#making-mods-general

1 messages · Page 292 of 1

whole raptor
grim latch
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Boxes. I want to modify the chances of each mushroom type with foraging skill level to keep them somewhat useful in late game

grim latch
brittle pasture
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yeah, if you look at Data/Machines you'll see all the mushrooms it makes and the percentage chance

whole raptor
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Maybe we have a lurker in making-mods SDVpufferlurk/lh

brittle pasture
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easily editable with CP like that mod

brittle ledge
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You'd better go get your brain cells back from that person if you didn't give permission to share SBVLmaoDog

brittle pasture
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(also, another mod joins the Better family)

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this too, but I wanna decide how granular I wanna go with the config lol

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I'm trying to cut back on "implementing knobs that realistically no one will ever need" in my frameworks

grim latch
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I was also gonna make it rarely produce magma caps at L10 Foraging

brittle pasture
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that is also possible

brittle ledge
grim latch
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Anyhoo, appears I've been beaten to it

lucid iron
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!twocakes

ocean sailBOT
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If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.

grim latch
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I previously made a Daily Mushroom Box mod to revert to the 1 day spawn behaviour of 1.5

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Even though that was technically unintended

lucid iron
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You should just make mod u want to use tbh, kyuuchan_run

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I snuck in magma caps chance bc i wanted a volcano theme farm cave

grim latch
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Yeah that mod doesn't scale with foraging level anyway

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So will make my version to do that

gray bear
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i think in vanilla that's just how it is™️

grim latch
gray bear
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you're gonna fix the mushrooms? pog

grim latch
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Somehow I missed the percentage chances in the data/machines file

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So it's gonna be easier than I thought

gaunt orbit
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Behold, a brand new shiny framework! Machine Upgrade System allows you to define machine upgrades- items which can be used to convert one thing to another. Any item can be defined as an upgrade to convert any item to any other item.
https://www.nexusmods.com/stardewvalley/mods/33024

Nexus Mods :: Stardew Valley

A framework that allows adding drop-in upgrades for machines and other items. Comes with six upgrades by default.

whole raptor
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*Sees the upgrade plaque* Oh, so like minecraft, nice SDVkrobusgiggle

lucid iron
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Oo

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Does it have to be machine rule

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Can i upgrade a scarecrow

gaunt orbit
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you can turn any Item into any other Item using any Item. It uses qualified ids.
currently, only craftables and objects support in-world conversion (support for fences and furniture is planned) but anything else can still be converted from your inventory.

lucid iron
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With furniture we'd have ux alternative to AT furniture DokkanStare

ornate trellis
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anyone...good with finding out why a schedule isn't working

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cuz im deathpose

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so, I have my schedule (https://smapi.io/json/content-patcher/5b4df499cfc549f9be750b85851c08da) and I am fighting with the "Fri" one rn. The moment she does her 800 Schdule she walks towards the warp and warps to the next map and then jsut stands there. When the next schedule point hits she continues but to jsut walk off screen.
I stared at the Schedule and the location (https://smapi.io/json/content-patcher/07d22f24413948649f821f42c6b406b9 Library) for a while and really can't find the issue. I might be blind but man, I'm lost.

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I also have tiles in my map that i do not have in Tiled and idk why

golden spire
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are you sure the co-ordinate is accessible? If they are void walking, usually it means they can't "get there"

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so just continue walking

ornate trellis
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it's a walkable tile in that map, yea

gaunt orbit
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Whoah, that's really pretty

lucid iron
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urple

golden spire
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I would just make sure there's no hidden tiles somewhere, as void walking is normally caused my NPCs not being able to get there or they walk over a tile during their pathing that causes them to do something else (usually due to map patches that load in after the schedule has been set)

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but best way to test is just make them walk to a different spot

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maybe just a tile next to them at first.

ornate trellis
ornate trellis
golden spire
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I would just try the walk 1 tile next to them thing, see if that breaks...

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if it doesn't break, then must something en route to the other tile you want

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debugging schedules is a pain tho as you have to go back a day to sleep for the schedule to be properly set

latent mauve
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Just to verify, you didn't try to patch reload after changing the schedule entry, right? I know mine like to void walk after that because reloading schedule patches causes issues if you are in a save

ornate trellis
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i did but then i went back a day and slept to properly repeat the day

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shes jsut stuck and then when it hits 1000 for the next point she goews bye bye

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i am still lost what is happening but im a bit closer i hope to figuring it out?

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So her way is HouseSpawn -> outside map ->next outside map -> next outside map(has the library on it) - > library

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and i changed it to the outside map said library is on and shes still stuck

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I as the player can walk to all these maps and tiles shes supposed to go to

golden spire
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is she breaking when trying to go to a different map or a different spot in the same map?

latent mauve
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Are you able to follow her into void?

ornate trellis
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the map she stops in she can walk normally but she does stop the moment she warps onto said map

ornate trellis
latent mauve
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I was mostly just wondering if maybe you didn't properly have a Buildings tile blocking void access on the map

ornate trellis
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she somehow strategically walks right where I have Alwaysfront foliage

latent mauve
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If so they may try to path through the void to each a warp point quicker

ornate trellis
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hm

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i mean

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the issue is

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this map(Orchard) is not exactly how it is in Tiled

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and idk why

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so idk if I change something it will apply cuz theres a specific tile i know I deleted in Tiled(and I saved)

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so I'm just ??????

latent mauve
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Have you reloaded your save since making the map change?

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(not just a patch reload)

ornate trellis
latent mauve
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If your location has the CreateOnLoad property in Data/Locations, you won't see base map changes there until you open the save again

ornate trellis
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i did not in fact reload my save

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ok reloaded my save

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tho it still doesnt explain that weird tile cuz i got rid of it ages ago

latent mauve
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Okay, was wondering if the weird tile just hadn't updated because your location has CreateOnLoad

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If it is still there, then you might have a separate issue on that map

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Like a map patch you missed in the code or something

golden spire
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what tile is there that shouldn't be there?

ornate trellis
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that one

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wait

golden spire
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are you 100% sure you're editing the right file?

ornate trellis
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oh my god it IS there

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that damn bush tile just obscured it

latent mauve
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LOL

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Yeah, path tiles are not transparent enough

ornate trellis
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ANYWAY

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cough

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the schedule issue remains

golden spire
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do you have any circular pathing in your custom maps?

ornate trellis
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meaning

golden spire
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maps which connect to each other in a way that forms a circular loop, which will cause NPC confusion

ornate trellis
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well

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the entire island maps go around

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so yeah

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hm

latent mauve
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Are you currently using Spacecore?

ornate trellis
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yes

dense jolt
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Does anyone know how to add a custom tab in the collections menu?

latent mauve
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IIRC I think Spacecore usually tries to fix circular pathing like that, so that shouldn't be the issue

ornate trellis
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hm

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seems like it isnt fixing this one

latent mauve
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And you have 100% checked for invis tile blockages between the last working and stuck destination

ornate trellis
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yeah

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I checked in tiled and ingame with data layers

latent mauve
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Are there any specific NPC Warps on the trouble maps?

ornate trellis
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no

lucid iron
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can u try choping off some warps just to see

ornate trellis
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i jsut have AddWarps

latent mauve
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Are there any warps defined in your map properties in Tiled?

ornate trellis
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no

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HUH

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i was about to show you my warps and the json parser is spitting stuff at me

urban patrol
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i think those are just because you use your mod id. i get those too

ornate trellis
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ah

latent mauve
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Another thing to check is that your destination coordinates are placed so that the NPC doesn't walk on another warp (like one that goes back to the previous map) while pathing to the other side

golden spire
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Personally I would just include the map warps in the tmx itself. and only use addwarp for things that change, but up to you.

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being xml, if I ever needed to change them, easy enough to open the tmx in a text editor.

latent mauve
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(I have absolutely messed up before where I placed my coordinate for the warp destination 2 tiles from the left on a left to right travel map, and then placed the exit warp back to that previous map 3 tiles from the left.)

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Can you do a patch export on your map?

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To see where it added your warps in the Map Properties after running the code

ornate trellis
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hm

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you mean the one she gets stuck on or the one shes supposed to go to

ornate trellis
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Cuz thats

48 39 VoidWitchCult.CP.TheFishmongerNPC_LostIsland_NorthernCliffs 1 52
84 38 VoidWitchCult.CP.TheFishmongerNPC_LostIsland_NorthernCliffs 1 52
84 37 VoidWitchCult.CP.TheFishmongerNPC_LostIsland_NorthernCliffs 1 52
33 53 VoidWitchCult.CP.TheFishmongerNPC_LostIsland 40 2
32 53 VoidWitchCult.CP.TheFishmongerNPC_LostIsland 40 2
31 53 VoidWitchCult.CP.TheFishmongerNPC_LostIsland 40 2
30 53 VoidWitchCult.CP.TheFishmongerNPC_LostIsland 40 2
29 53 VoidWitchCult.CP.TheFishmongerNPC_LostIsland 40 2

dense jolt
hallow prism
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(we have all sort of questions here so it's good to be more specific when asking if you already know a bit of stuff)

ornate trellis
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this exported map of mine looks ugly af tho for some reason

gaunt orbit
# dense jolt I know that lmfao

well, figuring stuff like this out is its own skill that's good to practice. if you have an idea, try breaking it down into smaller pieces.

