#making-mods-general
1 messages · Page 234 of 1
Are you writing it as an include file?
Because the file name doesn't matter as long as you refer to it correctly in your Include code block
i was thinking of writing it like the action things in my content json
Action: include
target
fromfile
Im not sure if thats correct though
There's no Target in an include but yes you can do that.
ok i popped it in and i did something wrong back to the drawing board it says it cant parse the json file
!json
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.
I see where its telling me my code is wrong but im not 100 on how to fix it
That means you have a formatting error. If you share your json with the first link from the Governor's message we can help.
What text editor are you using, by the way?
Where is the rest of the file?
i only did what the tutorial showed and that line of text was all it showed
oh wait
it didnt copy everything
it cuts it off unless you go into edit on the previewer weird
You need something like this in your file.
{
"Changes": [
{
"LogName": "Hiria's National Park events",
"Action": "EditData",
"Target": "Data/Events/{{ModID}}_NationalPark",
"Entries": {
"EventNameAndPreconditions": "EventScript"
}
}
]
}
Oh does that go into events.json or content.json?
That goes into events.json
The bit in content.json looks like this
{
"LogName": "Include Events",
"Action": "Include",
"FromFile": "data/hiria_events.json"
},
ok where do i put the line of code for the events? just between the brackets
Yes, like in my example.
OH
is that what event spcript means ok ok sorry early morning slow brain
ok now i only have one error and its that i have a : but if i dont have the : then the rest of the sentence goes red
WAIT
i fixed it it hink sorry
why is it when you fix one error 3 more show up
Something's not correct, then... Either the rest of your code or the fix you made.
i changed a : to , and it fixed the script but now my brackets dont work right and it wants me to change one into a :
Changing any colon to something different was probably the wrong move, but you can share your json again if you want help with it
I see why
You have put your event name and preconditions inside the spot for the event script instead of replacing the words EventNameAndPreconditions with your own event's name and preconditions.
Oooh
This part is your event's name and preconditions "KandiKraze.Kraze_Spr1ng/w sunny/z spring/t 630 1200/f KandiKraze.KrazeNPC 500"
The bit after the colon is your event script.
My bad
Sorry for confusing you with that.
oh no your fine XD im just silly
That line with your event should then look like this:
"KandiKraze.Kraze_Spr1ng/w sunny/z spring/t 630 1200/f KandiKraze.KrazeNPC 500" : "50s/-1000 -1000/KandiKraze.KrazeNPC 20 62 3 farmer 14 55 1/skippable/viewport 21 54 true/move farmer 14 62 1/textAboveHead KandiKraze.KrazeNPC \"Oh!$3 Hello @, How are you today?$1\"/pause 500/move KandiKraze.KrazeNPC 14 630 /speak KandiKraze.KrazeNPC \"I was just looking at the flowers, their so pretty this time of year, and the vegetables I buy at pierre's are just as good looking. Spring really is the best if you want fresh veggies.\"/move KandiKraze.KrazeNPC 12 64 2/speak Penny \"I like living in the valley because its peaceful here and the people are warm, in the city no on knew my name but here? here I get greeted everyday just by going to the store! It's great.\"/move KandiKraze.KrazeNPC 12 64 0 \"Living alone far from my parents is lonely but, I have some good friends like you so it's ok. *smiles*\"/pause 800/viewport -1000 -1000/end"
Your event script itself is also going to break in at least one place, but we will get it in the right place before we address that.
And also fix the target, if {{ModID}}_Spr1ng is not your custom map.
i thought that was the id code not a target should i set it to the map ill be standing in for my event then
Yes. If your event would be f.e. in forest, then your target would be "Target": "Data/Events/Forest".
should i change it at the beginning of the script 2
What do you mean?
"KandiKraze.Kraze_Spr1ng/w sunny
That's the name/ID of your event. You can call that whatever you want as long as it's unique (so keeping your mod id as a prefix is a good idea).
ooh ok
Although I don't know if using a 1 in place of an i makes much sense to me.
What's the problem with using words?
i just like shortening things
Ok as long as it doesn't get confusing for you or anybody trying to understand your event names. Users using mods like Event Lookup will get to see them.
I mean, you don't have to care about what your users will think. I just am one of those users who reads mod authors' event names while I play to figure out what events I'm meant to be seeing so I have opinions lol
Understandable! And it is your call in the end anyway.
Now, you've got your portrait commands in the middle of your dialogue lines again so that's going to break the dialogue again.
oh thats right i need to do #b# right
Yeah
though one of those is a textabovehead anyway
Good morning modders! How goes the modding
moddingly
i think i got all the spots, tried to run it and the event still doesnt start though sadge XD
good morning
i am trying to fgiure out events 😄
So it is. Yeah, portrait commands aren't going to work in textAboveHead because there's no portrait to change.
What's the error?
(i dont think the @ will work in it either but id need someone more event prone to confirm or deny that assumption for me)
@ won't work either
oooh should i use {{Player Name}} instead?
i believe {{PlayerName}} (no space) is your only option there
Yeah Dennis pointed out before that textAboveHead needs PlayerName
aa ok
huh, there isn't a tokenparser for it
I'm surprsied
{{PlayerName}} it is, but you'll need to handle that special for i18n
i was also about to say the same thing, even tho i know tokens wont be parsed either
maybe one wasnt made just bc if you're in a place tokens work and you need the player name, @ is there
im removing the name until i know what an i18n is
It stands for Internationalisation and it's how we make it easy for people to translate our mods into different languages.
aaah i see
hm, so could i theoretically store an entire script into one asset and just place a single [LocalizedText ModId/MyStrings:script] token? since it splits it after the parsing
sure!
fun
but it's more useful for moving out translateable text
easy gender-based command sequences, actually
it still didnt work mind if i send my log?
Yup, go for it
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.
There is nothing in that log, including any debug command to run your event.
Well, nothing except you loading a save and going to town.
i thought it would auto pop up if i set the conditions correctly 😦
so yes, but we do usually test events with the command to see if they are properly added
this helps narrowing down WHERE the issue is
try typing debug ebi youreventid in the smapi console when you have loaded a save
It would, but you've set it to run if it's NOT spring and your save file is in spring.
So you'd do debug ebi KandiKraze.Kraze_Spr1ng for this one (unless you changed its name).
No, you're using the z precondition which means NOT season.
Ah ty
It might be easier for you to be sure you're using the right ones if you switch to the new way of writing preconditions out by name instead of letter.
(There are no up-to-date tutorials for events right now, so unfortunately following a tutorial isn't a foolproof way to make an event at the moment.)
i tried putting in debug in the command adnd it said its an unknown command
put console commands back
What can cause your character to just keep walking forever in an event even if the correct coordinates are put in do i have to manually put in a stop command?
wait i think i have something out of order in my string and that might be it hm
nvm its correct XD ( i think)
https://smapi.io/json/content-patcher/0eeaed09798f43b4831092626f4880a3
am i missing anything? it plays but i just walk right out of view for seemingly forever even though i put in a coordinate
It's because you're trying to make the character move horizontally and vertically at the same time, which the game can't do. You need to write move farmer 14 0 1/move farmer 0 62 1 instead of move farmer 14 62 1.
ooh ok let me fix it then, ty ty
What's wrong with this json? I don't see any invalid characters in UniqueID
The mod's manifest.json file is invalid: manifest specifies an invalid ID (IDs must only contain letters, numbers, underscores, periods, or hyphens).```
```json
{
"Name": "Instant Community Center Cheat",
"Author": "Hawker",
"Version": "1.0.0",
"Description": "Adds the desired items needed to complete the Community Center to the player's inventory",
"UniqueID": "Hawker.Instant Community Center Cheat",
"EntryDll": "Instant Community Center Cheat.dll",
"MinimumApiVersion": "4.0.0",
"UpdateKeys": []
}
spaces are not a letter, a number, an underscore, a period, or a hyphen
ah
I got 1 event to work completely properly!!
