#making-mods-general

1 messages · Page 233 of 1

desert tinsel
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Guys, I'm working on a project to create a mod that adds new NPCs to the town, and I've been studying all the available content carefully.

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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.

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Do you think this is possible? If so, do you have any advice for me?

rigid musk
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dialogue yes, walking together might be harder though

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you can definitely have them follow eachother and go to the same place thats not hard

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but walking side by side isn't really possible with how the scheduler does stuff i dont think

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(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)

desert tinsel
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But aside from that part, which I imagine might be a bit confusing (for a beginner), the rest isn’t impossible, right?

rigid musk
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the rest is fine as well, dialogue is easy to match as long as you just share the same keys with eachother

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(i.e. for their spring first dialogue they both say something that matches the other person)

desert tinsel
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Aaaah, I can breathe in peace now, knowing that maybe I'm on the right path after all. :')

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Right, I appreciate you reassuring me that it’s not impossible and that I can continue with peace of mind~^^

rigid musk
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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

flat sluice
rigid musk
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That wasn't quite what I meant but I get that too

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My big set of mods requires so... so many updates

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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

vernal crest
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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

rigid musk
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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

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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

calm nebula
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Maybe not

vernal crest
vernal crest
calm nebula
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"My game is lagging!" Log: "300 c# 700 content packs". Me: " maybe we want to work on accepting the lag"

gentle rose
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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 pffft

rigid musk
flat sluice
gentle rose
gentle rose
vernal crest
rigid musk
vernal crest
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Is Sandy's Oasis a new area your mod adds?

rigid musk
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no no it's just the oasis itself

gentle rose
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(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)

rigid musk
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her house or "SandyHouse" in the game files

vernal crest
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So the desert?

ocean sailBOT
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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

rigid musk
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woah oh my god

vernal crest
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Oh her shop

rigid musk
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it took so long to do that lmao

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Poor Governor

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Yeah the error they're having is that apparently there isn't a warp from her shop to the desert festival map

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But I know damn well there IS a warp there because sandy takes it every day during the festival

gentle rose
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so what happens when they leave the shop?

rigid musk
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The schedule just doesn't run because it can't find a path there is what I'm guessing happens

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They didn't really give me much other than showing the issue and then eventually sending a log

vernal crest
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The log is not loading!

rigid musk
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(after i asked for it)

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The log is massive

vernal crest
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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

gentle rose
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it loaded for me - I don’t see much editing the oasis though SDVpufferthinkblob nothing I would expect to break the festival at least

rigid musk
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Aba go to bed kekw my goodness

gentle rose
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oh, the error is the other way around - a warp is missing from the festival to the oasis

rigid musk
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That... also doesn't make sense - I'm pretty sure sandy goes BACK into the oasis at the end of the day as well

gentle rose
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but I don’t see a desert festival map being edited inside their log at all other than in that error SDVpufferthinkblob

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which means it may be edited by a c# mod

vernal crest
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Sandy sleeps in AngelOfStars.Mrqifriendable_QiRoom? No, I'm guessing that to get to Qi's Room you go through Sandy's house first.

gentle rose
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oh, lily, did you test your mod out with SVE installed?

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should have pinged SDVpuffersquee @rigid musk

vernal crest
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She says in her mod description that she tested all the festivals for SVE compat.

rigid musk
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Yes I indeed did all that testing

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With and without

tidal stone
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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

rigid musk
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pain

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That's my perspective, it is pain

tidal stone
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XD

rigid musk
tidal stone
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maybe ilkl do a replacing npc mod first

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get a feel for it

rigid musk
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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

tidal stone
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XD fairrr ok

rigid musk
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In the long run it really depends on what you want for your NPC - some concepts are easier than others

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Generally you're gonna wanna know how to do map making and patching first, because your NPC needs a place to live

flat sluice
tidal stone
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ill make her live in the woods XD

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she eats dirt idk

rigid musk
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After that it's the general NPC stuff like dialogue, scheduling, festival stuff, etc

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😭 in da woods wit no house

tidal stone
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idk where to put her house lmao

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ill have to look at the map

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do some brainstorming prob

rigid musk
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If you intend on releasing it to the public you also might want to think about compatibility

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A lot of people put stuff in them there woods

tidal stone
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true hmm

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Im pulling up the map right now

rigid musk
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and of course the dreaded SVE compatibility...

flat sluice
vernal crest
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Lily is lying! You do not need to give them a house or make a map!

flat sluice
rigid musk
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HOMELESS NPCS

vernal crest
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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

rigid musk
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My mod is compatible with SVE and has an integrated event, but god it was awful-

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hey I kNoW that

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But most people want their npcs to live IN the town kekw

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I'm actually wondering how I'll handle Honey warping from their orchard to the town pondering

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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

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(I just don't want to texture 10 trees... and 10 apples... and many apple related dishes)

vernal crest
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Yes, but mapmaking is still definitely not an essential part of making an NPC

tidal stone
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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

gentle rose
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every minute I spend debugging map edits makes me want to create a specialty debugging mod to help out with them Squint but that sounds like effort

rigid musk
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Not necessarily essential but typically done... my apolocheese

