#making-mods-general
1 messages · Page 265 of 1
Someone said it took them 4 hours to be able to opt in
It’s hour 20 for me
I don’t get it
Nexus isn’t helping much either 
Yes you can but it may be dangerous 
Should I delete the mod and just change manifest for a new mod page?
You are probably better off making a mod that simply copies the save file somewhere else
And i was under the impression this was an android smapi feature already?
Yeah there u go ty anaira
I would message picky about it
Yay I finally helped out in here heh

They were on my forum post 18 hours ago
I’ll keep waiting for a response
@twin mantle or ig we just ping here hi picky pls help
I've replied on the forum (and Dom has replied to your email)
Just replied back to both
ty
You can only add mods that are visible. So having it hidden is why you couldn't opt it in
So I can do this but the "load from" portion wouldn't be handled by that
I only hid it a while after I couldn’t opt in, should I just keep it visible
Can you unhide it and try to opt it in now?
I’ll try again
Ideally I would be able to use a sync operation and it would load from the custom save location on android and I would be able to sync those files between windows and android automatically.
using a 3rd party app
Nope
Can you see all your other mods?
I mean on the DP page 🙂
Yes sorry
Just in case you're wondering, we've got until 31 March at 00:00 GMT to fix this. As long as it's opted in during that moment, all interactions for the entirity of March will be counted regardless of when you opted it in.
It is quite weird, the Opt In page can be up to 15 mins behind the main site sometimes.
Oh I didn’t know that
so I could’ve been visible this whole time and it would’ve counted. I feel like a fool
It's all good. I don't think that's well explained anywhere (and it's a bit of a weird concept)
So it’s every end of the month at 00:00 GMT?
And all DP for the month will be retroactively applied?
Yeah so at 00:00 GMT every month we take a snapshot of all mods which are public, visible and opted in. Then it counts up the interactions for the entirity of the previous month
That’s actually really good to know thank you so much
So you could publish your mod on March 1 and forget to opt it in until March 30 without missing out
Gotcha
understood what you meant
Obviously we need to figure out what's happening for your mod though
Yeah!!! It’s weird );
Can you try logging out and back in? It shouldn't make a different but it does refresh all your account tokens
Phew!

Furiously notes down that logging out and back in can help with this
Oh no I’m sorry I didn’t log out I just refreshed page
I think it was the visible mod thing 
Haha no worries
Maybe, glad we got there though 
Cheers!
Is anyone familiar with using the More Nightly Events framework?? Im having an issue with the cutscene playing every time I sleep, but only want it to play once! Thanks!!!
are you making a mod using it or are you having issues using it as a player?
if you're making a mod, we probably need to see your actual code
Is there a way to get CP to apply a set of patches -- one for each value in a list? I see the existence of valueAt can get me a specific item in the list, but there doesn't seem to be any way to iterate
So there must be something I don't quite understand
I want to apply an edit to Characters/Dialogue/<name> for each <name> in a token
Clarification: I don't know the length or content of the list beforehand
Just whether there are values in it or not
In other words, I don't think so.
Iteration is forbidden to the Content Patcher people.
Alright. If that is the true nature of the beast, then I will have to go with plan B -- defining a dynamic token based on date, and hoping that I don't need to edit two different NPCs on the same day
sigh
The good news is that if it is possible, I've just made it more likely that someone else will tell you that by giving them something to contradict 
Fingers crossed! xD
iteration of this kind is indeed forbidden afaik
but you may be able to do some magic using TargetFile
Would it be possible to make a mod API that allows you to disable an enable mods per save
Also would It be possible to make an API that would make a world type thing so we can have entirely new worlds per save (it would be set types similar to the farm types but for the whole layout). It would also be selected in a menu the same as farm type select in a box next to farm type
a) I don't think you're using the term API correctly
b) what do you mean new worlds? like not in pelican town?
I'm not
Like just a new layout
Like how there is new farm layouts a new world layout would be cool
of the entire town?
the reason not many people do those is that it would break like half the game
The second would definitely be possible, but a lot of work, yeah.
Ok
and would immediately be incompatible with most modded NPCs etc
The first one... that would need SMAPI to completely change when it loads the mods, or require a restart when you load into a save at minimum. So also a lot of work, but technically possible. 
I understand that but I feel like it would lay down a framework for bigger mode
Yeah, total conversion mods are great! I don't think there's been a single one for Stardew.
stardew just isn't built to accommodate those so it is a considerable undertaking for relatively little payoff (if you're just rearranging the map)
The second one could be done by purely (well, mostly) content mod people for sure, though. Just need someone with the ability, time, and willpower to undertake a potentially huge task!
for disabling and enabling mods per save, i suspect this is a solution to a problem thats already solved by mod groups
99% of events and schedules and whatever else in stardew valley work by manually defining coordinates; if you change the map around, you also need to change every single defined coordinate for every npc or interaction or whatever
(the first one could theoretically be achieved by modding stardrop rather than smapi or the game and using skip intro, to make a mod group for each save behind the scenes, fake the save selection menu, then use skip intro to load you directly into the correct save that you chose)
so for a new world you either need to actually update every single npc in-game, then modded npcs would need to make different versions of their npcs for your map
Or you rewrite stardew from the ground up to make npcs interaction targets be picked dynamically somehow
and at that point just go make a game
or do an equally difficult middle version where you dynamically update schedules to change old coordinates to new ones, which will be extremely fragile
the only "dynamic" targets in schedules are just hardcoded with extra steps lol
i think its like
going home?
i can't see it done without manuially mapping old-map-xy to new-map-xy which sounds like 🫠
(I guess technically instead of faking the menu you could load the game and then on save load grab the name/ID of the save, crash the game, and start a new instance with the correct mods loaded that uses skip intro to load you into the correct save)
You could do this and someone will still ask if it's compatible with (insert expansion)
the human mind cannot inately comprehend how static the world of stardew trully is 
this is for me lmao
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:
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- 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.
