#making-mods-general
1 messages · Page 310 of 1
I need to run debugWorldMapPosition?
I'm not sure what you mean? I want to see the JSON of your "Action": "EditData" patch, not something in-game.
Oh! Ok I understand, sorry.
May I DM it to you? I'm making an expansion and there are location spoilers in the json! Totally understand if not though.
Sure, that's fine.
In my mod i have a JSON file that contains all sort of type of Trial Definitions, used to generate trials etc. Do I have to load this JSON on startup? (never used JSONs before)
Not necessarily - you can load it whenever as long as you do so before you need it
But reading from disk and deserialization is relatively slow
So people like to hide things like that at startup/initial load
they are static its just I dont know how to access them otherwise.from what I found till now im using this (called in modentry)
public static void LoadTrialDefinitions(IModHelper helper)
{
_trialsByCondition = helper.ModContent
.Load<Dictionary<TrialConditionType, List<Trial>>>("data/trialdefinitions.json")
?? new();
}
but im not sure what path to give it, this crashes on startup saying the path isnt correct lol
hmm what does that mean
so, i'm not sure how to seperate parts of a query i want to check for content patcher. is it ()?
like, is this right? "query: ('{{season}}' = 'winter') OR ({{Weather}} IN ('Rain', 'Storm', 'GreenRain', 'Snow')) OR ({{HasValue: {{DayEvent}} }})"
because it currently doesnt work so the answer has to be no
You might have noticed that people usually use an assets directory and not a data directory
It's because SMAPI will automatically package the assets directory
ohh, so I can just do that
Yup. It's probably easier
and than how could I access it?
cause i'd need to convert the JSON into
private static Dictionary<TrialConditionType, List<Trial>>? _trialsByCondition;
Also just fyi - see how you have "Data" (upper case) in your folder structure and "data" (lower case) in your path? That works on every operating system but linux
One of the fun Linuxisms
oh bruh i completly forgot, when making my game I had to change every folder to lower_case_like_this
cause of linux
so like this? or scripts too
Ugh. Queries 
I more suspect your IN statements, etc. Over the ()
This should be fine!
realized i probably needed to ‘{{Weather}}’ right
Hey, I'm new and I need help with a problem. I installed my first mod in Stardew Valley (Satoru Gojo NPC mod), but when I enter the game through smapi, I get an error or a red screen.
!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).
Then you can use the ModContent.Load<Dictionary<blah...>>("assets/TrialDefinitions.json") to load it
ok, doing '' actually worked. yippee
You have two different world position entries for 8BitAlien.Lilybrook_Lilybrook; usually you'd only have one entry per location.
You also have a lot of world map data, which makes it tricker to troubleshoot. I suggest...
- Temporarily comment out everything except the entries for the location you're trying to fix.
- In-game, run
debug worldMapLinesto highlight the areas on the world map to see if it matches what you expect. - If so, run
debug worldMapPositionat different spots around the location to see if it matches the expected values (e.g. X ratio 0 at the far left and 1 at the far right).
but idk if the HasValue thing would work
I saw that smapi has a page where you can report the error, but as far as I got, I don't know how to solve it. I thought it could be something with the versions, but the red letters keep appearing.
thank you so much!!
Ok, will try that now! Thanks c:
"query: (({{season|contains=winter}} ) OR ({{Weather|contains=Rain, Storm,GreenRain}}) OR ({{HasValue: {{DayEvent}} }})"
Maybe?
Hi! You can ask for help in #1272025932932055121 (this channel is for creating your own mods).
i actually fixed it atra but tanku
Thanks, I'll ask around.
I tend to prefer the |contains form anyways
CP has better validation for that
I basically use the IN statement only when I have to
is category_fish a valid thing to put in gift tastes
yes; that's the context tag automatically applied to anything in the fish category
Yes, but you can also use the category number (which will be some negative number)
please use the tag it's much easier to read and understand
I have a PhoneMenu: IClickableMenu. There I have a textbox. this code is being use to capture the player text to draw, however action button like T for example still open the chatbox. how can I hijack all keys like the real chatbox?
{
if (key == Keys.Escape || key == Keys.OemQuestion)
{
exitThisMenu();
return;
}
else if (selectedNpc != null)
{
if (key == Keys.Back && currentMessage.Length > 0)
currentMessage = currentMessage[..^1];
else if (key == Keys.Enter)
{
if (!string.IsNullOrWhiteSpace(currentMessage))
{
MessageManager.AddMessage(selectedNpc, $"You: {currentMessage}");
string reply = sendTextMessage(selectedNpc, currentMessage);
MessageManager.AddMessage(selectedNpc, reply);
currentMessage = "";
CalculateScrollToBottomOffset();
}
}
else
{
char c = GetCharFromKey(key);
if (c != '\0') currentMessage += c;
}
}
}```
hell yeah it works, picks a random quest from the JSON list
Step 2, is not matching as I expect it. I don't know why it's not accepting my data :c
alright, ill do the contains ^^
It sounds like an issue with the TileArea. Did you remove this duplicate entry for the same location?
{
"LocationName": "8BitAlien.Lilybrook_Lilybrook"
},
It's showing the entire map in the red box, progress right?
"When": {
"query: (({{season|contains=winter}} ) OR ({{Weather|contains=Rain, Storm,GreenRain}}) OR ({{HasValue: {{DayEvent}} }})": true,
"Merge: {{season|contains=winter}}, {{Weather|contains=Rain, Storm,GreenRain}}, {{HasValue: {{DayEvent}} }} |contains=false": false // Nevermind this is an AND not OR
"Merge: {{season|contains=winter}}, {{Weather|contains=Rain, Storm,GreenRain}}, {{HasValue: {{DayEvent}} }} ": true // Is anything true
}
I think these are equivilent, but my second doesn't need query
WOO it works. time to publish el fixy wixy
didn't bother running them ingame
So basically, it seems to be ignoring the PixelArea?
I think the first thing I need to do once my lsp starts working, is get rainbow brackets to run inside CP tokenizable strings
A few suggestions:
- The red box is the world map position, so try messing with the
PixelArea(map area) andMapPixelArea(world position) fields. - The position is relative to the top-left corner of the world map, so you can open the world map image to double-check the positions.
- You can try
patch export Data/WorldMapin the SMAPI console to make sure the data for your location was set correctly (e.g. you don't have missing data due to a field name typo).
Wait. I think I've found the problem? I think there are 2 MapArea entries for Lilybrook in the json?
It's all fixed now!! Basically, I had 2 MapArea entries and it was using the first one, which starts at 0,0, so was using the entire map. Thank you for your help in troubleshooting with me - I learnt a lot c:
Welcome!
Ah yes. The glorious day when the crabs stroll on by
Can anyone help with this? It feels like a CP limitation I don't understand, so advice would be welcome
Does FF expose an asset named FF/{{DefModID}}/content.json?
with the .json and all?
yes, it loads properly but the patch isn't working
I thought maybe it has something to do with loading it with GameContent.Load<JObject>, do I need to use something else tha JObject?
when I load my custom assets, I define my own data model. I'm not sure what JObject is
when I request it later I probalby should be using the mod content loader but sh
it's from NewtonSoft.Json, it holds all the Json data. I didn't make a data model class because it's very modular (some fields can be object or list, or object or value)
Honestly I just wonder if somehow an empty dict becomes null when all the newtonsoft json weirdness is done
surely not
is the purpose of this for FF content packs to tell FF what texture to use? If so, why not just have them load it via the asset pipeline themselves?
From some of the warning I got, I think it expects me to patch the properties of a JObject, like "Items" and other things I don't remember
the goal is to be able to patch any FF content file with CP.
