#making-mods-general
1 messages · Page 258 of 1
This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (see InteriorDoor.cs). There are three types in the b...
That's really helpful, thanks!
Will HasFlag still work if the mailflag is an actual piece of mail?
Yep, mail flags are stored the same way regardless of whether there's an associated letter.
The easy answer is the Action Door <NPC> tile property
Do you mean these paths, or something else?
I would have thought it was
which is front of some of the houses, with more variants by the bridge
They probably meant these guys:
Oh, I’ll post a picture
yup, that’s it
Sorry, i had left the chatroom for a little while
I have never seen them done as a seperate mod. There is the vanilla ones that are kind of like them but not the same.
you need to find 16 of these somehow
I do not know where thay are stored in the tilesets yet either. This pic is from SVE by the way. Not sure if it changes the look of them slightly or anything.
There are 8 immediately in sight on the spring_outdoorsTileSheet
+3 of those little grass sprout tiles
You could try searching mods containing 'path', but I skimmed through and didn't see any that looked like that.
Those are pretty similar to the stepping stone path, so you could probably fill in any gaps based on that one's sprites.
Interesing that I missed them, because Ive look through that one before
Thanks, I had searched a little for paths to and saw nothing so I may be fine.
What realized though is that the stones look so nice because there is shading with the path’s color itself. That might make them look different or be bad for recolor compatiblilty, because I’d need to keep the dirt shading in or leave it out.
you will have to make recolor compatibility yes
there are CP tokens for whether youy have children or what their names are
so you can do that yes
Choosing that option would mean I likely leave the dirt color out, which helps the stones blend in nicely, so maybe I'd need to make multiple options depending on what the individual wants.
the individual is you
there isnt really gonna be a template rfor it, its just tokens
i dont know any mod that uses them
you use them the same way you use any other CP token
i think its ChildName | at=0 and ChildName | at=1
no, ChildNames |valueAt=0
read the token documentation before attempting to use tokens
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
you will also want to make sure ChildNames has any value at all first
only one dialogue per dialogue key can exist. thats just how it works
if two mods add dialogue for the same key only one will win
which one wins is controllable
like i said ,its controllable, so it depends on the priority each mod sets. also, yandere mods arent allowed to be discussed in this server, fyi
depends on priority and ofc conditions*
Each dialogue has a specific key, and the game will choose the first key which exists in its priority order (i.e. the order listed on Modding:Dialogue).
For example:
- If mod A defines a
<dayOfWeek><hearts>dialogue and mod B defines a<dayOfWeek>dialogue, only the first is shown because that key has a higher priority. - If two mods define the same dialogue key, whichever one is applied last is shown.
the best way to know which mod will win is to try it in game. second best way is to look at the mod files to see which is set to load first/use a higher priority
you can make the mod you want to win depend on the other mod to ensure it happening
(that would still depend on if the other mod specifies a later priority on their patch i believe?)
if A has a higher prioprity then B is applied before A
Option B has "early" priority. it sets the value of "RandomDialogue" to "Hello!"
Option A has "late" priority. it sets the value of "RandomDialogue" to "Goodbye!"
they both get applied, but they set the same value
also i meant option A for the second line
since they are applied in order and set the same value, the one that applies last wins
it will overwrite the "Hello!"
(Just to avoid confusion, there's two levels of priority here: the order in which the game checks for dialogue keys, and the order in which patches are applied. The patch priority only matters when editing the same dialogue key.)
correct
What do I need to do for a custom NPC to 'wander'? Do I need to schedule movement from tile to tile at set times? Can it be randomized in a way that perhaps slaps a 'generic' AI on them where they perform basic functions? I have added a few NPCs to my new custom location and they just stand there.. not sure what to do with them exactly as far as making them feel alive
and unless specified otherwise, all patches have Default priority
so at that point, its determined by mod load order basically
Look at the rectangle_x_y
Animation key
See how Emily uses it in the saloon
Cool, thanks for the tip!
Ok so I still have transparent doors. I've used this example but I'm confused about the "FromFile" part. I basically want to use the base game door on a custom map. I put my FromFile as townInterior.png but obviously it's not in any of my mod folders as you can't do that
townInterior.png is already in the Maps folder so it can be called like Maps/townInterior.png
the Custom Interior Doors section is just if you want a custom texture for the door
did you sleep in the place with doors?
afaik
try leaving and coming back
I debug warped there
I want to use the base game door but for some reason, it's transparent
i know. im saying ignore the Custom Interior Doors section, which is where that Patch townInterior section is
you just want the top half of that wiki page
Oh, the guide says to do a patch when the door is transparent
only if you are using custom interior doors
a transparent door being there is not limited to custom interior doors
Do you know how to fix the base game doors being transparent?
thats just what happens if you have the doors set up wrong
usually if the tile action/property does not match the Map property i believe
The Doors map property is what makes them solidify, I think
(which is not to be confused with the Tile action, for clarity's sake)
Yay, it's fixed now 
Awesome! I'm gonna step away for a bit and find some dinner, consider this a general reminder to stay hydrated and eat something today ❤️
good luck finding the dinner, bring a map if u need to
Image 1: My wallpapers overlayed Vanilla to show they are same height,
Image 2: For some reason there is a bar under the wall and I'm not sure why D:
Image 3: Shows I have the dimensions to 16x48
Image 4: My actually mod texture image.
I am not sure how to fix the issue with this bar showing up under the wall, hopefully I added enough context.
Inside of my farmhouse is the vanilla farmhouse.
(I deleted the other one so there isn't a double post in chat)
if you posted it very recently and no one responded, its likely that theres just no one around who has the answer
deleting the other one doesnt mean its not a repost
unfortunately sometimes niche issues just need to be posted at the right time and maybe right phase of the moon in order to capture the handful of people who may know
unsure about the moon part but it cant hurt
I figured because there was already one being discuss so I deleted it because I felt bad interrupting and also it might not have been seen since it was posted in the middle of someone else's conversation.
is this AT
Yes
possibly just AT bug 
(moreso just trying to assure that you're not being purposely ignored or anything, multiple convos are common and all and people just dont tend to respond if they arent confident in the answer! wrong advice is sometimes worse than none after all)
since we r 1.6 land now perhaps you can do CP way?
my 1.7 wish is
make Item hashable somehow 
an item is already hashable as long as its (O)192
dont make me explain the joke
wow perish
unrelated question but for a custom museum framework does anyone have any strong or even slightly above average strength opinions on whether or not itd probably be better to like, use a GSQ to determine if an item id donatable vs just a user-defined list of item ids and/or context tags and/or categories
i have it set as the latter right now but thats just cuz i was mimicking the vanilla MuseumDonationRequirement
if you use a GSQ then i'd be able to make an item only donatable during the summer
on one hand a GSQ is more flexible but on the other hand i feel like it might lead to some weird "sometimes donatable, sometimes n ot" shenanigans
and idk if those shenanigans will always be desirable or intended
it would also get in the way a bit of my planned failsafe for "what happens if a mod updates and an item that WAS donatable, is no longer donatable, but is already donated" which was to just pop em off the shelves
but that becomes a lot trickier if it is also effectively impossible to determine when something is donatable
well, that happens with context tags too
via code
do items keep their context tags even after a game restart if the tag was removed from the data?