😄 i really appreciate all the help from everyone :3
I was really hoping that this would patch all the "Indoor_Day" dialogue at once, but it doesn't seem to:
"Indoor_Day_{{Range:0,4}}": "{{ i18n:dialogue.{{Random:{{Range:0,2}} }} }}",
Do I really need separate entries for Indoor_Day_0 , Indoor_Day_1, etc?
Range token here resolves to 0,1,2,3,4 i think
The literal string
The content modders yearn for the foreach
Atm you do have have to write all of em yeah
Gosh darn it. Thank you
Another question then: will "season_day" dialogue always be chosen over other marriage dialogue options? (Indoor_Day, Outdoor, etc)
ok i need help again XD how do i write this correctly, at first i had action and target in there but it kept saying that was wrong so i removed them, i plan on putting 3 more events but i wanna make sure i put the m in the brackets right
https://smapi.io/json/content-patcher/cc24a4da95974bee8384a7b0f4fd7d27
your second event is outside the Entries block
Anyone got any good starting places to take a look at and start learning some C code so I can start to dip my toes a little deeper with my in-work mod? https://www.nexusmods.com/stardewvalley/mods/32049
i dont understand how to put it in the entries block correctly because if i just put in the line of code it gets mad
did you add a comma at the end of the first event
entries must be separated by commas
(minor correction: it's C#)
depends on how familiar are you with programming already, but the yellow book is a good start if you're brand new: https://www.robmiles.com/c-yellow-book
afterwards you want to follow the wiki guide for making a C# mod
!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.
I'm making custom map and i don't know how to make custom tilesheet update depending of season i have main.tmx file and 4 custom tilesheets
if your tilesheet name starts with spring_ the game should automatically swap them out to summer_/etc.
so when you're editing your map, just add the spring_ one
i have tilesheet_spring so just rename it
yes
if im wanting to do an event at the beach but my target is set to town, do i create a new target and label it beach?
or can i only target one thing
only one thing, yes. you make another block with a different Target
Aah ok thank you
not working ;<
did you load all the other tilesheets?
How
in your content.json have a Load block for all your tilesheets that load them into Maps/spring_tilesheetnamehere, Maps/summer_tilesheetnamehere, etc.
I think I'm finally ready to upload my NPC mod today!
It's a WIP but it's finally at a point where I'm comfortable showing other people
still dont change depending of season
Dont wanna kill your enthusiasm, but are you fine with this being the one time your NPC is in the spotlight? because normally new mods ONLY get seen when they first get uploaded
That's why releasing a WIP mod with like, 50% of the final content might make people skip over it
im stupid plz help
hm does case matter
Hmmm i see your point, my issue is I'm finding it hard to keep working on it without any feedback from people but there are things id like to add. I've only added 14 of the 18 heart events I wanted to, not all the marriage dialogue is done yet, can't take them to the resort but other than those things it's pretty much done
The only issue is it's probably going to be buggy but I kind of hope if people play it they can tell me about any bugs
I feel like in that case it sounds complete enough for people to be interested in playing with then
There's nothing game breaking I made sure of that!
There are also methods you can do to get beta testers, such as asking in modded farmers or posting a beta in a smaller community like the ES discord
https://smapi.io/json/content-patcher/31f14fadebfc48caa8d4f6e4631cd487
should I remove the target and entries? but how do I then make it know what map im trying to be in?
That's the east side discord right? That sounds like a good idea yeah
*east scarp
You could consider releasing a beta on ModDrop or something other than Nexus in the meantime.
West carp expansion when-
Oh yeah that was it
Oh nice I think I'll just do that
I wanted to do nexus because I thought it'd be the best way to get some eyes on it for people to beta but I would regret it later if it's too unfinished for people to give a chance
Hmm. That is an interesting thought. Maybe I should put the preview release of Better Game Menu on ModDrop and not just GitHub.
I dont know how fast moddrop will bring in feedback
You might also have to advertise it here
only one "Action", one "Target", one "Entries", etc. per { } block in the Changes array
also make sure that every { has its matching }
(hmm your code actually has all matching brackets, I just added that advice because of the weird formatting causing them to not be visible haha)
Is it okay to post it in here on mod showcase if it's on moddrop?
sure! there's no limitations on where the link has to be
well unless it's a paywall (it's against the rules)
(and what chu said)
(it's against nexus TOS so it doesn't happen often)
Question, is it okay if the mod has profanities in it? Nothing offensive just mild swearing
you can put content warning as you prefer on thy mod
server rule only prohibit nsfw mods
Ah okay that's good to know it's definetly not nsfw I'll put a content warning 👍
i think i like making npcs now that ive done it once just gotta get this first one the way i like it >:3c
Hm, ive run into an odd problem where my npcs sprite shows up like this
oh i think i named something wrong
Hi i dont find any forum for question about mod so im here to ask
Did anyone know mod that increase farmhouse upgrade cost?
Is smapi still being updated for PC or no?
anyone familiar with DayTiles know if we have our layers like "Back +2" if we put the name as Back +2 x y id?
rather than just Back?
yes its the main platform
K k, thank tou
if you're asking because you have problems with your installation check out #1272025932932055121
Hey, fellow mod devs! As some of you will know, I've been working on a mod called Better Game Menu for a little while now. This mod completely replaces the built-in GameMenu implementation with one that's a bit more efficient (namely, it doesn't load every page every time you open the menu) and that has a nice API for other mods to hook into it.
If you develop a mod that interacts with GameMenu, either to add a new page or to do things to existing pages, we'll need to work on compatibility so please check things out and write a patch, or ask me to write a patch to PR to you. And, of course, please let me know if there's anything missing from my API that you'd like.
Either way, please check it out. For now, you can find the preview release on my GitHub: https://github.com/KhloeLeclair/StardewMods/releases/tag/BetterGameMenu-Preview1
Users, I plan on releasing this properly in 2-4 weeks once other modders have had a chance to update things, and bugs are located. Please look forward to it.
(I anticipate more custom menu tabs once this is more known. We shall see if this holds true.
)
hey khloe my first question off the bat is what happens if two mods pick the same order number in between two default tabs?
for example if two mods want to come between Skills and Social and they both pick 30
My vote is which page the tab activates is switched between all of the options every frame. /j
Should be deterministic based on comparing the id strings
what is the solution for GMCM 
ask me to write a patch to PR to you
i dont have a mod that need this but you are too good to us khloe
Gentle bump of this. The wiki explains the order of preference for general dialogue well, but Marriage Dialogue is a little opaque
I'm going to write a patch for casey but it'll be super simple. Just subscribing to the page created event
Also, for anyone with wiki editing priviledges, this is wrong:
funReturn_<spouse> Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only on Monday (any NPC) or Friday (if not Maru/Penny/Harvey).
The dialogue actually shows on any day that the spouse's schedule takes them off of the farm
I've modified Seb's schedule to take him off the farm when married on Tue/Sun, and always get funReturn_ dialogue when he comes back
hmm do I move the fresh farm produce competition to its own tab
fixed, thanks!
I’ll check the game code in a bit and fix, ty
the quest log is already a pretty decent place
Thank you!
newobj instance void StardewValley.Characters.Child::.ctor(string, bool, bool, class StardewValley.Farmer)
Still need an answer on Marriage Dialogue priority though
how do i match for this 
OpCode is NewObj
atm i have
new(OpCodes.Newobj, AccessTools.Constructor(typeof(Child), [typeof(string), typeof(bool), typeof(bool), typeof(Farmer)]))
but game didnt like that
that should work, huh
you sure the next thing isn't the problem
also usually I'm a bit finicky about editing around that
the nest thing is new(OpCodes.Stfld)
any specific reason why an NPC will walk right eternally into the void when their schedule pops rather than.. path out of their house?
oh im really just looking for the stfld
the next thing = the edit you're trying to make
so i can have the b a b y
not sure what's doing it when everything looks right 😭
maybe a missed/accidental warp making them think they’re on the wrong map?
