#making-mods-general
1 messages · Page 249 of 1
which at that point is no real different than RTF
If that map was generated already, trees, bushes and such don't disappear when you add a patch.
i look forward to button-rtf
which has much more community knowledge on how to use
Ah, yeah that is what I did
BETAS can delete your chests and furnaces if you use it wrong
But for you king kai it is probably a good idea to do the BETAS trigger in your mod
and fruit trees
I'll look into that, thanks!
So that people who install your mod don't need to rtf manually
ClearTerrainFeatures is the name
If you start a brand new game. It should not be there. Otherwise use the terrian reset tool as other suggested. If it does show up on a new save, that's is a completely different problem. But is should not.
Was there a regenerate action too
I imagine most people arent going to be making new saves just for my mod
not yet*
To setup bushes again
Most people know that a reset will be needed. It is a common problem adding stuff mid game.
i will likely make the RTF alternative first, then transplant some of that code into BETAS
well i will work on my mod later, i have to get xrayed
There is even a mod for the specific issue.
i wonder if theres a good generic way to just auto detect collisions like that and remove them as necessary without user or mod input
like checking if theres a terrain feature on a tile with a Building layer tile or smth
though i guess theres nothing stopping yuou from purposely wanting that
Is there an example somewhere for how to structure a BETAS trigger im a json newb
forgot they were two different Tiled layers for a moment
You can do that pretty easily it's just "will this scale well" and "ok but i want dis bush on dis building tile"
BETAS triggers are no differently structured than normal vanilla trigger actions
how would that work for detecting new mods added mid save
theres no changes to detect when the collission is there from the time the game is launched/save is loaded
If you want the mod, or want to add a link to it in you mod description here it is. https://github.com/Lake1059/ResetTerrainFeatures_NET6/releases
that is not BETAS
Not that is the terrain reset mod. Does beta do terrain reset
If so that's great.
yeah thats what chu and i were talking about andf linking to
and what the message you replied to was asking about
Really cool. I will switch then.
BETAS has a trigger action that will clear terrain features in a location, optionally by type, and optionally by specific area
You can debug action blah blah if you want ofc
Excuse my ignorance where exactly do I put the trigger 😭
Oh, i was giving it so he could add it for his users if they wanted it. Better if the mod does it itself though.
So basically the button-rtf mod would need to make a hash of every location's map tiles and save it. Then whenever user adds a map changing mod, the tiles will change and so the hash will change, then you can actually do the expensive per tile comparison
ok. but what if they add button-RTF mid save
I think the main problem with this is intentional map changes for function
like if they added it to fix a collision
And yeah doesn't do shit if button rtf didn't know about previous state
Oh, Button. Someone actually did DM me thanks for helping with SPU, lol
and if the answer is "install it from the start of the save" then, well...
Unless idk, you ship it with vanilla hashes lol
was it about BGM or the performance
The performance.
Yeah, you did, lol
The other dum idea i have is
Break into content patcher's house and steal the EditMap plans
also chu the other problem is that doesnt fix the "what if i WANT a tree path tile on the same place as my building tile"
The hashes thing doesn't care about the layers tho
im not at all sure how noticing a difference then matters if i dont know whether the difference is intentional
It is just going "hm tiles may have changed let's check everything"
But yeah I do feel like the hash approach is very sketchy 
like, if i detect that there is now a building tile where there once was a bush. what if the mod author added an Action there purposely on the bush?
I think that will be very rare.
It's not about rare or common
it will still break the mod if i remove it
I did neglect to think about how u do actually need knowledge of previous state though 
for a mod like this i would consider anything with the chance to break mods in edge cases to be a failed implementation
I have never seen a mod that wants a bush in the doorway. But I guess it would break the mods that do.
A simpler way to detect "maybe changed" would just be hash of the mod list anyways
I for one think bushes should be everywhere to the point where they overrun your entire farm
ModId+version
how can i know what mod made a change
define "a change"
You can only know if
- you are installed already
- the other mod up'd version number
im not sure what the point would be. lets say i do hash the mod list and version numbers together. and next timer the game is loaded its different. what do i do?
Somehow find out about new editmaps
By breaking into content patcher's house
I dunno it all seems very fragile
The thing i envisioned when i mentioned what if new rtf is pretty much "rtf but you can optionally select an area"
that was one of the key things i was gonna do with mine yeah
optionally select an area, filter by type, preview whats gonna be deleted, easily change what map you're doing it on, regeneration (with the same stuff as mentioned for removing), and manually placing individual features
Barn/Coop incubators
Hmm. How does Landscaper sound for the name of a mod to let buildings apply map overrides?
I thought they already can 
usually i think of Landscaper as a person doing something
I was just thinking earlier today about a mod setting a “last save hash” in the farmer’s mod data so that you could check if it was installed the last time the game was played 
Or do u mean actually change map tiles
Well, it could also be Landscaping
if you just wanna check if it was installed you can just check a mail flag cant you
Revenge of tmx buildables i see
how do you unset a mail flag when it’s uninstalled if it’s no longer installed though haha
Is letting people paint the pond shape in scope
same way you'd remove the mod data, i imagine
this way, you specifically know if it was installed during the last save
since it’s a hash, you don’t need to remove it, you check it against the save
for what purpose?
fair
I thought tmx stuff was dead? 🤔 I suppose if it's not I should work on my other dumb mod idea instead
It is dead
but you guys were talking about checking if mods were uninstalled and I figured I’d chip in my two very useless cents 
But tmx buildables was a feature
chu was talking about checking if things were different, whether by install or uninstall. i was talking about how it doesnt matter 
is trees not landscaping
Trying to decide what the condition should be for clearing terrain 
a trigger action only ever runs once by default, you can set no condition
my tentative use case was for an npc to make passive-aggressive comments about not having been there for <however long>
“nice to see you again, sorry I had to disappear for a while. Somebody needed my attention elsewhere I guess.”
