#making-mods-general
1 messages · Page 228 of 1
Even the testing part is a pain 
Plenty of it is technically hard if you don't already have those technical skills lol
I have not found any of the drawing easy in any way whatsoever as I slowly grind to build my skill in it
Is there like a list of what tags vanilla items have somewhere?
i do the drawing ad infinitum to keep away from ever having to write character data and event scripts
little stupid question, SVE referes to stardew valley expanded, right?
I'm having an issue where my NPC spawns in but after the farmer sleeps they disappear from the map the following day, they also stand still and don't follow their schedule any help is appreciated!?! https://smapi.io/json/content-patcher/a4e0509fce4c44e3a0b0e109a2c35f90
Can you link to your schedule json too please? Also you seem to have an NPC disposition include as well as having her disposition in your content.json, is that on purpose? (I'm also not sure you can have an update rate of on location change and on time change).
Heres the schedule.json im having so many issues rn bc this NPC worked perfectly pre 1.6 and I'm just now dealing with all the changes and its like learning everything over again: https://smapi.io/json/content-patcher/c7a7eb125d774a429b947bfbc5fff6ce
Also you may already be aware, but the recommended convention for any id (including the NPC internal name) is to prefix them with your mod id so they are unique - often we use the CP token {{ModID}}_ which is converted into the unique id in the manifest.
Hmm, although loading a schedule file directly like that isn't common (because then you can't make use of any CP tokens) I don't see any issues with the schedule itself. You said she spawns on Day one but then disappears the next day, but also that she stands still - how can she be standing still if she's not there?
On the first day she stands still and does not follow her schedule but on day two she is gone entirely.
if it's the first day after adding the mod to an existing save, that's normal, or maybe i should say known, behavior. not sure about the disappearing though
the disappearing has the feel of the game hardcoding something for "Witch"
granted
I haven't found the "something" yet
does debug wtc Witch find her
yeah i definitely recommend not using the internal name "Witch", like aba described
Did you make a new save to test her after writing all this? If you didn't, she wouldn't have moved until day two anyway. For finding her on day two, you can type debug where witch in the SMAPI console to find her or wtc like Atra said to try to warp to her.
Im testing it with a new save currently!
I can never decide when I'm on my phone and slowly typing something whether to abandon it or push on anyway when someone replies before I do xD
It feels like a waste of all that typing to delete it all.
I think I remember the wiki page about schedule modding mentioning things will break without a "spring" key which is what the game uses as default, could that have something to do with it? 
I just made a new save and used debug wtc Witch and i got a smapi error saying : Could not find valid character Witch
time to check whether WitchHut has the disable npc pathfinding flag (it does not)
If the spring key being mandatory still applies in 1.6 that could do it
Then can you please send us a link to your log? Because you're probably getting errors or warnings in your logs about your patches failing
stupid question but how do i sen a link to my 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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
I didn't do the command before because I thought you might already be aware of it due to using the json parser (sometimes people get cross at me if I don't somehow know they are already aware of it lol)
does anyone know how difficult it is to make interactive events? similar to when the farmer needs to find Haley bracelet at the beach before the event continues ?
i don't think it's that hard, but you might hit weird hardcoded limitations, if memory serves
Theres no Smapi crash txt or smapi latest txt The game says there was no output?
Koda just made a player control event for one of their mods I think Miihau
Have you somehow accidentally disabled logging?
thanks for the input guys <3
I don't believe I did is their some way I could of?
Hey guys, is there any mod that remove stamina cost? Other than CJB Cheat Menu? Like, i want one that just remove stamina cost
I don't know, I just don't know how you could not have a log otherwise and someone did disable it the other day. Although... You said the game says there was no output - what do you mean? Do you just mean it said that after you wrote debug wtc witch?
Hey, this is actually a question for #modded-stardew :) this channel is for making mods, not using them
oh sry
Yeah that's normal and happens with most debug commands.
Are there any files at all in your logs folder?
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 11 C# mods and 1 content packs.
(it's using the beta of the slightly more dehardcoding thing I put in SMC the other day.)
(note that won't get released until after I get back from China)
Oh right I forgot that part sorry!
Yes that's it. No errors or warnings about your patches there. Can you put patch summary into the SMAPI console and then grab the log again please? We'll have a look at what the summary says about whether your patches applied.
Gather up thy mods and offer them up to Stardew Valley.dll
Pathos, plz? (I kid I kid)
I don't know in which way the game breaks if you're missing the spring schedule key - don't know if it's silent or not. Given how many schedule failures are silent ones I wouldn't be surprised.
Is ginger island unlocked
For Luke? No, they're on day one year one. Is that the event the disposition include is gated behind?
Is there someone who can help me figure out what happened with my config for the spouse room location mod? one of the rooms has been emptied and i can't understand why
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 11 C# mods and 1 content packs.
If you're not making or editing a mod, the right place for that question is #1272025932932055121 rather than here. If you are actually editing or making a mod rather than just adjusting a config, can you explain what you're trying to do?
Thanks. While I look at it, you never replied to say whether having two dispositions patches was on purpose?
i'm sorry but i saw another question left without replies in almost an year so thought to ask in general chat and they told me to write here lmao
No, if their npc decided to go to ginger island I don't think there is a valid route
Sorry I missed that one, I dont really know, i originally made this mod prior to 1.6 and it worked fine but once 1.6 update came it broke and i"m just now fixing everything so I don't remember why theres 2
I see. Well, it doesn't look like it has applied. Just to check what Atra's saying, have you cheated so ginger island is unlocked and the resort is open?
There definitely are not any questions without replies for nearly a year in modded tech support - we haven't even had the tech support forum for that long! So I'm not sure where you were looking.
it's just that i saw it dated 2024 without checking month, excuse me again
I can't find any open posts from 2024 without answers (there are only two open posts from 2024 at all) so I'm not sure what you're seeing, sorry, but the only place that we offer tech support for mod use is #1272025932932055121 and you should be able to see that we do answer many posts very frequently.
I just cheated the resort open
Just then? Or before the witch disappeared?
she disappeared before the resort opened
Before it opened for the day or before it was repaired? Sorry to be pedantic but it matters.
disappearing npc...
What do u get if u do debug where npc
She didn't exist doing wtc so I don't think she exists for some reason.
I get the error no NPC matching Witch
Can you please do patch export data/characters and then go find the file it exports and search for her in there
Is witch an existing NPC in the game btw?
She does appear in the json
Is her internal name "Witch" in the json?
yes
Ok can you try making another new save but don't do any sort of cheating to unlock anything and instead just do debug wtc Witch as soon as you start in the farmhouse?
it says could not find valid character
Okay then you will definitely have to try renaming her
She appears now YAY but she still does not follow her schedule I also wanted to know if her appearing the game was possible after the farmer saw "HasSeenEvent": 418172 which is the event where the wizard gives you the book for the ink quest.
Double checking something for dialogue: the wiki says that both the following keys are valid
location<hearts> and location_<x>_<y>
But will location<hearts>_<x>_<y> work? (e.g. Beach4_12_39)
I think the not following the schedule thing is normal for the first day when adding custom npcs, I fixed mine by going to sleep and they were all fine the next day
Ciao, i just discovered that to load files like portrats it's better to use the modID, so I changed it: (before I would write the npc name only, without the {{}})
"DynamicTokens": [
{
"Name": "Akaza",
"Value": "kArmag0re_Akaza"
}
],
//text in between
{
"LogName": "NPC Portrait",
"Action": "Load",
"Target": "Portraits/{{Akaza}}",
"FromFile": "assets/img/Portraits.png"
},```
The problem is: In old saves in which the NPC existed before I updated the script, it doesn't work and gives the following problem:
```txt
[game] NPC Akaza can't load portraits from 'Portraits/Akaza': Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
....
