#making-mods-general
1 messages · Page 252 of 1
I use preview, which is slightly adventurous
is there a field that makes seeds only show up during certain seasons or do they just exis like in the shop 24/7 if their modded
ty for your help aba
Dw about the weird Import at the top i have it for silly linux reasons
ty for the help frog
yes, the Condition field

Np, what little I did 😀
cant seem to find the queriy to make a letter repeat.
making the letter repeat is done by setting MarkActionApplied on the trigger
See highlighted text
that causes the trigger to repeat, and the trigger is what adds the letter
oohh i have to put the word season in there ok
legit thought it would be like the target field entry
where it slike ["spring" ]
if that doesn't work milo, you /may/ need to add the mailreceived <mailid> false action into your letter so it keeps setting itself back to false, I can't recall if that's necessary
The Condition field uses Game State Queries
Once again I am going to recommend khloes wonderful manifest generator
"Trigger": "DayStarted",
"Condition": "DAY_OF_MONTH 5+19",
"Actions": [
"AddMail Current {{ModId}}_IntroductiontoGovernmentGrants Received",
"RemoveMail Current {{ModId}}_IntroductiontoGovernmentGrants",
"MarkActionApplied Current {{ModId}}_IntroductiontoGovernmentGrants false"
]```
does this look like it will make it repeatable?
if im using 2 seasons would it be "SEASON spring SEASON summer" or "SEASON spring summer"
the SEASON query accepts multiple seasons so both should work, but the second is probably preferred

Actually the first wouldn't work unless they're parsed separately as two different conditions
ok, i wasnt sure originally i tried
"SEASON spring + summer"
because therea littol + on the quieries thing for it but it didnt like that XD
SEASON spring summer would work, and if you wanted to make the first one work you'd have to use ANY "SEASON Spring" "SEASON Summer"
the plus is to specify "you can use multiple values separated by space"
not a literal plus
dont know if this looks correct
No you can't use MarkActionApplied as an action to mark its own entry as unapplied.
see my post above about plus + aba's comment
This is how it looks to mark its own entry unapplied
"{{ModID}}_SpringTramp": {
"Id": "{{ModID}}_SpringTramp",
"Trigger": "DayStarted",
"MarkActionApplied": false,
"Condition": "SEASON_DAY spring 18",
"Actions": [
"SetNpcInvisible {{ModID}}_Hiria 3",
"AddMail All {{ModID}}_SpringTramp_Mail now"
]
},
this work for a single mail piece?
What do you mean?
im trying to make it so a government grant of 1500g is sent every season on the 5th and 19th which is biweekly
Also you don't want Received because that adds the mail directly to the list of received mail (ie it wont show in the mailbox)
Use Now
also you probably don't need RemoveMail?
(AddMail can be repeated without removing it right?)
ok, i will take care of it in a few minutes my gf is calling me
rubs my little rat hands together
now imma work on making ym plants drop multiple during harvest
That does not explain what you meant by your question "will this work for a single mail piece?"
I haven't actually tested mine on consecutive years but there's no check for a mail flag in the trigger or condition so I was assuming it'd be fine. I'd better test though.
i dont wanna have to duplicate mail if i dont have to.
I am hoping to have a letter from Mayor Lewis notifying of the new subscription and the other letter from Office of Agriculture
Do you mean to ask if it will send the same piece of mail every time? Yes it will.
yes, i was hoping to have the same mailpiece sent biweekly
Ok checked and mine works as-is, so no need to mess with removing mail. @nova gale just pinging you as FYI
You need to fix your condition then because right now it won't send at all. DAY_OF_MONTH 5+19 is not valid.
if i add lavender and something else addds lavender will the mods break or will it just have 2 different lavenders
You'd have two types.
it is only a problem if both items have the same internal id
that's why we recommend using {{ModId}}
Was going to say that.
aa ok ok
so you item is named something like "Kandi.YourModName_Lavender" and the other item is "TheOtherAuthor.TheirModName_Lavender"
May want to consider calling it something other than just "Lavender", 'cuz it can get confusing in-game.
Something like "Fresh Lavender" or the like
Just don't play with selph''s mod
domesticated lavender?
Fresh Lavender (Fresh)
Whatever suits your mod best, I'd say
If it's forageable, prefixing it with "Wild" also works
-# brassica oleracea--
Cornucopia Flowers and Atelier Goods add Lavender, but I'm not sure what they're called exactly
Royal Velvet Lavender or ENglish Lavender matches what i drew i think
Cornucopia's is called plain "Lavender", Atelier Goods uses "Forest Lavender".
oh then i can just use domesticated
because my herbs are all domesticated variations
:3
I actually like it when people give their crops cultivar-esque names 👀 give me Rock N Roll Rose or Purple Bearded Iris
man my discord app has been crashing a couple times whenever certain messages are loaded and i think i’ve figured it out: it always happens when it tries to load an AI-created code block
it nukes the entire channel lol
Chbrjvegifkydkydiy
no i was trying to backread
i got as far back as the AI discussion and my phone freaked out
it happened a few days ago too with the same context iirc
if im editing a mod once finished do need to save or can i just make changes and leave ?
ok thanks 🙂
thanks, I didn't think you had to, but I couldn't recall, I don't normally do repeating letters
Can someone more familiar with Fashion Sense than I am help me out? I can't figure out why I can't get these leggings to be recolorable
Fwiw, you can deal with something like this by using a pair of TriggerActions. Each one could send the same piece of mail, though
long to play you guys' mods but im just so enthralled with modding
older seb calls my name is2g
That message you just replied to was right in the middle of a discussion of how to do it with trigger actions lol
Typical xD I should learn to scroll
The example I follow for stuff like this is right at the bottom of the wiki, though. The weekday/weekend stuff from here:
https://stardewvalleywiki.com/Modding:Trigger_actions#Make_Data.2FTriggerActions_repeat
If you do play it, I'd love to hear what you think, Kandi 🙂
i might take a break and play it sometime tonight 07
i love seb content >u<
so hype
also on another note
when i was younger i liked to come up with fantasy stuff for fun and now im like "i could put my random stuff in stardew" XD
Ikr? It's pretty incredible when you think about it
omg
i could ok so this is cursed but once upon a time before i knew how cp worked i tried to do a homestuck mod for a friend and i told them i gave up because i lost like all my files when my comp got struck by lightning or w/e so i could message them and make that for them again XD
(i liek to keep my promises if i can)
just gotta find that wiki about it again and read through it
Valid. Homestuck inspired artwork from me, too. I couldn't believe how interactive a web comic could become
im not rereading all 800000000 pages of it for a mod but i will happily add in characters for my friend XD
my first incarnation was literally XNB which is awful as i now know
im gonna make Can town a side stop via central station ☠️
imma bring in the whole cast
probably slowly
the awful thing is my friend made me rp homestuck so i feel confident in my ability to make lines of dialogue
Btw, I shared these elsewhere but I think you might appreciate them: images for a couple of the custom secret notes I added to my mod (thanks for ichor's Secret Note Framework, which is amazing)
ty ty
know what i am gonna do a hs mod now
gosh darn it
sigh
time to go back to drawing sprites XD
(my secret is i never release a mod because i must make more things)

I'm probably doing Older Sam next
If you make all the kids older you gotta make up new kid npcs to take their spot
seb jr coming to your computer this summer
I think I'll let other mods handle adding kids. I just wanna have marriage candidates that don't feel icky to date because they act like high schoolers. And I realize that is my own preference! Not a knock on the vanilla characters at all -- it's a game that needs to cater to lots of different demographics, including younger players.