I feel like we have been over this...
I have never used FF so you'll have to excuse my ignorance but I think a brief overview of how FF is currently behaving would be helpful
who loads what
What prevents me from making a data model class is this (from what I understand about data models): https://github.com/Leroymilo/FurnitureFramework/blob/main/doc/Directional Fields.md
Load using your model directly and let content pipeline handle it
Don't go to JObject 
an unstructured JSON object feels like code smell
how do I make a model with somewhat dynamically typed fields?
Literally just give Load the type
It's for user QoL, I had multiple instances of people reporting errors when they put an object alone instead of putting it in a list. Also I need this for directional fields: they are often not required, so it would be a hassle to define the same property for each direction
Game1.content.Load<Dictionary<string, BazaarData>>(BazaarAsset);
the "dynamic" type is not known when loading though
BazaarData is my custom type
Are you asking for typescript-style union types in C#
Isn't it your mod so you have the type
no, I parse the JObject
Dont?
if the user gets an error when ethey do an object instead of a list with one object, that just sounds like user error
and they should read your docs
Idk what else to tell you besides stop making things hard for yourself
check that, it has examples of how some fields of the json can be structured. Keep in mind that I'm not loading "Directional Fields" directly, they are fields in the json structure
Newtonsoft.json is literally the library which will take random ass json and parse it to data model type for you
Taking the JObject means you are stealing it's job
per your docs, i'm seeing that a "layers" field can be both a dict OR a list?
is that the issue you're trying to solve
Kinda too late for that, it would be extremely complicated to rework all that shit into a fixed data format. Also it would defeat the purpose of half the features I have
because the fact that you let it be either is why you have the issue
a victim of tech debt 
For funky types you can actually handle it with implicit operators
might be what I'm searching for, I'm listening
i've found a third format that this Layers field can be in and genuinely I think the answer is rework your data structure
Like if you want the final type to be list but accept dictionary you can make a list type that has implict convert from dictionary
I haven't tried this with complex types much though, usually it's just for strings
wouldn't call that tech debt when it's the intended design...
You can also use custom jconvertors
Which is what I generally prefer
But yeah
The JObject is likely an issue
Quite sure CP doesn't support that
I feel like the major version upgrade would have been a good time to fix this but alas 
not an option
couldn't fix this since I didn't now it was an issue
Again, this is designed for user freedom, to avoid having to write 4 times the same json object. I do not want to make the structure fixed, it goes against the design of the framework.
Thanks for the doc Atra, I'll look into that. Chu's implicit operators would also be an option from what I understand.
CP itself is already heavily JObject / JToken
I suspect the actual issue here is the whole model can/cannot accept new members actually
I think it would be good to explain custom data classes in more detail in here: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content#Let_other_mods_edit_your_internal_assets
I didn't understand how JObject could be problematic when I read that sometime last year.
CP thinks JObject cannot accept new members and go
if u try to use it as a dict/list
try
{
fromObj = fromValue.ToObject(targetType, EditDataPatch.JsonSerializer.Value)!;
}
catch (Exception ex)
{
this.WarnForRecord(i, $"failed converting {(fromType == JTokenType.Object ? "entry" : $"{fromType} value")} to the expected type '{targetType.FullName}': {ex.Message}.", onWarning);
continue;
}
where fromValue is already a newtonsoftJson JToken
You can show us the error perhaps
Yeah. I know
I suspect CP could support that but also I should have been asleep 2 hr ago
I think the assumption of these docs are that you have a single predefined data model
I'm fairly sure Newtonsoft can deserialize into a model like this if the model has JToken or a subclass will preserve it
Since it's likely the most common flow
I think CP will check to see if it's a dictionary and look for a string class, or use reflection
I had an error like this when trying to "EditData" directly on the target by passing "Entries": { "Included": ... }, it makes more sense now why it wouldn't work
The idea that it might be dealing with a data model that itself is a jtoken I don't think is part of the code
I'm also pretty sure it could be (relatively sanely) but you would have to discuss that with Pathos
The issue I'm trying to point out is that "the most common flow" is not explained in this wiki afaIk, so I had no idea it was what it's made for...
It's not...impossible by any means I think
I guess it's like, y tho
i did actually change that to make it work for fun so it's definitely not impossible
but agreed with the "y tho"
which is why I left it at a neat experiment and not a proposed Pr
I think I'll go with something like that tho, it'll take time to define the clusterfuck that is FF's data model, but it'll be worth it if users can patch FF content directly with CP with no weird jank JObject structure in between
You can probably refactor to use jsonconvertors
JsonConverters or JTokens should both work fine, dynamic would cause newtonsoft to go into the ExpandoObject hell thing
and targetfields would probably just not work at all
Yeah, he's trying to use targetfields
yeah, I want to make it user friendly
And the intended use case probably involves targetfields
Oh that seems pretty doomed then 
I guess what u can do is, on your model make one of the possible forms the truth
Only allow real FF content packs to use the other forms
Make cp packs use list (or dict if u choose that)
Do stuff to convert the possible forms to real form before interacting with data
What I'm planning is having the actual final data be Dictionary<string, List<MyData>> but the dataclass would be able to parse stuff like List<MyData> or just MyData (and other, even more cursed stuff)
The idea I had of CP is that it was loading jsons and just changing fields/entries in it based on the path given, I didn't know it was based on the internal data classes of the game.
Yeah the internal game data has fixed types
I think the only drawback I would have is that users would have to add "TargetFields": [ "dict_key", '#0' ] even if the FF content file uses MyData directly
by the way, do I have to add an ID to every data in list for TargetFields to work?
ok yeah TargetFields wont like dynamic, JsonConverters or JToken/JObject.
The TargetField mechanism has 3 views of the world, Dictionary<T, U>, List<T> or Model
while JObject implements IDictionary<T,U> content patcher wont care
I believe for CP to edit a list, items in the list need an id
the List model can do #0, #5
nice
But #0 #5 is a backup really
Normally better to provide an Id field so that it's consistent
if you wanted to do insertions when the value key isn't present you are only viably doing that if it has an Id (or ID) field/property
I wonder
I don't get that, the index is a perfectly fine id in a list afaIk
For a while I've been wondering if CP could have used IDictionary over Dictionary
When you have a list and 2 different mods are editing it
But never enough to test it
The index will change
(As to why I cared, I wanted SortedDictionary for my never to be made schedule overhaul)
Don't laugh at me I'm old and jaded and bitter and exhausted
yeah, ok, fair enough
does C# have defaultdicts?
more data structure freedom is always good imo
Maybe we PR pathos
No but i could make one right
you can always make one
C# lets u define what [key] does pretty sure
the overhead of me writing defaultdict is superseding the few occasions when i wish i had one for now
Congratulations! You can copy paste that
But then I really have to learn how shared libraries work /lh
Well my final solution for that particular want of default dict is some dum data model record merge logic
(but maybe someday when I do i'll borrow the atra defauldict)
But there actually is sort of a default dict built in
Managed a prefixed set of assets instead of just one
Then u can give the default in asset requested lol
I didn't do that cus i felt my model is never getting that big and it'll get confusing but this is literally what game does for many npc related assets
Just to make sure I understand : when FF loads a data asset through the content pipeline, first it's parsed for the Type given in the Load<Type> call, and only then CP EditData patches are applied, correct?