[game] Removed broken NPC 'Akaza' in Mine: villager with no data or sprites.```
Is there anyway to adapt the change in the old saves too?
{{ModId} is a special token. For somethign like this, you would use {{ModId}}_Akaza
mhmh, tho how could I fix the old saves? It just removes the NPC and puts Akaza as a new NPC that got never met yet
CP has a function to fix old saves via a trigger action called MigrateIds, but I don't have a good example
it looks to me like you've changed the whole ID of the NPC, not just the portrait. that's not fixable

I haven't done any portrait modding, specifically, so I tend to look at examples for something like this:
From HatMouseLacey mod:
{ "Id": "Beach", "Sprite": "Characters/{{Lacey}}_Beach", "Portrait": "Portraits/{{Lacey}}_Beach", "IsIslandAttire": true, "Precedence": 0 },
{
"Name": "Lacey",
"Value": "{{ModId}}_Lacey"
},```
So, ichor is setting up the dynamic token Lacey to include the ModId token in it. So everywhere they use {{Lacey}} it is actually being rendered as {{ModId}}_Lacey. If this was my mod, it would render out to something like "Kantrip.OlderSebastian_Lacey"
i think FormerCharacterNames in the NPC data allows migration to a new name like this https://stardewvalleywiki.com/Modding:NPC_data#Advanced
ichor, thank you for saving me xD I'm trying to help but don't know exactly how all of this works
interestingly, although i changed lacey's internal name for 1.6, i don't use that property, because i wrote a bunch of my own code to handle it instead. (i think i wrote that code before pathos introduced FormerCharacterNames, but my memory is a bit fuzzy on that)
I'm trying to find examples of MigrateIds at the moment, because I'm planning on cleaning up event names before I ship
But it looks like it needs fully qualified json names for things. The documentation example wasn't enough for me to get it working
that one is a trigger action, i think? i have not used that either, for similar reasons
bingo. trigger action
IT WORKS IT WORKS
THANK YOU, THANK YOU BOTH @tribal ore @tiny zealot
One bump, in case anyone who does dialogues can answer this question for me
I do read the wiki, but some things feel ambiguous to me
those two are checked separately and in sequence within the same block (location dialogue), so you can't combine them like that
sigh alright. Thanks, ichor!
Add a spring schedule to see if that fixes the issue with her not following her schedule (and remember to sleep). As for not unlocking her until the player has seen the event, use the UnlockConditions field in her disposition https://stardewvalleywiki.com/Modding:NPC_data#Spawn_rules
i need help i made a content patcher mod to change the texture of a wallpaper. I put everything correctly and there are no error codes in the smapi console but the texture still doesnt change
!json can you share your json for it please?
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.
{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Maps/wallpapers_2.png",
"FromFile": "assets/wallpapers_2.png"
}
]
}
You cannot have file extensions in targets. Remove the .png (but don't remove it from the FromFile field! Leave that one exactly as it is)
it works now thanks
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
Another problem 
It doesn't let me put the NPC custom spouse room.
When I use the command debug engaged Akaza and I put the farmer to sleep, so there's the wedding the day after, this error appears:
Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\kArmag0re_Akaza_SpouseRoom.xnb'.
File name: 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\kArmag0re_Akaza_SpouseRoom.xnb'
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)```
{{Akaza}} = kArmag0re_Akaza
Disposition:
```json
"SpouseRoom": {
"MapAsset": "{{Akaza}}_SpouseRoom"
},
Content:
{
"LogName": "Akaza spouse room",
"Action": "Load",
"Target": "Maps/{{Akaza}}_SpouseRoom",
"FromFile": "maps/SpouseRoom.tmx"
},```
(had that thought too but I recalled asset names are case insensitive)
Really? my bad
(I could be wrong though, so no prob)
can you post your full smapi log?
that would be a problem to post...
it's infinite and keeps on repeating
it goes on and on and on and on
!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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
It is probably issue with your tmx causing content patcher to refuse loading
But yes post log so we can determine why
this?
Log found, uploaded to: https://smapi.io/log/78df06144c9548e1b24852a7ed8a1ed5
yep its a problem with your tmx
i modified the room wrong or something? how could I fix this 
Anyone familiar with Machine progression System? I added support for my meads in their kegs, but the time to brew is the same across all tiers
You need to match whatever time nach put i think
there's a thread here: https://discord.com/channels/137344473976799233/1325929260246106202
Oh cool, thanks
I'm not that familiar with maps, but it seems like you have saved your map while it is missing tilesheets
When modding maps, it's a good idea to follow the instructions here exactly (under Map Edits). Saves you from bad paths and missing tilesheets
https://stardewvalleywiki.com/Modding:Maps
having a Fun™️ time with content patcher invalidating Data/AudioChanges. the cues reload and restart (irritating) and their volume gets reset to 1 (very bad). nothing i've tried has worked around it
that section doesn't actually say how to avoid this error. the Troubleshooting section does though
that sounds about the kind of annoyance I'd expect when doing anything audio related in this game
often i would say "very few people will experience this, this is a livable wart" but for the thing i'm making, patch reloading any mod using it while on one of the targeted maps WILL set the cue to full blast volume which is extremely rude
i don't know how to solve the restarting part, but for the volume I'd just try caching the volume of the cue when it's invalidated and reapplying it when it restarts before it gets to play again I guess
i don't know if restarting can be solved, but that one is not critical. i've tried a bunch of permutations of reapplying the desired volume
time to patch InvalidateAsset to do nothing for Data/AudioChanges /j
Im surprised it even works
What is the smapi code to export objects?
patch export Data/Objects
Thanks!
Drinking vanilla 'Mead' in-game gets your character 'drunk', if I wanted to add this to my custom mead, would I c/p this entire block?
'tipsy'** :p
That sounds right to me — try it and see!
:D
Make sure it nests the right amount within the item
tbh you probably dont even need anything other than the Id and BuffId
before 1.6 there was a wild mechanism where if your thing contained "Wine" as a substring of the internal name it would get you drunk iirc
Thanks guys!
god I love pre-1.6 code
Ask @lucid mulch about his data/audio changes optimization
He has thoughts
ok i got something working by doing some wacky shit. it might involve something like how many frames it takes before a cue will accept volume changes (only after telling it to play, of course, like with pitch). why did i sign up to do audio code, i should have known better than this
Any way I can export the buffs to see what ID 17 is? lol
Have you unpacked the game data already? It's in Data/Buffs
Not in entirety, whats the command to do all at once?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Thanks
Can I load default textures from a CP json like this;
or will that look for it in my mod folder
Looks like it loaded the default texture, cool
lmfao
I put SpaceCore/HealthRegneration on a custom buff
Changed the value from -2 to 2 thinking it would give +2
Nope, -2
Character slowly died, woke up in the hospital, kept dying cause he still had the buff. So I changed the mead to remove the regen, reloaded patch, spawned a new one and drank it, status of health regen went away, kept losing health - died again. Im like okay, I go into smapi and go debug clearbuffs the buff is now gone, then my character dies again, wakes up in hospital health still dropping
I doomed him 🤣
time to release the mod 
Oh, new sheku mod????
no I meant King Kai's 😄
Oh, I can't wait to see the new cool sheku mod
Time to release Tame Slimes 
I misread that as Tall Slimes 

Goomba stacking slimes 
yep, they appear during qi quests afaik, but FTM also supports that with the "Segments" setting*
My brain goes, if you kill the bottom one the stack falls over, and they all hit the ground like a falling tree, but since the ones at the top are falling further, the further from the base they are the bigger the boom they should make hitting the ground, like bombs.
if FTM has a stack setting, but can also reskin monsters, does that mean i can make an aggressive chicken stack?