  • you need a tab button
  • you need to change what is displayed when that button is clicked
    which leads to
  • how do I add a button?
  • how can I display the information I want to display?

the way I see it, you have two options here:

  • harmony: you can change how the menu itself works by editing its code
  • smapi events: you can hook the input and draw events and put your own stuff on top of the menu without actually changing it.
latent mauve
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Should probably do the same with the destination map for the warps along the path to be sure

gaunt orbit
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both approaches are likely to have their own strengths and weaknesses, and you'll want to do a little bit of your own experimentation to figure out which approach you prefer. if you haven't already, I highly recommend you decompile the game

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!decompile

ocean sailBOT
dense jolt
golden spire
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I think you're going to have to zip up the state of your mod as is, as trying to diagnoise what is causing her to get confused and void her way out of existance is difficult without the files in front of 'us'

ornate trellis
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tried addingg a schedule point on the orchard map in hopes itll make it easier and she does now go to that spot but then void walks again, she really doesnt wanna go to the other map, huh

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yeah thats probs the best idea because im not really sure what else to try

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(if i dont answer right away its cuz im gonna go grab something to bite real quick)

undone hawk
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Oh hi Void! Your tattered hat taunts me in my Fish UI. (It technically counts as a fish but has no Caught status so even though it has six the mod doesn’t know I’ve got it)
(I’ll probs make a patch for that)

ornate trellis
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huh inch resting

golden spire
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From a quick look, I'm sure it's a circular pathing issue, the NPC stops walking there the moment she gets to a point where there is more than 1 way out of the map, I even made her try to go to the map outside the library and she also refused to go there

ornate trellis
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damnit

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hm

golden spire
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I've not been active for a while and it was mentioned that it was fixed? with spacecore?.. but I'm not sure how fixed or if there are any specifics with that.

ornate trellis
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idk either, i wasnt even aware before it was mentioned here. tho it doesnt seem to work in my case...unless I actively need to add something to my code

golden spire
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it's the reason why the backwoods are blacklisted by the game to stop that

ornate trellis
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so I guess I gotta make one map do "ExcludeFromNpcPathfinding": true,

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unless someone knows another solution

merry rampart
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i tried making them parallax layers but then the sunset layer never showed correctly. it would transition from day to night but you could barely see the sunset one in between

golden spire
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the ultimate test, is to just make a copy of the mod where you remove all the warps except 1 path that will take the npc to the library

lucid iron
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parallax layers draw in order, lowest is on top

merry rampart
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oh no i didn't. i had it day, sunset, night

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i will switch

lucid iron
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yea try doing it day night sunset

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maybe ill add a sort index later

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at the time i figured u can just MoveEntries

ornate trellis
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hm

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wasnt it "ExcludeFromNpcPathfinding": true, to ban npcs from going to the map. cuz that aint stoppingg the void walk, sigh

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im so tired of this evaporated

merry rampart
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it works! now I just gotta play with the scaling a bit

ornate trellis
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guys

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im crying

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i found the issue

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talking bout warps wasnt entirely wrong

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for the millions time i looked on the data layers and noticed after following her arouind void walking that i had a missing warp and it was instead on a tile she couldnt get to, that mustve confused her. i fixed it and

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shes in the libraryyy

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wrong spot but w/e

lucid iron
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ourple home...

golden spire
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woop

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probably an idea once you've had a break, to just double check all your warps.

ornate trellis
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yeahh i was like ok i gonna slap data layers on and jsut follow her around and see where exactly she walks off the map and then was like wheres my bottom warp and found it randomly on a cliff

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good thing i was like ok ill try one last time and then give up

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clearly i need to use data layers more too tbh or else id have never noticed

golden spire
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I found this "outrageous" issue with RSV that's probably been there for over a year...

a stray tile on the front layer, so camouflaged and hard to notice 😛

round timber
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is there a surefire way of finding what filepaths C# mods load their assets to? asking so i can hopefully get more of Lavender Dreams' compat patches to be loaded automatically rather than having the user manually replace files

tawny ore
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I don't think there is a one-size fits all approach

ornate trellis
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im so drained now i stared at this whole issue for hours

tawny ore
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The api is flexible in that it allows any mod to respond to any path

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There are only conventions that modders are urged to follow, but many aren't

lucid iron
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sometimes they just load to own mod content so you cant eve get at it

round timber
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dang

lucid comet
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you're talking about replacing the mod provided ui parts with your ui-recolor, right?

round timber
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yep

lucid iron
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we can help u find out if u give a list of mods

lucid comet
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i dont know any quick way to do all at once (since it's multiple mods), but you can target the assets specifically

lucid iron
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but see thats why i never use custom assts monS

lucid comet
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if it's "just" what you already have users replace manually and/or the most common mods, that's not too hard to do with ContentPatcher :3

round timber
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oh yeah, i already have a few loaded through content patcher but thats because i happened to see the author/whatever mention what the filepaths are

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but everything else is still manual

lucid iron
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cannot edit that

round timber
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heres the mods that i have compat for that are still using the manual system

iron ridge
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someone should make a framework for this

lucid iron
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i mean khloe did

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theme manager 3sSmolMiku

iron ridge
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i mean targeting mod assets

lucid comet
lucid iron
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ah yes the thing pathos said really bad 4 time to yuniShake

lucid iron
iron ridge
lucid comet
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gonna take a look at your list, i think i know at least one or two of those, otherwise i'd probably msg the mod auther and ask if they could maybe add the path for recolors/tell you what it is

lucid iron
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it does strange thing where it loads into modcontent first hm

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but looks like usage is with game content so u r fine

round timber
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thank you!

lucid iron
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UnlockableBundles/ShopTextures/<filename> and UnlockableBundles/UI/<filename> basically DokkanStare

brittle pasture
lucid iron
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quality smash is also mod content iirc

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selph why not just draw a parsnip over the button

lucid comet
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you dont have S&S on your list, so i'm guessing you already have that + spacecore covered

lucid iron
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its fine if theres stuff behind

round timber
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uhhh whats S&S

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oh swords and sorcery?

lucid comet
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ye

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they add extra equip

brittle pasture
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it would have to be a very fat parsnip lmao
but maybe, a couple stray pixels is fine right

round timber
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ah no one has ever requested compat with that i think, ill have to take a look at that

lucid iron
#
// spacecore equip icon
{
  "Action": "Load",
  "Target": "spacechase0.SpaceCore/ExtraEquipmentIcon",
  "FromFile": "assets/ui/spacecore-extras.png",
},
// gmcm config
{
  "Action": "EditImage",
  "Target": "Mods/GenericModConfigMenu/ConfigButton",
  "FromFile": "assets/ui/gmcm-config-button.png"
},
{
  "Action": "EditImage",
  "Target": "Mods/GenericModConfigMenu/KeyboardButton",
  "FromFile": "assets/ui/gmcm-keybindings-button.png"
}
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spacechase0.SpaceCore/ExtraEquipmentIcon is the + for spacecore extra equip

round timber
#

thanks so much :D

lucid comet
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those are the specific icons they add

round timber
#

vine boom vine boom vine boom vine boom

whole raptor
#

I kinda wish we had a doc with all the mods that need compatibility for UI recolors (and if they are editable by CP or need file replacers)

lucid comet
#

that sounds like a good idea for a wiki page

lucid iron
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the rest is closed source

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im not sure about the CP mod, it might be fine to just editimage them?

round timber
#

ill give it a try. thanks so much for checking all those for me!!

lucid iron
#

in summary UnlockableBundles is a good egg

round timber
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hehe

reef palm
#

Sword & Sorcery added compat for Lavender Dreams

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Per the 2.2.3 changelog

round timber
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oop

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i guess thats why no one has asked haha

lucid comet
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ah, i forgot to check that

lucid iron
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tbh this kind of texture replace thing would be good feature for mod manager

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i did hear the nexus ppl talking about it (since it matters more for skyrim and such)

tawny ore
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Isn't that something which came up in the Nexus App discussion?

