#making-mods-general
1 messages · Page 268 of 1
both as in , the one fellow made me, and the one from the dog mod
wait wdym? like, have the lady-black sprite replace dog.png and see if the error occurs still?
Actually, it is not the files
Man this would be so much easier if they were named by breed instead of these random names!
is it the sizing ? thats the only other issue i can think would happen, atleast for the sprite itself not showing
the lady sprites are cocker spaniels
thats all i know 😭
Okay I think it is that the maker of YADM appears to have intermittently put a typo in their own mod name for the textures
so replacing another dog works?
i did try with the vanilla replacement file but, it also didnt work LOL
so yea thats probably the case of the typo then
lemme check the content\
i dont see a typo, where is it? why wouldnt SMAPI/CP complain about a non-existent file/texture?
maybe its the lady and black not being seperated by a dash..? i doubt that though
"LogName": "lady-black", "Action": "EditData", "Target": "Data/Pets", "TargetField": ["Dog", "Breeds"], "Entries": { "Yetanotherdog.ladyblack":{ "Id": "Yetanotherdog.ladyblack", "Texture": "Mods\\Yeatanotherdog\\lady-black", "IconTexture": "Mods\\Yetanotherdog\\icons", "IconSourceRect": { "X": 0, "Y": 0, "Width": 16, "Height": 16 }, "BarkOverride": null, "VoicePitch": 1.0, "CanBeChosenAtStart": false }, } },
I haven't made it that far, I just opened the content.json and noticed that lady-black is calling a different texture than what it's loading. It's asking for this: "Texture": "Mods\\Yeatanotherdog\\lady-black" but has been loaded to this: Mods\\Yetanotherdog\\lady-black
oh, i was looking for a typo in "lady-black"
same pf
yeat
ya YEAT

Every other dog had the Yeat typo
i feel like i should notify space captain about the typo.. if .. they even do updates on it
Yes lol
Dottie, you literally chose the only dog that wouldnt work to replace
you're telling me Pet textures dont have null checks?
(Button wasn't actually asking you that question btw)
(yeah thats more just me exasperating out loud)
the typo does explain why the icon appeared fine though LOL
my bbg <3
This whole time it was just a terrible coincidence for you Dottie lol
ok yk whats funny. that dogs name is lady
hence why i wanted to replace the lady-black sprites
mb for crashin out a little then LOL
i get stressed too easily rip
im confused why it only threw an error when it got to the draw code
and pretty far into the draw code at that
It was really unusual that it exploded like that. Normally that doesn't happen.
It broke my whole farmhouse
ANd then crashed the game, of course
ok im gonna put my mods back and replace a seperate dog file
actually, would the error occur again if i were to rename the file itself and the file within the content code ?
if you kept everything the way it was when it was crashing, but fixed the typos in content.json, it'd work fine
like, if i were to rename the sir barks alot file, then rename the code corresponding to the file.
This bug has been reported to the mod creator but they didn't know how to investigate it or fix it.
itd work as long as things were renamed properly, yeah. literally the only issue is the typo from the original mod
ight
I feel I must do a proper bug report and tell them how to fix it, but I am too exhausted right now.
hey, can i make mod using python?
no*
*if you make a python modloader/framework sure but good luck
i'll do it for ya
so which programming language should i use for stardew valley
You'll need to give them specific instructions how to find and fix it, since they did not seem to be able to manage that by themselves/.
LMAO the "please work" code section
depends on the mod you want to make. most mods just use json for Content Patcher. otherwise, its C#
That sounds mean. I did not mean it cruelly but I am not up to rewording so: my intent was not to be mean about them.
it may not help that at least judging from their comment it seems like they mightve asked Pathos for help? but it was missed then too and suggested it might be an AT bug
Yeah I saw that. I am guessing that Pathos based his suggestion off the slightly convoluted discussion between the mod user and mod author and so didn't know what was actually going wrong? But I don't know.
shrugs. i was unable to actually find the conversation in here, so it mightve taken place over nexus DMs
"i found the issue with the bug related to the dog textures, there was a typo with "Yet" within the code on all the dogs.
instead of, for example "Texture": "Mods\Yetanotherdog\tallest-girl-in-town", the word "Yet" was spelt "Yeat", and so was the "Target" in the "// please work" group.
Although, lady-black was the only one without this typo, which caused only her textures to break and eventually leading to the game breaking."
that sound good?
i would mention that lady-black was the only one WITHOUT the typo, which is why it was only her that broke
oke doke
i feel like Pet.draw should probably have the same "if null draw an error instead" check that NPC.draw does lol
do farmanimals also crash you if you give them a null texture?
No clue but that should be easy to test just by setting a vanilla animal's texture to null, right?
it would be if it werent 5am
i didnt know if i shouldve commented it or made a bug report but either way i told space about the error. is he also in this server? ꒰ just curious abt that part ꒱
It's only 7pm here but it's 5am in my heart
this is the comment i made 👍
Nexus seems to have decided that I have to choose between slow download and fast download every single time I download something now. Not pleased.
that's what always happens when you don't have premium, isn't it? it's what always happened to me
Mine used to remember that I always chose slow and would just download automatically
interesting, mine never did
I am such a dork, I downloaded a barn animal mod and then tested a chicken
chimkem
I guess I will just be thankful for the time I did get then
well did you succeed so far
once you release Hiria you'll be swimming in UDLs and will have free premium anyway 
(seriously all of you that work on NPCs for ages end up making the coolest things)
well let’s see if sleep fixes my brain like you said irocendar
No...I forgot that a CP replacer mod was just going to Load a new texture over the vanilla one instead of setting the Texture field itself to null.
gn
ignoring the misplacement of the icons, thats bc i had it in a smaller window screen, BUT YIPPEEE
lady is real 🩷🩷🩷
lady black, brought back from the dead
did not say that, I said sleep is good for you, but good luck
tomato tomato- i can’t really do that in text… anyway. gn!
I was really hoping not to have to make my own mod for this
But I am too tired to try to find one that adds new breeds
Mod for what Aba?
what about qi chickens
I ended up vanishing for a while cause I spoke with one of my roommates -
speaking of
do you add qi chickens
I can add qi chickens
i still think you should add qi chickens
though the need was urgent
Aba is trying to crack a chicken open
Sprites were given to me by Void, all I need to do is write the stuff ..
To.. crack a chicken open?
Like a geode?
Aba wants to test if setting the texture of a farm animal to null will crash the game
so was looking for a mod that added farm animals to test it on
for quick n easy editing purposes
Oh well there are a fair few mods that add animals
I think mizu's turkeys is one right?
finding one on the spot when you dopnt know their names is tougher though
oh mizus quails adds a new animal
Ah yeah the quails
I don't have the capacity to make a mod that quickly right now 
It's fine, I've made it already
coding wise i dont but texture wise i sure do
I may not be tipsy or anything but I did have a lot to drink, which means I'm dehydrated, and I also haven't slept in ... many hours
Such speed... such amazingness...
Drink water Lily 🚰
hmm
I had a bit, but I'm going to sleep and I don't wanna get up for the bathroom more than necessary
tempted to recolor those honeys to match the flower... but theres so manY
I also have to get up in... 3 ish hours so I want to sleep as long as possible
lily go to SLEEP
I will eventually ✨️✨️
fair enough
That would be a lot of honey to recolor but would it be worth it for you?
Especially if you added pretty simple bands it might be easy
perfectionism says yeah
Hmm chimken did not break
ok the mod i use for the honeys is actually aimons fancy artisan goods icons, which has compatibility with a few mods i have installed.
