#making-mods-general
1 messages Ā· Page 225 of 1
I was told you don't really want (or need) to use question forks for events.. what are you trying to do with them?
(You can use quick response for a lot of what you need for events instead)
I'm trying to do like a conversation type.
Let's say the player finds the NPC doing something, but is intimidated by them, so there would be 3 options of texts the player says to the NPC itself; ask what the NPC is doing, ask why the NPC came here, go away. For each text the event should continue depending on the text itself. Like if the player ask the first question, the NPC would respond in a type of way, if the player ask the second the npc responds in a type of way or go away. So i would need 2 forks 
Yeah you can do that with quick question!
how so?
I actually just found out about this myself a few days ago thanks to a few people here one sec
Cause I was doing something similar
@tacit moth just put it in your assets folder (I recommend putting a . in front of its file name, so it loads the original) and load it in tiled
(daisyniko's tilesheets will do the heavy lifting)
I'm trying to convert a CPA mod over to Spacecore for personal use. The only problem is... the source images aren't 16x16
from looking at Spacecore's documentation, I can use the SourceSizeOverride tag, but the only problem is I don't know how exactly to apply it. And I can't find any examples of how to do so
Unfortunately not an option. Resizing just makes them look funky
ahh i didn't know
Yeah, that error is pretty vague. There are no differences in the Data/BigCraftables asset and data model between PC and Android (aside from a couple of translation discrepencies), so I'm guessing the way the data assets are compiled on Android changed in newer versions so it's no longer compatible with the PC code?
That was my thought. Though it's interesting because I tossed the file into https://lybell-art.github.io/xnb-js/ and that unpacked it right away and it looks correct
prob obivious... but fun fact! if ya change from a vanilla shop to the casino it automatically changes from gold to qi coins
i feel dumb for that
Honestly, since xnb.js works I can just write a script using it to unpack everything.
I think the problem might be that the android version isn't using compression but the PC version is? If you'll forgive the screenshots of binary data... the PC version is on the left and android is on the right.
The android version of the file is quite a bit bigger and has human readable strings in it.
It kind of makes sense to use worse compression for phones on the theory that they have weaker CPUs, I suppose. š¤
do not do this. leaving the tilesheets in your mod means you are redistributing the tilesheets without permission
quickQuestion my beloved 
Apologies if this isnāt the right place for this;
Is there a mod I could get to increase the character limit for Animal Names/Textbox in general? The 9-12 character limit based on width really hurts.
I didnāt find anything on Nexus searching for; Animal, Name, Text, Character, or Limit ā and scrolling through every page.
I assume itās hardcoded and probably a pain to change, but some of the mods I have donāt have the character limits in their own menus; most notable the Generic Mod Config Menu, and Chests Anywhere both have seemingly unlimited characters. I presume that is because they use their own Textboxes š¤·š»āāļø but honestly idk, I have a what I call a ālogicalā understanding of coding, so once I know what something does, but I mostly learn by tinkering or asking (possibly stupid) questions.
To me it sounds like it would be a āframework modā kind of feature, if it exists. Maybe an Animal framework might have it. I donāt care about the rest of the text limits in-game, just the animal names.
Apologies for any awkward grammar or anything, I Originally Posted in Modded Farmers, and they referred me here, so this is edited for reposting.
Any information would be appreciated.
if you're just looking for a mod and not wanting to make it, then modded-farmers was wrong to direct you here
It's honestly so versatile.. if I didn't dislike event coding and had more ideas for events I would probably do more with it 
Yes, i know and i also solved this problem. Thank you!
Not really, I think that's more of a question for you than me. The mod I built with it does use a color scheme (just one, using the same colors as the fallback defaults), just to fit in with how Data Layers itself works, but it's really up to you whether you want mods to participate in this or just hardcode their colors for their custom layers.
It'll have to be a C# mod and there's ui implications
Hi I tried to mimic how the native Stardew Valley events used fork [req] <event ID> by using addMailReceived <letter ID> in a previous event after a fork question choice so that I have a flag I can use for later events using fork [req] <event ID>
However SMAPI is showing this instead:
[game] Event '131313133' has command 'fork carriedJasprincess embarassedJas' which couldn't be parsed: can't load new script from event asset 'Data\Events\Woods' because it doesn't contain the required 'embarassedJas' key.
Can someone please tell me if I used it correctly or if I need to somehow specify the req is a mail ID?
!vscode
you can experiment with governor commands in #governors-mansion . im not sure what command you were intending
lol derp, thank you. Someone posted about fixing the json format in vscode
Hey all, is there a way to use vanilla tilesheets in a map that aren't in the game's maps folder (without having to store copies of them in the mod folder)?
do you care about adding a dependency?
I'm fine with it
you need this then
Appreciated 
setRunning in event doesn't work𤨠my farmer doesn't run when I put it, she walks normally
/setRunning/move farmer 13 0 1 true/
I think you use the speed command for that maybe
And the set the speed back to normal after
I've never actually used it before though so I'm not sure
imma try
hello
I'm having a trouble at making some basic codes
It says that 'can't fing namespace "stardewvalley"
*find
works
ok so minor delay on fixing that error but this link should work at least for now
https://btnstardew.pages.dev/docs/ata
Awesome, thank you!
I'm looking at weather stuff again, and it's a bit odd that green rain code for locations only runs if the Default location context has green rain. And likewise the cleanup method only runs if the Default location is not green rain but had green rain the previous day. Basically means custom location contexts can only have green rain that functions as green rain if they mirror the Default location context's days for it exactly.
I would almost want to call that a vanilla game bug. But I guess I should just fix it with Cloudy Skies.
Is your game installed somewhere other than the default?
Hi, did you follow the instructions at https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Create_a_basic_mod?
Yes I'd tried, but i can't find what about these errors
no, It's on basic folder
You referenced the stardew.modbuildconfig package?
What are the contents of your .csproj file?
(I'd also want to know the game path, just for sanity checking!)
Because it doesn't check past the first... few drive letters, if I recall?
Could you also give us the path the game is installed in? If it's installed in a different Steam library on a different drive, I'm fairly sure it won't find it.
<_SteamLibraryPath>$([MSBuild]::GetRegistryValueFromView('HKEY_CURRENT_USER\SOFTWARE\Valve\Steam', 'SteamPath', null, RegistryView.Registry32))</_SteamLibraryPath>
<GamePath Condition="!Exists('$(GamePath)') AND '$(_SteamLibraryPath)' != ''">$(_SteamLibraryPath)\steamapps\common\Stardew Valley</GamePath>
It pulls it from where Steam is installed, yeah.
The .csproj looks good at least.
And no need, you can just specify the location in the csproj.
uhh then
You can add something like xml <GamePath>I:\Some\Path\StardewValley</GamePath> to your .csproj file
I am once again writing a transpiler for a big long method from Game1 š
where do I add it? the item group or property group?
The PropertyGroup
oh yeah while i'm here, is there a JA to CP converter?
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
Once that's in the csproj, a rebuild should force it to pick up the new location and add the references it needs automatically.
is this a cry for help
it's a threat š
Anyone able to help me with positioning for this texture file? I'm not sure how to align or position things and nowhere on the wiki am I able to find how to figure that out unless I'm missing something, but everything in the game itself is off the model. Anything is appreciated!
Basically I'm changing the green rain logic so someone can safely use the green rain weather flag for weather in non-Default locations and have the map changes apply and unapply correctly.
in the words of the most recent xkcd, AAAAAA A ȦẢAĢ ÄČAĆĆAĢÆįŗ¢ÄĆČ AAAAA
Might honestly be worth pinging Pathos first if you think it might really qualify as a vanilla bug?
what is your Unique ID?