I think casted might be better term but yes it does loads edits as that type
Not really cp exclusive, this is generally how content pipeline work
thanks, I thought it was the other way around before this discussion. I had the idea that CP was directly patching the json structure before it's cast (ed?) to Type
the content pipeline for both loading and edits rely on the caller to pass in the correct type, and ContentPatcher will try to serialize with that type in mind
In theory someone could make a content editing mod that does this, content patcher isn't that mod
if the content pipeline doesn't have it in the cache, CP is running during the load function, not after
the orange boxess would be where CP or other assetrequested event handlers run
Does "substantially AI generated content" mean that if even 1 line of my mod was generated through AI it becomes ineligible?
What if I use air to generate code to see how something is done and than use that knowledge to write it myself (I don't mean copying but writing something different with that teqnique)?
that's amazing! is it planned to put this on the wiki? Because it would save so much time explaining stuff here.
ask AI to define "substantially"
If you're using AI to generate blocks of code which you then copy, you're still in violation of this part: ✘ Using AI to write blocks of code. This often produces code which is directly copied or derived from licensed/copyrighted code, which means you're violating the original authors' copyright and harming open-source culture.
AI is just kind of bad at many nuances in mod making anyhow
I WAS doing it in my previous project which I scrapped to restart from zero, here I'm doing everything on my own
Which actually helps a lot more to learn everything lmao
damn time to go back to basics
print("hello world");
Well sort of any content that isn't very popular
Im making a game with Godot Engine, and if you ask chstgpt help it will give very outdated code which won't work or cause issues
I mean with game development it's not really disable to use AI at all, cause it can't comprehend the whole project, it's too big
moon my friend ||how can i change the scaring skill so i can spam it again||
I'm so glad I decided on a zero genAI policy for myself a while ago
Sorry forgot to remove ping
If I make my kea too fat in my original mod release and have to put it on a diet in a later update so it doesn't look like a kākāpō, that's okay, right? Right.
Many mods have simple AI to optimize blocks or similar (like walk of life, better chests, ect). It's why code has a partial leeway vs art which is hard blocked.
I mean it can be helpful especially if someone is new to a language/engine etc to learn how stuff works
When I first learnt how to code in GDscript AI helped me a thon
It's bad at writing usable large scale code toh
Actually it's almost impossible to generate ai code that works like that. Maybe small standalone scripts but that's it
I learned 100% of everything I know with zero generative AI. It's useless.
Ok pal
Be nice
Logos ❤️
Options -> turn cooldown to zero.
heya wiz
also i'm pretty sure stuff like tab autocomplete is fine if that's what you're worried about
wait you actually made it a config? I think i checked once and i didn't see it
Pretty sure I did
yeah, that's Intellisense in most IDEs, it's basically a dictionary
I'll check again when I can get back to my pc and lyk
rider actually ships with what appears to be a local LLM but i disabled it because i kept just wanting normal tab autocomplete
and i found the hallucination rate was bad bc the model was very small
i suppose this is no longer on topic
(it's not...)
But what atra said
Have fun making mods, enjoy blueberries or smth
Ye i Just wanted to make sure what I must avoid doing
Just train it like a normal person, with boos and tears.
Don't want to spend weeks on a mod that isn't eligible BCS I didn't check rules lmao
Can't tractor your way out of this one
is this bc i always use tractor to lvl arch
Yes, no, maybe, so, 😂
You can tractor arch, luck, and cooking.
I understand the rules, especially for artworks, which have been created by models trained on copyrighted materials. but ai in coding has been an industry standard for years now. i don't know of any company which doesnt use it
Ye my point
But rules are rules
From what I understand it's BCS AI takes inspiration (or stoles) copirighted code which is against licenses
hey yea how do i tractor cooking
do i use the tractor to threaten people until they make me a master?
Bruh my english is so broken
could you link em to sources on that? i was under the impression ti was trained on publicly available sources such as github and stockoverflow
which have been intended for copypaste integration
I have no idea it's what's written in rules, not my words
Not the right channel for general AI discussion
You can go to #programmers-off-topic for that
It's why there is only a partial block. Basically how a lot of modders reacted when a hard block (like art) was proposed.
You can't use generative AI. You can still use it to help tweak your exiting code from r your mod, get ideas from, use it to fill in statements (like typing for and it gives a suggestion auto fill)
ah, that makes sense
I wonder, how is it possible to check if something was written by AI or not? There must be things that multiple people type and could be considered copying
I guess it would stand out if many parts of the file are like that idk
I think it is probably an honor system
most of the time when people send AI-generated code for SDV in here it's pretty easily clockable (because of how wrong it is and the ways in which it's wrong)
^
Also it's very easy to spot (at least from fully AI generated code for stardew stuff)
that's what it's here for! <3
Im just afraid of asking too dumb questions abaha
trust me i’ve asked some absolutely dogshit dumb things
ask me about how i once fucked up my code so bad that people thought it was AI generated 😂
You use tractor to harvest all the eggs to cook! 500 chickens.
It's so nice there's this discord. It surprised me a lot how welcoming and helpful people are here
I wish I had the same introduction to Godot
Lmaoooo
i was very afraid to ask questions when i came here but everyone's been quite welcoming
legit thought i was gonna get bullied for my mod being about pierre lmao
I once wrote a whole section on one of the wiki pages because "the info wasn't on the wiki" and then some days after publishing it I scrolled down and found where it had been on the wiki for 4 years...
isnt there a subreddit just for hating Pierre lmaoo
YES
what about pierre. i am listening
hence my concern
Ahahahahahahahahahah
Yeah but skipdozer is making a mod about smooching Pierre lol
marriage mod
FINALLY
LETS FREAKING GO
PIERRE LOVERS SUCH AS MYSELF RISE UP
WE WILL NEVER BE SILENCED
Alr, in my mod, one of the punishments will be U have to marry pierre
it's not that weird yandere one, it's just normal
i tried very hard to make it, like, normal
i had a plotline for a pierre marriage thing planned out but like i just never get around to making anything 💀
i've wanted to make this for like two years and only just actually started in march
also i feel bad sometimes about the infidelity aspect but like yknow i can pretend i do not see it ……. i need the trashman
omg amazing. proud of u skipdozer
If you'd gone to modded-farmers you probably would've had some amount of side-eye due to the copious numbers of people who post in there about marrying Caroline/Jodi
The source graphics would live in my github, but depending on context I might contribute it into smapi and content patchers documentation where it makes sense
There's even a meme about it
do it for the pierre enjoyers. but most of all, do it for yourself
i always felt like that was part of the reason people don't like pierre. they want to be with caroline and he's in the way/doesn't worship at her feet
I want to make farmer's-home-wrecked mods. Nobody available to marry the farmer because they are all too busy marrying other NPCs.
this is such a funny idea. is that possible?
I mean, sure. Just make everyone non-romanceable and make the game explode if something like polysweet is installed.
It's soooooo much work writing rival hearts mods though. They're rife with incompatibility problems.
I still want a maru/penny rival hearts
I also could buy Penny/Haley
Also Seb/Sam
Harvey/Leah
✝️ No nerdsniping me, Atra!
sounds great. i always kinda wanted the npcs to marry each other, and i especially want that now since i'm about to bag abigail's dad
this is so good imo
I already have my hands full planning Harvey/Clint after I finish Hiria.
my two least favorites? you shouldn't have
Clint can become a beautiful bear, just believe in him!
NOO what U wanna do to my two favourite
you’ve heard of the greater seattle polycule, well it’s got nothin on the pelican town polycule
Ship them. Of course.