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I thought someone was talking about that the other day

lucid iron
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yea and translation is also sort of a "replace" mod install

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since it lacks own manifest

whole raptor
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I think they were talking about replacer mods in general, so it should apply SDVpufferthink (Doesn't work currently, I tested it with json replacers)

opal oriole
#

Hi! I'm trying to place tiledata at the door of my custom house for my custom NPC room. I set it up just like in the image I attached, but it doesn't seem to work. Also, I made the following changes in the settings:

View > Snapping > Snap to Grid: ✓ enabled

View > Highlight Current Layer: ✓ enabled

Can anyone help me figure out what might be going wrong? Thanks in advance!

urban patrol
#

doors are special, there's a tutorial here if you haven't seen: https://stardewmodding.wiki.gg/wiki/Kailey's_Interior_Door_Guide

Stardew Modding Wiki

This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (see InteriorDoor.cs). There are three types in the b...

opal oriole
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That's great thank you a lot!

tribal ore
#

Might help someone else

lucid iron
#

wow your id made me wonder who got 33333

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it was a translation SDVpufferpensive

urban patrol
#

wow

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and i thought i was lucky with 31888 lol

lime seal
#

I'm working on updating my mods for 1.6 and I noticed that in a couple places, we have this nomenclature / formatting style for item IDs now. My question is, does the O = object, and if I'm trying to specify a big craftable, should I change the O to BC?

golden spire
#

hi Lenne!

tribal ore
#

I feel special

lucid iron
#

power

rigid oriole
lucid iron
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i have 2 wolves in me

golden spire
lucid iron
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one is the ooo fun numbers

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the other one is "i dont wanna make a nexus paaaage

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so if i get a good number it's entirely unintended

lime seal
lucid iron
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this (O) thing is not a style choice btw

tribal ore
whole raptor
#

Is there a way to flip a sprite horizontally during an event..? SDVpufferthink

lucid iron
#

game uses it to disambig between chest (BC)130 and tuna (O)130

urban patrol
tribal ore
lucid iron
#

for your own use you want to do {{ModId}}_itemId

whole raptor
# tribal ore Wdym? Temporary Animated sprite or actor?

Regular NPC kissing sprite, normally in the spritesheet the sprite is facing right, but I'd need it left without changing the asset for compatibility... unless there's a way to trigger a kiss facing the right direction in an event without directly calling the sprite index SDVpufferthink

#

Since the game automatically flips the kiss sprite when needed

urban patrol
#

if you're animating an actor set flip to true

tribal ore
#

Lol

lime seal
# tribal ore This might help btw: https://mateusaquino.github.io/stardewids/

That's neat, thanks! I figured chu√e's point was the case but since the unpacked game files don't specify the prefix inside the BigCraftables.json file, for example, I wasn't sure. The github tool makes that clear okchefkiss
I'm adding vanilla items to vanilla shop lists, not custom files. Based on the wiki example, I'm thinking this is still the formatting I need to have:

"Action": "EditData",
"Target": "Data/Shops",
"TargetField": ["Blacksmith", "Items"],
"Entries": {                "LenneDalben.ArtisanEquipmentforSale_LightningRod": {
                    "Id": "LenneDalben.ArtisanEquipmentforSale_LightningRod",
                    "ItemId": "(BC)9",
                    "Price": 2500,
                    "AvailableStock": 2,
                }
            },
whole raptor
#

Nvm, I think I got it

golden spire
#

I'm not the first person to do this, but I think the original mod for this no longer exists and the only other one I can find is no longer supported. This is also not SVE friendly. If I released this as a mod, the idea would be for other mod authors to use the flower dance area for events/passive festivals, custom weddings, of their choice. (or just to explore the area empty)

I'm just gauging potential interest. Example video is patched for "RSV, PC and ES" changes.

whole raptor
#

Can I position offset during the animation? SDVpufferthink

golden spire
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schedule?

whole raptor
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During event (continuation of the above discussion)

acoustic summit
#

(Just remembered, its Sandy "sitting" off the edge of the pier at the beach)

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Though I may have been using showFrame, so try that if animate doesnt work

lime seal
whole raptor
#

It'd probably need to be the other way around, since I'd need the kiss frame (used as a hug) to hold, while the NPC is being "offsetted" closer to the farmer over time

acoustic summit
#

Whichever you need, It probably doesn't matter the order. Animate doesn't hold the event anyhow

whole raptor
#

Oh it doesn't? Nice to hear

upbeat crow
#

i need a teach with dialouges and events because on the web i dont check it T_T

golden spire
#

pardon?

#

if you need help making events and dialogue, you will need to be a bit more specific.

upbeat crow
#

yea like i need a explain how do i put her on the spawn like beneath or infront of the wizard town (costum npc explaination)

whole raptor
#

!npc

ocean sailBOT
#
Creating a Custom 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:

upbeat crow
#

oh okey thanks.. i am sorry for bother

golden spire
#

I've always been suprised the area was not reused for other things, but Pelican Town has a habit of having these areas that they barely use.

iron ridge
golden spire
#

maybe.. I didn't actually check the username.

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yep your one

iron ridge
#

ah

golden spire
#

are you planning to update it?

iron ridge
#

probably not, especially if youre making one thats already better

golden spire
#

I'm on the fence, don't know how much demand there is for it. As it's main purpose is for other modders to use for whatever passive things they want, but if they want SVE compatibility then they can't really use it.. Does have a nice path to the west that could be opened up for someone to utilise..

iron ridge
#

that is quite a nice path option to be fair

golden spire
#

I always wonder if there was an intended path for something... like the path at the top into the forest

iron ridge
#

mhm

golden spire
#

Is anyone aware of the in-game name for this area? I've just called the area "Forest Clearing"

lucid iron
#

2cakes obviously but this came to mind

tired dirge
#

that was my first thought

lucid iron
#

i like the idea of including the various festival edits and tbh i think u can make it work with sve if its a warp from the sve west forest too

calm nebula
#

Because I'm old and tired

#

How does sve handle the existing festival?

#

I assume there is a way

lucid iron
#

iirc it looks the same

calm nebula
#

How do you get there?

lucid iron
#

dunno whats the lore per say, or where the normally big forest went

calm nebula
#

Is it still forest or did it get moved

lucid iron
#

go down to cindersnap like normal

calm nebula
#

Oh huh

golden spire
#

it magically changes

lucid iron
#

what if we just ask @proven vigil where the big forest went during flower dance (lorewise) Dokkan

lucid mulch
#

vanilla forest showing the broken bridge to the festival is unrelated to the small map thatl ooks like forest with the repaired bridge

#

from a technical perspective at least

calm nebula
#

This is how you can tell I'm old and tired

#

I forgot how the game works

golden spire
lucid iron
#

Power.

lucid mulch
#

sve has precedent already for a warp to be larger than intended, so it could be a corner in forest west or elsewhere the player went to get to that bridge (though that spots inaccessible)

whole raptor
#

Hmm... I guess I can't use a LocalToken inside a DynamicToken, which is then used in the include with said LocalToken? 😅 (TargetAssetPath is the LocalToken)

lucid iron
#

well you can't include dynamic tokens

whole raptor
#

Yep

lucid iron
#

what u can do is use dynamic token to form the local token i think?

whole raptor
#

Oh yeah, that could work

lucid iron
#

Local_WinterCheck: {{WinterCheck}}whatever

gray bear
whole raptor
#

Commas are omitted in DynamicToken values...? SDVpuffersquint

lucid iron
#

tokens are a set

#

, is separator

slate widget
#

anyone else got problem getting the love of cooking mod ui to work? my ui is completely destroyed, all the buttons is just a "book" is my guess

whole raptor
#

Is there a way I could build a token with this logic, then? Nvm, I'm overcomplicating stuff for myself yet again

worldly sundial
#

Does anyone mind showcasing my first mod?
https://www.nexusmods.com/stardewvalley/mods/33310

Painted Fish Ponds lets you change the color of all of your fish ponds to anything you would like!

Nexus Mods :: Stardew Valley

This is a simple mod that adds a new button to the Fish Pond menu that allows you to set a custom fish pond color.

lucid mulch
lucid mulch
# lucid iron , is separator

That behaviour was very confusing when I was working on my debugger, as I was wondering why these tokens storing dialogue and event commands were an array

calm nebula
#

Does i18n do that

#

The i18n token

lucid mulch
#

i18n wont show up in my tool as it requires inputs

#

i18n itself will return it as a singular string though, its dynamic token that splits it

calm nebula
#

Oh this is dynamic tokens because people do that shit

#

With their events

brittle pasture
lucid mulch
#

it will mostly self heal because if you use the token anywhere that needs to stringify it would join by comma anyway

worldly sundial
brittle pasture
#

you didn't, it's fine SDVpuffersquee

#

it's a struggle for UI mods that modify the vanilla UI, picking spots that isn't already taken by other mods

flat agate
#

I don't know if this is the right place to ask, but are there any servers or forums people use to commission mods? I have a mod I'd like to make that I think would be super easy to make but I have absolutely zero modding experience and very little coding experience. If this isn't an appropriate space to ask I apologize

brittle pasture
#

!commissions

ocean sailBOT
brittle pasture
#

!modideas also this

ocean sailBOT
#

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.