The one in your manifest.json, if you have one. If you don't... you need one!
I donāt think thatās the right line
This section specifically.
{
"Name": "<your project name>",
"Author": "<your name>",
"Version": "1.0.0",
"Description": "<One or two sentences about the mod>",
"UniqueID": "<your name>.<your project name>",
"EntryDll": "<your project name>.dll",
"MinimumApiVersion": "4.0.0",
"UpdateKeys": []
}
it shouldnāt have spaces, it should be something like modauthor.namewithoutspaces
I've edited like this
so no space after The in The Succubic
@ivory plume Hey there! I've noticed something that I think could possibly be called a game bug, but it's one of those things that could only be an issue with mods installed. Basically, the green rain update methods for locations (performGreenRainUpdate() and performDayAfterGreenRainUpdate()) only run based on the weather in the Default location context. Mods adding custom location contexts might want to use green rain too, but that would only function as intended if they are perfectly in sync with the Default context since _newDayAfterFade() only runs those methods based on the weather in Default.
If it was just performGreenRainUpdate() I don't think it'd be an issue, but since performDayAfterGreenRainUpdate() is also affected someone could end up with a map in another location context that permanently has green rain changes applied.
This seems very borderline to me, so I was thinking I'd just fix it with my weather mod Cloudy Skies and a transpiler, but thought I should bring it up.
should I add '_' there?
(This is a very hypothetical bug, so it's probably not worth much effort on it.)
yup, or just remove the space entirely
_ or ., your choice, really.
thanks!
I wouldnāt do . in mod IDs personally because that would get weird with the author notation
waw I successed! thank you guys!
(should be fixed now, thank you very much for bringing it to my attention. i was super sure my domain was on autorenew... it was not and had expired and i had no emails about it :v)
(also, just because the name is giving me a vague idea of what the mod may be about, remember that if itās NSFW you canāt post literally any details on this server š )
Oh geez, missing a domain expiration is always spooky.
at least it only expired literally like a few hours ago
That reminds me, I should double check a couple of my domains that were on Google Domains, which was bought by Squarespace and I have recently transferred since their renewal was up. Just to make sure everything is going properly.
seems like the kind of thing your registrar would yell at you a lot about in your inbox
huh, squarespace bought google domains? I didnāt know that
yep
Yeah. It's crazy
ohh sorry
iirc last time I bought a domain it was through godaddy lmao
Why would google sell a registrar it's literally a money printing factory
@toxic flare That's very true! Help with bits of code here and there should be fine as long as it's not directly mentioning the mod alongside it.
my condolences
google has a dislike for any product that survives more than a year
is THAT why theyāre trying to kill search using gemini?
did you manage to renew it? the whois says it expires in 2026
i did!
ah, great
it was in grace
ahh
(thankfully it also re-enabled my whoisguard or w/e bc i just realized if you'd checked like 20min ago the whois wouldve just doxxed me lol)
tbf they were running some sort of deal that got me my <legalname>.com domain for £1 for two years lmao
thatās why Iām grateful UKās whois has builtin anonymisation š
that is fair
thankfully most of my domains are on registrars that are one click for anonymisation
all of them, I think?
its a free on-by-default thing with my registrar too, i imagine its commonly so
but it went Poof when the domain expired bc the protection expired with it
i really need to reduce the amount of domains I have, i had to make an obsidian note to keep track of them
what you need to do is buy another domain to host your obsidian notebook on so you can keep track of them from anywhere 
i didn't even know you could do obsidian on a domain
oh one expired (that I didn't use)
theres some external libraries thatll turn your obsidian stuff into a page and then you can just serve that anywhere
its what i almost went with for my mod docs before i just decided to make em myself
ooo
i just sync it via a private github repository, which results in things like this being on my github history https://this-is-not-a.tokenlogger.zip/haNHqx31U3
regarding dialogue strings that should occur during an NPC animation, should those go into the schedule, or into the animation coding?
they mention message keys in the animation tutorials but not what they are or how to code them, and the only example of a schedule with it i could find was like 0800 Town 49 88 2 "Strings\\schedules\\CharlesRowland:Soccer.000"/
Oh my god i didnt even think about it but the rocks in the quarry mine can drop ladders
Is there any way to prevent it? It broke someoneās enemies lol
Or somthing, i got a bug report about it
it shouldnt, the game checks if you're on that level before saying its ok to spawn a ladder
i don't understand what you mean by "it brokes someone's enemies"
I'm not very familiar with it myself, but it looks like you'd want to do that in the schedule. The animation key would come before the dialogue key; the format's described here:
https://stardewvalleywiki.com/Modding:Schedule_data#Schedule_points
In your example, Strings/schedules/CharlesRowland is a targetable game asset. That schedule should load dialogue from that asset's "Soccer.000" key, if it has one.
This is probably the most cursed thing I have done with CodeMatcher yet. https://gist.github.com/KhloeLeclair/6778c83635ab9dbdb2dfd4ac1349fd3a
So for something with both an animation and dialogue, it'd look like
0800 Town 49 88 2 animation_name_here "Strings\\schedules\\CharlesRowland:Soccer.000"/
But it seems to work š¤
Hey Button I know last night we came to the conclusion itās not possible to add an item use animations with spacecore alone, but would it be possible using something like CPAT? I know currently itās hidden so I probably canāt do anything at the moment but Iām trying to think of a work around.
that makes sense, thank you! i have that in my file and realize i forgot to re-type the animation name in here š
i havent the faintest
looks coherent enough to me, but I just do them manually, so idk really 
Ooooof I really just want it to look similar to the warp totem one but I canāt seem to figure out how to do so without using C# š« thank you anyways
is the item you're making a custom warp totem?
is it an item or a building
No I did add some totems but the two items Iām working on now are recipes you buy for unlocking machine recipes
āI don't know if this counts as a bug but: I found the Crystal of Death in the Quarry Mines and I used my pickaxe on it; the crystal badly burned me (by the way, what can I eat/drink to heal from the burn?) and stairs appeared along with skeletons. I used the stairs and I found myself in a Skull Cavern level full of dinosaurs and when I started fighting them, they froze. I had to exit because I could do nothing.ā I could post their smapi log too
So a cask recipe for aged ray venom and one for eel mayo
I got the unlocking portion down, but the item just disappears when itās right clicked so it looks more like a bug, I could switch it to a food and use the food animation and then make it so itās like a special dish that unlocks the recipes tho. I didnāt think about that
That may be better than the recipe item just disappearing in a millisecond š
a recipe should automatically be used when you buy it
But there isnāt actually a way for me to unlock a machines recipe like that no? I may need to relook at the wiki
I was of the understanding that works for crafting and cooking alone
oh, i thought you meant a recipe to craft the machine
i want to edit the map for the flower festival but i cant find a tutorial for this DX!!! someone said to me that festival maps work different than the normal ones, is this true?
you can also make your item show a hud message when used
spacecore has a trigger for it
do you want to edit NPC positions in the festival?
For unlocking machine recipes (as in the actual put A in get B out) you could gate them behind a mailflag
VMV does this for some
That's probably a bug with Item Extensions, since you seem to use that for custom ore? The base game shouldn't create ladders there when ore breaks, at least.
this is likely a bug with Item Extensions in GeneralResources.cs, where i see it calling createLadderDown without a check
nope, the tiles (make a place that cannot be entered into one that can be entered)
you want the festival area to be permanently accessible?
you would basically need to load a copy of the map as a regular location
Anything i can do about it? Or report it to IE?
report it to IE
replace this tree to have an extra zone to put my custom npcs
Sorry if you don't understand me, I don't speak English that well and I'm using a translator DX
Ty!
that would just be a regular map edit
~~okay wait, i'm getting syntax errors for this now: https://smapi.io/json/content-patcher/2524c554f3614e1ca3e106f81a17c030~~ figured it out, i needed \ before my "
Hi again. I was thinking about frameworks today, and wondering how many frameworks are too many, because there is always a chance that some will stop being maintained and that a bunch of dependencies could stress a new player out who is interested in your mod.