oh
just remove it the first time they load your save with the mod installed
remove the terrain features*
sweet, thanks I figured condition ws required
on the other hand, with a hash, you have no idea how long they were gone, could just be a day 😛
you store both! and if they used time skipping shenanigans so the dates match but the hash is different, your npc makes a snarky comment about having a weird dream where they weren’t there 
itd be easier to just save the users current computer date and time
i dont think youd need a hash for that i think you can just do this by just saving regular stuff
wait, what would THAT achieve in this context
what if I close stardew and come back to play the next weekend
Just shove it into mod save data
save the computer time with the saves daysplayed
Or mod json if u wanna do it asap regardless of sleep
Wouldn't be any different than saving a config
I’m still confused what the computer time is supposed to be telling you
how long ago you played, so they can comment that youve been gone for a long time
like animal crossing
oh, I get you now 
Cool, looks like it cleared the bushes
@hot gale You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
you have at least one published mod (and which has no AI-generated content), right>
Furniture Machine 1.1.0 is out, with the ability to specify custom furniture descriptions and category, two features that are not related to machines at all but is useful for furnitures in general I suppose: https://www.nexusmods.com/stardewvalley/mods/31678
hawt
"not really related but useful i suppose" is my favourite kind of feature
the real furniture is the machines we made along the way
well it is tangentially related to machines in that I read from CustomFields in Data/Machines
Well, looks like I need to make an update to my Laundry Machines now to have descriptions 😛
hey all!! a streamer I watch (brad_is_brad_ok on twitch) is working on a Stardew Valley mod live right now if anyone wanted to come check him out! He's all about learning how code works and doing things no one's seen before (and usually has some really fun nonsense going 😁 )
i still gotta fix weedses from laundry 
I want a table that makes Fairyroses, don't advertise feature not included in the mod 🤣 😇 😀 thanks for the mod update 
to me Landscaper sounds more like a mod that allows the user to do something, not mod authors. if it's a technical framework/enabler i'd give it a more descriptive name like Buildings Generate Map-overrides (BGM for short)
Surely it wouldn't be confusing if I had two BGM mods (and neither is BackgroundMusic)
lol
love of cooking does this a little, it saves the game and mod version number to moddata on each player on day ending, so on next load it'll print whatever versions the mod was previously installed on for debugging/migration
Are you actually making that framework? That's great. I would like to request an example pack included that makes a duck pond 
😇
so, the upside of using a hash of the game state for my idea is that you can even tell if they played some days but then changed the date back to what it was when you uninstalled, but the downside is that it will probably have to be set in some prefix to the save serialiser just to make sure it’s the absolute last thing in the save that’s changed/calculated 
you are over complicating this
true, but at least 95% of that is the fact this doesn’t need to exist whatsoever
no, because you need it to match the save file at time of checking haha
but DayStarted is going to be the last thing that happens after a user saves, bc the next day will start
Are you going to have Lewis cuss out the player for traveling backward in time like animal crossing?
exactly, it needs to be done before the save
why?
oh, I see what you mean, you’re saying save it in a separate file entirely
correct
sorry if I’m being extra slow today, my brain is fried lmao
but does ondaystart trigger if you close the game from the shipping screen right after it saves? 
it doesnt save on the shipping screen
isnt that before
or in general, if you close the game right after it says it saved
i mean, maybe if you alt f4 in the first tick after it happens
i would call that "user error"
and what if a different ondaystart hook that happens before our one changes the game state
you’d have to make sure either ours runs first or that we use the save file for the hash rather than the loaded save state
why? if its different next time, then you know stuff has changed anyway
i thought you were only saving info about yourself anyway
my confusion stems from not knowing why you need the save data at all
you don’t, you’re just hashing it to see if it changed or not
you can’t actually get the data back from the hash anyway
Can u not just read it from the title menu
but why do you need to detect if the save data changed
Os stat last modified time
i kind of lost the plot like an hour ago ill admit
ive been zoning out looking at my custom museum code
Im sorry for bringing up hashes ever
i forgive you
to see if something changed the save since the last time this mod interacted with it
meaning either the mod was uninstalled and reinstalled or the save was edited
wait, did you bring them up or did I 
This seems like an example of the "what specifically are you trying to do" problem that happens all the time on this channel. Why, do you want to know this info would probably help figure out how to do it. Right?
i think everything was just theorycrafting for fun
Oh, then enjoy
I’m not asking a question nor am I trying to solve an actual problem
New quote added by irocendar as #6331 (https://discordapp.com/channels/137344473976799233/156109690059751424/1349553576036270082)
for posterity
Cool nerd
I’m not a regular nerd, I’m a cool nerd
God tas has so many knobs
Too many really
But soon i shall have the power to describe wizard smoke
Every time I play this game I am thankful that I am a mod maker so I can fix issues with my game myself. Specifically fixing broken stuff in other people's mods so I can actually experience them lol
I have either taken my meds zero times, one time or two times. how can we tell
until it's a closed source C# mod, then I cri eritim
also partly why I no longer install mods from people who I don't recognize in here
(finger hovering over the decompile button—)
(finger shrivels in fear seeing optimized switch branches)
I am jealous, if I could fix/update c# mods my mod list would jump exponentially.
Hmm, broken event is from mod that is not installed...
the optimised string switches are my favourites
have there been C# mods that are 1. borked 2. you really wanted it
i feel like when both are true i just
make it...
Doesn't that filter out 80% or more of all mods?
do you use 80% of all mods 
if (str.Length == 5) {
if (str[0] == “w”) {
if (str[1] == “a”) {
….
}
else if (str[1] == “h”) {
…
}
…
…
like that’s just so fun
No, but it's not the same 20%
Oh no, event is also broken in mod that is installed (in the same way o.O)
the statement was slightly overblown, of course, but I nowadays usually stay away from C# mods that are closed source or from authors I don't recognize
I don’t tend to stress too much about missing out on mods because I didn’t consider them tbh 
And voila, fixed
Ah, well closed source I can sort of understand.
Though I don't think I'd pass on installing it, personally, I'll just ignore any compatibility questions.
What use are the blank.Json files and could the fact I lack them be leading to events not using sprites despite the sprites normally loading? using format 2.5.0
blank json is just to let you use EditData
are you doing a Load from a non blank json?
for your events
what do you mean you lack them? is this a mod you’re making from scratch, or are you editing an existing one which had them?
(I did)
there is one mod that would have been beyond my ability tho
which one
We load blank json files and then use EditData to add our actual content because CP tokens don't work in Loaded files.
i dont think i can do the nonsense required to compile a mgfx shader on linux
should i do multiple colours of Nepeta.... (catmint)
not with C# iill just make em different variety sopecies lmao
u need like a older version of it 
That is a great explanation. I was trying to figure out how to say that. You did it so well.
crop color variety is vanilla (see: flowers)
So they are very important from what I am learning here, and I wouldn't call it from sratch but working from a mish mash of information on how to make custom npc in the new format
I did it, I made him animate during the fair
!npc Are you using Tia's NPC tutorial?
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
this changes so many things
also I swear to god I didn't intend to recolor that tourist to look like Duke Nukem, I just wanted him to look different from how he looks now
but you aren’t editing an existing mod, right?
and Duke Nukem came out
i guess i can get cloudy skies to do it for me https://github.com/KhloeLeclair/StardewMods/blob/main/CloudySkies/author-guide.md#custom-shaders

[[Modding:Crop_data]]
yes I've been using that, but some of the information seems incomplete
Now make him clean up the litter 🤣 😇
it sure does sound like a large amount of nonsense tho
see TintColors
Hey sorry to cut in on your conversation but could someone please explain to me how to make indoor specific npc sprites.
