#making-mods-general
1 messages · Page 270 of 1
yea but its pretty inefficient to go back and forth
changing it from armored bug to Bug worked
now it's just Royal Serpent not working
okay @lucid iron figured it out, DangerousSharedExtraDrops worked with Royal Serpent, but SharedExtraDrops doesn't
so everything is working, thank you! 
(just got confused since this worked before xD)
or did u just put it on Bug
but then it wouldnt cover assassin bugs would it
hm i only see Bug in Data/Monsters
its not about your data
its about distinguishing stuff
and the actual name doesnt always exist in Data/Monsters bc monsters are like that
oh i see. where would assassin bugs be? in dangerous mines?
for warps in tiled, both in map properties and for tiledata, can you use tokens, or do you have to type out your mod id?
tokens are a CP only thing. they cannot work in anything other than a CP json
okay
Dust Spirit
thank you 
if you read the docs you may notice
If you aren't sure about the name, look for "Try ApplyMonsterVariety on <monster name>" in the trace logs.
silly question but what are trace logs?
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.
thank you!
nini 
https://smapi.io/log/2e43ad6bc5c843f8a4f84e54bbad89f0 i'm gonna stick with v0.4.1 for now until you see this @lucid iron
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 7 C# mods and 1 content packs.
its not for me
turn this on
once you encounter a monster, Monster Variety will log Try ApplyMonsterVariety on
oh this is separate
im encountering an error but didnt wanna ping you 
the error in that log is invalid cp
O.o
System.InvalidOperationException: Error parsing '' as a tokenizable string
---> ContentPatcher.Framework.Lexing.LexTokens.LexFormatException: Reached end of input, expected end of token ('}}').
u have mismatched {{ }} somewhere
ah sorry
{{ModId}_Dust Spirit
All of them after big slime actually
this is actually great because my next mod will use this framework a lot hehe tysm chu for making it !
we're already at smapi 4.2.1
so short-lived
does anyone know why my mail wouldn't display properly when clicking on the mailbox, but then the text does appear when i look at it in the collections tab? also, how do i properly have the letter give the farmer the seed and the quest? https://smapi.io/json/content-patcher/78215afa817e46d79692481ab30327d1
I mean, I appreciate it, something in 4.2 made my game lag its ass off on time ticks
That .1 made all the difference
definetly totally did not forget that there are winter portraits for the characters
and definetly totally did not get excited about almost being finished with one set of portraits lmao
im considering making a new years festival mod despite not knowing how to lol. i decided to see how it feels to write some "test" dialogue but idk if theyre in character,,
(also i know there is one, but its not updated and i want to make one that doesnt make use of the summit lol...)
i would absolutely add that to my mod folder, always feels empty that there isnt a festival
i feel the same! i really want a new years event,,
i would love to include sve/rsv and etc but i dont know the characters well enough to write dialogue for them so... if i do make this mod it'd have to be added later lol
ive barely played those mods yet LOL
the thing is that i think it should have something more to it? in that, if it were a vanilla festival, im unsure itd just be a new years party kinda thing
like, would it be under a different name? like the feast of the winter star? hmm,,,
i want to add smth to it but im not sure what,, ill do some brainstorming
maybe it could be something like the flower dance? sometimes lighting sparklers with someone else could be seen as romantic
ooooh good idea
i want to involve a tree somehow,, maybe um. the festival revolves around writing down wishes and putting them on the tree branches? 🤷♂️
i plan for it to be on the beach, too
OOH that reminds me of something i do every newyears where i write down 12 wishes, burn all but one and the last one is something i have to make come true
or wait, maybe attaching wishes to fireworks and setting them off as the finale...
ooo i havent heard of that before 👀
maybe there could be fortune cookies but instead of the fortune being in a cookie, its in a smore XD idk LOL
i want there to be a finale kind of thing where you have to speak to lewis to start the event, i think fireworks would be good for this,, plus, new years lol
the number of layers i have right now for all sebastians portraits is so overwhelming
when drawing i never go over maybe 10 layers max
You're missing a letter name for it (as well as the one above it). I think that's what's stopping you from seeing it in the mailbox (you should also have an error in your log, I think). For the item and quest, you need both the initial % and the ending %% for both but you don't have the %% for the quest.
item object is deprecated, which shouldn't be affecting whether your mail works but is probably worth changing away from in case it stops being usable in future. Use item id instead. The mail page hasn't been updated for 1.6 yet so that info is on the migration page.
Here are the 2 animations, every column is one tile with 256 frames
ok, i converted a png to CP mod for the floorings.
question is, the base game has the floors.xnb in tilesheets, i created a floors.png and now im wondering if i need to add that to the content.json file for it to register properly.
theres like 3 floor related files, i only gotten 2 which were flooring.png and flooring_winter.png, i have em coded, they just wont show up in my game lol
(i just updated the code since i was using the wrong target trigger lol)
tbf it was pre 1.6 i think for the pngs i got, so? im unsure though..
you don't need xnb. whats your code look like?
its not xnb files im replacing, its the png file of the xnb file
i already unpacked the assets lolll
but heres the code so far
{ "Format": "2.6.0", "Changes": [ { "Action": "Load", "Target": "terrainfeatures/flooring", "FromFile": "assets/Flooring.png" }, { "Action": "Load", "Target": "terrainfeatures/flooring_winter", "FromFile": "assets/Flooring_winter.png" } ] }
you can just use EditImage. I don't have the files right now, are you sure that's where the flooring files are?
other than that is looks fine. any errors in the log?
im using the unpacked files to find the location
It's always best to assume things are case sensitive
ah yea okay fair, i'll edit the names a little when i put this thru the json validator before i boot my game up
i mean yea i could but the retexture replaces all of the flooring, hence why i used "load" lol
(I am not actually sure if asset names are case sensitive, but it's a good practice to always act like they are.)
Any warnings or errors in the log?
replacing all flooring would still be editimage
booting up the game rn but the content.json is perfectly fine!
Load should be fine - but you need to make sure that you don't have any other mods also trying to load over those textures or you'll cancel each other out.
only mods i have rn that effect flooring are AT mods, not CP
although if i did have two CP mods effecting flooring, smapi would yell at me for it
so far, no red text errors atleast
Yeah should be okay then. Bea, I am saying this because the performance modmakers have made me aware that load is usually better for performance and in a situation like this where someone can't have two mods completely replacing the flooring texture without stuff breaking anyway (even if both used EditImage) there's not really any downside to Load instead.
Make sure you also check yellow text, since if it's something like CP not being able to find your files that's the colour it will tell you in.
well, so far so good. only yellow text is those "potential error" messages related to harvest with scythe, the tractor mod, and content patcher skipping over ripleys dialogue
and ofc the spacecore thing abt the save file
note: you get better formatting using as verbatim:
```json
{
...
}
```
instead of simply ` { ... } `
ooh note taken
i am curious as to what the floors.xnb file changes though, since its not all the flooring in game like the flooring.xnb files..
anyways , its still basegame flooring, so maybe i should add the floors.png replacement in the code.
no errors though
i wonder if theyre different when placed
ok theyre not lol
Those are the objects which you would've needed to edit Maps/springobjects to change (I think). But if they're still vanilla when placed then something is wrong.