I just... I like Elliott a lot, but I don't want to date him every single time xD
I no longer trust mod users with child NPCs ngl
It's ok kantrip u can date older ppl in sunberry soon
I don't tend to install the bigger expansion mods, but I might make an exception if there's an NPC that really intrigues me
Looking forward to seeing what Sunberry offers
on an unrelated note, water is good. have any of you ever realised that? it’s groundbreaking
who’s adding a glass of water to stardew now
my NPCs i’m adding are teens, but that’s because they come from a tv show where they’re 16 lol
I have a bottle of water does that count
they’re also ghosts so i don’t think it counts
my npcs are gonna be their original ages i think mostly because some aging and some not because death i feel it would be weird to age them all
Ghosts sound so fun, ngl
it’s especially useful lore for when they decide to clip through furniture in events 😂
it's a feature
exactlyyyyy
man, I am sitting here being so uninspired bout dialogue its insane
Well the character I'm making has lost her eye fighting the end of the world, she's not gonna have high school dialogue :p
in my homestuck mod im gonna make the ancestos marriable if their single, the gaurdians marriable
and the dancestors marriable but the kids im not gonna age up because some of them died as kids so i dont wanna and even thopugh at end of comic Dave is like 25 (immortal) i would feel weird making him a different age from his friends
are you including content from homestuck 2? it’s been a while since i read and i’m not up to date on it at all
nah probably not homestuck 2 caused such a big divide in people im probably going to avoid it
mine is probably going to be like AUish where everyone just lives in stardew valley
aww cute
Harvey doesn't act like a high-schooler. I agree the others do though.
im gonna keep mituna and latula as a couple i think
because how could i divide them 😭
Ciao, i'm working on a carpet and i've added it in the Data/Furniture.
Will it appear in the shops automatically, or is there a script i need to change to make so happen?
yes you'd also need to add it to Data/Shops
though without further changes it will show up in the furniture catalogue, if you didnt have it set as "dont include in random sale"
ok thank you
Yes! Harvey. I forgot about him because he is not really my thing. But you're right. Shane is also supposed to be "older", but I don't like married life with him shrugs
He's a cool friend though
Is there a way to have a larger than normal sprite like a 2x2
for what
I want to make an animal npc but idk if i can fit it within the 2 16 squares we have
i know you can increase animation sprite size using spacecore, so maybe check that out?
oo ok
anyone else notice nexus mods lagging asf?
nexus being nexus
no clue but nexus is randomly shite sometimes, that what i mean. no face palming needed,
ooh ty ty
sometimes nexus just says "no" and we must respect it
oh ok.
ya also i think it must be because i use an adblocker
i also use an adblocker. 
please don't ping me in replies
oh thanks for telling me. i wont do no more.
Hi, yeah Nexus was lagging hard for a bit. No idea why
might be server issues i suppose.
yea. i turned off my ad blocker and tried again. i will try turning it back on later.
Might be, because the newest SVE isn't downloading properly
And I had an issue where a mod was causing it to rain in my gme non-stop
yeah ok i think it's a nexus hiccup
also this is making mods general so perhaps we should move to #modded-stardew to be on topic
I think i should get my drawing tablet doay or tomorrow so doing art will be smmmm easier for mods
Now considering if I need to make optional children sprites for my Zelda NPC replacer mod
I kinda wanna doodle for another mod idea and take a break from doing stuff for this one XD im rotating mods in ym mind, like ik it might be bad practice but ideas are bouncing around my head
nah tbh thats what I personally do too. it keeps you from getting frustrated if you happen to run into trouble and makes you feel refreshed when returning to it
if you wanna share a buncha stuff from different things and a lot you could also have a thread made here or the modded art channel

like
rn my brain is like "remember those angellic and demonic themed plants you were making in 10th grade" and now i wanna draw them and make a little mod for them and expand on the idea a little bit
sounds like a neat idea
yea the theme of the demonic plants was basically "what if plant looked dangerous but was delicious and the angellic ones were liek "seems liek they would be pleasant but until utlized a specific way were deadly"
but the angellic ones had like made you feel more enrgized whereas the demonic ones were more like basic? if that makes sens like the angellic ones i based around the idea that there was a reason you wanted to utilize them
i think imma rework it a bit but i think that could be fun
yee
I'm still a bit confused on the whole dialogue proxy, where do I have to put new lines of dialogue? Is it safe to make my own new json for this and load it like I do for images or maps, or is it best to try and add this in existing paths in the strings data?
and is it safe to do all my loading with my CP mod while relying on those with my C# mod? Bad practice?
nexusmods changed the layout recently too so I wouldn't be surprised if they fucked everything up
Oh is the beta default now?
if i wanted to make it to where monsters and farming and stuff liek that had a chance of dropping a random item out of a pool of items of my creation would that be cp or c#
because i just had an idea for a collectible mod
you can edit Data/Monsters to add your loot to the vanilla monsters drops
for crops, there's SpaceCore for extra harvests

You could also do either of those in C#
i think i am very confused on what you are trying to do here. what do you mean dialogue proxy and what is this code snippet
But yeah CP + spacecore works too
ok cool! cause my idea was for little cards or something you could find and collect and maybe turn in somewhere similar to the museum :0
the turning in part i also dont know if tats cp possible though
so um anyone how im supposed to view the farmer frame int he modding resource?
I want to use the drawDialogue function to send a message to the player, and it expects a path as second argument (currently "") but I cant get the path to work, keeps saying it's unable to parse string path
Tried loading in a json file into Strings/Puzzles and address it through there but no luck
its expecting a translation key. so something like Strings\Puzzles:SomeKey
you're trying to draw dialogue without giving it any dialogue to even look for
I tried Strings/Puzzles/JanitorLockerCorrect, but replacing the / with : worked, thanks!
yeah in my example it was still empty but I tried a bunch of paths
format for translation keys is always AssetName:Key
and if you dont have a : in there it doesnt like that
What's the best way to structure my lines of text? Do I best just put everything in new files or am I expected to add to existing files
You don't technically need a translation key but they are useful.
New files of your own
With your mod id appended to the front
Appended to the target or source file?
(speaking of which, it cant just be me that hates that LoadStringReturnNullIfNotFound will still throw an exception if its not in translation key format, right. like... just return null)
so often i want to use it as "i dont know what string is being passed in here ahead of time, so just try loading it and use my ?? fallback if not" but nope
does anyone know why the modding resource isnt displaying any imageS?
so it works in my other google account weird
I can't find ways to add my custom rug into the Carpenter shop. I added it in the Data/Furniture but then how can I buy it if I don't know how to put it in the Data/Shops... anyone can help? i feel stupid
[[Modding:Shops]]
you again, you my saviour
Nexus what are you doin lol
It's giving up completely
@ivory plume do you know whether it's intentional that RejectItem dialogue keys overwrite the character's daily dialogue when triggered? Afaik this only affects modders because the base game doesn't use RejectItem anywhere that I'm aware of
I've been trying to upload the mod translation for an hour, it's really frustrating.
i peeked at the code and it uses setNewDialogue without passing the optional parameter add as true, so it clears any dialogue they have queued up for the day which is generally not desired in my experience 😆
If you don't want the character's normal daily dialogues to be cleared, you can set add: true in the setNewDialogue call.