I have no coding/modmaking experience so I do not understand anything about it
and cross reference with vanilla crops/tilesheets
He's being ticketed for it, he'll have to clean up after (when I do not have to animate that)
Use the Appearance system in Data/Characters to specify when a certain appearance can be used - there's an indoors field.
are the tint colors themselves hardcocded or can i make custom tint colors
no not existing before
you can make custom yes
the game will dynamically color a grayscale overlay and put it on top of the base sprite
DonationCritera -> DonationCriteria
this one typo has cost me 20 minutes
!json If you want to share your json we can have a look and help with the sprite issue.
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.
It is the TintColors that you use right?
gonna use it for foxgloves and the Nepeta mint
This is the bit I meant, by the way https://stardewvalleywiki.com/Modding:NPC_data#Appearance_.26_sprite
I realised I could find the wiki page in my Steam browser 
i read a guide on the wiki and got a good ways on the code but i just dont understand how to make it actually work
Ohhhhh how I wish I was good enough at C# to be able to print myself a list of all the events I haven't seen yet
do you want the json file for the events or content?
Better to do both
If you do not set a Precedence field, then the order of your Appearances becomes important. The one you want checked first will need to be first in the list unless you give it a higher precedence instead
That's okay, if you want to share what you've got we can have a look (using the json validator website that Governor links to here #making-mods-general message)
where would one find the flowers so i can reference how their tinted heads are done so i can copy
i dont se em under crops
alright ill put it through
oh is it the things in spring object
honestly i could've done all this wrong somehow but idk
do u want description on how2 do this or do you wish to explore
yep! also importantly, in your Data/Objects entry you need to set "ColorOverlayFromNextIndex": true so the game uses that overlay instead of tinting the entire sprite
Your Action:Load for the texture has to be in its own block, not in Entries
Right now because I'm just trying to power through finishing 1.6.8, help would be appreciated but no pressure 
well i wasn't gonna give more than high level 
really the main issue is collating all the event IDs, which are loaded per-location
so you'd have to load up every single data/events/location file
there's 2 Utility methods that check if event seen
HasAnyPlayerSeenEvent
HaveAllPlayersSeenEvent
To know about Event id you need to use Utility.ForEachLocation to find out about location names
And then location.TryGetLocationEvents
ok question, if i have a gradient in my colors ie i have my foxglove like this will i need to make 2 seperate masks for the coloring for it to stay a gradient or would that auto color the way i want it to being two diffeent shades on the top and bottom?
Events - https://smapi.io/json/none/d63b6763318649e39f5b515c20b42713
Content - https://smapi.io/json/none/6eb43aa6221742ca88868c96e960a4e8
As stated before it was just suppose to be an edit of the Jas/Vincent sewer event to dip ones toes into the idea of how to do these
Is there a channel for talking about mods that isn't "support" or "this channel which is for talking about making mods"?
I'm almost at the point of considering doing a patch export for every location in the game and then collating all of it into a spreadsheet just so I can get something to tick off without having to open the social menu and navigate to the NPC again every time I want to check the next event
sounds like you want #modded-stardew 
Ty, there are so many channels in the sidebar I missed that one 😅
i dont exactly understand how to make a new block but ik that is not how
Close, but try this instead: https://smapi.io/json/content-patcher/1ec1aa34f8a94712b0e34f2e2e5a0b28
so you can only have one extra color per object
but what you can do, if you say want your foxglove to have green-to-purple, green-to-pink or green-to-blue gradients you can make your color mask go from 0% opacity to 100%
And you still might need to set Precedence to be higher than 0, Eli.
year 2 of wishing C# had C style macros...
ok and i can have a diffent opacity on the same mask in different areas or would i need to split it up?
on the same mask, yes
Are your characters' internal names {{ModID}}_Beta or just Beta (etc)? Because you're loading your sprites to one name but then using the other name in the event so as far as the game's concerned they're different characters.
How much would you say ill need
I think their internal name is {{ModID}}_Beta while the display name is Beta; I tried switching in {{ModID}}_Beta in place of their display name thinking it would fix the issue; but it did not. So I reverted it back to the before change
Depends on if you want to override winter outfits or only have your indoor outfit trigger in not winter
ah i see now
If you want to override winter, you need -101
Ok yeah got that now
You can check if the portrait/sprite loads have worked by putting patch export portraits/actualmodid_Beta into the SMAPI console and then going to your Stardew Valley folder and looking inside the patch export folder to see what the image that's been exported is.
One more question with how I have the png linked where does it take that file from. The asset folder in the mod folder or the actual stardew valley files?
But also, definitely always use internal name any time you refer to an NPC, unless you're doing so inside actual dialogue (or other text that is intended for the player to read rather than the game).
Your Action:Load is setting the texture path inside the Stardew Valley files (the Target)
So you would use that target for your Texture
Ok thanks
Maybe I made a mistake when I had them in the other format I missed and changed it back to soon, I will do the above and see the results
question for the C# folks re: spritebatch drawing. is there like... a better way to figure out layerDepth or do i just have to accept that im supposed just.. tweak the numbers until it works. because this:
(v.Key.Y) * 64f / 10000f Doesnt work
(v.Key.Y + 1) * 64f / 10000f Doesn't work
(v.Key.Y + 2) * 64f / 10000f Works
(v.Key.Y + 3) * 64f / 10000f Doesn't work
seems like the wrong way to go about it lol. but iunno how else
please understand that most of the layerdepth values in the decompile are given in scientific notation, not because there's a science to it, but because it's a fuckin mess
what're you drawing and in what context?
usually it's y divided 10000 plus x divided 100000 plus tweaks which can go any which way
the first line is the formula the museum uses for drawing the objects on the pedestals, which is what im also trying to do, except i want to allow drawing things that are not just Objects
(O) objects that is
this is the problem i was fixing
where v.Key is a Vector2 position of the tile
(not the red highlighted one)
hmm + 3 should work, it's higher than +2
i dont know if there is any good way to go about this 
i also just add 2E-06f until it feels about right
then you want to subdivide it
For my stuff, I felt like tweaking was the only way to go because the game code just pulls numbers out of thin air (as far as I can tell). So each situation is it's own adventure.