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I would use that... I truly would

tidal stone
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ik might have the character come from central station type beat

rigid musk
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:3 that's how I'm going to b e doing Honey! Their Orchard is going to be connected via Central Station :D

gentle rose
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also it would probably involve some sinz-level patching which… idk if I’m ready for KEK though there’s only one way to find out

ocean sailBOT
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Creating a Custom 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:

calm nebula
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none of it is hard

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some of it is is tedious

rigid musk
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I have no clue what those words mean Iro, but I believe in you

tidal stone
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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

rigid musk
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Pathos I think 100% supports that

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i think

gentle rose
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afaik

tidal stone
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07

gentle rose
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basically, acknowledging it exists is fine (you can even add tourists to the random tourists that show up and give them special dialogue!)

tidal stone
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ooo

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im thinking i could use central station to make a different location that is where her house is

unique sigil
vernal crest
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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

rigid musk
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Rest well Aba!

tidal stone
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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 🤔

unique sigil
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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"

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why dont you try and see? SDVkrobusgiggle

(fwiw, it's what this channel is for, assisting you on more technical stuff you have difficulty with)

vernal crest
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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.

rigid musk
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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

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You should also do it for yourself, otherwise you think too much about what other people want and it ends up not being fun

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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

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(and im mostly having fun... mostly... squinty )

unique sigil
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its why these kinds of things are called passion projects. your passion quite literally is the driver

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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

gentle rose
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FINE I’ll start working on one of the million ideas I have at some point today SDVpufferwaaah no need to keep pressuring me /lh

unique sigil
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or maybe just to expand your horizons (i have 0 coding experience, or any game modding experience, before this lol)

gentle rose
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I’ll make a mod that figures out who your favourite npc is and ick-ifies them

rigid musk
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:(

unique sigil
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anyone can cook and all but i cook for me first and foremost >:)

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(which is funny because i still dont really use my own mods)

rigid musk
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Mod authors... playing the game?... with their own mods? Blasphemous

gentle rose
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I assume you also don’t eat all the food you make for fun though SDVpuffersquee sometimes the making is the fun part

rigid musk
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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

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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

gentle rose
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(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)

tidal stone
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!Map

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aw theres not a thing for it

gentle rose
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I make a lot of things I consider ugly (tatted lace, anyone?) but I like making them SDVpuffersquee

flat sluice
rigid musk
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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)

ocean sailBOT
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If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

rigid musk
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I just tend to end up having ideas for things and making things that I also want to use hah which is why I usually have them in my game

tidal stone
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im using modding stardew as a way to get better at doing artsy stuff

unique sigil
rigid musk
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Seven billion farms

tidal stone
unique sigil
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(on a more serious note, i agree on the making being the fun part kekdog it is after all why i post like 4 big maps back to back in the span of 2 months)

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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

rigid musk
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Farmhouse -> furniture .. interesting pipeline

gentle rose
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built a house and is now furnishing it

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sensible order, really

rigid musk
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I started modding with Custom Furniture actually, I realized that I had the power

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and then I made gunther and morris into furniture

lucid iron
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Can i have gil chair on me farm

rigid musk
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maybe I should make a content patcher version of that kekw -

lucid iron
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Gil included

rigid musk
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I think I did it to Gil too

unique sigil
rigid musk
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Sticking to one thing with modding? never (some people do but also-)

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Idk how they do that honestly, it's so tempting to just try and make other things

unique sigil
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yeah i really want to diversify my skillset

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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

rigid musk
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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

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what's that? I learned how to make weapons? guess ill do that too yippie

unique sigil
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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 kekdog

rigid musk
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I actually enjoy writing dialogue it's fun

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(i think that's kind of obvious considering Qi's i18n document is mostly dialogue and it's over 1.5k lines)

unique sigil
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no matter where modding venues i go you'll know me as the maps guy

tidal stone
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idk how writing dialogue is gonna go for me but im just going to be excited to read it in game

unique sigil
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(funny thing is im a writer, i just dont want to do dialogue mods for stardew)

rigid musk
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It is honestly super cool when things work and you can see them working and interact with it in game...

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I remember being so elated when I could give Qi gifts and he would actually respond I thought it was really cool

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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

tidal stone
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real im gonna be so psyched to see my ocs in game XD

unique sigil
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me when my code works first try

rigid musk
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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

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can never escape the missing commas unfortunately

tidal stone
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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

unique sigil
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one at a time

NPCs have lots of components so tackle it bit by bit

tidal stone
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thats true

unique sigil
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(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)

tidal stone
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oof ok then step one get the map done will give me time to decide XD

rigid musk
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Making a map was one of my big milestones... and also my biggest mod because apparently everyone also wanted a grove for berries

lucid iron
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All i do is make C# spaget and occasionally map sleep

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I can already tell that pixel art is beyond me

rigid musk
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Hey I thought that at one point too and now look at me ... making passable pixel art B)

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(im still going to commission Pau to do Honey's portraits though, I don't want to do those)