And who better to help someone through social anxiety than someone who has generalised anxiety (and so knows how to be gentle with it) and a hankering for a strong protector
The mod will be ready for release at about the same time as you have some free time for playing, Atra xD
wow this is sincerely good, never in my life did i consider this. makes me feel bad for wanting my next mod to be one to replace clint
Mods can coexist. I really like lyoko's Clint mod
admittedly i haven't looked at any clint mods before
Yup, two cakes! Koda also has a great idea that Clint is weirdly obsessed with Emily because he's a transfemme egg and has plans for a mod where she helps him realise that he wants to be like her, not with her.
yooooooo
i scrolled up and i have made like 0 progress on my mod bc im too busy gaming (send help) and i worry about how many rival (is it rival if the farmer isn't even "competing") heart events i have to write
Is it wise to use game state queries when checking for what gift a pet can gift or is Content Patcher's "When" better in terms of performance?
In theory, this only triggers once you interact with the pet.
It's fine either way
It's so infrequent
I would use GSQ so mods inspecting the data can see it personally
And does this condition here seem fine?
I want them to gift a Common Mushroom when the farmer has either the Forest Farm or it's currently fall.
You will need to add more quote marks, I think. "Condition": "ANY \"SEASON fall\" \"FARM_TYPE Forest\""
yes
(No worries, Any is fun)
The example that's actually in the table for ANY is showing only what it looks like when already inside quote marks and is presumably pretending the outside ones either don't exist or are single quote marks because it's not escaping the double quotes it is using lol
oh balls my LSP will need to fall down that rabbit hole
I at least mostly see it post json paring at least, but the inner layers will be fun
It feels so weird to talk to such big mod authors that made some of the most popular and used mods
@boreal pulsar You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
Yeah it does
Absolutely. Yes.
I am among my people
I'm sure that it can be weird, but I've been hanging around other modders for so long that it seems normal at this point.
Your head starts to wrap around it eventually everyone is pretty cool 🙂
I keep accidentally expanding my mod. Oops 2 new events just got added. Also setting up a “Sweet and Sour” mod which explores the criminally underrated dynamic between Shane and Sam as coworkers
Heard that folks? We're cool. 
we're very cool
Hello ppl! I have made a mod but I don’t really know how this server works, is there any special place where I can share it?
here or #modded-stardew works!
can also ask an orange to showcase it if u want
If you want to showcase it yourself in #mod-showcase , then you'll need a higher rank
Or you can ask someone else, yeah.
Ah thank you!
I love ur icon tea btw
So I can’t show it here with the rating I have now?
Thank you! Made it myself to better reflect my interest in pixel art (and tea).
Ohhhh oki got it!
Your server rank I mean! You get a higher level by talking here in server.
it's very pretty and looks very drinkable
Or well, texting.
you can become a Cheeto yourself to showcase by yeah you'll need a higher level for it
info in #roles iirc
How does it work if I ask someone else? Who? :0
Nothing much to it. You ask around if someone would be willing to share a message of yours.
For that you will need a message and a link to the mod's page preferably.
I can make the showcase for you.
What mod did you make anyway?
You can just ask here by the way.
Ah thank you! Here is the link to it :) it’s another area of zuzu city with 7 new romancable characters https://www.nexusmods.com/stardewvalley/mods/33826
This is part of a school project about representation in games :3
Well then! All I'd need now is a short summary of the mod. You can look at other posts in #mod-showcase as examples.
Thank you ^^ in will take a look of it now!
This mod is another area of zuzu city that includes a cafe, a university, a plant shop and a punk shop. Here you can also find 7 new romancable characters and 4 others interactable npcs.
This is made by 4 people as part of a school project about representation in games. The characters are made with players opinions in mind from a survey that was made :)
I hope that’s an okay text! 🌷
Give me a moment, and I'll have it up!
Posting this on behalf of Danni<3!
This mod is another area of zuzu city that includes a cafe, a university, a plant shop and a punk shop. Here you can also find 7 new romancable characters and 4 others interactable npcs.
This is made by 4 people as part of a school project about representation in games. The characters are made with players opinions in mind from a survey that was made :)
https://www.nexusmods.com/stardewvalley/mods/33826
The previous message is what they will see. Is that okay?
Yes it’s perfect! :)) thank you very much for the help!!
Im glad you went back to making it part of Zuzu City! Ill check it out properly when om done working on my own mods. Looks nice, especially intrigued by the punk shop.
Thank you!! ^^ your comment to us made us change it back. It made sense to us and clearly to others too! :)
I'm glad! I myself add a street in Zuzu. Also, I believe that there's a reason it's alled "DOWNTOWN" Zuzu and not "Zuzu City".
i'm glad the comment you received didn't discourage you
us modders wouldn't eat you alive, we aren't barbaric, we would roast you first...
Yes precisely! I do not really understand what that commenter meant with the newest comments either but oh well 🙃
If a comment makes no sense just use it as a source of cheap laugh 
the creator of Downtown Zuzu is xxHarvzBackxx and he said "Looks good! :)" Block him is my advice.
he seems like a jerk "I'm sick and tired of communities making the same mods over and over again", what is he expecting? Sounds like he's over expansion mods and should probably refrain from commenting.
That comment unironically made me laugh so hard
"Everyone is making the same boring stuff, I'll just be here and do the same thing too... complaining over and over" 
Ugh, I'm at the time of my life where I seem to be looking for arguments on the internet.
This person bugs me.
I am twitching internally. That is all.
I just found out grandpa's sprite in the files is just a single white pixel... this game will never cease to surprise me 
The sprite for the... evaluation event/screen?
No idea what it's for... the one in Characters
...well I haven't seen that one before.
That'll be so they can have him show with portraits and a temporary sprite in the event
That was my thought too, but still surprised me, since he does seem to have a normal sprite for that event
I reckon it was for the 1.6 update
I'm gonna have to figure out what kind of celebrations I want for the wedding after I finish with placing everyone 
I wonder if that portrait was added just so it existed and so didn't error out when it became an entry in Data/Characters
yeh that was my guess SinZ
shush
hi bagi
modders out there making entire new areas and characters and a lot of content for FREE just for FUN and people feel so entitled like? that comment made me so angry, I'm really glad danni decided to stick with zuzu city <3 the mod looks incredible
hiii
!twocakes is important
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.
Did somebody say cake?
Hey there, figure this is probably the channel to ask this. Buff Crops mod gives bonuses such as "AttackMultiplier" and "WeaponSpeedMultiplier". The values used seem quite high like 0.5 which made me wonder, does this function as a 1.5x multiplier?
Wasn't sure if these bonuses are vanilla or not
they are vanilla
Also where might I find wiki pages on this kind of stuff?
i believe they have special rules/behaviour
Convenient timing! 
Thanks Lumina
If they seem quite high, it's because... they're not even slightly tested for balance currently. The intention is for that included pack to be more of a sample that people can go in and tweak, or make their own packs.
Oh, indeed - and that's what I'm doing
I just wasn't sure how the values worked!
Love the idea behind it by the way! Thank you for the mod
If you're making a pack for it to release, let me know when you've finished it! I'll pull mine out of the default version of the mod and keep it separate in the optional files section, maybe.
I'm not sure that you really want that to be honest lol. I haven't played since 2016 and honestly I'm mostly keeping what you've done but just turning some values down based on their profitability / pain to grow
In the future I might take a more careful hand to it though. I've just been itching to get started after days of tweaking my modlist
I feel like if he'd said something like "Hey, just a heads up, there's another mod named Downtown Zuzu. You could either tie it in with that or make a different city - there's one called Grampleton mentioned in the game that no one has touched on yet" then it would've done less to invoke the ire.
The funniest part is how Harv himself commented on the mod before that guy saying (paraphrased) "oh, cool!"
Thanks though, I appreciate it!
@blissful panther I'm mostly using Buff Crops to make giant crops more interesting, paired with 6480's as well as Selph's More Tappers Additional Tree Equipment which let's you tap giant fruit. So if I do come up with a pack eventually it'll probably be focused on that.