( I think GreenSlime.stackedSlimes is all you need to edit C#-wise? been a while)
Does anyone know what am I getting myself into? I'm trying to make a rotatable piece of StorageFurniture which occupies 2x1 tiles, and is 3 tiles tall.
probably, though I don't remember how slimes' colors interact with reskins
you could probably just set "Color": "255 255 255" though
interesting
also stacked slimes react to damage by shooting one of them off in the opposite direction, until you finally bop them down to a single slime
the bottom slime i assume? or can you even really tell?
it just lowers the height and shoots out a projectile, so basically
it's all one single entity that doesn't take damage until it runs out of stacks
so it doesnt make more slimes it just pings one out until there is 1, and then its that mob's settings?
interesting.
Hello guys! One question. Is it possible to make a flavored item a required item? It is to say: could I, for example, require Coconut Wine to make something with the Keg?
(testing it again, they do take damage, I just didn't notice because I usually test with the scythe)
Yes, you can get the flavor of an item via a context tag
something something preserve_index
https://stardewvalleywiki.com/Modding:Context_tags preserve_sheet_index_<id>
What if the item hasn’t been created by the Keg or Preserves Jar, as the Wiki says? For instance, a Ruby Metal Bar with the Furnace
(That’s the item I’m thinking about introducing, Gem Metal Bars)
ah the description is incorrect
if it's flavored, it's automatically set
(someone on a pc pls fix)
So for the machine to only accept a Ruby Metal Bar I would have to set two tags like metal_bar_item + preserve_sheet_index_64
I recommend using the item ID instead of metal_bar_item but that looks good
unless you want it for every item tagged like that?
I would, but then I would have to create a specific bar for every modded gem and/or mineral
I want to use these Metal Bars to create Rings
I’m thinking of Smelting them instead of crafting
So I am just creating a Metal Bar that can be flavored with any gem (and/or mineral)
.choose 1,3,4,5,6.
Choose result: 4
.choose yes, no.
Choose result: no.
got it 
Where would I find the exact filename of the desert trader
I'm making a small CP mod to revert the 1.4.1 MRC nerf
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
if you're editing the shops look in Data/Shops
Thank you my friend
https://www.nexusmods.com/stardewvalley/mods/31786
1.4 update done :D
hi! does anyone know how to fix this with the front layer when making maps? Im not sure why im clipping through each front tile nor how to fix it.
sorry if this is like a stupid simple question lol (please ping me if you know though, ty!)
try using always front
does anyone know where the background color for calico spin comes from without searching too deep? i know the buttons and the wheel spinny thing are in cursors but i cant see the red background :x
i wanna say i saw a discussion about it being hardcoded a while ago?
darn
could try backsearching in this chat
alright ill try that ty
Okay, wow, it actually worked
yeah, i'll check that, ty
@lucid comet You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
It might be small and crappy but I made my first mod!
congratz!
mhh one day :p
a little late but can confirm, the bg for that is hardcoded
definitely not late
now i just have to debate if this is worth dusting off my programming skills or not 
it could be c:
we need more people tinkering with the minigames
mmmmmmmh
i could've sworn i've seen a "bet 1k" mod at some point but can't seem to find that so tinkering sounds very tempting
😈
i mean, how hard could it possibly no?
its just untangling a few code lines here and there and then adding ur own 😈
<--demon on ur shoulder
xD
(warning i have 0 idea how the casino minigames work, I just know a lot of it is hardcoded)
the blackjack minigame cards are hardcoded with numbers and 9-splice textures for the back of the card and face of the card for example
i mean, looking at it won't hurt more than my sanity, so that's fine
a dialogue like this would work?
"fall_159":
fall, day 15 on 9 hearts
only the keys in the wiki work
you could do fall_15 and then patch it in with a When: condition that checks for >= 9 hearts
do i need to upload my mod to nexus before it'l work? im trying to test and see if im doing the .json files right and everything and see if it looks good before i upload but do i have to do that first :0
I'll just give you the code for it
Note if you do anything that causes audiochanges to invalidate mid day you are giving people with audio mods like a 20 second lag spike (without my experimental performance mod)
Contribute to atravita-mods/StardewMods development by creating an account on GitHub.
(Hi. It was mine. I'm retired now.)
the infamous stopRugRemoval mod 
You may also have the localized bet icons
Oh wait without stopRugRemoval I won't have the explosion ring safety anymore
Retired
Guess I'm still not playing 1.6
Hard retired
The ring that does explosion when killing enemies
Which can happen in the farm with night monsters turned on
(i'm just imaginging you sitting in the modding guild like gil, knitting and throwing helpful advice at the new people from time to time
)
Napalm ring
I hope atra has a rocking chair

Mod that turns gil into a non specific orange cat definitely not based on anyone in particular
To be fair sunberry village started it
No you do not need to upload to nexus first. Test it by putting it in your mod folder etc
ok thank you! that means its something i didnt do right in the json then 😄
usually when your mod doesnt work its either
- you dont have a manifest.json
- you typo'ed something in your manifest.json
- if youre certain your manifest.json is correct, then SMAPI should tell you what error is causing SMAPI to skip over it

i think the format was messed up cause it just started working after i reput it in :0
ooh
well I hope it stops giving you problems 
wait what did they do x)
ah not come out so you dont play
hello i have played stardew 2 years ago and im looking new mods any you all can reccomend me (so sorry if this isnt the right place)
This would be better in #modded-stardew
thank you ! i just remeber talking here for it
just got a new mod idea, thats 3 mod ideas in my list now
Do you think anyone would want a mod that makes the Magic Rock Candy trade from the Desert Trader infinite instead of once per week, like it was in 1.4 before the nerf
Or should I not bother uploading to Nexus
i think you should make mods you want for yourself
Even if a mod is a small change, it can make a big impact. Do what you want.
and post because you want to
theres bound to be someone out there who'll like the thing you like
I’d kind of like to post it because there’s no mod on there that does it, I’ve spent hours looking
Being real I upload my mods just incase someone likes them and wants to use them, even if its only 5 ppl, and i make em more because i want to, and if I've made it and use it, and say 25 ppl do, thats more people than i can fit in my room.
then definitely go for it R3
But if you want visibility, youll wanna make a nice mod page for it, and an easy to remember name
because Nexus search bar is kinda ass
Even if there was...
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
I like posting my properly made mods because i feel like they're just taking up space in my mod folder if im the only one using it 😅 so if someone else can get use out of it, then good for them
Im thinking of updating one of my old mods too, and give it a new direction, but im still in the brainstorming process...
which mod are you trynna brainstorm for forsy
An old mod i made years ago that added little terrarium jars, for decoration.
oh thats adorable
I kinda felt unsatisfied with it before, because i felt like I could've done more, but the question now is what exactly to do do expand upon it... 😅
hmmm, i have a 5 outdated mods it looks like
my first thought was machine furniture (shoutout selph)
but idk what you could possibly make a terrarium produce... uihfdysga
thats the downside of throwing everything out into the wild, is supporting it once things happen like 1.6
They weren't even furniture LOL they were objects that you could place

On things like tables
but thats cute though
What if you have that AND standalone furniture
like the really big terrarium
🤔 big terrarium?
non-lethal weapons, Monster Crops, Dirt to Grass, Bomb Flowers, and Giga Farm XD. All outdated and broken atm
yeah, the really mega big terrariums that look like they could be vases
Frog eggs would be a reasonable output for terrariums
thats true
Hat mouse displays might be as well, but noone comments on it shrug
or lizard eggs
...can you use trinkets in crafting recipes?
oooh thats a good question
i just put my first mod into the rewards program on nexus (all donations go to the Make-A-Wish foundation)
If so then i could easily make a frog terrarium. But idk how well that would work in a 16x16 sprite..