either way the current check relies on base context tags anyway
What's the etiquette with custom tilesheets modders have uploaded to Nexus? Am I allowed to use them in my mod or do I need permission first?
not the tags of the actual item in the location
the mod page in question will tell you their permissions
if they do not tell you their permissions, then you do not have permission
Awesome, thanks
yes
to add on to this, the current way a custom museum (and the vanilla museum) checks if an item is donatable is to iterate over every object in the itemregistry when the location is created and check its ParsedItemData to see if it qualifies aka has the right tag set. so my plan was to use that iteration to check if there was a not-donatable item already in the donation during this check. but with a GSQ i dont think i can do that, since i cant determine if a GSQ is immutably true or false unless its literally "true" or "False"
that said i dont see why you would check the donated again, just toss all the things in a global inventory
restore it from there and trust that it's correct
the point was that i did not want to trust its correct
and wanted to offer a failsafe if it isnt
then if i donated a SEASON Summer GSQ thing, do you yeet it on Fall 1
i mean i think ur just reiterating my point of why i wasnt sure if i wanted to use a GSQ
yea certainly, im exploring the ✨ implications ✨ with you
there are tradeoffs and i wanted to know if people had strong opinions on the GSQ thing
to determine if its worth the tradeoff
it's hard to add context tag on some items i think
i was actually thinking of fresh farm produce when i was thinking about tags originally
a museum for only fresh items
but they become stale...
i do feel like, if you are going to support GSQ then you will have to give up on rechecking anything less dire than error item
if i do go with GSQ i would probably add an item retrieval thing to the museum instead, alongside rearranging
the talk we had weeks ago about folly of wanting item invariant gsq apply here
which is just more work 
i just wanted to see if there was something i could do to prevent like. a user filling up every museum slot available, then the mod updates and adds 5 new donatables and removes 10 others that they decided should not be donatable, making the user stuck
i feel like this is a regenrate_bundle kinda situation: some wacky thing happened but you can fix it with this console command
there were also plans for a console command
rather than something you actively check persay
i always kinda loathe having to use a console command to do anything though
as a player
to prevent this, i'd probably do way too much work and implement some kind of lost-and-found in whatever menu or thing opens the donation interface
the problem isnt with that, its with determining what goes in the lost and found
and what stays on the shelves
sending stuff to the mayor house lost and found is simple
if all items are donatable based on a GSQ i cant determine what was or possibly will be still a valid donation
gotta at least mention that you've done it, though, or you get "wait where is all my shit"
if theyre donatable based on a set-at-runtime, immutable list of values though, thats different
set at launch imean
if it's helpful to you, i use GSQs for availability in secret note framework and i just explicitly only check them once a day
given how important the whole "how to decide whats donatable" thing is to a custom museum tho its somethin i wanted to stop and give more thought to before i put too much more work into a system that will entirely depend on it
well like chu said, what if they make an item only donatable in the summer
and then the user loads their save and its fall 1
it doesnt matter how many times or how often i check it, it will not be a valid donation item anymore
what if you registered a trigger action for authors to use. {{ModId}}_RemoveDonatedItems <qid>+ or whatever
so if an author removes 10 items that shouldn't be valid anymore, they can set up the TA to remove them from their museum when the save loads
that only works if they know exactly what items to remove
which they may not from a GSQ-based condition
don't they? they updated their mod to remove them from the valid list, didn't they?
in your hypothetical
what if their condition used to be ITEM_CONTEXT_TAG scarecrow_item
and then they changed it to only be something else
sure, they can remove all the vanilla scarecrows, but modded scarecrows? how would they know?
oh you're talking about item queries?
thats just a GSQ
it doesnt HAVE to be an item only GSQ, but itd be the most useful
but importantly no that is not an item query, that is still just a GSQ. it checks whatever item is passed into it, it does not generate any items on its own. item only GSQs and item queries are different things
Anyone happen to know, if a character's schedule has them do the random sandbox radius in an area with other NPCs, do they avoid walking over one another or not? Would like to minimize NPC clipping if I put them near each other
heeey couple of random questions regarding machines...
-
so the mod I'm porting atm has a machine that takes no input and then produces an item every couple of in-game hours (this item is then used as fuel for another machine from the mod, hence why it only costs time to produce). But uh...I've never made a machine that does that using content patcher? I tried to base the code off of the code for the solar panels and worm bins from the game, but it's not generating any output like I'm expecting.
-
the mod also had animation frames for the machines. If I'm understanding things correctly from the wiki, I do a WorkingEffects field and then inside it I use the Frames element of that? And then if say, my machine is at index 32 on my sheet and I have 7 frames I put [33, 34, 35, 36, 37, 38, 39] as the value for the Frames property?
This is the file for the machine in question: https://smapi.io/json/none/4184d9b04d6c4827b9e9145e0b29803e
it works if I define it in the way I'm used to (a machine takes an input and converts it to an output) but I'm having a bit of trouble with the no input one 😓
Just bind it to a hotkey 
i am not binding a "Reset your museum progress" command to a hotkey
Yes I am here just to say stupid stuff
I have nothing useful so this is what you get
thank you i think
It's a form of moral support
I put 6 cause that's what the wormbin does
so I thought that it'd do something similar
where does worm bin put 6
right here
button, if i were doing the museum framework and i wanted to use GSQ, i would just allow queries that become invalid later to cause items to get punted out to a lost and found, and tell authors (chu) not to write queries that change over time
neither of my worm bins say that in my unpack
2 | 4 = 6
Ok here is my attempt at a useful contribution: have you come across any demand for the GSQ approach so far? If not, would it be a gigantic PITA to begin with the non-GSQ approach but change later if demand for the GSQ approach appeared later? Would it be more than if you did all the work for the GSQ approach now and then nobody used it?