mabe my first match went too far
this is RenderDisplayRewrite's
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> codes)
{
var constructor = typeof(StaticTile).GetConstructor(BindingFlags.Instance | BindingFlags.Public, [typeof(Layer), typeof(TileSheet), typeof(BlendMode), typeof(int)])
?? throw new InvalidOperationException("could not find static tile constructor");
var replacement = typeof(RotTile).GetConstructor(BindingFlags.Instance | BindingFlags.Public, [typeof(Layer), typeof(TileSheet), typeof(BlendMode), typeof(int)])
?? throw new InvalidOperationException("could not find rot tile constructor");
int count = 0;
foreach (var code in codes)
{
if (code.opcode == OpCodes.Newobj && constructor == (code.operand as ConstructorInfo))
{
code.operand = replacement;
++count;
}
yield return code;
}
ModEntry.ModMonitor.Log($"{count} instances found.");
}
uhhh do you have an example as to what you mean
did something edit their schedule during the day
if npcs walk on an unexpected warp during their schedule, they end up continuing to walk as if they’re still on the map they were originally on. This has been an issue with mods like overgrown valley
im dum its a whole other transpiler that broke
ty atra for affirmation
why does everything about spouse in this game Succ
second only to FarmerRenderer i swear
she spawns in on her spawn tile, doesnt start her schedule, but she does move at 7am for the next thing
there are no unexpected warps other than the one out of her house
heres the schedule json
she starts pathing to the sunberry warp room which should make her leave her house, go left in sunberry village and then go to said warp room, but instead she just void walks
i have to go, but which day exactly is this happening on
wait hahahahahahahahahahahhahahahahaha (i fixed it)
as it turns out, half my coordinates were in fucking WALLS
i'm quitting
I'm trying to dynamically get all the bundles in the CC, along with what the player has and hasn't donated. I found a bundles variable which is of type NetBundles. I assume this is what I want, though I'm not entirely sure as the field/properties/methods don't intuitively seem like they are. Then again, the class itself seems to be a big dictionary that I can't seem to figure out exactly how it works. Maybe I'm looking in the wrong place. Could anyone tell me a section of the code that I can look at, or any documentation that better explains how the NetBundles class works. Or is this even the correct class I should be looking at
Is anyone familiar with Advanced Melee Framework
Trying to understand why only one of the three weapons I'm modifying are actually doing anything
It seems like what I really want is bundlesIngredientsInfo, but that is unfortunately private
Does anyone know building increase cost is in which Mod Making Category
what do you mean?
I mean i want to request a mod that can increase farmhouse upgrade cost (Robin house upgrade) but i didnt know which category it should be
what do you mean which category?
Sometimes, when making a mod, you realize that you sure can code, but art is one step too far. Or maybe art and writing is your jam, but you struggle with the code. One option in these circumstances is commissioning someone else to do these things.
Generally, people who do commissions will have a website...
In this website
I see. What exactly do you want the mod to do?
(which method it’s part of will change based on that)
I want to adjustable cost of upgrade Farmhouse but i dont find any mod can do that
So i want to request a commission for this
Hmm, I’m not sure if that’s done via content patcher or c#.
I’m guessing C#, so contact someone in the C# Code category.
(Be prepared to spend at least $20, of course)
It a little weird that we have mod can adjust building like Coop and Barn upgrade cost but dont have Farmhouse…
Affordable
because farmhouse costs is hardcoded in C#
building costs are easily editable with just a content pack
Probably because it likely requires C# code, because I’d imagine that’s hardcoded. But it’s pretty simple, so odds are just nobody wanted it yet. If you’re willing to pay for someone to make it, go for it!
Okay thank guys
hey uber remind me in 1 hour to look into adding myself to the commissions page
now there is a quality reminder. if I converted all of that brain power of yours into a CPU, I'd still rather rely on the computational power of a tamagotchi. with a dead battery. (#6555778) (1h | <t:1740951165>)
can i patch a method that is overwritten in child to call it's parent 
the first thing I see here is marunot absolutely SERVING
i attempted reflection but it didnt seem to do stuff
i was trying to do this from a different method 
Reverse trnapsuwlr too
need IL
I patched a bunch of methods in Furniture to call Object versions
could i do this IL gen in a postfix
no transpilers needed
You know, sometimes I forget you can IL outside a transpiler haha
But yeah
That's the trick
You have to emit the il
And it has to use Opcodes.Call
Not opcodes.Callvirt
sometimes i wish i could write inline IL for stupid stuff like that, but idk how that would work in a way that wasn't miserable to use
i think my most common DynamicMethod use is "i have a Type, but i want to call a generic method with that Type"
same
hm well im pretty sure i called the base method but it is still no work 
the goal is make babies use appearance system
MakeGenericMethod my beloathed 
If only .NET had structural interfaces.
Probably could automate that specific use case with a source generator, given at least some minor constraints.
is it possible for a heart event to permanently give the farmer a buff? the wiki mentions setting duration to -2 for it to last all day, but i’m wondering if there’s a way to increase defense by 1 for example
Someone wrote a framework thing to do infinite buffs.
you can set a mail flag, and a trigger action to give that buff on every day start if that mail flag is set
(I don't remember what it was called)
so the event would set the condition of like “player has increased defense” and then i would use a different function to check for that condition every day? (sorry, i’m very new to this)
Yeah, running a trigger action every morning seems like a good way to go about it.
see here for more info: https://stardewvalleywiki.com/Modding:Trigger_actions
I have a predicament
i give up and i will simply make fake npc just to get sprites from 
it has become apparent that I find it exceedingly difficult to draw pixel art with the mouse. I had a program that worked with my ipad but not working anymore. Does anyone know of any pixel programs for ipad........
The update for Laelia Glade is finally complete! Enjoy exploring a brand new secret area with goodies to forage and mysteries to uncover
https://www.nexusmods.com/stardewvalley/mods/25590?tab=description
@gentle rose: look into adding yourself to the commissions page (1h ago)
Now, what to do next... UI Info Suite 2 maybe, since that adds a custom tab?
though fyi it's being rewritten to move everything to GMCM instead
Sounds like a good reason to put that at the bottom of my list.
Alright, picked a mod out of my hat. NPC Map Locations then
Alex's face with pierres hair with kents body
ponders
Tell me, would it be more tragic for unhappy spouses to give the player nice (but bland) gifts, or for them to give the player objectively bad gifts?
Pixaki
Is it possibly a LockedDoorWarp you need to change?
Buildings layer
no like its just a stand. Like the icescream one
Hmmmm. Idk then, sorry :/
Did you maybe make a change and forget to reload your patch?
Pieres hair on alex's face on maru's hospital gown body
I've posted my NPC mod on moddrop now, was it that I needed to post a blurb in here and then a mod can add it to the mod showcase channel?
no i checked
WHYYYYYY??????
i am trying to get a certian look
Cursed AF?
a single dad that wears those white shirts all the time
This is horrifying
He looks quietly dignified
I think this is right. I haven't done it yet, but that's what I've seen others do
Alex's face with pierres hair in a straight jacket
I'm releasing it as a beta to hopefully get some feedback or bug reports before I upload it to nexus. I added the Onceler/Greedler as an NPC and added a lot of dialogue and events to see (14 heart events so far!) https://www.moddrop.com/stardew-valley/mods/1669795-oncelergreedler-npc-mod-16-beta
This should probably be moved to #making-mods-art
it is just a funny thing, im not looking for feedback or anything, i will stop
If a mod could posty blurb for me I would appreciate it thank you

well hmm, maybe for meme stuff or something then?
(however occasional art here is ok, it is related to making mods)
Oh for sure, I’ve just seen a lot of a similar thing here
😔 do i really want to make a pif version for my other greenhouse mod...
come to think of it, how to you add an optional file to your manifest?
i meant like, as an optional file on my mod page
i want to add it to the manifest so it has the same update key
hm well i'll figure it out i guess
in the meantime i suppose i can work on my super totally cool configurable slime hutch mod
Hey, is there a way to reload i18n without restarting the game?
patch reload doesn't cut it
reload_i18n
thank you!