Is it possible to stack "flavor" adoption? For example if I want to use a flavored honey to make a "Poppy" Honey Mead, can I then age it with fruit and have it become "Grape Poppy Mead"?
Also can someone tell me its a bad idea to make an expansion mod so i can stop the scope creep happening in my brain?
Its a bad idea to make an expansion mod :D
I say that even though ive already started work on my own
The answer is yes, technically
With sufficient c#
SMAPI mods are C#, it's not possible with Content Patcher, probably.
Unless someone made a framework
selph's mod https://www.nexusmods.com/stardewvalley/mods/31678 lets you do machines bigger than 16x32 c:
so you could totally make a bigger terrarium
and have it produce frog eggs
Hm could i technically just steal Sebastian's terrarium...
Well, I'll have to think about it more
This is going on the wip pile haha
fireredlily already made a bunch of laundry machines recently
(Sebastian's terrarium needs to produce obtainable frog eggs, so I support this)
(im definitely dissecting her mod to make my custom machines for my expansion lmao)
You can give him frog eggs and he'll hatch them in the terrarium, so why not have some be collectable? 😛
...ah yes top 10 things found in notepad, Day/Night tiles because it was easier than doing it in tiled
Extra Machine Configs supports multiple flavors
Just gotta be careful not to get unintentional newline characters in there if you space them for readability at any point
If you can do it in tiled, I prefer to do it in tiled 
Yeah, I deleted all of the extra spaces and stuff
Always, Pau xD
the documentation for that is admittedly arcane so let me know if you have questions
First thing I look for in broken TMX files now
Sweet. I want to come up with a 'vanilla' way of using my mod that isn't dependant on SVE so I am gonna use the vanilla honey and it's flavors as a base then 'age' them with fruit
Will allow for a huge range of mead possibilities I think
For sure, thanks!
How were these 2 mods uploaded at exactly the same time?
Well they were both by the same author so - and I know I'm going out on a limb here - maybe he chose to upload them both at the same time?
It would be very difficult to do so because of internet speeds, lag, nexus server conditions, and other variables.
eh, a minute is basically eternity
Yeah, the upload date is actually the publish date so all he had to do was hit the publish button on both mods.
Really not even remotely hard or surprising, even back in 2016 browsers had tabs.
oh
Ciao, Little question. Let's say there's an heart event which can make the player go down one heart in case of a bad answer. Is it possible to make the event replayable once he regains the losen heart? is this already implemented or do i need to code something to make this happen?
just use debug ebi <eventID> in the console to redo an event
It's for the player right, need to unmark the event
is it automatic by the game itself, or do I need to write some code to unmark it?
But narratively it'd make more sense to have a separate reconcile event i feel
oh i misread the question lol
Lock reconcile event behind a mailflag only behind the bad option
thought it was for testing to try out both branches
In all likelihood, these were created at different times. Otherwise, they would have sequential ids (1 and 2 instead of 1 and 3).
There's a debug for unseeing event but idk if there's trigger
MarkEventSeen
So if you do a dayending trigger to fire this action once player had seen event once and didn't pick the good branch u can unsee it so that it can fire again
it's difficult in that it's currently not possible without C# + harmony, since the game uses very specific methods of ending and continuing after a playerControl <id> command. here's how i end a custom player control sequence in my halloween2024 mod:
https://github.com/b-b-blueberry/Halloween2024/blob/master/Halloween2024/ModEntry.cs#L667-L695
the sequence is set in the event data here:
https://github.com/b-b-blueberry/Halloween2024/blob/master/ContentPack/content.json#L75-L78
you can do some cheeky tricks like forking events manually in C# here, which is why i have __instance.CurrentCommand += (int)ending; to skip the following event commands up until i reach the switchEvent command i need
Thank you for the resources, information and advice!
just fyi i've had success with using just this:
"Buffs": [
{
"Id": "Tipsy",
"BuffId": "17"
}
]
the game fills in all the buff attributes based on the id+buffid, so you don't need to copy them over unless you're changing them
i'm also well aware that halloween2024 is an absolutely ridiculous and arcane mess of c# tas constructors and cp tokens, but there's useful information in there somewhere ☀️
I've got an attempt at dehardcoding it
Thanks
(No docs yet. It's in limited testing in SMC. I can extend you an invite to the server. The earliest this will see published is after I get back from China.)
I play avg of 3 in game days a week at this rate I'll reach y2 in 2026
Jokes aside i think my play and mod is 2 ends of hyperfixation and i have bee stuck in mod phase for past 6 months
(I haven't played the game since early 2024)
That worked, but I ended up just making my own custom buff for it :D
Hi all. I just opened a .tbin file to edit a map. I thought it would be relatively straightforward, but what i have is a web of red lines that i can;t make sense of.
[[modding:maps]]
Your map is from a mod right (gonna assume sve lol)
To see it properly, you nee all tilesheets setup
it sounds to me like you're editing the map outside of the folder with all its tilesheet image files
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
if the map has no custom tilesheets, you might want to edit it in your Content (unpacked)/Maps folder
Hi bluebs!!!!!
if it has, then drop those in there as well
Long time no see
I recommend doing this and peeking at the vanilla maps first
wdym i'm here every day 
Good idea.
@rose cliff You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
🐮 👈
hmm i've mostly just been fixing love of cooking lately
The scope is safe 
since it's in a good spot atm i'll probably look at doublechecking my other mods and pushing their 1.6 updates
i've accidentally trapped Gunther in his rooms by trying to combine Make Gunther Real and SVE. I thought editing the SVE version of the museum map would fix it.
I think uninstalling one of the two mods should fix him
Could take a day or two in game
Now I"m trying to remember whjy I thought I needed SVE for this save.
Sorry, I'm just amused but yeah you can probably edit one or the other map to fix it lol
WIll taking it out cause problems other than needing to delete some error fish?
I'm only on spring 4 at this point.
if its 4 then i'd just restart lol
!reload is this an extension I need to get, or is it already built in with vs 2022?
-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)
taking out SVE has some implications with maps (need to reset terrain feature all the bush)
hot reload is a C# feature
no extra things needed besides "don't be on linux"
hot reload is enabled by default these days, just click the 🔥 icon in VS while debugging your project
it has limitations of course, so it's not always applicable, but it saves hours and hours of your life
[Content Patcher] Can't apply data patch "(CP) Expanded Artisanal Goods > EditData Data/Machines #2 > entry #1" to Data/Machines: failed converting entry to the expected type 'StardewValley.GameData.Machines.MachineOutputRule': Error converting value "honey_item" to type 'System.Collections.Generic.List`1[System.String]'. Path 'Triggers[0].RequiredTags'..
Hmm not sure what I did wrong here, anyone have any insight?
I don't backread so if you aren't around at the exact times I am I won't see you lol
["honey_item"]
you mustn't have been in china for long then, you're only a few hours off AEDST 
i've been deceived.
