No idea if it's exactly what you wanted to do, but here
https://www.nexusmods.com/stardewvalley/mods/33342
#making-mods-general
1 messages · Page 292 of 1
Boxes. I want to modify the chances of each mushroom type with foraging skill level to keep them somewhat useful in late game
This looks like exactly what I was going to make 😂
yeah, if you look at Data/Machines you'll see all the mushrooms it makes and the percentage chance
Maybe we have a lurker in making-mods
/lh
easily editable with CP like that mod
You'd better go get your brain cells back from that person if you didn't give permission to share 
(also, another mod joins the Better family)
this too, but I wanna decide how granular I wanna go with the config lol
I'm trying to cut back on "implementing knobs that realistically no one will ever need" in my frameworks
I was also gonna make it rarely produce magma caps at L10 Foraging
that is also possible
Idea: mod rec list that just lists and organizes every "better" mod 
Anyhoo, appears I've been beaten to it
!twocakes
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.
To use this command, type !twocakes.
I previously made a Daily Mushroom Box mod to revert to the 1 day spawn behaviour of 1.5
Even though that was technically unintended
You should just make mod u want to use tbh, 
I snuck in magma caps chance bc i wanted a volcano theme farm cave
Yeah that mod doesn't scale with foraging level anyway
So will make my version to do that
i think in vanilla that's just how it is™️
Yeah that's the thing I was intending to change
you're gonna fix the mushrooms? 
Somehow I missed the percentage chances in the data/machines file
So it's gonna be easier than I thought
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
*Sees the upgrade plaque* Oh, so like minecraft, nice 
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.
With furniture we'd have ux alternative to AT furniture 
anyone...good with finding out why a schedule isn't working
cuz im 
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.
I also have tiles in my map that i do not have in Tiled and idk why
are you sure the co-ordinate is accessible? If they are void walking, usually it means they can't "get there"
so just continue walking
Whoah, that's really pretty
urple
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)
but best way to test is just make them walk to a different spot
maybe just a tile next to them at first.
thank you
I thought so too but she walks that same path for a different schedule and it works. I even checked with data layers if i accidentally put down an invisible tile
I would just try the walk 1 tile next to them thing, see if that breaks...
if it doesn't break, then must something en route to the other tile you want
debugging schedules is a pain tho as you have to go back a day to sleep for the schedule to be properly set
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
i did but then i went back a day and slept to properly repeat the day
shes jsut stuck and then when it hits 1000 for the next point she goews bye bye
i am still lost what is happening but im a bit closer i hope to figuring it out?
So her way is HouseSpawn -> outside map ->next outside map -> next outside map(has the library on it) - > library
and i changed it to the outside map said library is on and shes still stuck
I as the player can walk to all these maps and tiles shes supposed to go to
is she breaking when trying to go to a different map or a different spot in the same map?
Are you able to follow her into void?
the map she stops in she can walk normally but she does stop the moment she warps onto said map
no idk where she ends up
I was mostly just wondering if maybe you didn't properly have a Buildings tile blocking void access on the map
she somehow strategically walks right where I have Alwaysfront foliage
If so they may try to path through the void to each a warp point quicker
hm
i mean
the issue is
this map(Orchard) is not exactly how it is in Tiled
and idk why
so idk if I change something it will apply cuz theres a specific tile i know I deleted in Tiled(and I saved)
so I'm just ??????

If your location has the CreateOnLoad property in Data/Locations, you won't see base map changes there until you open the save again
i did not in fact reload my save
ok reloaded my save
tho it still doesnt explain that weird tile cuz i got rid of it ages ago
Okay, was wondering if the weird tile just hadn't updated because your location has CreateOnLoad
If it is still there, then you might have a separate issue on that map
Like a map patch you missed in the code or something
what tile is there that shouldn't be there?
are you 100% sure you're editing the right file?
do you have any circular pathing in your custom maps?
meaning
maps which connect to each other in a way that forms a circular loop, which will cause NPC confusion
Are you currently using Spacecore?
yes
Does anyone know how to add a custom tab in the collections menu?