I reacted with the wrong thing but I don't know what I was going to react with in the first place
so if i can figure out how to make a compat with the rest of the mods i have that adds flowers/honey, it might save me alot of time xd
Thank you @brittle ledge and @brave fable . I was thinking of this issue this morning, and came to the conclusion that: so what. While I would love him to travel more through the town and things, his current (weird) pathing fits him. He presents like Maru/Demetrius, but thinks like Emily. So him taking a very direct route behind buildings, through grass, and everything like that actually kind of fits him. But this helped me figure out how to have him move in different directions for when I want him to. 🙂
or.. yea just recolor
And then I reacted to my own message.. yeahhh I'm gonna go sleep now 
Good luck with your chicken testing Aba
Patch export says texture is null though. Maybe it needs to be a newly formed chicken?
in my case is was a "deleted" animal being replaced with a new animal, so yeah
pets are a different c# class, so maybe its just somethin about them or pets specifically. farmanimals i asked abt bc they were what i gave a quick glance and didnt immediately see a null check either
but theres a buncha places one could be i spose
Chicken pet test when/silly
ok im debating on how to do this recolor ..
a.) attempt to use code rather than manually recoloring all honeys
b.) manually recolor all honeys and replace their file in the mod they came from
I have created an error item chicken!
yippee!

Behold Snutso, my beautiful error chicken
i love Snutso
Huh and when I grew Walbert the chick, whom I bought before I nulled the baby texture too, she grew into Walbert the chick-who-is-actually-an-adult.
I was wondering the other day when the error chicken got used.
hm. i realized there is bases for the roe and pickles, but no base for honey
(also i am very appreciative of you testing and satisfying my curiosity
)
You're welcome! Also wow I really did make a mod in three minutes huh
time to put it on nexus
It'd probably get more downloads than my other two mods combined xD
i think if you named it "This mod breaks your chickens." a bunch of people would download it out of pure curiosity
It's called "Break A Chicken" lol
Chick Breaker mod but its just a reskin of Brick Breaker where the ball is a chick orb
and the bricks are like. joja crates or smth
That is a pretty gigantic scope creep from a mod that just removes the textures from the chickens xD
the bigger the scope creep the more real of a modder you are 
Actually I gave the adult chickens the Texture "Harblegarble" and the babies "Boo" because I'm lovely like that
new mod name, Chick Harblegarbler
Does that make you the real modder or me? Is it scope creeper or scope creepee?
im not THAT creepy
trying my hardest to word a question but failing so bad
new chicken scope creep mod name: Peepers Creepers
There are no chickens, it just replaces all the music in the game with the song Jeepers Creepers
you get me
can the music be made with chicken peep sounds though
chicken peep remix
Yes
thank you. ill be waiting for it on your mod page soon
I will gift you half my DP for being my esteemed associate
which half
how do i create like a "base" texture, like the picklebagi icon thats greyed out ? how can i make it so that texture will change colors depending what flower created the honey?
like, if i have a pink flower, no honey texture, how can i make the base honey texture become pink to match the flower?
yes but i wanna use a specific honey texture
and make a base out of it for compat with the flowers that the fancy EBAGI doesnt cover
i believe EBAGI can let you do that but im not sure as ive never used it, only looked at the docs once months ago
i think its in the Articles?
i know (aka think) EBAGI is only on github but it should follow the same rules as normal BAGI
thats the honey texture i wanna use and be compat with the flowers fancy EBAGI textures doesnt cover
if EBAGI is also on nexus then ignore that and pretend i didnt say it
hmm, oke
but yeah id check the Articles tab on the BAGI nexus page
all i can do from here is wish you luck though bc im going to bed 
fair LOL
is there something about honey that the vanilla machine rules can't do the coloring like for other "flavored" products? with Extra Machine Config if needed
well, really all i want to do is change the colors for the honeys of flowers EBAGI/Fancy EBAGI doesnt specifically support
like, the hydrangea flowers i have are the default honey color w/ the Fancy EBAGI icons, if i have a pink hydrangea, id want the honey to be pink
this shows the modded flower honeys that arent recolored bc theyre not supported by Fancy EBAGI and such
the ones that are supported with that retexture are colored differently
can you link the mod that does the coloring of the supported flowers? just so i can see what it does
https://www.nexusmods.com/stardewvalley/mods/28512
https://www.nexusmods.com/stardewvalley/mods/28517 |
are the ones linked in the mods section
Additional pack for Aimon111's EBAGI Fancy Artisan Goods Icons Pack. Updates Cornucopia's mushroom and artisan good sprites to be fancier.
cornucorpia flowers/crops
but the description does state this:
"Supported mods:
Starder Valley Expanded
Ridgeside Village (only jelly and wine)
Ancient Crops
The Love of Cooking
Winter Crops
Lucky Clover
Sweet Gem Fruit
Octopetalas
Korea Blossom
Quaint Living - Flower Garden"
https://www.nexusmods.com/stardewvalley/mods/23373 is the primary mod
yeah, i guess that framework doesn't support generic rules to do the coloring so each flower needs to be accounted for individually. or at least that's the way the second linked mod does it. personally i'd try to make a vanilla machine rule that produces the colored honeys based on the flower data (Extra Machine Config might be necessary), but that probably means including the honey image in the mod, which might be a problem if you mean to release the mod. but i don't know, maybe there are better ways to do it
nah im not gonna release the mod lol , its strictly for personal use
what is the best way to see why someone can't make a machine recipe when they claim they got the mail unlocking it? i asked a patch summary modid but it doesn't show modid related mail flags as i expected
i wonder what is best between LA and a patch summary full
oh hi lumi
hi
i think i could try the vanilla rule thing
okay wow thats kinda simple, basically i just need to insert CopyColor into the OutputItem
might be more complex than that, but try it at least
long as i can get the color copied to the output i think id be fine
i have created a base honey texture, i think
its greyscale version of the texture i wish to change the color of per flower
Can they use LA's F1 feature on the machine, scroll down to the recipes, and then send you a screenshot? That way you will at least be able to see if the recipe is unlocked. (I think - that's what the recipe being greyed out means, I'm pretty sure.)
Oh, I see the issue with the mail flags (I went creeping on your mod page lol). A patch summary full should show the whole list. Could you ask for both?
yeah i am just annoyed of asking twice
so this time i want to do it right but also not overwhelm user
Yeah that's understandable.
I think there are console commands that list mail flags?
huh, there are not. Weird.
add that to the list of things to add if I ever make a Debug Toolbox mod
Patch summary does list all the mail flags, you just need full
I should specify: all the mail flags the player currently has
Generally patch parse {{HasFlag|contains=myMailId}}
how strict is the parsing? could it be broken by someone doing something indirectly, like using local tokens?
i usually use the patch parse or the GSQ one for personal use but it's extra steps for someone not familiar, i guess i could try however
I get what you mean about wanting to have a single command available that you can ask people to run
What would be covered in such a command that doesn't already exist in patch summary? 
it would actually cover less, theoretically, which is the goal in my opinion. It's a single command you can ask people to run which has easy to parse, non-scary output
yeah my issue with patch summary full is that depending of number of mods can be pretty heavy
so my attempt was a compromise (i didn't think of the patch parse or the GSQ one at the time)
You can just do patch summary "Lumisteria.MtVapius" full though
So it'll be the same as what you got but with no truncating
Or if you only care about the global tokens and not even about your own mod's patches, you can just put a nonsense mod ID in instead and it will display the global tokens and then not showing anything for the content patches.
