#making-mods-general
1 messages · Page 233 of 1
My goal is to add these two characters together since they are a couple. Because of that, I’d like them to have dialogues that complement each other, as well as always walk together and follow a shared daily routine.
Do you think this is possible? If so, do you have any advice for me?
dialogue yes, walking together might be harder though
you can definitely have them follow eachother and go to the same place thats not hard
but walking side by side isn't really possible with how the scheduler does stuff i dont think
(think of how Penny, Jas, and Vincent all walk to take them back to their houses and stuff, not all next to eachother but kinda in a line)
Yes, I was thinking exactly about that cute way they walk together, in a line. But I’m still looking for the part that explains how to do it since I’m pretty new to this and not sure how it works yet.
But aside from that part, which I imagine might be a bit confusing (for a beginner), the rest isn’t impossible, right?
all you would have to do is make their schedules leave at the same time for that :) then they would walk together
the rest is fine as well, dialogue is easy to match as long as you just share the same keys with eachother
(i.e. for their spring first dialogue they both say something that matches the other person)
Aaaah, I can breathe in peace now, knowing that maybe I'm on the right path after all. :')
Right, I appreciate you reassuring me that it’s not impossible and that I can continue with peace of mind~^^
Do y'all ever get a SMAPI log with an insane amount of mods in it and just... not want to do anything with that
All the time I launch a normal SMAPI profile, lastly somehow updated for 1.6.9+ update.
BUT, my poor NPC Eleanor took me more time than I thought she would take, so I *do * want to play my modded game (finally with her) but don't want to launch SMAPI because I have to update like every single one of my 700+ mods...
That wasn't quite what I meant but I get that too
My big set of mods requires so... so many updates
I finally got a log from the person who posted the copy paste of an error they had (that i cant replicate) and said log has... so many mods in it
When I see the people with "1k+" in their names in support I tend to find other support posts unless I'm feeling really strong lol
I tried sifting through it to find what mod could be editing Sandy's Oasis to prevent him from warping during the desert festival but I couldn't find anything directly, and I honestly do not want to go through it individually
I'm glad I can do most of my error fixing myself, I would feel bad if I had to come in and be like 'hey guys can you help me' and then I send a SMAPI log of 1.5k mods
Tbh I open a support post and the log is like "300 c# mods 700 content packs" I'm like...nah
Maybe not
Do you know how to search the trace for edits? (Sorry if you do and I should know that!)
Yeah if it's something simple like "my wizard is still a man!" and I can quickly see they have SCA and go "disable the wizard in SCA", sure. If it's something where I would have to dig to figure out the problem...sorry friend it's 50/50 time for you!
"My game is lagging!" Log: "300 c# 700 content packs". Me: " maybe we want to work on accepting the lag"
error is from [game], they have 400 C# mods and 20 of them haven’t loaded for various reasons. Quick way to make me nope out of a ticket 
God I was going to go and look at the SMAPI log to show what I do to search for stuff but it's taking ages to load ... and if that isnt an indicator of how much I DONT want to deal with this idk what is
Maybe asking for log with patch summary full would help? It gives too many info, but maybe you'll find something helpful in it!
they have 3 million content packs and they all work purely through ontimechanged patches with no conditions
if you DM me the log, I can try having a look for you?
I love trace searching, I'll look for you!
Is Sandy's Oasis a new area your mod adds?
no no it's just the oasis itself
(for those of you who don’t do #1272025932932055121 much, you may be surprised to hear that almost everything in patch summary full can be found in the trace logs without it too, as well as a lot more info including some C# mods)
her house or "SandyHouse" in the game files
So the desert?
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Майкрософт Windows 10 Pro, with 162 C# mods and 476 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
woah oh my god
Oh her shop
it took so long to do that lmao
Poor Governor
Yeah the error they're having is that apparently there isn't a warp from her shop to the desert festival map
But I know damn well there IS a warp there because sandy takes it every day during the festival
so what happens when they leave the shop?
The schedule just doesn't run because it can't find a path there is what I'm guessing happens
They didn't really give me much other than showing the issue and then eventually sending a log
The log is not loading!
Well it needs to hurry up because I am meant to be going to bed and I was just trying to sneak this in before I went
it loaded for me - I don’t see much editing the oasis though
nothing I would expect to break the festival at least
Aba go to bed
my goodness
oh, the error is the other way around - a warp is missing from the festival to the oasis
That... also doesn't make sense - I'm pretty sure sandy goes BACK into the oasis at the end of the day as well
but I don’t see a desert festival map being edited inside their log at all other than in that error 
which means it may be edited by a c# mod
Sandy sleeps in AngelOfStars.Mrqifriendable_QiRoom? No, I'm guessing that to get to Qi's Room you go through Sandy's house first.
oh, lily, did you test your mod out with SVE installed?
should have pinged
@rigid musk
She says in her mod description that she tested all the festivals for SVE compat.
How hard is it to program an npc ik its subjective but im wonderign how the room reads because idk if i wanna step into it yet or not but i kinnndddaa wanna make a little oc of mine real
XD
Yeah he goes through the Oasis to get to the Casino to get to his room
If you can do a replacer you can make an NPC ... if you're gonna do that just go all the way at that point heehoo
XD fairrr ok
In the long run it really depends on what you want for your NPC - some concepts are easier than others
Generally you're gonna wanna know how to do map making and patching first, because your NPC needs a place to live
Well, as you said, it's subjective. Hard at first, time demanding, but when you get to it, and also when you have as great helping community as Stardew has (and that I asked here too many times for such a stupid things and problems), you can enjoy it.
After that it's the general NPC stuff like dialogue, scheduling, festival stuff, etc
😭 in da woods wit no house
idk where to put her house lmao
ill have to look at the map
do some brainstorming prob
If you intend on releasing it to the public you also might want to think about compatibility
A lot of people put stuff in them there woods
and of course the dreaded SVE compatibility...
This might help:
https://www.nexusmods.com/stardewvalley/mods/30295?tab=posts
Lily is lying! You do not need to give them a house or make a map!
And that's why my mod is not SVE compactible - SVE is its dependency.
HOMELESS NPCS
Especially with Central Station now you can just have an NPC who lives nearby like Claire and Martin. Which you should know, SVE discord moderator :P
My mod is compatible with SVE and has an integrated event, but god it was awful-
hey I kNoW that
But most people want their npcs to live IN the town 
I'm actually wondering how I'll handle Honey warping from their orchard to the town 
That's a problem for future me, I'm currently working on adding a little museum map for Qi .... but future me does want to work on that apple orchard mod pretty bad
(I just don't want to texture 10 trees... and 10 apples... and many apple related dishes)
Yes, but mapmaking is still definitely not an essential part of making an NPC
idk if i should remove my ocs lizard tail or not i might introduce a version where she's just normal human and one with tail for fantasy lovers
every minute I spend debugging map edits makes me want to create a specialty debugging mod to help out with them
but that sounds like effort—
Not necessarily essential but typically done... my apolocheese
I would use that... I truly would
ik might have the character come from central station type beat
:3 that's how I'm going to b e doing Honey! Their Orchard is going to be connected via Central Station :D
also it would probably involve some sinz-level patching which… idk if I’m ready for
though there’s only one way to find out
!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!