#governors-mansion is for you to use commands for yourself
gotcha
okay so I have a patch that adds a destination to a Data/Minecarts field, but it throws an error the field doesn't match an existing target, but I have the exact same thing set up for three other places and they all work?
one of them is default so that makes sense, that was already a valid target, the other two are also new targets but they don't throw an error
https://smapi.io/log/c92aac7db20b4b93873eeb23883a4a30
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 17 C# mods and 13 content packs.
Did you see the red error? Your json supposedly has a missing field
that's a different mod, unrelated
!json if you post your json we can help
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
In your manifest, is ridgesife a dependency for your mod so it loads first?
Idk enough about minecart data unfortunately so that's all I've got. Someone else is gonna have to jump in
ty anyway ^^
theoretically, is there a way to create an NPC-shaped object if i don’t want to go through the trouble of fleshing out an entire character? i’m imagining a shopkeeper who never moves but could perhaps say a few lines of randomized dialogue when you click on them, and who would count as the owner of a shop
i’m not opposed to making them a full NPC but if i can save time then hell yeah
I mean, can't you just make an NPC with minimal information? or alternatively just bake them into the map and make the dialogue a map action or something 
baking them into the map is one way i was thinking of doing it, yeah! i wasn’t sure if i would be able to have them run a shop though 🤔 and yeah i could make the whole NPC profile for them but wanted to save time if possible
Many shop keepers are just map tiles
If you just want portrait then that's all you need
yes on the map you can just use Action OpenShop for that building tile
awesome, i’ll try that! does anyone have examples off the top of their head of map tile shopkeepers i could look at for an example
oh okay cool!
one sec I'll screenshot my flamingo shopkeep, he's just a map tile
okay and then you can see here that the action opens up Flamingo_Shop, which is the shop I've defined in the json
and then here is how I formatted the opening to the shop:
{
"LogName": "Load Shop Portraits",
"Action": "Load",
"Target": "Portraits/Flamingo_Shop",
"FromFile": "assets/Flamingo_Vanilla.png"
},
{
"Action": "EditData",
"Target": "Data/Shops",
"Entries": {
"Flamingo_Shop": {
"Owners": [
{
"Name": "AnyOrNone",
"PurchaseSound": "Ostrich",
"Id": "Flamingo",
"Portrait": "Portraits/Flamingo_Shop",
followed by dialogue and items etc
ohhhh i see! that’s exactly what i want, thank you so much
hope it helps!
oh, and make sure Name says "AnyorNone", if you put an actual name there the game will look for the NPC with that name, which you don't have
that was my problem for a minute when the portrait wasn't displaying
how to start making mods for SV?
iirc it's usually adviced to start by making a very small NPC, as it's not too hard and includes a wide scope of things to know about content patcher
after that you can try to figure out what you want to make ro switch to C# mods, but those are a whole nother ballpark
k
!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.
what kind of mod do you want to make?
want to update a mod
Which mod is it?
Wood Maker
author said mutiple times he doesn't wan to update it
It sounds like he's saying he 'doesn't have time' to update it which is a bit different, right? If you want to though you could try to fix your own instance of the mod, and if you manage to get it working you could ask the author for permission
You can remake this mod as a content patcher machine
It'd be basically same as the wood chipper
i dont know what things i need to update; author permission most likely will be easy
unrelated but... can anyone tell me what I'm doing wrong with this spacecore trigger? I think it should be running every time I enter the matching location, but it doesn't re-trigger at all even the next day "{{ModId}}_Ghostwood_TriggerMonsters": { "Id": "{{ModId}}_Ghostwood_TriggerMonsters", "Trigger": "LocationChanged", "Condition": "LOCATION_NAME Here {{ModId}}_Ghostwoods_S {{ModId}}_Ghostwoods_E {{ModId}}_Ghostwoods_W", "Actions": [ "spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_GhostwoodGhosts {{ModId}}_Ghostwoods_S 1,2,14,11/28,6,10,9/3,23,8,11/26,30,11,7", "MarkActionApplied Current {{ModId}}_Ghostwood_TriggerMonsters false", ] },
[[modding:machines]]
if you want an action to retrigger set the MarkActionApplied property to false, not as an action
whoops
the action is to mark a different action to retrigger. you cant use it to make an action mark itself
OK I understand, thank you
this is what downloaded mod file contains
You have to toss all of it out
At least all the jsons but possibly need to reformat the sprites too
I might recommend trying to make your own mini machine mod first, so you get an understanding of how to format things in 1.6, with the latest coding
or downloading a different custom machine mod and then looking under the hood to see how they did it
i downloaded a machine mod from nexus and im comparing it to this one
im seeing some discrepancies and some "line variations"
the machine mod you are trying to update uses PFM and JA, the latter being deprecated
recent machine mods just use content patcher, which is why they are different
as chu said, just toss out everything and learn to make machines from scratch
aa okay
hi, it seems I am having problem loading marriage dialogues
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 6 C# mods and 1 content packs.
hmmm so I tried setting a spacecore-spawned monster's 'resilience' to 999 and it still seemed to take normal damage. If possible I'd like any hit to do 0-1 damage (but still knock the monster back)
I can set the HP super high but that alone doesn't make it obvious the monster isn't intended to be killed
Does 99999 make a difference
also can monsters and foreagables spawned with spaceCore be despawned with it? I see spacechase0.SpaceCore_ClearSetPiecesFromSpawnable but I don't think that's for the same thing
I'll give it a try...
it doesn't appear that they do
there must be something I'm missing though because like if I spawn 3 mushrooms at the start of day at a certain location, there will be 12 mushrooms after 4 days. I could do it conditional on visiting the location but it would still spawn more if I didn't pick those up
That is strange hm
Sadly i don't know very much about what's considered a set piece for spacecore
just tried 999999 for resilience and I'm still doing around 100 damage on hit with a galaxy weapon
One thing the monster data doesn't explain is that sometimes shit is hardcoded for inexplicable reasons
So we will need details
Also yeah the monsters definitely aren't clearing out at end of day
Haunted
I wonder how did lurking in the dark do this
A previous version of that mod made shadow brutes in the mines basically invulnerable when you have the pacifist option on
was it a C# mod bc itd be easy to prefix ShadowGuy.takeDamage
I guess I could try another monster besides ghost because the wiki did say that ghost was hardcoded as a glider even though the monster data doesn't specify it as such
No it's cp only from what i know
Isn't it something like this:
"0": 999999, // HP
"1": 0, // Damage
"7": 999999, // Defense
"9": 1 // Movement threshold
}
},```
(taken from Lurking in the Dark, version 3.0.1)
tbf with BETAS itd still be easy to patch that
But since litd is just patching over all shadow guys it's not the same as spacecore spawnable monster
Did you try LA on the ghosts you spawned to see if they have the stats you expected?