IIRC I think Spacecore usually tries to fix circular pathing like that, so that shouldn't be the issue
And you have 100% checked for invis tile blockages between the last working and stuck destination
Are there any specific NPC Warps on the trouble maps?
no
can u try choping off some warps just to see
i jsut have AddWarps
Are there any warps defined in your map properties in Tiled?
no
HUH
i was about to show you my warps and the json parser is spitting stuff at me
i think those are just because you use your mod id. i get those too
ah
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
Personally I would just include the map warps in the tmx itself. and only use addwarp for things that change, but up to you.
being xml, if I ever needed to change them, easy enough to open the tmx in a text editor.
(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.)
Can you do a patch export on your map?
To see where it added your warps in the Map Properties after running the code
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
I know that lmfao
(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)
this exported map of mine looks ugly af tho for some reason
Ahh alright understandable
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.
And can you confirm that there are no tiles on any of those first coordinates from your patch exported map?
Should probably do the same with the destination map for the warps along the path to be sure
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
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
To use this command, type !decompile.
Thank you for this!
Everytime I want to start doing something I forget to do this and give up quite fast because I try to do something too big without breaking it down.
I'll continue to try tomorrow too tired right now, I attempted this last year as well. If I can't figure it out I'll use StardewUI and use a hotkey
as far as I can tell yea
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'
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
yeah thats probs the best idea because im not really sure what else to try
(if i dont answer right away its cuz im gonna go grab something to bite real quick)
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)
huh inch resting
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
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.
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

it's the reason why the backwoods are blacklisted by the game to stop that
so I guess I gotta make one map do "ExcludeFromNpcPathfinding": true,
unless someone knows another solution
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
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
did you make sure sunset is below the other two
parallax layers draw in order, lowest is on top
yea try doing it day night sunset
maybe ill add a sort index later
at the time i figured u can just MoveEntries
hm
wasnt it "ExcludeFromNpcPathfinding": true, to ban npcs from going to the map. cuz that aint stoppingg the void walk, sigh
im so tired of this 
it works! now I just gotta play with the scaling a bit
guys
im crying
i found the issue
talking bout warps wasnt entirely wrong
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
shes in the libraryyy
wrong spot but w/e
ourple home...
woop
probably an idea once you've had a break, to just double check all your warps.
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
good thing i was like ok ill try one last time and then give up
clearly i need to use data layers more too tbh or else id have never noticed
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 😛
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
I don't think there is a one-size fits all approach
im so drained now i stared at this whole issue for hours
The api is flexible in that it allows any mod to respond to any path
There are only conventions that modders are urged to follow, but many aren't
sometimes they just load to own mod content so you cant eve get at it
dang
you're talking about replacing the mod provided ui parts with your ui-recolor, right?
yep
we can help u find out if u give a list of mods
i dont know any quick way to do all at once (since it's multiple mods), but you can target the assets specifically
but see thats why i never use custom assts 
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
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
but everything else is still manual
it is impossible when the C# mod choose to load to mod content only
cannot edit that
heres the mods that i have compat for that are still using the manual system
someone should make a framework for this
i mean targeting mod assets
very fair, though i dont think i've run across any that do that yet, so that's probably on me 
ah yes the thing pathos said really bad 4 time to 
you can skip better shop menu compat cus i made a equiv that doesn't have custom assets https://www.nexusmods.com/stardewvalley/mods/33271
yeah it could definitely lead to issues
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
it does strange thing where it loads into modcontent first hm
but looks like usage is with game content so u r fine
thank you!
UnlockableBundles/ShopTextures/<filename> and UnlockableBundles/UI/<filename> basically 
survivalistic is mod content rip: https://github.com/Locked15/SDV_Survivalistic-Rebooted/blob/Stable/Survivalistic/Framework/Common/Textures.cs#L10
tfw there are no fitting vanilla asset 
(I settled with duplication, but weehh)
quality smash is also mod content iirc
selph why not just draw a parsnip over the button
you dont have S&S on your list, so i'm guessing you already have that + spacecore covered
its fine if theres stuff behind
it would have to be a very fat parsnip lmao
but maybe, a couple stray pixels is fine right
ah no one has ever requested compat with that i think, ill have to take a look at that
// 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"
}
spacechase0.SpaceCore/ExtraEquipmentIcon is the + for spacecore extra equip
thanks so much :D
those are the specific icons they add
https://github.com/janavarro95/Stardew_Valley_Mods/blob/2184c7d530fa30b9ce246aba65eb02cb72f38830/GeneralMods/HappyBirthday/Framework/Menus/FavoriteGiftMenu.cs#L127 happy birthday is another mod content only
vine boom vine boom vine boom vine boom
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)
that sounds like a good idea for a wiki page
the rest is closed source
im not sure about the CP mod, it might be fine to just editimage them?
ill give it a try. thanks so much for checking all those for me!!
in summary UnlockableBundles is a good egg
hehe
ah, i forgot to check that
tbh this kind of texture replace thing would be good feature for mod manager
i did hear the nexus ppl talking about it (since it matters more for skyrim and such)
Isn't that something which came up in the Nexus App discussion?