- 1 leads to weird z fighting where sometimes it works, sometimes it doesnt, and its not consistent even with the same player positioning
I usually add 1/100000f at a time
- 1 also makes my tool animations go behind the top half of the beehouse
but +2 makes it all work perfectly
dare i say +0.5f
+2.25f it is. congratulations! you are now a layerdepth scientist
my takeaway from this is that no there is no better way and i was doing it right by just tweaking it
is there any issue with just leaving it at +2
what layer does the game use for Objects
i mean the issue is that the layering was wrong. if the layering is right, there's no issue
i mean are u gonna let people donate furniture?
how does game do 3 tile lamps 
u r basically hoping to draw that aren't u
the "table" being 1 tile
You know, I had the internal names listed in the event at one point and did not work; it's working now after all of this. I have no idea why it didn't outside of maybe a spacing problem. Though exporting the files mentioned before wouldn't work for some reason. Probaly another user error on my part
congrations you are now LayerDepth certified
(i did add extra stuff to account for the extra height of the source rects, vanilla museum would NOT handle this right)
tweaking, or finding the values of things you want to slot between and picking a value between them. it's Science™️
try a 2 tile high donation table
i present you with this:
actually nvm that still works
anyway generally I try to compare against what the game is doing, and whether I need to bump it up by one Y layer or down. then I add tiny tweaks (usually in steps of 1/100000f) until it looks right
table museum 
furniture showroom...
the problem with this is that you can put another item in any of the other 3 table tiles if theyre valid spaces...h m
if it helps at all, Object.draw(b, x, y, alpha) heldItem uses base_sort + 1E-05f for the layerdepth
i guess u need furniture collision bounds
looks incomprehensible to me, thanks
When you tried exporting the files, were you using {{ModID}} or were you trying with your actual mod ID? I ask because using the token wouldn't work.
Do you think 20 or 30 is a good number for a small garden mod like herbs and flowers? at least to start with
30 is small?
isn't base_sort just the y level
there's like 10 flowers in the base game haha
float base_sort = (float)((y + 1) * 64) / 10000f + tileLocation.X / 50000f;
you could maybe take a break and do all the not art stuff?
honestly i dont even know what im doing
So "Target": "Data/Characters" links to Stardew Valley/Content/Data/Character.xnb correct?
Or am i so far off
make ur flower actually grow in game and stuff
true
i wouldn't download a mod with like 50 new plants to be honest
then u can draw more later
ok I might start doing that
i'd download one with maybe 5
what if it's 20 different blueberry cultivars
definitely not downloading it lol
ive decided i will allow furniture but im going to deal with the furniture collision stuff Later™ (which may possibly be after release)
yea im starting to get like burnt out on doing the pixel art because the shapes are getting hard not to be just repeatable lol
ngl these all look identical to me
Gros Michel banana fruit tree - produces up until year 3, after which a fungal blight wipes them all out
i would absolutely fuck up a bowl of Clockwork Blueberries right now
that's me. i am the Duke
thats fair, i guess im trying to find the sweet spot, so i might stop at 15ish
what about the mult
20 to 30 os a large crop mod. Not cornucopia large but still pretty large.
feast your eyes on additional cultivars https://www.fallcreeknursery.com/commercial-fruit-growers/varieties
oohg ok 
then i might have enough herbs and add one or two more flowers and stop
because i dont want to create a big huge mod
you replace em with Cavendish trees, which is more resilient and has a 1/1000 chance to die instead
i want it cozy
I misunderstood what I was being told, yeah; the portaits were exported. They exist
It doesn't actually edit the xnb file itself, but it edits the asset Data/Characters after it has been read from the xnb (that's why CP is much safer than xnb modding!). But for loading your images, you're not editing Data/Characters. You're adding a new asset called Portraits/NPCName_Outfit1 that contains the image data and then in your Data/Characters edit, you're telling it "use that Portraits/NPCName_Outfit1 asset for the NPC's portrait in these conditions, please".
should i draw my flowers and herbs as item drops first or just start makin em grow in game
whichever gives you more inspiration to work on the other imo
idk if theyat would break stuff not having them as item drops too fgirst
hey selph you've looked at the furniture draw code right
Well, since the event worked properly anyway after you changed the NPC internal names it's neither here nor there for this issue, but it's a useful troubleshooting tool for future because it helps you to figure out which step of a process broke.
if you want it functional upfront, just make a dummy sprite with 'HERB 1' on it or somesuch
You could then make a mod that makes players go through major screening before they enter the valley to make sure the fungus does not spread to ginger island. Like some banana producing countries do to save the banana crops.
this experience has taught me much for future use, I thank you for your help
the same way I saw a horror movie, yes. utter terrified and nowhere near qualified enough to talk about it
You mean the custom bush mod. That let's you make your crops bushes.
another fine patho's child mod 🤝
Yes! i need to use that for my passionfruit i think 
great, that makes you the most qualified person here for me to ask about. how does it draw wide shadows. i know theres a scale option in spritebatch.draw but i only wanna stretch it horizontally sometimes
i'm pretty sure all furniture shadows are baked into the sprite
alternatively there's a wide shadow sprite
the table i donated only has one shadow in the corner for an object
ok so what im confused about is where i need to put my sprite image to get it to use them
its prob so simple but i just know so little about code
sorry about all the confusion
If you want a bush that only produces on a specific day. Then custom bush is what you want.
yeah the shadow is baked in, you can see it on the screenshot above
oh thats easy then. thank you selph
that is exactly! what i want 😄 yaay
(/j thank you blueberry)
hey wtf
well to be (not) fair that was what I was about to say as well
the thanks does go to both of you
i asked selph bc i figured you mighta seen it when working on Furniture Machines
the circular shadow underneath Objects is Game1.shadowTexture
yeah thats easy enough to just comment out for furniture
If you need help with the programing and the readme is not clear. the mod page says you can ping Matt.
or non-objects in general ig
ty tyyy
does look kinda strange with uneven shadows ill admit but. not much i can really do about that methinks
I have always found Matt really helpful with his mods. He is one of the big mod authors so he keeps his stuff updated too.
i'd say the book getting flattened under the table is strange myself
one of the legs is shorter than the other
Characters/{{ModID}}_Haley_Indoors - though it doesn't actually have to be called Haley_Indoors it can be called whatever you want. I do recommend using the {{ModID}}_ prefix though as that ensures that the asset name is unique and therefore won't clash with any other mods that want to add an indoor outfit for Haley that just happen to also call it Haley_Indoors.
I wonder if maybe you are getting Data/Characters and Characters/ mixed up? Characters is the folder in the game contents that contains the sprites for the NPCs. It is a bit confusing I think.