I always like to have both general and specific options available to suit my needs, if possible. Like some users are terrified of console output they don't understand, in which case, patch summaries (even for individual mods) can end up scaring them
If they're so scared that they can't even avert their eyes to put the file into the log parser and then send you the link...well that's probably a point at which I'd be saying "good luck, you're on your own!"
But she's checking for a mail flag
And you don't need the result of a GSQ to see that
is there an issue with having a command of its own that maybe we aren't noticing, aba?
there is a ub hasflag <mailid> command as well
if you find that easier to write
Unlockable Bundles
yeah there's a whole bunch of them commands for unlockable bundles 
oh, is unlockable bundles involved? I thought we were looking at a VMV thing
ig I don't remember if that's a VMV dependency or not, but if it isn't, then you can't really ask a user to use it since they may not have UB haha
it is
ah, fair enough
No, I'm just unsure why patch summary is being deemed as insufficient for purpose in this situation. I am curious how you'd specify which things would be worth putting into your hypothetical command, though. Would you have lots of different ones depending on which thing the mod author needed to look at? Or one command with a bunch of arguments? Or is your idea to just have one command that only lists a few things - in which case, what would you consider to be worth adding that would make the command useful enough for many purposes without scaring users? (These are all genuine questions but mostly idle curiosity, so no pressure to answer them
)
honestly, it's the last one. It's a "nice to have" - I wouldn't ever install a mod just to add that, but since I was already thinking of making a debug toolkit mod regardless, it's a "no harm done by throwing it in there" kind of scenario to me. Not fulfilling a strict need but if it becomes useful to people then it's there
does a patch summary "mod.id" full even exists?
it's not insufficient in itself, it is insufficient in the way i did it because, likely, the patch summary mod.id has no idea which mods adds which letter (which i didn't realise when asking for it)
it's just that one version was insufficient and one version is too sufficient 😄
The goal of a debugtk mod would be to have a lot of small parts that don't do anything on their own but you can trigger to do various useful things. No harm having it installed because it does nothing unless you ask it to, so you can just have it be a harmless part of a debug loadout
you could probably do a pr for smapis console commands
if it's something generally useful
if/when I make it, a large part would probably be a set of console commands of the style debugtk <subcommand> [...options] or dtk <subcommand> [...options]
could be, but I figured I'd make it first and then we'll see how useful it actually is haha
Hello everyone, could anyone help me create a voice chat for stardew valley? I'm trying to do it, but it doesn't work for me (I mean it kind off works, but you can't hear anyone during the game).
like, on discord?
Yes! This is an example from the CP docs (ignore that it's listing two content packs). I use patch summary modID full every time I do a mod-specific patch summary.
that hobbithouse mod really pulled its weight in SMAPI and content patcher related stuff 
(iirc pathos said it's the house in the smapi banner)
ok maybe i should just manually recolor since im extremely confused on how to even organize the codes LMFAO
mhm, I think I'll just add an ub printflags command that prints all registered (mail) flags and sorts them alphabetically.
yeah, that was my plan! I'm guessing it would be super useful as part of ub given what ub does probably interacts with mail flags a lot
(I love when mods add their own debug commands btw! I always appreciate it as a mod user and tech support person)
I don't know how, but I lost the webpage that has information on how to i18n config options
If anyone's confused, this is my i18n for my config options, but I want to reference the page again
For whatever reason, I can't find the documentation 😭
@spice inlet do you speak spanish?
I do not
Ah XD
Pina Colada is a cocktails name 😄
Yeah, i know
taking after atra with the goofy names
It can be so hard to find! I went to three pages to get this lol https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/config.md#translations
Hey
<3
THERE WE GO, thanks so much!!!
which is why I didn't realise who you were for the first like ten messages you sent
why do you all do this to me /lh
Can you safely use [ ] in strings? (eg. Strings/Notes), or would I need to escape them of something?
*or
really good question, pretty sure they need to be escaped because of tokenisable strings
also special characters in strings in stardew can be weird regardless since some of them are replaced with symbols (= is ⭐ for example)
honestly I'd be very careful about how I escape them just in case they get parsed twice somewhere and end up unescaped
I don't trust how the game parses things
debating if i should sleep and do this project later or push thru
or just actually play stardew
Follow your heart
So I have tried to add another crop to my crop mod and I can spawn it normally through cheats and grow it, but when I go to summer pierre dosn't seem to sell it.
would anyone know where my issue lies?
I might just use regular () instead then
did you add it to pierre stock?
I did
here is the code
"Changes": [
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [ "SeedShop", "Items" ],
"Entries": {
"Rogue.Rogues_Crops_CarnationSeeds": {
"Id": "Rogue.Rogues_Crops_CarnationSeeds",
"ItemId": "Rogue.Rogues_Crops_CarnationSeeds",
"Condition": "SEASON spring summer",
"IgnoreShopPriceModifiers": true,
"Price": 45,
"Rogue.Rogues_Crops_AcanthusSeeds": {
"Id": "Rogue.Rogues_Crops_AcanthusSeeds",
"ItemId": "Rogue.Rogues_Crops_AcanthusSeeds",
"Condition": "SEASON summer",
"IgnoreShopPriceModifiers": true,
"Price": 50,
},
},
}
}
]
}
which one is the one not working?
Acanthus
a quick visit to https://json.smapi.io reveals why your code doesn't work:
https://smapi.io/json/content-patcher/078a8a71e51c4d76b27996e6318e8759
are you missing closing brackets?
please remember to try the json parser first, if only to share the file more easily
oh man my bad
oh wait actually I do have that
I just didint paste it
let me use that code checker though
I appreciate the double check though!
(Are you writing this in a text editor like VS Code? You can get syntax highlighting and error checking if you do.)
I am, but it checks like almost every coma as an error so ive been not trusting it
compare each to see the difference:
old -> https://smapi.io/json/content-patcher/078a8a71e51c4d76b27996e6318e8759
new -> https://smapi.io/json/content-patcher/d9c8610572954f9abb570acd00eb6554
you've just misplaced your {} braces, meaning you've essentially got only a single Entries entry, half-filled with the data from what was meant to be the second item
if it sees a whole bunch of errors in your json formatting, that's a problem with your json formatting, not with the text editor 
ah so I need to encase every single one with that
just like this for an example
warnings I guess not errors
You should change it to be JSONC, not JSON
ah okay
Then it will be happier about things that are actually acceptable in Stardew and you can pay more attention to the errors
You can also press Alt-Shift-F to format your code so it's all nicely indented and stuff.
like so:
you read my mind blueberry, thank you guys
note: jsonc is json with comments, but also generally looser syntax iirc, so it won't flag trailing commas as errors (probably)
OMG thankyou, no more complaining about comments
still flags trailling commas btw
well in any case, SMAPI's json parser doesn't care about trailing commas or comments, so you're safe to ignore those specifically in your json files
* i am not responsible for injury or misadventure caused by ignoring json errors
I am like, 20 lines away from the end of my translation O.o
I thought it changed from flagging trailing commas as errors to warnings
stupid c# question: i'm getting the exact "Feature xx is not available" error that is mentioned in the note on the getting started wiki page (https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started right above "add your manifest"), added the snippet to my .csproj aaaand it's still complaining. what am i missing? o.o
Yeah it does
oh maybe, I don't know the difference 😉 I'm very green in vscode
All i know is it squiggly underlined it
Try <langversion>12</langversion>
The colour-coding gives it away, surely? Red for STOP, yellow for SLOW DOWN lol
... i should've tried that, tysvm 
Oh yeah, I might have noticed that if the line were under something longer than a comma...