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hehe Hi Pau i see the reaction

tidal stone
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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

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thanks for all the good points you guys :3c

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and the help with getting the resources 😄

calm nebula
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lol

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maybe k is a bad default

rigid musk
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lmao that's amazing

calm nebula
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...I'm gonna upload the version that prevents text boxes from triggering it

rigid musk
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I'll have to keep that in mind though.. if it makes time go faster 👀

calm nebula
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and then also make the default the End button

rigid musk
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I could really use NPCs getting to their damn locations faster QI

unique sigil
rigid musk
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mm little decor items... I love them

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Hard to make? yes. fun to use? yes

unique sigil
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its fun and validating to see oneself actively improving

rigid musk
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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'

unique sigil
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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)

rigid musk
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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'

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You know.. Qi would be the type of person to keep one of those radioactive fiesta plates

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(im trying to think of artifacts to put in his little museum thing)

calm nebula
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anyways, looking forward to the stats dump later today

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or tomorrow

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or maybe pathos did it already when I was asleep

rigid musk
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it looks like he did it around 10 CST yesterday

calm nebula
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ooh!

rigid musk
calm nebula
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yay open source tracking fixes!

lucid iron
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+3 xnb SDVpufferpensive

calm nebula
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anyways, uploaded the fix to to eventtester

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that fixes the stupid issue with the fast forward key in menus

unique sigil
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the +3 xnb mods concrern me

calm nebula
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smh nexus making me find my login

gentle rose
unique sigil
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but at least we dont really have the "really old cp format for mysterious reasons" mods anymore??

calm nebula
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it's now moved to a far away key by default too

gentle rose
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+3 XNB Squint also, now I’m curious if the smapi website fully moved away from mongo at some point and if so, what it uses now SDVpufferthinkblob

gentle rose
scarlet saddle
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I guess I just leave the wizard's rune circle non animated jshfshj

lucid iron
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I think you need a EditData

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Not editimage

scarlet saddle
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well goddamnit

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that- I swear I tried that before

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Thank you xD

brittle ledge
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Who put this together?

scarlet saddle
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gahhhh "[Content Patcher] Ignored Celestial Wizard's Tower - Animated > Magic Circle: must set the FromFile field for a Load patch."

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so it validated, but that didn't do any good xD

lucid iron
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What did you change to a Load think

upbeat stratus
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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

Nexus Mods :: Stardew Valley

On Wednesdays, Krobus wears pink.

upbeat stratus
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it wont interfer with when?

lucid iron
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Including the whole When block around it

upbeat stratus
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oh ok then

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i knew id be simple

scarlet saddle
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I didn't think I changed anything to a load? I just changed EditImage to EditData

upbeat stratus
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thank you

scarlet saddle
#
    "$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"
                }
            }
        }
       
    ]
}```
lucid iron
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You don't have further includes here?

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!log post log too

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

lucid iron
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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

scarlet saddle
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oh x.x

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Okay that's probably where my trouble is then. I thought I could just spacecore animate it like an object xD

lucid iron
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It might work i never tried

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I still feel like the actual thing causing u error is something else

scarlet saddle
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yeah, if it IS possible I'm not doing it right, lol

scarlet saddle
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I guess I need to figure out how to deal with tmxs

lucid iron
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This mod patches in a 2 tile tall tmx that is animated

scarlet saddle
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Okay, thank you!

lucid iron
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[[modding:maps]]

lucid iron
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The usual map editor is tiled

scarlet saddle
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yeah I downloaded tiled and poked around a bit

patent lanceBOT
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@calm nebula: take a look (16h ago)

rare orbit
#

Kk! Send me a dm whenever you can!

pale pecan
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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

brittle pasture
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GameLocation is the class
Locations is a namespace containing child classes of GameLocation

lucid iron
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If you don't give a class in Data/Location then u get GameLocation as it is as the class

pale pecan
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Okay gotcha! That makes sense, ty!

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(also just realized that getting GameLocations should just be Game1.getLocationFromName(name) I think so good on that front)

tacit moth
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Hi, does anyone know where can i find the sky tilesheet that you see at the summit?

uncut viper
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like the blue sky itself or the like, mountain panorama

tacit moth
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The panorama

uncut viper
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thats just in Cursors then

tacit moth
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Thanks

lucid iron
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i have so many questions why is this check needed

brittle pasture
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cant have baby ponies, day ruined

uncut viper
#

horses are npcs

lucid iron
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are they ever in a position to fufill the other conditions of pregnant tho

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can i marry my hors

uncut viper
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if youre iterating over every npc checking all of them i imagine you dont wanna count the horse

gentle rose
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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

crude plank
spiral lion
#

Hello!
I´m making a new mod, including changes in the town map.
Does anyone know how to make custom tiles sittable?

tacit moth
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It is not a tile property

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You have to make a json file

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And i dont really know how

spiral lion
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oh okay 🙂

tacit moth
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I found this on the modding wiki

rigid musk
tacit moth
tacit moth
spiral lion
#

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 😮

tacit moth
#

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!

