages, I literally see them as a blank image, with no text or images.
20 something maps in and i didnt know this 
i have been editing in light mode this entire time. my system is on dark mode. my poor eyes
What Aba says is true too, though! You can just select the colours here, or switch style to native and use dark mode on your OS.
Thanks
You can do this, but please don't. /j 
i think ive passingly read that you can change the tiled UI color; i just didnt know you can set it to auto-match your system UI
Yeah, this is it set to native on Windows. It looks a little different other than the colour, too.
let's hope i remember to do this next time instead of forgetting to like the amount of times i told myself i'd install data layers only to,, not do that 
Hmm, I don't know how to switch the wiki to dark mode. It was a screenshot of the contents table showing items 1-3.9
I have yet another question (hopefully it will be the last for at least a while...). In the example code, is anything after the 0 and \ mandatory ? Or is it optional and I don't really have to write it in my code ?🤔
The wiki states which fields are optional
Don't worry, I force dark mode from the browser itself for pages that don't have that mode.
But if you don't include the texture field it will use the vanilla TileSheets/furniture spritesheet instead of yours, so it will not use any of your images.
Got it, thank you !
I don't see where the settings are to configure dark mode, can the text be enlarged?
If someone doesn't get a better screenshot for you, I'll be able to record a video in a few hours!
Mh...so that means that I keep the "Mods" (which should match the "texture" section on the wiki, since it's right after the index) after the 0 and remove anything after? I feel dummy...;-;
I don't see any setting to make the text in the program larger
If the screenshot is in dark mode, that should be enough. I don't want to bother you with a video or simply writing the steps, for example: go to settings > skins.
You want to keep the entire texture field, not just the word "Mods" - but make sure you change it so it matches your Target rather than CatCakes. As for the other two fields afterwards, it depends on whether you want to stop your furniture being randomly available for sale or not (if you do, you need to keep that field and name it true, otherwise you can delete it) and whether you want context tags (which at this point you probably don't, so you can delete the last field).
Alright, I'll have to use the Windows magnifier.
You can change the font though, so you might be able to make it use a bigger font. I'm not sure.
I don't even have Tiled on this computer so I'm just going off the Tiled documentation rather than seeing for myself.
Also it's okay if you don't understand my explanation. I'm more wordy and less clear when I'm tired like I am now xD
I see a font size dropdown next to the font name dropdown.
Thanks!!
Oh, that's handy. There's no mention of size at all in the documentation.
No no, you're a great help really !💖
I'm just a bit dense and have to be taken by the hand like a toddler👌😂
I'm really happy that you're taking the time to explain things in details to me
Don't put yourself down like that!
You're doing fine 

Here's a fun question: if I specify a dependency with a MinimumVersion that is also optional (IsRequired: false), what actually happens if the user has an older version of the dependency?
Yes hehe thanks
Does SMAPI nope out of that, or will it cruise along with the incompatible version?
Thanks everyone, I'm going to start studying haha!
I'm trying to change the price of ores from the blacksmith, but I think I'm missing something
What's missing from here?
You don't need to specify the ItemId, you can just do Price after CooperOre_YearOne
Price and ItemId are at the same level, but the patch you have is treating it like the Price belongs to "(O)378"
pathos knows the definitive answer, but I believe it will nope out
https://github.com/Pathoschild/SMAPI/blob/6103cc22399817ddba0b73a42d585c6ea56cab8a/src/SMAPI/Framework/ModLoading/ModResolver.cs#L304
Like this?
Yeah that looks like it should work
Oh wait, no, you had the CopperOre_YearOne right the first time
Oh I just realized you need Entries too
Ok, this is good, I hope it does work that way, because missing dependency will work while out-of-date dependency will break stuff.
Doesnt give error anymore, but the shops doesnt have copper ore at all
can't figure out what i'm doing wrong, but i can't get machine animation working
var workingEffect = new MachineEffects
{
Interval = 100,
Frames = new List<int>() { 1, 2, 3, 4, 5 },
ShakeDuration = 400,
Sounds = new List<MachineSoundData>() { bubblesSound },
};
myMachine.WorkingEffects = new List<MachineEffects>() { workingEffect };
the sound and shake work but it just stays on the first frame of the animation
Am I changing the meaning of the maps page on the wiki if I add a new section about how to get maps into the game?
I don't know whether "changing the meaning" means "this page now contradicts what it said before" or just "there is information present that wasn't before".
hmm that seems right to me
I recal you need to set both load effects and working effects for it to work properly?
yeah the load effect is working
var defaultMachineEffect = new MachineEffects
{
Id = "Default",
Condition = null,
Interval = -1,
Frames = null,
ShakeDuration = -1,
TemporarySprites = null,
Sounds = new List<MachineSoundData>() { coinSound }
};
myMachine.LoadEffects = new List<MachineEffects>() { defaultMachineEffect };
did you set workingeffectchance as well
yes, WorkingEffectChance = 1,
I would like to remove a single object from the Saloon. Is there a way to do that with Content Patcher that doesn't require me creating a custom Saloon map with the object deleted?