This way, when the RejectItem dialogue is added, the existing dialogues will be preserved, and the character will continue saying what they were supposed to throughout the day.
they arent the one calling setnewdialogue
I thought game did use reject item for the pirate wife quest
i think thats just items marked as a quest item and it checks if the NPC has dialogue to accept it. maybe. dont quote me on that
i did a search thru Characters/Dialogue for RejectItem and didnt find anything
Ah i see
oh atra can i ask you a transpiler question
Why r there 2 of em
as long as you're here 
how do i call the subtraction operator of a type in IL. does just OpCodes.Sub work
reject_ is the old one, and its primary purpose is for delivery quests
Reject is the fancy new one in 1.6 for modders to add gift rejections
like if i want Point::op_Subtraction
Operators have specific names
I think subtract is the static method op_sub but I'm not sure about that
is there no easy like, AccessTools way to get it besides just searching all methods on a type for a name
It's a normal static method. Once you have the name you can just use AccessTools normally
It's just one with a compiler generated name
But it's pretty straightforward, like op_sub or smth
Not the <> mangled
if there is a better way I'd also be interested lol
Yeah
and cant do like, AccessTools.Operator
Yeah
If you don't mind the extra steps, it's always possible to use the operator you want in code, and then decompile to get the IL
i did
call valuetype [MonoGame.Framework]Microsoft.Xna.Framework.Point MonoGame.Framework]Microsoft.Xna.Framework.Point::op_Subtraction(valuetype [MonoGame.Framework]
i didnt know how to emit this with a CodeInstruction
wasnt sure if i needed to do something special to get the op part
Do you mean because dialogueparts isn't empty by that point? It might be tricky to fix with the current design, but I did want to convert Data/Quests to a data model asset at some point which would make it easier to make it more granular.
Fixed in the upcoming 1.6.16. Thanks for reporting it!
Casually mentioning converting another asset into a data model. What's going on behind the scenes there, huh?
is 1.6.16 the modpocalypse /j
yes
(It's something we discussed during the 1.6 alpha, it just didn't make the cut for 1.6. So it's still something I'd like to do in some future version.)
Yeah! 
So if that is set it's always overridden
You know what else was discussed during the 1.6 alpha that didn't make the cut... dehardcoding bushes. That would be neat... 😁
(turns out if you're gonna use IL to call the Point subtraction operator, you should probably make sure the Newobj call before it is actually making a Point and not a Vector2)
its been a really long time since ive made an event and ive lowkey forgot what ive been doing, im referencing my old events and i have no clue what this line means, any help?: animate Roxi false true 200 54
animate <actor> <flip> <loop> <frame duration> <frames...>
https://stardewvalleywiki.com/Modding:Event_data Here's the event data modding page
So you're animating Roxi, not flipped, repeating, duration 200, frame 54
On her character sheet
Since it's one frame, it's probably just static
oh ok ty! so its just changing her sprite tysmm
does anyone know where hat mouse is? cant find it in characters or tilesheets
when in doubt cursors
Did you check cursors?
spotting stuff on tilesheets can be hell
the rundown hatmouse shop is on spring outdoors tho
How do you all feel about ingame event guides like through mail or something similar? Is that a little overboard for one character?
From what I’ve heard it’s a pretty big mod which probably has an easy time justifying extra easily accessible guides. Maybe the nexus page is enough for something smaller
update: fixed this and then realized my next error while waiting 5min for stardew to load, realizing that i used codematcher Insert instead of InsertAndAdvance inside a Repeat, so i was matching on the things i was adding. dont wanna think about how many millions of lines of IL code i added before i shut the game down
honestly i think Repeat needs a innate ++ or something
You can do "Articles" on the Nexus page and put a spoiler guide there
what would happen if it had an innate ++ but then you also did InsertAndAdvance in it
i could see it being useful to not have it, bc you might conditionally emit stuff inside the repeat, and if you do, you might want to repeat the stuff you just did on those conditionally emitted things
a niche case, sure, but i think probably best to leave it at "possible to do" instead of impossible when you can instead just Not Be Dumb Like Me and remember to advance 
hm well it's obviously too late to change the design
but i guess if you store the Next element ahead of time then called delegate on Curr then it would be safe right 
ofc this would imply a RepeadAndInsert kind of specialized iter
rather than Repeat
would doing something akin to the museum be something i can do with content patcher, such as the completion of a collection that is displayed, i figure if im making this collectible mod i should add a rewards system to it so it feels more fun 
oo ok
not like, "releasing tomorrow" close but sooner rather than later
oh ofc ill just make the art and store it in a folder
honestly gives me more thinking time on the collectibles
how do i make an actor disappear mid event? As if they went into a house or something.
Be an NPC, walk through a door, get warped to the void
how claire and martin feel from SVE when they go into the bus
bus just sits there
it's all a facade
There's a hole at the bottom of the bus over a manhole cover, they have a secret hideout
/playSound doorOpen/warp {{ModId}}_TheMrQi -1002 -1002 I did the exact same thing in one of my events for an example
haha thank you!

Question is there an advantage to vs code over note++ ? I currently use note++ but people on here always talk about vs code.
many advantages yes
linkoid's extension only works on vscode
and i can run the C# debugger in it
np++ is fine tho use whatever you prefer they r just tools
I don't do c# as I don't know it. I just had note++ on my computer so it is what I used.
VSC also has syntax error detection
oh i thought np++ has a json plugin
huh thats a lot worse than i thought 
@golden basin noticed you put in the changelog for the latest PC update that the warning messages for trees was fixed, but it actually seems to be sending more warning messages now
That's true. I definitely don't get errors highlighted in note++. But I also have no plugins for it. So that could be why too.
I just started a fresh save after updating mods
n++ will not auto highlight them with a plugin
if you install the plugin you have to manually tell the plugin to check your json then it will open a little window telling you where errors are
It is because FTM is still trying to generate a tree. But the actual map has the tile set as no spawn. You can fix it in the FTM files by removing that tree spawn. That's what I did.
coders: how to add a schema to vscode? i'm literally unable to figure it out despite rampant googling
Well I'm just wanting to let them know that it still seems to be an issue
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
i did that, but i wanted to add the i18n schema and such
It doesn't hurt anything, other than the warning. FYI, I was told not to ping authors with bugs in this channel. But to file bug reports on nexus
not just the jsonc
these r different urls containing json schema definitions yes
u put em in file same way
why does it tell me to edit settings.json.... cry
well u do that too
ok thats whats fucking me up
is this. right.
what r u doin
i thought i had to add the schema shit in the settings.json so thats what im. attempting. to do
The schema goes into your actual content.json file
No
nop
i guess u could, if u want to mass associate a kind of file
i never find myself wanting that
well id rather mass associate than go through each file of my npc and add that schema line lol
better to have it actually committable too so other ppl know what kind of json this one's supposed to be
// Your content.json file
{
// Your existing content,
// Schema
"$schema": "https://smapi.io/schemas/content-patcher.json"
}
just do it as you edit them
In VSCode you can use snippets to give yourself a shortcut for the schema, or even just the general structure of a Content Patcher content.json file if you'd like
VScode seems complicated. Do you have to add the schema every time you make a .json, or just the first time.