Haha true
Lets Go!!!! That worked, thank you for pointing out my error
Mwa ha ha ha! I just edited my VSC so trailing commas are accepted by json and jsonc
Ahh, acanthus, the bane of my life
pure evil!!
They are soo invasive and hard to get rid of
ah that makes sense XD
I mean they are pretty, but also the flower stalks are annoyingly spiky
convolvulus the bane of my life. if i ever see someone add their favourite ❤️ cute morning glory plants!! ❤️ mod i am going to explode
when I was looking through pictures they looked really spiky, I like the deep purple though
@brittle granite You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
hehe
I made a spreadsheet with like 460 flowers I would like to eventually add
Go to file: "%appdata%\Roaming\VSCodium\User\settings.json" (or "%appdata%\Roaming\VSCode\User\settings.json" if you're using VS Code probably - poke around in AppData/Roaming if that doesn't work). Then replace
"json.schemas": [
]
with
"json.schemas": [{
"fileMatch": ["*.json", "*.jsonc"],
"schema": {
"allowTrailingCommas": true
}
}
]
I take no responsibility for any explosions, melting, rains of frogs, or other disasters that may arise from taking my advice.
We are giving up on nice varied wildflowers, and letting the acanthus take over again, sigh
up until this moment, I thought you were a good role model 😛
The likelihood of explosions is very small!
I am glad I found that. Now if only I could think of a way to stop it complaining about my multi-lining.
can't fault you for that one
I just manually switch to JSONL when I'm working on my events file at the moment. It's a bit annoying but better than nothing.
Iirc from what pathos has said you can totally include a .jsonl
I just did that, and it says I now have zero errors which is great, thank you Abagainye!
So you can just make your event jsons jsonl
Ooh thanks Atra I'm going to try that.
If you're using JSONL or JSONC in vscode, does it still save as .json or is it a different file extension?
if you're using a jsonl or jsonc file association for .json files, then yes, it'll save as json but treat it in the editor as if it were jsonc/l
but if SMAPI will happily load jsonc/jsonl itself then you can do either
cool
Awww
Okay, this is easy enough
@ivory plume if you're amenable, being able to have different levels of ide-angry-at- you may be useful
Any chance of .jsonc/.jsonl?
"This is easy enough" just ask Pathos to allow it
Exactly!
(It's a two line code change but I'm asking Pathos if he agrees with the idea first mostly because I'm about 80% out the door on the way to work)
I got it, hope you have a good day at work
Wooot allergy season has begun....
not sure if this belongs here or over on the art side but .... well, the background is no longer red, the new buttons are there and nothing broke 
i did not expect to get this far 
If anyone wants an idea for a mod I have one, a mod where you can get a farm expansion to build a farmers market, once you have unlocked the extra plot of land robin will offer little stands and maybe some other things that you can only place on your extra plot and then you can set prices for all the crops or whatever you put in your stand or you could set trades so like 1 pumpkin for 1 energy tonic or something and once you have a spouse you can ask them to help out with the farmers market and the market and all the buildings in it would be pretty customizable. I don't need any credit if anyone wants to make it and Idk if anyone has already made this but yeah
Also any villagers can come and buy stuff from you
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
I'm pretty sure this has been implemented 3 times now 
I forget, where does SMAPI look for tilesheet files (from CP mods)? It's data/tilesheets or just tilesheets, right?
I remember it being mentioned that maps and tilesheets should be separated
Once you load the tilesheet it no longer matters
RIGHT, we manually load them in 😅
If you don't load the the tilesheet then it'll try to find em relative to the tmx
So it's better practice to load tilesheets manually, got it.
I'd be targeting Tilesheets from the game, right?
No, target something like Maps/modid/yoursheet
You can put them in whatever asset name you want. Usual practice is to put them in Maps.
"In"
aba casting the ward to keep Button away, i see /lh
My map tilesheet targets are "Maps/{{ModID}}_National_Park" and so on
Aren't tilesheets located elsewhere in the official game files tho?
Or is it different for CP mods
Wait, you meant you could put them literally anywhere
Map tilesheets are in Maps in the game content folder
What tilesheet are you trying to use?
My own
Hm
Tilesheets need to have an asset name beginning with Maps/ or the game can't find them for use in the maps (is that the right way to say it chu)
So all tilesheets need to get loaded into Maps/?
Oh, did the vanilla or SVE maps change recently?
No that's not what i mean
Yup. And you can only use vanilla ones that are there too unless you use the mod Arbitrary Tilesheet Access (which copies sheets from other locations into maps - kind of, it's not actually putting them anywhere because it's not moving physical files).
.... i found the colorful stripes for calico spin
this is fine. not like i wanted to just flip some colors or something
You need to make sure the image source in the map tileset matches your load target
Hello everyone!
i need help with my mod
i'm making a proximity voice chat into the game
but, it seems to work, but the other players don't hear anything.
for some strange reason XD
You asked in here before and Iro asked if it was on discord but you never replied
Ah, I didn't know it was towards me.
And in fact, I forgot to ask here XD
But did you mean if the mod code was on discord or what?
I am not Iro, so I don't know lol
I assume they meant are you trying to do it through discord?
hiii, anyone knows about adding new tv channels?
Translation question for you Nexus vets: I like how the translation shows up automatically when someone publishes a translation mod, but is there a way to make this section show translations that are contained within the mod itself?
I don't know if you can add a new one. I see that the existing TV channels are stored under Data/TV and each has its own .json
But I suspect that adding a whole new one would require more than just adding the json and trying to patch it in
This adds a new TV channel and seems completely in content patcher so you can take a look if you want.
Aaaah, in the case of Discord, I already did it, the mod is already public, but in this new one I am trying to make it "real" so that it does not depend on another application.
Ah I see. Well, you're probably an hour or so too early for the C# modders to start hanging out in here yet but they should be along soon.
Well, we'll have to wait.
I think just tags
Do you have code somewhere to have a look at? I don't really know the stardew api that well yet but i know my way around c#. Maybe i can help as another set of eyes?
I can publish it right now on Github
Also does anyone know if there is a sprite sheet out there for the Governor that has him walking around?
cool send me a link and ill take a look
only the forward walking in the default luao afaik
there isn't but i was hoping maybe some else had made one up for a mod or something
the top row iirc
@pine elbow The only thing is that right now I don't have it documented XD
Sure, I'll add that in the next update. (Unfortunately you just missed the 4.2 release, so it may be a while.)
Can you give an example of what you mean?
The specific use case I was thinking of was using jsonl for event jsons only for the multiline strings!
According to this website, YAML is a superset of JSON, so can that be added too? /s
https://www.json2yml.com/#/json
We have a mod for that
I think it's funny that "yaml is a superset of json" is a thing because shouldn't that mean valid json is also valid yaml, or am I misunderstanding the meaning of the word superset?
no, that's what it should imply imo
tysm!!
using the mathematical definition
(as in, I agree with you, superset implies all json is valid yaml)
I guess a more accurate term for what I assume it's supposed to mean is that "yaml's feature set is a superset of json's feature set?"
Copilot has some thoughts about that, not sure I agree
copilot once tried to gaslight me into believing in a made up grammatical rule
Yeah, Copilot is probably the worse LLM, but it's the one that's most readily available to me thanks to W11
oh wait, no, it was chatgpt
but I hate them all equally
I also don't get why microsoft chose to make a new copilot AI when their github AI has been called that for so long tbh
And why they didn't just stick with Cortana
"you can use valid JSON syntax directly within a YAML document, and it will be interpreted correctly"
you know what? let's find out
I assume public perception was so bad it was better to absorb the cost of advertising a new one than to try to revive cortana's reputation ngl lmao
huh. @tawny ore I was wrong - JSON syntax is, literally, valid YAML. In fact, copilot seems to be wrong in the other direction - JSON within YAML does not need to be indented according to YAML rules
wtf
I'm so with you
but it's been a strict superset of json since 2009 apparently
and already contained most json syntax before they ever even heard about json???