Need datamining fields on
this is what I currently have { "Action": "EditData", "Target": "Data/Monsters", "Entries": { "Spirit": "999/20/0/0/true/0/768 .95 768 .1 156 .08 338 .08 -6 .2 97 .005 99 .001/999999/.01/40/6/.0/false/99/Spirit", } },
"{{ModID}}_SpawnGhost": {
"Type": "Monster",
"MonsterType": "Ghost",
"MonsterName": "Spirit", // Setting this will make it pull that entry from Data/Monsters for stats
"MonsterTextureOverride": null, // Override the spritesheet of a monster
"MonsterAdditionalData": {}
},
Sorry what is LA?
lookup anything?
ah
anyone available that is versed in recipes? i have not been able to find any info on if i need to use specific numbers for index 1 for cooking, or if random numbers are okay?? should i just grab one from a vanilla recipe or something lmao
Thank you for the suggestion LA shows defense at 20 so it apparently isn't using the value I provided. I'll try another one and see if that helps.
Might just need to kill all of em to spawn new ones 
tried it with bugs and they show the right defense value so yes it appears ghosts are hardcoded
yeah that's what I was going to try next, ty
if im making seperate dl files for different colors do i need a unique manifest for each one or can they all just be da same
What do you mean by different colors
maybe I should have figured out how to get rid of them before worrying about making them invulnerable
Horror movie
Let me know if you ever figured out how to do this I have the same problem... did you just turn to FTM for this?
I took a vacation from my stardew modding and figured out how to get the custom tokens to work (it was much easier than I made it out to be).
I'm now wondering if there's a way for me to drop the ModId part of the token calls (using {{sixthirtyam}} instead of {{L0veRaven.CoreDLL/sixthirtyam}}) like how Content Patcher uses {{season}} instead of writing out {{PathosChild.ContentPatcher/season}}
Ooh ok good idea
i mean you can make a dynamic token whose value is your custom token with a shorter name, but you cannot make the custom token itself not have your mod ID. that is by design
I will make the screen shake by using viewport commands
And here I thought I made a shortcut of sorts to make writing times in the game more efficient 😭
So how does Content Patcher get away with it for their own tokens?
it'd be an awful design to allow removing the mod id
Then I need a good sound effect for something ghoulish in a sea cavern locale
... Content patcher is the mod? It can do what it wants
custom tokens are registered with content patcher and then can be used with ANY content patcher mod that adds yours as a dependency
CP is doing this to namespace everyone else's tokens
What if I also added a token called "sixthirtyam"?
I don't think a token is shorter than writing 630 anyway
I figured adding custom tokens would follow the same logic of dynamic tokens where the custom tokens would only apply within the mod itself (aka my own core mod)
Anyways you could do away with tokens if you just did the data edit yourself, depending on the use case
your core mod is not a content patcher mod, so the premise doesn't make sense
It's easier when it comes to the PM time conversions because I, an American, suck at 24 hour clocks
If its am you don't need to change anything anyway
a content patcher mod cannot register a custom token in the first place
a non-CP dll mod can
I wanted to convert all the time options to follow the same method for it to be "cohesive" if that makes sense
I guess I didn't really understand how Content Patcher works or something 😅
from content patchers perspective, the c# mod you are registering from is completely unaffiliated and largely irrelevant outside of your use of its API. it does not manage it and does not do anything for it (again, exception API use)
you likely would not even use a custom registered token inside your own c# mod
from smapi's perspective, your core mod and your content pack for content patcher are also two completely separate mods, one just has a dependency on the other (presumably)
So it's pointless for me to try to make a "shortcut" token of sorts?
Or I'd have to make a content patcher mod of my own in order to make my own tokens work the way I'd like it to?
that's subjective and up to you. If that's all your core mod is doing, I'd call it not worth it
I'm confused what you're doing. Why would you want a content patcher mod of your own? You don't need tokens in C# and if you're using content patcher then you still CAN make your custom tokens, they just need the modid
If it helps you remember the 24 hour conversion, it can still be useful
Just not shorter to write
Hm
But, you can also do that anyway with dynamic tokens, so maybe not
I think it would literally be faster to toss these in a i18n file
I don't want this stuff clogging up my content.json
If it's only for yourself to use and you weren't making tokens for other people to use, dynamic tokens are better
I18n would also work though still not shorter to write
It's about saving space highkey
Then you can {{i18n:sixthirtyam}} and do one sed at the end to replace all
Space is meaningless when you can make more
There is otherwise zero way to remove the modid from the custom token
And remove the times.json from ur i18n so u don't ship it and confuse translators
@ivory plume Hey there, couple questions. First, do you have any ETA for the next update to Lookup Anything releasing? I was hoping to have that update out before I release Better Game Menu, since it's a pretty popular mod. On the same note, do you know when you might take a look at the pull request for BGM support I made to NPC Map Locations, since you maintain that mod? Just wondering what your schedule looks like.
I'm planning on making multiple NPCs, so having them reference the same info would've been easier
This is frustrating
you can make multiple NPCs in the same mod, so they would already reference the same info
We suggested alt ways to do this
I'm just more frustrated that I didn't figure it out right the first time
But ultimately it's kind of bad user experience to download another mod just for what amounts to constants
Imo you should resolve all the tokens to their true values b4 release
to be fair to yourself, you did figure out how to add a custom token in the first place, which is pretty good tho
i do agree that if they are constants they should be replaced before release anyway
in this specific case I mean, where "sixthirtyam" is literally never gonna have reason to change
yup ftm
Hi! My tentative plan is to release SMAPI 4.2.0 today, my own mods tomorrow, and secondary mods over the next week or so.