If these questions are just as useless as my hotkey suggestion joke, pretend this message doesn't exist 
im guessing they use a different xnb unpacker?
that isnt stardewxnbhack
but you should use OutputCollected, MachinePutDown for readability
oh okay
I used the lybell-art github xnb unpacker, I didn't realize there was another one
!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!
tis the recommended one around here and it'll do ur whole Content folder at once
o noice
stardewxnbhack is specifically for stardew and has some features to untangle stardew stuff
so I do OutputCollected and MachinePutDown instead of 6, and fix the frames, and it should work then?
the mod is unreleased so there hasnt been any demand for anything
lets fix one problem at a time
comment out the WorkingEffects section and try putting your machine down in game
I know people have asked you about it, I thought that might have included requests for features
o yeah that's a good idea
no ones requested features thus far. its not a PITA to do it right now, but it would be basically impossible to not be a breaking change if i wanted to do it later, and deciding what to do now affects the implementation of the things i need to work on next
re: just telling authors to not use queries that can become false again, i am also a little worried that some GSQs may not become false again per se but may not be like, determinable at the time the location is created
i think ichor means
if i release a mod where the donate requirements are SEASON Summer this is my fault not yours
i know
while your framework should just behave assuming GSQ only become false due to catastrophe
im saying like even if the GSQ is PLAYER_HAS_MAIL Host myFlag, can i even reliably see what the mail flags the host has at the time the gamelocation is instantiated?
and if i can for mail flags, can i guarantee that for everything?
it works :)
then do the frames fix next
like LOCATION_ACCESSIBLE, for instance. whats the earliest i can reliably check that, and is it earlier than my museum is created?
i hadnt thought about that aspect until just now
yep yep. will report back shortly!
itd make all the items pop off, though
i suppose u can defer the check to player Warped if you just keep holding the thing in global inv
the things arent actually in a global inventory
actually how r u holding the things rn
What label does fish and cooking food types use? Like objects use (O)
its a Dictionary<Vector2, Item> on LibraryMuseum.cs
and it iterates over that in the draw code
(tho its not LibraryMuseum.cs its CustomMuseum.cs)
oh it just serialize right then into save huh
i hadnt considered a global inventory before, but i still dont know the snorlax method for a GameLocation anyway
well u can still defer the check to warped since if u pop it off as debris
the player's gotta be there
bc the class itself has a buncha overrides and custom code in it that would be a major pain in the ass to do via harmony patches on regular ol GameLocation instyead
i guess it wouldnt be that bad to just defer to save loaded, that should have everything
saveloaded instead of warped bc if i send them to lost and found instead ideally theyd know asap
i think the message thing need to be night before doesnt it
what message thing
i can just send a letter
i was gonna start wondering again if there was a way i could use global inventory to replace the need to serialize at all and save myself a dependency but i forgor i wanted to subclass Quest anyway
maybe. undecided
if i was to use global inv to not subclass GameLocation
i would let people mark tiles as display with TileData
and store the previously known coord on modData but do stupid shit to reassign it should map change
but you r subclass it for purposes of not doing 9001 harmony patches so
that and the ez netfields
smol update: animation fix didn't work, but I'm gonna try and see if I can get it to work by putting the animation frames on a separate spritesheet
hm im pretty sure they are supposed to be on same sheet
o
did u set Interval
maybe this is the nonsense with LoadEffects/WorkingEffects again
try setting both of these (same data)
There wouldn't happen to be something that lets me apply the player's hair color to other assets, would there? Like if I want a representation of the player to appear in a photo and their hair color needs to match
if it's an event i think u can fake it by putting farmer actor there
if it needs to persist then no this is big pain 

will the farmer actor blink
I thought so, oh well
haunted photo
even in C# land, you have to defeat fashion sense to make such a thing work
Just to verify, how many frames are on your tilesheet versus how many you called in your animation?
(should be tilesheet frames - 1 because the first is typically the static/non-animated)
for this specific machine it's got 7 frames
so index 32 is the static frame
and then 33-39 are the animation frames
and then this is what my json file looks like atm: https://smapi.io/json/none/40e4e457e67c4598bd02f614d9efd361
Does anyone know if the ID spreadsheet is going to get updated?
I'm not familiar with machines but shouldn't the frames actually be numbered 32-39 if that's what indexes the frames are on?
shrugs idk? I tried it both ways and neither one seemed to work
By the way, if your RequiredItem fields are null and this is a brand new machine, you shouldn't need to include those fields to set them to null in your code.
o okies
Same for Condition
that's how the deluxe worm bin did it so that's why I did it that way
but I am all for efficiency!
THANKS
is there a git hub?
The game/CP is smart and has default values for a lot of things if you don't include them in the code. 🙂
Hey, Whoa.
Rule 2 of ANYTHING:
If it works, don't touch it.
The one with sounds/music?
That's fair, I was just making a comment
The great ID spreadsheet, in the pins.
Looking at the animation stuff still
The Items page.
there is not (i was lazy) but its easy enough to open in ilspy if you dont trust it. very small mod
(also sometimes nulling a field is bad, so I don't like to encourage it when it's not needed)
changing it back to the 33-39 indexes didn't cause the playing btw just double checked
I'm cross-checking against my laundry machine
LoadEffects and WorkingEffects is a list
you need an extra pair of []s
o
"This shirt is dry, this sock is wet..."
{
"Id":"Default",
"ShakeDuration":100,
"Frames": [2,4,6,8],
"Interval": 200,
"WorkingEffectChance": 1,
},```
this is from my machine
Your format's a bit off
You put code in your washing machine? Doesn't seem like that would be healthy for it.
have you not been getting errors in your console Shads?
nope...
Ah that is the one I meant. I would guess not. But it doesn't matter for the items page because people can use this instead https://mateusaquino.github.io/stardewids/
cause like it still runs, it just doesn't play the animations
You don't need to ping me twice in rapid succession, Person. I'm clearly still in the room. 
(also before anyone asks, that washing machine is 2 tiles wide, which is why the frames are multiples of 2)
what's shake duration?
A duration in milliseconds during which the machine sprite should shake.
It's optional, not everyone wants their machines to shake
oh okay. and then it just loops back to frame 2 when it's finished with frame 8 by default too?
that's what mine does, yep.
Is there a way to add a price multipler to the whole shop instead of going through each item and adding it?
Yes
post your code again?
Lemme open up my Leah's Art Commissions WIP, since I used that to set all prices to 30000 at once. xD
30000?!
Spouse portraits, Person
Hi, when making modded floors and paths, is WinterTexture
Corner the only seasonal variation they can have? That was the only one I saw on the wiki.
Ohhhhh
(are you talking to me or to person selph?)
Reasonable for stardew lore
Is it possible for a custom interior to have the windows change depending on the time of day? Basically like the vanilla windows
Mine don't seem to change rn
Day Tiles and night tiles
updated with the list-dict-list formatting. still only wobbling, no errors/warnings in the console. would posting the spritesheet help too?
got it now
LoadEffects and WorkingEffects are top level fields
{
"Modification":"Set",
"Amount":30000
}
]``` this goes on the same level as the Items and Owners entries. You can change the Modification and Amount to be whatever you need.
move them out of OutputRules
well, thatd explain the lack of errors
So between the items and the owners?
Oh good. I assume it's the same for lamps?
I stuck mine after the Owners: [] stuff, but it shouldn't matter where it is at long as it's not nested inside anything.
Alright, ty!
I remember when you were struggling with maps, now you're doing them with ease and more. You learnt it all in a few weeks as well.
yeah that's because it still thinks WorkingEffectChance is 0.33
Yes although the glow for them is actually present all the time, just hard to see during the day lol
Ah alright. Will the DayTiles and NightTiles change the actual window colour as well as the light?
Youll have to draw for that for windows
Even if I'm using the vanilla windows?