This is an object that blocks pathfinding (decorative plant)
this version should work. p sure you need "fields", not "entries", since iirc fields will replace just the fields you specify, while entries will replace the entire block
You can edit the tile to remove it using MapTiles https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-tiles
wild guess but I wonder if the LoadEffect is not ending becausr it has no frames
try making it a clone of the working effects
Ok, will try. Thanks!
Oops, that was my bad. I was the one who suggested Entries instead of fields.
But there is no entries, and this code didn't work
I think the ID needs to be part of TargetField still
So I change fields to targetfields?
are you getting errors or is it just not appearing in game with that price?
@blissful panther https://stardewvalleywiki.com/Modding:Maps#Getting_your_map_in_game Plunge taken, maps page edited! Can you please add links to the CP docs for me, since I am not allowed? Feel free to also edit as you think best, of course. If nobody knowledgeable ends up adding the info about how to add maps in SMAPI I will learn how to do it myself, though it may take some time xD
This is what looks most like the example at the bottom of the page:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#target-field
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [ "Blacksmith", "Items", "CopperOre_YearOne" ],
"Entries": {
// Copperore Y1: 25
"Price": 10,
}
},
that was it! thank you sm
Now it did suddenly work, dunno why. Before there was no copper ore at the shop anymore
Should be fixed now
I am heading to bed now but I hope you will report back about how you go!
nice
I wonder if those eccentricities should be documented somewhere, but machine anims is like the one machine-related thing I'm rather clueless about
yeah i feel like that should be mentioned on the wiki
Hi! Quick (and probably dumb) question: in the Content (unpacked) folder, which file contains the kitchen furniture? I keep finding everything except what I’m looking for
Farmhousetiles, I think
Thanks! I’ve spent an embarrassingly long time searching for it
the language for stardew modding is C# right?
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.
pure content mods just use json
ok thanks
Just wanted to pop up here to thank @wise needle cause seeds n' saplings is great
oh my god, how
sorry for ping, i found it but i had to choose colors, it was still white on native even if my OS is in dark mode
Hey folks, finally declared a beta and finished the changelog: https://github.com/focustense/StardewControllers/releases/tag/v1.0.0-beta
Ignore everything in the readme, I'll rewrite/delete that when I redo the Nexus page, meantime I've moved all the docs over to mkdocs: https://focustense.github.io/StardewControllers/
I'll post in #modded-stardew when final goes out, this is just for anyone who's been helping to test and/or interested in the prelease - @brittle pasture, @acoustic summit etc.
Ok. I'm struggling a little. I wanna do an override option for my mod so people can either leave it on the default "false" and let the mod pick which number of portraits... Or let them pick out 7, 9, 12, or 32 so that if the mod they're using has the option to chose... they can chose.
Unfortunately, with how my mod is set up I wanna essentially do
Has mod{whichever mods would trigger that portrait set} OR Override=# of portraits in that mod
So for instance...
{
"Name": "Type",
"Value": "Magnus",
"When":
{
"HasMod": "FlashShifter.StardewValleyExpandedCP",
"HasMod|contains= Jellonip.RRRR": "false"
}
},
Is for SVE. I'd like to aslo have a way to tell it OR "Override" = "7"
But if I add another line it'll mean "And" instead of "or"
Do I just need to add "Override" = "False" and then have another entry where it's JUST "when": { "Override"="7"}?
You know, Maybe I just do it that second way and make new entries for when the token says something other than false.
(cc @blissful panther, thanks for letting me know
)
I don't get quite the same error when I run your pack, but setting "Areas": null, in your unused sections does cause errors. You should set those to an empty list instead, e.g. "Areas": [],, or just set those entire sections to null, like this:
"Large_Object_Spawn_Settings": null,
"Ore_Spawn_Settings": null,
"Monster_Spawn_Settings": null,```
FTM's API is by request, so it only does that one thing currently. I could try to set something up for monsters if needed, but if so, what info do you need in particular?
The raw info is a string name and a Dictionary<string,object> of settings, for every monster type in each spawn area. The names can have aliases and don't correlate 1:1 with any specific classes or data assets. 
I got annoyed that my frog kept eating monsters I wanted to loot so I’m making a mod to filter what he can eat 😂
I got everything working last night for stuff added through content patcher but the custom spawns that SVE adds through FTM don’t show up bc they’re just things like reskinned pepper Rex or serpent. If it bothers me enough I might make an FTM PR but it’s probably not a huge deal, the mod does what I want, and the frog isn’t eating my iridium crabs anymore
The skins wouldn't be the worst to read through an API, if it comes up, aside from associating the names with the name/class you're using. They're just string asset targets, e.g. SVE's pack looks like this:
{
"MonsterName": "Serpent",
"Settings": {
"HP": 245,
"SpawnWeight": 1,
"Damage": 40,
"Sprite": "Characters/Monsters/BadlandsSerpent"
}```
(which just overwrite the built-in Sprite field in the final spawns iirc, if you check live ones)
Added endlessly cycling dialogue messages action (like Central Stations bookshelves)
https://www.nexusmods.com/stardewvalley/mods/26849
b
@lucid iron i'm having trouble implementing inventory. when companion tries to harvest the game freezes and smapi gets stuck in NullReferenceException error loop
https://smapi.io/json/none/96072c53c3304aaf8f126c5da43d89ad
Hi,
I'd like to ask - when testing festival positions (Flower Dance, for now, might also be in other ones) and dialogues for my NPC, I found out that when I talk to my NPC, it shows ordinary dialogue instead of the specified festival one. I'm triggering the festival by changing the day from 1 to 13 and warping to the town, both using CJB Cheats. I know that I already tested festival dialogues by this method and it worked, so I quite don't know what to do.