Awesome, sounds good 😄
It was gonna be part of a mod bundle
So it would've been included regardless
Like a single mod right 
SIngle mod, separate folders, that kind of thing
Are they all CP packs
Yeah! The only C# mod would've been the core mod with all the shared info
OK thank you I'm now finding myself browsing FTM's source to see if I can figure out how to do it myself but I'm bad at this. 
Then you can just make 1 CP mod yea
But like you mentioned, it's kinda not really efficient considering how the custom tokens work
The i18n solution will work pretty well for you in that case i think
Remember that you can have a folder for your i18n now
times.json?
So something like default/actual_lines.json default/times_REMOVE_BEFORE_SHIP.json
OH, so basically doing a CTRL+H and replacing the names right before release?
And remember to do a big search and replace from token to actual value
Since u got multiple npc this will be nice for organizing their lines too
Ultimately you are release one CP mod, with 1 manifest.json & content.json
All your previously split content.json can become includes
How would I make a mod to for example make different variants of discus to add to aquariums, new to any modding
(Please use reply feature I'm dumb)
This would be an ordinary new fish mod
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
You can do it entirely in content patcher
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
My mod got featured on the new daily mod spotlight in the StardewValleyMods subreddit, that was pretty cool to see while randomly browsing reddit this morning 😁
Are you able to make multiple fish with the same name? Or would I have to make different names for each
You can have the same display names but you need different internal id
It would be fairly confusing to the player though, I don't recommend doing this
The vanilla discus is already "blue discus" right, can just follow the same scheme
That is true
I think would be nice to add a few other colors maybe some other fish variants
It's my first time playing since the ginger island update so I'm getting caught up on the changes to content and coding haha
Honestly I forgot that the in game one is specified as blue discus haha
If anyone has other ideas of fish that could use variants feel free to suggest : >
Goldfish would be cool, surprised we don't have a goldfish in base game
im making a CP mod to change the moss and moss seed to a pink color..
got the art done, it was simple. but how do i format the content?
im using the example in the wiki as a guide but im still confused
all i have rn is
{ "Format": "2.5.0", "Changes": [ { "Action": "Load", "Target": "Animals/Dinosaur", "FromFile": "assets/dinosaur.png" }, { "Action": "EditImage", "Target": "tilesheets/objects_2", "FromFile": "assets/fish-object.png" } ] }
changing the files and assets ofc but idk what to change aside from target
You might want to use FromArea/ToArea unless you're replacing the whole image:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editimage.md#examples
whole image meaning all the sprites on the sheet, correct?
i just wanna replace 2 sprites lolll
Yeah, that means everything on the sprite sheet. Area lets you target specific parts of it.
oo oke
"Changes": [
{
"Action": "EditImage",
"Target": "Tilesheets/Objects_2",
"FromFile": "assets/(your recolor_.png",
"ToArea": { "X": , "Y": , "Width": 16, "Height": 16 },
},```
You'll need both because it's basically like copy from your file and paste into the sprite sheet
The width/height have to match, but the coordinates just have to refer to the top-left of the sprite
so basically two of this with the different twoareas .ᐣ

the two area basically is its coords on the sheet yee
and can i use one image for two sprites, or should they all be seperated?
you can use vs code to write it and it'll tell you when you have a good looking content patch
i would seperate them
are both of the sprites you're replacing next to each other (vertically or horizontally)? bc if so one image is fine
next to eachother
ooh 
One image is fine either way, it's just whether it can be done in one or two patches
one image is better performance-wise
i didnt erealise they were next to eachother
ah oke
its like, negligible, but technically better
Kaya had a goldfish mod but it's JA/1.5 so the goldfish market is pretty open 
(negligible for one mod. ofc if all mods did many images itd be a lot worse)
clearly we need more sea bass
if i kept catching sea basses i will rage quit. acnh ptsd /lhj
you could still do one image if they werent next to each other but it'd still be two different patches and probably equivalent to two images
in terms of perf
You want more sea bass, you say? Have I got the mod for you! 
they wuite literally are next to eachother hehe
soo how can i find the X/Y coords
each 16 tile is 1 15 tile so you kinda just count iirc do you have anything that can make a 16 grid
idk if i can get it to be accurate pf
would a close proximity number be accurate enough or?
like if i hover over the moss it says 105, 70
It should align to the grid so whatever number divided by 16 is 0
So go to the closest X and Y that are divisible by 16
oke dokie
If you can enable "grid mode" and set it to be 16x16 i think that will work
well its ms paint on windows 10 so idk if i can PFF
love me tiled for these moments
Do people not use texturepacker?
never heard of it
Ms paint...
Ok im a little scared 😨
i mean, people generalla say anything better than paint will do
Texturepacker takes individual images and stitches them into a tilesheet for you. It can also output a json with all relevant x/y data
Ever since Aba told me about aseprite's grid feature thing I have been saved from the horrors of figuring out tile indexes
You best believe i have counted out at least 100 squares to find an index
96,64 according to tiled
I use gimp and texturepacker I just can't get into aseprite then again I'm not an actual artist
I used texturepacker religiously when I was making vampire survivor mods
Oooh that's handy
Tons of options, almost anything is better than MSPaint, although they have been trying to improve it a bit recently
i plamn on buying asesprite next month :3
I used to use pixelstudio
My girl uses resprite on her ipad
lumi showed me the trick lol, just make a random map file and put the tilesheet you need coords from in there to find em for you
i think windows 11 has a grid feature for ms paint, but alas i cant FUCKING UPDATE TO IT
its pretty good but I like aseprite better for the features
hardware issues wah
okay so itll be 96,64 for both .ᐣ
I finally finished the horrible monster that was my 13h event... the amount of cursed issues I had with that thing were a lot (also i didnt realize but if you use two 'quickquestion' commands in your events you still start the other one with a / not a \ like I would have thought since its within another quickquestion...)
thats x= 96 and y=64 and then size is 16 height and 32 width
I wonder at what point does a mod stop modding SDV and it just becomes it own game…
lmaoo
Texturepacker will export all the relevant json data when you make the sheet, but idk if people make sprites individually like I do or just draw them on a gridded canvas at once
unless its changing the entirety of what SDV is feature wise i think never
I love mouse... i want to make mouse...
ok so this will change the two sprites right?