Mind is blown
How....
copilot you confuse me
yaml just sounds wrong
I refused to believe either the online parsers or wikipedia and went to the actual official YAML spec, and yup, strict superset. My mind is blown too.
also this spec is way more advanced/detailed than I thought, huh
So then what does that make toml
Toml is like what yaml could be if it didn't care about json
toml is like if ini files had a formal spec
from what I can tell
it doesn't seem to use - so I don't think it's a subset of yaml 
toml claims to prioritize human readibility, but toml/yaml/json all are written for human readibility
Toml has more strict data structures than yaml
ig by reducing symbol-based syntax? so it is more "naturally" readable? though once you get used to code, having those symbols actually makes things way more readable imo
My brain likes help with reading things sometimes, damn it. 
I mean, machines DGAF about the readability of serialized data structures. sqlite or other binary formats are what I'd consider to be the non-human readible alternative.
yeah, I guess they mean that other human-readable languages haven't prioritised humans enough (in favour of being able to explicitly describe more complex concepts)
human-readable data format scorecard (#programmers-off-topic, anyone?)
- json: okay
- toml: sure
- yaml: -100 points for starting with "yet another"
- xml: jail! jail for mother for 1000 years!
C and python are both technically human-readable but you need a lot less programming knowledge to be able to read python than C (as long as the person writing the code isn't too far gone into the Zen of Python, in which case it's a lost cause)
if the author has drunk the python sauce, then abandon all hope and cast your computer into the ocean
Is there a way to give my custom tree a 'friendly' name for mods like UI info suite / Lookup Anything? I don't see a name field in Data/WildTrees
there is indeed no name field
that means UI Info Suite has to hardcode all the names
FNAF should be a fish mod
apparently the next version of UIIS2 may add something for modders to supply the display name on their side
OK good to know
FNAF Not A Fish
wouldn't that be naf
Freddy...
I think they turned out suitably creepy with no leaves on in winter although they're a bit washed out against the snow on the ground
there's also a fog effect
Yeah uh i probably made the color too white in my example
Won't tagging a mod with "Translation Files" mean that it gets set as a translation mod though? I know that a lot of users auto-filter Nexus to exclude those from results
it's not the final version though I'll tweak it some
the trees look fine the snow just flashbangs me
Not translation files but with a language name.. it might exclude it? I'm not sure
Alright. Looks like I'll have to experiment and see. I would love for the included translations to just... show up nicely with their icons
Does anybody know if there is a mod that recolors default farm buildings to common palettes?
I'm using Starblue, but the buildings stay in default palette, unless I install building mod with recolor support like Elle's
i think you'll have better luck over in #modded-stardew
this channel if for mod creation (and all the challenges that come with that) 
I'll head there in a sec, but I also have a question, because I've tried to recolor the missing sprites myself and I was wondering if there is some easy way to that
Fish Nights At Freddy's. It adds an NPC called Freddy who runs a fish restaurant.
feesh u say?
Is there an editor that can convert image according to chosen pallete?
I hope the fish dont get a little quirky at night
Anyways: mod idea: cat uses cat tree
gimp can sort of do this, but in my experience it's hit or miss, and dealing with palettes in gimp is a recipe for frustration.
i assume aseprite would do a better job since it's made for that sort of thing, but i'm inexperienced with it so i can't give any guidance
Lina has a specialized recolor tool
But it's more for bulk usage once you have the palettes
Tried Aseprite, but failed at figuring it out unfortunately
Alright, I've tried to add an extra upgrade to the axe, but it doesn't fully work.
Everything, except for the UpgradeFrom seems to work. The name and description are correct, the sprite (which is just the steel axe as a placeholder) is correct and the ConventionalUpgradeFrom seems to work too.
Can someone please explain why the UpgradeFrom doesn't work? I don't have any errors.
code: https://sourceb.in/lSzS1IDLdH
It probably wants the fully qualified form? So "UpgradeFrom": "(T)IridiumAxe", maybe?
I believe if you have conventional upgrade from set you can't use upgrade from
oooh
that might be possible
yeah
that seems very logical, sometimes it's just those small things that I can't sniff out on my own
Another thing is that you really should be using the asset requested events
Instead of editing tool data directly
Well this is silly. From Game1.stats.checkForCraftingAchievements() cs foreach (string s in recipes.Keys) { if (!(s == "Wedding Ring") && Game1.player.craftingRecipes.TryGetValue(s, out var timesCrafted)) { numberOfItemsCrafted += timesCrafted; if (Game1.player.craftingRecipes[s] > 0) { numberOfRecipesMade++; } } }
Let's just perform an extra dictionary lookup when we literally just got the value.
i didn't know those exist
but it seems to work now
the only problem is that the item id (0)896 seems to be wrong
it says Error item
If you're not using asset events, then it doesn't actually work it just accidentially worked in a very specific set of circumstances.
As soon as someone does something to cause an asset to reload, if you're not using asset events then your stuff is just broken.
it looks to me like you'll get another copy each morning, too, running in DayStarted with no guards
(O) the letter, not a number
It's short for "object"
can you define CP dynamic tokens inside an include file?
No
Oooooh
It was just for figuring things out, I intended on trying to add it every time the game loads, but I'll look at all the events
trying to replace the butterfly hut texture, im just confused on how to code it though since the sprite on the 16x16 grid is bigger than what im familiar with 😭
instead of replacing a 16x16 texture, replace 48x32 or whatevs the size is
Hi, how is everyone? I don't quite understand this error, does anyone here get it? I'm the one who did the translation, but I don't understand what the problem is.
If I delete everything and put the original code back, I don't get that error.
48x32 grid looks like this 
perhaps it's time you think outside the grid
Why are you in tiled
so i can get the exact area numbers to replace the furniture...
Is this supposed to go on a map 
Anyways the to area stuff let u put x y width height
There's no tile grid constraint
i used tiled to get the numbers, thats how i did it with the goldfish retexture
those were 16x16 sprites tho
Please use something like gimp
man i remember downloading gimp and my computer not letting it install lmfao, that was years ago though. im downloading it again rn
smth to do with the storage iirc for it not being able to install
the furniture fit inot the 16x16 grid, that wouldve been much easier for you to find the right x y
Hey all, I made a new sprite sheet for a preexisting character and I want to used it for 1 scene in an event. Can I just add to that character or is it the equivalent of making a new character?
If its a sprite sheet I'd add the sprite sheet and then add it as a temporary actor in the event. If you need them to talk you can still spawn the real character out of frame and have them talk. You mentioned its only for 1 scene in the event, so if you need the basic one back you can just use warp to switch the character and the temp actor when needed.
That's how I'd do it anyhow 🙂
did you accidentally translate something you shouldn't have? like a dynamic token, for instance
Great thanks!
note that this will not be compatible with mods changing the character appearance
they can add compat later if they are interested
but this may be worth mentioning
if i erase something off the tilesheet will it just be deleted or will it be ignored by whatever im recoloring so i can replace it with something else 🤔 iuf not ill suffer through all the patches 😔 i was just curious
That's what I thought, but I don't see anything wrong. I'm really confused.