Are they vanilla when placed?
yes
i just closed my game but thats to add stuff to the code
oh got a ss nvm
anyways the only error i got was from pinkstations recolor, which is unrelated to the flooring
Why did you close your game again?
i close it everytime i make an edit to a mod file
Also are you using reshade or something? Because that doesn't look vanilla to me and I just want to make sure of why.
yea im using reshade
Oh, it's way easier to keep it open and just edit that way.
Can you grab me a link to your log, please?
If i knew i could ask here about personal edits and conversions like 6 months ago, my life would've been so much easier lol
Thought this channel was for help making your own mods
yes, but it does include other mods. the file name for the flooring im tryna convert to CP is just called "pale flooring"
https://smapi.io/log/a98937d9cd764a7386fef39675f2066a
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 111 C# mods and 366 content packs.
Lol yes I can tell from your game that there's other mods xD
hm, seems like its not even listed by content patcher
cantfind it with the ctrl f trick atleast
That's probably the issue then. What's your manifest look like?
oh its the xnb conversion format, so it looks wonky. i very much forgot to rename the name + author and desc
{ "Name": "An XNB Mod", "Author": "UnconcernedApe", "Version": "1.0.0", "Description": "An XNB Mod converted to Content Patcher by XNB2CP-Web", "UniqueID": "UnconcernedApe.An_XNB_Mod", "UpdateKeys": [], "ContentPackFor": { "UniqueID": "Pathoschild.ContentPatcher" } }
thats not gonna help at ALL lmaoo
yea let me change that manifest stuff and see if it would work this time
ah oke
"An XNB Mod"
However there is nothing editing TerrainFeatures/Flooring in your log so something isn't right.
Can you show me screenshots of your Mods folder showing me the folder of your mod, then inside your mod's folder, then inside the assets folder too?
indeed, i have the mod under my retextures folder. if i misunderstoond that question though lmk lol
also i checked and the mod im converting to the CP is infact a 1.5 mod.. it does state where to put the file though,
https://cafe.naver.com/starvall/189166
and the files of the zip file are these
Nope that was perfect, thank you.
yipeee
but anyways, maybe im just using the wrong file path name for the content.json .ᐣ
If by file path name you mean in the FromFile lines, they look correct to me.
Did you change those to be TerrainFeatures/Flooring after I said to match the case?
oh i didnt capitalize terrainfeatures
hm, okay i changed that so lets try again
updated plopping this here for reference
i forgot the captialize the F in flooring lmao
(And I don't actually know what TileSheets/Floors does)
(yea neither do i lol)
If when you check it still hasn't changed, DON'T get out of the game
There's some stuff I will get you to do to check more things and you need to be in game for it
oke dokie 🫡
random thought, if you tailor a shoe to a different design, but all the shoes have a retexture on em, would the base game texture show or would the new texture show? i should test that out.
I would expect the new one would show
yeah im gonna test that before i test the paths, im just curious LOL
oh damn my shoes are still base game D:
ok guess i shall test the floors
ok they appear as basegame but when placed theyre the modded
hm, so maybe thats what the tilesheets/floor does then .. .ᐣ
wait no, its missing some of the other floors so yea idk what the tilesheets/floor does
gonna unpack the xnb version of the files to see if i can find the object icons
the, modded files i mean.
At this point you might as well just unpack the whole game contents lol
No, plenty of xnb files are json files or tmx files
oh
But you've only really been looking at images because that's your focus, which makes sense
You're going to need to do several EditImage patches to change the inventory object appearance of the floors
yeah i kinda doubt some simple craftable flooring textures are really hardcoded into the game xD
It’s CA. You never know. But yeah, what Aba said. I’d also recommend testing them in a… well, testing environment with few other mods to make sure that no other mod might be overwriting your changes without you noticing.
okay the flooring xnb from the modded flooring files are the exact same as the png files, which, makes sense but sucks theres no specific object icon for it
well least i got this to work half way LOL
You can get it to work the rest of the way too
yeh, all i need is the icons which im gonna edit rn
This is good general advice but Dottie has not actually done anything to edit the objects yet so nothing can be overwriting its changes just yet at least xD
Oh. Well, that explains that. 
I hope and pray that festival facing can be words instead of numbers now
Yesssss
Bit sad that festival positions can't be updated mid-festival but I knew that was a looooooong shot
User-configurable festival positions :D
Going to result in a truly massive config screen to make them all configurable but that might be worth it to avoid festival compatibility nightmares, I think.
definitely worth it imo
The way to achieve it:
{ // LOCATION: SET UP (VANILLA)
"Operation": "Append",
"Target": ["Entries", "Set-Up_additionalCharacters"],
"Value": "{{ModID}}_Hiria {{EggFestX}} {{EggFestY}} {{EggFestFacing}}",
"Delimiter": "/"
},
now to find my stardew modding notes and stick it there for future plans, ty for sharing 
Honestly anything that makes compat easier and user configurable is worth it, you don't have to think about all the possible options the user does it based on wtv they have installed. It's amazing
alriight edited the spring objects file
it was kinda confusing since the modded sprites were off by a few pixels lol
Okay you'll want an EditImage patch that looks like this one. Scroll up to see an explanation of how ToArea and FromArea work. https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editimage.md#examples
i'm new here, which mod is WTV? thanks
with all the acronyms for mods i also stumbled over that for a moment until my brain caught up 
Mtv?
(not sure i'm reading the tone right atm, so just to make sure - you're joking around? not wondering what mod wtv/whatever could be? right? o.o)
it is of course the popular Where's Thy Vespa
content.json is lookin good !!!!
i have no idea why its wanting to be a message.txt file but ok discord
actually might bc i formatted it lol
Yes they are joking, don't worry 
idk
Got a typo on line 38
oh oops
And also line 32 I think
But looking good otherwise! Did you mean to get rid of the Flooring_winter load though?
ah no i didnt
Hey so I was looking to use the Governor in an event and have him walk around. Since his sprite doesn't have a walking animation I made one. How would I go about using this in the event because the walking slots are taken up by him drinking soup? I don't really mind if its CP or C#.
I was thinking of just using the OnAssetRequested and just try replace the sprite when i think the event is happening
hmm, i feel like i mightve formatted this weirdly
it just looks weird
https://smapi.io/json/content-patcher/820956ae27934bd09db53b5ccc12c9cf
no errors in though
it's only confusing if there's an odd amount ✨
heheh inter
i havent slept yet so like, my brain is muggy
anyways, now i have one more mod to fix. the mary jane shoes, but i believe its the same issue as this ( missing the object icon )
Are you not going to test it?
Consider sleep?
im afraid i cant since my bf is comng over today
how about a nap then? naps are amazing
Looks like you just need to do some tweaking
You can use patch reload UnconcernedApe.An_XNB_Mod in the SMAPI console to reload the changes to the mod without having to close and reopen the game. (If that's still the unique ID of it.)