DayTiles and NightTiles change which tile is present on the map. When used with certain tilesheet indexes they will add a glow to the window as well.
it works now! ty chue, button, fireredlily, and selph! Now I'll be able to have this done before the weekend ^_^
No, not for vanilla. Pau is just so used to drawing their own stuff that they jumped straight to assuming that's what you were doing lol
My bad, aba is right
Just find a vanilla map that has the window you want to use and then check what it's doing and copy that.
Oh gotcha haha 
I thought you were doing a tilesheet from scratch
Wait, can you set any tile to a day/night tile? Since you just put in the sprite index?
I am making a custom tilesheet, yes but I am using a lot of vanilla stuff too!
Theoretically, yeah
Huh, Alright.
I feel like I should make a spreadhseet to help people with sprite index's... But I am too lazy.
Which sprites?
hey, is it open source
Is what open source?
I meant on the tilesheets for maps.
Its just putting in the corresponding sprite indexes
Plus its not that hard to count what the sprite index is, i usually just plop the image in Tiled, check what their coordinate is, and divide by 16
game mods
But i understand wanting to count faster than what Im doing 
Framework mods have docs on how to use them usually if thats what youre asking
insert that one agreeing reaction here, i dont have nitro so i cant use it
theres over 33,000 mods for stardew valley. you're gonna need to be more specific
Not all mods are open source. Some are, some arn't. CP has documentation if that is what you mean
33,000 is crazy
I'm not asking if mods themselves are open source, I meant the Documentation on how to make mods
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
it would suck a lot of game modding is closed source somehow
Yes, there is plenty of documentation on how to make mods. Follow the links in Governor's message.
It is kind of confusing that the action documentation is on github and the other documentation is on the wiki. (I am talking about the CP documentation)
I can get that, but it wouldn't make sense to have the documentation for a mod on the wiki.
^
How many people use CP compared to C#?
There are about 10,500 CP mods tracked compared to about 3,200 C# mods.
the modding namespace on the wiki is not meant to cater to the majority owning mod. its meant to serve as a repo for knowledge about modding the game, however you may mod it. this includes CP, C#, Lua, XNB, FashionSense, FTM...
Fair enough then
there is some CP specific information on there but its the exception that proves the rule
To anyone who uses notepad++ here can I have multiple windows of it open and if so how?
if i were to write my own framework for editing data
i can still direct people to the wiki to learn about game
Even though all modding is done through SMAPI (right?) even the SMAPI documentation is not on there (though much of the C# information is SMAPI-specific, it's not about how to use SMAPI itself).
xnb mods dont require smapi
the API reference on there is SMAPI specific
so it is just about how to use SMAPI
the difference there is that aside from xnb mods, every mod uses SMAPI. every single one.
if someone else made an alternative mod loader that wasnt SMAPI that got popular, it'd be on there too
either that or neither of them would be, if they both were developed and released at the same time
Oh yes I forgot xnb mods. They are so limited that they slip off my radar.
the only place to find SMAPI documentation is the stardew wiki
Actually, maybe I am misunderstanding how they work. An xnb mod that affected Data/Machines, for example - that would be essentially removed by adding another xnb mod for the same asset, right? Because in installing the second xnb mod you'd just overwrite the first one? Unless someone actually edited the xnb from the first mod to add their changes to it?
yes
that is, in practice, what Content Patcher does
with a lot of bells and whistles on top
Oh, my windows are messed up now T-T
They look fine in Tiled but are like this since adding the Day and Night tiles
It looks like you put the bottom of the window in both spots in the day/night tiles
instead of the top of the window in the top spot and the bottom in the bottom spot
I think you mean your win are messed up
does
`This is the DayTile and the NightTile I've put on the map propertiesFront 9 1 288 Front 9 2 256
for the window pictured. Is it correct?
And could this be why the windows aren't dark despite it being night?
This is the wrong way around. 288 should be on the bottom like it is on the tilesheet.
It's confusing because vanilla lists the lower tile before the upper tile.
Yeah you got em backwards. Also that is only correct for the day tiles, night tiles would be 1253 and 1285
The unlit version of the window
That's why it's still lit, you put the lit tiles on night tiles too
Does anyone know how the appearance system works
I seem to be incapable of understanding it without assistance - I just want to have his outfit/portrait change during winter with it remaining the same through the other seasons like in vanilla
basically, go down the list, lowest precedence first, pick an entry - if entry condition matches, applies textures
My NPC isn't loading into the game, what does this error mean? https://smapi.io/log/3ae2cf218b8349ab81b2ca95c7a7db60
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 12 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
what does your json look like?
yeah you can have multiple as well
winter outfit should be simple to copy from the vanilla NPCs
Does anyone know what
This mod failed in the GameLoop.GameLaunched event. Technical details:
ArgumentException: Unhandled proxy/conversion method for info: ProxyInfo{target: TypeInfo{context: spacechase0.GenericModConfigMenu, type: GenericModConfigMenu.Framework.Api, GenericModConfigMenu, Version=1.14.1.0, Culture=neutral, PublicKeyToken=null}, proxy: TypeInfo{context: me.ModName, type: GenericModConfigMenu.IGenericModConfigMenuApi, ModName, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null}}
---> ArgumentException: The IGenericModConfigMenuApi interface defines method AddTextOption which doesn't exist in the API or depends on an interface that cannot be mapped!
means?
your AddTextOption function signature is incorrect
what about the json with your Loads? also, is there a specific reason you're using TextureName?
Oh, how do I load her otherwise?
the TextureName changes the default thing the game looks for for portraits. right now, you've set it to look for Portraits/TracyLilybrook/TracyLilybrook
not her. her portraits
and sprites
(also not related to solving your problem but I recommend putting {{ModId}} in your character id to avoid collision)
so Characters/TracyLilybrook/TracyLilybrook too
TextureName is optional and theres often very little reason to ever make it not be null
(and by null i mean just not written in your json)
id also recommend switching to the standard ModId convention too as Selph says, for your location too
Oh I think I know the problem
your location name is unique right now too but its in reverse order from standard. wont cause problems but. yknow. isnt standard. some mods (like LA) rely on standards
I forgot to load Tracy's sprites and portraits
that would do it. but do make sure you remove the TextureName line
Ok I will do. Should I change my ModId do you think?
yes
or well, not the modid itself
but add it to all your internal ids yes
so character internal names, location internal names, etc
mail flags, item ids, whatever
Yep will update everything now 
standard modid format is Author.ModName so itd just be 8BitAlien.Lilybrook
is there a recolor guide i can look at as far as like what all i should recolor for a base recolor of sdv i know like grass and dirt and probably trees and bushes but i dont wanna miss anything
easy way would probably be to download something like Earthy and see what it recolours
tried and true method of "people have probably already complained to them enough thru the years that i can trust theyve missed nothing by now"
thats true :3
i think imma do a recolor of resources as well but have that seperate and then maybe the tall grass be a config you ncan turn on and off in case people wanna use different grasses :>
ive never messed with jewel tones so its gonna take me a bit ^^
hi all!
so let's say you've made a custom location
and you want that it to be ALWAYS raining in that location
how... would one do that? LocationContexts?