I thought someone was talking about that the other day
yea and translation is also sort of a "replace" mod install
since it lacks own manifest
I think they were talking about replacer mods in general, so it should apply
(Doesn't work currently, I tested it with json replacers)
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!
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...
That's great thank you a lot!
Not sure if anyone else has been struggling with overwriting spouse dialogue for special occasions, but I made a tool:
https://www.nexusmods.com/stardewvalley/mods/33353
Might help someone else
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?
hi Lenne!
I got 33323 AND 33353
I feel special
power
i got rly close with 33336 😔
i have 2 wolves in me
Objects (O)
Big craftables (BC)
Boots (B)
Furniture (F)
Hats (H)
Mannequins (M)
Pants (P)
Shirts (S)
Tools (T)
Trinkets (TR)
Wallpaper & flooring (WP) and (FL)
Weapons (W)
one is the ooo fun numbers
the other one is "i dont wanna make a nexus paaaage
so if i get a good number it's entirely unintended
I'll take this list as a yes lol thank you! 
this (O) thing is not a style choice btw
This might help btw:
https://mateusaquino.github.io/stardewids/
Is there a way to flip a sprite horizontally during an event..? 
game uses it to disambig between chest (BC)130 and tuna (O)130
i actually have a question about doors--can i have them face sideways and play the animation backwards to open them?
Wdym? Temporary Animated sprite or actor?
for your own use you want to do {{ModId}}_itemId
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 
Since the game automatically flips the kiss sprite when needed
if you're animating an actor set flip to true
Hmmmm. I think you just pass that as an argument to "animate", don't you? I might have a place where I've done this
Lol
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 
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,
}
},
Oh? I'd love an example if it's not a problem 😅
Nvm, I think I got it
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.
Can I position offset during the animation? 
schedule?
During event (continuation of the above discussion)
I do believe you can position offset first then animate, and the offset is preserved. I do that for one event somewhere.
(Just remembered, its Sandy "sitting" off the edge of the pier at the beach)
Though I may have been using showFrame, so try that if animate doesnt work
I think so, I'm pretty sure I used that while testing Trick or Treat Event. I believe Arknir also used it in a Lucikiel event, the one involving the bear near the secret woods entrance
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
Whichever you need, It probably doesn't matter the order. Animate doesn't hold the event anyhow
Oh it doesn't? Nice to hear
i need a teach with dialouges and events because on the web i dont check it T_T
pardon?
if you need help making events and dialogue, you will need to be a bit more specific.
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)
!npc
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:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
To use this command, type !npc.
oh okey thanks.. i am sorry for bother
This is so awesome
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.
is the unsupported one my one?
ah
are you planning to update it?
probably not, especially if youre making one thats already better
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..
that is quite a nice path option to be fair
I always wonder if there was an intended path for something... like the path at the top into the forest
mhm
Is anyone aware of the in-game name for this area? I've just called the area "Forest Clearing"
2cakes obviously but this came to mind
that was my first thought
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
Because I'm old and tired
How does sve handle the existing festival?
I assume there is a way
iirc it looks the same
How do you get there?
dunno whats the lore per say, or where the normally big forest went
Is it still forest or did it get moved
go down to cindersnap like normal
Oh huh
it magically changes
what if we just ask @proven vigil where the big forest went during flower dance (lorewise) 
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
Robin deforested the area in 1 night
Power.
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)
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)
well you can't include dynamic tokens
Yep
what u can do is use dynamic token to form the local token i think?
Oh yeah, that could work
Local_WinterCheck: {{WinterCheck}}whatever
hey
can anyone showcase my new tsp update?
link: https://www.nexusmods.com/stardewvalley/mods/16442
flavor text: "Sushi Project 1.3.7 is live! Featuring new config options for balance, a brand new vendor and new shop dialogue! 🍣"
Commas are omitted in DynamicToken values...? 