flat agate
#

omg thanks so much I appreciate that

brittle pasture
#

though of course if you want to learn we can help you as well

flat agate
#

I've considered trying to learn, it would be a good skill/hobby to have but kinda always get lost on where to start

proven vigil
lucid iron
#

@golden spire sounds like u should just slap a warp to south from forest west then

hard fern
flat agate
#

Well I have an idea that would be very basic I think that would be a good starting point. I just wanted to make a simple mod that slightly changes the requirement for unlocking the bear farm animals in SVE and to make the honey they produce count as artisian. I just don't know how to go about creating a mod that edits another mod if that makes sense

tiny zealot
#

hey friends, i'm looking for interesting connections between villagers and specific hats. (please ignore any hat that mentions a villager by name, like Abigail's Bow. those don't need any help)
these can be as wild and crazy as you want. e.g. how is Sam connected to the goblin mask. it doesn't have to make sense. vibes only.
asking for a mouse! thanks in advance.

lucid iron
#

Do they have to be canon or just vibes is fine

#

Chimkin mask shane

tiny zealot
#

canon and just vibes are both fine

woeful acorn
#

Marnie definitely bought a pink cowgirl hat for Jas

lucid iron
#

Abigail pumpkin mask
Sebastian frog hat
Clint pan (hat)

#

Here r my vibes picks as in i think they would wear these hat to casual friday

tiny zealot
#

good, good. 📝 thanks!

vernal crest
shadow pagoda
#

Are there any mods that rename vanilla npc's?

tiny zealot
#

The J Club renames them all, but not in a helpful way

#

there's one called like Villager Manager or something that i think can be configured. i haven't used it though

flat agate
woeful acorn
#

Ohhh I’m having a blast going through the hat list rn… so far I’ve also got trucker hat and Pam, golden mask and Lewis, spotted headscarf and Evelyn, George and hard hat, fashionable hat and marnie (she wears it to fancy events), blue bonnet and Jodi (it was Sam’s and then Vincent’s when they were babies, she keeps it bc she’s sentimental), and Vincent and the propeller hat

tiny zealot
#

orz much obliged

crystal hornet
#

how do i unstall my modded stardew valley

lucid iron
#

hm i dont think i understand how to load content with dynamic

#

i attempted to do this

Game1.content.Load<Dictionary<string, dynamic>>
#

bc i only cared about the key

#

it is die with fail to cast

versed wyvern
#

Hmm... I'm noticing some performance impact when NPCs change clothes into appearances involving really high-res textures, a brief lag hiccup when they do it for the first time in a play session. Ignorable enough when it's just one person but kind of a problem when I have multiple people going someplace where they change clothes
Is there perhaps any way to like, pre-load these appearances or otherwise optimize the loading to remedy that blobthink

versed wyvern
#

I just had an idea to accomplish this by triggering an event at the start of the day that's just a black screen but has characters changing appearances out of the player's view to pretend the game's still loading the new day and I don't know if these are evil dev thoughts Lulu_Scared

old edge
#

is there a validator for C# code?

#

I'm going through my code and want to organize it but I guess I could go through it manually

rigid oriole
#

Validation how

#

I feel you don't mean a compiler or linter

spice inlet
old edge
#

ok thank you

old edge
#

I'm using visual studio code

#

I think it worked...

vernal crest
# flat agate that makes sense. I found the actual files I need to edit for the event trigger ...

This is a bit late sorry but I hope it might still be of use to you.

Here are instructions for how to make a basic Content Patcher mod.

This page has info on how events work, including preconditions.

This page shows how to edit data via Content Patcher.

Your basic approach if you're wanting to edit an event's preconditions is to Target the same asset that the original mod is (I don't know what that is but for the sake of this mini-lesson let's say Data/Events/Forest and then have an entry that is the existing event key exactly as it is in the original mod but has null as the value instead of an event script. Then you add a second entry with the event key and the preconditions you want it to have and copy the event script from the original mod as the value. The reason that you have to do it that way is because you can't directly edit a dictionary key - you have to say the original mod's key has no value (and therefore will be deleted) and add a new key with the modifications you want for it.

flat agate
# vernal crest This is a bit late sorry but I hope it might still be of use to you. [Here](<ht...

That is genuinely sooo much help you have no idea. I feel like that pushes me in the right direction to be able to figure it out I just didn’t know the best way to go about what I wanted to do. Thank you so much for taking the time to write up the response. It’s a lot easier for me to process it like that! I’ll be looking at the linked instructions and everything and I’m sure I’ll be able to figure it out now.

Thanks so much again :))

vernal crest
flat agate
vernal crest
#

Yeah it is. I have stayed more motivated with Stardew modmaking than with any other game because I enjoy chatting to people about it and I know there's always someone willing to help if I get stuck.

median forum
#

people here are very kind and helpful, i was genuinely surprised

#

i've been in a lot of fandom spaces where people weren't like that

vernal crest
old edge
#

currently debugging...

whole raptor
#

Is there a difference between using "Season": "Summer" and "Condition": "SEASON Summer", in appearances? SDVpufferthink

whole raptor
#

I was slightly hoping it'd affect this, but I guess it always takes the base look and not the appearance 😅

drowsy pewter
#

i believe there is not

fathom hound
#

SEASON Summer I thought just affected the weather (I’m prob wrong)

upbeat crow
#

"Resort_Entering": "",
"Resort_Leaving": "",
"Resort_Shore": "",
"Resort_Chair": "",
"Resort_Bar": "",
"Resort": "",
what should i write in there and on the dialogues i am confused-

fathom hound
#

There’s dialogue for NPC’s during these actions in which they visit the resort

upbeat crow
#

oh okey thanks

vernal crest
#

Those are the dialogue keys

whole raptor
#

Does anyone else have these weird urges to add more and more dynamic tokens or configurability to their mods and then feel sad when the options run out...? Or do I have a problem... SDVpufferpain SDVpuffersquee

hard fern
#

I do but like at some point i think "why am i making all these dynamic tokens and configs... I don't wanna do it"

fathom hound
#

I actually need my mod to have them SDVpufferwaaah

calm nebula
#

Tbh something about the smapi log spinning wheel feels slower than previous

uncut viper
#

i actually agree with that about the spinning wheel even though i know it doesnt make sense

vernal crest
#

Me too

versed wyvern
#

Could I get some help figuring out GSQ condition syntax? I currently have this group of conditions in an Appearance:

"Condition": "!SEASON winter, LOCATION_NAME Target Beach, DAY_OF_WEEK Thursday, TIME 1040 1600",

How would I add a separate condition that works like an OR condition, making it true regardless of all those existing ones if satisfied?

lucid iron
#

Use ANY

versed wyvern
#

I thought I'd need that, but how do I clump all the existing conditions into a single result so it's "the new condition is true" OR "all the existing ones are true"

lucid iron
#

U can still use the , form as and

#

If i understand correctly you want like

acoustic summit
#

"ANY "!SEASON winter" "LOCATION_NAME Target Beach" "DAY_OF_WEEK Thursday" "TIME 1040 1600"" I think this is a format that would work, or atleast its a format I've used (all the inside quotes are actually \ + ")

lucid iron
#

a OR (b AND c AND d)

acoustic summit
#

Well discord thankyou for removing my \s

versed wyvern
#

Yes, that's what I want, I'm just kinda going cross-eyed trying to figure out how to write the syntax

lucid iron
#

Since u r in appearances though u could just write 2 entries

versed wyvern
#

Mm... am I understanding right that if I want all of those existing conditions above to work as one condition in the ANY check I just need to surround them with \ " ?

finite ginkgo
#

Yes

versed wyvern
#

I think I got it, thank you all

versed wyvern
lucid iron
#

I don't think your idea is bad per say (in cs land that's prewarming the cache) but maybe if you can do it only once per gameplay session

#

SaveLoaded trigger...

versed wyvern
#

Ooh, can I do that? That'd certainly be optimal

lucid iron
#

Idk if anyone's created one tho

#

And eventually assets will get invalidated

tribal ore
#

Mon6_1 vs Mon8 : which one will show if it's year 1 and the player has 8 hearts with the NPC? The first one is higher up the list on the table

lucid iron
#

The components we'd want is

  • trigger for save loaded
  • trigger action for loading an asset (to use in place of dummy event)
lucid iron
#

I wanna say Mon8 but I didn't check decompile

tribal ore
#

Oh, dang. I don't have a full decompile (Mac), but I'll see if I can drill to it in VSCode to check

lucid iron
#

You can decompile on mac

#

This should run on any platform that supports dotnet

tribal ore
#

I'll try again. I think the tool listed on the wiki (avalonia ilspy) didn't work for me for some reason. Thanks!

lucid iron
#

Avalonia ilspy is on ilspy 7

#

It works ish but jank

#

I use the cli decompile bc it's faster

valid folio
#

Hi, do you happen to have the official documentation for adding fish to the game?
I want to add a single fish. I downloaded a mod to study how it's done and I think I understood most of it, but I still have a few questions and wanted to review the information.

lucid iron
#

There's a few parts

  • fish item
  • location where you can catch the fish
  • aquarium sprites
#

What are you most uncertain about

valid folio
acoustic summit
calm nebula
#

It "simply" suppresses outfit changes until either you enter the map an npc is on

#

Or an npc enters yours

#

Because it only ever deals with a handful of npcs (and suppresses outfit changes for npcs whom you don't see)