Another idea I had for how to make it easier to balance/use would be another mod which adds ripeness to the game. Say the normal grow time is the earliest you can harvest, and if you let the crops sit for another 50% of their grow time they'll be at max ripeness and worth more? Just an idea
It was after the initial post o think. The discourse just keeps pulling it higher.
I wonder what Harvz is up to now.
Like the person who left a very negative review on ES (now deleted, by me) had some valid points. But the entitled "i am superior and your mod does not meet my standards" attitude was an immediate turnoff.
I think they were also a troll based on sonething else they posted in our discord. Got them deleted and banned, lol.
Oh, ripeness is such a cool idea. Will definitely take more time than I have to prototype though, unfortunately!
Might be worth creating an issue on the mod ideas repo if nobody else has, though.
Ive contemplated adding joja seeds for everything. They grow vanilla crops but their quality caps at silver.
Oh no worries, I wasn't expecting you to make it haha. Just thought you might appreciate the idea
I'd pair it with code that made the joja crops cheaper by a small fraction.
I think you can do it with spacecore iirc
Crap... vanilla Marlon has no back facing sprite
I guess temp actor it is then...
Yeh i have them too Marlon_Walking
@blissful panther sorry to bother, but does the buff apply for all crops planted or only for crops which are harvestable? I thought it was the latter but now that I've read the page again it seems like the former
Doesnt pair well with DSV
I-
Huh. That was definitely the original intention, but I must have changed that after writing the mod page, but before releasing it. Oops! 
Right now, even not fully grown will count, yeah.
No worries! I was just a bit confused. You think it'll stay how it currently is?
Seems like you're already aware but the modpage does seem to flip flop between the two styles in it's description
Huh... I just found out it's Welwick with 1 L, not Wellwick 
Here we go! I'll upload this if you report back it works. 
Quick edit: It does not work. Working on a tweak or two!
Wait, she appears in the movies and Casino too? Or is it just reddit misinformation 
Yep 
"Club.1": "Welwick: It's not my lucky day. Ugh... I drank too much.",
Mission accomplished! I was able to integrate GMCM into the mod and sent it to the original author — they liked the idea. Thank you so much for your support!
It's behaving weird. I have cycled to the next day to ensure the buffs are registered. I have 9 strawberries, 9 parsnips and a giant cauliflower loaded in. When I hover over the "Crop Magic" buff it only shows +0.2 defense
I'd suspect that's exclusively from the giant crop! Apparently crop.fullyGrown.Value... isn't accurate to check to see if a crop is fully grown, so that version's just ignoring all normal crops.
Indeed, it does seem that way. However it's not showing the 0.3 immunity that a giant cauliflower should yield either
Could be a strange buff display issue where certain buffs just don't show in the tooltip?
Unsure, I'm relatively new to this stuff
Ye immunities dont have auto icons rn
Yup!
I love this game
Sometimes
Any advice on nulling events? I can get every single one of Shane's to set to null except for this stinkin 2 Heart on the docks.
I also tried changing my event id for the rewrite of that event to that event id because I saw that used in a different mod as a way to rewrite vanilla events and no dice
Interesting discussion: https://forums.nexusmods.com/topic/13513209-old-mod-support-idea/
I recently was discussing with a friend about Witcher 3 mods. She suffers from motion sickness and found a mod for said game. However this mod is very out dated and no longer works. We came up with an idea to help support old mods that are no longer worked on that you might like. 1: Mods that are...
anyone know where the costume portraits for villagers are?
Hmm... if there was an option to opt out of it for authors it'd be pretty neat, since I know there are some people who wouldn't want others to work on their mods even if they're gone
{
"LogName": "Remove Shane's vanilla 2 heart event",
"Action": "EditData",
"Target": "Data/Events/Forest",
"Entries": {
"611944/f Shane 500/t 2000 2400": null
}
}
Costume portraits?
spirits eve costumes? they dont have those in vanilla
It’s still showing up in Data/Events/Forest if I do a patch export with the full event.
Did you do patch summary to check your patch applied?
there were some even years spirits eves costumes for some villagers
ex. sebastian & sam from what i remember
i think emily too
it’s saying it didn’t apply :/
Um... f there were, they would be in the portraits folder
Where are the junimo sprites in the files?
I did check Cursors already 😅
Check your log earlier for errors then
its crazy cuz i see sam's spirit eve portrait but not anyone else's
like emily's clown costume
Searching the log now
I mean, emily's clown costume is there... in seasonal cute characters, yes
Sam doesnt have a costume portrait in my content folder either.
I think you may have mixed your files around 😅
SMAPI log shows nothing. I’ll recheck my stuff in vsc
characters/junimo
was i dreaming or
SHE DIDNT EVEN LOOK LIKE THAT LMAO 
-# im remembering a more rainbow-y outfit
i dont even have this mod 
idk whats real anymore
(anyway ty)
theres plenty of spirits eve portrait mods
what im remembering was from vanilla tho so im just confused and maybe dreamt it idk
"LogName": "Remove Shane's vanilla 2 heart event",
"Action": "EditData",
"Target": "Data/Events/Forest",
"Entries": {
"611944/f Shane 500/t 2000 2400": null
}```
Can temporary actors have animations during events? 
This is exactly as I have it and it's still populating in the Data/Events/Forest patch export and my patch summary still says it's not applying
Or maybe different question.. what would be the easiest way to add a dancing junimo to an event?
just a heads up, am i allowed to put mods behind a paywall? or is it against the rules or something
Nexus doesn't allow it
#mod-showcase also doesn't allow paywalled mods
I don't recall any other rules against it otherwise
but i'd be able to upload it to, say, patreon or kofi without any problems?
sure if you want to
ahhh okay, thx for answering
the community usually doesn't like paywalled mods very much but you can do whatevs
If you also want to host other mods on nexus, you would not be able to link to your kofi/patreon with paywalled mods btw
but that's nexus's rules, not like some overall legal rule
tbh i don't upload my mods but i've been seeing this happening a lot recently and it kind of surprised me because i thought it wasn't allowed
i guess it was my mistake not considering other options then
it depends on the game community
some publishers will bap paywalled mods since it's making money off their IP
it's kind of a weird legal gray area sometimes I believe
but it depends on the mod and the community and the publisher
It's allowed... just not a good practice in my opinion
SDV/Mr Ape doesn't seemingly care
maybe because that's just not common enough for him to see it
but alrighty i guess
they can yes
Fwiw, it's not against the rules but I personally find it distasteful
this might turn into a long convo if everyone chimes in on the opinion front
So the status from what i gather is
- mr ape doesn't care
- nexus forbids soliciting/paywalling including linking to offsite paywalled content that's not officially associated with the game's publisher, they are iffy on actually enforcing this but in theory if u do any of this u should not be on nexus
- some people do post sdv mods on kofi but usually it's for free with option to pay what you want (e.g. lune's kofi)
- some people also have patreon where you can give them money because they are cool

I give pathos 2 bux a month to read the monthly newsletter 
@void tinsel Alright, 1.0.2 of Buff Crops is up. It'll ignore crops that aren't fully grown, and there's a new config file (that will be generated once you've launched the game once) that has a setting to enable debug logging like so with a single fully grown parsnip:
[Buff Crops] Crop in Farm contributing FarmingLevel: 0.01 ForagingLevel: 0.01 to buffs.
What if you try doing debug ebi 611944?
Very cool 🙂 Thank you!