Lol
you've only been deceived if its from the deception region of france. otherwise its just sparkling lies
Hmmm why would ["category_fruits"] work and not [honey_item] both are context tages arent they
well, the second one you've not made into a string
ohhh derp I did the first one and not the rest :p
That is how I have it, but only for one machine rofl
It's deception because I tend to check in between sets in my early morning workout
Trying to export data for the bee house, cant seem to find it in machines.json or objects.json, tried extracting Data/BigMachines to no avail
Did you check BigCraftables?
Ahh ty
It's in machines
Data/BigCraftables contains the actual object
Look again
Data/Machines is the machine rules
its not very C#
I had to cross reference BigCraftables with Machines to get the ID for the Recycler when I did my laundry mod
It is likely the same case here
New quote added by wopr1234 as #6324 (https://discordapp.com/channels/137344473976799233/156109690059751424/1344102115747827712)
thanks for the heads up! i'm definitely not invalidating it myself.
for the thing i'm working on, i wanted to see how it behaves when users patch reload a mod doing what i would consider a standard use case (i.e. including a patch to Data/AudioChanges) and was getting some unfortunate behavior. i have gotten things into an acceptable state for now
what my mod does is if the AudioCueModification or whatever the datatype was called is seemingly identical to my cached previous version of it, I just dont let it get applied a second time
as pretty much all audio changes get applied during the original gamelaunched lag spike, but then happen again during the save load process for whatever reason causing double the time
as the actual asset pipeline time of AudioChanges is pretty much free, its the asset propagation of it and applying that takes forever
nod nod
thanks!
Trying to truncate my mod so it isnt one giant json, would this be right?
https://smapi.io/json/content-patcher/94b0046c4b5d4c1d870b58af420c6048
Thanks :D
if you are adding similar machine rules, consider local tokens
Was going to make a separate mod for non-SVE users, but I think Im going to question my sanity and make it a config toggle which is not something im familair with at all rofl
Someone mentioned that before, Im not really sure where to get started with it
Thanks!
figured out the json files! now i just gotta practice drawing
i just found an incredible code line in the decompile that is sparking joy
List<NPC> sportsBoys = new List<NPC>();
Sports boys
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/machines.json': file contains fields which aren't allowed for a secondary file (Format)..
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/buffs.json': file contains fields which aren't allowed for a secondary file (Format)..
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/mead.json': file contains fields which aren't allowed for a secondary file (Format)..
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/operations.json': file contains fields which aren't allowed for a secondary file (Format)..
lol hmm what did I do here
your included file contains the Format field. that isnt allowed
only in content.json
Ohhhh. :p lmao thank you
If I add a conversation topic through Data\TriggerActions does it apply to all players?
How hard would it be to make it so the music does not stop at 8pm every night, or on rainy days? Is that a c# mod? Or can CP do it?
OK, so I guess I could instead send a mail flag to all players that creates the conversation topic? Is there a better way to do it?
rain is pretty hardcoded to override music bc the rain sound is a music track iirc
But Button I like the music 😭 I guess I will live with it............. as I have no choice 🤣 😇
for night you can just set a nightmusic track iirc
https://stardewvalleywiki.com/Modding:Location_data#Music oh there is also straight up a MusicIgnoredInRain flag you can just turn off in locations while you are there
though considering it defaults to false, not sure if it will do anything unless the vanilla locations also set it to true
ah theres a bunch of silly vanilla rules getting in the way of the newer music logic, rip
though I think it might survive if its not marked as ambiance?
Trying to use ExtraMachineConfig to make a recipe for flavored mead using vanilla items. I want it to consume 10 fruit (to choose flavor/color) and one of any type of honey. Setting the selph.ExtraMachineConfig.RequirementID.1 to 340 and (O)340 but it seems to just take the fruit and ignore my honey altogether
The same formula works for preserving jar as far as I can tell, is it a limitaion of the keg?
RequirementId, not RequirementID
https://smapi.io/json/content-patcher/4f112356a2724684952bbf4b10640e94
any idea how to fix this??
you have to put it in content patcher format
you havent put anything in Changes or made a Format field
how is that set up?
you need another } at the end of your file. also you need to change the [ and ] for your ToArea to { and } respectively
you should consider a text editor that will auto format JSON or point out errors to you if you are not using one already
how can i add that to notepad++?
also i lied a bit you need a } at the end and a ] after the end of the ToArea section
{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditImage",
"PatchMode": "Replace",
"Target": "Mods/blueberry.LoveOfCooking.Assets/Sprites",
"FromFile": "assets/lunys tool-sprites.png",
"FromArea": [
"X": 0,
"Y": 160,
"Width": 118,
"Height": 48
},
"ToArea": [
"X": 0,
"Y": 160,
"Width": 118,
"Height": 48
},
]
}
}
sooooooo idk if this is correct
!codeblock
You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```
For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.
oops
Bleh, N++ needs plugins to autoformat
i would recommend Visual Studio Code for automatic formatting and error detection instead, you can kinda get formatting with json but not automatic error detection
(you can get a plugin for error detection too but you'd have to remember to click it manually every time)
Yeah, switching to VSC seems more useful at this point than trying to find a bunch of plugins for N++
ok ;-; i honestly don't know what im doin
also you changed the wrong thing, dont change your FromArea symbols, only change the ToArea ones to braces instead of brackets
For each { or [ it needs a paired ] and } respectively to close, like for the to area at the end, i see a [ into a }, that won't work
if you would like one, there is a JSON tutorial here that can explain how it works so you can figure these things out yourself/not run into the errors in the first place, with a bit of stardew focus specifically
That is why we are helping you, so you can learn what you're doing. Definitely read Button's tutorial!
When you open your json file in VSC you can press "Shift+Alt+F" and it will fix your indentation.
Does anyone know if it's possible in ExtraMAchineConfig to preserve the 'given'? name of a honey. For example if its' blue jazz honey and I preserve the ID for my mead, it comes out as Honey Honey Mead, instead of Bluejazz Honey Mead
I just told you. That's the Shift-Alt-F.
You can mix a new ambient track that has music laid over the rain ambient. I did it for one of my events.
But that would be creating a custom audio file. You'd have to load it in as an asset and then attach it to a map or something afterwards
kk
in PreserveId Use DROP_IN_PRESERVE instead of DROP_IN
DROP_IN = inherit the item id (aka Honey)
DROP_IN_PRESERVE = inherit the item flavor (aka Blue Jazz)
Thanks so much!
Is there a way to preserve the .1 drop in instead of what I drop in the keg?
Roger that, ty much
it will tell you to scroll back up to https://github.com/zombifier/My_Stardew_Mods/tree/master/ExtraMachineConfig#items-with-multiple-flavors-and-colors because I cannot organize
note that those fields for extra flavors and colors are set in ModData, not CustomData
Just reporting in that it looks like playSound and stopSound event commands work perfectly well for looping sound effects that are set to be Looped in Data/AudioChanges 
What's the best method of getting choppable trees to spawn on a custom map?
Use the paths map and paths layer.
Paths tilesheet*
So import the paths tilesheet into the map, then put anything from that tilesheet onto the paths layer.
I prob sound dumb but the trees on the tilesheet.. they're just decorative and cannot be cut down. Are there things I need to do to make them choppable?
All you need to do is put the stuff from the Paths tilesheet onto the Paths layer.
And that will make them choppable?