Anyone happen to know offhand if there are any Sam content mods that add more sprites to his sheet? I wanna make sure I don't occupy the same pixel coordinates for compatibility's sake
hi can someone explain to me what in the goddamn hell these sprites are in the farmerbase sheet (near the bottom above the panning sprites)
more exactly the context they're used
You smack a junimo (idk ive never seen those in game)
looking how this is set up my guess would be the two left ones are milking cows, the right one the jump up surprise thing (used in the cc intro scene)
see i was going to guess something to do with sebastians 14 heart froggy scene but milking cows is as good a guess as any
Horse reins is my incorrect guess
pretty sure about the cc intro jump, the other one is also since i dont see any other sprite that looks like milking
pretty sure these ones are for milking, just above drinking sprites
horse reins is one above, so close 
hmm actually no those are probably the tummy rub sprites
yeah i was also looking at the left side where it matches the body sprite
(and i always wonder why farmer has that expression while milking cows ...)
now that i look at it, thats probably not the cc intro
nvm, it's the back
derp
I second horse reins but as a correct guess
correct as in all guesses are correct 
but I'm almost definitely sure these are the horse reins - first two are the side animation, last one is the down-facing sprite
blue thing is the farmer arm raising and lowering them
I think that might be the shirt
but I could also be entirely wrong and these are actually parts of monster 75 on floor 93.2 when it's attacking you
i was really hoping i wouldn't have to look in farmerrenderer lol
and i need to transpile object draw because smoke puffs are only allowed if your item is SmokedFish..
your mistake was opening farmer sprites in the first place
i'm more surprised there isnt a resource for that which sprite in there is for (yet)
Opening the jar for Haley in that one event?
4 hearts?
there actually is a resource showing some of them, but it's partial
i can't believe it and there's also no way
oh that makes sense
I assume it's the jar one then? 
jar one was the first coming to my mind too tbh
i edited the horse reign arms before so I can say its not them
my main concern about the horse arm and shirt theory was the shirt being blue and not white, jar does explain that but doesn't explain what the big red half-circles are 
my vote for those is still part of the cc intro where there farmer jumps up shocked (from behind)
...I still don't know what the red half-circle is
is the farmer wearing a necklace?
I'll take it, thanks
dw, we turned her into a mod author, it will never happen again
So, stardew, right?
yeah, what are YOUR opinions about the 1.6 gameplay changes, atra?
I've been trying to play the game...
What is this power
this whole time i thought the haley event just used milking sprites
don't say that ever again
it can't, those don't put a necklace on you
I don't think I've seen the Haley event in my life
I can't tell what the semi circles are either
those are the arms going up and into something. maybe that is actually a milking animation from below
the red is the default colour of the arms I think, the red in blueberry's screenshot is unrelated
I can tell they're arms but that's about it
I assume red in the sprite means "replace with shirt colour"
and the slightly lighter tone is "replace with skin colour"
Yeah
They might be from milking but why are they going up
There are actually three shades of shirt sleeve color
Really tall cows confirmed?
And I think a number for skin color
remember how you said horse reins as a joke
sprite 113 (jar +1) is horse reins upwards
I said from the beginning it wasn't one 
Oh my god
theres always an ounce of truth in everything, huh
there's also an overlap between the riding sprites for the farmer's seat area and the sitting sprites
so anyway i completely forgot that the arms align with the sprites about 64px to the left
that makes it so sometimes if you use a sitting animation in an event, it shows the reins 
and thats exactly why you will never see me make farmer pants
Seat area?
saying either crotch, rear, butt, or other term felt like it would derail the conversation 
Do u have a not decomposed for the map version of it?
I can generate it, it's created from a reference image that then makes the changes and composes it. Do you want it in 1 image or a folder of images?
It needs to be 1 image
under eachother or next to eachother?
I think i need the rising anim as one image (frames left to right) and the standing loop as another image
It'll take a bit more time to stack the shaker's and the room's animation on top of eachother cause I'll have to rewrite the script a bit but I'm at work currently :p
I'll have it in a few hours when I get off work
Is this error just a weird SMAPI hiccup I can ignore? I believe it happened while quitting to title screen, doing a Patch Reload and then changing a toggle in my mod. It's not concerning enough to send a log, but it's still the first time I've seen it. My mod was just fine both before and after.An error occurred while propagating asset changes. Error details: NullReferenceException: Object reference not set to an instance of an object. at StardewValley.NPC.routeEndAnimationFinished(Farmer who) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 4786 at StardewValley.NPC.finishEndOfRouteAnimation() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 4713 at StardewValley.NPC.prepareToDisembarkOnNewSchedulePath() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 4719 at StardewValley.NPC.checkSchedule(Int32 timeOfDay) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 4604 at StardewModdingAPI.Metadata.CoreAssetPropagator.UpdateNpcSchedules(IAssetName assetName) in SMAPI\Metadata\CoreAssetPropagator.cs:line 646 at StardewModdingAPI.Metadata.CoreAssetPropagator.PropagateOther(IAssetName assetName, Type type, Boolean ignoreWorld, Boolean& changedWarpRoutes) in SMAPI\Metadata\CoreAssetPropagator.cs:line 489 at StardewModdingAPI.Metadata.CoreAssetPropagator.Propagate(IList`1 contentManagers, IDictionary`2 assets, Boolean ignoreWorld, IDictionary`2& propagatedAssets, Boolean& changedWarpRoutes) in SMAPI\Metadata\CoreAssetPropagator.cs:line 117
Are u in C#
Ignore issues caused by patch reloads yes
No, CP
Unless this involves NPC schedule animations (my mod's NPC was in the middle of one when I quit), I believe that has no relation
It is absolutely a schedule animation
Well, I can probably write that off as a SMAPI hiccup then since this update to my NPC doesn't add or modify schedule animations whatsoever. Thank you.
I added a condition to unlock a machine in my mod, but I added it through the development cycle of my mod, so people who had it originally downloaded missed an unlock event..
If you ship an 'aged mead', you unlock the ability to purchase a Carbonator from one of my NPCs. A player had shipped mead prior to the condition being added and now that it exists and they have already shipped 'aged mead' they arent unlocking the machine to purchase. Anyone know how I would go about solving this? :p
Is there a way to check for retroactive sales?
does anyone here have a pet turtle? When turtles swim do they... swim? Or do they like float along on the surface? I'm trying to envision it but can only imagine turtles sunning on a log
There is a gsq for jt so use a trigger action
Sorry, gsq?
They swim!
They like, doggy paddle
that's so cute 
I can work with that... when you google swimming turtles, it's all sea turtles, which are super cool but not what I'm after
I'm currently trying to convert the pet turtle into a coop animal that will swim, like ducks do
it's going to fun testing a paddle animation!
My Russian Tortoise happily swimming while being supervised. I didn't know these tortoise could swim but she was really happy doing so!
They just put em in the pool
You can find more if you search swimming tortoise
Im sorry, could you elaborate a little further, I am not too familiar with this yet :/
Oh game state query? :p
This is my girl Jane. Hope she helps!
OMFG I thought I muted it -_-
So adorable
I love her
She’s really cute. Has a fun personality
does anyone know why the mary jane shoes retexture arent appearing in my game?
am i missing files by any chance? in the assets folder i only have "shoeColors.png" and "springobjects.png", the content.json is perfectly fine according to the validator.
they should look like the next image.
It is!! I went from not understanding a single thing now to building CP mods on my own
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
well, heres the log to the validator.
https://smapi.io/json/content-patcher/2093789abb6b4e168ed3c552f60268f3
So you only see one asset file right?