Can i do smth like: "Condition": "DAY Wednesday, TIME 1100-1500" for the shop stand?
for adding it to the map, or for having shop not closed? second is doable
Like i have a stand like ice cream one, and i need to make it open only in WED 11 am to 15 pm
I'm having a problem in Junimatic with Kissa's Wildflower Acres Farm. I'm creating a new instance of NPC for the Junimo and setting it up with a new PathFindController. In the farm, many times PathFindController will fail to figure out how to make a path - including some ridiculously short paths - e.g. find your way from 75,18 to 75,14, when all those tiles are empty except for walkways. Strangely, they can find a path from 75,18 to 75,15. I know zero about map-making, but it feels like there are perhaps some boundaries set up in that map that's preventing PathFindController from working. Before I go digging into the rabbit hole, is there anybody who knows map-making that can give me a hint?
ah okay it looks like that "Condition": "DAY_OF_WEEK Wednesday, TIME 1100 1500",
Oh Nerm, while you're here, I had a question about Junimatic! I see you have a note that "many" modded machines are compatible with it, but is it that you did compat for specific ones or did you come up with a way to auto-categorize them?
Hello, everyone. I'm creating a mod that adds an NPC, but I don't want to make a whole room for them. Instead, I want the NPC to reach the final spot in their schedule and then disappear. I looked into examples of characters without a room who disappear at the end of the day (like Claire from Stardew Valley Expanded), and it seems she had a 'warp room.' How can I implement this?
This sounds fancy!
responding to this btw
Thanks a lot!
what?
they want their NPC to dissapear at the end of their schedule so that would do it
how?
you don't need to explain what they want, i understood this part, it is yours that i don't
warp rooms are usually for starting a day, but this is usually done by :
- having a hidden npc warp on a map so npcs can access the warp room but player can't
- having this warp leading to the "warp room" in question.
frankly i'm not sure it's too much necessary, just having the npc going in some bit of hidden part of the map will be enough for most people even with a npc map mod
don’t tell me what to do 
There's also mods that add rooms for new npcs so you don't have to make your own btw, like the pelican lofts one
Where did you get this idea?
I hope so! I've just about got a PR for NPC Map Locations finished. After this I'm going to fix a small bug I've noticed, and maybe work on adding scrolling for tabs. 🤔
@harsh radish mentioning you so you can see this
First thing that came to mind, also the thing that made the most sense to me
Thanks! My NPC actually got really confused for being sent to -100 -100
im going to get cooked by yall
That's not going to work. Please don't give people advice if you're not sure it's correct.
Hahaha, but that’s ok, at least you didn’t misspell “wrap room”
(at the minimal, mention it's a guess)
i once wrote "shedshop" and wondered why my stuff wasn't working
They are auto categorized based on their rules iirc
thank you! Did I just miss this information on the mod page somewhere?
Kisaa is around here as well so you could talk to them if you dont get an answer
I think I asked nerm about it around release because of cornucopia (and we never discussed what to do with cornucopia machines, but they work). Autosorting wont work for every machine tho
do i have to do anything special for the water troughs to get them to Work or no?
it's a slime hutch? i think it works by using the tile index or something
should be auto
test and see
adding on, is it possible for me to make other buildings function as a greenhouse, or no
oh thanks
whats a Delimiter
@dusk mulch while I've got you here, where did you get that NPC list you linked on the modding wiki the other day? Did you curate that?
are you looking at festival stuff?
Yea
It's basically what goes inbetween each entry, which should be a space iirc
if you're copying the code from somewhere (like my festival template) you shouldn't need to change it.
@dusk mulch to clarify why it’s important to know where the list came from, wikis require specific types of attribution, and external links in general need to be very well-selected to prevent outsiders causing trouble without anyone noticing
Also I'm not really sure what the criteria for this list is, because it's missing some things and includes other things that aren't NPCs
I made it
I talked with... I am not sure if they want to be named but I talked with someone from this chat about it and they said it would be fine
I will sort through it, I linked any mods that affect, add or remove NPC's in any way
Every time I get a comment about Qi getting stuck in the damn Casino I lose a year off of my life
If you're adding any mods that affect NPCs in any way, including things like portraits or reskins or replacers or vanilla expansions, you may as well just link the whole category. As it is, I don't think the list is that useful because I imagine people looking at the page you linked it on are going to be looking for custom NPCs only.
hey mr qi is stuck in the casino what do i do
Well you are free to remove it as it is a public wiki
Sorry, I got called away. Basically machines that have simple input/output rules work. There's so many counterexamples it'd be hard to quantify the success rate as more than just "Most". E.g. there's a Soda Machine mod (I forget what now), which has a machine where the input and the "fuel" can be the same, which causes some mayhem. (But I think now the mayhem is limited to that machine just always getting fed that recipe because of how the search algo works.)
thanks and no worries! I just wasn't sure which junimo I should be looking for with some of the machines I'm playing with (they're not doing anything very complex, i don't think). I've been enjoying it so far!
I was thinking about doing mod commissions/putting myself on the commissions page but I don't actually know how to price those... nor do I know what exactly I would do FOR mod commissions 
What are the constraints for size of craftables? Specifically bigmachines?
you can check out the others on that page and see how they price themself to get a feel for it
I should fix Qi's schedules... and the dialogue line that was reported... and his festival position with Sen installed... but I don't want to do any of that 
That's a good point...
can you draw well? specifically a 64x64 pixel art
no its not a portrait
basic guideline: $15/hr
If you mean portraits... I'm commissioning Pau for a reaso- ope
Uh well what is the pixel art because technically yes
Hi Iro hi Chu
oh do you obey MachineDataUtility.CanApplyOutput

also DM me your prices once you do decide them because I’m decent at telling people to raise those prices up immediately
but also I'm going to get on my usual soapbox and say don't monetize all your hobbies
Look one of my other friends have been trying to get me to raise the prices of my art commissions for several years and I haven't done that ... so
i jsut eyeballed mine, i dont really get comms and if i do its usually just for a portrait so im like i guess this is fine i jsut do it for funsies anyway
Also don't worry Tia I won't be doing it to the point where I won't enjoy it :3
am I going to have to be mad at you for underpricing 
lily I will sic like ten other mod authors on you
If they can't stop me no one can 
that said 15 bucks an hour is more than i make irl but then again i cant price my art hourly because i have a weird schedule drawing my stuff
you don’t price it actually hour per hour - you set an hourly price of at least $15/h then estimate how long each type of thing usually takes you to make. So if a portrait typically takes you three hours, you should be charging at least $45
googles dollar-euro coversion rate to check again
.wolfram 15usd in euros
€14.41 (euros) (February 28, 2025)
pixel art portraits usually take me less than an hour if i am not struggling tho
yeah, the way I see it is, would you be better off spending that time working a regular job?
if you're making less in that time than you would flipping burgers, it's too low
it’s a bit of that, too - you want to match other people in the same area as you, your skill level, affordability (to an extent, though don’t undersell yourself too much), and just expecations
My problem with commission vs time is that I lose all track of time when I work, so my idea of how long anything takes is like ???
how much are you charging for them rn?
I don't really think about that
mostly because the things I do commissions for are also hobbies I enjoy so I don't really... care? I guess
uh
I know Aseprite can track time, other art programs might be able to as well!
I just work and then it's 2 AM, time is hard
Tbh, I'm not sure. What usually impacts whether it can work or not is whether or not it can look at the input&output rules to figure out what item it's producing, and from there draw a line to what sort of Junimo ought to work on it. So if it's a custom machine using custom inputs and custom outputs where none of those outputs have Category tags, it's gonna get lost.
20€..
I also have ADHD so ... something could take me 8 hours but it's only like 3 hours of actual work
and it's hard for me to gague that because my brain goes to a billion different places
a bit low considering the quality your art usually has, but if it takes you less than an hour, not terrible. I’d raise it to like 30eur but that’s just me
I use Photoshop, not sure it has that. I could just time it if I was THINKING about it, but I'm a bit of a "productive hypomanic spell" type
yeah, that's one of the reasons I say don't monetize - doing it at a professional level requires a shift in mindset
thats also my problem(tho not cuz of ADHD I jsut get distracted)
(don’t have a euro symbol on my keyboard lol)
and when I say "professional level" I don't mean rolling out the red carpet, I mean basic courtesy like sticking to deadlines and charging a price that's fair to both sides 
yeah, monetizing is a whole thing. That's why I don't ADVERTISE commissions, but I have done them when I saw someone wanting something done I knew I could do.