So I've been looking into data-storage. I have "levels" that you can play. They're 1-day levels so it will never have to be saved. Is it best to just initialise a data class and initialise/store it in the modentry or do y'all reckon that's bad
I could also just make a static class I suppose
if you never need to actually save them, then I don't see why it's terrible ig?
I don't think it'll ever be terrible cause it's barely any data anyway, but maybe you guys have a usual way of doing this
Do you need it to persist between saves?
nop
Can store it in player moddata
if its just temporary and not serialized anyway i usually dont really care and just do whats easiest
if i do need to store something for next time/next play session i chuck that info in mod data and read it on initialization
All levels are within 1 day and have to be reset every time it's started so it's all not persistent anyway
but if everything in the level can be created on the fly then id treat it the same way i treat custom menus
The only thing I have to save is whether it's completed, which I'll just store in the savedata
which is just a class that gets initialized
A direct translation doesn't throw an error, I think I know where I made the mistake.
you should only be translating things in the i18n files
Hello. I'm trying to do a farm map, with CP i did fish areas with fishes that work just fine, but dump question - there is an extra cave on this farm (new location) with a little pond, is there a way to do it as a fish area too? I've tried to add the location name at "TargetField" - didn`t work, i did it wrong or it simply impossible to do?
Is there any specific version I should add when doing a CP/AT mod?
As "MinimumVersion" I mean
not unless your mod specifically requires a feature only available in the latest versions, b ut usually you dont need to bother
assuming you mean the dependencies
I go the other way on that on c# mods btw
Where i fill in the version of smapi and the game i compile against
I see, I see.
different from MinimumVersion though, MinimumVersion is just for the dependencies
So I can just remove that line entirely? Or leave it empty?
you can probably remove it, the only significant change i can remember in CP recently is localtokens
if you're gonna use localtokens you should specify imo
idk anything about AT though
yeah you can just ignore it then
unless you're worried about people using like, Content Patcher v1.1.0 or smth
Meanwhile in messing around with Better Crafting...
You shop menu it...
This is a custom crafting station with a new DisplayAsShop value set to true
that's why I specify the latest version for mine, cause I don't want to deal with someone somehow having an older version and then coming to me complaining it doesn't work
well unless you're using new features or bug fixes, an older version will either work fine, or Content Patcher itself wont even load bc its incompatible wiht 1.6/1.6.9+
so they wouldnt be coming to you either way
It generally makes it easier for me to be able to use newer features if I need/want to without worrying about someone having an 'older' version if I decide to 
For content patcher specifically the Format field serves this purpose already
and if you're updating the format bc you need smth in the latest version, then you can always add the minimumversion when that happens
I swear I learn something new every time I'm in this channel
Now that I think about it I think that is the number I change I can't remember if I have a 'minimum version' for CP or not 
i think to a point it is probably technically better to not specify a minimumversion if you dont actually need it, bc there are some situations where the latest version might actually be incompatible with another users system
so you'd then be locking them out of your mod for no good reason
i went to go see if it mightve happened before, and CP 2.4.1 "fixed the previous update being broken on Linux/macOS"
so if you'd set the minimum version to 2.4.0, but you really didnt need it and could get away with anything 2.0.0+, then Linux/macOS users would be SOL for your mod
(2.4.1 came out very very shortly after 2.4.0 anyway, but the point remains)
meanwhile the pros do their pro thing 
Looking forwards to it!
I think you ony really need minimumAPI?
Or is even that optional
you dont need it
Hi! a little nervous as I am brand new to making a mod and I am not quite sure where to start as all of the video guides are outdated for 1.6 and I want to make a small village with a few NPCs in it and the stardew wiki is a bit confusing and I am not sure if I should be using C# or just content patcher. I am sorry in advance and thank you for any help 
im pretty sure the only actual required things in a manifest.json are UniqueID and Name
and EntryDLL/ContentPackFor
i remember testing at one point how little i could get away with and the answer was surprisingly little
I see. I see. 
I understand what a manifest.json is and what goes into that file but I am not sure what an entry DLL is and what goes into that
Start with cp
EntryDll is only for c# mods. If you don't want to use c#, don't put it in. Only do ContentPackFor, and set it to the id of the framework your content pack is for
Whether or not you'll need c#, and what framework(s) you end up using will be determined by what kind of mod you're trying to make
I have a few NPC ideas and I want to make a small map for them to live in
In the case of a small expansion, you should be able to do everything with just Content Patcher
I already have a friend that is going to do the art for the portraits for me but it would be an entirely seperate map because I don't want it to have compat issues with other major expansion mods
I don't mind learning how to use C#, I just wanted to know which direction I should be focusing my research on
Alright, I'm currently working on a mod that adds a fishing rod with multiple bait slots and I've been looking at the code and think that the only possibility to fully achieve this is by actually slightly editing the code of the game. Is this a moment that I should start using Harmonize? Are there any better or safer alternatives out there?
Maybe I'm completely wrong on thinking that I should edit the game's code, pls correct me if I'm wrong at anytime 🙂
Harmony* not Harmonize
Use Content Patcher
C# also works but content patcher will be easier and more future-proof
You may also find this useful
[[Modding:Index]]
I'm sorry if any of these questions seem really noobish, I have alot of ideas in my brain and wanted to take a crack at the process but I was like
where do I start?
No worries! That's what the channel is for
I did the i18n for that mod, and those are the only entries it's not recognizing. I've done i18n for many mods, and I've never encountered an error like this before, which is why I'm really confused.
You will need harmony
It won't be fun
Okay so I make the manifest.json, the assets folder, i'm assuming a characters folder that includes all the sprite art and portrait art and their dialogue?
It's pretty straightforward until you get into transpilers, though from the sound of it, you will need transpilers
The main requirements are a manifest.json and a content.json. Everything else can be organized however you want.
Alright, and when would things like tilesheets come into play? I notice some mods use things like lumisteria tile sheets and things like that
Content patcher has its own docs, which are linked on the mod page. I recommend having a look through those
Alright, sorry
I know this is alot of questions
Tilesheets provided by other mods are just There when you load your map into the game. For editing purposes, you'll want a copy of the pngs, but do NOT put them in your own mod folder.
If you want to add your own custom tilesheet(s), you'll need to do Load patches to provide them to the game
Okay
thank you
The way people usually do map editing is to have a separate "workspace" folder where they edit the maps, and then copy the map files into their mod folder
Mostly because it lets you have access to tilesheets while editing, but makes sure you don't distribute other people's art with your mod
So would I be able to use something like Tiled to make the map? I saw that the modder for DTZ used that in their video but that video was a few years old so I wasn't sure if 1.6 would bomb it to the ground or not
Yes, use Tiled
oooh, I understand it now, I didn't know the word transpile (not a native English speaker). You didn't mean the in-game location, but changing every piece of code that 'touches' bait.
Yeah, I guess that that's the path I've taken
!unpack if you haven't already
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!
Are there more big mod sites apart from Nexus? Cause I'm shocked at the low quantity of unique mods
It's not an English word either, it's harmony-specific jargon
(maybe I just suck at searching for them tho)
Naver
Moddrop to an extent, though it's not as popular as it used to be
doesn't github have some stuff too?
Github has a lot of stuff but it's not really a distribution platform
Ah okay okay
Github mainly hosts code, and sometimes people will also upload releases alongside that, but mostly as a mirror to nexus since github is not browsable
Ah okay that makes sense
it seems to be an awful amount of files 
Would you mind clarifying what you mean by this
Tiled needs pngs so you can see what a map looks like while you're making it. Those pngs also need to be on the same folder as the map file.