I have no clue what those words mean Iro, but I believe in you
i wonder if the mod author would allow me to have a mention of central station if i have my character go to and from the bus / train ill have to ask
pathos is okay with mentions of central station but asks you don’t spoil too much of the lore
afaik
07
basically, acknowledging it exists is fine (you can even add tourists to the random tourists that show up and give them special dialogue!)
ooo
im thinking i could use central station to make a different location that is where her house is
adding to this, @tidal stone CS's documents have a lore guideline you should refer to if you want to do CS mentions 
Ok I really do have to go to bed but @rigid musk maybe it is relevant that Qi only has a DesertFestival_2 schedule while Sandy only has a DesertFestival schedule? Maybe you tested their schedules on different years and that matters somehow???? IDK
ooo ok
I wonder if i could design a small neighborhood near a station that you can explore as a map that i can slowly add my ocs to or if that would be agony 🤔
if the idea hasnt been realized (e.g. you havent made a sketch of the map, or invested more time in the design) imo there's little point in asking "is this worth doing/will this be worth my time and effort"
why dont you try and see? 
(fwiw, it's what this channel is for, assisting you on more technical stuff you have difficulty with)
I always think it's worth putting at least a bit of time into any interesting idea because that's how you find out what you like to do. I know what parts of Stardew modding I enjoy the most because I've tried most of it.
I agree, you never know if you'll like something or have fun doing something if you just... never do it or constantly wonder if it's worth it
You should also do it for yourself, otherwise you think too much about what other people want and it ends up not being fun
I'm adding stuff to my mods because I want to and I don't really care what other people think all that much. If they like it they like it and that's really cool, but overall? It's for me because I want to see it in game and that's what matters
(and im mostly having fun... mostly...
)
its why these kinds of things are called passion projects. your passion quite literally is the driver
making stuff for the sake of popularity or others approval is pointless and draining, rather than making stuff for the sake of having fun or just to be creative
FINE I’ll start working on one of the million ideas I have at some point today
no need to keep pressuring me /lh
or maybe just to expand your horizons (i have 0 coding experience, or any game modding experience, before this lol)
I’ll make a mod that figures out who your favourite npc is and ick-ifies them
:(
anyone can cook and all but i cook for me first and foremost >:)
(which is funny because i still dont really use my own mods)
Mod authors... playing the game?... with their own mods? Blasphemous
I assume you also don’t eat all the food you make for fun though
sometimes the making is the fun part
I usually make mods for things I want in the game which means I end up using them... when... if I actually play the game
I would imagine it's hard for you to use every single mod you make Kisaa considering you make a lot of farm maps... that's a lot of farms to play
(this is a concept I had to work through when I was doing crafty things - I used to believe you should only make things you like, but gradually I realised sometimes the hobby/enjoyable part is the making and that’s okay)
I make a lot of things I consider ugly (tatted lace, anyone?) but I like making them 
!mapmaking
It's fun to make things even if you don't use them indeed.. it's also good for improvement (I think more specifically in the art category of things with that - sometimes drawing poses or whatever is not exactly what I want to do or like, but it's good in the long run)
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
I just tend to end up having ideas for things and making things that I also want to use
which is why I usually have them in my game
im using modding stardew as a way to get better at doing artsy stuff
i can just go make more saves. ez pz
Seven billion farms
ty
(on a more serious note, i agree on the making being the fun part
it is after all why i post like 4 big maps back to back in the span of 2 months)
until i got bored, decided to expand my horizons, fucked around with farmhouses, and now here i am neck deep in a furniture pack. what a ride lmao
Farmhouse -> furniture .. interesting pipeline
I started modding with Custom Furniture actually, I realized that I had the power
and then I made gunther and morris into furniture
Can i have gil chair on me farm
maybe I should make a content patcher version of that
-
Gil included
see i expected myself to stick to my lane of maps and tilesheets. i never thought id be a "real" aesthetic modder until i made cozy rustic kitchen and it grew out of control
Sticking to one thing with modding? never (some people do but also-)
Idk how they do that honestly, it's so tempting to just try and make other things
yeah i really want to diversify my skillset
im already delving into machine code with furniture machines - am making a custom coffee/tea maker with the furniture pack. bye bye AT on vanilla coffee machine
I literally used nearly everything I knew how to do in my Qi mod... and then a bunch of stuff I didn't know how to do as well
what's that? I learned how to make weapons? guess ill do that too yippie
i do know what i never want to do though: NPC and dialogue. i dont want to be in a jack of all trades master of none situation so to say 

I actually enjoy writing dialogue it's fun
(i think that's kind of obvious considering Qi's i18n document is mostly dialogue and it's over 1.5k lines)
no matter where modding venues i go you'll know me as the maps guy
idk how writing dialogue is gonna go for me but im just going to be excited to read it in game
(funny thing is im a writer, i just dont want to do dialogue mods for stardew)
It is honestly super cool when things work and you can see them working and interact with it in game...
I remember being so elated when I could give Qi gifts and he would actually respond I thought it was really cool
Being able to place furniture I made in game is also super cool, just... boom I made that chair, I can now sit in that chair, and decorate my house, with, that, chair
real im gonna be so psyched to see my ocs in game XD
me when my code works first try
Me when Qi moved around for the first time in game...
Me when I spent three days adding all of the marriage stuff to the game and I only had to add like six commas and everything actually worked
can never escape the missing commas unfortunately
my only problem rn after i make the map i want to make is which oc im gonna make first 😔
I got too many ideas
i might try and do them in sections at the same time
one at a time
NPCs have lots of components so tackle it bit by bit
thats true
(and if youve never made a map for stardew before, that is also going to take a while because you need to learn a whole new program on top of CP coding stuff)
oof ok then step one get the map done will give me time to decide XD
Making a map was one of my big milestones... and also my biggest mod because apparently everyone also wanted a grove for berries
All i do is make C# spaget and occasionally map 
I can already tell that pixel art is beyond me
Hey I thought that at one point too and now look at me ... making passable pixel art B)
(im still going to commission Pau to do Honey's portraits though, I don't want to do those)
hehe Hi Pau i see the reaction
i might end up using the loft mod lol XD just so i can get a handle on making npcs and then work on a map in the background
thanks for all the good points you guys :3c
and the help with getting the resources 😄
lmao that's amazing
...I'm gonna upload the version that prevents text boxes from triggering it
I'll have to keep that in mind though.. if it makes time go faster 👀
and then also make the default the End button
I could really use NPCs getting to their damn locations faster QI
this is a mood, i used to complain at a 16x16 px canvas being too small. smash cut to my furniture pack which has like 70 something 1x1 tile decor items 
its fun and validating to see oneself actively improving
Sometimes it's hard to see your improvement until you look back on the stuff you made in the past ... then you can see 'oh wow yeah I made a lot of progress'
i still complain about taller objects though, having to squish my blender sprites is painful (i ended up turning it into a blender-on-a-counter item)
It's why I still have a lot of my art from 2014-2016... I get to look at it and be like 'yeah i can actually draw now okay time to stop being so harsh on myself'
You know.. Qi would be the type of person to keep one of those radioactive fiesta plates
(im trying to think of artifacts to put in his little museum thing)
anyways, looking forward to the stats dump later today
or tomorrow
or maybe pathos did it already when I was asleep
it looks like he did it around 10 CST yesterday
ooh!

yay open source tracking fixes!
+3 xnb 
anyways, uploaded the fix to to eventtester
that fixes the stupid issue with the fast forward key in menus
the +3 xnb mods concrern me
smh nexus making me find my login
knew it had to be a bad keybind
any way to just make it not trigger when a menu is open?
but at least we dont really have the "really old cp format for mysterious reasons" mods anymore??