I’m confused why it’s pulling from 2 different files
one is for the shoecolors.png, though i do think thats optional?
the asssets folder has two png files, shoeColors.png and then springobjects.png
im not too sure what the shoecolors png does though, really.
this is the other file, for context
So if this
{
// When the player ships their first aged honey mead, sell carbonator
"Condition": "PLAYER_SHIPPED_BASIC_ITEM any bonghits.Cp_AgedBearHoneyMead 1 1",
"ItemId": "(BC){{ModId}}_Carbonator",
"IsRecipe": true,
"Price": 25000
}
Doesn't work retroactively, I have to add a TriggerAction for it to be retroactive?
I'm not sure how to structure the TriggerAction this is what I have so far;
{
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"AgedMead_Sold": {
"Id": "AgedMead_Sold",
"Trigger": "DayStarted",
"Condition": "PLAYER_SHIPPED_BASIC_ITEM any bonghits.Cp_AgedBearHoneyMead 1 1",
"Action": "MarkCraftingRecipeKnown Current (BC){{ModId}}_Carbonator true",
"MarkActionApplied": true
}
}
},
On paper this will just simply add the recipe if the player has shipped an aged mead, but I'm wondering if there is a way to make it more seamless in that it just enables the purchase of the recipe from the NPC as originally intended
(The first snippet is inside a shop's data)
1 1 means "ship exactly one mead and not a single count higher"
i was gonna say would a 1:0 work but that doesnt. make sense..
like "ship one mead once, ship however many times later" and if the first mead was shipped then you'll get the recipe after
Would that then work retroactively in the shop data, or would that still require a TriggerAction?
shop should work yes
Thanks!
hi, for some mods i need to make a manifest.json file myself and i am stuggling a bit, like do i need to filll in updatekeys and what do i put in "UniqueID": "Pathoschild.ContentPatcher"
What's the mod you need to make manifest for? Normal mods should come with one already
UniqueID will be anything you want, its the internal name for your mod
what's the command to locate an NPC again?
debug where Abigail
ok I was doing debug locate
how do I make a minecart in my custom location function?
Need tile data and minecart data
This one adds cart to the vanilla system so it uses TargetField, if you want new cart system you need to do new entry
Thanks!
so i keep stuttering (yes i ahve alotta mods installed but) the stutter happened cause of contentpatcher
Wrong channel
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Making a cutscene similar to traveling to ginger island would require C# right?
correct
Time to learn then I guess 😁
I think you can fake it
A real big and terrible animated map that is loaded as temp location lol
Wait, I'm a lil stumped. How do I get a mine cart on my custom map to link with the Vanilla system?
Ahh ok I thought it was for a custom map
It is for a custom map (farm cave replace)
But that doesn't really matter for minecart
The 2 edits in that json is
- Add the cart tiles and tile action to the map
- Add the location to the minecart data
Alright, I think I get it now 
"DisplayName": "[LocationName Lilybrook]" is showing as an error even though the cart is functioning. It says there's no location named Lilybrook 
Oh so it would be my ModId at the front?
if your location has that yeah
is the LocationName part necessary?
Yep need qualified id
Ahh ok
the LocationName part is the token name
things in brackets like that are the games version of CP tokens, kinda sorta
Well i needed it bc I wanted the farm's name that player set
You can just toss in your i18n if you want
Still it should work if you have the actual location id set
anyone know where that solid blue is coming from just before and after the grandpa scene in the intro?
hm, I just dehardcoded a ton of code and only got shouted at like three times 
is there a way i can disable the "porch" so i cant run into my house LOL
ive used another asset and the cords dont really match up i guess
the compiler is merciful today
You need to edit the house's collision map but im not sure if you can move the door tile
the door is not that important i guess id just like to have proper outlines on the house
but i have no idea how to get rid of the designated porch area
Well you need to get into your house lol
Are you aware of how to make a content patcher mod in general?
not really no
!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.
i guess i want the house to function like a shed or any other building
Take a look at the guide first then come back and read what im about to say
i do get the codes but i struggle with finding what code to use
so i know whats going on once i see it if that makes sense (hope im not jinxing it lol)
The data you need to do EditData on is Data/Buildings
https://stardewvalleywiki.com/Modding:Buildings
You need to do 2 things on the Farmhouse entry
- Change
CollisionMapto not have the O corresponding to porch (note that this will break the casino quest - Change the tile of
HumanDoorso that you can still get into your house
so i basically wanna make a new mod where i just change the data
i will finish the casino quest rq and then try it 😭 thanks a lot!
Man I accidentally overwrote the forest map while using it as a base ... now i have to unpack all the damn files again 
i thought i had saved it as a different version... shows me to not do modding stuff at 3AM with no sleep
I legit have two different versions of the unpacked Maps folder for that reason lol
in one folder, the forest is the forest, in the other, all of the maps open to entirely different maps
currently playtesting but im thrilled to announce I've got coop turtles swimming
they seem to be effected by "Like a Duck to Water" as well so thats cool
🥹 oh ... oh my god
Ohhh I need these
Is it possible to make a custom geode?
Thanks:)
is there like... any guidance/example mods i could look at if i wanted to make a custom quest type/class in C#? like with custom DescriptionElements or w/e and stuff and proper objective tracking? im trying to kinda piece it together based on the existing quest types but not making the best progress 
Quest types get serialized so you will need spacecore
that was not the part i was worried about, i was planning on removing them at the end of the day and reconstructing them the next
Granting them will be a pain too not as nice as special orders
You definitely want Quest?
i just dont know how to even begin making the subclass in the first place
Hmm
they would be for museum quests for donating things so yes
I think junimatic has some of this
It's bespoke quests for that mod not general framework
Questable tractor probably have some too
But button what if u become 6th thing to implement untimed special orders

i wasnt planning on doing special orders tho
From a player's point of view a quest and a special order are both "journal quests" of some sort hence why expansions just wanted untimed special orders
but special orders require a quest giver dont they
I thought that's just for the board icon
Vanilla gunter gives the bone fragments special order and he's not particularly real
he is still a real NPC though, he has a Data/Characters entry and everything
I dunno if making a custom special order objective is any easier than a custom quest tho
i was just about to say i still dont know how id do it anyway lol
While i vaguely remember it being a thing game gets by reflection i suspect they r format a specific namespace too, can't just grab from wherever
This is so cute, this is gonna change the vanilla turtle to do that?!

Oh wait nevermind I just saw coop
Wasn't there talk about the special board icon coming from the emotes at some point?
Not sure if that was determined to be true or not
Nah
You can set that to empty string
Quests are weird tbh
so i can still do that then, but i dont think it brings me any closer still to the proper objective tracking bc id still be limited to the vanilla objective types
I wanted custom special order objectives tbh
i dont think junimatic or questable tractor will help either since it seems like (unless i missed something, admittedly very possible) they just reuse Basic quest types and dont actually show like, objective tracking, they just change the description as needed
i wanted it to say like
"Donate 10 [whatever] to the [museum].
2/10 items donated."
with the lil progress bar
the introduction quest
maybe not a bar actually but the x/y counter for sure
which would also be good enough for me
yeah thats the ones i want
If you meant normal like the help wanted board ones then there won’t be
(Normal quest)
resource gathering quests might also? im not sure
(Explicitly: not special order objective)
Are there any frameworks with support for trimming modded object display names before/during machine output rules?