Oh! I get it now, thanks 
no lol its just tokens and other stuff that the json validator cant recognize
the json is fine in game
no errors
if it works, dont touch it
apart from this error that i cant figure out
i mean it kinda seems like the json is not in fact fine in game
i just figured out why that error was appearing
it was in tiled.
so it wasnt the json
those are not Tiled related errors
Trying to figure out how the $q/$r stuff works with answer IDs that are not integers. I know there are examples on the wiki, but I just... can't wrap my head around it.
summer_Sat_old: "#$p 43#Hey, you better not be snooping around in my room anymore!$a|But I guess it could get you in pretty good shape." #!String
summer_Sat_12: "Hmm... sounds like a lot of work." #!String
summer_Sat_13: "What? You'd better not be doing that!$a" #!String
This example, for instance. If I wanted to make a custom one of these, I'm assuming I could use {{ModId}}_A1/{{ModId}}_A2
But then when I want to i18nify everything afterwards it just completely breaks my brain. If someone can provide a mod that would be a good example to follow (especially for the i18n stuff in conjunction with the non-integer q/r ids), I'd really appreciate it.
I have literally done everything with "quickQuestion" up to this point in order to avoid this. But now I need to set and check an answer ID with a trigger action later 😦
i18n it separately
Am I at least right that something like {{ModId}}_A1 would be a valid answer id to use?
Should I just use arbitrary integers? xD (I really don't want to. Please don't make me use magic numbers)
summer_Sat: "{{i18n:summer_Sat.dialogue}}#$q 42/43 summer_Sat_old#{{i18n:summer_Sat.question}}#$r 42 10 summer_Sat_12#{{i18n:summer_Sat.answer.1}}#$r 42 10 summer_Sat_12#{{i18n:summer_Sat.answer.2}}#$r 43 -10 summer_Sat_13#{{i18n:summer_Sat.answer.3}}#$r 42 10 summer_Sat_12#{{i18n:summer_Sat.answer.4}}"
i dont think the keys on the response matter so you can use ModId if you want yes
Thank you thank you thank you thank you
tbh this is like
the kind of i18n i theoretically push for 
leave ur control out of ur dialogue
wow i18n magic
but i dont make npc mods so what do i know
ppl have said it is pain to edit like this
Just watch me get one of these working and then find out that PLAYER_HAS_DIALOGUE_ANSWER won't even do what I want it to
Not an event 😦
What I want to do:
Harvey: "hey player, can you please bring this to someone else?" Y/N
If they select Y, I can use a trigger action to detect that and start a quest
but hm if u want this the vanilla system is sufficent
xD Man... I'm really really really trying to keep the dependencies at 0 required. I already have 1 optional
if you're using contentpatcher its automatic 1 dependency
well as mentioned u dont need this for ur use case
cus i mainly made this to ask bus stop fences questions 
you can immediately start a quest if u use $action i think
dont need to go through Data/TriggerActions
I will double check that. That would be awesome
Help, my brain wont stop designing an Npc Family.
$action AddQuest <quest ID>
Nice! Thank you 😄
Tbf, the dialogue page is one of the biggest ones. I remember seeing the action thing once but completely forgot about it :/
Where should i be looking to get started on NPC's?
looking forward to Draylon expansion coming soon 2026
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
tia's guide is good point
I've read that tia's tutorial is excellent
u can look at aviro's template for romancables
There are 5 npcs in the expansion that my brain has, WITHOUT MY CONSENT, designed.

before u fall into the npc mines let me share with u the stupid farm map i'll never make
This is so real. Good luck
its gonna be 2 layers through dumb C# things
I have a few of those.... >.>
a topside regular farm and a cave u seemlessly go in by walking under stuff
well actually, they are like 70% done, but i just stopped working on them.
the cave should have some fun lighting and tides (it is connect to ocean
captain nemo lives there
Can I use an $action command in a quickquestion response?
if u can use normal $ things it should work
havent checked how event dialogue works tho 
Cave farm is one of them ait had an underground farm, that was connected to the ocean, a forest area, and a mine for every type of mines tilesheet, as well as an above ground surface map, it was progressively unlockable and you had to repair every access point, blow up rocks to access more of the cave, and explode walls to make it easier to traverse and open up more area. it was actually like 98% done, but then TMXL/PYTK died and it had a lot of Lua and features from it to make it work.
oh wait I can do what I need to outside of the dialogue portion I forgot
well its prob not that bad to port the lua if u want the farm to exist
assuming i can figure out how to read lua 
part of the issue was some of the layer swapping and custom lock triggers i was using from it as well, in combination with the Lua, and its just so much work to unentangle it from how integrated it was that i go "Bleh" anytime i look at it.
yea i dont think there is any good alternative for map layer nonsense in 1.6 rn
The other one is Volcano Farm, Which had a large mountain which turns out to be a volcano that erupts in spring and slowly over the course of a week or 2 lava seeps out and covers like 30-40% of the map transforming it. It had multiple submaps, and you could go inside the volcano, after a month a fire junimo would move it, you could do some quests for him, and his whole tribe would move it, and you'd do quests for them, and sacrifice crops to them which they yeet into the volcano to appease it, making it cool down and less likely to vomit out rocks onto your maps in an eruption. they would also unlock a spa inside, as well as an extra greenhouse area, tide pool submap expansion, quarry submap expansion, etc.
an adventure
leme go find a screenshot i have one somewhere.
I actually finished pretty much all the maps, it was just the events, quests etc that stalled me out.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 22 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
at the time we didnt have a good way to reliably do quests or a quest board so it kinda stalled out and i stopped working on it, I could probably finish it nowadays.
your ideas sound fun
have you looked into unlockable bundles? in case you want to revisit those farms, you can use UB for progression unlocks
Yea, 1.6 also has a looot more ways to trigger mailflags which i can use to initiate changes which is great.
it supports map patches upon bundle completion, so i thought it would work for your cave farm
The other issue with cave farm is, i designed the maps like 4 years ago, and i've come a long way since then, and when i open up the map i look at it and go "I wana redo it"
why not? 
ive got a map from sep 2024 i want to redo, a map from 4 years ago is even more worth the redo 
to be fair its just basically redoing the mod, and my motivation is uhhhhh, random yet has limited duration? so i just need to time it to make the most of my motivation when it says "cave farm looks appealing"
fair enough!
I dont mind mapping, I in fact enjoy it, but my brain is just all over right now, cuz right now its going DO NPCS! and imma have a hard time focusing on anything but that for a bit
im glad i started making maps post-1.6, i can have so many layers
I Remember When TMXL/PYTK was the only way to load maps, and Documentation was on everyones wishlist cuz we had none.
Ive always wanted to use unlockable bundles :3 i had an idea for being able to tie it to story progression...
UB is so fun to play around with
Well "always" is a stretch bc i didn't even know it existed for quite some time
bump
But it sounds cool to be able to do something like that
Time to pin it yo my wip board
it would be easy for story progression, bc each completed bundle automatically has a mail flag generated for them, and you can do a check on that flag for your story's progress
its very convenient
one thing to note however is also if you add bundles, all of them need to be completed for the community center to be done.
or at least that is how it worked when i looked into it like 2 years ago
Honestly, imma just say fix your json, I doubt anyone is going to really want to help or managed to figure it out when your error validation list is half as long as your json.
That is the thing, nothing is wrong with the json apart from those errors. It is because there are tokens that the validator doesn't recognize.
Also
The JSON validator I use in notepad++ has no problem with it so...