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
Is there a way I could build a token with this logic, then? Nvm, I'm overcomplicating stuff for myself yet again
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!
Dynamic tokens are run at the Mod scope (same tier as modid and config) and is evaluated well before it gets consumed by a patch
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
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
congrats! that is very useful
also thank you for not picking the same spot as the Aquaponics "clear crops" button
it will mostly self heal because if you use the token anywhere that needs to stringify it would join by comma anyway
Better Fish Pond Menu
Wait I didn't right? I tried to pick a spot that seemed ok but not the first two more obvious choices haha
you didn't, it's fine 
it's a struggle for UI mods that modify the vanilla UI, picking spots that isn't already taken by other mods
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
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
To use this command, type !commissions.
!modideas also this
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.
To use this command, type !modideas.
omg thanks so much I appreciate that
though of course if you want to learn we can help you as well
I've considered trying to learn, it would be a good skill/hobby to have but kinda always get lost on where to start
uhh just more south or south westish. It's just not shown on the map anymore but same general area.
@golden spire sounds like u should just slap a warp to south from forest west then
Well, if you're interested, what kind of stuff do yoh want to make? Or is that the part youre stuck on
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
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.
canon and just vibes are both fine
Marnie definitely bought a pink cowgirl hat for Jas
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
good, good. 📝 thanks!
For the most part it's just like creating a mod that edits vanilla because you can only edit what the mod has added to the game, not the mod itself. The main thing that's different is that you look in the mod's files to find the IDs to edit instead of looking in the game files.
Are there any mods that rename vanilla npc's?
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
that makes sense. I found the actual files I need to edit for the event trigger conditions I wanna change already, and I can just manually change them, but I'd prefer to have a mod that I can enable or disable to change the condition on the fly, and thats what I dont fully know how to do as ive never made a mod before
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
orz much obliged
how do i unstall my modded stardew valley
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
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 
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 
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
if you're using VS and want to auto-format the code you can just use ctrl+k, ctrl+d
ok thank you
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.
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 :))
You are very welcome! If you need more detailed guidance with any part of it you'll be able to get answers in here. I'm happy to be pinged if you'd feel more comfortable asking someone specific rather than the channel at large, but plenty of people in here would be willing and capable of answering your questions too.
I appreciate it. I’ll definitely be using the channel if I have any further questions but through some research and the help I’ve gotten already I feel like I’m on the right track. I really enjoy learning about this kind of stuff so it’s nice to have a community so willing to help
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.
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
No, vanilla doors only work facing north-south. CattyCatCat made a Better Doors mod that allowed for east-west doors back in 2019 but it broke a long time ago and I don't know of an update/replacement.
Is there a difference between using "Season": "Summer" and "Condition": "SEASON Summer", in appearances? 
I was slightly hoping it'd affect this, but I guess it always takes the base look and not the appearance 😅
i believe there is not
SEASON Summer I thought just affected the weather (I’m prob wrong)
"Resort_Entering": "",
"Resort_Leaving": "",
"Resort_Shore": "",
"Resort_Chair": "",
"Resort_Bar": "",
"Resort": "",
what should i write in there and on the dialogues i am confused-
There’s dialogue for NPC’s during these actions in which they visit the resort
oh okey thanks
Those are the dialogue keys
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...

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"
I actually need my mod to have them 
Tbh something about the smapi log spinning wheel feels slower than previous
i actually agree with that about the spinning wheel even though i know it doesnt make sense
Me too
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?
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"
"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 \ + ")
a OR (b AND c AND d)
Well discord thankyou for removing my \s
Yes, that's what I want, I'm just kinda going cross-eyed trying to figure out how to write the syntax
Since u r in appearances though u could just write 2 entries
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 \ " ?
Yes
My stupid-as-heck duct tape workaround worked! (Using a dummy event to preload outfits so the super big image files don't lag in the middle of gameplay)
But I feel like I'm committing some kind of modding sin by doing it 
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...