E.g. input modded object "[Gem] Pieces" that's defined individually for jade/ruby/etc.; with CP I use a predefined string + drop-in PreserveID to output "[Gem] Pieces Dust" but ideally I just want "[Gem] Dust"
I'm not sure either lol
No
For special orders only
ResourceCollectionQuest isnt a SpecialOrder class though
That’s from help wanted right? That won’t have a bar
do ItemHarvest ones have it?
None of the help wanted or mail quests do, just the special orders
Do Clint's ore collection and the Wizard's "slay x monsters" just tick the number up in the log?
i would accept just a simple "2/10 items donated" without a bar if i could just figure out how to customize the text and tracking there
Yes
You have to manually make the preserve item version of this
And null out the previous rules
ive thought about a quest framework before but decided there's little use for one as it is and even less use if you have hope for a 1.7 data model quest asset
bc you'd need to rewrite it
also, i dont technically need custom quests for this museum framework. if i cant figure it out ill just have people use Basic quests with just a title and a description
The reason why i have any hope is cus there actually were changes to quest finish events in 1.6.9
Ah, I see. I'm guessing there's not a simple way to assign flavor data/a preservedParentSheetIndex entry for modded objects?
if I ever did figure out how to make Pets swim, the possibilities would just explode... swimming dogs?? swimming dragons?? alas, these turtles follow the same format as ducks and are a livestock animal
No that's not my meaning, vanilla supports it now, but you need to do something about the existing rules if it's not your mod
I feel like farm animals are less commitment than pets tho 
Like I don't mind having whole army of em
But pet i gotta make bowls for
True don’t have auto petter for pets
Perhaps u can make a truffle hunting dog that swims
Oh, it is my mod. May I ask how I can assign flavor data then? I haven't seen any fields related to it in documentation outside of FLAVORED_ITEM, which I could be misunderstanding but only seems to support vanilla objects
you need preserve id
The museum track donation already doesn't it? Some rewards are based on how many you donate. You can't use that method?
I have it set up using PreserveID; ideally I want to use DROP_IN_PRESERVE instead of DROP_IN to have the display name based off the flavor, but I'm unsure where or how I can assign that to the object itself. I apologize if I'm missing something obvious
what does cg.gempetals say
It goes through strings/objects to the i18n line "gempetals": "{0} Petals"
so if im understanding this correctly, there is an intermediate item of Gem Flower right
and you are going Gem -> Gem Flower -> Gem Flower Petal
lil bit of a dumb question? how do i target the chest and big chest? i wanna edit the storage size
this is a dumb question, but an understandable one 
you need expanded storage
simply putting in "PreserveID": "DROP_IN_PRESERVE" should work, wildflour altelier goods do this with kombucha
ahh so no way to edit it with just content patcher?
The base object is actually "Gem Flower", it's gifted to the player so it's not a machine output itself. So the base display name is "Gem Flower", then after machine output it's "Gem Flower Petals"
if the gem flower is not flavored there's not much you can do here
dang. sooo what do i input for the chest size?? i wanna add at least one more row to both chests
mainly cause the regular chest feels very small
i do have a mod that should be able to allow gifting flavored items
especially if ya got alot of mods that add items
Unlimited storage beta does that. You can ask Matt or look at his mod.
wait there's a beta??
Yup on his discord.
was this in response to my museum stuff? if so:
- knowing whats donated isnt a problem, its displaying that information in the Quest log on the C# side of things
- this is for a Custom Museum Framework anyway, so its not about the vanilla museum
could you link me the discord pls??
It lets you set the size of every chest in the game.
other discords cannot be linked in here
ok then a dm of the discord is cool then
they can be DM'd though just dont want Frog to get automod bonked
He links it on his mod pages though
hm actually i was use GenericSpawnItemDataWithCondition only 
what's their mod page called? are they on nexus?
gonna have to change it to MachineItemOutput lol, but i dont mind supporting this if you want it
Thank you! Can you link me to your mod? I'd love to try to make the flower thing work as I have it, but if I do need to rework the base item to be flavored then I will to make it easier on me later
i did link it
but yea i think i'd need a bit more change to make this work for modded flavor items 
give me a bit
Oh for the donation tables you were making. Cool. To bad it does not help. I just know the regular museum tracks the number. Though it does not show the player the amount it does know it. Because for example 50 donations is the bear statue.
One sec.
kk
that also works off a different system anyway in Data/MuseumRewards
the only actual Quest for the vanilla museum is just a hardcoded Basic one for donating a single item
This is one of his. Discord link at bottom. https://www.nexusmods.com/stardewvalley/mods/31029
thank you!!
Once there each of his mods has its own thread. Unlimited Storage has a beta zip in the thread. You can just edit the config to be any size you want per chest. GMCM also works but it is limited in size. You can do any size you want if you edit the config directly.
coolio!! thank you!
Hi new people. Yall a probably get this a lot but I just really don’t know how to go about this. I wanna make a dialogue overhaul mod for bachelors and bachelorettes. One that can be downloaded individually but then made to work and coincide with each other if those modes are downloaded together. I’ve looked through the mod guides for beginners but still have no idea where to start as I have 0 coding experience (plenty in the dialogue writing department though). I follow guides really well and have a ton of free time on my hands now so would like to do something with it. Thanks a ton and sorry if this is the wrong place to ask.
Does it pull the # from the collections tab then? I don't know c# so have not looked. But it definitely tracks it somehow.
what mod guides have you looked through? it might also be a good idea to find a mod that also adds dialogue to characters to learn from what they do, too
the treacking for the rewards for the vanilla museum does not help me here whatsoever in any way. like i said the problem is not the tracking. its displaying
the vanilla museum quest doesnt count how many things you donate
it just asks you to donate A Thing
any one thng
the rewards do their own calculations every time you donate something new but im not talking about museum rewards here
Just the ones linked on Smapi pages and the wiki. And if you know any open source dialogue mods I’d love to look through it. I am a Mac user but I have access to Windows if it’s absolutely needed. (Also love the Pfp)
But some of the reward are based on the number donated. But if it doesn't help, it doesn't help
i already know how many things are donated. the problem is creating a custom Quest type. museum rewards are not quests
like instead of an ItemHarvest quest or an ItemDeliveryQuest, i want to make a CustomMuseum quest
but making custom types like that in C# is, apparently, the way of pain
Most dialogue mods are CP. So while not open source you can just download them and look at the json file. It is not encrypted or anything.
You can probably use Nexus's categories to narrow down to things that just affect dialogue. I think there's a dialogue category? maybe
How does one look at a JSON files
open it in a text editor
Okay, gotcha
any text editor will do, but we recommend either Notepad++ or Visual Studio Code here
The easiest way is notepad. But I recommend notepad++
(really just anything other than the very basic one that comes with your OS)
Thanks for the beginning help!
The nice thing about visual studio code is that it can tell you when you do something wrong. But that requires setting it up to do that and is more work upfront. So I use notepad++ less upfront setup.
does it? VSC should do syntax highlighting on its own automatically
N++ also wont tell you what you've done wrong without an additional plugin and manual plugin activation
When I installed VSC it did not seem to do it for me. I may have done something wrong setting it up though. It was also a long time ago. I just got use to notepad++ at this point.
True, that what I use json validation for on the Smapi site. More step but I got use to it now.