So what you need to do is copy that code block with the target "Portraits/NPCName_Outfit1", and then change the Target to Characters/{{ModID}}_Haley_Indoors. Then change the portrait one to "Portraits/{{ModID}}_Haley_Indoors", and fix the FromFile so it's pointing at your portrait for her indoor outfit rather than her sprite image.
whats the thing under the table
im just gonna chalk the shadow thing up to the mod authors needing to decide how much they really want a furniture/BC museum
wow
but button, furniture showroom
Ok yeah thats what i was doing i was thinking of the files incorrectly
thanks
Button, it is the file, target, asset problem agian. Your tutorial really is needed.
doom
oh yeah so it is. ive not been paying attnetion to the other convos whoops
Thanks for picking up that thread while I stepped away, aba ❤️
ready to ship
i like the 2d scythe
i dont know why the shirt is so tiny
that tracks
i jsut realized before i do my plants i think i will make their seed packages
lmao
cant plant them without seeds
you can just draw seeds without package if u want
this tells a story somehow
nah i got dis i think im finalizing my herbs and flowers at 15 because i want this to be a small project not huge XD
can someone explain how duration works to me? on the wiki it says to use milliseconds but that really does not sound right LOL. for example, seafoam pudding has a buff duration time of 3 mins and 30 secs, in the unpacked files the duration is listed as 300. i cant find anymore documentation on it on the wiki but maybe im not looking in the right spot
I know it is not the point, but what mod adds a sign that says fishpond to the fishpond?
nano's buildings
Thanks 🙂
Looks like the Duration field in Data/Buffs is measured in milliseconds but the Duration field in Data/Objects is measured in in-game minutes.
touhou valley
touhou valley obviously
Probably not till you change game locations?
if (this.alpha <= 0f || (this.position.X < -2000f && !this.overrideLocationDestroy) || this.scale <= 0f)
{
this.unload();
return this.destroyable;
}
the bus stop is a magical place
So it does, but only if they're off screen in one specific direction out of four.
That seems somehow less than ideal.
no budget for the others
the stardrops are free roaming
I wonder if that's to do with things getting blown to the left by wind?
oh that would make sense (but why not just do it all 4 directions)...
thanks to its unique geography wind in the valley only ever blows one way
which is a problem when an invading naval force 800k strong is sailing down the wind, and you want to defeat them with a fire attack
eventually, the fire will wrap around
Hello!
Is it possible to edit the event scene of the Summit?
I looked for it in Data/Events but could not find it.
sorry, it's a little (extremely, unbelievably, completely) hardcoded:
dumb idea: can you replace SummitEvent_Intro_Spouse with your own event string
if you're experienced in C# and harmony, you can look into Summit.cs:getSummitEvent(), showQiCheatingEvent(), GetSummitDialogue(), getEndSlideshow(), and so on
this is the thing i actually wanted to make 
leaking uranium waste
is <spouse i dislike> buried there
i was about to say, free cauldron bubbles
i notice you don't support AlphaFadeFade and RotationChangeChange
whats the point if i dont have my rotation acceleration

i suppose i could
just keep nesting them
Change->Change->Change
RandMin/RandMax doesn't support all fields tho
u dont even use ScaleChangeChange...
all my favourite temporaryanimatedsprite properties
what if I want the scale to change according to sine wave
i would like to fire a trigger action at a certain scale and rotation too please
surprisingly there isn't a periodic value for scale
being able to eval simple maths is something i wanted for trinkets (so ppl can implement funny motions if they want)
what does this mean 
ⱯqqWɑᴉɼ?
if rot = 0.748f i would like to do a trigger action
but only when the TAS rotates into that value
terror
also id like it to only happen when its exactly 0.748 thank you 
another victim of floating point inaccuracy
I see! Thanks for letting me know!
more things in the game should rotate
thats true, actually
@rancid musk - have you ever given a thought to the idea of having BetterCrafting show some kind of indicator over the recipes that haven't been crafted yet (for Perfection)?
Literally a feature, yes.
You can also create a dynamic category with a rule to only include uncrafted recipes.
Sorry, I don't see the indicator - (E.g. in this playthrough, the soda machine (2nd row, 4th item) has not been crafted yet.
Ah, I see how how to create a dynamic category. Yep. That works.
so im looking through mods and this is from a crafting recipe addition, what do the 709/30 mean?
30 of item id 709
https://stardewvalleywiki.com/Modding:Recipe_data
field 0 is the ingredients list
I guess
Yeah that makes more sense
in this case, 709 is Hardwood (which you can find in the Data/Objects file when unpacked)
oh so its 30 hardwood to craft it
Yes
awesome ty all
I need a jar sprite for a mod I'm going to start working on once I get the piece of absolute garbage that is my laptop back, but pixel art has never been my forte, and I don't wanna just yoink someone else's sprite. 
i'm glad these are sorted by how chill they are. thinking of submitting an application to the 'zero chill' blueberry group
I'd join you, but I'm not a blueberry
through a great deal of focus, study, and (most important of all) lasagna, you too can become small and very round
Now the blue part
I'm good, thanks 🐟
I used to be Blue
Hi, quick question. Is the area to the left of the bustop right before the tunnel inaccessible to npcs? Because it seems to have the label the back woods.
yep, it's not supported for pathfinding. both areas are in the same map
BusStop is fine, Backwoods is not
ok, thanks
you ever make a few changes, boot up the game to test stuff quickly and it's like "OK, everything seems to be working just fine"... close the game and the last thing you see is your SMAPI window about to close and filled with nothing but red error messages
rofl
yes
Does anyone knows where the vinegar is in the game's files?
the data or sprite
Sprite
springobjects.png prolly

Is that literally everything?
is that a springobjects emote
Nope it's an emoji 😑 I've been bamboozled
yea
Thank you
i woulda put cursors as emoji too but it's too big
Where is SpringObjects? >_>
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Was planning on it :)
My poor pixel art editor is going to crash the second I open the PNG 🤣 (Or not)
Good morning. Does anybody know if Spiderbuttons frequents this Discord?
Idek who that is, I'm sorry
button is pretty much always in this channel
I'm not too familiar with Discord, is there some way I can ping them? I ran into an issue with CMCT.
@PersonYouWantToPing
They might not like that tho, so fair warning
Buttons is here a lot, yeah.
Oh, I see. I guess I'll post a message on the Nexus, then.
This is also not where you ask for support. This is for making mods.
if it's a bug report, best post it on nexus
if it's a question about the mod, you can ping the mod author, usually
I'm working on one right now 🙂
Granted, if you're encountering an issue while making a mod using CMCT, then this channel works,. yeah.
Same :D
That's the situation.
yippie making mods
Is your issue something to do with understanding CMCT or is it definitely a bug?
I'm trying to import a config setting, but it contains spaces - and escaping it with " doesn't seem to help.
Slash ", I mean.