Just because notepad ++ doesn't say anything doesn't mean that there isn't anything wrong with it
It's fine, I will figure it out myself
your json at the bottom half is not correct at all, you just have a bunch of position object things not within any patch repeated one after the other
has nothing to do with any tokens
And you're apparently not doing your includes properly? In a different json than the one you posted
I thought this whole time they were apart of another patch
I dont know what that is referring to
well, that's what the validator was telling you was wrong
it was looking for patches, so it was looking for things like Action and Target, but was only finding your position stuff
it is a shock that worked in game
i presume CP just skips any invalid actions
pretty much
oh.
Question: When is it safe to Game1.content.Load some asset and have it include any mod patches? I'm trying to grab all existing special orders (Data/SpecialOrders), including ones added by other mods via content pipeline edits. I load the asset in the GameLaunched event, but logging reveals that only vanilla special orders are present (although a patch export reveals that, in fact, the modded special orders are in the game).
CP/Smapi tries very very hard to make sure your game doesnt crash
(it's so kind)
It Depends TM
nice
Mods can in theory inject whenever
But at earliest CP is two ticks after game launched
is there a preferred way to wait those two ticks?
Oh no, I just realized that if i am making npcs... I have to make a BUILDING 

hmmmmmmmm
Lollllllllll
i might just make special orders all/nothing in this config
then people will write fewer bug reports
i mean at that point you'd hopefully be listening for invalidation anyway
I invalidate myself every day 
what you need to do is reload the asset when it gets invalidated. Ideally, also lazy load it. (wait to actually load it until you need it)
i mean i sure did need it in gamelaunched for a GMCM screen but i think i will simply... not make it so complicated
it doesn't but I wanted my stuff to show on the title screen config page
do you expect people to go into the config menu on the first tick
so i'd have to listen elsewhere still for invalidation, etc
What are you making?
sorry if i'm not making a ton of sense rn, i have The Sick ™️
my brain is very slow
config for "Failed Quests Lose Friendship", just the ability to opt out of the penalty for certain kinds of quests via config
The usual pattern I do is this
public static T MyData => myData ??= Helper.GameContent.Load<T>("myassetname");
private static T? myData;
And then just set it to null when invalidated
Well, I got my JSON all cleaned up.
https://smapi.io/json/content-patcher/eb0148ca44ca499eb6035016c3f2d816
that's clean i like that (to wren)
me brainstorming ideas waiting for the C# demon to catch up to me
the C# demon is ur friend 😌
i got a mod idea list if you want some
No, i don't need any
I wonder how long i can go without needing to make friends with the C# demon
C# isn't a demon
it is, admit it
i want to learn C# but with CP taking over more and more i feel like i dont need to, i can just wait it out
C# is the most pleasant language I've written in so far
my current conundrum is wondering if i can cut out an extra tilesheet requirement
ayyy the error is gone! ty for helping me clean up the JSON and fix the error
not to get off topic but after writing C#, having to go back to java just pains me so much
Ok yeah no java scares me
Yeah
my unprofessional opinion is that C# is actually a good language
C# looks good but the program you use to write in it i hate
you can write C# in anything
Which one
i'm afraid to ask what you write it in
Why does Java scare you
i've been pleased with rider's autocomplete
excuse me?! i thought it was only VS
VS can compile it but theres no reason you have to use VS to do so
wait til u hear about vim 😌
(calling out selph)
does selph mod in vim???
😔 it looks like it wants to eat me (only i will understand this)
i thought it was selph
i believe you since you're around this chat more than me lol
Not to be a shill for bill gates but writing in plain Java after using c# so much feels like caveman technology
Like how string operations only accept regex and do not support literal strings
Or how boolean and Boolean are different types
yes but please don't
That's absolutely possible
well i won't sotp u i suppose
i should not crush ur dream, it is totally possible. I would personally just find it inconvenient
Now can you write C# in doom-
It makes things harder though
did someone mention me 
and yes I write mods in vim
do you have plugins
hi selph i mentioned you
I use lunarvim which has a bunch for me, including a LSP
Rider and vscode are also popular, but c# is just text. Technically you can use any kind of text editor
I like vs for its debugging features and intellisense though
i used notepad, like the windows notepad for 3-4 months then switched to notepad++ almost last week
All you need to do c# technically is the dotnet sdk
Though you better be comfortable with command line
w-why...?
it pains me to admit that "Microsoft Java" (C#) is Java Except Good
have to compile the C#
now that you say there is no gui i am never touching C#
I mean if you use VS or something, then that is the gui. It's only no gui if you want to rawdog it with notepad
Hi, sorry about this but I closed both my tileset window and layers window. I looked online and it says "You can reopen it in View > Views and Toolbars > Tilesets." but I have no idea where that is.
I also on occasion readjust the locations of them on accident as well, and it takes a lot of trial and error to move them back where I want them by messing around with the mouse. Any tips on how to fix/avoid these problems?
Are you using Tiled or tIDE?
Tiled
It is on the top of the screen, you should see multiple options, Pick View and follow those steps.
Anyone know why
"MoveEntries": [
{
"ID": "bh.honey.mead_make",
"ToPosition": "Top"
}
]
wouldnt be overwriting recipes? Still taking fruit and making wine, even though I sent my recipe to the top
I'm not sure why I don't see it
Are you using targetfields?
I've hovered over every button nand there is no veiw
I think Chu helped you resolve this particular question you had but I just wanted to let you know that I'm very comfortable with dialogue questions (have written many, written a tutorial on nesting them) and I'm happy to be pinged if you run into other issues!
I.... am not sure?
https://smapi.io/json/content-patcher/2fc3811f32af4853b9884c2cb2e5505a
Line 161
my tiled doesn't look like that. what version is yours?
That looks right to me, hmmm
Can you show a acreenshot of your tiled interface
Try doing a patch export and seeing what the resulting json looks like
That will tell you if it's an issue with your json or something else
I figured it out. I had to be in full screen and then hover on the top edge to see the option. Thanks
Ah
What do I export exactly? Machines?
Oh, yeah. Sometimes tiled glitches and you have to go fullscreen then un-fullscreen
I'm still not sure why my interface is dark though lol
patch export Data/Machines
What OS do you use?
pretty sure if you go to File/Edit > Options you can change the theme. it's likely set to your OS default
Ooh I just made my Tiled purple
Is there a difference in them? I don't mind the dark theme
Anyways, I gotta sleep. I'll see you all later
Oh, I need to try that
One of the OSes uses Native by default which matches your system theme but you can customise it if you switch to Tiled Fusion.
you're modifying a machine named "(BC){{ModId}}_MeadKeg" instead of the vanilla keg
is that intended
Ok, cool
asking because if it's your own machines you shouldn't need to do moveentries or targetfields, just define them in the order you want
Hmm, line 161 - am I not adding it to the MPS gold keg?
165**
You can also group different views together however you want, like I have moved my Properties box to be with my Tilesets because I didn't like having it be free-floating.
Word wrapping doesn't usually change line number?
in that case that looks fine to me; what does the output of patch export Data/Machines look like
My tiled is customized as well, one of the first things i did when I decided to be a mapping modder, was to customize the colors for example, as id be staring at it for 8 hrs at a time, and i wanted it to be easy on the eyes.
just a guess but try setting "Id": "bh.honeymead_make_gold" explicitly
I have had my Tiled on light mode this whole time but no longer!
CP may not set that by default if you only specify that in the key of a new entry and MoveEntries would fail to detect it later
I think my tiled is just default light mode
above "Triggers":, inside a block in Entries
That worked :D
one of my favourite qol changes to tiled was swapping the hotkeys to photoshop keybinds. so smooth having the tilestamp tool be the same as pencil tool, rectangle tool be marquee tool, etc
You rock, thanks so much
Omg i forgot i could change hotkeys
what is the link for the 1.6 item ids?
ty!