I have a lot of possibly niche ideas that I may end up using at least a few frameworks for, but I donāt want to make the up keep of my mod a nightmare. Is there a list of frameworks that insure they will be maintained long term? And how many can utilized before the mod becomes too bloated?
no mod will ever promise long term maintanence
its all hobby work done by people in their free time
if you want some kind of insurance, look for ones that are open source with a permissive license
I think that if you need a framework to make your mod, that's what the framework guy made the framework for.
(just fyi this might make your mod incompatible with RSV)
True, I was wondering if some have successors incase they stop working on it for whatever reason.
successors = anyone in the community willing to step up
Does RSV make a bunch of hard to work around changes for other mods?
though the idea of an SDV mod heir is tempting
I hereby appoint chu and/or button
Fewer than SVE
also something wouldnt have a successor now if it was still being maintained
a lot of framework made extra efforts in being added with CP and so are able to be optional
mhh I'd say no, RSVs changes are fairly minimal (basically just the entry in the busstop) buut we change festival maps quite a bit to acommodate our NPCs
Yeah, I guess that makes sense
we have usually stuffed them to some (in vanilla) unused area
People don't exactly tend to make mods with a future where they are not maintaining the mod in mind
i would maintain you or chu's mods if i needed to but i would not be able to maintain just any mod
my experience as a content pack author is that i didn't get a lot of obsolete stuff and usually with replacement or update
(i would also entrust BETAS and CMCT to selph and/or chu too. they dont have a say in this.)
What would you say are too many frameworks for one mod?
((but also anyone in this channel with the mod author role has permission to do whatever they want with my mods in the event of my disappearance for longer than 3 months i just havent found a good license that says that yet))
i would say too many is "how many do you need? that + 1"
I don't think there's a specific number. Does it need them to run? yes? it's fine
SVE used to need 9 frameworks
I'd say as many as you want, and if you're worried make them optional
Probably a good idea
flower dance fest (with only RSV I think)
as lumina mentioned many frameworks now work with CP in a way that makes them able to be an optional dependency
And if it genuinely needs them period, then... well, the alternative is not making the mod, so
Even if you technically can do it your own way, it's also silly to reinvent the wheel when someone else has a perfectly nice wheel and is offering you one to use
I was thinking about spacecore, and I have had issues on finding readable information on it
for a beginner that is
Spacecore's got like a thousand mods that depend on it, half everyone has Spacecore
RSV does little to most parts of the game but does make big changes to the festivals. Where SVE is the opposite.
spacecore is probably one of the safest frameworks to rely on
the only thing safer is CP
(SVE also does big changes to festivals
)
I have played neither as of yet
if the creator of spacecore is ever unable to maintain it, it will be maintained by someone else
but i want compatibility with at least SVEā¦
I guess using spacecore isnāt that risky which is good to know
The answer is don't use more framework then where needed to make them. If you need 5 frameworks to get your mod to work that's fine use 5. Just don't use more then the minimum needed.
is it fine to use other mods as a reference? for both coding and visuals?
looking at examples is always good imo, so you can see how ... uhh it "works"
how many of you would like for there to be a feature in my mod where you can punch lewis in the face
reference, yes, most content pack authors are ok with copying bit of the json as long as it's structure and not personal
assets, don't use them as base
just wondering! wanna make a retexture for haley's bakery to semi match gwen's buildings
I think some have licensing that clearly say you may modify the json
at least to not look out of place
(example : copying a mod patch to add a shop : ok
copying the whole DSV dynamic tokens : not ok)
then you can study stuff but don't reuse assets or palette without permission
DSV? Sorry
simplest option is to get permission
diverse stardew valley
Diverse Stardew Valley
great mod btw
Oh, ok
Well I guess as it edits the then map it does change the festivals a lot. I guess in my head I just had that as major map changes and was not counting that as a festival change.
tho jas keeps changing to vanilla for me for some reason
im gonna be honest here, ive done this before for other modded buildings, but i've never uploaded them when i do
airyn did a lot of work to set dynamic tokens fitting the mod's needs, so this is an example of personal json
It also adds a third Halloween map which must be accounted for
not gonna upload unless i get green light!
i do do it for practice tho
Iāve never used DSV. What kind of coding does it do other than changing the characterās looks?
one of the main examples of this is i made custom obelisk retextures based off of elle's seasonal buildings for the ridgeside, east scarp, and downtown zuzu obelisks
@fierce vault You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
I never get to year 3.... did not know that. Nice to have a 3 year year rotation though.
but yknow
not gonna upload em unless given permission by junimods
it also adds options like changes to some npcs homes. ex: jewish mulners which adds the mulners as jewish and have them worship on sunday i believe
it changes the characters looks based on weather, indoor/outdoor, locations, festival and more
I was doing compatibility for a new building for all the festivals, so all that's fresh in my head. Ridgeside's festival changes actually weren't too bad, but I just happen to put the building right by a path that is cleared to get to the Ridgeside areas
They're all in new areas out of the way, generally speaking
the configs vary tho based on if you're using the regular or seasonal variant
I do find it kinda funny how people get protective of changes they make to SDV with mods. You are literally altering someone else work by modding. Why get upset if someone alters yours. It seem hypocritical to me.
i use the regular version since i am addicted to nyapu
im sorry this is really off topic but i just somehow got a second stone owl in the save im currently playing on
Lucky
only time i can get someone getting mad is if it's being sold. but that's just me. i still always ask
I think it's more just being polite and giving due credit
I think that it has to do with permission. Concerned Ape is ok with others making changes while some individuals are not.
This is the same thought behind open source code licenses like MIT
i always credit people never claim it as my own
Yeah sure use my spaget for whatever just make sure to credit thx
tho frog has a point cause often times ya are editing original assets
When it's an edit of original game asset i clearly mark that exception in my license
and idk if it's just me but learning pixel art is hard especially if you started on another medium
you can find it hypocricital, but it's how the community works. And if CA express wishes about not having a game he made modded i do hope i would respect that.
I don't think I'm getting sued for this stuff ever but it's good as notes to self too
I mean, plenty of it is original art drawn by hand
just because CA is okay with ppl altering his work we dont all have to be okay with it
also most people in the community are ok with their content being edited as long as they are asked so, i don't know, courtesy is not a bad thing?
- that said most ppl allow use of their assets for reasonable stuff
i do gotta ask don't most people still gotta use stardew's assets as a basis to not make the game implode?
(also CA benefit from people making mods for the game, while another modder using our assets is unlikely to have any impact on us, anyway)
wdym? no lol
ex making a building it's gotta be about the size of vanilla buildings
nope
or knowing how harmony works
Not for buildings, yes for objects
im just askin
Harmony isn't part of the game
There is a difference between re-using some basic json and taking someoneās original art.
c# is a different minefield completley unrelated to this
adding assets isn't necessarily super costly in most (reasonable) cases
So, for objects things like "must be 16x16 pixels" isn't really a CA original
though it is a stardew limitation
wait then how do some mods like flower dancing exist? im sure ya gotta use c# to edit that
no
Harmony is one small part of C#, and the festivals are data-driven
wdym flower dancing mods tho
harmony can be used, it's not part of the game, same way that mods can be used, they aren't part of the game
When you write C#, it's typically not a straight copy-paste of the game
a mod to allow the farmer to dance like the npcs
(a mod changing the farmer anim, lani)
Often you're writing new code that interfaces with the game, a bit like how jsons for content packs interface with their frameworks
When i write a C# mod I'm not shipping the entire game code with it
this one
Love that mod.