I just check to see if a textbox has focus
it's now moved to a far away key by default too
+3 XNB
also, now I’m curious if the smapi website fully moved away from mongo at some point and if so, what it uses now 
sounds like a good solution to me
istg I just want to make this work and idk what I'm doing wrong
https://smapi.io/json/content-patcher/fa70d24f4e7443f2abbb0b69efa1a06c
I guess I just leave the wizard's rune circle non animated jshfshj
Who put this together?
gahhhh "[Content Patcher] Ignored Celestial Wizard's Tower - Animated > Magic Circle: must set the FromFile field for a Load patch."
so it validated, but that didn't do any good xD
What did you change to a Load 
hey quick question, ive got this mod: https://www.nexusmods.com/stardewvalley/mods/12786
and the code is:
"Changes": [
{ "Action": "EditImage", "PatchMode": "Overlay", "Target": "Characters/Krobus", "FromFile": "assets/KrobusWednesday.png", "When": { "DayOfWeek": "Wednesday" } }, { "Action": "EditImage", "PatchMode": "Overlay", "Target": "Characters/Krobus_Trenchcoat", "FromFile": "assets/KrobusPinkTrenchcoat.png", "When": { "DayOfWeek": "Wednesday"
and so on
how do i make it so it works every day of the week? instead of just wendsday
Remove DayOfWeek Wednesday
it wont interfer with when?
Including the whole When block around it
I didn't think I changed anything to a load? I just changed EditImage to EditData
thank you
Post whole json again?
"$schema": "https://smapi.io/schemas/content-patcher.json",
"ConfigSchema": {
"MagicCircle": {
"AllowValues": "true,false",
"Default": "true",
"AllowMultiple": false
}
},
"Format": "2.5.0",
"Changes": [
{
"LogName": "Magic Circle",
"Action": "EditImage",
"Target": "spacechase0.SpaceCore/TextureOverrides",
"When": {
"MagicCircle": "true",
"LocationName": "Custom_WizardBasement, WizardHouse"},
"Update": "OnLocationChange",
"Entries": {
"Pixie.SVEWIZANIM_MagicCircle": {
"TargetTexture": "Mods\\FlashShifter.StardewValleyExpandedCP\\TileSheets/townInterior",
"TargetRect": {
"X": 369,
"Y": 376,
"Width": 48,
"Height": 48
},
"SourceTexture": "{{InternalAssetKey: assets/magiccircle.png}}:0..10@3"
}
}
}
]
}```
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.
Also it occurred to me that you are trying to animate a map tile, it's probably easier if you do EditMap with an animated tmx actually
oh x.x
Okay that's probably where my trouble is then. I thought I could just spacecore animate it like an object xD
It might work i never tried
I still feel like the actual thing causing u error is something else
yeah, if it IS possible I'm not doing it right, lol
I guess I need to figure out how to deal with tmxs
This mod patches in a 2 tile tall tmx that is animated
Okay, thank you!
[[modding:maps]]
The usual map editor is tiled
yeah I downloaded tiled and poked around a bit
@calm nebula: take a look (16h ago)
Kk! Send me a dm whenever you can!
Hi! Apologies if this is question with a super obvious answer, but why are locations in-game split between StardewValley.Locations and StardewValley.GameLocation? I'm finding it really straightforward to reference any locations specified in the former but less immediately obvious for the latter and I am curious how they differ especially since both are stored from what it looks like in Locations.json content wise
GameLocation is the class
Locations is a namespace containing child classes of GameLocation
If you don't give a class in Data/Location then u get GameLocation as it is as the class
Okay gotcha! That makes sense, ty!
(also just realized that getting GameLocations should just be Game1.getLocationFromName(name) I think so good on that front)
Hi, does anyone know where can i find the sky tilesheet that you see at the summit?
like the blue sky itself or the like, mountain panorama
The panorama
thats just in Cursors then
Thanks
i have so many questions why is this check needed
cant have baby ponies, day ruined
horses are npcs
are they ever in a position to fufill the other conditions of pregnant tho
can i marry my hors
if youre iterating over every npc checking all of them i imagine you dont wanna count the horse
CA predicted the risks of putting something on the internet and decided if you're going to go that route he'll at least make you have to use a transpiler
Unless the player is also a horse, we're talking more like baby centaurs
Hello!
I´m making a new mod, including changes in the town map.
Does anyone know how to make custom tiles sittable?
oh okay 🙂
I found this on the modding wiki
not sure how to help you but this is really pretty!
I hope it would help
this looks so cool
The tilesheets are so preety. I'm so excited for this mod!
Thanks everyone! ❤️
This is the first mod I make so i hope it will turn out good, but it takes a long time.. hahah
I saw that on the wiki, but did not really understand what to do 😮
Add this to your content.json:
"Action": "EditData",
"Target": "Data/ChairTiles",
"Entries": {
//chairs
"{Tilesheet name}/{x tile}/{y tile}": "{width in tiles}/{height in tiles}/{direction}/{type}/{draw tile x}/{draw tile y}/{is seasonal}",
},```
Example:
```{
"Action": "EditData",
"Target": "Data/ChairTiles",
"Entries": {
//chairs
"custom_tilesheet/3/1": "1/1/down/chair/-1/-1/false",
}```
Hope this will make you understand!
thank you!!! 🙂
Thought: I should let people swap to the standard game menu if one is available when a mod's tab implementation throws an error.
That's... actually a super cool idea, yeah.
Might even put out a testing release for other modders to poke at later today with how this is coming together.
better game menu real 
I'd want to get some of the bigger mods that mess with the game menu with support in time for the initial release.
are you specifically interested in people who add new tabs (uiis2, ferngill simple econ)
or just anyone who touches the menu
Yes.
lol
As an example, this breaks Generic Mod Config Menu as GMCM looks specifically for GameMenu to find an OptionsPage to insert its button.
So I'm going to need to either bother casey or add specific GMCM stuff.
gmcm tab would be nice
For now I'm more concerned about not breaking existing things than mods adding additional tabs.
I still haven't implemented any sort of tab overflow protection.
!converters
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:
Also, if you're planning on uploading it, you need to make sure the permissions allow it. Otherwise personal use only please.
Typically folks here will not do it entirely for you, especially if we don't know if the mod even has open permissions (or if it's actually yours), but you can look at the resources above and ask questions if you get stuck
Okay, what isn't working in the converter?
That gives us a better direction to help with 🙂
i tried evrything but i just cant get it to work
the two in and output folders are missing
(I meant uploading it to nexus, sorry! sending here for help is a grey zone but nobody would be too offended)
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Sitting_to_Custom_Map_Chairs
Youll want to read through this
[This tutorial is a WIP by Majickian and should not be considered a finished product at this time.]
This is a tutorial for adding the ability to sit on custom chair tiles place on a custom map.
ok thanks
(if its on nexus then sending the raw files here too isnt really a gray zone its just not permitted)
Have you looked at using this to run the converter? https://www.nexusmods.com/stardewvalley/mods/20986
nope but ill definitly trie it
Some folks find that GUI a bit easier 🙂
(I meant more that most people would forgive it if it's necessary in order to ask for help, but actually you're right, that should be discouraged too)
Microsoft defender tells me its a virus... is it safe to use?
Yes, it's safe. It was developed by Pillow, the same person who made the other converters.
okay thx
Nexus has also virus scanned it on their website already
(does pillow know it gets flagged?)
(Defender flags almost everything now, tbh)
(oh I'm pretty sure I immediately disable it or something haha)
*insert friendly reminder that you can view the VirusTotal report Nexus uses for files*
oh, I didn't know that!
Sorry for asking again but i got this error mesage "this converter is not compatible with you game install"
What version of the game are you running? Gamepass, Steam, GoG, etc?
And are you on SDV 1.6.15 or a different one?
Steam the newst
i thught pillow converter is not a mod
It should be a standalone application, yes
However based on the logs people have submitted, it does look for a game application file?
@iron ridge when you have a moment, would you be willing to chime in?
Even if it's just to point to the GitHub to file an error report
so should i just give up for now?