#

You get much less of a lag

versed wyvern
#

That sounds pretty interesting, but if it's just in your repo I assume it's not officially released? ThinkO_O

calm nebula
#

Nope

#

It's also unhelpful currently mixed in with other attempts at optimization

lucid iron
#

SMD 3sSmolMiku

calm nebula
#

No

lucid iron
#

worth a shot

calm nebula
#

Too aggressive, SMD should do nothing if no content pack uses feature

#

Slated for separate mod status, need to divorce from atracore

lucid iron
#

it seems like a vanilla optimization thing tho

#

were there multiplayer reasons to not do it

gaunt orbit
#

Social menu

calm nebula
#

Very much so - I wouldn't be mad if someone adopted it - but

calm nebula
gaunt orbit
#

Oh right, I forgot about the animations

calm nebula
#

It was also a 1.6.9 thing

#

Before you say phone calls, that was trivial to work around

gaunt orbit
#

I'll be honest I forgot that the phone displayed portraits

calm nebula
#

Shirtless Pierre, lol

#

Gotta call the farmer to buy seeds when I'm shirtless on the beach

#

This is how the hustle works

gaunt orbit
#

Pierre the type of guy to post on linkedin 20 times a day

lucid iron
#

atra will u put outfits back on the social menu as part of this mod

calm nebula
#

Not in the first release

lime seal
#

Hi, I'm working on converting Artisan Equipment for Sale from STF to CP. In this code, I am adding lightning rods to Clint's shop. They are added fine, but not at the top of the list, even though I used Move Entries to put it above the copper ore in his shop. From looking at the example on the Shops modding wiki, I'm not sure what's off. Any ideas?
Code: https://smapi.io/json/content-patcher/1e68975eb6d348d3b32dd0e709523fe1
Log with patch summary full that seems to say it did reorder the entries in Data/Shops: https://smapi.io/log/90dd567cd2c841b5b5bbcf9aaae5df08

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 14 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

try { "ID": "{{ModID}}_LightningRod", "ToPosition": "Top" },

#

also the first vanilla item is ID=CopperOre_YearOne

lime seal
#

How do you know when to use the Id vs. the ItemId? I went with the ItemId thinking that'd be the right one, especially since after year one, the copper ore has a different Id (not ItemId) and I didn't want 2 separate patches.

(I'm testing the top position thing now, that would circumvent that issue)

lucid iron
#

!unpack you did this right

ocean sailBOT
#

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!

lime seal
#

yes

lucid iron
#

So the id in the shop item list is very literally the id cp uses for move entries

#

The data is always present even when the condition says "don't add to shop"

lime seal
#

So looking at this, there are the 2 different IDs, ID and ItemID, that's why I was asking. Noted plain ID is the one

lucid iron
#

If you want your thing to appear at top of list without using ths shortcut ToPosition

#

Then CopperOre_YearOne is what you use, regardless of the fact that this entry is no longer used in year 2

lime seal
#

ToPosition: Top worked btw, thanks for the tip! I'll double check if that's on the wiki page I was looking at and add it if not

lucid iron
#

Since all data is present here, game checks the condition when actually opening shop and populating the menu

#

I would recommend converting all of your When conds to gsq conds as well

#

This way there's less need for game to completely reload Data/Shops to change this one thin5

#
"{{ModID}}_LightningRod": {
  "ID": "{{ModID}}_LightningRod",
  "ItemID": "(BC)9",
  "Price": 2500,
  "AvailableStock": 2,
  "Condition": "DAY_OF_WEEK Thursday,PLAYER_HAS_CRAFTING_RECIPE Current Lightning Rod,PLAYER_FRIENDSHIP_POINTS Current Clint 750"
}
lime seal
#

I saw this on the wiki, is this still not accurate? This is what convinced me to keep the When conditions

lucid iron
#

the case im warning you against is asset is reloaded when patches are added/removed

#

shop conditions are not checked very often (it's only when you open a shop)

#

which page is this anyways blobcatgooglyblep

#

i kinda disagree with the whole phrasing because the vanilla places that provide option to use GSQ are not checked that often, it'd take a badly implemented C# mod to do something like this

lucid iron
#

yea it does feel like a note for C# modders who are trying to implement gsq kyuuchan_run

lime seal
#

I'm fairly certain it was a C# modder who wrote it lol

#

But feel free to specify the caveat for CP vs. C# in there!

lucid iron
#

i would reword it but for your specific case of shop menu, tossing out the data for every shop is kinda bad yes Dokkan

lime seal
#

I realized I don't have complete knowledge on the ToPosition options for the move part (you mentioned Top is one), so I can't update the Shops modding wiki page y_shibahide I'm guessing the only way to find out is poking at the C# code, too

lucid iron
#

vs just doing a quick GSQ check when u actually go buy something from clint

lime seal
lucid iron
lime seal
#

I appreciate the effort

lucid iron
#

content patcher is a mod, so you will want to refer to it's docs for how to do things

#

you can think of it as, anything beneath Entries or Fields is game data land, check wiki docs for what to put

#

anything outside or in tokens ({{sometoken}}) is content patcher features

lime seal
#

I've used the CP docs before, but I do see there are way more pages now!

#

back in my modding days there were 2, the high level one, and the tokens one rooOld1

golden spire
#

Is nice to see you active again Lenne

lucid iron
#

ik we all say "content patcher ate <framework>"

#

but it's really "vanilla game ate <framework> so now you can just edit content to do what you want"

lime seal
#

I see there is a section about how to move entries in the CP docs page you linked! birblook yoba bless pathos BunPray

valid folio
#

Could you remind me how the time is measured? I want to set the time when the fish can be caught, but I didn't quite understand how the values should be indicated. In the mod I reviewed, it appears like this: 600 2600, but I'm not sure which time range that corresponds to.

errant sparrow
#

Is there any property or method to determine if a gameobject is able to be picked up by using your axe/pickaxe on it?

lucid iron
#

its military time

#

so 600 is 6am

#

and 2600 is 26:00 which is 2am

valid folio
#

ok. thanks

lucid iron
#

theres isbreakablestone

#

but that won't cover resource clumps

errant sparrow
#

I'm trying to determine if someone mistakingly used an axe/pickaxe on something

lucid iron
#

whats the goal here

errant sparrow
#

resourceclumps and such are easily handled

#

but I do want to preserve the normal state when picking up kegs and such

lucid iron
#

then what if u just prevent the tool interaction on bigcraftables with held items bolbthinking

#

that is a lot easier to check

errant sparrow
#

oh I probably explained it poorly, I'm looking for wrong uses of tools, like usng an axe on a stone or empty ground, and preventing energy usage

#

the easy checks are done, but I don't want item pickups like kegs and such to not use energy, but keeping a long list of objects seems like a terrible idea

lucid iron
#

hm

errant sparrow
#

my current idea is to filter out certain items, furniture and such and then just go back to whatever the game does by default

#

ones that have easy type checks

lucid iron
#

transpiler into this branch of Pickaxe.DoFunction and "give back" the stamina lost

errant sparrow
#

oh I fixed that issue with setting the IsEfficient property

lucid iron
#

(the stuff i collapsed is the normal actually effective uses)

errant sparrow
#

and then setting it back after

lucid iron
#

well regardless of how u handle stamina

#

this is the best place to know the tool didnt do anything

errant sparrow
#

oh you mean to use that as a way to determine usage

#

right right

lucid iron
#

yep

#

u would look for similar places on the DoFunction of other tools

#

i wish DoFunction returned a bool...

errant sparrow
#

That seems like a good place to start then, thanks for the tip!

lucid iron
#

hm i guess u also need to like

#

insert an else in the series of actually effective too uses

#

it'll be pain in IL honestly LilyDerp

upbeat crow
#

idk why i dont check it but what can i write for example as a mon dialogue?

safe vector
#

Hey chat, does anyone know of any mods that will allow me to just rotate my character in Stardew with the right joystick on my steamdeck? Instead of entering the cursor mode thing. Or of a mod that allows me to lock the direction in which my character looks while moving? Or both! It would make my gaming experience so much nicer 😅

dry jacinth
#

Modding seems to difficult for my adhd brain, I’d love to learn though. Maybe I will take up on it ✨

golden spire
#

any idea on what thing you would want to add/change?

upbeat crow
#

still idk why i dont check it but what can i write for example as a mon dialogue?
T_T

lucid iron
safe vector
lucid iron
#

i cant say i even understand what you want Dokkan

safe vector
#

I am not able to access my desktop, and I have no previous modding experience with stardew anyway xD

safe vector
#

Basically

#

The key part is that im using a controller

valid folio
#

Sorry, but I can't find where the categories appear in the mods section. I'm referring to the ones written with a negative number, like -74 or -4. I’m not sure if I’m making myself clear.

lucid iron
#

do you just want it for when you use tools think

safe vector
safe vector
#

Sadly

valid folio
upbeat crow
#

idk why i dont check it but what can i write for example as a mon dialogue?

brittle pasture
#

are you looking for writing ideas?