(i reckon if youre at that point where things are easy for you, you SHOULD price higher
people are paying for not only your time, but also your expertise, and experience and style)
i just feel like since i barely get comms anyway i shouldnt feel too snobby and be like i want a bazillion bucks if noone comms me to begin with(but i also dont advertise so its not me complaining here or anything)
For custom outputs (i.e. OutputMethod) i did thing like, make the delegate and probe it with all items
😔 people have asked me if i take commissions and i always have to tell them no lol
The thing about pricing for commissions is that you unironically have to do the "for exposure" song and dance at first
It's kind of expensive and unreliable with a fake not actually placed anywhere machine
i feel like you would be really good at commisions
i have the world's worst time management
Void has enough cred to charge higher imo (since void's prices were brought up id use that as an example)
(Typically portraits are around 45-60usd)
assuming you're not closed for comms right now, you should put it in your username 
For u it might not be as bad if have a connected chest to obtain list of inputs to probe on
eh, I don’t fully agree. You should build up a portfolio of non-commission art and then charge for commissions properly. Doing commissions for cheap/free is draining and sets a bad precedence.
i thought you said "I have the world's worst management" and i thought you were saying you hated your job
oh right since more people are here: does anyone know how to add an optional file on your mod page to be included in the update key?
The problem is even if you don't set low, many others will
Why. Is there. Dialogue. In the CS files?
"NPC.cs.4422": "Sometimes I wonder if I'm doing the right thing with my life...$s",
if no one knows, you could look at DSV's addon packs and see how they do it?
wdym?
I'm pretty good at getting things done in a timely manner when needed (I.e. doing a 5 panel comic in 5 days) but I just don't know how long it actually takes me
tho coming back to tias to not monetize every hobby comment...art being a hobby and WANTING to enjoy it is ultimately why I stopped persueing art as a career(since it make me hate doing art)
Speaking of portfolios I need to update mine... mine is from literal years ago
there's lots of dialogue in StringsFromCSFiles yeah
that is probs a good idea lol
all the stuff we used to have hardcoded
They're showing up in my bloody game!
What were you expecting to show up?
Yes...?
And I don't know a way to overwrite them
yeah, they’re meant to?
Just EditData them
to add onto iro's point as well, this mentality often hurts the entire marketplace in general
because there will always be an influx of people new to commissions, if they somehow start dominating the market because theyre cheaper than what the standard is, the people who have been around with proper high prices will be forced to lower too
Edit data NPC.cs?
Yeah I think dealing with it in that way just hurts the whole market
Edit StringsFromCSFiles
You shouldn't have to edit it though since most of those should be dehardcoded?
Not that I haven't made things for free, but I did that because I wanted and it was for a friend, you know?
Complications arise when you consider that competition is fierce among artists of lower notoriety, it's just a matter of supply and demand there
It's why my com prices are fair and not too low even if I don't like how high they are, because I know it hurts other people
mood
I do enjoy making things for my friends
It's "bad" marriage dialogue. I added a bunch of replacement Bad_ marriage dialogue via the wiki
So I'm cheezed to see them show up
hides my other comm prices from chat
They r dehardcoded in that they are now part of assets instead of built into the Stardew Valley.dll
I still think this doesn't actually add a complication. Unless you are trying to do this for a living as your only income, you should value yur work.
you come back here so we can make you raise them
But not in terms of having them called in a more formalized way
friend pricing is different, I was speaking for general marketplace viewpoint 
tbh im too broke to commission people so what I do is I barter with my friends iudusafas
I have done commissions with basically zero notoriety for decent prices.
Further complicated by the fact that many artists can do business out of countries with much lower cost of living thanks to the internet and you directly have to compete with their pricing
Alr thank you
You should just replace the strings in the asset
it does not help that i link em in my profile tbh but heehoo i just eyeball prices like thriwing darts at a board
Mud, this isn't the general market. There aren't a ton of people doing stardew comms and most of them have reasonable prices.
I can't believe they are showing up when I have a full set of Bad_0-9 strings in my file :((
I think some of you are overestimating how “competition” works in art - you have a style, and as much as there are many artists available, there are also a lot of people who want specific things
I miss the days when a rich person would take on an artist and basically have them do all of their art for them... dramatic sigh
When it comes to portraits, art is art 
stardew comms in this example is very niche
I think worrying about direct competition and "winning" competition is the enemy of getting anything done for an amount that is reasonable for your time
it kinda isn't though with portraits? SDV has a specific portrait style you know? which means the 'market' for it is slimmer
AKA it's this market and this community - obviously you have a few other styles for portraits but it's still a very much smaller market than the overall 'art' community - even portraits for like... more realistic styles usually take on a specific stardew adjacent feeling
"Math is math!"
If you are working at basically a loss, that is never going to be viable. It just doesn't work that way. You don't work at a loss until ?? you can start working for a decent amount. And the people who buy commissions for style vs "it's cheap!" aren't the same people either. You're getting reputation with people who just want low prices
Raise your prices and enjoy your angry asshole old customers
Yeahh, I agree. I've always hated the idea of doing anything 'for exposure'
just gonna get stuck in a rut of being "the cheap one" and you can't change without losing your current customers
Exposure my arse, go away and find someone else. If you aren't going to pay me what I believe I'm worth then you aren't worth my time... that's my feeling anyways
"for exposure" is something that's usually sold to you by people who can afford you and just don't want to pay
and also a lot of artists don't do the math on how effective that "exposure" will be

Exactly - also if they can't afford your prices they probably shouldn't be getting art in the first place
It's a luxury not a requirement
same reason why I would never judge someone who makes blankets for charging hundreds of dollars. Materials, skill, time... all of it makes it worth it, and I don't NEED that blanket
Bear in mind I'm not meaning working for free here, but that I think pricing for our worth by calculating by hourly wage often results in unrealistic expectations
I've got friends who do commissions for art, underpriced themselves through lack of experience, and tried to adjust to decent prices when their talent level pushed up their confidence. Absolute shitshow each time. Awesome way to get harassed.
(people make some amazing blankets...)
this convo makes me feel like i should just ask yall what i should price for all i offer lol
"I will pay you in exposure, I don't have to pay!" 5 followers
My favorites were customers who commissioned them and then tried to pay old prices, just acting like nothing had changed? Some of them tried to pull the "I've been a good customer" card
I mean... how so though? Because if you don't do that you often, like Tia said, end up working for less than you would get to flip burgers at a fast food joint... and in that case how is it even worth your time? Less than minimum wage for what?
exposure aint nutricious enough
okay but if you can earn more money doing a basic job that takes little time and energy, why would you earn less for a job requiring much more
Any skill or thing you have takes time and effort to hone - it deserves to be rewarded with a proper amount of payment
exposure dont pay the bills
If people can't pay burger flipping numbers for your art, they can't afford commissioning
atrocious oh my god
If you've been a good customer you can be an even greater one by paying the price we agreed on
People looove just being entitled as hell about art
It's such a weird thing. I hate when people say 'well I could get it for cheaper at [insert place or person or thing here].' Like okay... then do that then
also if you're from a country with a weaker currency compared to the US/EU, that's more reason to keep your prices up. Let the strong currency make your life better.
😅 are we allowed to showcase our mod again if we put out an update
as long as you don't do it once every other day, sure
Sure, assuming it's not something you just showcased real recently
Yeah! Usually it's for bigger updates but as long as you aren't spamming it or anything you're fine
Yes if its spaced reasonably
i last showcased it like,,, mid february
Love for the craft and building up a following while you also build up your skill level until you think you're good enough to charge more, for the most part 
is that too soon?
eh its fine 
id say thats enough especially if other mshowcased a lot in between
I probably should have put out another showcase for v.1.0.3 of my Qi mod .... I did add his little museum thing
Mid february was a long while ago at this point, I've seen people do a mod once a week or so, so you're definitely fine
That's how you get people saying "well it's a hobby, you love what you do, why are you charging decent amounts?"