Knowing Button's love of single quotes, I recommend trying "'Config with spaces'"
I'll try that, just a sec.
Looking at the code it doesn't seem like quotes would be needed?
It's possible the issue is in Content Patcher, if that's the case, and not CMCT.
Um. text
!codeblock
You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```
For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.
```like this```
like this
"Name": "CMC.EnableExtendedCropsPack",
"Value": "{{Spiderbuttons.CMCT/Config: Cornucopia.MoreCrops, Enable Extended Crops Pack}}"
}```
Oh I just used one on each side
That looks like a label and not a key, for the setting name.
It's a Dynamic Token; I've done it this way for other mods, and those imported just fine.
Hmm. Yeah, so it is.
does cmct support dynamic tokens 
This works just fine:
"Name": "Valuable.Red",
"Value": "{{Spiderbuttons.CMCT/Config: LG.ICO.CC, Valuable_Red}}"
}```
If it's a dynamic token, shouldn't you be using Spiderbuttons.CMCT/Dynamic instead?
No, it's a config setting imported into a Dynamic Token for use elsewhere.
do you have to quote the spaces 
I use {{Valuable.Red}} elsewhere without issues.
Just tried that, with single and double quotes. No dice.
So when you said it's a dynamic token, you meant you're using it as a dynamic token but it's a config setting in Cornucopia?
Aye.
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Okay, just a sec.
tbh i dont think i can help you much, but it will help button debug when later 
That's okay, I'm not in a hurry 🙂
This should be it: https://smapi.io/log/15c5c0628faf472ebdf2685d34e216cc
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 195 C# mods and 286 content packs.
quotes are not required and spaces are handled just fine, and patch parse is able to correctly identify it.
!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.
send your content.json here
It's an include, so the site is throwing some errors, but: https://smapi.io/json/content-patcher/92a61bfecf0d488fa18e07706de0b88a
The first example of using the Dynamic Token I'm trying to create is line #276.
i need to see where you are defining the dynamic token
Okay, just a moment.
though, your problem is actually likely that you are doing Whens wrong. you need to remove the outer braces
So just one set of curly braces?
sorry, remove the outer set of double braces
so no braces at all for the outermost token
you do it right with HasMod for example, you just have "HasMod" it works the same for all tokens, even dynamic ones
and i imagine you want to remove the single quotes from around the config names again
dont think Content Patcher would treat those as a string inside the quotes, i think it'd just take the quotes as part of the input, but im not sure
(See, this is more evidence that I am bad at content patcher.)
{
"Name": "CMC.EnableExtendedCropsPack",
"Value": "{{Spiderbuttons.CMCT/Config: Cornucopia.MoreCrops, Enable Extended Crops Pack}}"
},
...
"When": {
"CMC.EnableExtendedCropsPack": true
}
Ah, so I can just drop the curly braces for When entirely.
not "can." you must do it for the outermost token
and only the outermost token
if you have tokens inside the token, they keep their braces
the reason you must is because if you dont, Content Patcher replaces it, bc it sees that its a token
so what you have before this fix is essentially this:
"When": {
"true": true
}
i assume
though based on the error spam in your log, it might just fuck up the parsing entirely
Okay, dropping the curly braces fixed the problem!
Hahaha. Thanks for your help!
Heya, I'm a new Modder and i was wondering if there are any good videos to recommend for me to follow (I'm redesigning the cinema)
Nope, no videos
videos are quickly out of date. case in point: i dont know of any that survived after 1.6
Your best bet is to just look on the wiki or ask people here
kk 👍 thx
!startmodding The second link below is a tutorial to making a starting Content Patcher mod
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.
Are pigs limited to what tiles they can dig on? They dont dig in my east scarp supplenentary farm, apparently. It has tiles classified as dirt tiles but they are visually grass tiles.
is it classified as Outdoors?
Pretty sure since it rains and you can grow stuff on it.
conditions in behaviors() are:```cs
if (location.IsOutdoors && !location.IsRainingHere() && !location.IsWinterHere() && currentProduce.Value != null && isAdult() && GetHarvestType().GetValueOrDefault() == FarmAnimalHarvestType.DigUp && Game1.random.NextDouble() < 0.0002)
{
...
}
but also in `DigUpProduce()`:```cs
if (!r.NextBool((double)friendshipTowardFarmer.Value / 1500.0))
{
currentProduce.Value = null;
}
do your pigs happen to be sad and hungry
nah the cops in my town are fed pretty well
On day 3 of trying to figure out C# code for adding an emoji portrait icon for the special order board tried doing harmony patch but it really is a hassle and messing up my code so many times.
Can multiple recipes create the same item? I'm using Json Assets if that changes anything.
Wait?
Alr. Lemme see if I can figure this out
Json Assets functionality was replaced by CP in 1.6, so people here generally are not supar familiar with it. It's been a few years for myself, and I cant remember if it only allows you to set one recipe per item. If that's the case, then you wont be able to add another recipe for the same item
Without JA, the wiki implies that you can create multiple crafting recipes with the same yield as long as they have unique names: https://stardewvalleywiki.com/Modding:Recipe_data
Using just Content Patcher
You might be out of luck then. I'm also not 100% sure that doing it in CP will work or if it'll just return the torch recipe if it doesnt match the item name
Personally i recommend learning CP regardless
unsure if JA or CP allows for that tbh 
Yeah, I should really relearn everything, shouldn't I?
Depending on what you are intending with the dupe recipes, you might also be able to get away with using a category as an ingredient to still have just one recipe
yeah. use CP anyway.
You can use item category or spacecore recipes (with CP) to accept multiple different ingredients in a recipe
I wanted to make dyes with all the items of the respective dye color
That should definitely be done with spacecore recipes then
Yeah
Otherwise you'd have like 100 recipes for the color red
so it makes different color dyes depending on the item?
You can also make it a machine rule with CP only
You could also just create a machine that takes anything with a color context tag
Machine rule would be easier for you to learn i think
is there a mod page for machine rules?
Even 15yo Chaos wouldn't've come up with that
[[Modding:Machines]]
Sigh
Gotta be the right page name
you gotta know them all by heart I guess
That's more sprites I have to make, but I'll manage ;-;
Wasn’t there a machine data page at some point? 