Here's a jsonc snippet:
{
"Content Patcher": {
"prefix": "cp",
"body": [
"{",
" \"Format\": \"2.5.0\",",
" \"Changes\": [",
" ],",
" \"$schema\": \"https://smapi.io/schemas/content-patcher.json\"",
"}"
]
}
}
This is what you'd have to do with any editor that supports json schemas
The json schema standard has you put it in the file, it has nothing to do with vscode in particular
Oh, why don't I see the schemas in more code on nexus? Do people not use it, or does it get removed when saving?
It's not a commonly known feature, but it's what smapi.io/json uses behind the scenes
Interesting
Not a lot of frameworks have their schemas defined either. It's one of those things that are nice to have, but very few people ever get around to writing one. The only ones I'm familiar with were authored by Pathos for content patcher, the manifest.json file, and i18n
JSON Schema
I have yet to look into using json schemas but I have considered it because of content patcher
im not sure how to make a manifest tbh
one that would be able to describe what is valid in a custom data model i mean
Really any of the data structures could possibly benefit from having a schema. It would help catch errors more easily.
how do you deal with TargetField
If you ever take a look at the content patcher schema, there's a lot going on to match all of its syntax:
https://smapi.io/schemas/content-patcher.json
i18n is a lot simpler:
https://smapi.io/schemas/i18n.json
yes but if u r using target field the structure of whats valid under Entries changes 
I'm not super familiar, but there are modular components to it
i did think about making schema for my custom asset at one point but i didnt find clear ways to
- inherit or extend the cp schema
- handle conditional stuff like that
Like it has some concept of conditional elements. Or if one was created, it might have to be opinionated. Like a schema to target a specific asset type (and action).
do it for custom bush 2.0 so i can steal homework
I'm always meaning to do it eventually only eventually ends up meaning never
yea at least it only has to think about EditData for the most part
ideally i can like
If I did it for CustomBush, it'd probably work under the assumption that it's included as opposed to being part of content.json
hmm can it handle the custom ModData keys I put in EMC (including ones that match a regex)
idk if u can do keys with regex
Look at this segment of Content Patcher's schema
It has the concept of, "this applies when the patch is EditeImage, and here are valid property names, etc. So it seems like a lot can be done, but how can be complicated.
Also it looks like it's possible in the latest draft to have recursive stuff
You can have schemas which themselves reference other schemas
have you tried terrian reset? to reset where those spawns are being placed? because those errors are gone for me
I recognise the Firefox json viewer and respect the decision
It's a fresh save. Would terrain reset still help? I'm not actually bothered by it just wanted to notify you it might still be an issue
recursively?
it should help yeah, theres a github version of the mod do you need it
Nah I have that bookmarked in case I need it. Thanks though
As an option, yes
https://json-schema.org/understanding-json-schema/structuring#recursion
JSON Schema
im about to drop kick these tree warnings it was gone a moment ago???
What's funny is that whole discussion about having an easier way to build content using frameworks. schemas would actually help with that, and in some ways make vscode a more useful editor for building those mods.
Useful in the sense that VSCode will yell at you as soon as you start doing something wrong
It is because FTM is trying to place a tree on a tile you marked as not spawn able.
i dont use ftm to spawn trees tho
do i????
Oh, well in the tree.json there is a list of tree coordinates. One of them is trying to spawn a tree on tile 34 I think (from memory) and that tile is marked to not let spawning in the map. I fixed it in my old copy by removing that entry
Have not bothered to fix it in the update. I realized the warning does not actually hurt anything.
34 is the index for the custom tree spawning tile on the path tilesheet
See what is happening is the mod is wanting to spawn a tree in spot that is missing a path tile for custom trees
and im trying to find the entries that are missing a spawn marker and its making me crossed eyed
On my phone at the moment or I would give a better description. Sorry. I know what I did was look at the error and remove the tree with the same index in the tree.json and the error went away in the last version of PC.
they all have the 34 index though, do you mean the coords?
(FTM doesn't support trees at all yet, fwiw)
I may have fixed it wrong though. Like I said, did not bother with the new update as I realized it made no impact on the game.
im just gonna rewrite them-
Yes. The error game me specific chords of an x y and that's the one that I removed.
None of them have 34 in the coordinates though
Must've been a different number
its fine imma just rewrite the spawns tbh
Sorry, I could not be a bigger help. I am not near my computer. So I can't check what one I removed. Or if it is even the same error actually because the one king kia posted does not have x y coordinates like mine did.
In terms of the best way to do this, how would I make my expansion (way down the line) compatible with recolours when I'm using custom tilesheets?
Load them and don't just keep them in the same folder as your tmx
if you have custom grass tiles and such, after that its just a matter of recolouring them
if you drew the custom tilesheets, consider just providing the matching recolors innately
if you are using say daisyniko's sheets, daisyniko has compat made for a number of recolors
check desc on various tilesheet mod to see what they support
the stuff button said here about loading applies either way
I'm in the process of making my own tilesheets so do I make them matching with the vanilla colours initially?
And then make an earthy version of my mod for example?
nothing will automatically recolour them to anything else
compatibility for recolours is someone manually customizing a sheet
by drawing over it
it isnt that different than what you did for the shop keeper tiles
Ahh so it's a When condition?
more or less
i have a small interior tilesheet and i provide several recolor palettes for it. it's set up to automatically match whatever you have installed but there's also a config setting to override it
the matching is bespoke and sort of mischievous C# but you could do most of it with CP's When
Ah that's good to know. So it can all be one version of the mod that way
Which parts can't be done with CP?
none unless u r hoping to like
the part where i open other mods' config files to see if the user has enabled their toggles
automatch all tilesheets forever
theoretically doable if u sample colors and change Texture2D 
Ah ok thanks! Recolour compat is important to me lol
but normally people just provide vanilla earthy vpr starblue(maybe) and call it a day
i considered doing this, but it breaks down when retextures move the pixels
nightshade just needs LUT support
LUT is in the 1.1 feature list but 1.1 is in dev hell
(specifically, compiling your colorizer settings to a LUT to boost perf)
i don't know what those two things are
(it is joke these r vfx color things)
chu's guide to tonemapping stardew coming soon
Mod works for vanilla fish! Question for y'all:
Should I release the mod right now or finish my fancy checklist of:
- Clean up Code and optimize runtimes
- Verify Compatibility with Modded Fish (Like SVE and Ridgeside)
- Test for All Seasons and All Weathers
well ideally you test first
test with stardew aquarium
up to you
note that for nexus visibility the first week after you release is important, since it's the only time your mod can make trending
do what with that info as you will
and maybe more new fish and fish of stardew
Stardew Aquarium? Why would I do that? I use the mod and can't see how it directly interacts with mine :3
Genuine question, I'm happy to test it
it adds more fish doesnt it
some of them use GSQ conds which ik lookup anything doesnt support properly yet
D-does it? I literally didn't know, I always run it with so many mods I just assumed those were from other mods
but yea the suggest is more
I'll defo add that to the list
definitely test with the big popular mods that add fish. SVE included, if you care about that
"test with big fish mods"
ultimately tho just go by vibes
it is mod so if it works on your machine it's good enough to ship 
people will show up with big ol logs with weird ass fish mods you never heard of doing strange things and break ur mod
(this is exactly what happened with machine mod on initial release)
if you have known performance problems, i would fix those before release. i wouldn't worry about "clean up code" now, or potentially ever (clean code is a false idol)
I'm an optimizer so at the very least I'll want to benchmark things. No performance issues but things add up when you have 500+ mods
So I'd like to cull any unnecessary load times
incidentally aquarium support might be another deco icon u could add (scope creep alert)
I was thinking that, since I all but designed this mod to help with Stardew Aquarium in my modlist
do u have a general "not yet caught" icon
That's why the fish is greyed out :3
that is extremely hypnotic
Oh and the icons show you when they are available
that makes sense
Yup! There's also the Fishipedia aspect of the mod that I showed earlier
Which is an in game wiki for Fish :3
qq, and apologies if it already does, how does your mod handle fish with BobberPosition set (eg. the Goby)
I have a hardcoded handle for Goby atm
I had a full on rant with my friends about Goby specifically being the only vanilla fish with a completely unique ID
Because of update stuff
well, there was that PR for lookup anything to add lookup on bodies of water
i suppose u can do it like, when you cast rod, update the HUD to the "true" fish catchable here
might be a bit too a fishing sea tho 
I do currently specify the bobber position thing for the Goby in its Fishipedia section, but that'd be hard to display with the HUD element
yeah I asked because it is quite the tricky thing to show and was curious to know how/whether you handled it lol
did a quick lookup, vanilla has 3 uses of BobberPosition for fish:
- goby (waterfall)
- salmon (also waterfall, since 1.6 - this is news to me lol)
- the 3 submarine fish with magic bait
salmon 
(there's 2 more, but those are for secret furniture items and not fish)
ah i have another scope creep
what if the fishpedia shows aquarium tank sprites
does it do that rn
I knew of the first and third, did not know about the 1.6 Salmon update...