Sounds ok. If it was regularly two weeks i may feel different
Well those people can suck an egg
Or people getting angry at you raising your prices in the first place
i mean it's up to you if you think the update is worth showcasing, if it's bugfixes i'd probably skip it
If those people can suck an egg ... then why not just have your prices already priced at a good amount right from the start?
if you're going to make your passion a job, you need to treat it like a job and that includes having a reasonable wage
if you're asking for money, it's not being a hobby at this time, it's being work.
I can do stuff for love at my own rythm and my own pressure
I evaluate this kind of thing from what I personally think I can produce, and I create too slowly to make an hourly rate a realistic point of reference
There's also a difference between making your friends art and showing it off, and making art for yourself and showing THAT off, and then doing commissions and posting those for a reasonable price
Not everyone has to commission stuff
Guess why I don't sell my knitwear lol
It makes for nice gifts though
I mean I can understand that to an extent (again something can take me 10 hours, but in reality it was probably more like 4 and six hours of that was me doing sweet FA)
Good!
Yeah I'm not open for commissions because I don't have the confidence in my work for it. I don't undercharge just out of lack of confidence, I just don't... do it
Also no one will come and be "wow you said it took 3 hiurs when it was five" but we give advices for the person' good and the community good
now time to forget my nexus page exists for.... about like. another few weeks until i feel confident enough to upload my other mods 😔
And what I do produce in that time feels equivalent to me to what a more skilled artist who actually can calculate by the hour may produce in less time
I have offered in specific circumstances when I was confident, and I got paid for my time. I've done freelance before, so I refuse to charge less than someone just working at a McDonalds no matter what I put out.
it does but then you go on crochet communities and see people get annoyed that they gave someone crocheted baby booties as a “gift” and they dared not use them on their baby regularly
some people will always take things too far lmao (imo if you give a gift, you shouldn’t be giving a burden, just give it and let them do what they want with it)
there is nothing wrong with working minimum wage, but I think there is wrong with being paid under that
Anyway i should go to sleep. See you!
if youree long enough into the game therell be a point where the lack of confidence becomes a lack of giving a shit and be like eh ill put it out there and if someone wants it thats cool if not then no harm done either
at least thats it for me :B
Bye bye Lumi!
Yeah....
i dont get people like that i personally find handcrafted gifts really cool 
I basically will only gift superwash wool
Tbh
I'm not gifting someone a hand-wash anything unless they are a fellow knitter
and I'm currently unemployed to take care of family, it's not like I'm rich. I'll still ask what my time's worth at least
my bro got me some socks one of his regulars(hes a hairdresser) made and I wear them often
Oh yeah. Washing can be... a problem with knit
all wool is superwash if you care little enough or are using polyester 
home made gifts of any kind are ones that are close to my heart
even if they aren't like 'professional'
(I refuse to go as far as using acrylic ever again)
like oh my god you cared so much for me you MADE me a thing? what if i cried right now actually
i miss the time my grandma made us kids so much socks n gloves etc
Anyone know if there's a way to set a flag at the completion of a monster slaying quest? I can trigger mailflags in the reaction dialogue of itemdelivery quests, but that doesn't seem to work for monster ones
Absolutely, I've still got a drawing a friend who I haven't seen in decades gave me in school. I can't understand people who think handmade stuff is a bad gift
or like those pants or w/e you wear underneath when its winter
you could probably do a GSQ for monsters killed (for a specific monster) and just make it the same number as each Monster slaying goal .. or do you mean like actual quests like the ones on the board?
Basically I have an action addquest during an event, then the quest shows up in the journal to slay x monsters. But it doesn't seem to allow for custom reaction dialogue the way other quests do - it defaults to a string I didn't put there (I think it's one of the board defaults)
Huh... I did a slay monster quest and was able to have dialogue after it
let me see how I did that
"{{ModId}}_QiMonsterSlaying4.quest": "Monster/{{i18n:Aos.QiMonsterSlayingQuest4.name}}/{{i18n:Aos.QiMonsterSlayingQuest4.desc|QiNameTitle= {{QiNameTitle}}}}/{{i18n:Aos.QiMonsterSlayingQuest4.obj}}/Pepper_Rex 35/-1/15000/-1/true/{{i18n:Aos.QiMonsterSlayingQuest4.reaction|QiPlayerTitle= {{QiPlayerTitle}}}}",
I'm not sure what your string looks like but this is how I did mine
with the last i18n string being the reaction dialogue
This is what mine looks like, I did some guesswork since there wasn't a good example in the vanilla quests.json but it seemed to work up until the reaction dialogue part
Monster/Clear the Lair/Help Krobus by getting rid of the flies in the lair./Slay 100 flies./Fly 100 Krobus/-1/0/-1/false/Thanks @! Meet me in the lair tomorrow.#$action AddMail Current {{ModId}}_Intro4
Thanks! Let me see if there's any differences to yours
Hmm I don't think it needs quotes or else mine would have quotes around the i18n token...
I'm guessing it might have something to do with the add mail part
Well when I talked to Krobus at the end he said something like 'thanks for taking care of that problem for us', so the dialogue itself wasn't what I put lol
Worth noting I copied the action part from one of my itemdelivery quests where I do the same thing and it worked there
How weird... I wonder if it defaults to a generic reaction if you have something invalid but I can't see why what you put would be invalid
Do you have that dialogue written anywhere else
Your condition part of the quest string (Pepper_Rex 35) doesn't mention what npc to talk to for the reaction dialogue, how do you set that up?
hi! i do not use junimatic so i don't quite understand how it works, but does the pathfinding get affected by the NPCBarrier T tile property? i put those in my farm maps often, usually at both ends of a bridge/stepping stone path/stairs. and they do get placed in tiles that are seemingly "empty" (i.e. no tiles on the Buildings layer).
(i would open the map in tiled to see what's in the coordinates you mentioned, but im feeling rather unwell right now)
Nope, it's not one of mine
You know.. that's a damn good question
No one has reported any issues with the quests so I don't know... how I did that
give me a second
ugh im pretty sure i have the wrong manifest in my mod but you know what ill just hope no one notices
queue the comments
😔
as in you didn't update the version number or you put in the manifest for a different mod?
didnt update the version number
oh yeah, we all do that. People might comment but you can tell them to change it manually and hold it til next update if you want
😔 im never updating that mod again unless something breaks
If you had the wrong mod's manifest in there THAT would be a problem you'd have to fix 
Hi, does anyone know if its possible to create a custom cooking station which excludes the base game recipes using content patcher?
trying to make a cook top which only shows my custom recipes :3
I think there's a mod for that but lemme look rq
Thank you!
I think Better Crafting supports that
I see so its only possible using another mod
yep
Thank you so much for the help!
Unless you're willing to do your own C# code for it, yeah
well, to be clear you use both content patcher and better crafting
yh both together hahah
content patcher to target the better crafting asset that defines the station
ooh... uhh 😓 did i fuck up by extending the slime hutch map upwards
okay thanks 🙂
but alas it's spawning me 10 tiles up into the wall
try data layers?
thats a mod right?