Do you accept PRs? I was just poking around in your source code to get an idea how it works. I know a thing or two about programming but not a lot about C, and C# is more foreign. However my latest idea was a way to configure a maximum acceptable # of crops/giants crops
I actually had that idea myself as a potential future update, so feel free to poke around and make a PR! I Can't make any promises on timeliness, though. 
The screen goes black for a few seconds like it's really thinking about it and then the event plays
Just needs a Junimo or two and I can get to optional modded NPCs 
Oh is morgan coming
(i would say they arent "iffy" on it but downright horrible on enforcing it lol)
I see camila
If he exists already (same with Lance and Apples)
I was looking at this framework https://focustense.github.io/StardewUI/ how good is it? Does it create responsive interfaces that adapt to smaller screens?
The vanilla event or your one?
Oop sorry the vanilla one
Can I see your log with the patch summary, please? It should be applying so we will have to investigate why it is not doing so.
You can look at the nexus requirements section for examples of mods using it, but yes it has ways to do percent layouts
Actually, a patch summary of the asset might be most useful. Can you do patch summary full asset "Data/Events/Forest"?
Yeah for sure
Does debug ebi mark events as seen when played? 
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Unix 6.8.0.59, with 105 C# mods and 99 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
thx, i'm thinking of a mod that may use some UI, so i was looking into some framework that would allow me to have responsivity and support for controllers too.
Yeah I think so, but it also ignores whether an event has been seen so you can use it repeatedly.
Hmm none of the patches for the forest events have applied at all. I think events are lazy loaded, which might explain why. Can you try debug ebi 611944 ebi again and then patch summary full asset "Data/Events/Forest" again, please? I want to see if it's at least trying to apply patches once it's actually calling the data/events/forest asset.
Sure! What does “lazy loaded” mean?
@vernal crest here's the new log https://smapi.io/log/75e38b6ebe54406c89d05681b49ab20f
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Unix 6.8.0.59, with 105 C# mods and 99 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
(the patch export (from earlier) should be loading it anyway though, right?)
It means the asset doesn't get loaded until it's called (as in, something in the game asks for it) which means that edits to it don't apply until then either. It happens with dialogue too - in fact, that was what we ran up against with your dialogue before.
But yes Button, I forgot that if it wasn't loading the patch export would error out.
I will blame my sore neck 😭 /lh
However, I do feel slightly vindicated because the patch summary is showing a whole bunch of applied patches now that weren't applied before.
Ahhhh, okay that makes sense! I still make sure I go talk to Shane before doing a patch summary to check on things
Ok I think the gender neutrality mod might be your nemesis here
wow I was just searching what I did wrong in my mod because it absolutely didn't do what I wanted...turns out I hadn't enabled it in Stardrop 
Your mod is editing the forest events and then so is the gender neutrality mod. Unless it's the Sam after dark or your own cost of freedom mod, but I'm guessing they don't affect Shane's event.
Oh oops I can remove The Cost of Freedom that was an Abigail test mod
So we have the exact same issue with the event that you had with your dialogue lol
My guess is that you're removing the event and then the gender neutrality mod is adding it back
By the way if you're making replacement heart events for Shane it's worth considering using the same event ID for yours as the vanilla ones. Normally I would never, ever advocate for using numeric event IDs but a lot of mods use vanilla event IDs as flags for stuff happening and if your mod removes those events entirely, you'll break any mods that depend on them.
(I don't mean event key, by the way. You can have all sorts of different preconditions if you want. Just the ID.)
Try adding it as a false dependency, yeah. Or you could try priority, but I'm iffy on how priority works so could not provide much guidance if it didn't do what you wanted.
Hmmm, I did notice that's how the Sam After Dark mod goes about it, so that's a good idea.
So add it as a fake dependency and then change my event ids to the corresponding vanilla event ids
If you add more heart events than there are in vanilla you can definitely use string IDs for the extras.
I have two separate jsons already for the vanilla and the bonus events too
Ok I'm gonna try that and see how it goes. Just have to reformat the i18n keys
and some mail triggers
Does anyone know how to use the path layers on custom maps? I'm having trouble with the light not showing up.
Are you testing it during the day or at night? It's hard to see during the day.
Night
Hmm are you testing with a new save? Lighting might adhere to the same rule as the rest of Paths does and only gets generated on a new save.
Thank you for the sweet comment!! I agree in that I can’t understand the pickiness of some people regarding free content🥲
Wow I completely missed that!! How cool ^^ thank you for letting me know!
don't let them discourage you, you're doing an amazing job!
when making a spiritual successor to a mod? if i remake the asset and code do i need to ask permission? i wanna make a spiritual successor to a ja mod to work for content patcher since i love their recipe pack but when i went to look in the code it likely will need to be rebuilt from the ground up
I'd say if your code and art is 100% original then no
so just link back to the original mod and i should be cool?
Well my take is that you dont need to ask permission but depending on the mod it may be rude to follow exactly what their content is
yee i just wanna add cherry blossom and cherry blossom recipes to the game
and while i love kayas mod it's in ja and not compatible with the current version of soda makers
and idk how hard it is to convert ja to cp so rather than tear my hair out i might as well make my own version
depends how original the ideas are imo. I mean there are some recipes which are like, real life recipes that anyone can think of, but then theres like, inventing the exact same unique idea out of thin air. ideas are part of the content of a mod and it can cross a line if it's the wrong mod or the wrong person
ja to cp is a full rewrite regardless
Yeah. Cherry blossoms are a thing in nature
true i think i should be ok so long as i make everything myself
even if i struggle lol
makin me feel old 💀
ahhh good old deviantart... the things i've seen on there ;w;
welp this project will certainly take a while ;w;
but i got time!
of course i do :3
I need some help :( I'm trying to remove all seeds from Ari's market and Jumana's shop in Sunberry Village and SMAPI is telling me "EditData Data/Shops #1" to Data/Shops: the field 'skellady.SBVCP_AriMarket' doesn't match an existing target". I did a patch export of Data/Shops and took the name straight from there, as I have done multiple times for various other shops from other mods before but it's not working 
that's what I wrote
does your mod have a false dependency on SBV
nope, should it?
I haven't done any modding in a year and it shows...
yeah thanks, that was it!
in case anybody else tries this, the answer is "yes, you must have a map". it doesn't take that long to make one, but MapPath within CreateOnLoad is compulsory and null breaks stuff.
i guess you could just use an existing vanilla map like ElliottHouse or whatever, since the player shouldn't ever go there, but probably best not to
Thank you for reporting back on this, I was curious! 
Is there a way of hiding CustomCompanions from a custom world map?
this is strange, I'm disappointed nobody is running into bugs with my mod lmao
I want something tangible to do Cx
Hey guys... My name is Charlotte. Actually o made mod using json and content Patcher but I want to try C# can someone help me?
Do you know any c#? Do you have any prior programming experience? If not, I'd personally recommend learning the basics of c# first
Yes.... I learn c# by my self for making games using unity
!startmodding I believe this links to the wiki tutorial for getting started with c# modding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
I was only confused in the part of referencing the Content patcher
Normally you don't need to reference content patcher from a c# mod
Simply do the edits yourself
For mods that have a lot of content though it is nice to use content patcher for that instead of loading it all yourself
But in that case you basically have 2 mods, content patcher for standard data changes, c# for special sauce
Is the author of CustomCompanions in this server?
Pathoschild.Stardew.ModBuildConfig NuGet package This is the one I meant I made a mistake
PeacefulEnd is here but inactive
Ah that's a shame, was hoping they could help me
You can use trigger actions to set events as seen so it'll work for setting off other events. I did ot when i transferred all my mail across. But i goofed and forgot to also set the events as Condition: !Player_has_Seen_Event so they all triggered again. Lol.
What ide are u using?