I'm becoming convinced its impossible lol
add the map property LocationContext with the value YourCustomIdHere to the map
you can put it in its own LocationContext and set that context's Weather
yes
and then as Button said, edit Data/LocationContexts with YourCustomIdHere key and set it to always rain
you can look at how the Desert does it in Data/LocationContexts as an example, it has a single WeatherCondition that is always true for sunny
ty so much, going to go test it out now
ya'll are amazing
IT WORKED
amazing
I should have come and asked for help from the start haha
I think I have learned enough to ask the right question. I have two mods wich are utilizing two vanila town building assets through Tiled. Is there a way to make a CP patch that will effect one but not the other?
I suspect the answer is no but I want to be sure
Assets as in tilesheets? Effect how?
is it okay to talk about personal mods specifically I am not sure what the etiquette is
as long as they dont violate server rules
and as long as you arent distributing assets from another mod without permission
thanks!
so I am specifically trying to change the shed in aimon's custom quarry wich uses the hat mouse house. when mods that affect the image of the hat mouse change, so does the shed. However, Lacy the hat mouse npc also changes the img used for her house and thus also the Quarry shed.
one easy way (but not the only way) would be to have one patch only take affect when the location is Mountain, then
it will technically still change the texture of the hat mouse in the forest, but if you're not there to see it, it doesnt matter
the other way i could think of would be to just patch over top of one of the two houses with a map patch that uses a custom tilesheet
so you'd technically be using a different texture, and only in that one spot
Oh, fascinating! thank you so much
(also ofc i say "only when in Mountain" but if you wanted to affect the hat mouse then itd be the opposite, only take affect in the Forest)
If I set the Summer, Winter, Fall and spring objects to T on map properties, do they automatically appear or do I need FTM?
Hey, I'm testing out a couple options that involve changing the Type and Category of some custom objects and within the last 20 minutes or so the game just, like, stopped reading any changes I make between restarts? It was working and now it's not.
Can you send an SMAPI log and a JSON?
Also were you restarting the game entirely or just using patch reload?
Log found, uploaded to: https://smapi.io/log/410388b1bc704fbaaabff33f33acabe2
Yeah
- you dont need to restart the game completely most of the time, you can do
patch reload YourModIdas Person says - are you spawning in new items every time?
The items come from a custom building with item conversions; the items were ready to be picked up from the building when I start the day
But I was seeing the changes and now I'm not
some data is saved to the item permanently, some is not
try spawning in a completely new item after you make your change
Hmm.
Type in particular is saved
Of course.
to me it sounds like the building was technically processed the night before and the item created
and thus saved
So it was probably a fluke that it actually worked at one point?
And it's currently behaving how it's supposed to
without knowing what you changed or when its hard to tell, but my first guess would be that you just happened to change some data that gets reconstructed every time
i can never remember what all is cached and saved in the item instance itself
I'll try with freshly made items, that's good info about how type is saved.
but its always a good idea to spawn new items when making any object data changes
just to be sure
Some kind of cache is what I was afraid of, it just felt like it was being inconsistent about what was being cached
While I'm here, does anyone know if there's a way to make an object unshippable but sellable at specific shops?
if it felt inconsistent then thats bc it probably is haha
user-facing text isnt saved if you use tokenizable strings at least
To let forageables spawn in a location, do I need FTM? Or just set the Season_Object map property?
It is for rings!
i dont know for sure if this would work, but i know if you have no Type at all its unshippable, and i think maybe setting the shop's SalableItemTags to a custom context tag and then giving that item that tag might work?
to be faaaiiirrr
Rings arent Objects 
but their C# class of the Ring itself is not an Object
Lol, that's exactly what I tried when things started going wrong. I'm gonna try it again with fresh objects, it might have been something else messing up
Yeah I know but that's not visible on the wiki lol
Bump
I don’t think you need FTM but it certainly makes things easier
your last message isnt even off the screen yet lol
I have a small moniter
So do I just set the Winter/Summer/Fall/Spring_Object map property?
Are you asking because you've tried and it didn't work?
I tried it in one of my other mods and it didn't work so I am trying to figure out if that is what you are supposed to do or not.
I will try again
What's your Data/Locations data like?
If I’m not using FTM, I personally put the data in locations.json
What...? I am just setting the map property.
Did you read the maps page entry for it?
"Whether to spawn seasonal objects on spawnable tiles based on the data in Data\Locations.xnb."
This map property does nothing
(i was curious abt smth so i checked: correct its cached for a patch reload. but it does update the user-facing text on a full restart! so its not the worst
)
Data/Locations has it but FTM may be easier
sigh
I will see if I can get Data/Locations to work for me
Yeah I knew that but forgot to specify it's just until restart.
Would I load the winter sprite just the same as the other one? And would I add an entry for each season (even if the other three are the same outfit)?
Look at the vanilla NPCs, it will show you how the Appearance part of it works. Load the Winter sprite, but give it a different Target or it will overwrite the non-winter sprite.
it does spawn things when a GameLocation is first constructed. also, it'll do it in your FarmHouse too if you have it set there with forceLoadObjects also applied
(though in the FarmHouse case, you really... dont want it to. its every time you upgrade your house or your spouse room changes lol)
Well Data/Locations was alot easier for me it turns out
Anyone know what the formatting would be to add context tags to shops' "SalableItemTags" field? Would it need to be an Append action to simply add to the list without needing to rewrite the whole thing?
SalableItemTags is a list of strings so you can just use targetfield to get to it then add entries like anything else
Ohhh, okay
Huh
Weird
if ((this.isOutdoors.Value || this.name.Equals("BathHouse_Entry") || this.treatAsOutdoors.Value || this.map.Properties.ContainsKey("forceLoadObjects")) && pathsLayer != null)
{
this.loadPathsLayerObjectsInArea(0, 0, this.map.Layers[0].LayerWidth, this.map.Layers[0].LayerHeight);
if (!Game1.eventUp && this.HasMapPropertyWithValue(this.GetSeason().ToString() + "_Objects"))
{
this.spawnObjects();
}
}
Are you able to interpret that to layperson speak, please? Specifically the bit about first constructing the GameLocation. I want to edit the wiki now to avoid this happening again in future but I've already run out of energy for the day so I don't know how to do it. It's ok if you don't want to though :)
this is in the base GameLocation which setMapForUpgradeLevel and showSpouseRoom call
uhhh
Spawnobjects shouldn't look at that though
It looks at data/locations
And spawnobjects is called....a lot
Repeatedly
Basically I need to know if I should tell people "don't bother with this property ever, go straight to Data/Locations" or "use this property in X condition, otherwise go to Data/Locations".
i mean it does yes, but my point was that the map property DOES do something
it will make them spawn again under those 3 circumstances if there is data to spawn them
Don't bother with the property and use data/locations
if you put that map property in your farmhouse alongside the force map property, you will get shit spawning in your house every time you divorce
which, like, is maybe fair
Don't do that 
Memo to self: spawn trash in the farmhouse with map property
Did it once have the purpose of spawning forage and has become obsolete for that?