spiral lion
#

thank you!!! 🙂

lucid iron
#

(you can surround code blocks with 3 `)

#
like this
rancid musk
#

Thought: I should let people swap to the standard game menu if one is available when a mod's tab implementation throws an error.

blissful panther
#

That's... actually a super cool idea, yeah.

rancid musk
#

Might even put out a testing release for other modders to poke at later today with how this is coming together.

lucid iron
#

better game menu real DokkanStare

rancid musk
#

I'd want to get some of the bigger mods that mess with the game menu with support in time for the initial release.

lucid iron
#

are you specifically interested in people who add new tabs (uiis2, ferngill simple econ)

#

or just anyone who touches the menu

rancid musk
#

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.

lucid iron
#

gmcm tab would be nice

rancid musk
#

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.

latent mauve
#

!converters

gentle rose
#

Also, if you're planning on uploading it, you need to make sure the permissions allow it. Otherwise personal use only please.

latent mauve
#

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

red heath
#

sry im new to all of modding

#

the converter doesnt work for me is the problem

latent mauve
#

Okay, what isn't working in the converter?

#

That gives us a better direction to help with 🙂

red heath
#

i tried evrything but i just cant get it to work

#

the two in and output folders are missing

gentle rose
#

(I meant uploading it to nexus, sorry! sending here for help is a grey zone but nobody would be too offended)

naive wyvern
red heath
#

ok thanks

uncut viper
latent mauve
red heath
#

nope but ill definitly trie it

latent mauve
#

Some folks find that GUI a bit easier 🙂

gentle rose
red heath
latent mauve
#

Yes, it's safe. It was developed by Pillow, the same person who made the other converters.

red heath
#

okay thx

latent mauve
#

Nexus has also virus scanned it on their website already

gentle rose
#

(does pillow know it gets flagged?)

latent mauve
#

(Defender flags almost everything now, tbh)

gentle rose
#

(oh I'm pretty sure I immediately disable it or something haha)

blissful panther
#

*insert friendly reminder that you can view the VirusTotal report Nexus uses for files*

gentle rose
#

oh, I didn't know that!

red heath
latent mauve
#

And are you on SDV 1.6.15 or a different one?

lucid iron
#

i thught pillow converter is not a mod

latent mauve
#

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

red heath
latent mauve
#

Are you able to get the error log from the converter?

red heath
#

i can try

red heath
tidal stone
#

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

latent mauve
red heath
#

@latent mauve

latent mauve
#

And you definitely picked the manifest.json file and not the TMX?

#

Just trying to make sure I understand

red heath
latent mauve
#

Ok

#

If you hit Convert anyway, nothing happens, right?

#

Or press the arrow

red heath
#

yep

#

the arrow opens the web page of the converter

#

that i hav ealready downloaded

latent mauve
#

Ok

dusk mulch
#

oop- is this a bad time

latent mauve
#

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

dusk mulch
#

Well I guess I am making my first mod article

red heath
dusk mulch
#

Can someone test to see if they can see the articles on my mod?

gentle rose
#

looks good to me

dusk mulch
#

I want people to be able to see it.

#

Can you?

gentle rose
#

yeah, I can see it

dusk mulch
#

Huh, alright

#

Ty!

tidal stone
#

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?

tidal stone
#

omg thats so handy!

dusk mulch
#

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

rigid musk
#

Time to make new tilesheets

#

it's not that hard to recolor stuff at least!

#

and tilesheets are actually ridiculously easy to make

dusk mulch
#

lets hope so...

hard fern
#

go look in towninterior_2

rigid musk
dusk mulch
#

i am in that one

rigid musk
#

I'm not actually sure how to fix... that actually

dusk mulch
#

i found more

#

ty

rigid musk
#

SVE removes the Oasis from the desert festival map

#

which im kind of confused about because how does sandy get there 😭

hard fern
#

magic

#

duh

gentle rose
#

do we know why it does that?

rigid musk
#

well the Oasis is moved so that's probably why? but... like

gentle rose
#

sve does have a sandy warp room but idk if it can be used in schedules without being explicitly mentioned

hard fern
rigid musk
hard fern
#

oh yeah for some reason discord gave me random free nitro?

#

so i can just use emotes now.i guess

dusk mulch
gentle rose
#

I think selph had the same thing! sounds like they're testing something

rigid musk
#

oh my god she just appeared out of nowhere... this is not helpful SVE why did you do this

hard fern
#

😭 idk why sve does a lot of things

gentle rose
#

my guess is the warp from the oasis to the desert festival still works because why wouldn't it

rigid musk
gentle rose
#

but you may have to add a sneaky hidden warp somewhere in the festival

#

maybe along the road

#

(npc warp obviously)

rigid musk
#

I could also just... have him stay at the festival for the whole day

#

SVE just has her coming out from behind here...

gentle rose
#

probably where the oasis' normal exit lines up

dusk mulch
ornate locust
#

You flipped a couch didn't you

#

doesn't flip the sit direction

#

I ran into that one myself

dusk mulch
ornate locust
#

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

dusk mulch
#

Can I just make a tilesheet property for that tile with the direction "Left"?

ornate locust
#

Well... you see how the couch arm is appearing over you in the wrong direction too?

dusk mulch
#

Yeah

ornate locust
#

that's part of the sitting

dusk mulch
#

Oh...