I link to it instead
That one is indeed a C# mod
yeah
tho as a result ya can't use custom clothes
like fashion sense
idk if it applies to anything for the head
I don't know how it works in detail, but there's definitely a bit of original stuff in there that isn't from Stardew, if not a lot
I really should've added this to Cloudy Skies like... from the start. A command to instantly change the weather.
it's raining giant crops?
uh oh
Look things happen in my test world
yay cloudy skies
i want to do something with cloudy skies but i have zero ideas on what to do lol
can you imagine if it did rain giant crops
Fashion Sense is a weird mod. They are not actually clothes. Makes easier to make make the outfits i guess but does make it different. I would rather the be actual clothing.
Make it rain giant crops /s
Fashion Sense has capes and stuff
you was right to add that because i would have disagree otherwise š
āweirdā mod is a definitely weird choice of words
they are quite literally clothes. lol
please
fashion sense can be useful tho
do this I double dare you
you just dont equip them in the clothing slots
mainly for seasonal clothes
it has support for actual clothing items now, but not many mods utilize that feature yet
tho i gotta look cute in game soooooooooo
hang on only me and Elizabeth are pink, we gotta go back to matchy matchy names
Really that cool, I did not know that.
didnt know they did that actually thats goated
im going to forever be orange
"Tragedy struck today as a giant melon crushed an elderly woman in Stardew Valley. Evelyn Mullner was..."
tbh I really should go back to being purple, see the "ex-modder" thing
also, I like purple
NOOOO WHAT š
Joking about raining giant crops, just seems like a REAL HAZARD
I am happy with blue. Blue is my favorite color. I dont want to level up because I want to stay blue...... but I know it will happen at some point.
minding your own business and a cauliflower's squashed your best friend
Grandma taken out by a giant sky melon
but you are an orange cat
(just saw this and want to mention that sometimes people are confused however, partly because they don't expect this. More mods using this will make it more common and obvious however)
i just spent the past hour trying to figure out why my watering cans werent animated properly and then i realized... it's because i didnt put the Y target number in correctly....
so true!
Hmm. Should I make a trigger action for instantly changing the weather? It doesn't update NPC schedules but I could see a mod maker wanting to use it in a custom location for dramatic effect. š¤
For that matter I never added a trigger action for setting tomorrow's weather
Huh. Guess I need that too.
hi people! i am still new in this mod thing. i wanted to ask you a question, i made an āupdateā of a mod in TMXL Map Toolkit format of the mod Buildable Seasonal Arbors for TMXL Map Toolkit of the author hadiwrites42, i passed the mod to content patcher, i can upload it or i need permission from the modder (it is obvious the last thing lol ) but i have sent him a message and i have no answer ):
always contact the author if perms isnt open
that would be cool!!!!
no answer does not mean you have permission
if you don't get a reply then 𤷠(clarification: no permission)
no answer = no permission
ok these watering cans still arent working correctly. i shall try and spend more time figuring out why later
Yeah, unless the author hss mentioned somewhere that "if i don't respond for x period of time it's fine to do whatever" then best to keep it to yourself
Chances are that modder may have just quietly retired
All today's Cloudy Skies work, for the record, is brought to you by my ADHD brain deciding scope creep sounded fun after I thought "hey Cloudy Skies is my most framework-y framework mod, and already has random things, I could put my "big craftable actions" patch into that instead of Better Crafting and it'd be accessible on android."
That and fixing the "error" on android it has (by just not logging when that patch fails on android, since it's meaningless).
did BC ever work on Android?
Better Crafting has never worked on android and never will.
It's basically one giant custom menu and android has a different UI. I have no desire to remake it for android.
I'm trying to make some sprites for my custom npc, but what program should i use? It would be nice if i can use 'Dialogue display framwork continued'
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
your second sentence seems unrelated to your question?
It looks like the art was someone else's, you should ask that person for permission anyway. As it was their work to begin with.
that framework probably lets you use halfbody sprites/display more than just head sprites for convos
noo that mod
hence nyang asking that
yes it is
right, but you still need to draw, which is presumably what your question was about
art programs? or coding programs?
art programs
ģģøķė¼ģ“ķø
are you korean?
ok good
aseprite is free to compile it yourself though
hmm but i don't know the form of a sprite, all-in-one or seperately
!pixelart?
!pixelart
Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.
To start, you'll want an art program. See a list of recommended programs in the !software command.
Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab
To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.
Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396
SDV has a few quirks to remember too:
- Colour limits: Limit the number of shades you use - stick to six including the outline.
- Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
- Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
hmmm
if i look at other similar mods, there are some images that many images are combined
anyway i got my watering can working finally. so now i am taking a break
Shrike instead of CodeMatcher, and Cobalt Core instead of Stardew Valley, but https://github.com/Shockah/Cobalt-Core-Mods/blob/master/Kokoro/Features/EvadeHook.cs#L959-L1037
although it's not even using too many fancy things
but others don't
free art programs you can consider:
- libresprite
- firealpaca
- medibang
portraits are images in 64x64 squares, that is the portrait format
hmm isn't there a way to expand it??
those other mods probably use frameworks that change how the sprites are arranged
for now we recommend following how the game does it (64x64 squares)
but how?
just size up the canvas
you can make portraits in any dimension, as long as they are square
they can be 128x128 or 256x256
you need HD portrait mod for that
people tend to expect a 64x64 "vanilla style" portrait, though there are hd portrait only npcs out there
the current ways to do HD portrait include portraiture and scale up 2, i recommend the latter because it's easier for the user
i have portrature
spacecore's way is inconvienant cus you have to target each portrait
you can do it though, and its gotten easier thanks to local tokens
casey PR local tokens just for this usecase trust
add sunbeam and cloudy weather for the ~aesthetic~
and rainbows!
Me?
huh TIL bombs only damage monsters/farmers in a smaller square inside the blast radius square that doesn't match up to the explosion area
I suppose it's to make the bounding box calculations cheap and fast
I am using BETAS to use a touch action to display a message but I am taking the message straight from the i18n instead of putting it into StringsInMaps, but only the 1st word is showing up in the dialogue box.
"Position": {
"X": 51,
"Y": 19
},
"Layer": "Back",
"SetProperties": {
"TouchAction": "Spiderbuttons.BETAS_Message {{i18n:notent2}}"
have you tried wrapping it in quotes?
the trigger action thinks the space in your message is an argument separator
Oh...
if it doesn't work you'd need to go the StringsInMaps route
So...
"Position": {
"X": 51,
"Y": 19
},
"Layer": "Back",
"SetProperties": {
"TouchAction": "Spiderbuttons.BETAS_Message\'{{i18n:notent2}}\'"
Like that? (I have never been too good at working with quotes if you couldnt tell)
I will go check the formatting documentation...
probably (only Button knows for sure haha)
is there a way to filter items by mod in CJB item spawner or is it just by name? Don't see anything on the mod page
Well it didnt come back with an error
Or a function...