The tutorial should have a section about referencing the pkg
I'll take a closer look
Why not just make the NPC invisible?
NPC only appears on certain days and i'd rather do that with scheduling (simple, reliable) instead of daysUntilNotInvisible tracking (fiddly)
Fair 🙂 Was just wondering what the use case was
Nvm, figured it out!
Any mods out there that make it easier to get Junimo chests?
I found one that does that for hoppers but Junimo chest mods are more elusive
Are you trying to make one?
Not presently, but I'm considering getting into modding at some point or another
Asking because it would make an aspect of the run I'm planning work a little better
Update. It still won't load my event. I also tried adding a fake dependency for Dynamic Shane and Sterling https://smapi.io/log/a19e273cfdcb435ba257e51f41d980c4
It would be a really easy mod to make if you're just trying to change the crafting recipe
if you're really not looking to make one though then this is the incorrect channel
What about changing the acquisition of the recipe? Silly me, Junimo chests don't have recipes
OH
My bad, #modded-stardew was the only channel I've been in for the last several days and I need to pay attention to which channel I'm in now
Button I just noticed your pfp it's so cuteeeee. I just finished watching Frieren.
Is there an easy way to patch this tilesheet to make it so in the fall the center gem of the mountain warp isnt off by a pixel
I just noticed this recently and now I can't unsee it and I want to change it 
image patches are what I'd say the most straightforward of mods to make
though the problem here is compatibility with recolors/retextures
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.
Take look at the content patcher guide especially EditImage
its been so long since i looked at the mod-ideas github, but i did ... and i also added my own request. does anyone even make mods from there anymore
Occasionally yes
sometimes, mayhaps
I admit i never did any tho 
I closed out 3 ideas
(2.5 of them were things I did before knowing someone else posted ideas for them)
There's a mod ideas github?
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
let us know if you need us to mark them as completed and we haven't!
oh they're already closed, courtesy of the diligent moderators 
for bragging purposes these are the ones
I'm still dreaming of the Hide UI toggle mod 
accidentally went to the third issue ever made on this github
literally kind of a good idea
kind of what i wanted to do with overhauling the animal system
but not quite
Hmm, outside of the unique produce thing AH's contest does most of it already
the unique produce thing is the main pull of this kekw
true
like we have the first bullet point. that is it HAHAHA
just need a GSQ for "has won AH contest" probably
you should do it, so i can close it 😏
i saw this and was like "haha hey nomori"
Isn't this vanilla? I keep accidentally hiding my ui by hitting f4
not during events though, idt
Ohhh
I am technically making a mod from the mod ideas page but I didnt find it there originally lol
please tell which one so the issues can go from 583 -> 582 and soothe me
The one about negative hearts
Its on hold rn bc I got burned out of event making
The c# code is basically done tho
(I realized my programming skills far exceed my storytelling skills and i didn't want the negative heart stories to feel super duper tropey and flat)
I did not know that... but yeah, I meant it mostly for events
Let me see all the amazing maps/settings made by people in it's full glory 
Also for the wedding I'm making I always have to screenshot that one 2 second gap when there's no dialogue or add an extra pause to the code, toggle would be so nice 
It's filling up quite nicely (also assigning seats to ppl is surprisingly fun) 
I haven't hit that wall yet with my current project but I can see it from here.
(i hope it's okay i'm pinging you to reply to this)
i was recently told to take down my link to my twitter on my nexus profile, because my twitter links to my ko-fi. it seems like they're really cracking down on it? which is valid! i honestly had no idea i couldn't link my linktr.ee or social media platforms and i never advertised my ko-fi on their platform or even hinted at it.
just as a warning for anyone, even if your social media, they'll likely ask you to take it down if you have anywhere linking (even through multiple links like linktr.ee > twitter > ko-fi) to any kind of monetary platform. that includes commissions, of course, but obviously things like memberships or other paywalled content!
it's okay! i was kind of pissed off in the moment, but i get it. i never intentionally used their platform like that, i just wanted people to be able to find me if they stumbled across my old mods i had uploaded to nexus! but i had a bit of a back and forth with them and they wouldn't even let a linktr.ee link without anything involving my mods, because my other social media platforms talk about it
A specific "iffy moderation" case i recall is seven deadly sins having literal paywalled mod content
I get not allowing to link paywalled mods, but kinda surprised they don't allow anything else that might contain a link down the line (even if the mods are free on there)
Do they just not care cus it's a chinese site 
i was kind of surprised too! i literally asked if i could have my linktr.ee if i remove all the talk about commissions regardings mods or anything at all. they said even if it's a long string of social media platforms, i cannot post my links. so i have to remove everything off my social media platforms or i can't have a link on my profile
which.. is silly, for me. because i don't even post on nexus LOL i don't even comment on peopels mods these days. so i'm not sure why i was even reported? or how anyone saw it on my profile LOL
rules are rules though, it's all good. it was never about stealing "customers" or something
Worry not we will continue to link your kofi in #modded-stardew 
LOL i appreciate it! 
just have a big enough mod that they turn a blind eye to it 
we arent allowed to link our ko-fi anymore? ruh roh, well i still have mine linked
in my frustration, i may have linked a big mod author and said "how is this any different?" 
theirs is still up so idk what to say about that
i imagine if no one reports it, you'll be fine LOL
Linking ko-fi is fine, if it's just for donations, not "selling" content
as i understand it you can link to a kofi but only if its a "if you feel like donating, here u go" not a "heres where you can pay me to do modding stuff in some form"
ah, i see
yeah, as long as you're not openly offering mod-related commissions or memberships
or paywalling anything, even temporarily
i guess my link sounds vague enough then
I have some old JA mods I'm using. I've found an issue with some of the crops that I'm trying to troubleshoot, and since I'm not ready to abandon this save, I'm not converting all the JA mods over to CP (plus the process takes a while).
I noticed that a JA crop mod that gives a custom JA crop works just fine (Pokecrops). My issue right now is with Monster Crops, which gives a vanilla item (bat vines, solar essence, etc.). The seeds show up just fine, as does the crop, but when using Lookup Anything I see the harvest would be "error item", and speeding up the crop stage with CJB Cheats Menu results in no item. Could this be caused by a problem with the formatting, or is it just no longer possible to use a JA crop mod to yield a vanilla item?
Log: https://smapi.io/log/9ee0a9d2a2114a9da367ad7639f44a1e
One of the crop.json from Monster Crops: https://smapi.io/json/none/251cab91d9e94a2dba33cc31afb53a38
One of the crop.json from Pokecrops, for comparison: https://smapi.io/json/none/f285b3c8266d4a0e826fa900bba04301
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 176 C# mods and 440 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
mine linked to my twitter! which then linked to my ko-fi
still finding it a bit weird in that case

Hmm, I don’t know the answer offhand but i definitely didn’t test that. I’d do a patch export of Data/Crops to look for oddities
oops this looks more sassy than i was hoping LMAO
tbh i had to file a report for a mod where someone was tracing my work and i don't think they liked how much traction my ko-fi was receiving? they had to double check my ko-fi to see the stolen work, so i suspect that had something to do with it
linking to a kofi, no way, nuh uh. offering a patreon exclusive beta for ur next release for a month or two? feel free. whats so weird to understand about this /j
JA under the hood is just CP-style edits for a lot of things
again, i understand it, but i wasn't utilizing the platform like that and it felt really strange to feel like i was doing something wrong (when imo i wasn't
)
So I would expect the issue might be either I did a whoopsie or there’s something off in the data json stuff
Huh? There are mods that do that?