That would go SO hard. Currently it just shows their inventory icon but I'm super down for any aesthetic suggestions
Admittedly my mod's p barebones when it comes to aesthetics
i think you can do it by borrowing TankFish, it'll just suck a little bc u r now outside stardewui layout system
making cards for my mod idea for card collectibles is so fun
i kinda wanna make other collectibles but idk what would be as good as cards hmm
ok should i do fish, monsters, orrrr mm crops next
for cards
not monsters never those
Fish!
literally anything else 
what do you have against the monsters Chu
fish it shall be
i actually forgor how many fish we have in sdv
so many.
oh i just opened the wiki thats so real
a lot fish .. many fish... forever fish
rn im not doing the color coorination for the borders or the type dots that will be last >.>
But think Kandi if you make a collection card mod for fish you could also make compatibility patches for more collection cards for other mods that also add fish ...
real
More New Fish... Fish of Stardew... other fish mods that I know exist but my brain wont let me remember right now
i was thinking if people were interested i might reach out to other mod authors and be like "hey can i make a card collection expansion to my mod based on yours" and add it to optional files
Scope creep my beloved... and beloathed...
real
I have a whole scope creep section on my trello
if i can i wanna make "character" cards
taunting me
I can't wait to add more cutscenes to my mod that already has 22/23 cutscenes in it
but idk if ill ahve the pixel space to to do
You could do them based off of a big love gift of theirs maybe?
like elliott's could be a duck feather and a book or smth
oooh true
i might do that 
i was thinking of doing a wedding one thats like just a picture of a bouquet
because i plan on doing a "events/festivals" card section
so flower dance marriage divorce fall fest stuff like that
I sitll have no idea where to find the sprites for the damn babies
not the toddlers that walk around but the other ones - i couldnt find them in cursors surprisingly
also those would be cute O:
eggs in a little basket for the egg festival...
yess exactly
fun fact crib baby and crawl baby are on the same spritesheet but use different frame sizes. there's some cursed code in Child.cs that makes it work
ContentUnpacked/Characters/Baby.png
No compatibility with child to npc, go upgrade your blueberry babies somewhere else
Thank you Chu :3 apparently im blind
well i actually didnt let u speak to babies either
but u can talk to and gift toddlers
you don't actually TALK to them though... they're like pets, you click on em and they give you a little heart 
me writing baby language: bababababa boo ga
also having even one child with qi sounds like a nightmare i would not want to have even more... a bunch of little blueberries scattered around my house
i see i must work harder on my framework salesmanship 
(I actually have the default config set to false for having kids with him, he does not seem like the fatherly type)
Is it best to add my expansion with Central Station or is it best to add it somewhere already accessible?
those are very custom kids with that framework...
Honestly I 100% support central station
it makes compat much easier
yea its just nice
I shall use CS then 
if u dont particularly care about ur area being reachable from a specific vanilla place
use CS 
Honey's Orchard is going to be added via CS :3
I still havent decided on a name for it... names are hard
I just worry incase CS gets dropped / lost to time in a few years say, and then my mod will need reworking. Or do I just worry too much lmao
Ooo what is it you're doing Lily?
If Central Station stops getting updated, then SDV modding will also be dead
if pathos somehow disappear into ether one day im sure the remaining C# modders will get togther and figure stuff out
shits important
I have a friend who really loves apples, so I decided to make a mod as a gift for them that expands upon such a thing (aka I will be adding like 11 different apple verities + a cinnamon tree (cinnamon tree will be toggled with cornucopia for compat reasons) and a bunch of apple recipes) and I thought it would be really cute if there was an NPC who owned an apple orchard to go along with it :3
varieties** spelling is hard
there are so many more than 11 😭
Oh wow, I never knew lmao
ooo crab apples...
12 apple saplings
did you know some apples are better for cooking than just plain eatin?
Just googled types of apples.. mind blown
oh god please i dont need scope creep for more apples
thats why some apples are kind of grainy theyre probably cookin applkes
There are apparently 7,000 types
usually used in pies and the like 
Im trying to limit it at least a little so they can actually be used for recipes and aren't just... more things to add to the collection tab
Yeah! I did a bit of research on it while making the general recipes for my mod, trying to figure out which ones would be best for what
oooh love that
each apple type has different recipes theyll be used for :D
Crab apples would be pretty good for some apple muffins :3 I didnt have a recipe for those so ill add that... plus tiny apples are cute so i must
i love cooking in games so darn tootin im downloding appleovania
Ooo Pelican Town food truck is on the Hot Mods section
oooooh
you should add Red Delicious variety, with -80 energy upon eaten
real
Red Delicious apples are kinda awful arent they...
REAAL its cause theyre vbaking apples i think
i might be twrong i learned this stuff in 3rd grade 
Though I'm just doing a patch on the vanilla apple to rename them to red delicious apples already xD
thats waht the vanilla game apple reminds me of the most anyways
God I never finished watching the video that the youtuber did of my mod (specifically him playing through the 14 heart cutscene and I keep having to pause it cause I feel so silly watching it... i hate being perceived god)
applerankings.com intensifies
pink ladys are 3/5 apple intensity apparently
I love pink ladies and cosmic crisp apples
i could
XD
Also I lied, apparently i was making the apples in game gala apples not red delicious apples
Anyone have any ideas what the "Down" sprite box in Demetrius's sprite sheet might have been meant to represent?
im now realising that with all the categories im gonna be making hundreds of these cards so im kinda glad button isnt done with that framework because it gives me time to get all the art done 
yeah
notes to self
i think you're as likely to get an answer on that one as you are asking about george's blue cube
I think Sit is pretty self explanatory
the sprites aren't used. by filling in some junk it's clear it's a broken sprite instead of just having him invisibly broken
Fair enough
I'm intending to use them for Robbie's sprite (Zelda mod stuff), so I was curious.