It just doesnt work at all now.
you're missing a space between Message and the first \'
correct, if there are spaces in the resulting message it must be wrapped in quotes. if there are quotes in your message then it gets even messier. however as a note you do not need to use StringsInMaps as an alternative, you can place the string in any asset and provide a translation key
Alright, ty! (i will be adding this to my thread for future refrence if i need it)
(and it requiring double quotes and not single quotes is not a BETAS thing (not that im saying you were saying that) but rather a Vanilla Game thing. it looks for regular quotes when splitting arguments)
ah, got it, thank you again!
the translation key method is my recommended one bc of stuff like this but you're fine to not change it
if it works, it works
1st rule of modding: If it works, don't touch it.
so uh
why do these not have a price?
oh bc i dont have hte book on that save that shows prices
If I wanted him to go to another place would I need another line or would I do it in the same string?
{
"spring": "900 NotAGardener.FL_Guild 4 12 2"
}
do you have ui info suite 2 or the price showing book?
by default item prices arent shown
#making-mods-general message, yep, i dum
there's a Whole Thing about schedules on the modding:characters wiki page, but essentially you're just chaining more schedule entries like your first in the same string, separated by /
oh... thanks... š
Is there any token, like {{TargetWithoutPath}}, that can get from Portraits/Demetrius_Winter to Portraits/Demetrius ?
don't think so
e.g.
{
"spring": "900 NotAGardener.FL_Guild 4 12 2/1000 Town 25 45 1/2500 Forest 10 14 0"
}
darn, i suspected not
to be clear, each different string in your Schedules data is another day's possible schedule; the game will pick the most appropriate schedule for the day based on the conditions parsed from the key
I am only doing 1 schedule, spring
ok so
do i need to make an entirely different c# mod to modify the item the contentpatcher mod adds
or is there some way to insert c# code into my contentpatcher mod itself?
it would be a separate mod from your content pack
but you can bundle both of them in the same zip
pain
guess ill have to find out how to format c# mods too
!startmodding follow the guide if you havent already
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 itās easier to start with making content packs, since you don't need to learn programming.
I made an english translation of Cook Showdown!
Jeez, this mod is so big it is a whole megabyte and it adds a new location, a new NPC, new lore.
1 MB is not that big for content mod
Looking for someone can do me a favor to make sprite for 3 items which are license-style for market town. Tried but I really not art person
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Probably better luck asking in the art channel
I'm mainly working on modding stuff for a bit; can you report it in the vanilla bug report forum and mention the specific method(s) that need to be changed to support custom locations?
filesize doesn't explain very much about mod depth - a thousand lines of dialogue will only be a handful of KB, and adding a single music track will be a few MB. even maps aren't all that large, since without any new tilesheet images they're just text files
that said, i haven't played cook showdown, but you're right that it does look pretty big hahah
I have set up i18n, how do I setup the randomization token?
(its big because they included townInterior.png (557.4 kB))
There's info on the CP docs but it's not very intuitive how to translate that information into use for dialogue, so let me try to find you a simple dialogue example for it.
this. my NPC is about 3 MB, but a huge percentage of that is just the three music tracks
I work best with examples so ty!
Ah ha! Good old Tia. This bit of their NPC tutorial shows how the random token works without i18n and then how to use it with i18n. But it only shows it for the dialogue.json side, so if you read this and are not sure how it should look in the default.json file, let me know.
I can do it with either default.json or dialogue, thank you though!
(i hope i can do it with both)
So the 1st bit would be in the i18n?
Kind of. The lines from the first bit would be in the i18n, but not formatted the way they are there in one big line separated by &&.
So how would they be seperated/ formatted? I am a bit confused, sorry
you're going to need to share your full content file for us to know
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.
That's okay! In your i18n, you'd have this:
"JortsCat.rain.1": "Hi, @! Wow, you're wet!",
"JortsCat.rain.2": "Hiya, @. We're staying inside today. I get bad-scrungy when I'm wet.",
"JortsCat.rain.3": "I'm protecting Jean today! Scary thunder can't get me!$h",
"JortsCat.rain.4": "Lots of people get sad when it rains. If you have time, maybe visit some people for us?$h",
"JortsCat.rain.5": "It's dark right now, but I'm sure there will be more sunbeams.$h"
This is just to match up with the example from the tutorial. In your case if you do only want two options, you'd just have your range be Range: 1,2 and then you'd only have keys 1 and 2 in your default.json.
Ohhhh that makes more sense now, ty!
oh you can share via smapi.io/json!
https://smapi.io/json/none/6e3b5f054c6a4a98b8167a84b431d240
yea you didn't do Load
I enjoy the smoked error item
There's also a tutorial specifically for it! (Which I should link in my tutorial) https://stardewmodding.wiki.gg/wiki/Tips:_Using_i18n_for_Easy_Dialogue_Randomisation
With the game's default dialogue setup, you would be limited to 168 lines of dialogue: one per season, alternate heart level, and day of the week. However, you can use i18n to easily create a pool of randomised dialogue, either to extend the amount of dialogue beyond the 168 line limit or to remove the season/heart level/day conditions without r...
This isn't helpful advice I just like it
it's actually a salmon-flavored error
{
"Action": "Load",
"Target": "{{ModId}}/objects",
"FromFile": "assets/objects.png"
},
after that you can use "Texture": "{ModId}}/objects",
thanks! and i assume i need to replace {{modid}} with whatever my modid is?
nope its a token
got it!
it'll get replaced automatically by the elves who live inside contentpatcher.dll
Pathoschild's army of little magic elves
.s/elves/junimo/
that's actually just pathos
he manually performs every replacement on his computer
ah my dynamically-linked lackeys
?
The bottle looks small and fancy i mean, not relevant to making mod 
i mean tbh
it's literally jsut recolored ginger ale
with one line added to turn the oval into a fish
I would believe that lol
is there a way to make smapi reload assets without restarting SV?
!reload
-You cannot reload tokens, that's a forced restart unfortunately
-If you've done any CHANGES, then type into SMAPI:
patch reload YourMod.UniqueID
-If you've done i18n DEFAULT.jSON changes, then type into SMAPI:
reload_i18n then
patch reload YourMod.UniqueID
-C# Visual Studio has a feature called Hot Reload
-C# Rider also has Hot Reload
-Generally working in C# it will be called "Hot Reload" (usage may vary)
I think this line @event.CurrentCommand += 2; in the awardFestivalPrize event command code is causing it to skip over the next command in the event when used (which is what is happening in my testing). Is that a reasonable interpretation?
Is making an event as hard as people say?
it takes a little creativity, a fair amount of cross-referencing, and a lot of testing
i'd say it's more a test of endurance than a test of skill, so if you're determined you can get through them
It can be if you're not patient and willing to research and troubleshoot, yeah.
i say it's hard but in reality im just impatient
hm, alright
it doesn't help that the scripts in the game already are barely legible without pulling them apart yourself into a more readable format, so even referencing vanilla game content is difficult
and oftentimes the more fancy behaviours are specifically hardcoded in Event.cs
Fun...
ABSOLUTELY
I will see if I can make one based off documentation
there's a good number of very helpful guides and resources on the modding wiki though, so i'd suggest starting there, and starting SMALL
I just need an event that explains the lore of the area i am adding, so just some dialogue and not much more.
I think this one suits me.
tbh im just going to rip one from the vanilla game and edit it to what i need
I would find events much harder if they still had to be single line. I am a blessed 1.6 modding baby.
it's honestly harder for me to find and edit a vanilla event than it is just to make one from scratch. too many files, too many commands, too many lines
not that i've made many events mind
Yeah it's much easier to build up an event line by line imo
Events āhissesā
wait wait wait- is this a joke? You're telling me if I want to move an actor in an event I have to do it 1 tile at a time?
well 1 direction at a time, by the given number of tiles
there's no pathfinding as such
you're gonna be saying that a lot lol
You can use advanced move so you can do it all in one command if you want.