After several hours of errors I need to ask, does Festivals just not work with NPC's using the 1.21.0 format in the current 1.6 version of the game?
im doing fesativals and im trying to add the ability to dance with my npc but i dont know how tio get the json to accept it because idk what im missing in the code, anyone able to help?
https://smapi.io/json/none/08e499f96f1f47e99022fb4bdd2ac562
Because I don't understand the new format; after several weeks of trying to understand it I just went back to using the older NPC creator tool
i cant say for festivals specifically, but the further behind your format is the fewer guarantees you have that they will work as you desire them to
the NPC creator isnt updated for 1.6 so its unlikely to support the newer stuff for festivals, which i believe the setup-additionalcharacters stuff is? (i could be wrong)
If you can get it working, I suspect it'll only be every other year anyway since they added y2 stuff
you should really just learn the 1.6 way of doing things
you're always welcome to ask for help in here
the year 1 additional characters fields worked in 1.5.6. but yes, using the old NPC creator these days is asking for this type of problem
mhm, it's best to be caught up with all the latest functions
it seems like you forgot to actually write the "TextOperations": line?
in the line that its pointing you to for the error
Oh no i must have erased it when i added the animation line >.< ty for pointing it out
the other thing about FlowerDanceCanDance is that tia discovered (via Jorts) that it seems not to work for non-romanceable NPCs in 1.6.15 (don't recall if it's only non-vanilla NPCs)
wait actually i dont know where this text operation line goes i thought it was the other one under flower dance but its still there
Well back to attempting to learning how to use the new format I guess; thanks for the help
I think I found where i put it !
ok so... warp busted
i literally can't move
from this tile
and with the other one, same issue
let me try something
ok so apparently "EditMap" does not work for warps, only Load???
for... whatever reason
After... all of that time testing I have discoverd that, in fact, the quest dialogue does not work so that's.... interesting
I could have sworn they worked before 
It's ok, we can be bamboozled together 🫂
oh my god please don't tell me the water is hardcoded
So yours also displays a generic vanilla string?
ok i opened the game and smapi immediately told me it couldn't parse the json
which i dont get because it doesnt show any errors 😭
let me send the logs if anyones able to look
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 15 C# mods and 26 content packs.
guess what everyone, apparently it's hardcoded 💀
i had to put them at the exact coords on the vanilla one for it to work
do you want the error laid out for you so it is easier to understand or for me to show you how to fix it
id like to understand it so i can fix it
So at line 60 you are using the wrong type of array, which means you are using {} or [] instead of the other one.
Yeah, [] is a list, {} is for patches
Does anyone have a CP mod I can look at that has a config.json so I can understand the config system better?
to clarify there is only one type that is an array, thats brackets []
{} is for objects, not just patches
TextOperations takes a list of TextOperation objects
hm I wish mail sent quests had flags I could use...
ty ty
EditMap doesn't transfer map properties in your patch .tmx to the target map. You need to use CP's MapProperties field to edit them.
Just sharing how it looks for me (in one image to avoid clogging chat):
- 1 get the quest
- 2 do the quest, it now correctly says to talk to Krobus
- 3-5 Krobus says this
- 6 quest shows this
Code again, for reference (changed number of flies for easier testing):
Monster/Clear the Lair/Help Krobus by getting rid of the flies in the lair./Slay 1 flies./Fly 1 Krobus/-1/0/-1/false/Thanks @! Meet me in the lair tomorrow.#$action AddMail Current {{ModId}}_Intro4
Both of my mods use config if you want to check them. And if you don't already have the config docs link https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/config.md
Assuming that you're intending for your mod to be incompatible with any other mod that completely replaces the slime hutch interior and that you make it clear on your mod description that it will be incompatible (for the benefit of that one user who actually reads the mod page) then you should be fine.
😅 yeah i hope people read... i can't fathom why anyone would install 2 mods that change the slime hutch interior completely and expect them to be compatible though
If replacing the slime hutch is the entire point of your mod, all good. If it's just an extra part of a mod that does a bunch of stuff I would suggest considering a config option so people can turn yours off if they want to use your mod with another slime hutch mod.
Ohhh so you just put the conditions into the config.json then you can use the ID's for the conditions as tokens in a when action?
ah yeah no it's meant to replace it completely haha
Hahahahahahahahahahahahahaha oh you sweet summer child
new problem i cant talk to her XD
😅 every day mod users surprise me with "this was not on my bingo card"
i put in giant text "Compatible with SVE" on my mod and someone asked "Is this compatible with SVE?" I think that sums it up
(please do the load rather than the 100% override via EditMap)
People absolutely do that. People also install two mods that replace the same asset completely without realising that's what the mods do, or forget they already have one and get a second, or misunderstand what "incompatible" means...
If it's an itemdelivery quest you can add a mail flag. This is how one of my mods does it
ItemDelivery/Frog Habitat Materials/Sebastian needs a lot of moss to set up habitats for the Gourmand Frogs./Deliver 500 Moss to Sebastian/Sebastian Moss 500/-1/0/-1/false/Perfect!#$action AddMail Current Si_SF_M3
(Add 'received' at the end to bypass the mailbox)
It just doesn't seem to work for monster quests
Late, but thanks!
gotta be a toss-up between that and asking if smapi is sve compatible in the running for GOAT
my favorites from the 1.6 alpha thread
can someone explain what my log means by 2 segments
https://smapi.io/log/023e8ba9ecb140f4b376ab43c29b9eeb
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 15 C# mods and 26 content packs.
bump
!json what does your assets/data/festivals.json look like?
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.
Who barely can point the mouse in the right direction
Yup
Alright, ty!
Or just adults who act like children 
If I'm not willing to be patient with them - and often I am not - I can go do other things
With user bases that are older, more mature, etc
More technical
i don't think this behavior is specific to stardew players. every user base is like this, in my experience
Have you by any chance tried replacing the response dialogue with a simpler line with no action just to see if the quest completion is working as expected to begin with?
somehow modding attracts some of the most stubborn people who won't listen to you when you say "no it doesnt work like that"
wait let me see if i can find a thread for this exact thing, i was in it
this is the funniest stuff lol
I'd tried that initially and it didn't work then, but I've changed a few other parts of the code since then, let me give it another go
Ah, in L63 you used "Fields" rather than "Entries"
Entries is two segments total, ["Entries", "ThingyouAreEditing"]
Fields is three, ["Fields", "ThingyouAreEditing", "SpecificThing"]
you probably wanted Entries like you did for L44
Aaah thank you for you rhelp 😄
@versed wyvern nope, removing the action didn't change anything
The fun of festival placement.
festival placement is easier if you dont want to do fancy stuff
How strange. Could monster quests be hardcoded to just be from Help Wanted requests? Has no one else tried to add a monster kill quest before?
That's what I'm wondering 
Quests were through Quest Framework in 1.5.6
Very few people have tried quests in 1.6
There's only one monster quest in the quests.json, that's to unlock the guild. The rest are board quests
ES has a special order to kill crabs. Not sure if that helps.
Special Orders are entirely different
Fun fact, the guild one actually has the 'next quest' field filled out for a location quest that takes you to the actual guild, so you're actualy doing 2 quests when you do that one
Ok my only problem now is that the NPC is invisible
when you actually dance with them in the festival
Everything works with the monster quests except for the reaction dialogue which is... annoying
oh you have to have sprites at specific indexes for that
i havean idea
Did you make dance sprites? They go in a specific place on the sprite sheet if I remember right.
yea i just realised i think i should put the name of the sprite sheet next to anime maybe?
*animate
Maybe you can follow the example and make your kill quest lead to a quest to talk to Krobus for the follow-up if this truly is not working?
Anyways it's sleepy time. If anyone figures out anything for the quests please ping me 🕺💃🕺✨️✨️
Night
To my knowledge there isn't a 'talk to npc' quest type
And I can't set an event precondition for a sewer location event to occur only after this quest is done without a flag
quests are a bit cursed
Well, if the initiation quest leads to a quest with the objective to enter the Adventurer's Guild, can you make your second quest's objective to enter the sewer?
questComplete_YourQuestID
Can I set reaction dialogue (and therefore a flag) for a location quest? I can try it, but since it would complete automatically upon entering the sewer without talking to him I don't know if it would fire
Is that a dialogue key?
Conversation Topic sounds like it should work but that runs the risk of the player not talking to Krobus before it expires, doesn't it? 
You could check for the existence of that conversation topic
In a trigger action
If you're trying to set a flag
Hi ichor
yeah, the auto CTs are great but unreliable as event preconditions since there's no precondition for "this CT was ever active"
there's only "active now"
(or not)
But it doesn't matter for a mod released in 1.6
Right?
Just put a data/triggeraction off that CT
oh, true, yeah
annoying extra step but should work
i have a character sheet that goes 0 to 50 and im putting in the numbers but their still showing up as invisible D:
So something like "Condition": "PLAYER_HAS_CONVERSATION_TOPIC Host questComplete_questnamehere" ?