`{ "Format": "2.5.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Tilesheets/Objects_2",
"FromFile": "assets/mossandseed.png",
"ToArea": { "X": 96, "Y": 64, "Width": 16, "Height": 32 }
}]}`
or should it be width 16 height 16
i think height 32 might mess it up
you switched width and height
when reading coords it's always x, y
also that
algebra class paid off
i can totally process information properly /lhj
like a mouse npc?
yeah
Roommate Hat Mouse
but yea thatll change the two sprites correct .ᐣ or should i add another to area snippet
honestly the idea spawned from seeing a video where researchers made a new mouse and it just went from there
and i just thought "why not make more mice. everyone likes mice"
since theyre next to each other and you put a width of 32 that will change both tiles, yes
oke doke
do you mean wooly mouse
yep
i love wooly mouse...
that wooly mouse XD
Wooly mouse?
"floofy" being used in a scientific context is hilarious too
Wooly mouse sounds wrong and very cute
you know how theres wooly mammoth
floofy mammoth
they were like we should bring them back and tested it with a mouse and born was wooly mouse
I see there was no better time for me to enter chat than this
LMAO
to sum it up reallly simply
I barely think at all lol
whats thinking
Idk something humans do
we all share a community braincell in this server
yea i think before i speak. i think "hehe" and press send
and its somehow never my turn /j
time to spawn em in to see
nothing can stop you now
has anyone who has played with dialogue boxes spaghetti code know which method I could hook into to set a one time position offset?
I thought I was good with the constructor but I don't want it on question boxes, and the follow up to questions aren't new dialogue boxes for spaghetti reasons 
aside from burnout
sigh i forgot what all the funny things in character data do
Sorry, I don't work with dialogue much 
i should probably fix this while im on a mod spree..
sounds like a plan
Um. Yeah, probably.
nice
shout out to when the mod don't work
oh the image size didnt match
wuh
"Can't apply image patch "Pink Moss and Seed > EditImage Tilesheets/Objects_2" to Tilesheets/Objects_2: source image size (Width:28, Height:15) doesn't match ToArea size (Width:32, Height:16)."
make sure it's the same size as what you're editing, in this case 32x16
ok for some reason it just keeps reverrting backl to 28, 15 what
sorry chu just checked in on this ☠️ got distracted
i have 10 different files for optional files for a meteorite retexture in different colors :3 do i need a different manifest for each file or am i fine to just have the same in all
it was 32,16 when i replaced the file but as soon as smapi loaded its 28,15
"[Content Patcher] Can't apply image patch "Pink Moss and Seed > EditImage Tilesheets/Objects_2" to Tilesheets/Objects_2: the FromFile file 'assets\mossandseed.png' doesn't exist.
" WHAT DO YOU MEAAAAAn
you sure you're replacing the right file
when i cleared my downloads it deleted the file i placed IN the cp file..
oh well, time to try again
btw the cp file is placed in my retextures folder
least this gives me a chance to backtrack tho lol
okay no errors this time
hey friends!
I'm starting a mod that will be using C# dll and also the content patcher
would I include both in the same manifest file?
or do I need 2 manifest files in the mod folder?
they must be two separate mods
but they can both share the same parent folder, as slong as they are in their own folders
so 2 manifests, 2 different unique IDs, two folders
you cant have two in the same folder, but you can have both a CP mod and C# mod like button said
C# Mods have the ability to deploy both your C# mod and bundled content packs together. It's even easier if you use Khloe's mod manifest builder as it'll keep those updated as well.
It'll deploy them as a parent folder, with a subfolder for each bundled mod and dll
yall arent gonna believe this//
ooo okay that makes sense, thank you so much guys! 
aww i love it dottie!
okay time to convert a .png mod to CP
though it does say this
"must be in all 3 places"
the png is a full spritesheet so it wont be difficult i think..
could i use the load action for this??
depends
if you intend on replacing the entire file, yes. if not, then use editimage instead
yea the entire file for the fish lol
its just the basegame fosh
fish*
yeah so load would work
aight
and stupidly should i add the other two files as well
lemme test without em actually
well, "aquariumfish" is the fish tank sprites. even if you dont change the item sprite once you put a fish in a tank it will look like whatever the fish tank sprite looks like
i know all of this because i too, used a mod to change the fish
so the content will just be
{ "Format": "2.5.0", "Changes": [ { "Action": "Load", "Target": "LooseSprites/AquariumFish", "FromFile": "assets/AquariumFish.png" } ] }
pretty much
but 2 more times for the springobjects and other file
meh
it mentions it
whichever file has it so it appears in inventory and while holding
is what id prefer to load
err how do i explain
it will likely overwrite recolors
because you are loading the whole thing
ah
so which file does this .ᐣ
springobjects
oh
it's why i said unless you want to replace the entire file, to use editimage
if you are replacing everything, literally every pixel on an image, load can be fine
it should be fine, since i doubt you'll have other mods editing the aquarium fish
if there is some stuff you do not want to replace or arent replacing, then use EditImage
nah only mods that add fish
i just dont wanna overwrite my recolor mods
i can delete dshi fish tho, i just wanna keep my ui and town colors n such
also void, what program is this
Tiled
its what we use for map making
oof wait i realized its not the smartest with indivisual tiles.. by that i mean its like a 2x2 so it selects two images
i really dont wanna risk overwriting my recolor mods so 😭😭
luckily those are just the fish objects
꒰ but i have no recolors that effect fish ꒱
yea the springobjects.png
no LOL its 32x32
lemme fix that
there we go
anyways so
i just copy this however many times i need to with the corresponding tiles, correct?
you can do it in blocks, all fish next to each other can go in one block and you just change the width accordingly
like you did with the moss
ohhh
Hello, i am wanting yo create mods but have no idea how to get started
what kind of mod do you want to make?