#

Well I guess 1 chair can be fine...

ornate locust
#

yeah it'll still face the wrong way if just you are facing left

dusk mulch
#

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.

ornate locust
#

You see why this annoyed me

dusk mulch
#

Whatever, they can be mismatched.

calm nebula
#

can you not set the sitting direction for those chairs to "flipped"

#

or does it not flip the armrest

ornate locust
#

it does not flip the armrest

calm nebula
#

lovely

#

okay

ornate locust
#

At least it sure didn't when I tried it

hard fern
#

this is why you put the flipped chair somewhere the player can't reach

tidal stone
#

how do i know how to space out the brackets when ending a json file?

lucid iron
#

are you using a text editor with support

tidal stone
#

im using notepad

#

what text editor do you suggest?

hot gale
#

VS Code :D

hard fern
#

SDVpuffersweats notepad

dusk mulch
#

notepad++

tidal stone
#

OMG it has colors excited

ornate locust
#

Honestly tempted to just make a tileset mod that adds flipped versions of seats. Surely that exists, right??

latent mauve
#

I ran into this with the apartments, actually

#

(the lack of armchairs/couches facing the right or left)

ornate locust
#

if it doesn't exist, I'm making the damn thing

calm nebula
#

in two weeks: "midnight voyager's right-facing chairs" hits Nexus

#

"with recolor compat!"

ornate locust
#

I'll do recolors 100%, i did it for the one blue couch I flipped

crude plank
#

Do any of you smart people here know why Love of Cooking and Cooking Overhaul would be incompatible?

ornate locust
#

but first I wanna make sure it doesn't exist somewhere

dusk mulch
calm nebula
#

Hi! Dumb here. They sound like they override the same menus

crude plank
#

afaik Cooking overhauls just adjusts the prices of the dishes that's why i'm confused

tidal stone
#

How would one close a json file using vs code

crude plank
#

but if it also overrides the menu that makes sense

tidal stone
#

like does it auto space it with these lines

dusk mulch
#

now i need 1 more style/personality...

#

.choose Old, Nerd, Mayor

patent lanceBOT
#

Choose result: Mayor

dusk mulch
#

Okay then

crude plank
#

i see how it overrides the menu

#

thanks atra!

calm nebula
#

I wouldn't know for sure

crude plank
#

having the idea of menu override in mind while reading the description again, it clicked

ornate locust
#

Alright I can't find anything like that, I'm doing it

#

already have blue couch done for my other mod, let's go

rancid musk
rigid musk
dusk mulch
rigid musk
#

this one...

#

waitingforred such is life I suppose

tidal stone
#

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?

rigid musk
#

log + the json would be helpful

lucid iron
#

where is your "Changes": []

#

or is this just partial think

tidal stone
#

Oop i dont know where that goes i need to go back and look at the tutorial again then

ornate locust
#

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

lucid iron
#
{
  "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",

ornate locust
#

No promises, but does anything want anything flipped on a tileset that cannot be flipped properly in tiled?

rancid musk
#

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()));
}```

rancid musk
#

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

dusk mulch
#

god i am terrified to make the 3-4 NPC's

ornate locust
#

I am going to do the whole couch flipped because the shadowing is slightly different on right facing vs left facing

rigid musk
#

I am... resisting the urge to continue updating mods instead of actually playing the game

urban patrol
#

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

lucid iron
#

@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

brittle ledge
# urban patrol back at it again with this swing animation 😭 i finally got the offset coords co...

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.

urban patrol
brittle ledge
#

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.

urban patrol
#

do you have it handy in CP, then? i'm not picky, i can stick it in my map json!

brittle ledge
#

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"
                    }
                },
            ]
        },```
urban patrol
#

"jorts stop destroying the LFLs" LMAO

#

thank you very much!

sour sleet
#

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?

brittle ledge
#

I think you can, yeah SDVpufferthinkblob But I'm not super familiar with FTM. Wouldn't hurt to try it and see!

sour sleet
#

Yea I guess I will just try and see. Thought only item IDs were allowed but I wanna test it

dusk mulch
tidal stone
#

oh wrong channel hold on oopsies

sour sleet
#

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 dogekek

brittle ledge
#

@royal stump would that be a possible feature for FTM at some point, to add spawns via context tag?

lusty elm
#

When i was making the list for the bat cave via ftm I had to type out all the fruits rooBlank took a while

sour sleet
#

Yes that would be awesome Esca SDVpuffersquee

lucid iron
#

i think what you actually want is an item query

#

its a thing spacecore supports at least, if u want to use that instead

sour sleet
#

Gonna stick with FTM for this mod as I've done the rest of my mod with it

royal stump
#

SDVpufferthinkblob 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

lusty elm
#

FTM 2.0 new feature get /j

royal stump
#

I'll be arbitrarily calling it 2.0 once this is done, so yeah SDVpuffersquee

#

new features will probably show up in trigger format before I figure out how to overhaul content packs

hot gale
#

Anyone know where I can get a perfected save for the current version? Need it for testing purposes

brittle pasture
#

there's a console command to get perfection

hot gale
#

I mean moreso with everything unlocked/completed etc does the command do that or just give you the perfection achievement or w/e

lucid iron
#

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

brittle pasture
#

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.