You don't want to include tilesheets from the base game or other mods when you upload your mod, though. It can break recolors, bloat file sizes, and may count as art theft / mod piracy depending on the author's permissions or license.
So, to have the pngs while editing the maps, but NOT in your mod zip, the easiest way is to just have separate folders and copy just the map files.
So I've made an animation in Tiled but I have to make sure that the animation actually starts when you get there. Is there any way of doing this or did I waste my time
Is it based on system time?
Animations in maps run all the time in infinite loops. There's no way to control them. What you want are Temporary Animated Sprites, which can be created in events with event commands, or added as machine effects, but otherwise require c#
There are about 21,000 Stardew mods on Nexus, was there something in particular you think is missing? 
okay so if I am understanding correctly, you're saying to download the PNGs for my own purposes to map things in Tiled HOWEVER to have a seperate folder with map files I made in Tiled that tell CP to load them in? I just want to make sure I don't pirate or use other peoples art or anything when it's not mine
Correct
Hey tiakall! fancy seeing you here!
fair point
I've looked at things like more tools, but there are none
maybe cuz the game doesn't need them
that'd defo explain it
Nope its cause its super annoying
Well, there are some mods
Such as Dwarvish Mattock
Tools are very new still
Custom tools in 1.5 was basically not a thing
Ooooh
AT as well
Ah yes, that one was moddata on a milk pail right?
A lot of custom content that is possible now was either very difficult or literally impossible in 1.5, so it's taking time for people to really start digging into everything that's available now
(Custom tools were perfectly possible on 1.5.6)
I'm relatively new to the game, only played a little bit before 1.6, let alone modding
I believe it was tiakall that told me it was VERY hard to break stuff in 1.6 and very easy to mod 1.6
(Shhhhhh)
I'm very scared of everything that has to do with art
you want new tools may I add a humble suggestion
https://www.nexusmods.com/stardewvalley/mods/27071
Farmer animations with a tool are still cursed btw
For example, there are currently no mods that add a new builder (like robin or rasmodious) but it would only require a small amount of c# to do so
I have been playing stardew for YEARS and learned maybe 3 years ago you could mod it
But it doesn't matter if you don't do custom animations
(I hope to change this eventually
)
Anyways
The other question is more....what can you do that is interesting with a new tool
yeah, the only reason that I was interested in it was to look at the code 😂
but turns out all of those things use Harmony
So how do you know if your mod would need something like spacecore or mod plugins or things of that nature
if you need a feature from one of them
You can't edit existing tools with spacecore right? Only add new things
(I've made jokes about aluminum tools, or breakable tools, etc)
Depends on what you're editing
Again, getting the stupid shovel into the game was the easy part
Getting shovel behavior to feel right was the hard part
If it's in tool data, you can edit it with cp. Changing mechanics needs harmony
My main experience with custom tools was prismatic / radioactive tools, which maybe wasn't the best benchmark
and when would spacecore be useful?
Ornithologist guild has this
Breakable glasses
Not anything directly related to custom tools (1.6 supports that now), but if you're using a custom class for your tool SpaceCore allows you to serialize that class to the save safely via its serializer features
if you can do your tool functions purely via harmony patches to the generic tool classes (instead of a subclass) SC isn't necessary
so it's mostly for classes that extend native SV classes?
yes
and for entirely new classes?
that too
but if you want a custom tool you'd need to subclass GenericTool
I understand, I'm just trying to get the grasp of things in general
(The important part is that you need to handle serialization if your class can possibly hit the serializer)
(Spacecore will handle it for you)
If your class will not hit the serializer (ex menus, critters) you can avoid it
How would you add a new class to the game?
theres also the option of the snorlax method where if you can you can subclass/make a new class of something and just replace it with something ordinary right before saving, and then replace it again with your modded tool when the save loads
with just plain SMAPI
no CP, Harmony or spacecore
!startmodding follow the C# guide
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.
or isn't that possible?
well thats just C# then
(This is one reason why I say unity experience does not translate)
you can access like every property in the game files
you dont add a random class "to" anything
you just make a class
its in your mod
do whatever you want
I have more coding experience than just that
I'm just very new to modding
Machine effects? Also how would it work in C#?
It depends what you mean by that:
- Your entire mod (including all classes you define) get loaded into the game's assembly context, so they can interact directly with the game. So if you just want to run code in-game, you don't need to do anything special.
- However adding custom class instances to the world (e.g. a custom item subclass) is tricky, because the save serializer only allows whitelisted types. There's ways to do it (e.g. using SpaceCore), but usually it's better to run code in-game without adding custom types to the actual world.
And this framework feature was the thing i attempted to convince u into using the other day 
yeah I figured I'd just try the easy option first
clearly without thinking about the timing aspect of it..
What is the exact kind of timing you wanted here?
Atm i only made "start when player enters the location"
Well you're reading notes in an underground tunnel system you're trapped in about someone in the same shoes that was slowly going insane, and as soon as you're done reading the notes, the room starts shaking tv-static wise becoming stronger as the kid from the notes shows up through the floor
A trigger action then i can do that
Will give u a test build in a few hrs 
But another option is to make event script
Spacecore has an option to launch a event with trigger action, then you can do the event flavor of temporary animated sprite
Okay I dunno what I am doing wrong, I unzipped the xnbhack thing into my stardew valley folder and it keeps giving me an "Oops!" message
you dont have to put in too much effort for me, I'm just not making a lot of progress as I only have like 1-2 hours a day to work on this and it can be a bit much
Well i made the general "put tas on map" feature already, having it accessible via a trigger is logical next step
I wonder if this is a dynamic map tiles feature too 
Trigger actions r a new 1.6 thing tho perhaps not
So when can I talk one of you guys into taking over Shovel 
(You're free to but honestly ||the mod isn't that good anyways||)
My personal rule is i never touch farmer renderer ever bye
(well it's a concept some players still want so this is subjective)
i think chu just meant they dont want to have to deal with the mess that is farmer renderer 
bc it is a mess
ahh
ill be honest, i still dont know what shovel even did
i just hear atra mention it from time to time
but indeed i should use discord reply feature more
you could obtain giant crops to move them around and i believe some other similar stuff
The point of the mod was to turn a bunch of things (giant crops, resource clumps, etc) into decorative items
If I wish to have a special requests board in my custom town, can I do that with CP?
Try emp
yes
(in case you don't know what EMP stands for)
Ooo I will look into that, thanks
PROGRESS, I have unpacked the content
Any audio folk floating around? 😄
This is live now, in Better Crafting version 2.18.0. Want to make a custom shop in a slightly different way than the vanilla shop system? Make a custom crafting station, and flag it to display as a shop. It's the same Better Crafting menu under the surface, with the same recipe and data recipe support, mod integrations, support for drawing items from remote chests, and other such features. But now it looks like a shop. When in shop mode, it also prevents the "times crafted" values from incrementing and crafting related quests from updating (though those are both configurable).
i got randomly in the mood to make custom music for my mod so i cranked out a half finished piece of sheet music and now im going to (??) imagine dialogue in my head. Modding is complicated
Yeah, a trigger or tile action can open the menu to your custom crafting station, and it'll just happen to look more like a shop and behave a little differently.