Could always experiment with an existing object for now
I'll definitely do that
Nothing stopping you from making say, a table or a brazier for making dyes either
table dye would be quite funny
True 🤣
there is a mod to make furniture produce items by Selph
Bonus sprite idea: table with mortar and pestle on it
but like figure out the dyes first maybe
Yes definitely
then you can figure out the machine. one step at a time
From a quick test it seems like the recipe name doesnt have to match the object name to work in the cooking menu, though I think it will cause the torch recipe to display when purchasing from a shop. So theoretically you can have two recipes for the same item (some bugtesting is needed)
Yes, you have to rewrite everything for CP to do this
Thank you, but I like table dye
if you run the JA mods and do a patch export it helps a lot when converting to CP
also ignore what I said about the recipes, that's more just info for other people. You definitely dont want to end up with 400 handwritten recipes
that sounds like hell
Yeah, and I don't have that much patience
do we have a command for how patch export works I keep forgetting
Yeah, RequiredTags with a color context tag is the way to go here
Anything useable in a dye pot already has a color context tag so most of the work is already done defining the colors
put the apple on the table and bam red dye
how does the JA mod handle the dyes? crafting recipe?
Um. Brain is not braining ;-; It's 3 AM here
perhaps some sleep?
No!
good for brain!
I'm nocturnal
I have two machine mods that you can open up if you need examples. One using Furniture Machine and Extra Machine Config features, and one just using vanilla machines to add recipes via context tag.
when you add a new object entry in JA, you can add additional info to make a single recipe for it (such as for cooked food)
oh yeah that is how JA works, god I remember when that was the mod to add anything
Same 
https://www.nexusmods.com/stardewvalley/mods/31270
https://www.nexusmods.com/stardewvalley/mods/31683
A tiny mod Content Patcher mod that makes it possible to dehydrate Red Mushrooms into Dried Red Mushrooms and Truffles into Dried Truffles by changing the Dehydrator rules and adding a new 'inedible_m
ooh those are cool fire
Feel free to look at the code, both of those are for Content Patcher
I'm lazy and would have totally just added edible_mushroom to both items
6840, I just added inedible_mushroom to the machine xD
Which covered both truffles and red mushrooms in one go
It was still pretty lazy
wait how does that work? does it work for the dehydrator because it has the mushroom tag?
oh wait u probably added inedible_mushroom to the machine itself I'm silly
Thanks for the help, I'm gonna go color now 👋
I added a new rule for the DriedMushroom output that takes inedible_mushroom as a RequiredTag, yeah
y'know truffle should be edible I don't know why it isn't
Adding that tag as a rule has the added benefit of forage mods just adding inedible_mushroom to their object tags to make them work in the machine.
we can dehydrate all the mushrooms 
You can even eat them after if you want to immediately pass out, LOL
(negative energy from poisonous mushrooms still gets amplified)
yeah I'd imagine if you take out the water only the poison remains
I was gonna ask if dried mushroom are even edible in general in Stardew
They are
Dried mushrooms are great
irl or?
Irl
Yeah this is correct. The recipe ID needs to match the object name to work in the shop, but not for actually crafting/cooking an item. That means it's possible to have multiple recipes that have the same yield as long as you don't want to sell both of them (you can still sell one, since its ID can match the object name). I have tested this with both cooking and crafting recipes.
Thank you so much for confirming!
No idea, not my farm, ill need to test it myself i guess
hey guys, can anybody help with an issue i'm having? i'm trying to edit a custom map made by another person for personal use. i made the manifest just as usual and its dependencies (the mod i'm editing), and the map loads correctly, but the map custom properties don't. everything else works.
!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.
just to be clear, the map properties i'm editing is the "stumps" properties
For map properties did you put them on your tmx
Oh those need terrain reset right
Are you testing on new save
Not if it's the map property, no, I don't think so. Only if it's paths.
yes! the map properties i put them on my tmx, and yes, i'm testing on a new save...
Map properties don't transfer from a source map when you use EditMap. You have to set them using Content Patcher's MapProperties field.
the paths works perfectly, but the stumps respawn at the original locations from the first mod
What do you mean by "the paths work perfectly"?
the paths layer in the tmx
i haven't noticed there's a map properties field in content patcher. i have to set it in content.json?
oh thank you so much! i'll try it right away!
My confidence in this statement of mine is not high, I will admit.
it worked like a charm!
thank you so much!!
ok ive got the art done for the seeds, the plants themselves, and the item drops of the plants
now imma try to get them to actually grow and be harvestable in game
then ill work on art for my recipes and implementing my machine and the recipes
excited!!
what mod category do tilesheets for maps typically go under? just maps?
DaisyNiko's Tilesheets are under Modding Tools category (https://www.nexusmods.com/stardewvalley/mods/4736).
Lumisteria Tilesheets are in Visual and Graphics. (https://www.nexusmods.com/stardewvalley/mods/9599 and https://www.nexusmods.com/stardewvalley/mods/10448)
i guess it depends on the mod author
Honestly, I'd give them to Modding Tools category, but it's totally up to you.

ok ill put it under modding tools ty ty
tilesheet published
now i just gotta finish my other 2 mods
XD
the furniture one and the herbs and flowers one
i should be working on my map but i have to make so many buildings
yeah i have like 50 wips
i could finish one and publish it within like an hour or two
but
who careees
it would mean i have to actually figure things out

does sprite index mean what square on the sheet the sprites on
Yup. Starts with 0 in the top left corner and increases by 1 for every square you move to the right iirc.
ty ty
ok im confused immediately do i need C# to do crops in the end because this says to make a custom object which it says requires C# 😦
you can make crops solely with CP
just extra fancy stuff would require C#(or if you feel like doing it from scratch, I guess)

The c# is how to do this in c#
You do not need C# to make custom objects.
if you want some example mod you can look at my 'The Voidwitch's Familiar' mod
it got a handful of crops and recipes n stuff

that doesn't say it requires C#. it's just telling you what the item type is called in C# land (and where to look for the code for them)
how do i add my seeds to pierres shop i have
but it doesnt show any signs of being a patch that would add it to the shop unless the caregory auto does it
that just makes the object. to add it to the shop, you have to patch Data/Shops
aa gotcha
[[Modding:Shops]]
actually, some shops probably use item queries, so for some items it may be enough to simply define them
how do i get ItemID is that just like modid_itemname?
the id is the key you chose for it in the patch to Data/Objects
key?
in the picture above, {{ModId}}_Chamomileseeds
oohh
you may need to qualify it, in which case it would be (O){{ModId}}_Chamomileseeds
depends on the context. sometimes not qualifying is fine, other times it's required
ok
im gonna tyry to load in one seed/plant/object at a time to make sure i get it all to work
is there a field that makes something specifically need the scythe to be harvested
Data/Crops:
"HarvestMethod": "Scythe"
cool ty ty
would i put the PlantedIn field under crops or under objects for the seeds
whichever one has that in its data model. i assume crops
ok i got one in as a seed bag however idk how to plant it and get it to change to the planted seeds
ok there are some fields in missing in the xample imma add and see if i can get it to grow ✨
What type is a crop
hmm ig that would be cooking since it can be an ingrediant
if you mean the items itself it would be vegetable or a fruit no?