Ooh, can I do that? That'd certainly be optimal
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
The components we'd want is
- trigger for save loaded
- trigger action for loading an asset (to use in place of dummy event)
Dictionaries are unordered, it'll depend on the dialogue key logic
I wanna say Mon8 but I didn't check decompile
Oh, dang. I don't have a full decompile (Mac), but I'll see if I can drill to it in VSCode to check
You can decompile on mac
This should run on any platform that supports dotnet
I'll try again. I think the tool listed on the wiki (avalonia ilspy) didn't work for me for some reason. Thanks!
Avalonia ilspy is on ilspy 7
It works ish but jank
I use the cli decompile bc it's faster
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.
There's a few parts
- fish item
- location where you can catch the fish
- aquarium sprites
What are you most uncertain about
My question is about a specific part of the code and the fish pond and how to determine which item it can produce, as well as the fish eggs. I think those are my main doubts.
Main Documentation:
https://stardewvalleywiki.com/Modding:Fish_data for fish data and aquarium data
https://stardewvalleywiki.com/Modding:Fish_ponds for fish ponds, see produce items for items they produce
https://stardewvalleywiki.com/Modding:Location_data see fish for adding fish to locations.
Thanks 😁
Fwiw, I have a mod in my repo that does the inverse
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
That sounds pretty interesting, but if it's just in your repo I assume it's not officially released? 
SMD 
No
worth a shot
Too aggressive, SMD should do nothing if no content pack uses feature
Slated for separate mod status, need to divorce from atracore
it seems like a vanilla optimization thing tho
were there multiplayer reasons to not do it
Social menu
Very much so - I wouldn't be mad if someone adopted it - but
Social menu reverted to base outfit only b/c the special animations expect it
Oh right, I forgot about the animations
It was also a 1.6.9 thing
Before you say phone calls, that was trivial to work around
I'll be honest I forgot that the phone displayed portraits
Shirtless Pierre, lol
Gotta call the farmer to buy seeds when I'm shirtless on the beach
This is how the hustle works
Pierre the type of guy to post on linkedin 20 times a day
atra will u put outfits back on the social menu as part of this mod
Not in the first release
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
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
try { "ID": "{{ModID}}_LightningRod", "ToPosition": "Top" },
also the first vanilla item is ID=CopperOre_YearOne
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)
!unpack you did this right
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!
To use this command, type !unpack.
yes
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"
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
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
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
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"
}
I saw this on the wiki, is this still not accurate? This is what convinced me to keep the When conditions
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 
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
yea it does feel like a note for C# modders who are trying to implement gsq 
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!
i would reword it but for your specific case of shop menu, tossing out the data for every shop is kinda bad yes 
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
I'm guessing the only way to find out is poking at the C# code, too
vs just doing a quick GSQ check when u actually go buy something from clint
You've convinced me, especially since you were nice enough to just tell me what the Conditions should be 
I appreciate the effort
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
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 
Is nice to see you active again Lenne
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"
I see there is a section about how to move entries in the CP docs page you linked!
yoba bless pathos 
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.
Is there any property or method to determine if a gameobject is able to be picked up by using your axe/pickaxe on it?
ok. thanks
nothing very nice tbh
theres isbreakablestone
but that won't cover resource clumps
I'm trying to determine if someone mistakingly used an axe/pickaxe on something
whats the goal here
resourceclumps and such are easily handled
but I do want to preserve the normal state when picking up kegs and such
then what if u just prevent the tool interaction on bigcraftables with held items 
that is a lot easier to check
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
hm
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
transpiler into this branch of Pickaxe.DoFunction and "give back" the stamina lost
oh I fixed that issue with setting the IsEfficient property
(the stuff i collapsed is the normal actually effective uses)
and then setting it back after
well regardless of how u handle stamina
this is the best place to know the tool didnt do anything
yep
u would look for similar places on the DoFunction of other tools
i wish DoFunction returned a bool...
That seems like a good place to start then, thanks for the tip!
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 
idk why i dont check it but what can i write for example as a mon dialogue?
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 😅
Modding seems to difficult for my adhd brain, I’d love to learn though. Maybe I will take up on it ✨
any idea on what thing you would want to add/change?
still idk why i dont check it but what can i write for example as a mon dialogue?