Could anyone help me, please?
festival dispositions (for Flower Dance + Dance of the Moonlight Jellies): https://smapi.io/json/content-patcher/48497f87b26144538ca428c7a50cc357
log file: https://smapi.io/log/8beeae450be34c58baa58403012d8260
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 64 C# mods and 31 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the entry key for dialogue is only the character's name; right now the game is looking for a character called "Eleanor-spr13", so that would need to be changed to whatever Eleanor's internal name is. Same with the spouse dialogue, it's just charactername_spouse
Send log
I did get another report about issue with HarvestShakeable where the companion won't stop shaking stuff, that one I'll look into later today
Thanks, that fixed it!
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 7 C# mods and 2 content packs.
In case you're interested, Central Station 1.1.0 encapsulated that logic into a new LiveMessageQueue class to simplify the rest of the code. (It also has built-in split-screen support and avoids the previous recursion.)
Example usage:
private readonly LiveMessageQueue Messages = new LiveMessageQueue(loop: true, shuffle: true, GetDialogues);
...
if (this.Messages.TryGetNext(out string? message, out bool hasMoreMessage))
// show dialogue
Thanks
I'll have to see if I can trick my brain into understanding things later lol
(You can check how ContentManager.TouristDialogues is implemented, it's probably similar to how your action works in dynamically creating a queue based on the received arguments.)
Apropos of nothing, Pathos, I've been using async texture loading lately to shave off almost all the time spent on those asset loads in the main thread. While I can't really get a detailed breakdown on exactly which parts of the entire operation take how long, it seems that the creation of a Texture2D object and SetData aren't really the biggest bottleneck, it's mostly concentrated on the decode and conversion which does not need to be on the main thread.
I ended up using an almost identical strategy to the way SMAPI builds the raw texture data, just using async I/O to read the bytes and doing the Skia decoding/conversion on a worker thread. Works fine, and the last-minute Texture2D stuff is not that expensive by comparison.
Just figured I'd mention it because the subject's come up in the past with the general feeling that it's impractical or can't be done, but as long as you can do it as a preload (obviously won't work if the UI thread is waiting on the texture) then it can be done and works pretty well.
You might have more success going to the day before, sleeping, and then triggering the festival. The date skipping might be causing something weird.
Looks like i am somehow harvesting a null crop, do u know what crop it was?
Also if you're doing town and the 13th, isn't that Egg Festival, not Flower Dance?
so tryin to do an unofficial update for personal use.... but everything seems ok except line 4 which idk how to fix.
The error message is pretty clear: You need to add a default value for when the config option hasn't been set by the user yet. "Default": "red"
(it goes inside the ConfigSchema for that config option, right after the "AllowValues" line)
oh k i'll try that
so i put that where exactly??
fff i keep messin up ;-;
if i may ask how should it look??
"AllowValues": "red, blue, purple",
"Default": "red"
}
},```
Of course, if you want the default to be something different, you'd put that instead of red
hm, where would i need to look again to see all the formatting i can do for stringsfrommaps dialogue boxes...
i am notoriously bad in finding modding info on the wiki lol
that was a parnsip
To be fair, I don't think the wiki specifically outlines any format/tokenizable or not difference between normal dialogue data and strings found in a specific file
# makes it so you click to continue, I think. (I checked the vanilla strings in StringsFromMaps)
Mystery, I'll just add null check i guess, will let u know
yeah i only know # too sadly, guess i gonna try and look at vanilla strings to try and figure out
The SeedShop letter uses ^ to go to a new line, if that helps?
hmm ill try that

Think the only recourse is to get hold of a wiki admin or post on a talk page then?
I'm making good progress on the i18n stuff, but was wondering if there was a converter I can use for letters and secret notes (rather than dialogue). The one here doesn't seem to have a specific section for that, so I wasn't sure if it would get converted if I used the dialogue tab: https://nom0ri.github.io/sdv-i18nifier-app/
Actually... Pathos might know, since they posted the original comment on the wiki editing page, but would {{github|Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/action-load.md}} get around the external link issue on the wiki?
per this comment:
Try it and see, but in theory dialogue should work since letters and secret notes are just "Key": "String", like dialogue
How hard would it be to add a book to the Little Free Library mod? I have one book that I can't trade and want to fix it. Does anyone know?