hot gale
#

Cool

rotund elm
#

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 : )

tiny zealot
brittle pasture
#

add a comma between them for AND

#

use ANY for OR

brittle ledge
#

Yeah, NPCs don't always seem to obey Front either, I've had Wren clip into things when sitting SDVpufferpensive

rotund elm
#

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!!!!

vernal crest
#

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;
        }
modern sinew
#

does anyone know what version of .net that smapi and sdv use?

tiny zealot
#

.net 6
you are free to install a newer SDK than that, but you have to target 6 when building

modern sinew
#

ok, thanks SDVpuffersquee

hot gale
#

Is this viable or should they be separate insertions

lucid iron
#

this is fine

hot gale
#

Sweet, ty

tidal stone
#

does anyone know how i specify what emotion goes with what sentence when doing dialogue for npcs?

tiny zealot
tidal stone
#

OOoooooh

tiny zealot
#

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

brittle ledge
#

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

rancid musk
#

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

rotund elm
#

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

lucid iron
#

you have fish data there?

rotund elm
#

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

calm nebula
#

You shouldn't need fish data....there is a default

rotund elm
#

Is it possibly the way I am patching it>

#

I am using the Replace patchmode

calm nebula
#

Should be fine

#

Hopefully

rotund elm
#

I am battling unseen forces then XD

calm nebula
#

Unless your tilesheetdata is weird

latent mauve
#

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?

rotund elm
#

Tilesheet data looks fine, and as for the patch one sec and Ill share a ss of the location

calm nebula
#

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

rotund elm
#

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

latent mauve
#

Screenshot it?

rotund elm
latent mauve
#

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

rotund elm
#

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

calm nebula
#

Don't do that

latent mauve
#

It could be an invisible tile

#

Which will still break it

rotund elm
#

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

latent mauve
#

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

rotund elm
#

I got you let me find it rq XD

#

It is a empty tile so completely transparent

latent mauve
#

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

rotund elm
#

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

vernal crest
#

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.

rotund elm
#

Ahhh that is smart to probably way easier than editing the tilesheet in aseprite

vernal crest
#

Symlinks symlinks

ornate locust
#

I got Earthy Interiors and VPR interior compatibility done

#

temporarily jams some couches in a map testing time

sour sleet
#

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

vernal crest
#

Were they vanilla items?

sour sleet
#

Yep, one was an apple iirc

rough lintel
#

how to properly write a hasflag statement?

                "HasFlag:currentPlayer": "{{ModId}}_LoveRouteCompleted",
                "spouseRoute": "Haley"
            }``` is this even correct
ornate locust
#

Chairs appear... not sittable. alright, time to figure out why what worked for ONE chair doesn't work for a different chair

vernal crest
sour sleet
#

Currently trying to SDVpuffersquee

ocean sailBOT
#

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

latent mauve
#

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?

sour sleet
#
      "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

calm nebula
#

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

sour sleet
#

I shall try that now SDVpufferthumbsup

gentle rose
sour sleet
#

Thanks Atra, that seems to have fixed it. Didn't know it had to go at the end dogekek

dusk mulch
#

Well I finished the sprites, now time to do the portraits...

vernal crest
sour sleet
#

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

tidal stone
#

what does Internal Name mean in reference to NPC's i know there;'s unique id but idk if thats the same

tiny zealot
#

it's the same

tidal stone
#

oh ok

#

that simplifies things a bit ty

dusk mulch
#

kent with no hair is a nightmare

tiny zealot
#

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

tidal stone
#

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?

vernal crest
#

Can you show the code for one of the lines that's doing it?

tidal stone
#

sur e one second

vernal crest
#

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.

tidal stone
#

Ohh so i have to choose one face, ok

unique sigil
dusk mulch
#

How the hell do yall do portraits?! they are so hard to do!

unique sigil
#

(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 SDVpuffersquee)

sour sleet
vernal crest
# tidal stone Ohh so i have to choose one face, ok

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.

tidal stone
#

omg! ty!

dusk mulch
#

Is there any easier way to do portraits? I can NOT do this by hand for any longer

tidal stone
#

if im editing i usually make the bottom layer see through and then draw over top

dusk mulch
#

Omg thats a good idea, ty!

unique sigil
#

(apologies i just woke up)

ornate locust
#

Alright side couches work, I just have to figure out what's not working with back couches

sour sleet
ornate locust
#

Filled a room with reversed couches and sat in all them suckers

unique sigil
#

you're making sittable chair tilesheets?

ornate locust
#

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

unique sigil
ornate locust
#

I actually already did recolors for VPR and Earthy

unique sigil
#

(for future use maybe?)