T_T
i dont think mouse/keyboard has anything to change character is looking either, you will have to make this mod
Hmm, I might try to commision it
i cant say i even understand what you want 
I am not able to access my desktop, and I have no previous modding experience with stardew anyway xD
The ability to change which way my character is looking, without first walking in that direction xD
Basically
The key part is that im using a controller
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.
do you just want it for when you use tools 
I mean always would be nice but mainly for tools
The cursor mode on controller is not nice
Sadly
Ahhh, I had seen that page, but my lack of peripheral vision didn’t let me notice the first column... thank you so much!
idk why i dont check it but what can i write for example as a mon dialogue?
are you looking for writing ideas?
or technical help (ie which dialogue key)
https://discord.com/channels/137344473976799233/1277457201077813280 is a more specific thread for writing ideas and NPC stuff
my own tip: if your NPC works, Monday dialogue can mention them having to start the work week again (excitedly, matter-of-factly or exasperatedly, your pick)
but do i write a sentence in there or where she goes?
how far along are you in the NPC tutorials?
your dialogue in Characters/YourNpcId/Dialogue
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
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
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.",
yes, they are all dialogue
those are for when the NPC enters/leaves the island resort
ok good thank you very much<3
and how do i do that when they change portraits when talking?
yes so it isnt only the basic protrait T_TxD
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?
At the end
thanks
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 ?
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
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
To use this command, type !converters.
It doesn't uses i18n 🥲
then converter time (third link from the bottom)
Ok, thanks !
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}}}}"
},```
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.
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
Oh, I could have sworn I saw someone use something like this
My memory is starting to scare me...
@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``?
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.
🤔 ?
the swimming fish is called aquarium sprite
There is also the aquarium sprite(s) which are slightly bigger (20 by 2024 by 24) yes what they said
I believe my i18nifier handles this format if you want
it's probably less automated than Pathos' tho
24x24 apparently
these r what u need to make if you want to let people put fish in tank
im actually using yours rn, lmao, it just doesnt handle quickquestions but thats okay!!! it does what i need
i can manually do the rest
Wait... is it necessary to do what it says in this link https://stardewvalleywiki.com/Modding:Fish_data about aquarium fish? Because the mod I used as an example didn’t have either aquariumfish.json or fishpond.json
they could have done the edit anywhere
I didn't see any mention of those files, and nothing appears in the content.json of the mod mentioning them
what mod are you using as an example?
Fish Bonanza
I just wanted to make a fish, you cast the rod, catch the fish, cook it, and eat it, haha, nothing more and nothing less. Well, I'm going to make the aquariumfish.json, I'll probably bother you in a bit
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
And this mod it has aquaium and fishponf
https://www.nexusmods.com/stardewvalley/mods/27070?tab=description
fish bonanza is a p big mod to use as an example O:
On line 63, you can try changing this line:
string[] commands = @event.Value.Split('/');
To this:
string[] commands = @event.Value.Split('/', StringSplitOptions.TrimEntries);
It'll generate the new event script without line breaks, but a quick bit of search & replace in a text editor should fix that.
Is that true? I thought it would just use the item sprites in that case.
I like to suggest looking at https://www.nexusmods.com/stardewvalley/mods/8907 usually since its p small in waht it adds
nope VF uses aquarium sprites. Found that out pianfully when I made my own fish and tested
also...why did i type sighpond in that message lmao what
brains dead after retail shift
Ah, I see—and no, I don’t want it to have that issue, so I’ll go ahead and make the required file
may I also sugggest https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish
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 ...
you're the goat as always, thank you!
ok thanks
ok thanks x2
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.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
To use this command, type !startmodding.
do you have any programming experiance
I do yes
yep just learn C# then 
But...where do i put the C# lol
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
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.
hm so for the case where you just produce, there is indeed a framework
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
Oh cool
however i don't think this framework features any kind of thing where you spawn a critter
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
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
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.
To use this command, type !json.
Ok that's good to know
i recommend taking look at the content patcher tutorial here as well
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?
You can use ctrl to select multiple layers in the layers pane at once
Oh really? Let me try that out
Thank you! I realized I needed to resize the map after figuring out where I wanted things, and now I can easily move them after resizing!
IS this error caused by an NPC animation being broken? https://smapi.io/log/5114aedee0b244ff94d883385ceacfab
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
it froze the screen from scrolling/keeping the farmer centered, and basically bugged out my game
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
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
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
iirc, i had that error message before and it was an issue with my animations, yeah. #making-mods-general message
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
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",
hmm yeah let me see if i have offsets in mine, one sec
I feel like I have the correct number of slashes but maybe it just doesn't like an offset by itself?