Are you able to get the error log from the converter?
i can try
i cant find it sry
ok i made a basic sprite sheet now to try and follow the tutorials to victory 😎
on the sprite sheets
is the um alternate ones needed? like beach and winter
or can I jsut use a basic one thats just the spring dance marriage outfit kissing sprite and walking ones
Screenshot what happens when you run the converter and select the manifest
And you definitely picked the manifest.json file and not the TMX?
Just trying to make sure I understand
Ok
No, I'm not really sure what's going on with the converter at this point
I think we need Pillow or someone else who has used it
Well I guess I am making my first mod article
its fine i will just try another time
looks good to me
yeah, I can see it
I want to spawn in my character on a random tile just so i can see how they look in the game how do i find the id/location/tile cords for tiles in sdv?
You would use debug mode or tiled.
omg thats so handy!
ikr lol
@gentle rose @odd iris and @brittle ledge I have fixed the manifest, the mod is now working fine again.
BRO WHY IS THERE ONLY 1 COLOR OF SIDEWAYS SIDE TABLE
Time to make new tilesheets
it's not that hard to recolor stuff at least!
and tilesheets are actually ridiculously easy to make
lets hope so...
go look in towninterior_2
Iro I may have lied-
i am in that one
I'm not actually sure how to fix... that actually
SVE removes the Oasis from the desert festival map
which im kind of confused about because how does sandy get there 😭
do we know why it does that?
well the Oasis is moved so that's probably why? but... like
sve does have a sandy warp room but idk if it can be used in schedules without being explicitly mentioned


oh yeah for some reason discord gave me random free nitro?
so i can just use emotes now.i guess
i wouldnt complain
I think selph had the same thing! sounds like they're testing something
oh my god she just appeared out of nowhere... this is not helpful SVE why did you do this
😭 idk why sve does a lot of things
my guess is the warp from the oasis to the desert festival still works because why wouldn't it

but you may have to add a sneaky hidden warp somewhere in the festival
maybe along the road
(npc warp obviously)
I could also just... have him stay at the festival for the whole day
SVE just has her coming out from behind here...

probably where the oasis' normal exit lines up
WITCHHHH 🫵 🫵 🫵 🫵 🫵 🔥
uhhh.
You flipped a couch didn't you
doesn't flip the sit direction
I ran into that one myself
how do i flip the sit direction then
well I made a couch seat/arm facing the opposite way and did a custom seat for facing left
Dunno if there's a better way to do it, but that's the only one I found
Annoying because it'll mess up with interior recolors
You might find a tilesheet on the Nexus that's already flipped it
Can I just make a tilesheet property for that tile with the direction "Left"?
Well... you see how the couch arm is appearing over you in the wrong direction too?
Yeah
that's part of the sitting
yeah it'll still face the wrong way if just you are facing left
Found a left facing chair
I don't care if they are mismatched.
I can just change the one on the left
...
There is no right facing red chair.
You see why this annoyed me
can you not set the sitting direction for those chairs to "flipped"
or does it not flip the armrest
it does not flip the armrest
At least it sure didn't when I tried it
this is why you put the flipped chair somewhere the player can't reach
how do i know how to space out the brackets when ending a json file?
are you using a text editor with support
VS Code :D
notepad
notepad++
OMG it has colors 
Honestly tempted to just make a tileset mod that adds flipped versions of seats. Surely that exists, right??
I ran into this with the apartments, actually
(the lack of armchairs/couches facing the right or left)
if it doesn't exist, I'm making the damn thing
in two weeks: "midnight voyager's right-facing chairs" hits Nexus
"with recolor compat!"
I'll do recolors 100%, i did it for the one blue couch I flipped
Do any of you smart people here know why Love of Cooking and Cooking Overhaul would be incompatible?
but first I wanna make sure it doesn't exist somewhere
calling me a smart person is dangerous
Hi! Dumb here. They sound like they override the same menus
afaik Cooking overhauls just adjusts the prices of the dishes that's why i'm confused
How would one close a json file using vs code
but if it also overrides the menu that makes sense
Choose result: Mayor
Okay then
I wouldn't know for sure
having the idea of menu override in mind while reading the description again, it clicked
Alright I can't find anything like that, I'm doing it
already have blue couch done for my other mod, let's go
Added a developer mode flag to this. The "Try Again" button if a menu errors only shows with developer mode on, and the tooltips on each tab has some additional info that might be useful. Including a draw timer for the current page.
if you move where this is, you could use the downward facing black chair instead
It's fine, I am working on the next house already anyway
my content json is telling me i put a , in the wrong spot but idk where else to put it, can i post a picture for help?
log + the json would be helpful
Oop i dont know where that goes i need to go back and look at the tutorial again then
okay, here's what I'm doing: I am going to flip couches. I am also going to do backward couches. There's already backward couches in "furniture" but they are shaded differently. I will try to fix this so you can tilesheet the same couch in all four directions. I may try to flip the TV backwards too, there's a smaller TV I can use for reference and I really found myself wanting a backwards TV. Sideways TV, will try that too.
because I really wanted all of these things when I was making a map
{
"Format": "2.5.0",
"Changes": [
{
"LogName": "Blank JSON load",
"Action": "Load",
"Target": "Characters/Dialogue/GummyKandi, Characters/schedules/GummyKandi, Strings/schedules/GummyKandi",
"FromFile": "assets/data/blank.json"
},
]
}
content.json looks like this
if its an included json, remove "Format": "2.5.0",
No promises, but does anything want anything flipped on a tileset that cannot be flipped properly in tiled?
I think casey might not hate me for the PR this is going to take to add Better Game Menu to GMCM. ```csharp
// somewhere
try {
var api = Helper.ModRegistery.GetApi<IBetterGameMenuApi>("leclair.bettergamemenu");
api.OnPageInstantiated += BGM_OnPageInstantiated;
} catch (Exception ex) {
// oh no
}
// later
private void BGM_OnPageInstantiated(object? sender, (IClickableMenu Menu, string Tab, string Source, IClickableMenu Page, IClickableMenu? OldPage) e) {
if (e.Page is OptionsPage page)
page.options.Add(new OptionsButton(I18n.Button_ModOptions(), () => this.OpenListMenuNew()));
}```
ooooh, ty ty
Still not sure if I want to keep to tuples or add an interface for the different events.
I suppose the real test is that I need to make sure pintail isn't going to make interfaces stupid
god i am terrified to make the 3-4 NPC's
I am going to do the whole couch flipped because the shadowing is slightly different on right facing vs left facing
I am... resisting the urge to continue updating mods instead of actually playing the game
back at it again with this swing animation 😭 i finally got the offset coords correct, but the swing is still in front no matter where the schedule coordinates end
animation: "edwin_swingset": "23/23/23//laying_down/offset -8 -36",
schedule: 1400 Town 15 13 2 edwin_swingset
town 15 13 is the tile below the swing
@ivory umbra I believe i fixed all the HarvestTo TinkerInventory stuff back in TrinketTinker-1.5.5 but since I am release 1.5.6 soon™️ it'd be good if you could try it in case there are remaining bugs around that area
Okay so the issue is that the bottom of the swing is on the Front layer (which layers in front of the farmer if they're up from it but behind them if they're down from it) so I was hoping putting the farmer's standing tile down from the swing would work :/ So at that point I think you'd need to edit the map itself to put the bottom of the swing on Buildings with Passable set to T (so that people can actually stand on/walk through that tile). Or you can just put it to Buildings with no Passable T, but then you wouldn't be able to walk through it.
Alternately, you could see if you can sit them on the springy ride in the back, the head and tail are on Front but you should be able to sandwich between them with offsets.
interesting, i'll try that! is Passable a thing i implement through TileData, or?