i changed it to flower
have you looked at how the base game handles crops? crop items and crop seeds are in Data/Objects; the crop items are type basic
oh
You should have two objects relating to your crops - the seeds themselves and then the actual crop object
seeds are -74 for category (type 'seed') and then your crop object will be flowers / -80
then you'll have your crop data itself which will reference those things
yea im slowly figuring this out with you guys' help
//Crop Data
"{{ModId}}_WhiteCarrotSeeds":{
"Seasons": ["winter"],
"DaysInPhase":[ 2, 2, 2],
"HarvestItemId": "{{ModId}}_WhiteCarrot",
"Texture": "Mods/{{ModId}}/whitecarrotplant",
"SpriteIndex": 0,
},
//Seed Data
"{{ModId}}_WhiteCarrotSeeds": {
"Name": "{{ModId}}_WhiteCarrotSeeds",
"DisplayName": "{{i18n:aos.whitecarrotseeds.name}}",
"Description": "{{i18n:aos.whitecarrotseeds.desc}}",
"Type": "Seed",
"Category": -74,
"Price": 35,
"Texture": "Mods/{{ModId}}/whitecarrotseeds",
"SpriteIndex": 0,
},
//Crop Item/Produce
"{{ModId}}_WhiteCarrot": {
"Name": "{{ModId}}_WhiteCarrot",
"DisplayName": "{{i18n:aos.whitecarrot.name}}",
"Description": "{{i18n:aos.whitecarrot.desc}}",
"Type": "Vegetable",
"Category": -75,
"Price": 75,
"Texture": "Mods/{{ModId}}/whitecarrot",
"SpriteIndex": 0,
"Edibility": 40,
"ContextTags": [
"color_white",
"season_winter",
]
},```
sorry if the formatting looks really weird but here's a few slices of code I pulled out from one of my mods

so i looked it up and whole chamomile is so expansive compared to like a parsnip but i dont wanna make it real life equiv and give you a crop that sells for like 10x the peice of parsnip cause that would be a get money quick scheme which im not a fan of
I added note context for them to show which was waht
whyd it take the plant getting to stage three for me to go "this aint chamomile"
how did i not clock i put the wrong sprite XD
im having a hard time getting the correct sprite for my plant 😓
Well I think my scope creep is satiated, don't have any other ideas so I guess time to just wait for people to report bugs ;p
i figured it out
also good for you man got some rest time
meanwhile that sap person gave me an idea so now if i finish my other 2 ideas i might intro bubblegum to sdv maybe
sap is used to make soap 2 so i might make some of those
id make glue but like 4 what
soap is alsoa 4 what
but i figured it would make good presents
hmm
actually hmm
i might add the sap to my herbs and flowers mod and change it to "the cottage life"
let you make some herbal soaps
scope creepin is real
soap creeping
pine tar - is used to make soap
ill use the sap to make variuous gums then
oh ig i could use sap to make glue in game for the artsn crafts recipes i plan to make
thoughts on a newstand that takes back old newspapers you fish up and gives you back a 'new' newspaper after every x amount that is a universally 'liked' item and also sells gum
also taking suggestions on ways to imrpove this idea
im not completely on the newsstand idea i just dunno if i wanna make a mod thats purely just gum you buy as pierre's
or manufacture yourselrf
i think ill shelf it until i have more of an idea of what to do 
Hello. May someone help me with modding please? I'm trying to do the farm map, first time, and i have a couple (maybe stupid) questions:
- I know we can add additional places (like second cave) but is there a way to "open" that place after CC is complete, for example?
- Can we have different forage places in a one map? Like if there are a beach and the forest on the farm?
Hey! Is there a way to remove starting tools on new start completely using only content patcher?
There is nothing wrong with a mod that just does Gum. Remember, the more you add to your mod, the higher the chance there is something in it that someone does not want. There is no harm in having multiple smaller mods based around a single theme (other then having to update them all)
Alternatively, you can conditionally patch the options people might not want with config options, Frog
So a herb mod, a newsstand mod, an npc mod. It could be one big mod or 3 smaller mods.
True.
Which I think might be a better option here for the newspaper and gum since they are tied to the same modded location idea
Unless the NPC runs the newstand, then the NPC could just be it's own mod
The negative of splitting up mods too much is that you can't use tokens from them together without using CMCT as a dependency
True one mod that does a news stand, with an Npc, that sells gum and papers should be one mod. But something that does un related stuffseed mod should probably be it's own mod. I guess is what I was saying.
I agree, that's why I just clarified my own statement 🙂
- You can add map patches that are only applied behind a When condition; in this case you can use CP's IsCommunityCenterComplete
- FTM allows you to define forage spawn areas
I think you can do a RemoveItem trigger action, and have it run on day start if the date is Spring 1 Year 1
iirc the game will do its very best to make sure you do not lose your tools
yeah that's the other issue, they will then show up at the mayor's lost and found later
if this is for a "never leaves the farm" challenge I guess you can add a custom farm with no exits 
In order to remove tools without the game trying to give them back to you, you'd probably have to move them into an inaccessible chest since the game counts those as you having them still.
Which I don't think is possible using Content Patcher alone.
Anyone here have recommendations for video tutorials for beginners to start learning how to make mods? I'm talking beginner beginner level with no prior mod creating experience
is the lost and found thing a tiledata or a hardcoded thing
there are no videos that are updated for 1.6
Oh, thank you very much 🙂 May I clarify with FTM, should i add the areas only in json or there should be some specific properties on the map tiles for that?
Video tutorials are going to be almost entirely out of date
Ah darn. Thank you!!
They don't keep up with the game changes quickly enough to be viable to learn modding from, but we do have plenty of text tutorials available!
yeah, the modding landscape changes very fast, and any video guides will inevitably be out of date with no easy way to update them
Video tutorial are hard because they tend to not get updated.
i believe it's all in the FTM json
And also, video tutorials are usually not up to date. In case the first 5 responses weren't enough /lh
Interested in making a mod for Stardew Valley? Then you've come to the right place! Check out the list for step-by-step tutorials to make your very own SDV mod.
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seems like its just a tiledata actually so i guess you can remove this and the mail you get about the lost and found tools and then the player will never know the tools are in the lost and found and cant retrieve them even if they did
I thought lost and found is specific to manorhouse
punch trees. the true minecraft way
i just meant I didn't know if the dialogue thing itself was hardcoded to specific coordinates so as to always be available
Rokugin's ExtraMapActions allows you to place the tiledata elsewhere to open the Lost and Found.