Clearly someone should put pathfinder into events. That will totally end well
events are quite literally the best example of plotting your next move (evilly)
because you move - pause - speak - playsound - pause - move - whatever the hell
u account for all of it
well i finished the json... lets see how it goes...
good luck
backflip - moon landing - war - cancer - skateboard - mushroom
i think i forgot to make the event run
You can just use debug ebi EVENTID (matching the capitalisation for your event ID perfectly) to run the event.
For testing
ohhh
so the event doesnt register like, at all
do i need to follow the same filepath as the vanilla game?
at least when i was testing this, i found a bug
If you want to put it in the same location as the vanilla event you copied, yes
yes, you need to follow the same conventions as all existing events: Data/Events/MyFunnyLocationName, e.g.
{
"Changes": [
// Blanks
{
"Action": "Load",
"Target": "Data/Events/{{SHRINE}}, Data/Events/{{HOUSE}}, Data/Events/{{HALL}}",
"FromFile": "assets/Blank.json"
},
// Events
{
"Action": "EditData",
"Target": "Data/Events/{{SHRINE}}",
"Entries": {
"spring": "haha"
}
}
]
}
...i forgot to even load it...
common fence to fall at!
You should not need to load anything if you are editing a vanilla location
(that already has events in it)
But yes if it's custom or a vanilla location without existing events, it definitely needs to be loaded
well it is a custom location without events so...
Do I need the editdata if all the data is in my json?
You can't use CP tokens inside Load actions, so if you're planning to use i18n or the {{ModID}} token, you will need to Load a blank json first and then use editdata to add your actual event.
So what was the point of me making the JSON for the event?
What do you mean? If you didn't write the event you...wouldn't have an event.
Yeah but from what I understand I would just need to write the event in the editdata anyway.
Then you will need to explain what you mean by "making the JSON".
I made a json that has the event data in it, thats it. Was that not needed?
Nope.
š
It's not a big deal, you can just copy what you wrote into your content.json or turn this into an include file instead.
NO- NO- NO- FUCKKKK I ACCIDENTALLY DELETED THE EVENT DATA AND MADE THAT FILE INTO A BLANK
š
why cant i ever have a smooth experince
your first mistake was using Notepad
shhhhh...
i will go set notepad++ to my default
and i cant set notepad++ to the default app in settings
Heyo, does anyone know what mod people use to add items to the fishing treasure chests now? I completely forgot which one it was
item extensions
Ahh yes ty Selph!
rightclick your json, open with, notepad++, always
notepad++ didnt show up when i did that, i had to go to the file location of notepad++.exe
now time to rewrite the entire event...
I think I need a break for now tbh, this takes a toll on me
is there one like this for stardew btw or nah
can someone please make a fkin mod like this ty
Does anyone know what this item is and where's it's used in game?
Looks kinda like a blueprint but I don't think I recognize it from anywhere 
do you hold up that blueprint when clint gives you the furnace recipe?
Yup that's what I was just told in modded-farmers, thanks ^_^
So I have this event but it is saying at speak {{ModId}}_Tantelot "Ah, @. I expected I would be that the "A" is unexpected, I am not sure how this is being caused, can someone help? https://smapi.io/json/content-patcher/4bd7e7e481e94ad9a98333c9359c6044
Oh no me the other day
i draw that blueprint in raisedgardenbeds.newrecipemenu so don't mess
Quote marks need to be escaped like this \"
i am so sorry for your loss
Oh... Alright, ty!
Don't worry I just needed to know what it was to describe it on the wiki, we have no beef!
Speaking of escaping, the 1.6 migration page says that event commands are now quote aware so they can be escaped and gives an example...but I don't see any escaping in the example.
Is it that the forward slash in A/B doesn't need to be escaped anymore?
it's a weird example since it's a malformed speak command, but the idea is the string I'm running A/B tests is one argument, including the slash and spaces, since the quotes make it so
welp i fixed the jsons... lets see how it goes...
Whereas in the past it would've needed to be "I'm running A\/B tests" or something?
you would still need the \" i'm pretty sure, since event strings are still embedded in json strings
(Don't know how to escape forward slashes)
Yeah I am quite confident that the example doesn't actually work as-is because the quote marks need to be escaped
(Before 1.6 there'd be no way to have an NPC speak text containing / directly in the event script, since that would immediately split the event commands.)
i'm also fairly sure speak requires an NPC argument
Ahhhh it broke my game trying to even test it without escaping the quote marks
BRO HOW DO I MESS UP A BLANK JSON
(The example on that page is also showing the actual event syntax, not the escaped format you'd use through a Content Patcher JSON.)
It shouldn't actually be completely blank, it needs to have {} in it
i know
it does
well...
i got the event to start...
uh...
the music plays but my character doesnt move and an error item drifts across the screen
just think... 8 years ago u couldnt even dream of doing this
I'm not sure I'm following this. Do you mean the event syntax as written in the C#? Because it doesn't match the syntax that the game uses for vanilla events in data.
pathos means that's the format as the game sees it
(The event scripts in-memory and in the original XML don't need to escape quotes; that's only needed when writing JSON/C# strings due the strings themselves using the quote characters.)
i can tell what yall mean by this now
Ah, I see.
is there a debug command to stop an event? or go to the main menu? im kind of softlocked unless i close the game
I hope it's okay if I write that slightly differently on the events page because I suspect I'm not going to be alone in not knowing that when trying to use the wiki as a reference for writing events.
debug endevent
Thank you
Could also give it the skippable flag in the json so you get the skip button
There are parts you can't skip even with the skip button. Like during a globalFade.
Or if you manage to break it in the first three commands, maybe.
making an event is so funny sometimes because you could just randomly have 5 farmers walk into the void
In other news, I cannot get changeToTemporaryMap to pan regardless of argument and I do not know why.
Did you set a value for it?
That's what "regardless of argument" was meant to convey. It doesn't pan whether it's changeToTemporaryMap Forest/, changeToTemporaryMap Forest true/, or changeToTemporaryMap Forest false/.
Welp, rokugin figured it out. The reason it won't work for me is because the panScreen method that [pan] controls DOES NOTHING anyway xD
trying to animate the remaining upgrades on the remaining watering cans. it doesnt show when i face up on any of the upgrades, but it does on the base one. and i cant figure out why
ive double and triple checked to make sure all my numbers are correct and they are. i have no idea why it simply won't show
ok it seems im not going insane. the cans dont appear in vanilla either
Oop-srry
not sure what you're apologizing for but its ok
In this event the farmer just walks infinitly to the right, and I dont know why.
(The snippet is the only bit of the event where the farmer moves.)
desolate/-100 -100/farmer 6 19 0 {{ModId}}_Tantelot 4 12 2/skippable/viewport 6 15/move farmer 6 15 3 false/move farmer 4 15 0 true/move farmer 4 14 0
uhh mind showing the map they're supposed to be on?
i might have an idea as to why
but also
where is the issue happening?
In a custom map
the start
just after the 1st 3 commands
you can tell because the music flag is set at the start of the snippet
ok, well are you sure the farmer can even move 15 tiles to the right
wait
wrong direction
6 tiles to the right
wait i thought the move command moved the actor to the specified tile and made them face that direction when they were done
no it doesn
then... what am i doing?
uh... making the farmer stuck
it's trying to move the player 6 tiles to the right, then 15 tiles down
which, clearly it can't
oh good lord
did you read the page on events on the modding wiki?
this one is the most simple i think https://stardewmodding.wiki.gg/wiki/Tutorial:_Events_For_Babies
This tutorial breaks down Sunberry Village's simplest and shortest event to help explain each command.