It's a tile property but I'm not too familiar with how to do it in Tiled since I've only done it in CP 😅 I think you'd have to use Tiled to move something to a different layer though.
So yeah, it's doable in Tiled, I just don't know specifically how.
do you have it handy in CP, then? i'm not picky, i can stick it in my map json!
Uhh I just did this in Little Free Library, one sec
{
"Action": "EditMap",
"Target": "Maps/Town",
"MapTiles": [
{
"Position": {
"X": 73,
"Y": 91
},
"Layer": "Back",
"SetProperties": {
"Passable": "T"
}
},
]
},```
When wanting to spawn a random mineral each day for example, is there a faster way to do it than listing EVERY single mineral? Like will a context tag work with FTM?
I think you can, yeah
But I'm not super familiar with FTM. Wouldn't hurt to try it and see!
Yea I guess I will just try and see. Thought only item IDs were allowed but I wanna test it
oh wrong channel hold on oopsies
No, the context tag doesn't seem to work in an area with FTM. It seems to want an object ID or name
Looks like I'm manually typing item IDs for the next hour 

@royal stump would that be a possible feature for FTM at some point, to add spawns via context tag?
When i was making the list for the bat cave via ftm I had to type out all the fruits
took a while
Yes that would be awesome Esca 
i think what you actually want is an item query

its a thing spacecore supports at least, if u want to use that instead
Gonna stick with FTM for this mod as I've done the rest of my mod with it
making a note to look into that, but I'm not sure if it's reasonable with FTM's current system, so it might need to wait until I finish trigger actions
(more or less what spacecore does, afaik)
I might be able to get it to add every matching item to the forage lists based on tags/query stuff in general, but I forget how the code looks there
FTM 2.0 new feature get /j
I'll be arbitrarily calling it 2.0 once this is done, so yeah 
new features will probably show up in trigger format before I figure out how to overhaul content packs
Anyone know where I can get a perfected save for the current version? Need it for testing purposes
there's a console command to get perfection
I mean moreso with everything unlocked/completed etc does the command do that or just give you the perfection achievement or w/e
ask mr ape for his perfection safe
prob more important to know what it is that you are hoping to test though
cjp cheats has a bunch of options to unlock various things if u need
perfection
Makes a variety of changes to qualify for Perfection. These include maxing all friendships, marking all fish as caught, awarding and marking complete all cooking and crafting recipes, marking all items as shipped, setting the flags for all stardrops, setting all skill levels to 10, awarding 500 kills for all monsters, forcibly placing all 4 obelisks and the gold clock in the upper left corner of the farm, and giving 130 walnuts.
Cool
Heyo, is it not possible to have 2 of the same GSQ in a conditions field? like LOCATION_NAME Here Beach and LOCATION_NAME Here Town? I am trying to make location specific treasure loot with Item Extensions for context : )
my face when i tried making a bench for scheduled sitting only to encounter the Front problem, so i checked The Bench in town and found out none of it is on Front, and that's why the bushes are behind it (so you can't walk back there and discover the deception)
Yeah, NPCs don't always seem to obey Front either, I've had Wren clip into things when sitting 
OHHH, so because I used the comma it is checking for both names not one or the other I see my mistake, thank you Selph!!!!
Can someone please check my logic for why the following bit of code allows the event ID to be logged once for each event rather than just running once or running forever?
I think it's because this.LastEvent = Game1.CurrentEvent; sets LastEvent to the CurrentEvent value while the event is running which stops the code inside the if statement from running more than once during the event. Then, during the first tick after the event ends, Game1.CurrentEvent becomes null and passes that to this.LastEvent so that the next time an event runs LastEvent is null again. That makes the if statement return true and the event ID logging line runs once more.
Is that right?
private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
{
if (this.LastEvent == null && Game1.CurrentEvent != null)
{
this.Monitor.Log($"Event {Game1.CurrentEvent.id} is running!", LogLevel.Debug);
}
this.LastEvent = Game1.CurrentEvent;
}
yes
does anyone know what version of .net that smapi and sdv use?
.net 6
you are free to install a newer SDK than that, but you have to target 6 when building
ok, thanks 
this is fine
Sweet, ty
does anyone know how i specify what emotion goes with what sentence when doing dialogue for npcs?
end the dialogue line with e.g. $1, where the number is an index in the portrait sheet.
the first six indexes (0-5) also have letter aliases to match the "standard" positions
OOoooooh
typically portraits are two columns, laid out like this:
2 3
4 5```
and so on
if you are creating the NPC, you are also writing the dialogue, and i believe there are no remaining forced portrait indexes, so you can lay them out however you want and decide which portrait to use in every case; but $0 is the default for most dialogue, and gift tastes have defaults corresponding to default positions like "happy" and "sad"
you can decide for yourself whether you want to use (e.g.) $h or $1 for "happy", although if you use h you had better put your happy portrait in index 1 /lh
It's also a good idea to put 1 as your happy and 2 as your sad because I believe the gift tastes default to those (and also 5 for angry iirc) - you can override that in 1.6 now though so it's not required
I would also recommend just making a habit of using $1 and $2, etc. instead of $h and $s, etc because it's more consistent, especially with vanilla NPCs that don't have a full set of six
Pintail please just cooperate
I think I've got everything I need for a preview release of Better Game Menu done now, but I want to mess with the API until it's in a state where making some minor changes won't completely break everything because Pintail gets mad
Heyo. This should be enough to make water tiles fishable no? For some reason my beach patch's water is not fishable and I cannot understand why?! it is driving me slightly crazy XD
you have fish data there?
The water Tiles are on the back tile layer, there is no other properties given. I tried patch reload when updating the map and restarting the game
For the patch?
I didn't know that would be needed.......
Since I use the patch for the Beach map I assumed the fish data would be applied to it automatically
You shouldn't need fish data....there is a default
I am battling unseen forces then XD
Unless your tilesheetdata is weird
If you are patching over an existing map, is it possible the fish area is weird because of the Data/Locations entry for the base map if you have changed where the water is located?
Tilesheet data looks fine, and as for the patch one sec and Ill share a ss of the location
Use LookupAnything and query the status of the tile
Aslo, does the water overlay show up
Also, do you have a rile on the Buildings layer
heres where the patch goes and let me check
I do know nothing is on the building layer besides the edge of the bridge itself
water overlay shows normally, as for query the status of the tile I am not sure I understand
I have the tile pulled up in LookupAnything
Screenshot it?
I think that says that tile has something on the Buildings later
So it would be obstructed from fishing in that case
Look up a tile where you are attempting to land your bobber
data mining fields only say there is a tile on the back layer
oh wait I think it shows that anyway let me double check the map in tiled again
Yea nothing on the buildings layer or buildings2 layer over the water itself
for patch export is it just patch export maps/beach
there is none besides the edge of the bridge, unless you're saying because there is tiles on the building later at all,it is messing with the water tiles
thats the patch export and yes I did forget to turn off my recolor mod please don't hate me XD
I'm not at my computer right now, what is tile index 76 on the spring_beach tilesheet?
I can't go through and count out the indexes right now since I am not at my computer
Okay, so an invis tile
Run your eraser over the water in your Buildings layer to wipe that out. (Or you might be able to select same tile?)
Annoyingly, those will obstruct water interactions even though they are not visible
They are just tricky to find and remove
Bless you, I completely forgot to look for those
When I remember I just draw on the invisible tiles in aseprite for the tilesheet I want to check and then they show, but I completely spaced
Well it is working perfectly now XD thank you both for the assistance
ABA NO
You saw nothing
You can use "Select Same Tile" to highlight all the empty tiles too so if you hold it over the water on your buildings layer and any water tile doesn't go blue there's probably an invisible tile there.