Was wondering if I could pre-empt having to update him if that inevitably gets filled in xD
i mean if it's inevitable, you're welcome to take a guess at what | \ OOW ~ is gonna be lol
but in that case i'd just keep it blatantly wrong so it'll show up if it's ever replaced
pretty sure it says DOWN lol, idk what the lines are though
his beach and winter sheets replace the banana costume with some other dubious sprite
Ah that would make the lines in the down sprite "ditto"
⬅️ sit
Pen up, pen down?
maybe it was a writing/making notes animation originally?
now that you mention it, they're likely just extra frames for demetriums' clipboard notetaking sprites
pendown must've been recycled into the banana suit in a later update, i don't know when it came in
this is weird so, there are no entries for passerby cliffs and its a new save. I looked through all my files too nothing spawning in passerbycliffs i have no idea why this warning is here 👀
I'll just have the "ditto" down sprite blank then, thanks!
I am messing with buildings again. ```js
"TileProperties": [
{
"Id": "test",
"Name": "Water", "Layer": "Back", "Value": "T",
"TileArea": {
"X": 0, "Y": 0,
"Width": 5, "Height": 4
}
}
],
two questions: 1. Does Rain always overwrite other schedules, or is it just about the order on the list of schedules?
2. how the fuck does Lewis's schedule work re the community Center? As far as I can see in his schedule files, it's just... it's just spring's schedule, he goes in there. Why doesn't he do it before it's fixed? what
Probably hard coded shenanigans
annoying, but makes sense
When you're looking at game files to see how to do something, always annoying to trip over that kind of thing. Guess I'm doing a When
I'm confused by my tree spawn warning
There's no spawn entries in the area that's throwing warning
theres something in the schedule parser code that checks for whether a location is even accessible, so that probably stops lewis
Oh that makes sense. Unfortunately won't help my use case, but now I know
Yeah looks like that's how Clint does it too
The wiki just says rain and rain2 apply on rainy days, it's not very clear how that works with priority
wait no it says "listed HERE" not "listed"
that is clearer never mind
load-bearing "here"
Yeah from looking at the code I think the schedule keys higher on the page take priority over rain. So a rain schedule would take precedence over spring_Mon, for example, but spring_1 would be chosen instead of rain if it was present.
JojaMart is also checked for accessibility, these three are hardcoded exceptions:```cs
private bool changeScheduleForLocationAccessibility(ref string locationName, ref int tileX, ref int tileY, ref int facingDirection)
{
switch (locationName)
{
case "JojaMart":
case "Railroad":
if (!Game1.isLocationAccessible(locationName))
{
if (!hasMasterScheduleEntry(locationName + "_Replacement"))
{
return true;
}
string[] split = ArgUtility.SplitBySpace(getMasterScheduleEntry(locationName + "_Replacement"));
locationName = split[0];
tileX = Convert.ToInt32(split[1]);
tileY = Convert.ToInt32(split[2]);
facingDirection = Convert.ToInt32(split[3]);
}
break;
case "CommunityCenter":
return !Game1.isLocationAccessible(locationName);
}
return false;
}
For your use case, it might be easier to use a MAIL command to set specific schedules based on the flags, like in the example: Example: MAIL ccVault/GOTO spring/GOTO summer (runs GOTO summer if the bus is repaired, or GOTO spring if it isn't; not limited to GOTO commands).
Replacement schedule entries are interesting, here's one from Sam:
"Mon": "1000 SamHouse 17 15 2/1100 JojaMart 16 5 2 sam_work/1600 SamHouse 17 13 0/2130 SamHouse 22 13 1 sam_sleep",
"Wed": "GOTO Mon",
"JojaMart_Replacement": "ArchaeologyHouse 40 4 2",
so on mondays and wednesdays he would try and go to his job at JojaMart, but if you've closed them down, he'll go to his JojaMart_Replacement schedule position instead anytime you try and send him into JojaMart
Oh that's cool
note that this explicitly only works for JojaMart and Railroad schedule entries, and CommunityCenter will simply fallback to default or spring depending which is available
i don't see why this shouldn't extend to communitycenter or any other map honestly, but it doesn't
anyway all the accessibility rules are hardcoded into Game1.isLocationAccessible, which includes Desert as well if ever you wanted an optional entry there
Cool. Thanks!
I've only used mail flags with actual mail before: If I want to use a mail flag as just like... a flag, how do I do that without a letter? Just the ID and blank quotes in Mail.json?
or do I not have to do anything in there
Nothing in data/mail at all
and make sure you send it to the received inbox
So Mail's just for the actual letters Perfect, thank you!
you know how content packs, portraiture mods, replacer mods and xnbs all count as mods?
...what if I upload a mod and it's an image you can print, cut out, and tape to your screen in the correct position
Has anyone used Miss Coriel's NPC Creator 3? I was looking at this relationships part here and I believe this is where you can enter family relationships in case the custom NPC is related to one of the vanilla characters.
isn't that still outdated
yes
we recommend learning how to work with Content Patcher and 1.6's new NPC data structures instead
I would play with this
ok what section should i do now for my cards do you think? crops, weather, festivals, characters? hmm, i could also do ore, monsters, artifacts, or animals
Okay What is the easiest and most simplified tutorial to follow
!npc Tia's tutorial linked below
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!
Tiakall's tut is really really good!!
It's the first link but the others are helpful too. If you want to try working with a creator tool still, try Fireredlily's NPC builder. It's still WIP but can help with getting stuff in the right format without abstracting it as much as Coriel's creator.
can you do spoiler tags in a nexus mod desc?
you can, but it turns into a collapsible panel instead of an inline censor
collapsible panel is ok with me
Question, how would I edit spouse rooms? :3 thank you~
not sure how to edit already existing spouse rooms but you can simply overwrite marriage dialogue by replacing the entry with whatever
are you already familiar with how to create a content pack mod using Content Patcher?
yes :D
i.e. if the spouse has a "Good" dialogue you can just replace it with your own Good dialogue and it should overwrite it
Woah, so does it just not appear in game at all? I would like to know how to get rid of it completely :0 thank you for the response
Oh like... you dont want them to have any marriage dialogue at all?
I don't know if that's possible since there are lines that will be pulled as 'defaults' if there aren't any entries for it
Yeah 🤔 I want to do a custom one for each NPC, but I dunno how to get rid of the generic dialogue I hope it makes sense! I don't think it has anything like that XD
mm I see
Oh well again you can simply replace it with what you want the lines to be!
i.e. i know one of those default lines is fall_8 (If im remembering right anyways) where they talk about fixing up the house
oohh..
you would just target "Target": "Characters/Dialogue/MarriageDialogue[charactername]" and then replace the "fall_8" line with whatever you want
oh good it's not me nor my internet
ignore the fact that i wrote target twice
alright cool!!
wheeze it just did that to me too, i was writing some notes for v 1.1.0 for my mod and what I plan to do and I wanted to check something on my mod page and it was just... doing that
any idea what settings for sve are best for low to mid level laptop?
i wanna play sve but i rarely have luck with it
toggling both the low memory settings should help you
also any one put a list of what mods are compatible with it and what's not??
if you look in the characters marriage dialogue jsons that you want to change you should be able to easily see what entries they already have and change those,
thats more of a question for #modded-stardew
oops wrong area
thank you for being detailed explanation, sad that I can't change some default stuff hehe😅
you can find those files in characters/dialogue and then you'll see a list of marriage dialogues for them
well you can!