ornate locust
#

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

unique sigil
#

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)

ornate locust
#

Starblue, there we go. I'll try it for that one

unique sigil
#

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

ornate locust
#

lemme just get the upward couches working right first and I'll give it a shot

proud wyvern
#

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

rancid musk
#

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)

proud wyvern
#

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

rancid musk
#

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; } }

proud wyvern
#

that does sound like a bug

rancid musk
#

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.

latent mauve
#

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

rancid musk
#

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.

proud wyvern
#

i've done some performance improvements under the hood

#

apparently i... always created new instances via reflection

#

not a compiled delegate

rancid musk
#

Oof

latent mauve
#

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)

tidal stone
#

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?

vernal crest
latent mauve
#

Pelican Valley Loft NPC Apartments Discussion

latent mauve
#

Thanks aba

tidal stone
vernal crest
ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

rancid musk
#

I wonder if I should make a thread for Better Game Menu 🤔

tidal stone
#

oh

rancid musk
#

I've been noticing a lot of threads in here lately

tidal stone
ocean sailBOT
#

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.

latent mauve
#

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!

vernal crest
tidal stone
#

she simply doesnt seem to be able to accept them like the symbol for gifts the little giftbox doesnt even show up

vernal crest
ocean sailBOT
#

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.

tidal stone
latent mauve
#

Your dispos.json too, please

tidal stone
#

ok le me grab the dispos

latent mauve
#

KandiKraze.KrazeNPC

#

That's the issue

vernal crest
#

Your key is wrong because your NPC is named KandiKraze.KrazeNPC

latent mauve
#

Your NPC's Internal name is that value, and the GiftTastes key is just "Kandi"

#

They need to be the same thing.

tidal stone
#

Ooooh

#

i thought it wanted like their name name

vernal crest
#

You never refer to your NPC's display name outside of dialogue (or letter text, thanks for the reminder Lily).

latent mauve
#

Anytime the code wants a NPC name, it wants the internal name

#

It'll be the same for dialogue, events, etc.

tidal stone
#

ok ill remember that, ty sm!!

ornate locust
latent mauve
#

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!

ornate locust
#

The key was "high-backed chair"

latent mauve
#

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:

ornate locust
#

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

latent mauve
#

oof

#

Yeah, I made sittable toilets for my bathroom mod that I've been dragging my feet on actually releasing

crude plank
versed wyvern
#

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 02ded

dusk mulch
#

Whaatttt nooo I didnt just rip off pierres hair and slap it onto kent!

unique sigil
dusk mulch
brave fable
dusk mulch
#

90% of elliot is just hair

proud wyvern
# rancid musk I wonder if I should make a thread for Better Game Menu 🤔

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

rancid musk
#

Yeah. If there was a forum for mods that'd be one thing, but a thread to get lost in here...

brittle pasture
#

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

dusk mulch
#

Oh come on kent! You had to spill some nuclear waste on your head?

vernal crest
unique sigil
#

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

rancid musk
#

Hmm. How do I want to store my event handlers if I'm not using a literal event...

#

Sorted list it is

hard fern
#

i dont have a thread XD

#

i just appear randomly

unique sigil
#

i need a thread because i don't want my stuff to be lost in the main channels SDVpuffersmug

lucid iron
#

i don't need a thread i just visit other people's instead

vernal crest
#

You are always welcome in my thread chu

#

Unless you take it over with trinkets, then I will CatStab

lucid iron
#

can i interest u in hiria trinket in these trying times

#

im not working on trinkets rn anyways, dying to ui again

vernal crest
#

I know I have been observing PufferLurk

urban patrol
#

i followed them both through most of spring and summer and they were fine

lucid iron
#

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
brittle pasture
#

birth of chucore

lucid iron
#

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

lucid iron
dusk mulch
urban patrol
#

i went directly from the moonlight jelly festival to sleeping to fall 1

vernal crest
#

Does Charles work if you given him Edwin's fall schedule & vice versa?

vernal crest
#

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 SDVpufferheart

ornate locust
#

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!

Nexus Mods :: Stardew Valley

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

urban patrol
ocean sailBOT
#

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

lucid iron
#

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!

Nexus Mods :: Stardew Valley

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!

hard fern
#

couch

lucid iron
#

so this tilesheet comes with it's own chairtiles edits?

ornate locust
#

Yes, so all the flipped stuff works

lucid iron
ornate locust
#

Picture is basically why I started it to begin with, wanting two couches facing each other in a room I was working on

unkempt beacon
#

Whyyyyyy does the automatic XNB 2 CP converters never work for me

vernal crest
unkempt beacon
rancid musk
#

Alright. I have messed with things enough that I'm just going to call this a Pintail bug and finalize my API.

urban patrol
rancid musk
#

I'll toss a post into mod showcase when the preview is up too.

vernal crest
urban patrol
#

should i send them again?