Ahhh that is smart to probably way easier than editing the tilesheet in aseprite
Symlinks symlinks
I got Earthy Interiors and VPR interior compatibility done
temporarily jams some couches in a map testing time
Someone was testing my mod for me and they said my NPC was saying "..." if they were gifted certain items. How do I fix this?
Most items work fine it's just a few that do this
Were they vanilla items?
Yep, one was an apple iirc
how to properly write a hasflag statement?
"HasFlag:currentPlayer": "{{ModId}}_LoveRouteCompleted",
"spouseRoute": "Haley"
}``` is this even correct
Chairs appear... not sittable. alright, time to figure out why what worked for ONE chair doesn't work for a different chair
Can you recreate the behaviour?
Currently trying to 
Not quite sure what this error means https://smapi.io/log/728a4d65f0cd4c558812dfcb64b10ef2
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 11 C# mods and 13 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Looks like your key is empty somehow?
Not sure why your line has the portrait at the front either, that's typically at the end of the line IIRC
Can you share your gift tastes entry?
"LogName": "Gift Tastes",
"Action": "EditData",
"Target": "Data/NPCGiftTastes",
"Entries": {
"Alice": "$1 Wow, this is my favourite thing!/420 577 221 595/$1 How kind of you!/422 402 400/$2 Um, I don't really like this.../348 346 305 253/Ew, I hate this.../197 766/Thanks.//"
}
},
I gave her an apple and she responded "..." and that's when the error displayed
Your issue is the $1
$1 at the start of a line is the view once token
Put those at the end like God intended
I shall try that now 
is that why I'm so repelled by content packs? because I'm an atheist? /lh
Thanks Atra, that seems to have fixed it. Didn't know it had to go at the end 
Well I finished the sprites, now time to do the portraits...
It's not just for gift tastes, either. Portrait commands must go at the end of the line in all dialogue.
Oh good to know. I might have to go check her dialogue
Just had a quick skim through and I seem to have put it at the front but all of Alice's dialogue works perfectly. It was just the gift giving that seemed to be an issue
what does Internal Name mean in reference to NPC's i know there;'s unique id but idk if thats the same
it's the same
kent with no hair is a nightmare
it's also called "internal name" because for vanilla NPCs (and most custom NPCs before unique string ids were widely supported), the unique id is the same as their english display name. the game expects that unique id when referencing them, so the term "internal name" arose
so when i put $1 or another number it makes a money sign and then just the number and doesnt change the portrait is there another part oft e command im missing?
Can you show the code for one of the lines that's doing it?
Only one of those is at the end of the line. The rest are all in the middle, as far as the game is concerned.
Ohh so i have to choose one face, ok
have you tried ITEM_CONTEXT_TAG Target (context tags here) in the GameStateQueries field of your FTM files?
How the hell do yall do portraits?! they are so hard to do!
(unless thats not possible, because i remember from my time doing catalogue data that theres a context tag GSQ. in which case feel free to correct me esca
)
i ended up just typing them manually, but I will try that next time
You can use all of them, you just need #$b# after each one. That will split the dialogue into different boxes where you have to click to get the next line. Or use #$e# to have to talk to the NPC again to get the next line.
omg! ty!
Is there any easier way to do portraits? I can NOT do this by hand for any longer
if im editing i usually make the bottom layer see through and then draw over top
Omg thats a good idea, ty!
oh wait, disregard me, GSQ field is in the spawn condition haha. which means your items spawn WHEN the GSQ is that, so not spawn the items itself. i misread 
(apologies i just woke up)
Alright side couches work, I just have to figure out what's not working with back couches
Not really, they can take a very long time, especially if you want them nice and detailed. If you really can't though, there are a lot of amazing artists you could commission here on discord
Filled a room with reversed couches and sat in all them suckers
you're making sittable chair tilesheets?
You know how some tilesheet couches only face front or to ONE side? I'm doing back/other side for them
And doing a TV that faces up instead of down. I didn't much like the side I put together, but a TV facing up was exactly what I needed when I was making a house, so
ahh i see. thats a great idea!
say do you plan on making recolor compatibility for them? because i use a tool made by a friend to automate my recoloring, and more testers are always welcome 
I actually already did recolors for VPR and Earthy
(for future use maybe?)
also added in some fire stuff I made and wanted people to be able to use. I'm just hooking them up
Well sure, why not. Maybe there's another recolor I haven't hit yet
usually recolor compat for interiors are VPR earthy and starblue! RCTI redraws most of the objects, so i understand if you dont want to add compat for it (i dont, myself)
here you go
Starblue, there we go. I'll try it for that one
because of the current manual color picking system, tilesheets are a bit finicky because usually they contain so many objects of varying colors, but since you have mostly couches right now, they should be relatively easy to set a palette for
lemme just get the upward couches working right first and I'll give it a shot
i handle it this way
it sucks for development, because the default impl makes it so my code in the providing mod compiles even if i don't have a real implementation
but at least mods that didn't add that member work just fine
I'm not even sure why it's refusing to proxy my interfaces, I'm doing like event EventHandler<IPageInstantiatedEvent> OnPageInstantiated; and IPageInstantiatedEvent uses nothing but game types
I haven't tried just making a handler registration function yet because I got pulled into gaming like someone who actually plays games (weird)
yeah i have normal Register methods, i want people to control the priority
without weird attribute shenanigans which wouldn't work across the Pintail boundary anyway
but i don't see why a proper event wouldn't work
System.ArgumentException: The EventHandler`1[IPageInstantiatedEvent] interface defines method Invoke which doesn't exist in the API or depends on an interface that cannot be mapped!
vs cs public interface IPageInstantiatedEvent { IClickableMenu Menu { get; } string Tab { get; } string Source { get; } IClickableMenu Page { get; } IClickableMenu? OldPage { get; } }
that does sound like a bug
Might have to dust off BreakPintail tomorrow I suppose
I have been specifically passing around IClickableMenu and making people use a TryGetMenu() method to cast it to my interface
Just to minimize the proxying spaghetti Pintail needs to do.
That reminds me, I probably need to do recolor compat for my transparent border beams file for the Pelican Valley Loft Apartments mod. D:
My brain can't parse the recolor tool at the moment
I'm also keeping the types as simple as I can because proxied stuff is pretty slow for something I'm going to be making multiple function calls to every frame.
i've done some performance improvements under the hood
apparently i... always created new instances via reflection
not a compiled delegate
Oof
I manually made recolors for Earthy and VPR, but I don't think I got Starblu yet (if that's even relevant for interior beams)
before I accidentally do any oopsie, I won't get in trouble ofr using a masked link in a thread for my mod, correct? Since I have a high enough role?
(finally making a thread for the apartment mod discussion so we can isolate it)
Ok i got my npc in there i just need to adjust her schedule, but now ive run into a problem, she wont accept gifts, i have a tutorial example of a gifttastes.json that i havent edited beyond changing the character name to her name for testing but am i allowed to post my log for help?
Yeah you should be fine, I've been using markdown links a whole bunch recently
Pelican Valley Loft NPC Apartments Discussion
Yes, absolutely!
Thanks aba
!log Oh, please use the log parser instead!
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 wonder if I should make a thread for Better Game Menu 🤔
oh
I've been noticing a lot of threads in here lately
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 4 C# mods and 1 content packs.
I haven't really bothered to make any threads for my 'smaller' mods, but ones that are likely to have a lot of discussion during or after mod construction could probably use them!
Your log has no errors in it. Did you get an error trying to give her a gift, or does she just not accept them?
she simply doesnt seem to be able to accept them like the symbol for gifts the little giftbox doesnt even show up
!json Ok can you share your content.json and, if your gift tastes stuff is in an include, also your gift tastes file?