I really should figure it out. Would make CP a lot easier if I set up the plugins.
in vsc you need to make sure it picked jsonc as the language
well you dont need to if you're not using comments
you dont need to even if you are, if you dont mind ignoring red squigglies that you know are actually fine
but regular json validation happens automatically without any plugins
yea just make sure its not on plain text
Doing CP in plain text would be a nightmare I think.
I mean json's not that hard to do by hand as long as you indent it correctly
since im making a candy inspired recolor i wanna make other things edible for funsies is that possible with cp like if i want the base wood to be edible?
because i wanna change the basewood to be like candycane or something or other
hm yes
Mail Framework Mod 1.20.0 released.
- Adds a new custom asset to the game. (DIGUS.MailFrameworkMod/MailData) That means MFM letters can now be loaded with Content Patcher and take use of all its features like tokens. It supports the same properties.
- Content Pack letters are also loaded into the new custom asset and therefore can be edited with Content Patcher.
- Text and Title properties now supports Tokenizable string even on Content Packs.
- Texture assets can now be a game asset, not just an asset in the mod folder even on Content Packs.
- New GameStateQuery property as condition a condition to deliver a letter.
This means you can integrate your letters directly with Generic Mod Config Menu.
When using CP, you should use {{i18n:}} instead of writing the keys as the value of the properties, since MFM can only find the keys in content packs, not on CP folder.
For examples on how to patch the new data check Subscription Boxes Mod.
Thank you so much for the help! I'm going to adjust the base flower item and give it a shot!
the gist is that u add a (list of) item query to mushymato.PeliQ/ItemQueries
then u can use it as trigger action, map action, or mail
how do i add a new item + new cooking recipe with CP? im struggling to understand the wiki 😭
like, would i add the item name to the corresponding data file, like the recipe for toast will go in data/cookingrecipes as "toast:" followed by the appropriate numbers? like
"{{ModID}}_Toast:(CR)216 1 /Home/Toast/false/default/"
if im understanding it correctly, the IDs say that to create Toast, you need 1 bread
alright im being beaten up by the machines demon. If i want to produce an item that can take a variety of inputs and have the price be affected by the item you put in, how would i do that?
im looking at the quantity modifiers section on the wiki, but im not sure how it would work in this case
very bad explanation: I put in one of 3 things with different prices into the machine along with what i want to dye, and i want my output to be the price of that thing combined with the price of the thing im dying
you would have the object data and then the cooking recipe data -
"Name": "{{ModId}}_RiceBowl",
"DisplayName": "{{i18n:Aos.Qiricebowl.name}}",
"Description": "{{i18n:Aos.Qiricebowl.desc}}",
"Type": "Cooking",
"Category": -7,
"Price": 580,
"Texture": "Mods/{{ModId}}/QiObjects",
"SpriteIndex": 5,
"Edibility": 85,
"IsDrink": false,
"Buffs": [
{
"Duration": 360,
"CustomAttributes": {
"FarmingLevel": 0,
"FishingLevel": 0,
"MiningLevel": 0,
"LuckLevel": 2,
"ForagingLevel": 0,
"MaxStamina": 100,
"MagneticRadius": 15,
"Speed": 1,
"Defense": 0,
"Attack": 0 },
},
],
"ContextTags": [
"color_sea_green",
],
},
"{{ModId}}_RiceBowl": "423 1 {{ModId}}_Celery 1 248 1 247 1 270 1 -5 1 Carrot 1/25 5/{{ModId}}_RiceBowl",```
ignore how terribly formatted this is its the copy paste
the recipe targets Data/CookingRecipes and the item is Data/Objects
ooh
ye im recoding a JA mod to CP, thankfully though basically all the code is done for me, i just gotta reformat it x)
but with that knowledge id be able to make my own recipe mods
I think it depends what it's going in, but if it's a big craftable then the OutputItem field should have a PriceModifiers field in it you can use
ok turns out i just can't do math right, 😅 i figured it out? i think i hope.
for SVE compatibility, i'm editing their blue moon vineyard map to redirect it to map instead of the beach. do i have to have a "When: HasMod" for editing their map?
i have a when condition for editing my own map obviously
(i'm also not entirely sure i did it right; i used AddWarps, but their map had TileData that loaded the beach? i'e never seen that before and i'm not sure if AddWarps would override that or if i have to actually patch the map and get rid of their TileData and the Paths they had there)
it looks like this
ok so the recipe im converting is a eggs on toast, but i dont know how id add the eggs since theres variants of it. how would i make it so it will show as "egg (any)" with the ingame cooking menu?
I would find the recipe for other egg recipes in the game and see what id they use for it cause it's usually a different number
Item categories
ah
im gonna guess like -5
thats what the fried egg starts with
Yes
okay i think i did it right!!! json validator had no errors!
but before i add in the rest of the items/recipies im gonna test rq
Anyone know how to remove certain GMCM menu options from a single mod?
is this your own mod?
an open perm mod, just tinkering and learning
oh, fair enough. Is it a content patcher or a c# mod?
C#
You unregister the whole thing
Ah I was trying to be lazy and hoping I could just do it from the content file lol
No worries
Content file?
C# mods don't have content files
sorry, json file
?
Are you sure it is a c# mod
If you mean config.json that's simply the current values
not the config, the 'default.json'
that's for translations 
thats not a standard file for anything other than i18n
That mod is perhaps setup to load it's default configs from json?
yeah
Either way the actual gmcm setup happens in C# code (cs)
I figured, again, just seeing if there was a dummy simple way is all
So unless the mod author specifically made it obey default.json, it's not gonna work
What mod is this
tractor mod
Pathos does like his dehardcoding to json 
But I'm quite sure Pathos handles his gmcm not in a json file
Yeah i also can't find this one on github
I tried editing the json files and removing different things and whatever I show in the GMCM shows up, but as an error. It's not entirely removed
Here's where tractor mod does gmcm stuff
Jinx I owe you a soda
so in theory just pull .addcheckbox out and that's it, no?
Er you need to comment out the entire call
And depending on the reason, force a default value on the config
right
There's no involvement from any jsons here
Exactly what are you trying to do
I can't stop myself from using Tractor Mod to chop down trees so I'm trying to remove that entire option in the GMCM lmao
i finally finished all the seperate emotions for a portrait but im not sure how im supposed to make them into those portrait sheets lol
Further, I resprited and changed the SFX and buff icons to a bike, so I'd like to remove all non-bike-possible options so it makes sense
you can look at other npc portraits for an example of how to do it, generally each portrait sheet is 128 pixels wide
if you're removing them completely then you need to alter the code everywhere it checks for the config values too
and then they extend down as far as you need them to for the amount of portraits you need (each one being 64x64 of course )
Eh i think forcing false on the config should be sufficient
But yeah to do this you must be able to compile the mod
Do you have normal C# things setup?
thats the thing...im using portraiture so i can use portraits at the size of 1024x1024 😭
hence "if you're removing them completely"
As for the sprite and the sfx
Oh well that's okay too, you still need to set it up in a similar way
you mean visual studio, sdk, blah blah?
I think you can just content patcher edit those
the portrait sheet that is
is it for an existing npc or a custom one?