I mean as the primary way to spawn forage
i dont know if i can explain it to a layperson bc i dont know for sure how to describe when a gamelocation is constructed via that constructor
I don't think it was ever used by the game itself
It is present in vanilla maps though. I wonder why if it wasn't used.
YEAHHH he's PURPLE! YEAHHH (thank you guys)
was he not purple before
no hes blue
damn. im a fake qi fan i guess

honestly shocking that i dont know as much about Mr Qi as Lily of Friendable Mr Qi fame
shocking i tell you
That's okay, it sounds like it's not actually a useful property for someone who isn't already capable of poking through the code because they want to do wacky things, except possibly in extreme edge cases.
Button I thought you were the #1 Qi Knowledge Expert though O: I thought you knew every thing about him down to the pixel OOO:
yeah thats true. btw you have one pixel thats off by #0020F0 on his shirt
Aw darn... looks like I gotta scrap everything and start over
ive memorized every individual hex code pixel
(Ironically I was missing a pixel for one of his portraits... I didn't even realize until I went in to give him the purple fit for winter)
if you wanted to add something to the wiki id mention that it only ever actually does anything in niche circumstances and is not actually checked seasonally
along with maybe jujst "You shouldn't use this map property." maybe lol
Thanks, I will :) Would you be willing to check for me if the other forage-related map properties work as listed in the wiki? Again, ok if the answer is no :)
Yes, and SpawnBeachFarmForage, SpawnForestFarmForage
those two i can only assume works bc the farms theyre used on work
Couldn't you assume with that reasoning that season_Objects work because they're on the Forest map and forage spawns there?
it does look like ForceSpawnForageables does call a bunch of the same object spawning as the Data/Locations stuff
no i cant assume that bc they dont do anythin

Yeah but if you didn't know that
I'm saying that what if the Beach spawns happen somewhere else
And the map property SpawnBeachFarmForage is just there being pretty and useless
pretty sure the Season_Objects stuff does happen on a new save at the very least
also ForceSpawnForageables makes the same stuff happen that any outdoor location would have happen that did not have skipWeedGrowth applied
bu without it needing to be outdoors
so yeah the wiki is correct there
the other two are checked in functions whose entire purpose is to check for that property on Farm
and return true/false
so yes they also work
Awesome, thank you for checking them
forceLoadObjects isn't on the wiki, should it be added?
its only purpose is to make Season_Objects happen and only in the case of a gamelocation being created, your farmhouse upgrading, or your spouse room changing
Okay yeah, this works perfectly
Then nope lol
so like.... i guess.... its quite useless though
but if Atra wants to spawn trash in the farmhouse on divorce, its required
unless you turn the farmhouse into an outdoors location
I'd be surprised if Atra goes to the wiki to find anything out when making mods lol
Atra still has leftover stuff to fill out on the wiki that they think we've all forgotten
im not letting them off the hook
not until i know whether or not SetNpcInvisible and SetNpcVisible can be called from a farmhand
xD
is there any reason why season_day dialogue would be overwritten by regular weekday_heart dialogue? i have comments about squidfest and other passive festivals getting overwritten 😔
the reason is bc thats how it is. season keys have priority over non-seasonal keys
what should i replace them with then?
They're listed in precedence order on the wiki.
<season>_<key>_inlaw_<spouse>
<season>_<key>
<key>_inlaw_<spouse>
<key>
thats the priority order, where <key> is e.g. dayOfWeek or dayOfWeek_Hearts
(priority from top to bottom)
wait, i read your messsage wrong
season_day is the one being overwritten?
yeah i was like wait, yeah
So something like spring_10 is being overwritten by Sun4?
yup
im assuming they dont get overwritten when you test on your own mod list?
also, is it a custom NPC's dialogue or a vanilla one?
let me check
custom npc with content patcher
Also when you say overwritten, do you mean the lines actually change to new values or simply that the NPC uses one dialogue key when you expect them to use another?
he uses one key when i expect the other
Just to cover all bases are you in year 1? There's this part about it being specific to Y1
So your dialogue key should be spring_10_2
gotcha
remember you need to treat everything after the <season>_ part as the key by itself, so it follows the rules in the table in the wiki
it worked thank you!
spring_10 is just the "10" key but for spring, and the "10" key is first year only
since its just DayOfMonth
(and then similar for the _inlaw_<spouse> postfixes too ofc)
... suffixes
Too much Harmony
not enough space
Can I send my mod to someone so they can try and diagnose why my trigger action/player_stat isnt working? I have tried almost everythhing I can think of
Is there a different appearance thing that needs to be done for the desert + ginger island?
(i mean its kinda clear there is cause he switches back to being blue while there 😔 )
There was a section about an island-specific flag needing to be set for the beach outfit, which also apparently prevents the appearance from being used elsewhere 
Yes because there's no winter in those locations
i guess that makes sense
Do you want him to be in his purple there only during Winter season?
yes
I think you might be able to do that by using a GSQ in the Condition field to check for the season instead of the Season field because you can use LOCATION_SEASON <location> [<season>] to check for the season back in the Valley.
Sure you can send it to me
This worked thank yo uso much Aba!
perfect, thanks mate
well now that i have released 2.0.0 of SITW i have a decision to make…
work on More Secret Notes or start on learning C#
What do you need C# for?
Have so many mod ideas if I knew C#
i want to add a new inventory page
welp, time to go learn
Do I NEED IDE for C#?
ughhhh bugger it i will stick to CP
there are free IDEs
i want to learn C#, i just dont want to have to download so much
Downloading things is the tip of the effort iceberg for learning C#
if you mean VS Code, that isnt even an IDE
VS is though, right?
VS Community is yes
does it need to be able to compile to be considered an ide?
i would consider building/compiling/debugging to be necessary before id call it an IDE instead of a sparkling text editor
Then VSCode is an IDE for a fair few languages! 
as i see you are both typing please note that i said "id" not "anyone'd"
(I don't enjoy VSCode, though. I have an allergy to Electron... I say while using it right now.)
what can VSCode compile without an extension?
Ah, if your bar is sans extensions, then nothing, yeah.
say what you want, but the vscode plugin marketplace is leagues better than whatever sad offerings vscommunity has
electron giveth back
i think if i download a program and i cannot immediately do those things in it, i can hardly say i downloaded an IDE, personally
You downloaded a text editor with IDE plugins, yeah.
if i even have internet access to get those plugins!
i could be installing it fresh from an install usb
i mean VSCode does just have a .zip portable version you can download
But what about Curso- /j
in any case, there's an embedded terminal in vscode, it's trivial to say that it can't compile when the only step removed is having to type dotnet build or npm run build instead of pressing a big green button
id sooner expect cursor to format my flash drive than put something on it correctly
i dont think whether its trivial or not changes my personal definitions
is the terminal itself an IDE, then
if i write my code with nano and then run dotnet build, have i created an ide
.