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.
Your dispos.json too, please
https://smapi.io/json/none/cdfa6a20decf4afe8ff9b72b149ccef6
gift tastes (this is a basic gift taste i got following a tutorial i ahvent edited it yet so it mmight eb the culrpit? i just changed the npc name)
ok le me grab the dispos
Your key is wrong because your NPC is named KandiKraze.KrazeNPC
Your NPC's Internal name is that value, and the GiftTastes key is just "Kandi"
They need to be the same thing.
You never refer to your NPC's display name outside of dialogue (or letter text, thanks for the reminder Lily).
Anytime the code wants a NPC name, it wants the internal name
It'll be the same for dialogue, events, etc.
If you're typing a message string like in a letter or a dialogue line, then you'd use the display name instead, as Aba explained
Congrats Midnight!
The key was "high-backed chair"
I apologize for not being around while you were fighting with this, seeing as I'd already done that previously for one of my mods.
I could have saved you some time maybe. D:
Hey, everyone can't be around at once. and I had a different problem that was my ACTUAL woe earlier that I solved
where no chair was working
oof
Yeah, I made sittable toilets for my bathroom mod that I've been dragging my feet on actually releasing
I'd like to follow what you're doing but I'm not always in here so a thread would be nice
Would there happen to be any modding resource tilesheet that might be good for making a spooky mansion kind of place? I'm not confident about my ability to cobble together a good one myself 
Whaatttt nooo I didnt just rip off pierres hair and slap it onto kent!
specifically themed tilesheets are rare. afaik most of them are magical or generic outdoors/indoors tilesheets. that aside, you can always commission someone for tilesheets!
similar vibe
deserved.
90% of elliot is just hair
i'm generally not a fan of threads - the problem with them is that unless you're active while they're being created, you probably won't even know a thread for something exists - meanwhile if the talk is happening in the main channel, you can't miss it. but at the same time it might feel a bit spammy that way
basically you're really restricting your audience that way and never getting new people to chime in
Yeah. If there was a forum for mods that'd be one thing, but a thread to get lost in here...
you can occasionally shill in the main channel I guess
it's not spam if it's otherwise dumping your thread in main
people who have their own threads occasionally post questions/requests that link back to the thread
Oh come on kent! You had to spill some nuclear waste on your head?
Yup, I use my thread(s) for avoiding making the main channels too me-focused and to stop my stuff from getting lost, but I will still come to the main channels for help and discussion of my mods.
if i actually need feedback i will post in the main channels too. i just use my thread for my stream of consciousness rantings or whatever progress i've made. else i'd be cluttering the main channels
Hmm. How do I want to store my event handlers if I'm not using a literal event...
Sorted list it is
i need a thread because i don't want my stuff to be lost in the main channels 
i don't need a thread i just visit other people's instead
You are always welcome in my thread chu
Unless you take it over with trinkets, then I will 

can i interest u in hiria trinket in these trying times
im not working on trinkets rn anyways, dying to ui again
I know I have been observing 
does anyone know why an NPC would not be moving on fall 1? he doesn't follow his fall schedule, or even the default spring schedule. the other NPC follows his schedule fine, which is baffling to me because they should be almost the same.
problem child: https://smapi.io/json/content-patcher/75268ab8f7db4867a4f374b55d00ebe2
golden child: https://smapi.io/json/content-patcher/19c684fd51344890ac032fd5482f6ba6
i followed them both through most of spring and summer and they were fine
something i do think about occasionally for trinkets is that, it's actually the mid point of 3 different mods
- positional abilities: trigger actions but fast firing and relative to a location
- companion: system for an entity that moves and animates according to some state, but completely separate from NPC
- hit and projectiles: a formalized "do damage to monster" thing
birth of chucore
i dont rly have good approach or motivation to separate them tho, even if it could be helpful to apply somethings like just ability without the whole deal behind trinkets and companions
chucore is already mmap
Looking for feedback in #making-mods-art
you slept i assume?
yeah, i've played through most of the year on fast forward (skipping forward a couple weeks sometimes)
i went directly from the moonlight jelly festival to sleeping to fall 1
Does Charles work if you given him Edwin's fall schedule & vice versa?
let me try that rq
Don't forget that you will need to sleep again after swapping them
Hooray, symlinked tilesheets worked for map editing and in-game testing without having to move anything around or mess up my file naming convention, thanks @lucid iron 
https://www.nexusmods.com/stardewvalley/mods/32021
Tilesheet, adds FUNCTIONAL vanilla tilesheet couches that face in directions that vanilla couches do not. Also adds a TV facing up and some fire extinguishers. Recolor compatible!
and I'd appreciate if someone put that in the mod showcase thing
when i gave them both edwin's schedule, it worked, but now giving them both charles' schedule is throwing this error that it wasn't before: https://smapi.io/log/6ea172923a914d70905cd22767e4b446
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 5 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
New mod from @ornate locust ! Couch.
https://www.nexusmods.com/stardewvalley/mods/32021
Tilesheet, adds FUNCTIONAL vanilla tilesheet couches that face in directions that vanilla couches do not. Also adds a TV facing up and some fire extinguishers. Recolor compatible!
couch
so this tilesheet comes with it's own chairtiles edits?
Yes, so all the flipped stuff works

Picture is basically why I started it to begin with, wanting two couches facing each other in a room I was working on
Whyyyyyy does the automatic XNB 2 CP converters never work for me
Looks like you might have introduced a formatting error swapping them, double check all your quote marks etc
This isn’t a question j a complaint. I’m gonna have to pony up and learn how to do it myself 🫡
Alright. I have messed with things enough that I'm just going to call this a Pintail bug and finalize my API.
i'm losing my mind... i triple checked my formatting and even undid all the changes to revert it back to the previous format, i'm still getting the error? lol
I'll push out a preview build on GitHub tomorrow and start bugging people, with I guess a planned release on Nexus in a couple weeks barring any big problems. But with the idea to give other devs time to release their own updates that use the API. Barring anything crazy, the API should look like: https://gist.github.com/KhloeLeclair/e1001d959384517813b136ff0fc859f9
I'll toss a post into mod showcase when the preview is up too.
Then you might be editing the wrong files somehow? Like you made a copy as a backup and you're editing the backup?
i just checked, the filepath does lead to the correct json
should i send them again?
i could be missing a totally obvious missing comma or something i guess
Sure, have you already checked them in the json validator yourself?
yep, it's saying no errors except missing format field
https://smapi.io/json/content-patcher/6ff8f2ebd11a49189977b3d983241b26
https://smapi.io/json/content-patcher/5d5007e4a93943d297e50f65351ec2bc
Hmm, maybe it's one of the schedule strings or animation descriptions that's actually the problem. Can you try removing the references to the dialogue and animations and just leave the movement in the fall schedule?
wait in deleting them i may have figured it out--i think the final action may have been missing coordinates
yep that was almost certainly it let me try it
Oh yes, so it is. Sorry I missed that, I am very tired and my brain is moving veeeeeeeery slowly.
Heck yeah I got #32032 on Nexus for Better Game Menu
hey, i'm the author and i missed it too! but thank you so much for walking me through it, i wouldn't have seen that without you haha
You are giving me far too much credit, but I'm glad I helped xD
Hm, the 2025 mod was hidden.
better luck next year
i guess i gotta come back to Stardew modding only to steal 42069
maybe i should beat the rush. get in early and reserve 8,000 mod pages
machines are 16x32, monsters are completely arbitrary
Oh ok, so are they not constrained?
nope, even comparing big slimes to ghosts to duggies shows they do whatever they want
duh, good point!
it's all hardcoded in their .cs files, it's not even something set from their data file. you're really at the mercy of the hardcoding here
anything particular you were planning to do with it?