assuming you've made a copy of the unpacked file Maps/spouseRooms as some new file assets/MyCoolNewSpouseRooms.tmx, it'd be simple to replace the map with your own asset:```json
{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditMap",
"Target": "Maps/spouseRooms",
"FromFile": "assets/MyCoolNewSpouseRooms.tmx"
}
]
}
if you cropped your new file down to just a single room, you'd need to change the `ToArea`, so for Emily's room you'd use these coordinates:```json
{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditMap",
"Target": "Maps/spouseRooms",
"FromFile": "assets/MyCoolNewSpouseRooms.tmx",
"ToArea": { "X": 6, "Y": 18, "Width": 6, "Height": 9 }
}
]
}
where the coordinates are given in tiles, starting from 0x ,0y in the top left of the map, assuming your map is also 6x 9y in size to match all the existing maps
Like the bed dialogue, you know if you remove the bed in your farm house and how your spouse is just like 'bro where's the bed' you can change that
you just have to know which entries to replace
ooohhh
thank you so much
actually all of the 'default' marriage dialogue that every spouse will have (if there is no entry) is in characters/dialogue/marriagedialogue
(the one without a name at the end)
yeah, I just don't want certain characters to say it, since it seems so out of character XD
That's fair! Again all you would have to do is make an entry for them -i.e. if you wanted Abigail to say something specific on fall_8 you would do:
"Action": "EditData",
"Target": "Characters/Dialogue/MarriageDialogueAbigail",
"Entries": {
"fall_8": "I love eating topaz on fall days, it just fits the theme, you know?"
}
}
yes, fall 8th is fall 9th definitely
Ohhh you can overwrite it? :0
ah yeah the flies comment
i know the 8th also has one abougt them sweating in the heat
just check this json in the unpacked data files and all dialogue lines that can be pulled up will be here
If a spouse doesn't have an entry for something itll be pulled from there
oops i replied to the wrong message i meant this one
Youll probably have to cross check with each spouse you intend on changing the dialogue of as well to see if they already have entries for things, I think a few might
yess, I have thank you!
awesome, I've been looking at each of them :3 youve been a big help
I'm glad I could help! If you have any other questions feel free to ask (or ping me) and I'll answer if I can
Alright! okay I havent touched modding in a while, and I dunno how to do this again...
how do i reload my mod without restarting? XD
!reload
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
eager to use the fresh reload command
eager to not have to write out all the exclusions like configs and translations 
Gotcha!! hahahah thank you, I thought it was a niche knowledge bc I cant find it in google or smth XD
as far as i'm aware, pretty much all SDV modding knowledge is either within this discord, the official wiki at https://stardewvalleywiki.com/category:modding, or on the unofficial modding wiki, with some author blogs here and there linked from the modding wiki
i doubt there's much you can find via google, it doesn't seem like the big search engines are interested in promoting niche content like this in searches anyway
does anyone else know where this might be? I don't see it in LooseSprites
you mean shane specifically, or the border?
shane specifically :3
he's in Portraits/Shane_JojaMart
Huh it doesnt show up on my unpacked folder o,o
have you unpacked since SDV 1.6 released?
Hm, I was sure I unpacked it, I found the decoration of spouse portraits that the trader has XD I want to unpack it again and its saying this..
have you updated stardewxnbhack since 1.6 released? ☀️ we're at 1.1.2
Joja Shane was specifically a 1.6.9 update.
Along with Joja Sam and the Lost Items crow vendor.
he's the evil mirror dimension version of sam. loves money. hates children
crow vendor omg
HAHAHAH XD yes
do I just download from github for the updated vers
Did you ever get around to this by the way?
is that what an SMAPI mod error looks like?
i have never seen an error that isnt a CP error
ah that was the xnbhack
Oh
Or could I just use a when patch?
most non-CP mod errors are pretty boring, often the same kind as you already know (null reference, array out of bounds, dictionary key not found, ..)
some of the rest are still boring (no method found for signature), and the not-boring ones are the ones you really don't want (invalid program, engine execution error, accessed protected memory, ..)
my favourite is when you get an error in an xml document, thats a fun one. not so fun for the ears though
i am scared to ask, why isnt it fun for the ears?
it usually happens when i fuck up badly enough that it cant load my save file and then more things break and then it cant read my startup preferences file
so it resets all my volume sliders to max
oh jeez
i don't think i've had a save-breaking error since working with raw bundle data
another fine reason to ignore community kitchen 1.6
I've had some fun ones about textures being the wrong size! but that was for everything is boncher.
maybe I'll do a rewrite that scales them 
sometimes FatalEngineExecutionError comes to me in my nightmares. you never know when. it could happen to you, too
Hello, I've been trying to add my custom location on the data/worldmap so I can have the tooltips and all that. I've noticed that every entry on it starts with the curly brackets {}, how do I make it so that the edit that I'm trying to add using the "entries" in action/editdata starts with the curly brackets?
It'll be formatted like that once it goes into the game
in your content patcher file, there needs to be a "key" (the word at the beginning) to differentiate it from other entries
Try checking out another mod which adds a location to that file, or really any mod
In the mod files, they start with the "key", but when you export the modded content from the game files, it's formatted correctly in the way that you noticed
Ooh, I see. I'll give it a try, thanks!
it's to @final lichen but she don't come
i want animate this frames with tiled to my farm
the "AlwaysFront" it's the better, but how i make the animation?
If you want to animate a tile in tiled,go to the tile properties
Then select the tile thjat you want to animate, then on the toolbar on top you can see a movie icon
You can drag the other frames on there as needed
If you need references on the duration, you can open the vanilla tmx file on any map that uses the same spritesheet and check it there
For example, this is the data for that
https://stardewvalleywiki.com/Modding:Maps#Tile_animation
You can check the wiki for more info
i'm a door to use a wiki to config content patcher ;-;
Ciao, is it possibile through CP mod to write in the SMAPI terminal?
i think it's ok, i do have a tendancy to be a bit rigid about stuff sometimes and relaxing can be a good idea 😄
Makes sense to be dedicated to how you envision your work.
I like Earthy nowadays, but it did have to grow on me. I used another one before... Can't remember the name, but it hasn't been updated since 1.4-ish?
starblue? eemie's? pastoral?
I think it was Starblue?
hmm, not pastoral, this one is updated i believe
The main beef I have with vanilla is the brightness and contrast - it's why I started looking for recolors./
By the way - the fossil items in VMV don't seem to be accepted by the Bone Mill, unless something has changed the last time I tried. Is that intentional?
i will see if i remember to look at the rules
possibly they don't have the bone tag and other fossils do
They have "fossil_item".
The only one that has "bone_item" seems to the Giant Tusk.
i meant vanilla fossils may have the tags, bone mill use the tag afair
Looking at the vanilla Objects.json, they have both
Both "bone_item" and "fossil_item", I mean.
thanks for confirming 🙂
No problem.
Hey guys I was wondering if anyone knew any good ways to do this. Basically I'm making custom sleeves with fashionsense. all the modding stuff is going fine, I'm just wondering if anyone has efficient ways to test it out? Since there's so many niche animations you have to make the sleeves for I'm unsure how to test them all out in-game and I obviously want to see all the animations and change them if needed.
Im much more used to making more simpler fashion mods and this is my first time making sleeves!
if anyone has any ideas/advice feel free to ping me since sometimes im bad at checking gc messages !!!