#

i could be missing a totally obvious missing comma or something i guess

vernal crest
vernal crest
urban patrol
#

yep that was almost certainly it let me try it

vernal crest
#

Oh yes, so it is. Sorry I missed that, I am very tired and my brain is moving veeeeeeeery slowly.

rancid musk
#

Heck yeah I got #32032 on Nexus for Better Game Menu

urban patrol
vernal crest
dusk mulch
#

Hm, the 2025 mod was hidden.

proud wyvern
#

better luck next year

proud wyvern
brave fable
#

maybe i should beat the rush. get in early and reserve 8,000 mod pages

hot gale
#

What is the size of the monster sprites

#

Are they 16x26 like the machines?

brave fable
#

machines are 16x32, monsters are completely arbitrary

hot gale
#

Oh ok, so are they not constrained?

brave fable
#

nope, even comparing big slimes to ghosts to duggies shows they do whatever they want

hot gale
#

duh, good point!

brave fable
#

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?

dusk mulch
quaint wadi
#

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

hard fern
quaint wadi
#

i think you're right. i was confused by the spawn point data entry, but i'll try just doing it by schedule

hot gale
#

Is it not possible to add new monsters?

brave fable
#

there was a framework for that in 1.5 i'm pretty sure, but i haven't heard of it used in 1.6

dusk mulch
hot gale
#

Yeah I see that it's dated, shame

brave fable
#

it's doable with C#, of course

dusk mulch
#

my good deed to society for today

versed wyvern
#

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

hot gale
#

Source code is available, wonder how hard it is to convert

brave fable
#

!decompile

ocean sailBOT
brave fable
#

it's not so much a matter of converting as it is writing something new

hot gale
#

gotcha

brave fable
#

with a lot of cross-referencing

dusk mulch
#

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

analog yacht
#

Question what exactly is cp ? Does it add new stuff or always replace some stuff from the base game

dusk mulch
analog yacht
#

So it’s Both ok thanks

dusk mulch
analog yacht
#

And Frameworks ? They Are just adding zhe physics for a mod

dusk mulch
analog yacht
#

What exactly are Frameworks

dusk mulch
#

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#

feral pawn
#

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? :]

analog yacht
#

And if you want to with c#

dusk mulch
#

I have been modding for 1-2 years and havnt touched it

analog yacht
#

Ok. If you can do all the stuff with cp why the need for c#

hot gale
#

Content patcher can only do so much

dusk mulch
#

You cant do everything with CP

hot gale
#

Frameworks allow you to do practically whatever you want

dusk mulch
#

Like the Bouncer is C#.

hot gale
#

You have to code in the language the game was written in, and modify the code with C#

dusk mulch
#

Secret notes are C# (but they do have a framework)

hot gale
#

Content patcher is JSON, its hardly code

#

I think its technically a scripting language, not code

dusk mulch
#

Let me think I am a cool programmer!

hot gale
#

Im a C++ developer and I dont want to touch C# either lol ;p

hot gale
#

er I misread lmao

dusk mulch
analog yacht
hot gale
#

Still stands though

dusk mulch
hot gale
#

Think of it that way

feral pawn
#

Can I use Sublime Text to create the code?

dusk mulch
hot gale
#

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

brave fable
#

sublime is perfectly fine for writing json

dusk mulch
#

Or start REALLY simple

brave fable
#

it's not as high-tech as VSCode, but it does work and highlights syntax errors

feral pawn
hot gale
#

How do I get the mod author tag?

dusk mulch
unique sigil
#

you need to be level 25 minimum for that.

hot gale
#

Oh dope

dusk mulch
#

Oh and be cowpoke

brave fable
#

(mod author role requires Farmer role. #roles )

hot gale
#

Ah

analog yacht
unique sigil
feral pawn
#

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?

unique sigil
feral pawn
dusk mulch
hot gale
#

Most mods ARE for content patcher, its a framework that allows easy additions/modifications to the game

rancid temple
iron ridge
iron ridge
dusk mulch
iron ridge
unique sigil
hot gale
#

Good point

unique sigil
#

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

iron ridge
unique sigil
#

@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 SDVpufferheart

unique sigil
#

feel free to ask around more in this channel once you've started!

analog yacht
#

Does the love for cooking mod works with recipes added by other mods? Maybe I can start modding by adding new dishes

unique sigil
#

it does

analog yacht
#

Thanks

feral pawn
#

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

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

unique sigil
#

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

hot gale
#

Where can I find a list of the available sound effects?

rancid temple
hot gale
#

You rock, thanks

flat sluice
#

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?

vernal crest
#

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

iron ridge
#

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);
}
vernal crest
#

Wow I am getting so powerful at this reading C# thing!

#

Hrm, I am being betrayed by Data/Chairtiles

tidal stone
#

What do i use in events for the player name is it just @?

brave fable
#

yep, @ will work in dialogue - i'm not sure if it's usable in other cases

flat sluice
#

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}}!",

tidal stone
#

how do i specify player taking place in event just {{Player Name}}?

vernal crest
#

To refer to them in event commands you use farmer. Like move farmer 24 0 1 etc.

tidal stone
#

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

vernal crest
#

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.

tidal stone
#

o7

pine brook
#

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?

calm nebula
#

No

#

You have to c# it