"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
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.
I love finding out something wasn't working for over a month in a mod, while preparing for a mostly unrelated update 
yeh I wondered if it was related to the fact I didn't have anything in the "laying_down" field
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?
well it is a sitting sprite. Is sitting an option?
"edwin_swingset": "23/23/23//laying_down/offset -7 -35", this is what i have for my NPC sitting in a swing
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
yeh I used the laying down for Jasper when he's doing his floor exercises.
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
possibly, yeh.
Bump
did u add it on saturday
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)
I may have done, yes. Should I try it on a different save?
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
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.
So i just put patch summary and then my mod name?
yea
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
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
It’s not listing specific orders - just the json in general
so it's good know these debug methods
Yep that’s true:)
patch export Data/SpecialOrders is also good
but summary is better at explaining why your edit didnt apply
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
hm did u get item id wrong somewhere
Just checked over it and nope 
i do remember there being an NRE related to malformed special order tho
check your objective names too
I’ve actually got a context tag rather than an item id. Could that be making a difference?
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
thats the chest size of the drop box
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
anyone have the link for the in-browser FTM file editor? i lost it 😔
oh my god its in the actual files nvm
Ahhh I can’t see anything wrong with my jsons - feel like I’m going a bit insane 
Tried on another save and the game crashes and won’t stop generating error text in smapi whenever I view the order board
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
tempting, but not really a good fit for my plans. but i'd love to see her
Shes in mod art
ooh
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)
patch reload <mod id>
hm i think u can reload just one map but its with patch invalidate maybe 
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)
Have you tried patch reload and then sleeping? Some map stuff doesn't change till the day changes
Still no luck 
Chu, are you able to have a look at it for me if I can dm you? I totally understand if not
i dont think i'd know enough to immediately be able to tell
If it is a new custom location and the location data has CreateOnLoad, then it is likely that you will not see the map changes if you are editing the base map file and are not simply applying an EditMap patch
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
Ah ok, no problem 
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?
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
patch invalidate on the map asset should propagate to the location
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
and if the tilesheet(s) themselves got changed, invalidating the tilesheet(s) should also apply
All sorted now, thanks to Esca. I can actually sleep tonight lmao
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?
you might have better luck asking in #modded-stardew
ty! new here, and not sure where to ask. Will go there. Thanks : )
i want an ingame checklist :(
I use patch reload all the time when working on my maps
/to do list
Like To-Dew or Deluxe Journal?
yeah :D
but idk how to use it
doesnt work
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
To use this command, type !mh.
Head to the tech support forum that Chu linked to if you need help using either mod. This channel is for support making mods :)
alright thank :D
im sorry one question, how do i get my smapi logs?
(see https://smapi.io/log for instructions).
thanks!
Thanks so much everyone, my fish mod is working now!
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"
If you want to replace the vanilla one exactly, then yes you'd just use the same key (the event id + preconditions) and replace the value with your own event script. if you want to replace it but with different preconditions, you set the original one to null and make a new entry with your desired key.
oh great okay, thank you!
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!!:))
pretty sure those are tree spawn points, so you will need a new save for them to not be there
Oh! Okay good to know I have been testing it on the same save file so that's probably it, haha..thank you!
where is the bridge sprite that looks kinda like these?(please don't mind my terrible GIMP drawing skills)
It'd probably be easier to identify if you described where it physically appears in the game 
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
I think all the bridges are on spring_outdoorsTileSheet anyway except the island ones which are on island_tilesheet_1
Oh, they're the bridges used on some farm maps
Yeah it looks like they're on spring_outdoors, this looks like them
is there a flag for the BrokenBeachBridge-repair?
been working a bit on custom bundle completion ribbons 
Glancing at the code, fixing the beach bridge sets the world state id beachBridgeFixed
NetWorldState.addWorldStateIDEverywhere("beachBridgeFixed");
The documentation for content patchersHasFlag condition states it also checks for world state IDs
there's also a WORLD_STATE_ID <id>+ GSQ
so like this?
GameStateQuery WORLD_STATE_ID beachBridgeFixed
I'll just try it :D
big thanks <3
(used HasFlag and it worked wonderfully, yay
)
is there a way to reload custom bundles(made with Unlockable Bundles) without restarting your game?