!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.
so if i did the first row first group it would be
"ToArea": { "X": 128, "Y": 80, "Width": 32, "Height": 16 } ?
no
o
theres 5 fish in the first block
i showed you in the screenie a bit ago where to look for x and y i cant say if you did those right or not since i dont have that file lol
5 times 16 you gotta do
alright yea
so it would be
"ToArea": { "X": 128, "Y": 80, "Width": 80, "Height": 16 }
Hair mods, probably via fashion sense
the first fish is 128, 80
then yea
ight
take a look at some existing fashion sense hair mods then, the format is all pretty set in stone
!json you want to get a proper json editor to deal with the json files, even though they are just plain text
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
is my updatye key the nuumbers on my uploading mod url or where do i find that again
ive never used it before 😓 i wanna start doing things correctly lol
nexus:yourmodid
Okay, ill check and see if I get it
e.g. nexus:31832
im sorry its not clicking does that mean its nexus:(myname).(modname)
ah
this id is the nexus url numbers
when you go to upload a mod and go to the 2nd step the url gets your ID put in it
yep
yes
ok ty ty
I remember the good old days of getting that ID number as nearly the first thing, because you needed it for event ID. Ah how I love that events are now a string!
i feel like im making an even more complicated relationship chart by having to put these into "friends and family"
i think? i did this correctly once more. time to see if my goldfish shall appear
i forgot to put the file in my retextures folder lmao
okay NOW lets see if i did this right
In the relationship tag thing on NPCs btw, does it just print whatever you type there in the text (like how Abigail says "my mom" in reference to Caroline), or are there only a few specific markers they accept? Would they accept "my sister" or some stupid nickname?
In this part:
"FriendsAndFamily": {
"Caroline": "[LocalizedText Strings\\Characters:Relative_Mom]",
"Pierre": "[LocalizedText Strings\\Characters:Relative_Dad]"
Bugger it, I will use separate images, sprite sheets can go... I can't say what I would've said or else I would be banned so...
i wanna insert images into my mod desc can i use imgur for that or is thee another preferred site
imgur is the one i see used most commonly

Is your mod code hosted on github?
😭 it says the url link isnt valid what
oh this time it did
was it bc i forgot the manfiest first go around
lmfao
oh
cant parse my content
rip
~~fixed it ~~
!log
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.
well heres the log
https://smapi.io/log/f712708705e34637bb9a8112a0ca9a74
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 107 C# mods and 358 content packs.
in the future please use smapi.io for both jsons and logs
but yes every of your patches should go inside a single "Changes" list
you should not copy the entire json over and over again
i did not realize the smapi log parser could parse jsons oops
not the log parser. the json validator
closeenough
theres a link on the left side
(not close enough bc you do not want to upload json into the log parser)
this is the most next-level play i've seen
well heres the json log 😭
https://smapi.io/json/content-patcher/1251c73b6428403b8c59c621c09a2624
says no errors ironically
oh wait
hold on
damn
i would say at a rough estimate maybe 90% of this is incorrect
okay so
you have patches right, the "Action": "EditImage" stuff
each of those is contained inside their own { } pair
its jusst those parts that you copy over and over
but they all go inside the first "Changes"
ooh
{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditImage",
bla bla
},
{
"Action": "EditImage",
bla bla..
}
]
}
My favorite FromFile, bla bla
I've got an event that calls 'addCraftingRecipe' -- is there a way to call that so that it adds the crafting recipe for all farmhands as well?
a trigger action will still only run on the client that fires it
Would that work if the farmhand joins up after the event has fired?
if you can guarantee everyone sees the event then that works, otherwise you can set a mail flag on the host and have a conditional CP edit to add a trigger action if the host has that flag
the HasFlag token can check the host
I was thinking of having code in OnDayStart...
it can also check Any
(HasSeenEvent doesn't do anyplayer?)
shrugs
Or the eq in gsq?
it might
If you are in C# just do it?
clarification on whether you're using CP or not would be helpful
i also dont know if this is a broadcasted event or one meant for people to view on their own when they get to it
You can do a check on peer connected to see if anyone's seen a event and add the recipe
but that would mean, unless you also have a way to deliver it while playing, that farmhands would need to reconnect to get the recipe
Do it on DayEnding too then 
If you're in c# just define your own event commmand
k, I thought perhaps I was missing an EZ-button somewhere. Looks like not.
And use multiplayer message
multiplayer message is what i was gonna suggest before i thought you might mean in CP
its easy
random thought, is it possible to change a mods dependency if the original is obsolete .ᐣ
i.e lets say i wanted to have eemies bees, but i want it to use custom companions than custom critters.
although does critters work still
not unless the alternative is completely slot-in compatible
which it almost certainly isnt
so youd have to recode the entire thing basically
yes
ouch
ok smapi was able to read it but sadly i mispelled the file so LOL but lemme update the name and try it
i can sense a pathos wave coming
objects was spelled obejects
my man obe
the wave has been announced so we gotta brace ourselfs
not me in here spacing out for 2 hours instead of working on my mod
i missed the announcement lol
gave me the "cant match sprite" error
from the toArea size
what exact error
heres the log, but the json validator says everything is fine
https://smapi.io/log/8f1e8b6f239f4ccab3b6ac14efc5c80d
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 107 C# mods and 359 content packs.
gwauh
if the fromfile is not cropped to exactly the area you want, then you need to specify a FromArea as well as a ToArea
was about to say exactly that
without a FromArea, its trying to copy the entire .png, but into the tiny ToArea you specified
ah
yea
im personally lazy so id just crop the images, rename them and change the fromfiles
but you do what you prefer
fair point
im lazy in a different way so i cant be bothered to crop XD
Ok so VS Code is so much nicer for the Json files! How does one make it stop yelling at me about comments? Like //RandomCommentwhich CP ignores
set your json thingy to jsonc
i just stuck the content patcher schema at the top
the question is am i bothered to crop 16 images
or the content patcher schema, yeah
Like it says comments are not allowed in JSON, but CP pulls a Mermaid Hair Don't Care!!!