I think I get what coding is now... Just cry and bang your head against your keyboard until your computer listens to you!
Good morning. Does Priority apply to Includes?
no. includes are entirely just for your own personal organization
According to patch summary it seems to apply, but the JSON validator throws a warning.
there is no functional difference between a mod with 100 includes and that same mod with no includes and everything in one file
and that is why i love them
did you set the validator to Content Patcher mode?
Button, you're purple!
bc it will complain about no format line but thats bc it doesnt know its an include
atra you must be doing this on purpose by now
Yip.
Violet, you're violet!
if the only complaint the validator has is about the format line, ignore it.
Okay.
I feel like I have more knowledge of this game through modding it then playing it...
You're more purple than what I remember!
Are you not more purple?
idk if this is right channel to ask but does anyone have an up to date robin speed build mod that works?? all the ones ive tried adding to my game are out of date and dont work
#modded-stardew is the right place
does the save serializer still explode if all my subclass does is override methods and doesnt actually add any new fields/properties?
Howdy y'all. New here and trying to learn. 🥰 Anyone have recommendations on how they got started
!startmodding the tutorials here for most people i think
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.
So I am trying to start on the C# tutorial mod...
I started because I wanted my farmhouse to have a bathroom and it was soon enough after 1.6 came out that there weren't any reliably working bathroom mods lol
Did you add the NuGet package?
That's pretty cool.
I'd love a "ki" system to be able to use magic powers that you get from special crops. But it's only useable during mining
Achievable, though I'd be surprised if it could be achieved without C#
Wouldn't surprise me since it would be something that lives outside existing mechanics
Did you click on the "how to add the package" link?
I thought it was folder name
I didn’t even realize load order had any impact
Congrats what did you make
!loadorder
It’s the folder name, but priorities or false dependencies are probably the better way to go.
When two mods edit the same dialogue or images, whichever edit is applied last "wins" and is the one you see in the game.
If the mods don't set edit priorities (which most don't), that order is mainly determined by the order the mods were loaded by SMAPI. You can change that mod load order to influence the edit order.
There are other options dependi g of the goal
Ahhh I see makes sense
Yeah those
It was just the tutorial mod but still, it took me like 3 years to get to this point...
that sounds sad when i say it out loud
Nah an achievement is an achievement good job
If it's just for your own use folder name is okay but if you're publishing this mod, don't rely on that.
If you're still hanging around, what I've found most effective was minor tweaks to mods for personal use. (Changing prices, etc.) That got me familiar with the content patcher formatting.
I think in my mind, using existing stuff in different ways is cool, but the stuff I want to try and do will be addidtive so I think it’s going to have to be c#
Thank you 😊 I should play with that just to get familiar
The other key is to not get too ambitious at first. I have a file full of mods that I'll probably never complete because the scope was too large😅
Wonder if adding in new animals can be done by content patcher or if that will need c#
CP
Though there may already exist mods for adding more animals anyway
There are a lot of mods that add more animals -- that's a great chance to look to see how the code works in action.
(Also, creating new animals is a good chance to learn pixel art.)
Here's a newbie question for everyone else: if you need to find betas and you aren't big enough to have your own discord, where should you ask? The modded-farmers channel?
Where would I find the API for the inventory?
I believe this is fine if you dont spam but no idea of how successful this is
(Usually I'm the opposite of spam -- I've been on this Discord for 2.5 years and I'm still green😂 )
Is there an Entries tag to exclude an item from having to be cooked?
What do you mean by "having to be cooked"?
For food items that do not have a corresponding recipe.
Do you mean for perfection or something?
Because if there's no recipe they can't be cooked and therefore there's no need to worry about stopping the user from cooking them.
Yeah, that's what I was getting at. My bad. Good to know!
There should be a field to exclude from collections, I've just lost the page
Yeah, from random sale, fishing collection and shipping collection. There was nothing about cooking, which is why I asked.
I think my brain may finally be clunking into place. Do you want to have a cooking recipe that is excluded from the perfection count?
No, I wanted to exclude food and drinks that can be bought or found but not cooked - but I guess I won't have to worry about that 🙂
Oh then I was right the first time around haha
Yeah they'd have to be a recipe to need to count for that
you wont be able to exclude them from the collections page though
Yeah, I figured - but it's the same for minerals, so it is what it is.
Does this mean that if a mod adds food that can't be cooked, it will just be a silhouette forever?
That might explain why I keep being baffled at how many foods I have left on my collections page to cook despite having cooked nearly everything in the game.
the collections page checks every object. if its type Cooking or category 7, it checks if you've cooked it before
but you cant have cooked it without the recipe
So giving it a different category would solve that problem... But would that affect anything else?
it would need to not be Cooking type either
I was thinking of just setting them to 0.
it would affect gift tastes
So those'd have to be added back in manually, huh.
also, NPCs wont comment on you purchasing them at random
if you purchase from their shop
it would also potentially affect Item delivery quests
Khloe plz
what about khloe
Atra just really misses her
is atra under the impression that Better Game Menu is actually also Better Collections Page
wishful thinking
hi iro
nothing broken, just once again lamenting that i need a whole spacecore dependency just to use the serializer
and the only other alternative is a big rework on a mod that is already behind schedule
your mods have schedules?
loosely
if i dont set personal deadlines for myself, i just dont do them
well, i dont do them anyway, but the schedules make me feel bad about not doing them, which sometimes(?) helps me be less behind schedule
just feel bad about not doing them without having schedules, it's what I do
I think the next mod I'll actively work on is the one that dehardcodes most of the gender stuff tbh
and allows people to set per-NPC custom alternatives
it sounds like you'll be faced with the same kind of daunting task as i am for my other mod
so, godspeed
<--- has to inspect and patch/account for 274+ methods
Quick question since you said this is for personal use- are you using cfdes config?
If CFDE is loading last, change the relevant npc to random in our config, and it'll only load half the time, so the other dialogue can load the other half of the time and you can have both dialogues
I yearn to create items 
I don't know what to make tho, and I suck at sprite art ;-;
You could try browsing free sprite packs and see if any of them are crying out to be added to the game (being very careful to check the licence if you decide to publish the mod).
Okay! :D
That's where I am now
Start with a few items which heavily use ingame art. Like, mix pieces from one thing or another. Steal from Temporary Sprites. Rob Cursors like a maniac. Keep doing it, and the flow of it will come to you.
Lol okay. I can do that (maybe)
Yayy!!!! Some of those dialogues are a deep dig!
I just invented a new fantasy metal: Marikalasa. Lighter than mirthril (maybe), stronger than adamantium (dubiously), more magical than vibranium (questionably), cheaper than iridium (definitely not)(n yes I kno iridium is real, it's on sites of... weaponry n stuff). Marikalasa means sea-cakes. Mari being proto-germanic, kalas being slavic (usually it's kinda got a more sh sound at the end, but mermaids, being what we are, we slide easily into the softening of sounds).
The Marikalasa Breastplate will give some very good stats indeed, but probably be like only 1/5000 to drop from a barrell, or something.