Or replace the asset files if it's just personal use
hmm, smapi gives me a yellow error. it cant convert the farming buff properly
Yeah all that
Clone pathos repo and build it etc
can you send the json ?
with the validator
yep yep, all set up, followed the SMAPI guide on Wiki
Yep then just do the changes then have fun
also is the uniqueID case sensitive, cus i noticed i spelt pathos id as pathoschild.contentpatcher and not Pathoschild lol
oh its because you have your recipe data inside of the object data most likely
ahh
i tried to clarify that you need two separate target ..entry... things for it but i dont think i was clear my apologies
its oke :3
Thanks for the help, yall. Just wanted to make sure there wasn't a super obvious thing I missed being a newb and all
they have other things in there but you can look for the two entries that match eachother to see how it's done :)
I used separate jsons to keep things organized
Hi everyone!
I want to make a mod to add an NPC to the game. Based on what I've learned, I can use either SMAPI or Content Patcher
But which would you recommend?
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Content patcher can do entire NPC yep
everything uses SMAPI
C# just for extra spice
Thank you both for responding :3
Hiya! I'm working on a custom livestock mod (that part all works) but I want to add a config to be able to toggle off certain skins with a true/false option (there's 34 in game, and I figure some people might like control of that - plus I'm trying to learn configs). Any examples or explanations in setting up (assuming I can)? Also for reference my content.json is set to include an animal.json as opposed to everything being in the content.json
Yeah elle's animals let you do that
Mizu's turkey and mizu's quail for a smaller example
For the most part you just control this by config tokens
do they have to be seperate json files? bc i redid it and got the same error :,D
https://smapi.io/json/content-patcher/ad24481b7cb44de1a39e9a9d0a0ee30b is the updated json
hm maybe i forgot the change thing
what actually is the yellow warning error?
"Can't apply data patch "Toast > EditData Data/Objects > entry #1" to Data/Objects: failed converting entry to the expected type 'StardewValley.GameData.Objects.ObjectData': Error converting value "Farming" to type 'StardewValley.GameData.Objects.ObjectBuffData'. Path 'Buffs[0]'.."
is this with the most recent json you uploaded?
yes
So like this should work? :0
no they do not have to
the Id field isn't optional for a buff. if you add an Id field to the buff with a unique string id for the buff, (insert it on like line 21), does it work?
for example, here's the buffs for trout soup in vanilla:
"Buffs": [
{
"Id": "Food",
"BuffId": null,
"IconTexture": null,
"IconSpriteIndex": 0,
"Duration": 400,
"IsDebuff": false,
"GlowColor": null,
"CustomAttributes": {
"FarmingLevel": 0.0,
"FishingLevel": 1.0,
"MiningLevel": 0.0,
"LuckLevel": 0.0,
"ForagingLevel": 0.0,
"MaxStamina": 0.0,
"MagneticRadius": 0.0,
"Speed": 0.0,
"Defense": 0.0,
"Attack": 0.0
},
"CustomFields": null
}
]
the way they have it set up should work.. if you dont want the recipe to have buffs you can also just get rid of them
Id isn't an optional field per the wiki tho...
if it's a parse error it might at least be related
huh, since when is ID mandatory? i dont have those with my buffed foods...
if it's not mandatory someone should update the wiki lol
can you send your smapi log?
I never noticed it being required on the wiki
it's not listed optional
i believe that the wiki can be wrong i'm just saying that's where i got the info
you know... ill be honest I think I've always just completely ignored that part of it lmao

The When can only go on the EditData model
same exact error
You can't just stick it in the middle of an edit like this
However what you can to is use the token as the Condition
This is bc the token happens to resolve to FALSE and that's a valid GSQ
hm...I jsut checked ingame for my food and they indeed have no ID and also work including buffs
heres my log, im gonna take a break now though
https://smapi.io/log/becb28484d044e4a84faf603d057d08a
https://smapi.io/json/content-patcher/c604d41411304903bc2d8e00f650700b
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 111 C# mods and 366 content packs.
[[modding:animal_data]]
lemme grab the json validator\
oh you're using a lot of mods while testing this lmao
also you can just get rid of all of the buffs
yea i might try that instead then
unless you want your egg toast to give you +2 luck and all that
i'm weirded out by the error being "Error converting value 'farming'" because "farming" isn't a value anywhere in the json you uploaded
you have a "farminglevel" key but that's.. not what the error seems to say
oh i cant believe i missed this you dont have the object data at teh end of your recipe
the*
the original mod, which is JA formatted does have buffs, but i just messed around with the buffs levels
"EdibleBuffs": { "Farming": 2, "Fishing": 0, "Mining": 0, "Luck": 0, "Foraging": 0, "MaxStamina": 0, "MagnetRadius": 0, "Speed": 0, "Defense": 0, "Attack": 0, "Duration": 100 },
so thats the buffs from the og mod
ofc its outdated
are you loading the OG mod in the log you sent?
they're loading a lot of mods in there
no, the updated mod is the loading one
My friend just finished drawing one of the portraits for the mod I’m making and I’m actually shocked at how beautiful it is
(I think I’m allowed to say that in this channel ?, I’m not gonna show the art in here so)
im pretty sure the issue is actually with the recipe though
(even a bit of mod related art is ok here)
Well, Im not shocked because of how beautiful it is, I know she was a good artist, I’m just shocked at how fitting it is
it'd be odd for the error to be about the objects edit patch if it's a different patch that's wrong but that should get fixed too if it's wrong you're right
Ty !!
(we just tend to keep long art related discussions in the art channel, but some art as a treat is nice)
"{{ModID}}_eggtoast": "216 1 -5 1 /Home/Toast/false/default/" isn't how cooking recipes are formatted
it looks more like a crafting recipe
ah
well i did get rid of the indicator when i formatted it at first
the like, (BC) thing since i used the big craftable format as a guide
"{{ModID}}_eggtoast": "216 1 -5 1 /25 5/{{ModId}}_eggtoast"
ok so this layout should work now?
{ "Format": "2.6.0", "Changes": [ { "Action": "EditData", "Target": "Data/Objects", "Entries": { "{{ModID}}_eggtoast": { "Name": "{{ModId}}_eggtoast", "DisplayName": "Egg Toast", "Description": "a nice, sunny-side-up egg slapped onto a piece of toast.", "Type": "Cooking", "Category": -7, "Price": 580, "Texture": "Mods/{{ModId}}/eggtoast", "SpriteIndex": 1, "Edibility": 85, "IsDrink": false, "ContextTags": [ "color_yellow" ] } } }, { "Action": "EditData", "Target": "Data/CookingRecipes", "Entries": { "{{ModID}}_eggtoast": "216 1 -5 1 /25 5/{{ModId}}_eggtoast" } } ] }
i got rid of the buffs thinking it was that but if it works this time i'll add em back
for future reference itll be Internal Name/Ingredients/25 5/Internal Name (There are some other categories that you can see on the recipe data section of the modding wiki but this is standard if you're learning the recipe from somewhere else, or have trigger actions and what not to do it)
can i ask wha tthe 25 5 means?
theoretically yes it should
its an unused field im not actually sure what it means
maybe someone who knows more about the game code can let me know but ive always included it cause it breaks my recipes if i dont xD
it doesn't need to have any content
the 25 5 is not needed
"308 1 246 1 245 1 305 1//BarleyZP.EnemyOfTheValley.AvoidMeCake/none/" is a valid recipe i have (note the double slash)
as long as you have the // there
pft the mod name
why does it break my recipes if i dont have i- thanks button
shhhh it's a wip
its a slash delimited field, so the string is broken up into 7 or whatever groups based on the slashes
so if you remove it completely, theres one less field than it expects, and it fucks things up
Better question is what is it. Not why does it break.