Thanks!
you can also add the FromArea etc like Button stated
botton
hm, what would the fromarea look like
SHH+
if your images are the exact same as the ones you're editing then you can just copy the ToArea but rename it FromArea
you know i suck at typing ok
ahh
XD
you're telling it which rectangle to cut out of your fromfile and paste on top of the target
so if your fromfile is the same size as the target and things are laid out in the same places as the target
then the rectangles will be the same
so like
{
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromFile": "assets/springobjects.png",
"FromArea": {
"X": 128,
"Y": 80,
"Width": 80,
"Height": 16
},
"ToArea": {
"X": 128,
"Y": 80,
"Width": 80,
"Height": 16
}
oops
you need a from area too
you're missing a }
ops
so like that correct?
and do not forget the comma
alr time to boot up again
didnt work, i might have to crop then
well, okay the numbers are closer though
please use the log uploader
fsdjfh sorry
are you 100% sure the fromfile images are exactly the same as the originals, just coloured over top with your edits?
also wait, did you just copy the same FromArea for every patch?
Ok so I'm adding a new wild tree and I've made my entry into Data/WildTrees. Only thing is, I can't figure out how to add a custom seed to be available for my tree.
Yep I did
OH i did
Ohhh
yea lemme change the from area numbers OOPS
seeds are items so you have to add them somewhere. most of the time (for items in general) it's Data/Objects
Thanks Selph!
YESSS THE MINIGAME IS ALMOST DONE
wait...\
NOOOO I JUST REMEMBERED I NEED TO REDO THE SPRITES
If I want an item to not be able to be sold, do I just exclude the Price field?
sold from a shop or sold by a player?
sold by a player
is your goal to make them unable to lose it, or do you just not want them to get any money?
i think you have to avoid the categories/context tags that cause it to be salable/shippable
I want it to behave like the other wild tree seeds so basically I want it to sell for nothing
but for selling to a store i believe thats a per-store thing
i thought you did get money for selling them?
not a lot but some
acorns have a price of 20
do not make it a tool
mixed seeds have price 0, so i expect that works for your purposes
a price of 0 would probably work if you just want to not get moeny but still be able to sell it
but if you want it to be like the other seeds they do have a price
Yep, I'll use Price 0 
as an unrelated question, does anyone know if content loaded through the xTile LocalizedContentManager also goes through the AssetRequested pipeline?
Game1.game1.xTileContent vs just Game1.content
i believe so, yes
wonderful, thank you. i had no idea it was a thing before now
pretty much all maps and patches are loaded through that content manager, so they'd have to be
All game content managers are intercepted by smapi
because I'm too lazy to go look it up if someone knows off the top of their head... What's the annotation to use to tell NewtonSoft that a field is transient (i.e., should not be [de]serialized in the JSON)?
can i make my own content manager
congratulations! noone has asked that before 
Try [JsonIgnore]?
[JsonIgnore] at least works to make it not deserialized
Really?
havent actually looked to make sure it doesnt serialize, but id imagine not
i mean why would anyone
is there a earthquake sound effect?
when internalassetkey just isnt good enough
when you really want to make sure no one touches your assets
i think the game uses thunder_small, but i could be wrong
of course. of course you did
why wouldn't you
i cant help but notice you didnt get an answer, though
just a sidestep around the answer
the other way to avoid serializing with newtonsoft is to use properties with private getters
oh, you can pass in a root directory..
so.... could i make my own xnbs and load them through my own content manager
my own little smapi, all to myself
why cant coding be like in the cartoons where you press 1 button and you just made a whole OS
bc we live in the real world ✨
well then i'd be out of a job. i'd have to become a cartoonist or something
the problem solving part of coding is why it's fun imo
i mean banging my head against a wall for 5 hours due to off-by-one error isn't fun
but other than that
i woulda had to be a musician or something and i dont' like to practice enough. never woulda made it
im going to cry i finally got the score displayed
clint has these 2-space-wide animation frames. Can I use them in an event for animations or with showframe or am i cooked?
My custom tree seed isn't plantable in game, how can I make it plantable?
i'm going to guess the game doesn't magiaclly know these frames are 2-wide
i betcha it's in Data/WildTrees or something
[[Modding:Wild_Trees]]
thanks farm computer
That's what I've edited and still nothing sadly
these r clint's schedule animation right 
they're def not created for events but i want him to hit the anvil in an event 😔
i guess i have the power of C#
"SeedPlantable": true, ?
what if u make him a TAS would that work 
Just use c$
That's already done. I don't know what's wrong!
You can do it by creating a double wide temporary actor
register custom event command that's just "make clint hit anvil" or something?
But why
did you gib Category -74
cause you walk in while he's working on something
I mean I would generalize ir
and/or Type: Seeds
Width height frames
Yep
idk which one actually activates that part
Well -74 certainly doesn't
I meant more thr temporary actor work around when you can do it cleanly in c#
ohhhh i see
I have Type Basic rn, should I change to Seeds?
did you put "tree_seed_item" context tag
hmm just checked the source code, I don't think it matters, and Category should do it
but try it anyway. and if doesn't work post what you have
Where would that go?
your treeseed object
yeah I dont see it in cornucopia's sapodilla seeds. maybe your tree code is missing stuff? I know SeedItemId has to be qualified (ie. has the (O) part) nope, just checked again lol
it does? i dont have mine with (O) and they work 
Mine has (O)
maybe posting the json would be a good idea tbh
if i have 2 mods that utilize the same shared project
is the class from that shared project considered the same class 
or would they be per assembly
and your item code?
i'd assume per-assembly, but i don't use shared projects
yea i brained about this a bit more and that seems correct 
idk is it time for chucore...
the reason why i want this is bc i would like to reuse the extended temporary animated sprite model across multiple mods
sometimese i think about barleycore but i think it's only happening if another thing i make needs these random features
otherwise it's just a useless dep for my mods that nobody else is using
yea idk
i think for now i'll just setup shared project but build it into other stuff
sad times
Say, when are you absorbing the rest of SMD's features, chue
So I don't have to release anything :p
hey all so I'm having trouble with my recipes... custom items at a custom shop with the currency being another custom item. I've seemingly got everything working, finally got the actual recipe to display and not the torch recipe - but when you buy the recipes, you don't learn then. As in, when you go to cook in the kitchen, the silhouettes are still blank
i mean if u want i can take custody of smd 
ill put it into identifiable rings it make perfect sense trust
wracking my brain but can't tell what I'm missing
it's only the cooking recipes, there's also a crafting recipe and it works perfectly with the same format
wild guess but did you spawn in a new item after doing changes
What do you mean?