(What's even funnier is if you drop the -asa, Marikal sounds almost like miracle...)
Hey guys, would it be okay if I made a thread specifically pertaining to game code & not really about mod making questions? I know people have questions but not mod related and I’m not sure where to direct them
I don't see a problem with it!
Thanks 
Agreed, thanks 
Non-Mod Related Q&A Thread
There ya go! @drifting dune 
OMG CRAP I’m sorry I didn’t mean to lock it

@blissful panther can I get it unlocked I’m so sorry LMAO
haha it's fine
I’m sleep deprived and it shows
Post ur Q here for now and I’ll repost in there
I’m so sorry Crush
It's not a problem 🙂 no need for apologies, you're already doing me a favour
And done!
Thank you

Thanks 😄
I think we do that here all the time?
Do we? I thought they were just personal threads showcasing stuff
Just wanted to make sure it was appropriate 
as in ask questions about game code in the main channel without strictly relating to a mod
Yeah that’s why I sent him here! But I felt like a thread might’ve been more appropriate maybe
a thread is totally fine too of course, the main issue with threads is visibility
Feel bad it’s called making-mods and it wasn’t about a mod 
Agreed. If only discord notified in the main channels of thread activity
Do you know this btw Selph?
#1352292797457104966 message
rng stuff is beyond me I'm afraid
I recall atra having done extensive work on it, but they're not active rn + they may not see the question 
That's okay, it's quite niche anyway
ik you can with the flowers but do you think i could recolor crops and have them random colors t oo 🤔
probably actually silly q
i just thought i might make rainbow carrots in sdv XD

i just thought it would be fun to add a little variety to it yknow
i think ill work on that later then ty ty
Hey, I've got a custom shop selling a custom item for a combination of a trade in item and the shop's currency (Qi Gems), but it won't display the Qi Gems in the menu. It will display them in the menu if I'm trading Qi Gems but not as the currency. It won't display them as the currency even when the trade item isn't there. It does display them in the pop out menu. Any ideas?
did you set the shop's currency field
Yeah
as in the global field and not just the individual item's trade item, just to clarify
Yeah, global for the shop
I was afraid of that
do you have item extensions, I think it fixes it
by changing the shop menu to show multiple trade items
I don't.
This is a small part of a much bigger mod that so far has only used Content Patcher and FTM, I wouldn't really want to add another dependency just for this.
I tried with other currencies, and they work. Just Qi Gems as a currency doesn't
Does it correctly cost you 40 qi gem and 3 tiger slime egg
I think if it's mechanically correct then u can just tell people to use item extensions if it bothers them
Okay, checked, it does work
I'll have to look into it, I actually hadn't heard of that one
if the issue is it correctly showing the currency, then Lily had a similar issue, you can try looking through how Friendable Mr. Qi does it
though I can’t remember atp what broke which part 
Ooh, thank you for this
Can modded NPCs receive birthday gifts?
I recently debugged an issue with Junimatic where, on some maps, there were places that Junimos would not animate correctly - I tracked that to the Junimo code calling the constructor for PathFindingController, which called PathFindingController.findPath which failed, and that was because there were some tiles which looked perfectly open, but GameLocation.isCollidingPosition returned true. And that was because the tile had a property, "NPCBarrier" set.
Now, it turns out that the "NPCBarrier" check will be skipped if your NPC's Name happens to contain "NPC", because of course it does. So I'm able to fix it just by prefixing my Junimo's names with "NPC_".
Anybody know any back story here? Is there a problem with using the name hack?
Yep just set their birthday in Data/Characters
I'm sorry, I don't know where I could do that (I'm very new to all of this)
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
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NPCs no longer use dispositions, check the wiki page for the new NPC data.
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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!
Take a look at the third link
Hello all! I'm beginning my road down modding lane! I have a software engineering and security engineering background. Deeply in love with open source software, so will be sharing my mod on my github
Does anyone know the license for the code on the wiki? I was going to fork the NPC example and tweak that.
But I can start from scratch to avoid any messiness
I know that may seem kind of absurd in this context, but I have to be sensitive as I am public facing.
Content is available under Creative Commons Attribution-NonCommercial-ShareAlike unless otherwise noted.
that applies to wiki content as a whole
Oh! Thank you so much.
Ah i was confused because i thought c# code
I am very happy with that license
It makes me want to click on the chickens in appreciation
Okay, next question -- are there restrictions on outbound traffic from a mod?
and what is my access like to the file system?
Goodness, out of context that sounds sketchy
I essentially want my NPC to call a service setup by myself. File system access is not needed but I was curious about what security is in place to prevent MODs going rogue in that regard.
you are just a normal c# executable
Oh brilliant, and terrifying
you are limited by the permissions smapi has given its executor
e.g. you're not elevated unless smapi was ran as admin
Oh!
network traffic from mods is only allowed on nexus if you ask them
Wow, that's nice. Well I'm part of a team of two people and the other is WAY better at paperwork and applications than I amongst
Modding is all unofficial i recommend not worrying about it lol
We already broke into mr ape's backyard to mess with things
It's solving the problem of wanting to send network requests without requiring users run SMAPI with admin privs
What do you mean by only allowed on nexus?
Nexus policy says you can't have networking stuff in your mod without permission
SMAPI acquired permission
just email nexus during the week and wait a day or two, they're usually pretty quick
I don't quite understand this problem though
just include your mod attached, and ideally source
User experience
Do people need admin perm to run smapi on windows?
Maybe I misunderstood the statement made
They don't. And you don't need admin permission to do a network request.
Maybe you could tell us more about what you want your mod to do so we can give better answers
It's easy to do network requests from C#, though you need to deal with threading so... that's fun. (And by fun I mean not really fun.)
(small note but according to their rules the source code isnt actually optional in your request. dont know how much they enforce that)
ah
I love weird bugs and workarounds like this. Junimos' deserve to be NPCs too 
FYI, the modding wiki has some templates and examples, which should be under default wiki perms. The templates are intended to be yoinked and used wholesale, so go nuts.
Awesome!!! Thank you so much.
I don't suppose there's a way in a content patcher mod for a map to have one map layer scroll on movement the way the summit does?
If aeden was still around, 5 minutes after talking about that there would have been a mod for it
Thinking about aeden's mods is exhausting.
I don't think it's hard, but I can't directly reuse summit bg so i have to come up with draw code weh
Working on my first full outdoor map location, this is what I'm working with so far and thinking about how to manage the fog. Probably also will look at cloudy skies framework
If u have a particular sprite in mind i can try to make it work 4 u
Do u just want it fo scroll right in a loop
Or depend on player position
i will need parallax bg for the expansion i'm not working on, so chu let me know if you finish it, or maybe i'll roll my own
Scroll right in a loop wouldn't need any framework actually, just a lot of animated map tiles
probably scrolling diagonally up/right in a loop, ideally shifting vertically with player position on top of that, but that might be a bit much
does the fog specifically need to be below the other map tiles and not overtop the whole screen