#

or technical help (ie which dialogue key)

upbeat crow
brittle pasture
#

how far along are you in the NPC tutorials?

#

your dialogue in Characters/YourNpcId/Dialogue

upbeat crow
#

and what is meant by resort entering and leaving?

brittle pasture
#

you would then load that file into the asset I mentioned above

#

do you have a CP mod set up yet

#

ie do you have a content.json file

upbeat crow
#

i have a folder name [NPC] Eva and then when you go in there there is assets folder content and manifest then when i go assets there is Portraits Sprites and data folder and when i go data folder there is blank dispos and dialogue

#

thats what i have momently and i am working rn on dialogue but its complicated cuz of the many codding T_T

brittle pasture
#

you copied from a template I take it?
then just put what you want your NPC to say inbetween the quotes

#

"Mon": "I hate Mondays, Jon.",

upbeat crow
#

ok good thxn<3

#

and is the resorts also what the npc says?:)

#

sorry for asking T_T

brittle pasture
#

yes, they are all dialogue

#

those are for when the NPC enters/leaves the island resort

upbeat crow
#

ok good thank you very much<3

upbeat crow
golden spire
#

?

#

are you asking how to change their expressions?

upbeat crow
#

yes so it isnt only the basic protrait T_TxD

golden spire
upbeat crow
#

thanks<3

#

sorry for being annoying everyone<3

#

last question when i change expression do i put the change portraits at the end of the sentence or on the begin?

latent mauve
#

At the end

upbeat crow
#

thanks

fleet scaffold
#

Hello !
I can't find a French mod to marry Caroline. I only have this one: https://www.nexusmods.com/stardewvalley/mods/15532
Is there a French mod, or is it possible to translate all the sentences myself so that they appear in French in the game ?

Nexus Mods :: Stardew Valley

This mod allows you to date and marry Caroline, adding new interactions, sprites and events.Updates are expected to be made for future versions.

brittle pasture
#

if the mod uses i18n, translation is as simple as dropping a fr.json file into its i18n folder

#

however this mod doesnt seem to be using i18n, so you have to go through all its files and change its lines manually...

#

!converters or use the i18n converter on it

brittle pasture
#

then converter time (third link from the bottom)

fleet scaffold
#

Ok, thanks !

whole raptor
#

We can't build a dynamic token by using a global token inside a config token? ... I realize how that sounds...

        "Name": "Hair Style",
        "Value": "{{Seasonal Hair - {{Season}}}}"
},```
ocean sailBOT
#

Log Info: SMAPI 4.2.2-unofficial-sinz-2+3 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 24 C# mods and 5 content packs.

lucid iron
#

What kinda crime are you doing...

#

I don't think you can use tokens in token names

#

Like in i18n the thing u are tokening is actually the first positional argument

whole raptor
#

Oh, I could have sworn I saw someone use something like this SDVpufferpain My memory is starting to scare me...

rough lintel
#

@ivory plume random question: your linq script for event i18ning, is there a line i could add so that it parses events that are formatted like