I read that as "Imagine Dragons", now im expecting a dan reynolds cameo
hm. is it possible to make... a letter event where the player can respond to the letter as if theyre replying to a quickquestion?
not with normal things but it might be mail framework mod feature?
if that has a on letter close trigger 
I thought mfm had a player response feature
Hey! If I’m to add new mail in the game, can I just add new mail with the code, or do I have to edit the actual mail file in the game and add it to my own file ? I’m so sorry if my wording is confusing but idk how to explain it. Is it also possible to add new mail letters with Content Patcher ?
yea new in 1.18.0 looks like
"ReplyConfig": { // If you want the player to send a reply after reading the letter. It will show the reply options that will add one or more "ReceivedMail" based on the player answer. Any additional logic related to the reply needs to be implemented based on the ReceivedMail added.
you need a new entry in Data/mail yes
So like, I don’t have to recopy the whole thing right ?
I can just make my file with just the new entries
Or is that not it
are you in content patcher or C#?
you do an editdata targeting Data/mail to add your mail
and then you need to send the mail with a trigger action or similar
Can I send an image to explain what I meant ? If that’s okay
Cuz my words are not wording today
i feel like understood what you meant 
you want to
- add a custom mail
- send it to the player at some point
both of these things can be done by content patcher yep
Yes, but that’s not what I meant
I was asking another question relating to that lol
i mean this when i said editdata btw https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md
do not Load over Data/mail, thats very bad
Tysm omg
I feel so stupid
I often forget to turn off pings in my messages lol
(I'm experimenting with a new setSkipGoTo event command to jump to a specific point in the event script when the player clicks 'skip'. It's meant to perform cleanup before the event ends, but technically you can jump to any point in the event script.
edit: see not-broken-by-Discord version.)
your gif really shrunk in the wash 
Discord is... not great at GIF optimizing.
hm it is borked in browser for me too, mysterious
idk, I like the vibe, I think you should implement it exactly like this
Here's a not-broken-by-Discord version.
how did u painting the ground is this a new feature
(I hacked the game code to disable placement restrictions.)
Place anything anywhere unofficial update lets you do that.
Or you can do the Pathos way
menancing event 
although, i wonder if this feature could help with proper event replay
question about setting gift tastes for pre-existing nps:
So I see on the wiki (https://stardewmodding.wiki.gg/wiki/Context_Tags), that context tags can be used to set gift tastes. Is this possible with using content patcher?
This is my current file for gifttastes: https://smapi.io/json/none/beef54dcec6048aaa2eb9e9882a0f3f2. I have like, 150+ items with the tag "sodamaker_item" in my objects file and Jas loves them all so uh...yeah am trying to see if it's possible to not have to list all of them individually
I'd imagine it could also help as a kind of "skip to the point" feature, where instead of skipping an entire event you can skip to the question/the important part
sure
you can add a tag for "jas_loves_this_soda" to the relevant items and use that in the gift tastes
Clearly there needs to be a goto label <gsq>
but I would just list it like I would an item ids?
And goto_end_if_skipped
what would the gsq be doing?
there's a non-gsq goto coming in 1.6.16
ohhh, I see I see
I want a beq
(goto [<label> [condition]]+ already exists in the next version!)
now we can make for loops
really love that crunchy gif, thought it was a cool new feature
-# pssst fixed discord-friendly gif btw
with increment stat
Is this so you can skip events and still get the items, friendship, ect
I think that's already possible with an existing command
this is for selectively skipping parts
What command? I always use the button and I don't get the rewards.
we can have the player feed in two finite but arbitrarily long tapes of symbols over an alphabet and move the pointer, rewrite the symbol on tape and change the current state according to a state diagram...
-# yes I still want to make an event-based universal turing machine
Event promises 
setSkipActions
as in, it's an event command authors can write in, not a console command users can use
yeah it's up to the author to add them
in vanilla it's used a couple times, like to ensure you still get the garden pot recipe even if you slam the door on granny Evelyn's face (metaphorically) (actually, correction: this is hardcoded, the event command just allows you to not hardcode it in your modded events)
(Set skip action: -
friendship Evelyn 1000)
anyone know the sound for when you pick up the phone off the top of your head
"Who the fuck dares call me."
ok yes but also
moshimoshi
how did the phone get on top of my head
openBox maybe?
its that sound when you press a switch or something
oh oh maybe it is openbox
ill note that
listen ive got a passion for game audio and also spreadsheets, if there is ever call for an audio asset list with use cases and so on I'd be happy to take a crack at it 😄
There is a spreadsheet linked from the wiki
I can't say I'm surprised hahaha
Speaking of audio are you interested in making the stardew audio engine thread safe?
weird question, you know that giant turtle that blocks the path on Ginger Island? where does it love in the tilesheets? I've been trying to find its sprite
it's not with the other island stuff, or on cursors
cursors2
cursors2!! dang haha i was so close
now with 20% more turtle
ty
incidentally whotf is this
theres a debug command logsound that logs sound names
wdym (noob)
Is it the good witch who gives you a... A golden egg? Idk all the witches love eggs so this is my guess
You said you had a passion for game audio!
this is true! why not haha
Blueberry maybe
Yes
Oh, shoot. I skip a lot of cut scene I have seen more then 3 times. And end up forfeiting the rewards for the scenes. I thought there was a smapi command that I didn't know about.
ive gotten this far in making my mod but i am losing motivation to continue because of how confusing the IMinigame is
Ok, so I've made my custom special orders board and I can interact with it. Only issue is, it displays this:
Did tou le temps me
W... Ignore the french
I messed up
*did you mess up the i18n
Like not putting the key in properly
I don't think so? I will double check
I've changed a few names (shortened them) and it no longer says no translation. But how do I fix this?
you need to load a string to Strings/SpecialOrderStrings
something like "{{ModId}}_OrderName" : "{{i18n:Something}}"
then you put [{{ModId}}_OrderName] as the name
wait
I've used EditData to Strings/SpecialOrderStrings and added it. I don't know what I missed
Oh it says on the wiki to use brackets
I think you use square brackets
I'm using square ones rn
you use square brackets if you want to load from Strings/SpecialOrderStrings
if you don't it just uses the string as is
tldr pls post your json
I'm editing 3 json files. Special orders, special order strings, and the i18n
Which ones do you need?
OK, do you mind if I dm them to you?
just use smapi.io/json, unless there are reasons you can't?
I always use smapi.io, it's just I'd like it to remain private as it's for my expansion lol. No worries if not though, i can just put it here
then if it makes you more comfortable dm is ok
hm.. I want to give the rarecrows in CP config options. How do I address them? Just Rarecrow # because that's how they're called in game and this is basically for player understanding, as CP "knows" which is targeted due to coordinates?
what do you want the configs to do/change?
different variants
Basically:
Here is n different textures for them, pick one, have fun
then for the displayname of the config option, you can put whatever you want/think would describe what the config is for best, as their actual usage will not be shown to the player
but you wont be able to show a visible preview
I dont remember, You can just download a CP pack that replaces them and see how they did it? That is how I checked.
when you make a config option you're basically making a custom token that you would then use in your Load actions to pick which .png to load, so the name of the config itself can be whatever
i think you might need to use the config i18n stuff to show an actual displayname though now that i think about it
but the idea is the same
gotcha. So theoretically I could just name the config option for the alien rarecrow Hans and the game wouldn't throw a hissy fit.
Just that no user actually knows which Hans is lol
yeah, then you'd use {{Hans}} somewhere in your content.json and it'd be transformed into whatever the config value is
I'm testing a special order and it all works great up until dropping off the items at the "dropbox". It has a question mark above it so it is stated correctly, I'm just wondering if there's an extra step I need to take to get it to function
So if you had a config value called Hans and it had different AllowedValues, say Variant1 through Variant5, then somewhere in your content.json, it mighjt look like this:
"Action": "Load",
"Target": "Your Target idk",
"FromFile": "assets/Hans_{{Hans}}.png"