ā20031402ā: This is your event ID. Make sure itās unique. You can prefix it with your update key (AKA the number on the link to your mod page). The way event IDs are formatted will be changed in 1.6 to look something like this: āskellady.SBVC...
i read the page on the normal wiki
actually it needs to be one direction at a time
so you need move farmer 6 0
FYI the events page on the official wiki has just been fairly extensively edited so make sure you refresh the page if you're currently using it
wait i dunno where you're tying to put the farmer... well in whatever direction you need to move them
im a little frazzled
alright, i get it, ty!
now... lets see if my Frankenstein event works
annd i did it backwards.
the perils
almost there, just need to stop the farmer from walking through the desk
https://smapi.io/json/none/17f107a742f7422c8c00f32a2128481d
Hmm, I did something wrong here lmao, anyone know what? š¤£
Hmm, so there isn't really a fix?
odds are your cask is still actually functioning correctly, its just the UIIS2 display
I hit the cask with an axe and got the aged mead immediately
Supposed to take 45 days lol
I have three configs in my CP pack, lets call them OptionA, OptionB, and OptionC
I want to make a condition that applies if one or more of these configs is marked as true. How would I go about doing that?
yeah you probably don't want to use the cask then, it works differently from regular machines in a way that's only really amenable to the basic "increase quality" rules
Hmm. I see. Not sure how else I would age some mead
are the configs only true/false?
yes
How do other mods tackle aging custom alcohol
they don't age into a different item
Oh
theres a good chance im completely blanking on the obvious and easy way to do the OR you want for your configs
but i think you can do "Merge: {{ConfigA}}, {{ConfigB}}, {{ConfigC}}": "true"
Could I make a custom machine that looks like a cask but acts like a keg? :p I don't understand how casks work I guess, they just add quality to items?
they add quality and only work inside specific locations (including the cellar)
Hmm, would this be of assistance? I have it installed already for something else https://www.nexusmods.com/stardewvalley/mods/2642
re: your question, sure, if that's what you want
I don't think that mod helps
from a design perspective I recommend adding a rule to age your mead in the preserve jar
if the aged mead absolutely has to be a separate item
Was thinking of maybe adding my item to its' CaskData.json, but i enabled "Age all Items" in the config menu and that had no effect it seems
Good idea
Any other way seems like too much of a headache
post 1.6, CCM's only feature that vanilla machines doesn't have is the ability to define extra cask-like machines
you still cannot make casks take A -> B machines rules cleanly
!itemids
i just finished the event, i still have to do:
i18n, dialogue, schedule, and debugging
Hmm should I make the player require more than just the regular mead to age it
like sugar or something
(I wonder if I should look into adding cask configs to Extra Machine Config now)
(alas my brainworm's telling me to make freezing bombs and bait that presmoke fish)
sure, but keep in mind that if you're adding a rule to the preserve jar, you can't specify a fuel that only applies to your recipe without another framework mod (Extra Machine Config)
presmoked fish bait makes me think of it like those instant ramen cups from i think cowboy bebop
i hope thats how theyll work lore-wise in your mod
unfortunately it's just magicā¢ļø
but dang that concept is cool though

but think about it, it would make perfect sense for the charge to detonate when you pull the fishing line!
give it a yank when its bitten and bam. insta-smoker
dont tell Willy
Thinking about the preserving jar angle, I ideally now would want to add a handful of different aged meads. Strawberry, grape, etc that are made in the jar by combining regular mead and respective fruit
(the scope creep comes for us all
)
but yeah as mentioned, if you want those recipes now might be a good time to look into EMC
I have extra machine config, Ill peruse their wiki or w/e
and feel free to let me know if you have questions
Thanks!
(I'm going to bed now though so probably no answers until hours later. others can help though!)
(not me. i dont know machines)
just letting you know that this seems to work. i played around with it a bit and so far so good
if someone ever looks in your mod later and says "why are you doing this merge thing, just do [easier method]" feel free to blame me
ive been working on this mod for a whole week now and its nowhere near perfect 
perfection is an attribute that no mod reaches
well then the mod is nowhere near where i want it to be
never.
anyway
im going to go use a headcannon generator
-laughs in 10 months on a single NPC mod-
a mere, pitiful, brief 10 months...
oh good lord, have you uploaded beta versions of it?
i would love to see it
No, I'm nowhere near beta lol
im coming up on 2 years soon personally 
if you dont have a beta version im going to be flabbergasted
zero chance of me releasing a beta version of an NPC
technically i'm still working on my first mod
did you go with the "go big or go home" mentality?
perfectionist i see?
Doesn't count if it's released, blueberry
no, just not wanting to waste the nexus new release bump window
my first mod isn't released 
ooo thats a good point
and dont want people to think "[NPC]? isnt she unfinished?" even after ive finished her
Fair enough
my i18n is going to be the death of me istg it is such boring work and i REFUSE to use the i18n-ifer
Then you're just hurting yourself
Then maybe don't complain about it?
š¶
Why are you doing this merge thing. Just do [harder method]. "Query: '{{OptionA}}' = 'true' OR '{{OptionB}}' = 'true' OR '{{OptionC}}' = 'true'": true,
i think with enough time and effort, we could make that even more needlessly complex
the most complicated When condition anyone has ever seen
Well I went from 13 lines of dialogue to 24
Where would I find the best wiki for vanilla documentation like this
Thanks so much!
some stuff might still be on the 1.6.9 migration page too
Awesome, thanks!
I am trying so hard right now to avoid having to add a new machine to the game XD, but there is nothing I can put pearls into X[
put pearls into wallet, sandwich, mouth,
pierre,
beloved villager with less than 10 hearts,
excuse me?
well you can sell pearls can't you
I think a sandwhich with pearls would be nice, everytime you eat one in a couple hours you randomly passout and end up at the clinic
BETAS can do thatā
is this classified as a "big mod"? (just based off the files)
no
one folder? pathetic
oh alright
there are non-expansion mods in the hundreds of megabytes
w h a t.
well again i can include 1 line of dialogue and 20 music tracks for that effect
the mod won't be big, but it will play music
I'd assume that means music or extremely HD sprites, yeah 
finest 4k upscaled pierre expansion
or just a lot of regular sprites
I guess sheets and such do add up too
i mean DSV alone is 133mb
jesus
someone on Reddit was after a Marlon Marriage mod that worked with SVE.
average redditor
Good luck for them
haha yeh.
No, it wasn't me - although I wouldn't mind marrying Marlon in a game, I don't play SVE.
What if I gave the recycler an actual use that didn't involve trash? 
i wouldnt call it a recycler then
some kind of deconstructor
fair
but we already have the deconstructor
I could use the deconstructor
(oh wow, I hadn't seen how many sprites it has per person)
you could just alter an existing machine's output rules
just barely above raffadax
thats a pretty good idea
(fun fact, the largest stardew mod on nexus is a portrait mod. its 1.6gb)
holy cow
they are high res portraits
I see
I got a bit carried away
That's so many files!!!!!!
I'd seen that one around, but it really jumped up in size in the last upload
Anyone familiar with ExtraMachineConfig?
not personally, but you can ask and somebody will probably see it
there is no reason to be rude about someones art style
(kind of precisely why i didnt post it in the first place, because i was worried someone would be)
yeah it's not my taste really but whatever, someone wanted to make it so they did
and tha'ts cool
I enjoy it, it has the vibe of old FMV game portraits
I for one think Dusty looks š„ with some bling
can't imagine what 1.6 giggos does to load times tho lol
nothing good i imagine
Yea fr
Too bad I can't waste my life making a mod that adds reddit as a search engine to a stardew pc, I imagine I could take up a few gigs doing that
Would be worth deep diving on subreddits in the middle of Lewis's basement
right next to his underpants?