/line
/line
/line
``` rather than ``line/line/line``?
valid folio
#

Is Pathoschild here? Later I will ask something

#

People, do you happen to know the size of a fish sprite? I want to add one, and in theory, I already have all the code written, but I’m missing the little fish. I was thinking of recoloring a vanilla game fish, but even though I unpacked the files, I can't find where the fish are haha.

lucid iron
#

there's 2 kinds of fish sprite

#

the item one is 16x16 like all items

valid folio
lucid iron
#

the swimming fish is called aquarium sprite

acoustic summit
#

There is also the aquarium sprite(s) which are slightly bigger (20 by 2024 by 24) yes what they said

whole raptor
lucid iron
#

24x24 apparently

#

these r what u need to make if you want to let people put fish in tank

rough lintel
#

i can manually do the rest

whole raptor
#

I thought I fixed that SDVpufferpain

#

I hate quickqiestions format

valid folio
lucid iron
#

they could have done the edit anywhere

valid folio
ornate trellis
#

what mod are you using as an example?

valid folio
ornate trellis
#

well, p sure you can make the fish not be able to be thrown into the sighpond but if you dont have an aquarium part then anyone who uses visible fish will have a biug far error in their log since that mod uses the aquarium sprites to display the fish in the water

valid folio
ornate trellis
#

fish bonanza is a p big mod to use as an example O:

ivory plume
acoustic summit
ornate trellis
ornate trellis
#

also...why did i type sighpond in that message lmao what

#

brains dead after retail shift

valid folio
ornate trellis
#
Stardew Modding Wiki

Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...

rough lintel
crisp marlin
#

Ok, so this is probably a super vague thing to ask but....

I want to try my hand at this but I don't know where to start. Like, I have ideas of WHAT I want to make, including personal things to make my own mods play together more nicely (which is though might be a good start before I start making my own)

But....where do I code? How to I make them connect? I'm not afraid to program...but I'm not sure where the best place to do it is...Visual Studio? Directly in Notepad?

Getting a suuuper basic rundown is kind of whre I'm at.

lucid iron
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

lucid iron
#

do you have any programming experiance

crisp marlin
#

I do yes

lucid iron
#

yep just learn C# then SDVpufferthumbsup

crisp marlin
#

But...where do i put the C# lol

lucid iron
#

follow the wiki tutorial for basic C# mod

#

you can also tell us what kind of mod you want to make

#

so we can point you to right approach

crisp marlin
#

Ok, so one idea I have is bat boxes that function a little like tappers in that you can put them on trees to attract different kinds of bats depending on a item you put in them to get started. To make it more unique than just more fruit bats, I was thinking like, have different types of bats that bring different things.

I started with just wanting bat boxes, and then built a gameplay concept around that tbh lol.

lucid iron
#

hm so for the case where you just produce, there is indeed a framework

crisp marlin
#

Producer Framework?

#

I'm pretty sure I have that for some of the unique machines I have in my game, like the kimchi recipe add on

lucid iron
crisp marlin
#

Oh cool

lucid iron
#

however i don't think this framework features any kind of thing where you spawn a critter

crisp marlin
#

My biggest question is like, where do you guys WRITE the C#, do you go directly into GitHub? Visual Studio? Notepad?

#

I would assume the critter animation would be possible as an add on

lucid iron
#

for C# people tend to use visual studio or rider and sometimes vscode

#

but if you wanna use a framework to do things, you just need to write json files

#

!json

ocean sailBOT
#

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.

lucid iron
# ocean sail

i recommend taking look at the content patcher tutorial here as well

fierce vault
#

Is there a way to move multiple layers in tiled at once..? I'm guessing probably not, but it would make my mistake a lot easier to fix. Is there a plug-in perhaps?

proven spindle
#

You can use ctrl to select multiple layers in the layers pane at once

fierce vault
#

Oh really? Let me try that out

fierce vault
inner harbor
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 52 C# mods and 62 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

inner harbor
#

it froze the screen from scrolling/keeping the farmer centered, and basically bugged out my game

sour sleet
#

Can anyone help me out? I'm trying to load a special order onto my custom board (I've already made a special order with another npc and it's working, just doesn't seem to want more than one order on the board?) I'm getting too much red text lmao https://smapi.io/log/4b993ad729b24a8d8bbb30b6cf65a906

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 13 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

sour sleet
#

I'm using EMP

#

And it didn't seem to like me starting a new day

#

Because it turned winter 1 and would have updated the special orders board

urban patrol
#

unfortunately i can't see my log from then since it was too long ago but the repeated errors rang a bell

#

you can scroll up to see the context of the conversation too if you want

inner harbor
#

I tried to add an offset on the end of a working one and it's probably the one that errored i will remove the offset.

#

FTR, this was the code: "ethan_read": "26/25/26///offset 16 0",

urban patrol
#

hmm yeah let me see if i have offsets in mine, one sec

inner harbor
#

I feel like I have the correct number of slashes but maybe it just doesn't like an offset by itself?

urban patrol
#

"charles_music": "28 28 29 29 29 29/30/29 29 28//laying_down/offset 0 16"

#

this is mine, but it includes a laying down so it might be different

#

let me also check the schedule just in case there's anything in there

scarlet ether
#

Just wondering, is there any obscure mod out there that condenses NPC dialogue? I'd rather only have to click once to get all the lines instead of having to click on the NPC again just for the next sentence.

whole raptor
#

I love finding out something wasn't working for over a month in a mod, while preparing for a mostly unrelated update SDVpuffereyes

inner harbor
#

yeh I wondered if it was related to the fact I didn't have anything in the "laying_down" field

urban patrol
#

i don't know how to read actual game code but i wonder why you wouldn't be able to have an offset without laying down. like what about sitting in furniture or something?

inner harbor
#

well it is a sitting sprite. Is sitting an option?

urban patrol
#

i think what laying down does is remove the shadow

#

i do know that spacecore can have an offset for sprite animations, if you happen to be using that framework

inner harbor
#

yeh I used the laying down for Jasper when he's doing his floor exercises.

urban patrol
#

but i think since the chair should already have a shadow you would be safe to use laying down? depends on how you think it looks

inner harbor
#

possibly, yeh.

lucid iron
#

did u add it on saturday

half tangle
#

I have a question about changeLocation in scripted events. According to the wiki, it "Change[s] to another location and run[s] the remaining event script there."

Looking at two examples in Town.json I see the introduction to the community center has two location changes, first to the CC, second to Town. The completed CC event has only one location change, though: to the CC. However both events in game leave the player at the front steps of the CC (with command end position 52 20). Is the second changeLocation to Town in the intro event superfluous? Or in other words, if the player triggers the event in Town, will the player remain in Town after the event even if there was a location change during the event?

#

(or I guess not "superfluous" but rather not part of returning the player to Town)

sour sleet
lucid iron
#

no its just that the special order thing refreshes on sunday so if u add it them it wont show

#

what i'd do is

#

debug specialorder <your special order> to make sure it is added at all

sour sleet
#

Ok, it doesn't seem to be in the game

#

01:31:21 ERROR game] Failed loading special order '8BitAlien.LilybrookSpecialOrders.OakleyRequest'.
NullReferenceException: Object reference not set to an instance of an object.

lucid iron
#

need to check the usual patching stuff then

#

patch summary etc

sour sleet
#

So i just put patch summary and then my mod name?

lucid iron
#

yea

sour sleet
#

So what am I looking at when I’m getting the patch summary?

#

The special orders JSON is included and one of them is showing on the board, the new one is not. I’m so confused lol

lucid iron
#

see if your edit applied successfully

#

and why it didn't

#

tbh im mostly telling you to do this cus you said you want to keep mod secret as much as possible

sour sleet
#

It’s not listing specific orders - just the json in general

lucid iron
#

so it's good know these debug methods

sour sleet
#

Yep that’s true:)

lucid iron
#

patch export Data/SpecialOrders is also good

#

but summary is better at explaining why your edit didnt apply

sour sleet
#

Ok, so the patch export thing is showing both orders in the json

#

Does that mean it’s been applied then?

#

And the patch summary also says it’s been applied

lucid iron
#

hm did u get item id wrong somewhere

sour sleet
#

Just checked over it and nope SDVpufferflat

lucid iron
#

i do remember there being an NRE related to malformed special order tho

#

check your objective names too

sour sleet
#

I’ve actually got a context tag rather than an item id. Could that be making a difference?

lucid iron
#

no i think its probably the objective name

#

"Type": "Collect", and such

sour sleet
#

I have "Type": "Collect", currently and then "Type": "Donate”, as Objective #2

#

Wait - what does MinimumCapacity mean for the Donate field? Maybe I’ve got that wrong

#

Data field, I mean

lucid iron
#

thats the chest size of the drop box

sour sleet
#

Ahh ok

#

I’m trying again and I’m on fall 28. When I do debug nd - the game crashes and smapi has filled with red text

rough lintel
#

anyone have the link for the in-browser FTM file editor? i lost it 😔

#

oh my god its in the actual files nvm

sour sleet
#

Ahhh I can’t see anything wrong with my jsons - feel like I’m going a bit insane SDVpufferwaaah

#

Tried on another save and the game crashes and won’t stop generating error text in smapi whenever I view the order board

lucid iron
#

that means it was assigned monS

#

so yes some kinda bad data there

sour sleet
#

Yes there’s something it doesn’t like lol

#

Is the “RequiredTags” entry optional?

golden basin
#

Does anyone want a spider npc for their mod

#

She's humanoid and a older design of mine id like her to have a home

tiny zealot
#

tempting, but not really a good fit for my plans. but i'd love to see her

golden basin
#

Shes in mod art

tiny zealot
#

ooh

spring marlin
#

is there a way to reload maps without restarting the entire game?(im trying to use content patcher to add new areas but it takes forever to test)

lucid iron
#

patch reload <mod id>

#

hm i think u can reload just one map but its with patch invalidate maybe blobcatgooglyblep

spring marlin
#

patch reload doesn't seem to reload new maps(it might work, i was working with a map that was causing errors, maybe thats why it wasn't working)

proven spindle
#

Have you tried patch reload and then sleeping? Some map stuff doesn't change till the day changes

sour sleet
#

Still no luck SDVpetbearsad

#

Chu, are you able to have a look at it for me if I can dm you? I totally understand if not

lucid iron
#

i dont think i'd know enough to immediately be able to tell

latent mauve
#

You need to reload the save itself to see changes to a custom map texture that is defined in a location data entry using CreateOnLoad

sour sleet
#

Ah ok, no problem SDVpufferthumbsup

sour sleet
#

Is this the correct way of filling in this field? "AcceptedContextTags": "category_clothing"

#

I'm trying to rule out everything

#

Wondering if it's a limitation with EMP that you can't have more than one request on the board?

royal stump
#

SDVpufferlurk the custom boards show 2 orders at a time, they're essentially identical to the vanilla one, just looking at a different category

#

assuming you're still getting the error from the log above, it sounds like something in the order data is null/missing when it shouldn't be; it'd help to see the full thing

lucid mulch
#

patch invalidate on the map asset should propagate to the location

sour sleet
#

Oh hi Esca haha. That's good to know. May I DM you? I'm making an expansion and I wanna keep it as private as possible y'see

lucid mulch
#

and if the tilesheet(s) themselves got changed, invalidating the tilesheet(s) should also apply

royal stump
#

alright, I think I have them off here, one sec

#

k, should be enabled

sour sleet
#

All sorted now, thanks to Esca. I can actually sleep tonight lmao

thorn river
#

For anyone who uses Love of Cooking mod: how do you get the recipe for "cooking chocolate" and "coconut milk"? I've searched Nexus, Google, and Reddit and have found NOTHING. lol what am I missing?