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)
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)
i thought all books were reusable
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
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
was thinking that, just wondered if there was a more elegant way(like <bookid_BOOKS_READ>x5 or something)
hm if there was token to access player stats then u could do silly dynamic query
idk if that exists tho
i wanted to ask what to write so i mention the farmer names how do i do that?
Where are you trying to use it?
dialogue
@ gets replaced with the farmer's name in dialogue.
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?)
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?
the pelican post office is very busy
Yes
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
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?
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
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
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?
How much RAM does it usually cost to mod stardew valley?
I have a 2gb available ram PC lol
More than that...
2 GB is not enough to even run modern Windows
At least 16gb total for decently modded game I'd say
i'd say 8 GB minimum, assuming you close down Chrome
2GB total, or available? Big difference! Either way, definitely pushing it a little.
If I am understanding your intention correctly, you could probably do an EditImage action with the {{season}} token used in the FromFile to change your decorations tilesheet each season.
Correct, it only applies to outdoor locations. Lily's suggestion is the way to go (or different patches with When but hers is cleaner).
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
Thanks both! Not sure I fully understand what Lily is saying though
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
Thanks, I understand now 
(I just woke up, sorry if that was confusing until I posted the example)
No, it's fine, I'm running on a few hours of sleep lol
Fixed the quotes that I skipped over when typing from mobile, LOL
Hello! How do I make a tileset for a map to change depending on the season?
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.
ok thx!
available
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
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
To use this command, type !gs.
For making mods the C# language server is very hungry...
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?
If you want to edit the mod to fix it yourself, this is the right channel
No I'm developing it
Do be aware you may not be permitted to publish the fix depending on the original mods permissions
If memory is concern i think notepad++ is better than vsc on that front
Hard to say anything more specific
yes i’m not planning to publish it anywhere or claim it as my own,, i just wanna fix it and keep it for myself ^^
Which npc is it
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
!log send it here
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
To use this command, type !log.
okay one moment
here it is !!
https://smapi.io/log/c36bdf8ada744272bd8b68ac6393030c
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.
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
Yeah it's season|contains=summer: false
The placement of quotes is left as exercise for the reader
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
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...
!json Can you share your json with the gift tastes please? Instructions below this message.
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.
To use this command, type !json.
YES OF COURSE
I don't really know off hand either 
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 !!
Gonna guess something went wrong during translation of the gift taste dialogue
Assuming the gift taste worked in original version
i also added NPCGiftTaste file in dialogue folder.............
im kinda winging it...........
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"
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]
}
have you used AI for generating this?
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.
Ah, well... don't.
apologizes
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.
But also, importantly, the AI will give you complete rubbish that will never work.
Which makes it difficult for anyone trying to help you!
YES I KNOW but i was quite...... desperate, apologizes i will remove everything ai generated,,,,,,, and i will sned you the thing again
one moment please !!
genuinely i think it’s easier to try to teach someone from scratch than try to correct AI generated stuff lol
Yeah, mainly because the vast majority of the time correcting the AI generated stuff is to get rid of all of it. 
omg hiiii dh
I'm testing an event in Harvey's clinic and I'm getting a warning regarding Maru's portrait. I'm not sure what's causing the problem because I don't have a command about a temp portrait for Maru in my event. I added the command changePortrait Maru Hospital and Maru's portrait changed to the hospital one, but I'm still getting the warning in the log. Any ideas?
Event code: https://smapi.io/json/none/ec68ea25c4264773b6d197daa5c46909
Log: https://smapi.io/log/1a93dc12374b4962afbde8367478252a
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
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?
C++?
NPC Maru can't load portraits from 'Portraits\Maru_Temp' (per the UniquePortrait map property in 'Temp'):
this "UniquePortrait map property" seems relevant. check your map files, i guess?
my other suggestion is to try triggering it naturally instead of withdebug ebiand see if it occurs in that situation too. if it doesn't, you may be able to simply ignore it
what if you try changing her portrait before the change to the temp map,
sry mean csharp
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
there is also a /ReplaceWithClone event command which copies the NPC and any alterations to that NPC only affect the clone.. so it might get round weird quirks. I use it for the pet ejection dialogue to stop some quirks from that.
Oh lol this is amazing
My guess is your using the hospital as a twmp map
It's fully harmless