so either version should work, correct?
as long as you have the // there still... I will still use the 25 5 cause it just makes sure i dont forget to put that field in there lmao
literally unused
it goes straight from 0 to 2
If it does nothing..... Why..... Never mind CA code
legacy reasons i'm sure
prob lmfao
becausr it probably did somrthing at some point
1.6 changed alot of code from what i understand
and its easier to just stop using it than to rewrite 100 different crafting recipes
dont think it was used even pre-1.6
theoretically this should work though
but i could be wrong
maybe during early development of the game then
anyways, smapi isnt throwing a yellow error related to the toast
although quick question, about the assets. would it be easier to put them on a single tile sheet, or to have them as their own seperate png files?
man, thanks to checking my buffs i am noticing that my color context tags arent applying right for stuff like jelly and wine, hmmm
So where would I plug in the condition field? I see how to plug it in for an alternate purchase type, but it's not listed under skins and plugging it in just gives several red errors sorry im really new to configs and the when/conditions section
it depends on how your brain works. Keeping them all on one sheet is better for loading and stuff but if you struggle with indexes you can separate it
ahh fair
You mean for a map one you are making, or while you are playing?
You will have a lot of pngs though
A map im making :3
i do plan on converting the korea blossom mod one day, but its 29 files i have to look at. its why im practicing with the toast mod since its only 6 files
also are you sure the index for your item is 1? just to check - cause they start at 0 (you might have other stuff on the image)
hm i thought skins had condtions, but guess not
You need to use a tile property I think. Kind of how SVE spawns in custom its trees. Only you would use the green rain tree ID
im actually not sure at all lol
put it as a placeholder
for example the celery in this is on index 0 (and it increases each 16x16 tile)
all the files are seperate .png files, but they can fit on the tilesheets perfectly fine
celery seeds are index 1
Qi rice?
rice bowl :3
yum
Have not done green rain trees but did a map with SVE and PC trees on it. So should work the same I think.
yippee! it works, i'll just have to update the sprite index
man i need to find the list of context tags on the wiki again to find all aloowed colors I swear ichecked it last time when I did the tags tho
wait you have a thread
you instead need to do it like this
{
"Action": "EditData",
"Target": "Data/FarmAnimals",
"TargetFields": [
"YourAnimalId",
"Skins"
],
"Entries": {
"Skin1": {
... blah blah skin data ...
}
},
"When": {
"Skin1": true
}
},
what this does is conditionally append the skin entry
Oooh, okay, and would I plug that into the uh, content.json under changes?
Thank you!
Actually it is a tile property and tree 6 from the path layer to be exact
Do you want a picture, I can go boot up tiled and get one if you want it
perfect thank you! I also want to spawn the fiddlehead things
im actually not sure how to spawn custom trees at all...
and mushroom trees actually
its tree 6? that looks like a palm tree lmao
sorry the "C" tree
Here is an example of getting an SVE tree to spawn
not 100% sure what the 5 1 at the end is..... I think the 5 is the growth stage not sure what the 1 is
they are trees 10-12. but as there is not path layer for tree 10-12 I am guessing you will have to do something like SpawnTree : wild 10 5 1
to spawn in greenrain tree 1.
As for the mushroom tree, it is tree #7 so I think you could just use the path layer 7 to spawn those no tile data needed. Again a guess as i have never made a map with them on it.
mushroom I can safely say cuz ive spawned those onto my map already
Oh perfect, never mind. Do use tiled data and the custom tree.
don't use path 7 then. the picture looks like a palm tree anyway.
Urg. I have a quick question. For some reason when I create a CP for a portrait replacement {{seasons}} works, but {{TargetWithoutPath}} doesn't. And I need to do {{TargetWithoutPath}} because some of the portraits I need to replace have a indoor and outdoor version for winter. So I am not sure what I am doing wrong. Do I need to "Load" instead of "EditImage"?
I used C for custom and for the shroom to spawn, yeah sorry forgor to mention
Um, is there a way of changing the dig spot data for a custom location so I can change what gets dug up by the player?
Can't see anything on the wiki
Hi, quick question. If you flip a tilesheet in tiled, and then flip it back after placing the mirrored version of object, does the game read and display that flipped tile properly? Is there any other set up needed?
look in the location page
theres a big part on the table named ArtifactSpots cant miss it
this was tedious lol
Nice.
part of me thinks there was an easier way to lay these out and just didnt know
Could someone please direct me to the part of the wiki that covers how to add warps to maps for the player?
You can do it two ways, do you want a click-to-warp or a stand on to warp?
a stand to warp
I couldn't find it on the vanilla tmx map's custom properties when looking through the file
So I'm wondering if it is specified in the content json instead
You can add one like so;
{
"Action": "EditMap",
"Target": "Maps/Meadery_Trailer",
"AddWarps": [
"12 10 Meadery 36 8"
]
},
Thank you!
Hey all, one question about the LookupAnything mod for splitscreen multiplayer.
Has anyone configured it to work for both players? Assuming host plays with keyboard+mouse and farmhand1 plays with a gamepad. Here's a quick glance at the config.json:
"Controls": {
"ToggleLookup": "LeftStick",
"ToggleSearch": "LeftShift + F1",
...
},
I tried setting "ToggleLookup" to a keyboard key, then when pressing it, it reads the object right in front of host and displays the info on the host side. Or, if I set it to a gamepad button like "LeftStick", then it only shows up for the farmhand (and reads the object right in front of the farmhand).
so i think you can do it like "F1, LeftStick"
Good call, let me try
if that doesn't work then time to PR LookupAnything for splitscreen support i guess
mod authors like me like to pretend it doesn't exist 
I'm thinking about taking that up lol
random question, can i stop things from getting pickled. its a bit weird to have wood bark and mermaid scales pickled..
yep then just go fork pathos' mod repo, u can ping him here to give a headsup
yea you can there's 2 ways
- add !id_your_item to the default pickle rule
- add a different product wood bark can become, and move that to the top
are they vegetable?
well i supose you can make them trash instead
they dont have to be category forage to spawn and get picked up
aren't they like the beach forage? those can't be pickled
type: basic; Category: -81
is there a category besides trash, i feel wrong to use it for those items
hmm
huh whats cat -23 it wont show it ingame
but this works
no pickled wood bark
category_sell_at_fish_shop
oh i can live with that
yeah i guess you can just sell them to willy
i can live with that more than with this
Ferret Furball, is that what it sounds like and why would you pickle it?
D:
ask the game, its supposed to be just a furball
Update, just tested that this suggestion indeed works! Now both inputs are accepted as valid input for Lookup toggles. No PR needed (hooray)~
When adding any new maps, should I use a mod id with the name?
when adding just about anything you should use a mod id
Ok, thanks.
{{ModId}} makes it easy, that will pop in your mod ID for you
That would be right in the tmx name, correct?
(but not inside Tiled or in the tmx filename itself)
Ohh
It also allows Lookup Anything to see what mod an item is from 
Is there not an artifacts category? What do the vanilla artifacts have as their category
Sorry for all the random q's today, I have lots of inspo hehe
Arch
That's the type