I tried that one but found I liked it better in a different place after moving on accident
I like grouping them because I don't need the properties open most of the time so I don't want the box taking up valuable map space
imo one of the more important parts of laying out your tiled window is getting a 1280x720 viewport at 4x zoom for the map. i think it's valuable being able to see what your map will look like to anyone playing with default settings
ofc you can resize anytime but having that frame is helpful
there isnt much point me designing a map to be seen at 4k 50% zoom when only 1% of people will play like that
i make my maps with an 800x600 resolution in mind like god intended
ah the busstop method
Tiled is pretty difficult with it's pathing. I still can't figure out how to open any other mod's tmx files to even try to work on compatiblity.
just put the tilesheets they need back in the folder with the tmx
its looking exactly where the tmx tells it to in order to find the path to the files
I usually move other mods' tmx files into the Unpacked Maps folder and that's why I have to reunpack my content because now I have too many non-vanilla maps and tilesheets in there.
Oh, like all in the same folder? not how the mod was construted?
I should really try the whole "copy of the maps folder" thing
the tmx will always* look in the same folder as the tmx itself for its pngs
The mod should have been constructed with all the tilesheets in the same folder anyway
since thats what the game will do (essentially) when its loaded in
the mod may move the tilesheets somewhre else afterwards to load them manually, but as Aba says, the map itself was made when everything was in the same folder
Oh... Does that mean I've made a mistake by oraganizing my current project in folders inside each other?
if you loaded your tilesheets when they were not in the same foldr as your tmx, then yes
you will have tilesheet climbing errors
Though you can fix that by opening the .tmx file in a text editor and removing the paths from the source= lines.
as long as, when the last time you save your .tmx, all the pngs are in the same folder as your tmx, it is fine to move them anywhere else after
errors in the game or just opening else where?
Is there any way to prevent items from stacking if they have differnt prices?
Errors in the game
smapi will yell at you and refuse to load the map if it has tilesheet reference doing directory climbing https://github.com/Pathoschild/SMAPI/blob/develop/src/SMAPI/Framework/ContentManagers/ModContentManager.cs#L417
Ok, I better reorganize my current project then...
Can I ask abot map embedding while I'm at it?
Of course
make one OutputItem entry for each price, then give each output item a different internal name
no you've used up your free questions quota for the day
you're fine to have tmx > subfolder > tilesheet , but not superfolder > tilesheet > tmx
(/j)
if that makes sense
I did that I think
if the tilesheets are vanilla then you cant do that either
you'd need to load them again in a different asset name
And if you're loading your custom tilesheets (please do) you also can't do that, can you?
and if theyre custom then you'd need to account for it in the asset name as well
for customs it'd be fine it just wouldnt be conventional
the exception to this is Mines tilesheets, those need a subfolder
since they are in a subfolder in vanilla
So, I'm techincally using tilesets from the game, but it doesn't recognize them as the same as from the content unpacked folder. What am I to do?
put all the tilesheet pngs you are using inside the same folder as your .tmx
then, open your .tmx in Notepad++ or something, and find all the file paths next to <image source=...
remove the filepaths and just make them the tilesheet png name
Thats genius, you thought of everything haha
bonus points is to have the external tilesheet filenames prefixed with ..
SMAPI will clean it up for you by removing the . but makes sure that you definately use the real tilesheet and not the one you might accidently ship
But when you test in game, you have to remove all the tilesheets from the .tmx folder if you want to use the game ones
What about the custom ones?
for example if you see <image source="Subfolder/Vanilla/spring_outdoors.png"> change that to just <image source="spring_outdoors.png">
you CAN keep the custom ones in the folder when you release the mod, but you can also Load them with Content Patcher into Maps/
then you can still remove them from the same folder from your tmx and puit them elsewhere for organization purposes
the benefit of this is that other people can apply edits to your custom tilesheets
for the purposes of map making, there are two categories, tilesheets you made/are shipping, and ones that someone else (vanilla or different mod) is shipping
for things like recolour compatibility
I saw someone do that the other day and the game was looking for the tilesheet with the period in front of it (.townInterior). Is that not meant to happen?
How do I then define which output item is used?
if UseFirstValidOutput is false (the default), it'd just pick a valid one at random
Hawt
Ok, thanks. I'll try reorganizing and then hopefully can apply this other stuff later.
I'm going to be signing off now, thanks.
I can't figure out what Gunther is doing in these frames. Anyone know?
is he polishing an artifact
making cookiesimo
looking at his belly imo
cradling a child
extending his chin. endless possibilities
is this from the intro cutscene where he is like 
grooming his goatee
npcs have more parts than i remembered
I'm running into issues with it because I reskinned him so he doesn't have gloves, and the thing in his hands and the skin tone are the same. xD
he's revealing his biceps
He looks like he's... Uhh taking off his gloves idk
Magnifying glass?
the first one also almost looks like he's reading a business card or something
How do I do the spoilers in the mod description?
reading a piece of paper
polishing a peice of glass for a picture hes about to frame
Bump
try [spoiler]Spoiler Content[/spoiler]
But I don't know, if it's that it doesn't show immediately when you're writing the mod description
I have Shannon's 14H event working and I'm ecstatic about it
I just played the scene, Gunther is indeed inspecting something with a magnifying glass
I will continue to imagine he's rubbing it lovingly like a guinea pig 
now if only I could get my sprite to work properly so it doesn't look wonky when he looks to both sides xD
Is this an unfinished item?
cookout kit is not new in 1.6 either
Hi all. I'm trying to run SVE and Make Gunther Real together. The biggest problem I am finding is that SVE changes the map such that Gunther is trapped in his room. I tried opening up the ArchaeologyHouse map in tiled, and I found most of the tilesets it wants, but the only files I could find for either of the town interiors are in the base game under Maps, and are .xnb files, which Tiled doesn't seem to like. Paths I couldn't find at all. O ye knowledgeable of Tiled and mapmaking, what do I do now?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
if you unpack your files you will get those xnbs turned into more usable files, in this case pngs
which can be used as tilesheets
I took a screenshot of my problem, but I'm not seeing a way to post it here. I have it up in a help request over in mod support.\
you need to be cowpoke to post images
Ah, OK, that explains it.
(you are one though. you can just paste the image here)
Oh.
@inner harbor can i ask if the bird in the left upper corner is a native game or custom ES asset? i made a bunch of these warp pads for personal use years ago and i'm pretty sure i snatched it from ES files, but i'm not completely sure. just asking in case i get inspired to release them at some point (so i'll change it if there are permission issues)
yeah, you just need to unpack your files and get the pngs for editing
So back to the modding wiki to find out how to unpack files, then?
its Lexi's Friend Gull
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
(My brain hurts.)
Just follow the tutorial to unpack the files, then use those files as tilesheets so the map works.
modified from the gulls in the game but designed to fit 16x32 pixels
heh. the farm name isnt centered.
okay, i'll get it from the native files then and modify it as needed. thanks!
I am unpacking as we speak. I might actually be able to get thi sto work.
DriedFruit
it's a flavoured item though, so you're only going to get a Dried out of it
I tried to add flavor to it but it didnt work
per Data/Machines you'd need to create some output item FLAVORED_ITEM DriedFruit DROP_IN_ID to match the vanilla behaviour
It is for a shop
you could try an item query for FLAVORED_ITEM DriedFruit 410?
That worked, ty!