Does anyone know a way to check which areas and their respective bundles in the community center the player has unlocked? When the CC is first open, the Craft Room is just opened. But when the player finishes a bundle, more areas open up. I tried looking at the markAreaAsComplete method as I would assume that would be the method (or one close in the stack trace) that would handle unlocking another area. But ILSpy is telling me that method just sets a boolean to true, and the method isn't used anywhere. Any thoughts as to why this is the case?
Is it possible to modify statues' drops? Like for example for the statue of endless fortune to grant Prismatic Shards everyday? How so?
maybe, but at this point you probably will have easier time making your own machine/statue
It's probably best to check for the mail flags. Each vanilla bundle sets one when unlocked:
https://www.stardewvalleywiki.com/Modding:Mail_data#List
In C# there are several ways to go about that, e.g. Utility.doesAnyFarmerHaveOrWillReceiveMail("ccBoilerRoom")
Sanity check please: does it matter which order a portrait and item tag come in dialogue? Are these both valid?
"Hey, this is for you!$h[353]" vs "Hey, this is for you![353]$h"
they look the same to me
i am also wondering this because i have this issue
Or both?
well. not issue. but query
Wiki is unclear
sadly i don't have any idea as i don't use portraits in my gift giving dialogues apparently
right now i have mine before the [] but i havent tested that in game
i guess easiest solution is to load up and see if it yells at you lol
I'll go do that now I guess. I have mine in both ways in my mod, and am hoping that some aren't broken
Will report back
save us kantrip 🫡
Hi guys, I'm trying to work with StardewUI. I tried following the guide on the documentary but I get the error System.NullReferenceException: 'Object reference not set to an instance of an object.'. Could anyone help?
On line 43.
just quickly skimming the code, I don't think it technically cares where item IDs or portraits are in the dialogue, even if you put them in the middle of a sentence
(though I don't recommend that, just for your own sake)
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.
@swift swan also there is thread for stardewui #1293051032904925255
They both work
Dialogue breaks if portrait commands are the first thing in a line (especially $1 because that's the "show once" command as well as happy face portrait). I am unsure about what happens if they go anywhere else.
My anniv mod consistently does portrait -> gift, but I forced it to reverse. Both portrait and gift still work
This is good to know!
Is it possible to give an animation with cp to a held item and open it in your inv or should i make my card packs based around geodes and have clint smack em 🤔
Also, you can't do @$l or something
@$l?
Ah right. I've never tried putting a portrait command anywhere except the end of the line because of the instruction on the wiki to never put them anywhere except the end of a line xD
Fair! But yeah, I can confirm that portrait -> [] gift DOES work, and works well
Sorry for the late response. It's being called after the game sure is loaded, and the player clicked on an npc.
https://smapi.io/log/72654b0eecc741798a874a83afc4a307
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 12 C# mods and 0 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I'll make sure to use that thread after this-
Huh I thought this whole conversation was happening in SMC and was very confused when I couldn't find it again xD
WOO
Exact place where that function is called
Hello, I have been working on a portrait mod for some time now, but I have hit a snag in regards to the coding
Which is that I can't get it to work, and I need help, any help would be wonderful! I am not great at tech or coding but I have been working on these portraits for a while now, nothing I do will get them to work in game and smapi keeps saying that my folder is empty, I would sincerely appreciate any help!
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.
Have you tried looking at another portrait mod that you know works? Seeing an example can really help
I do have a manifest but I dont know if I have done anything incorrect at setting it up
thank u very much! I tried looking at other portrait mods to see what would be wrong but I cant seem to find anything that would indicate anything wrong
maybe I should try again?
Oh those aren't actual json files
they're just text files named '.json'
I think that's your issue
Good catch!
Otherwise, I can't see anything wrong with the actual manifest code
@timid echo Windows hides file extensions by default. Those files are probably really named "manifest.json.txt"
You will need to make Windows show file extensions before you can change them
Take a look at the bar at the top of the second screenshot. You’re spot on.
Click "view" and enable "view file extensions"
Or Google "Windows show file extensions" if you need a visual guide
I'll fix it and check if it works and come back to ye, thank u very very much I appreciate it!
Good luck!
thank you!
Is there any way to access another mod's moddata via CP, or does the other modauther need to expose it as a CP token?
Because otherwise I may actually need to step into C# modding
This isn't what I'm looking for. I just completed the spring forage bundle, and doing that alone unlocked Pantry and the Fish Tank. But the Crafts room area isn't complete
What kind of mod data
Working with the author of PolySweet right now to get anniversary dates for multiple spouses. She's made me a build that apparently adds the key I want to the NPC's datamodel:
Abigail:
"Name"...
"OtherStuff"...
"ModData":[
"PolyamorySweetWeddingDate": "137"It is a string, though, because the ModData only takes strings.
I'm going to ping her directly when she's available, but wanted to make sure I'm not overlooking something stupid
If I could find any other mods that support/use PolySweet as a starting point, I might be able to answer that question for myself. But I don't know of any.
I was checking BETAS and hm i didn't find one that looks for npc mod data
Make apryll expose a content patcher token instead tbh
Or both 
That's what I was thinking. I feel bad asking for extra work, but I wanted to make sure that was the solution before asking her
Congrats on hot mod, btw @lucid iron !
It's tea's hot mod 
i too prefer my tea hot, in mod or irl
But iced tea is great
Speaking of which, I need to go finish brewing my coffee
Anyways i thought rn you aren't really supporting after the fact installs anyhow
Hello everyone, does someone care to help me fixing Fishing Trawler mod sprites? The fish box is bugged and I would like to know if it's possible to fix it for personal use
Ah, sorry. That info is much less straightforward. I think you can look through CommunityCenter.shouldNoteAppearInArea as a reference. It checks numberOfCompleteBundles to unlock most of the bundles, and event ID 191393 for the last one.
Was this directed at me? Because I fixed that by using CustomTokens a few days ago 🙂
Wedding Anniversaries now works for existing spouses. No TriggerActions needed anymore!
Ok cool
The next most requested thing was PolySweet support, so I'm trying. Sorry if that last sentence came across as aggressive btw -- it wasn't meant to be. Should have used tone tags
I was just making sure you were addressing me
has someone used ai to make events before? I never figured out how events worked so i was wondering if it can help at least make basic stuff and then i can just go around and fill dialogue and fix whatever its broken
I don't think the AI is trained on sdv event scripts lol
the best approach to event is start very very basic and adds to that
and we can help with the very very basic part
from what i've seen ai is bad at simple content patcher stuff so i doubt it will be any use for something like events
If so, I have my DM open
If you're intimidated by events, @modern plinth , just start by modifying one of the vanilla events. It's not so bad once you get started
Hi,
I am pretty sure this is a basic question and I should know the answer to it, but still - a few days ago, I started creating a very simple C# code (#making-mods-general message), and the tutorial is saying that the file name should be ModEntry.cs. However, if I look at the source code for Content Patcher or for SVE, there are many other code files.
So my question is - is it possible to have more .cs files that would, for example, be named by the things they do? If so, is it difficult to create more files, by that I mean if I need to somehow include them like other .json files in CP mods? And do you think it is better to have separate files or one file, and why? Do more files bring some problems, like performance issues?
(sorry, my curiosity is too big 😆)
You can do using yep
More of a general C# thing though, I'd recommend checking out a comprehensive tutorial if you want to know more
In C#, you generally want each class to have its own file. Beyond that, you need to know how to efficiently organize code and use classes and that's a very big topic