LFFB in #making-mods-art \
is there a way to have an npc have multiple sleep points? i want to make one that falls asleep in the forest, beach, or mountains on different nights but i dont know if that's possible
i think that would just be part of their schedule
i think you're right. i was confused by the spawn point data entry, but i'll try just doing it by schedule
Is it not possible to add new monsters?
there was a framework for that in 1.5 i'm pretty sure, but i haven't heard of it used in 1.6
i dont think you can do it with CP
Yeah I see that it's dated, shame
it's doable with C#, of course
my good deed to society for today
I believe Farm Type Manager despite its name was the framework for adding reskinned monsters
But original behaviors are definitely gonna be the territory of C# wizards
Source code is available, wonder how hard it is to convert
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
it's not so much a matter of converting as it is writing something new
gotcha
with a lot of cross-referencing
Would it be worth mentioning the modding wiki in the CP tutorial page?
For when they have finished the tutorial, if they want more tutorials
Question what exactly is cp ? Does it add new stuff or always replace some stuff from the base game
You can use it to replace or add content to the game.
So it’s Both ok thanks
I still need confirmation on if this is needed or not
And Frameworks ? They Are just adding zhe physics for a mod
You can use frameworks along side CP to do more with CP
What exactly are Frameworks
They are a mod that changes the C# code of the game to allow for CP to change hardcoded things.
Hardcoded means it is coded in C#
Hello! After trying to modify one of my saved files code to give me more coins, I got interested in coding and now I want to create my own mod. Could someone give me tips on how to start coding my own mod? :]
Sure! This tutorial is good to get started. https://stardewvalleywiki.com/Modding:Content_Patcher
Thanks! :D
And if you want to with c#
C# is quite hard to learn
I have been modding for 1-2 years and havnt touched it
Ok. If you can do all the stuff with cp why the need for c#
Content patcher can only do so much
You cant do everything with CP
Frameworks allow you to do practically whatever you want
Like the Bouncer is C#.
You have to code in the language the game was written in, and modify the code with C#
Secret notes are C# (but they do have a framework)
Content patcher is JSON, its hardly code
I think its technically a scripting language, not code
Hey! You take that back!
Let me think I am a cool programmer!
Im a C++ developer and I dont want to touch C# either lol ;p
With JSON Im sure you are 🤣
er I misread lmao
:D
Is it that hard
Still stands though
C++ is a harder version of C#
Can I use Sublime Text to create the code?
You can use any text editor
I made 21 weapons and idk what to do with them
Best advice I can give for content patcher is to find a mod thats similar, download it, look at the code and try to figure out how it works
Its all plain english, for the most part
sublime is perfectly fine for writing json
Or start REALLY simple
it's not as high-tech as VSCode, but it does work and highlights syntax errors
Oooh, thanks :)
Thanks
cough
How do I get the mod author tag?
Release 1 mod then contact Bouncer
you need to be level 25 minimum for that.
Oh dope
Oh and be cowpoke
Ah
Where can you see your Level
#governors-mansion , type the / lvl command
I tried to read the Modding wiki and got easily confused, I can't understand much of it but as far as I've understood, I need to know some basic programming... right?
You don't need to have any programming knowledge if all you want is making CP mods. You just need good reading comprehension pretty much
oooooh, thanks! :]
@feral pawn
aaah, and what mods are similar to Content Patcher?
I will take this as a no then
Most mods ARE for content patcher, its a framework that allows easy additions/modifications to the game
i do not
you need 1.6 if you're using tmxl2cp, because it relies on game files
you. have. got. to. be. KIDDING ME. I SCOURED THE PAGE
none are, but tmxl2cp needs xtile and it's different between 1.5 and 1.6
the more accurate thing to say is find a content patcher mod that does something similar to a mod you want to make, not a mod that is similar to content patcher
Good point
Also, depending on the type of CP mod it's not always a good idea to tell complete newbies to learn from an existing mod
weird, doesn't flag for me
@feral pawn You can look at a similar CP mod yes, but you have to cross-check with the modding wiki in the process AND content patcher's docs, and not just copy-pasting code blocks without comprehending what they're doing in the first place. And please find references from a mod that is small in scope - for example, if you're just starting and want to make a custom crops mod, don't immediately jump in to look at Cornucopia's docs 
Thank you!
feel free to ask around more in this channel once you've started!
Does the love for cooking mod works with recipes added by other mods? Maybe I can start modding by adding new dishes
it does
Thanks
Is someone as jobless as I am to give me a step by step sort of tutorial on how to start? I still don't understand the wiki. I apologize for being so dumb lol
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
the content patcher page is already enough of a step-by-step overview (there is one in the Get started section) and explains the terminology as well
Where can I find a list of the available sound effects?
You rock, thanks
Hi!
Sorry if this is the wrong channel to ask this!
When I was checking and archiving my saves (for faster save game loading), I noticed two files in the AppData\Roaming\StardewValley\ folder - default_options and startup_preferences. My curiosity told me to look at them, but not edit them.
In the second one, I noticed an unexpected-for-me line <sawAdvancedCharacterCreationIndicator>false</sawAdvancedCharacterCreationIndicator>. Does anyone know what it does? From what it tells, it should be a checker if the user saw an indicator for AdvancedCharacterCreation, but what could that be?
If I am not wildly misremembering, sometimes when you're in the character creator the button for the advanced settings will flash?
My tentative interpretation of the code is that sawAdvancedCharacterCreationIndicator records whether you've seen that flashing before.
If you've run the game at least once before and you go into the character creator, the advanced settings button will flash and then sawAdvancedCharacterCreationIndicator will be set to true so it won't do it again.
I am not confident in this interpretation lol
it is for that (just checked)
if (this.advancedCCHighlightTimer > 0f)
{
b.Draw(Game1.mouseCursors, this.advancedOptionsButton.getVector2() + new Vector2(4f, 84f), new Rectangle(128 + ((this.advancedCCHighlightTimer % 500f < 250f) ? 16 : 0), 208, 16, 16), Color.White * Math.Min(1f, this.advancedCCHighlightTimer / 500f), 0f, Vector2.Zero, 4f, SpriteEffects.None, 0.5f);
}
Wow I am getting so powerful at this reading C# thing!
Hrm, I am being betrayed by Data/Chairtiles
What do i use in events for the player name is it just @?
yep, @ will work in dialogue - i'm not sure if it's usable in other cases
If it is normal dialogue, then @ is OK. If it is a message or textAboveHead, you'll need to use {{PlayerName}} instead.
If you use i18n, you'll have to parse it into the dialogue, like this:
{{i18n:Events.14h-short_SVE.0 |PlayerName={{PlayerName}}}}
And the dialogue would look like this:
"Events.14h-short_SVE.0": "Hi, {{PlayerName}}!",
how do i specify player taking place in event just {{Player Name}}?
To refer to them in event commands you use farmer. Like move farmer 24 0 1 etc.
ooooh ok
ty
is there an easy way to see where the viewport will be like how you can find tiles with debug mode?
wait is it just tiles
For which bit? If it's the second command in the event where you're setting the initial camera position, that's based on tile coordinates. Same with the viewport <x> <y> command. If it's viewport move, that's in pixels and you'll have to experiment. Make liberal use of patch reload and debug ebi.
o7
Good morning, all! I am tinkering with making a new mod right now - More Slime Eggs. I have the assets I want and producers updating, etc, but I am having an issue with actually spawing the associated slime I want. Is there a way for using Producer Framework Mod or something like Spawn Monsters to push a spawn monster command and associate it with the slime incubator without going into the C# coding? Does Content Patcher have a "When Produce Ready" condition I could try?

such is life I suppose