when you go ingame did you spawn in a new seed
Yep with CJB Spawner
yeah the code by all accounts look correct
cooking recipes and crafting recipes use a slightly different format. can you share your code here?
yeah idk i can only compare to what i have since the trees i made work but idk
uuh are you saving to the mod folder? idk lol
my main difference is the context tag and having Basic as category
Yes! ty
{
"Action": "EditData",
"Target": "Data/CookingRecipes",
"Entries": {
"CC_Remedytea": "CC_Rainpuff 5 815 5 245 1/999 999/CC_Remedytea/none/",
"CC_Tarotea": "CC_Rainpuff 5 830 1 245 1/999 999/CC_Tarotea/none/",
"CC_Gingertea": "CC_Rainpuff 5 829 1 245 1/999 999/CC_Gingertea/none/",
"CC_Cactustea": "CC_Rainpuff 5 90 1 245 1/999 999/CC_Cactustea/none/",
"CC_Ferntea": "CC_Rainpuff 5 259 1 MossySeed 1/999 999/CC_Ferntea/none/"
}
},
{
"Action": "EditData",
"Target": "Data/CraftingRecipes",
"Entries": {
"Hairpin": "CC_Tortoiseshell 1 881 10/999 999/CC_Hairpin/none/"
}
},
my only other question is i swear people once said having {{ModID}}.NAME can cause issues but i might remember wrong
it doesnt show in lookupanything
!json please post your relevant jsons here, in multiple links if necessary, since we need all of the relevant code
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
but this by now is jsut blindly pointing at things for me
ahh yes, got it sorry
(since the problem may also be in the shop entry itself)
I thought it's best to do this? Idk
with ModID yeah but im not so sure bout the dot is what I mean
(somebody help i dont trust my own memories)
sorry, what would be the best way to share it? Should I upload the json or just post the code like I did before?
upload the json to the link indicated in the governor command
okay!
I've looked at these JSONs for too long now lmao
does content patcher support a "load blank if not exists"? I swear there was talk of it at some point
maybe take a break and look at it again later? maybe some other people will be here in chat to help cuz idk anymore tbh and its like 2am here my brain isnt the best anymore lol
obviously this is not a complete json, it is just the relevant part with the objects, shop and recipes
well hopefully nobody else wants an event in the blacksmith then
load it with low priority
oh!
Yep I think I will. Lol get some rest yourself
never load a blank with exclusive priority unless its for your own area you control
thank
at this point I suspect that your file isn't applied correctly somehow. if you have time, run patch export Data/Objects and patch export Data/WildTrees and see if the output looks right
(obviously not right now if you don't feel like it)
Aha, it doesn't seem to be in Data/WildTrees
So does that mean there's something wrong with my entry?
your foods are category -17 when they must be category -7
maybe you forget to include the file?
😮 omg
amazing catch
Oh wow I'm dumb. I did actually forget 
Thank you (and FunTime if they're still here) for your help
was -17 just a typo or did you think it would do something else
i dunno if anything else has it
just Truffle and Sweet Gem Berry, apparently... shrugs
Now that we can raise events in the shipping menu, what are y'all going to do?
what's the maximum value for buffs?
well past about speed +10 you start flying uncontrollably through walls
how high can you count?
LOL
what do you think would be a number where it wont be like annoying to walk? +5?
(speed)
I use plus 3 usually.
+5 is usually a little dizzyning. Honestlt some days eve plus 2 is good enough.
i'd say +5 represents how you'd feel after dropping 3 coffees and a (for legal reasons) unbranded energy drink
ok ill do +3 then thanks 
So me, every day
i'm sure that with both +speed and caffeine, people have different tolerances depending on their daily intake
I suspect the top speed might be float.max...
I have rigged it to like +20. It's severely motionsickness inducing.
i bet 
+2 is already too much for me lmao
I believe the issue is that SMAPI sometimes returns a warning message if you use a . in a target name, because it does only a cursory check for if something has a file extension-type format on it.
But it doesn't actually prevent it from working
i like how crops/grass goes
when you are zoom
+5 is my default walk speed in game
+5 is my default walk speed irl
It's mine irl too but other people experience it as -1 because my legs are so little
I'm out here jogging next to someone going for a stroll
mood
It was a typo on the first object, and then I copy/pasted down 😂
Hi, I was working on a very simple path mod, and I finally found a mod which does on a larger scale what I wanted to do, so after copying and making the changes to mimic it, I think my mod is finally formatted correctly and should account for everything the custom path needs to show up in game... except it isn't there. There are no errors in Smapi. The images needed are also in the right place. Here is the content json: https://smapi.io/json/content-patcher/4f7137a6d1684ce48f1e6fc929d39e42
Any idea why it's not showing up in the crafting menu on my test farm?
Oh wait... I just saw an error in the json validator. I'll change that and see if it works.
Well, I changed it, and the issue is still the same.
how do i get it to layer the right frame?
it's putting the chopped layer on top of the actual tree sprite layer 
are you sure it's not intentional?
is there a workaround? :/
well, if it's an intentional game mechanic i doubt there would be
save for just making the stump look the same as the one attached to the tree

but also i know nothing about trees
you need to do 4 things:
- add the fence object to Data/Objects
- add the fence entry for that object to Data/FloorsAndPaths
- (optional) add a crafting recipe for it to Data/CraftingRecipes
- (optional) add the recipe to a shop in Data/Shops
it seems like you're trying to do all 4 of these, but putting it all in one entry editing Data/FloorsAndPaths
how can i add quotes in a description for i18n
I recommend reading up on Content Patcher basics to see how an entry should be formatted, and then reference the wiki entries for individual tasks
https://stardewvalleywiki.com/Modding:Index
escape the quotes, like so: \"
thank you!
Thank you! I'll try and fix that.
You gonna hate me but I can't resist saying it: I'm stumped...
i was wrong, game was designed this way
im deleting it and just adding a tiny line lol
What I can't understand is why vanilla fruit trees don't seem to display that way