Awesome thanks! I'll give that a shot and report back
I wonder if we should bug Pathos about this though
what are you doing exactly? you don't need to specify animation frames for the flower dance. it's automatic
Since Quest Framework was believed to be obsoleted with 1.6 Monster quest turn-ins not working correctly seems like a problem
Is anyone familiar with Advanced Melee Framework?
it is?? i was trying to follow the tutorial here
https://stardewmodding.wiki.gg/wiki/Adding_a_Custom_NPC_to_Festivals_template
I put together a template for adding your NPC to custom festivals, mostly because I don't feel like coding everything from scratch each time I do an NPC. Just change the positions and add your dialogue and you'll be good to go! If anyone wants to add in code blocks for the festivals I haven't included, go right ahead!
Custom NPC Tiles is a gre...
Is there a process for reporting bugs like this to Pathos? Never done it before but I can make a quick writeup on what I found
Flower Dance animations are coded to be specific frames iirc
Look at one of the npc sprite sheets and make sure you flower dance frames are in the same palce.
If you've checked that it's not a mod bug:
- Report gameplay bugs to the Stardew Valley developers here: https://forums.stardewvalley.net/forums/12/ (do a quick search first so you don't report something they're already looking into).
- Report typos or translation errors here: https://forums.stardewvalley.net/forums/32/
Alternatively, you can emailsupport@stardewvalley.net
i removed the line of code and their still ivnisible 😭
I think the other one that is like that is the marriage sprite, it needs to be in the specific place too, if I remember from the one time I made a sprite sheet.
i used a sprite sheet i found in a tutorial on the wiki but maybe its out fo date how big is the sprite sheet for 1.6
I doubt it is the .json it sound like the sprite sheet it missing the sprite in the location. Did you decompile the game? Look at one of the vanilla sheets if you did. I am on my tablet and can't check at the moment.
i did and then i put everything in the same spot on a fresh sheet
the one on the wiki should still be fine
I think it might be a content patcher bug? Not sure where CP ends and the base game begins lol
the sheet number the sprites for the dace are on is uhhhh 40-47
double-check that your NPC is set as female?
they are
CP should just be adding data for the game to load and use a base game function on here, yes? 
males (and, i suspect, unspecified) use higher indexes for their dance
other thing to check is that you have edited the image in the mod folder and not just the one in your work directory
On a separate note, very cute. 😀
ty :3
im gonna try changing her gender specification and see if the images shwo up and maybe im using the wrong size sprite sheet
if its this one its the right sheet
yea its that one
I think so? But it's also possible that the game code is already set up correctly and CP is just set up to call the board quest code rather than regular/monster quest code.
tangent, but it's wild to me that the game uses directions in the order up-right-down-left (0,1,2,3) in basically every situation but character spritesheet facings are in a totally different order (down,right,up,left) for mysterious reasons
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 15 C# mods and 26 content packs.
it says that my character isnt a interger
Looking at that blank sprite sheet makes me want to make an NPC with everything backwards so they moonwalk everywhere. Does that make me strange
Do it
Sounds like something that one glitch character mod would do
Call them Michael Chicksen
you could post your festival code here so people can maybe look at it?
Could be great for an april fools day mod in a month 
That's alot of work for an April fools joke. Would be funny though.
your TextOperations with the /animate command is mistargeted. if you want an animation on your character during the player walkaround phase, you need this:
{
"Operation": "Append",
"Target": ["Fields", "set-up", 5],
"Value": "/animate etc etc"
},```
oh
Does anybody know why the game might be switching out of controller mode on the save select screen (when it's working fine everywhere else) or how to hook into that particular moment of the title screen process to switch it back?
It didn't do this before the most recent update
Im trying to create a custom projectile for my weapon pack, but I can't figure out how to use CP-A properly and I havent been able to find great documentation on it
Trying to follow the formula of a popular CP-A mod, but I am not sure what to change for "TargetTexture": "Maps/springobjects",
https://smapi.io/json/content-patcher/e06a7a4dc51442ebb9831071e205625f
CP for the Projectiles;
projectiles.png
projectile_One
oh thats only durig the wallkaround phase?
I am loading this in the CP section of my mod as well
{
"Action": "Load",
"Target": "bonghits.cp.WeaponPack/Projectiles",
"FromFile": "assets/projectiles.png"
},
ok so that wouldn't make me dance at the festival then ok
oh. oh, of course, how did i miss that
you have to add your NPC to the main event or they won't be visible for the dance
i completely misunderstood what that code was XD
oohhh is that like a patch code i can do?
yeah, go consult the tutorial again at the flower dance section
you need a standing position for spring24's main event additional characters
Yay, ichortower how did you miss that. 😇
it is all on you, not anyone else looking at it, just you. 😆 😂 
Bumping this and this related message #making-mods-general message
Can you make changes to a cp mod while the game and vs code are still open as long as you save the changes while making them?
Yep, use patch reload modid
So only with a special mod installed then?
yeah, content patcher 
there's nothing really preventing you from accessing private property in the game code, you just need a crowbar.
this.Helper.Reflection.GetField<Dictionary<string, List<List<int>>>>(obj: Game1.getLocationFromName("CommunityCenter"), name: "bundlesIngredientsInfo").GetValue();
what if the cops get called
Does it take a command to do so?
Patch reload is the command
type patch reload your.mods.unique.id into your SMAPI console and hit enter (put your mod's id in the spot)
I found other scripts (I think this is from the Junimo class getting the CC object like this.
Game1.RequireLocation<CommunityCenter>("CommunityCenter")
Do you know if there are any pros/cons from using either?
I did not know this. Here I am reloading my game after every change. Never thought to even ask.
wait till you hear about hot reload for C# mods
RequireLocation<T?> is a safety net that throws an exception if the location is not found, or is not of the expected type T if provided
you're not required to use it, it just changes how you handle unexpected failure
hey guys i had a question, im wanting to add custom food mods but im not sure where to start and i cant really find any tut on them T^T
adding custom food involves two steps:
- Adding the food item to Data/Objects: https://stardewvalleywiki.com/Modding:Objects
- Adding a cooking recipe to Data/CookingRecipes: https://stardewvalleywiki.com/Modding:Recipe_data
you'd use Content Patcher for both. How familiar are you with modding in general?
Are you talking making a food mod, or adding an existing mod to your game?
i have only ever made mods for sims
(3. Optional: Adding some way to unlock your recipe if you're not having it available immediately)
making a food mod
!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.
OK, then right place 👆
follow the tutorial for content patcher above
okie i will !
a good place to start is downloading an existing food mod and see how they did it
After reading the cp tutorial I suggest downloading a mod that does something similar and looking at how they did it. To learn. That's how I learned. We are here to answer specific questions and issues you run into.
okieee thank youuu i will def look and see what they did first and go from there
Jinx
Ah, users...
sometimes i wish the broken code in .dll was a higher log level
Is that the entire report? That is so helpful. 
It is!
Well, what are you doing? Go fix the bug! /j
This worked great btw, thanks! 
im trying to talk to my npc after getting engaged to her, do i need to specify post engagement dialogue? i can't seem to talk to her
Also in the string of code for heart events, is it possible to make it where you can't see the others until youve seen the one before it?
there is a precondition for having seen another event first, yes
oooh
because i want to try and add more character to this character but if you see the heart events out of order it might be a bit wacky XD
/SawEvent <id>+/
I do know you can write in engagement dialogue that your NPC will say while you're still engaged, so maybe try that?
so if you have {{ModId}}_2HeartEvent, then in your e.g. 4 heart event you can use /SawEvent {{ModId}}_2HeartEvent as a precondition and it will require having seen the 2 heart one
awesome idk what my characters story is yet but this will def help me tell it in a comprehensible manner XD
Its good if you have a story that needs sequence
https://stardewvalleywiki.com/Modding:Event_data for comprehensive reference on event preconditions and commands, btw
If i want to make it so I can add a tapper to the trees from Passerby Cemetery is there a framework I can use?
Are they wild trees?
Vanilla let you define tap item so it's not technically required
It add non fruit 2 trees, I just want to be able to tap them. Sap is fine as a product.
Thanks
God if it took me 2 days to get 1 portrait done and I have 13 more to do and more for the other NPC's- wow.
Welcome to drawing 
Is it always filled with the sounds of people crying?
You get used to it 
role to repost for you