thorn river
#

ty! new here, and not sure where to ask. Will go there. Thanks : )

heavy arrow
#

i want an ingame checklist :(

vernal crest
heavy arrow
vernal crest
heavy arrow
#

but idk how to use it

#

doesnt work

lucid iron
#

!mh

ocean sailBOT
#

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).

vernal crest
heavy arrow
tiny zealot
heavy arrow
#

thanks!

valid folio
#

Thanks so much everyone, my fish mod is working now!

median forum
#

if i'm making a new heart event for a character that already has a heart event, what do i need to do in order to make sure the vanilla event doesn't trigger? is it just a matter of making sure my event has the exact same "header"/requirements?

#

like, if i'm doing a two heart event for abigail, would it be enough if mine were just "1/f Abigail 500/p Abigail/d Sat"

vernal crest
median forum
#

oh great okay, thank you!

hot oasis
#

Hello!! I'm editing Town on tiled and having trouble with the paths layer specifically! I'm trying to remove some trees and bushes and tried using the eraser on those red icon tiles, but in-game they still appear! I'm able to add my own tilesets and have it show in game so just trying to figure out what I'm doing wrong! Thanks!!:))

spring marlin
hot oasis
#

Oh! Okay good to know I have been testing it on the same save file so that's probably it, haha..thank you!

spring marlin
#

where is the bridge sprite that looks kinda like these?(please don't mind my terrible GIMP drawing skills)

versed wyvern
#

It'd probably be easier to identify if you described where it physically appears in the game huhf

#

The only bridges I can recall that can go vertical would be the planks in rivers but they don't think they have perpendicular parallel grooves

vernal crest
#

I think all the bridges are on spring_outdoorsTileSheet anyway except the island ones which are on island_tilesheet_1

versed wyvern
#

Oh, they're the bridges used on some farm maps

versed wyvern
next quarry
#

is there a flag for the BrokenBeachBridge-repair?

spice inlet
spice inlet
#

there's also a WORLD_STATE_ID <id>+ GSQ

next quarry
#

I'll just try it :D
big thanks <3

#

(used HasFlag and it worked wonderfully, yay SDVkrobushappy)

spring marlin
#

is there a way to reload custom bundles(made with Unlockable Bundles) without restarting your game?

spring marlin
#

if anyone is wondering just reload the world(exit and go back in)

#

Correction: do "patch reload <ModID>" then load your world(you can quit before or after reloading your mod, doesn't seem to matter)

#

is there a way to make consuming a book multiple times give you more buffs infinitly?(i wanna make a rare book that increases your Max HP by 5 and i want it so if you use 3 of them you have gained 15)

gaunt orbit
#

That should be pretty easy with c# and a bit of harmony.

#

Might not even need harmony actually

#

Books increase their item stat when you read them, and if you make it the xp book category, it'll be reusable.

#

Only downside of that is that it'll give you a small amount of xp as a side effect. (unless you use harmony to mess with it)

lucid iron
#

i thought all books were reusable

gaunt orbit
#

Oh, maybe they are 🤔

#

Non-xp books will show the "read" icon though

#

Also I should clarify that I mean item category. The code itself uses item ids to determine whether to give xp or treat it as a power

#

Oh wait I see, the check in readbook means you only get xp from power books if you've already read them.

#

That's interesting, I didn't know you could do that

#

Anyways yeah. Long story short, give the item category -104 and a color context tag to match the sprite, then just check game stats for the item id to know how many times the player has read it, and modify max health accordingly

lucid iron
#

if u r in CP only i think u can still do it by having multiple version of the buff

#

up to some reasonable limit ofc

spring marlin
lucid iron
#

hm if there was token to access player stats then u could do silly dynamic query

#

idk if that exists tho

upbeat crow
#

i wanted to ask what to write so i mention the farmer names how do i do that?

vernal crest
#

Where are you trying to use it?

upbeat crow
vernal crest
#

@ gets replaced with the farmer's name in dialogue.

upbeat crow
#

just a @?

#

okay thanks!

sage hemlock
#

I'm trying to understand NetWorldState. When does this get filled? On save load? And can I just use NetWorldState.addWorldStateIDEverywhere to make a new global variable? Does it stay when I load a save or do I have to create the new ID every time I start the game?

#

I'd like to add a check/flag when the player gets an iridium pickaxe so I don't have to check all the chests for it every time (which I think is the only way to check if the player has it?)

lucid iron
#

just do a mailflag

#

Game1.addMail(YourFlagString, noLetter: true);

sage hemlock
#

I checked that. Didn't know that was how the game tracked stuff like the CC being completed...

#

So if I use noLetter true it won't show on the collections in the mail tab?

lucid iron
#

the pelican post office is very busy

gaunt orbit
#

Yes

lucid iron
#

you (and game itself) can treat it just as a hashset of strings

#

that get saved and all

#

some other things you can use is mod save data, which would allow you to store a data model as json

sage hemlock
#

OK, I guess I'll use that, thanks. Just to make sure though, there's no easy way to check if a player has an iridium pick aside from checking his inventory and all his chests, right?

lucid iron
#

yea you have to do that at least once on game start

#

in one of my mods, my approach was to build a cache of items owned by doing Utility.ForEachItem on save load

#

and then update this cache with Events.Player.InventoryChanged

#

if you only have 1 particular item to check for then u can skip having cache and just directly add mailflag once you detect the player obtaining iridium pickaxe

sage hemlock
#

Yeah, that's why I want the flag. Thought it would be faster to check just a flag.

#

But yeah, I'll use addMail for it. Thanks for the help. @lucid iron @gaunt orbit

sour sleet
#

I know outdoor tilesheets will automatically change if it has spring as the prefix but I assume it's not the same if the tiles are indoors? I have some seasonal decorations indoors that I have alternate versions for and they are not changing. Any ideas why?

weary pivot
#

How much RAM does it usually cost to mod stardew valley?

#

I have a 2gb available ram PC lol

whole raptor
#

More than that...

proud wyvern
#

2 GB is not enough to even run modern Windows

whole raptor
#

At least 16gb total for decently modded game I'd say

proud wyvern
#

i'd say 8 GB minimum, assuming you close down Chrome

blissful panther
#

2GB total, or available? Big difference! Either way, definitely pushing it a little.

latent mauve
vernal crest
#

I have 16GB of RAM and I have to close Firefox to run Stardew

#

I think my crashes are due to CPU throttling but they might be RAM

sour sleet
#

Thanks both! Not sure I fully understand what Lily is saying though

latent mauve
#

Something like {"Action": "EditImage", "Target": "Tilesheets/{{ModId}}_Furniture", "FromFile": "assets/{{season}}_furniture.png"}

#

And your pngs would be named spring_furniture, summer_furniture and so on

sour sleet
#

Thanks, I understand now SDVpuffersquee

latent mauve
#

(I just woke up, sorry if that was confusing until I posted the example)

sour sleet
#

No, it's fine, I'm running on a few hours of sleep lol

latent mauve
#

Fixed the quotes that I skipped over when typing from mobile, LOL

opal oriole
#

Hello! How do I make a tileset for a map to change depending on the season?

latent mauve
#

If it's an indoor map tileset, you would do the same as the explanation I gave 8bitAlien a moment ago. If it's an outdoor map, then the game should automatically switch the tilesets each season presuming you've loaded the tileset with the season at the front of the names, like so: spring_tilesetName, summer_tilesetName, fall_tilesetName, winter_tilesetName.

opal oriole
#

ok thx!

lucid iron
#

Well i can tell u smapi goes above 2gb by itself sometimes, on big loads

#

Also if you are just looking to install and use mods this is wrong channel

#

!gs

ocean sailBOT
lucid iron
#

For making mods the C# language server is very hungry...

main hemlock
#

Hello!! please tell me if im in the wrong channel but i need help with a special NPC, and it wouldn’t accept gifts whatsoever, it’s a bug..
i noticed the author about it but they didn’t respond to my plead, so i want to try to fix it myself.. is that possible?

rigid oriole
#

If you want to edit the mod to fix it yourself, this is the right channel

rigid oriole
#

Do be aware you may not be permitted to publish the fix depending on the original mods permissions

lucid iron
#

If memory is concern i think notepad++ is better than vsc on that front

#

Hard to say anything more specific

main hemlock
lucid iron
#

Which npc is it

main hemlock
#

it’s customized NPC called wanderer that is based of a genshin impact character, although i particularly know nothing about coding but i managed to translate the lines from chinese to english, however i noticed that gifting doesn’t work at all.. i tried adding stuff that could fix it but unfortunately everytime i try to gift the npc something.. the log sends me a large red text 😭😭

#

i could send you the file or screenshots of it

rigid oriole
#

!log send it here

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

main hemlock
#

okay one moment

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 15 C# mods and 22 content packs.

rigid musk
#

is there a way to do when conditions as like... a 'not'
so if you had 'when season is summer' for one thing and then 'when season is not summer' for another

lucid iron
#

Yeah it's season|contains=summer: false

#

The placement of quotes is left as exercise for the reader

rigid musk
#

You know... you'd think id think of that

#

my excuse is that im very tired and it also just took me five times to type the word 'excuse' so

vernal crest
#

What even is an array when it comes to gift tastes

#

Well in the absence of chu immediately jumping in with an explanation of what is going wrong...

vernal crest
ocean sailBOT
#

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.

lucid iron
main hemlock
#

the issue is the gift tastes is.. i kinda created it because i read a lot of things and copy pasted plenty of things,,,,,,,,,,,,,,,,,,,,,, but i'll share it with you !!

lucid iron
#

Gonna guess something went wrong during translation of the gift taste dialogue

#

Assuming the gift taste worked in original version

main hemlock
#

i also added NPCGiftTaste file in dialogue folder.............

#

im kinda winging it...........

vernal crest
#

Can I see your patch where you add this to the game? I expect it will probably look something like this inside the content.json:

"Action": "Load",
"Target": "Data/NPCGiftTastes",
"FromFile": "assets/dialogue/NPCGiftTaste"
main hemlock
#

uhm like this ........................?
{
"LogName": "Wanderer Gift Tastes",
"Action": "EditData",
"Target": "Data/NPCGiftTastes",
"Entries": {
"Wanderer": "Love: 815; Like: 373; Neutral: 256 267 268 400 591 593 597 621 645 648; Dislike: 221 259 256 685 769; Hate: 417"
}
}
],

"RepeatEvents": [26427109]
}

golden spire
#

have you used AI for generating this?

vernal crest
# main hemlock uhm like this ........................? { "LogName": "Wanderer Gift T...

Okay that's the one the game is actually using. That first one you sent isn't being used at all (probably, unless you have a patch somewhere else loading it). And this one is set up wrong, so I imagine that's why the game is complaining. Easy fix though! You just have to copy and paste the "Wanderer" line from the first one you sent over the "Wanderer" line from this one.

main hemlock
#

i did,,

blissful panther
#

Ah, well... don't.

main hemlock
#

apologizes

blissful panther
#

Primarily because sharing that specific AI generated content is explicitly against the rules.

#

So if you do want help with that, get rid of all of the AI stuff, and we can help from there.

main hemlock
#

i see OK !!

#

i will remove the ai stuff

vernal crest
#

But also, importantly, the AI will give you complete rubbish that will never work.

blissful panther
#

Which makes it difficult for anyone trying to help you!

main hemlock
#

one moment please !!

urban patrol
#

genuinely i think it’s easier to try to teach someone from scratch than try to correct AI generated stuff lol

blissful panther
#

Yeah, mainly because the vast majority of the time correcting the AI generated stuff is to get rid of all of it. SDVkrobusgiggle

lime seal
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 14 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brisk wedge
#

anyone happen to know off the top of their head how to get the season sprites used in the upper right menu thing in cpp or have a code pointer to it?

vernal crest
#

C++?

tiny zealot
golden spire
brisk wedge
lime seal
#

thank you both! I'll go poke at the map to see what's up, and test out moving the command to change the portrait

golden spire
calm nebula
#

My guess is your using the hospital as a twmp map

#

It's fully harmless