There are at least two several hundred megabyte .PSD files (I saw 2x600+mb and 1x150+mb files) accidentally included in that portrait mod so the actual png files are actually the vast minority of the file size for it lol
if we exclude those then the biggest is still a portrait mod at 1.4gb lol. its all animated gif portraits so, makes sense
time to make a mod that can load arbitrary video files onto the TVs
(don't actually do that)
Im trying to have a preserving Jar take my honey mead, and any 10 of a fruit to create an aged mead that copies the color of the fruit used and Im a little confused. What I have looks right to me, but doesnt feel right - I know something is missing
https://smapi.io/json/none/1ed62685953d4a139a0439abae18980f
Anyone familiar with ExtraMachineConfig? Would love some pointers :D
Upon further testing, the recipe works, but the preserve name doesnt make it to the final product, and it doesnt appear to be changing colors
"ObjectDisplayName": "Aged %PRESERVED_DISPLAY_NAME Honey Mead",
Not sure where I am going wrong, no matter what I try the aged mead comes out still greyscale with a messed up name
is the DROP_IN_0 correct or should it be just DROP_IN?
Hello!
I am trying to make an CP mod which adds new NPCs and changes the town map. For starters I am trying to change the town map, but i cant get it to work. When I load the game I only see the SVE town map and it does not work when i remove the SVE mod eather. Any one knows why?
{ "Format": "2.5.0",
"DynamicTokens": [
{ "Name": "World", "Value": "Vanilla", "When": {} },
{ "Name": "World", "Value": "SVE", "When": { "HasMod|contains=FlashShifter.StardewValleyExpandedCP": true } }
],
"Changes": [
//Loads tilesheets
{
"Action": "Load",
"Target": "Maps/CustomTiles",
"FromFile": "Assets/Tilesheets/{{Season}}_outdoors.png",
"When": { "Season": "spring, summer, fall, winter" }
},
//Loads SVE maps
{
"Action": "EditMap",
"Target": "Maps/Town",
"When": { "World": "SVE" },
"FromFile": "Assets/Maps/SVE/BrewTown.tmx",
"PatchMode": "Replace"
}
]
}
DROP_IN_1 also does not work, just errors
i guess the DROP_IN means the ingredient you specify in the trigger. might be the same problem for the color
as in it takes the color from it
i'd guess so
Great idea :D
Do you know if I can add a required tag instead of required itemid similar to the extramachineconfig here;
"selph.ExtraMachineConfig.RequirementTags": "category_fruits",
Or some way for the 'main' ingredient to be any fruit
don't do this, use EditMap overlay instead
yeah, the machine rules can take categories, for example { "Id": "trig_2", "RequiredTags": [ "category_fruits" ], "RequiredCount": 1 }
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md#overlay-a-map
basically you can patch only a part of the map
dope, thanks!
or rather context tags i guess
as for debugging why your changes do not appear, do patch summary and share a log
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Okay thank you!
Do you mean i should change the "PatchMode: "Overlay"
What is the difference? 
//Loads SVE maps
{
"Action": "EditMap",
"Target": "Maps/Town",
"When": { "World": "SVE" },
"FromFile": "Assets/Maps/SVE/BrewTown.tmx",
"PatchMode: "Overlay"
you need to make BrewTown.tmx contain only what you want to change
not the entire town map
then, specify a ToArea so that you aren't overwriting entire map
Oh okay! Will that make competability easier?
But I still doesent understand why my "code" don“t work now.. hmm...
Chu mentioned what to do for that here #making-mods-general message
won't "When": { "Season": "spring, summer, fall, winter" } always default to true?
Oh thank you so much. I am very new to modding... How to I do an patch summary? š„¹
!log
you type patch summary into the smapi console
Ohh. I think you are right. I was trying to include different tiles in different seasons :/
you are doing that in your FromFile already using the {{Season}} token. When condition just doesn't do anything, so I doubt it's the problem
also, please don't ping me in replies. ty
Thank you so much! š
Sorry i pinged u. Got discord today... still new to it
it's alright
What is {{ModId}}_?
If you send us the link to your log file after doing the patch summary and uploading your log to smapi.io/log, we can help you look for why your code isn't being applied.
a token modders use to simplify things
convention is to have stuff in your mod named by your modid then whatever the thing is
like Lumisteria.MtVapius_butter
with the token i can gain time and avoid typo
(like the Lumisteria.Lumisteria.MtVapius_whatever one that i did by copy paste multiple time)
Should I remove other mods when doing a patch summary?
depend of what you want to do, usually no
I want make patcher to overhaul pierre shop items, but still confused cuz i use STF back then
there are options to get the patch summary full or patch summary themodyouwant
it's entirely doable with CP, yes
do you want to add stuff to the shop or remove too?
My code when i use STF back then are this
"VanillaShops":[
{
"ShopName":"PierreShop",
"ReplaceInsteadOfAdd":"True",
"ItemStocks":[
{
//Spring Seeds
"ItemType": "Object",
"ItemNames": [
"Parsnip Seeds",
"Bean Starter",
"Cauliflower Seeds",
"Potato Seeds",
"Tulip Bulb",
"Kale Seeds",
"Jazz Seeds",
"Garlic Seeds",
"Rice Shoot",
"Strawberry Seeds"
],
"When":[ "!z spring" ], },
{
//Mushroom Tree Seed
"ItemType": "Object",
"StockPrice": "100",
"ItemIDs": [ 891, ],
"When":[ "!z fall" ], },
{
"ItemType":"Object",
"StockPrice": "150",
"ItemIDs":[
//Tea Leaves
815, ],
"When": [ "f Caroline 500" ], },
so the seeds out of seasons can already be done by the missing stock list, in case that is of importance to you
you can use this if you want, for a starting point https://github.com/AnotherPillow/STF2CP
I am using phone š
@swift needle You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
{
"LogName": "Editing Sandy Shop",
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [
"Sandy",
"Items"
],
"Entries": {
"{{ModID}}_SandyShop.WinterIrisBulb": {
"Condition": "DAY_OF_WEEK Tuesday",
"Id": "{{ModID}}_SandyShop.WinterIrisBulb",
"ItemId": "(O){{ModID}}_WinterIrisBulb",
},
"{{ModID}}_SandyShop.DahliaSeeds": {
"Condition": "DAY_OF_WEEK Friday",
"Id": "{{ModID}}_SandyShop.DahliaSeeds",
"ItemId": "(O){{ModID}}_DahliaSeeds",
},
},
},```
Is how one small patch can look for adding items to a shop (note that those are modded so your ID would obviously be different)
I am about to start tearing my hair out š I cannot get ExtraMachineConfig to cooperate
what are you trying to do
I need to entry every single things i add?
I have a custom mead, I want to 'age' it in the preserving jar with 10 of X fruit, adopt its name and color
(once you explained, i suggest taking a break)
depends of what you do. Possibly
Like this
No its just a keg conversion from a jar of honey to a custom mead, I dont do any flavor transporting to the original mead
Can i use arrays to add item like on STF?
pls don't ping me
Oh okay, sorry
it's ok
i just need a bit of break myself and can't answer all questions about the best way to port your stuff, i suggest you start small and then see what you learn and then decide
or ask more specific questions then
but to the channel, not me specifically
alright, thanks! I'll add it 1 by 1 for now
if the idea is give (O)bonghits.Cp_AgedBearHoneyMead a fruit flavor then i would reverse the items
set (O)bonghits.Cp_AgedBearHoneyMead as fuel, and trigger as 10 froot
I tried that, the preserving jar made jelly š¢