unrelated to anything: lune your clothes are super cute 
“I did a whoopsie” might be that I didn’t do the lookup for name to ID on vanilla objects correctly or something like that
thank you so much! i'm so glad you like them 
this feels very double-standard ish tbh
there was a big mod that did that, at least. probably others, too
i'm pretty sure we're talking about the same mod, that's the one i linked and asked how it's any different
almost certainly happens in other modding communities for other games, too
which they seemingly haven't done anything about
i kinda feel bad, looking back i was a little blunt with my responses to the team LMAO they're just doing their jobs sdjhfjhs
(it was SVE. but to be clear, im not slighting Flash here, just the nexus double standards lmao)

Ohhh actually I noticed this problem and forgot for the few I did convert!!! I converted Fantasy Crops and the HarvestItemId was just "(O)"!
but also i think the difference is those mods are hosted on nexus, so they make money from them
having mine on another platform makes it so that they don't make anything from my mods existing
I didn't even know SVE had betas on patreon 
it did for its 1.15 update
Hmmm I’d have to sit down with a laptop to actually figure out why, but that sounds like that’s going to be it
Probably my bad, sorry
My guess is that the original mod used the names of stuff
No worries! Would you still like a patch export of the Data/Crops?
Nah, it's the ID #
But this was before the (O) became standard
Here's the patch export of Data/Crops, linking to the bat vine seeds: https://smapi.io/json/none/383358076dd14388afd936af49556f25#code.5101
Here's the Bat Vines crop.json file from Monster Crops: https://smapi.io/json/none/251cab91d9e94a2dba33cc31afb53a38
Thank you!! Gotta go back to my office but I’ll take a look then
thanks for looking into it, Elizabeth! I appreciate it 
Which includes commissions, lol
i mean iw ould think commissions would be the like... quintessential first thought/example of "pay me to do modding stuff" 
Tbh and I would say it about everyone
At this point in my life I won't be anyone's free beta tester lol
To be fair, you can even strike "free" from that
I won't be anyone's beta tester. I'm barely my own beta tester ||except for unfortunate cooking experiments||
(I greatly appreciate everyone who has helped me test in the past)
I ☆☆really☆☆ do not understand paying someone to beta test for them.
Welcome in! I love all the new screenshots 
anyone good with events in here rn?
depends on the question 
Thank you! How sweet of you to say! ^^ it’s such a nice vibe in here!🌷
!ask
Ask your question or describe your issue here, and someone will help if they can!
well, my question is can anyone help me figure out why my event gets stuck because im lost
is there anything in your log?
I am making an event where an npc shows another around in a cutscene kinda deal with fade. for some reason the last one currently gets stuck in the fadeout and doesnt go to the next location and idk anymore(its around line 83) https://smapi.io/json/content-patcher/89f8d2334a884ce9800f8a5866014be7
I got nothing error wise in the log, actually no text at all after i do the debig ebi command to run it
i took out all other stuff i did after(thats why theres a blank around the end) because i feel like its because i added another npc but idk what i couldve missed in that regard(hes popping up in the location part i took out)
have you double checked that the location name is correct? i assume for lost island northern cliffs?
ya i directly copied it from my locations.json and it worked before i added the npc ({{ModID}}_SeaDudeBarnabas)
line 90, is that meant to be two move commands? i only see one
FYI, it looks like that person has uploaded a third mod with your content
i think this one only looks similar LOL
they remade the hat from scratch instead of tracing mine 
thats supposed to be them walking at the same time, jsut like in line 69
@sleek igloo this was a feature of mumps, which isn't working on 1.6, but I've been working on a successor mod for 1.6 that also has that feature.
man, im just so lost
What does true parameter do in viewport event command? 
and line 69 works? i didn't know you could use move like that
oh i see the wiki does say that, cool
yea
i actually saw this and told tia and i was like. why are they still allowed to do this lmao
you'd think getting your mods taken down at least twice for stealing would mean you can't upload anything else?
they have quite a few unique downloads listed on their account, which means their past mods are also taken down
obviously i can't tell if that's done by them or if they were removed by staff
because if they're not tracing my work anymore, they're probably tracing someone elses?
just to test, what if you increase the pause 800 to longer? sometimes i encounter issues where the pause doesn't give them enough time to reach their destinations
i feel like it's safe to assume it's mostly all stolen work, or at least taken work that has been edited
i had that previously but I took out their walk before the fadeout so that cant be an issue anymore
im gonna eat a broom if the pause is the issue
yeah i mean i can't see any issue with your code, and 8/10 times i've had an inexplicable issue with my events, it's been related to move and pause lmao
you might ask aba when they wake up--they're the ultimate event expert
aba already helped me earlier with the event i feel like a bother omg
but yeah increasing the pause didnt help
my only (and incredibly annoying) advice is to add commands in one at a time to see which one fails... although that'll take some time
i did
i set it back to where i was earlier when it worked
the only difference is i added another npc
but i set them up off screen, warped them eqach time like everyone else
idk what i did wrong there
for custom trinkets you'll want to look at Trinket Tinker
otherwise without it their behaviour is all very hardcoded and you can do next to nothing with CP alone
for custom monsters, if you want to spawn reskinned versions of vanilla monsters with fully custom sprites, stats, spawn location and drops look into Farm Type Manager
actually custom behaviors, similarly, need C#
Got it, Thanks you two!
Hello 👋 I have a problem with setting the time it takes for a machine (Data\Machines) to finish its work!
My mod Uppergrade uses exactly the same time settings as the normal machines in Data\Machines... but somehow, it takes longer.
The time difference between, for example, the normal keg and my double keg depends on the ingredients. It's strange!
This issue seems to affect only my double keg! My cask is actually a bit faster than usual, and the furnace and preserves jar seem to be working normally. What can I do to fix this??
Hint: The keg is machine "(BC)12" in Data\Machines.
if you copied code from the vanilla keg exactly, my only other guess is mod interference
Post your code and optionally log?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 30 C# mods and 38 content packs.
what can cause my recipes to be "greyed out" in cooking menu despite having a cooking recipe (and be of cooking category) and appearing in the actual cooking menu? is it a known mod interaction?
once the recipe is known they should appear "transparent" rather than just a silhouette
but i don't know why they don't and if it'll cause issue
The text is not resizing for mobile without extreme blur, can someone tell me what the monstrous thing is bc I am curious
I'm on mobile too but I opened the image in firefox
Yeah, I'm not sure why the embed is such potato quality.
The text is standard smapi log. The monstrous thing appears to be a smapi launcher, with a button to upload the log file to the website
That, yes!
Thank you!
(thank you bc I'm on mobile and opened in Firefox but was still missing it lmao)
Taking inspiration from the Android fork?
Actually inspired from something in the security discussion, weirdly.
Something in my brain went "ooh, SMAPI doing UI!"
And I had to do something about the itch. Turns out it's not too difficult at all!
everything looks right, and no mods that can affect machine time. I have no idea what can cause your issues.
iunno test again? sorry 😅
A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.
- Load up a save (with Content Patcher installed)
- Type
patch export <FILEPATHOFTHING>in the SMAPI console and hit return - Look in your
patch exportfolder in the game folder for the relevant json file or image - If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
(something like patch export data/machines then posting the result)
(i will go to sleep, good luck)
https://smapi.io/json/none/bd88dd65e6e44a9e962196ff428ef0e8
But ... now the bug is gone... It appears under rare conditions :/ Hard to fix I guess.
wat u do
Look at the bottom of the terminal window
That's a new spelling of smapi
its a new spelling of log clearly 😎
Discord mobile compression is amazing
I wonder if it would be possible to create a "profile" mod where if you click on a character in the menu it shows you things like their hobbies and occupation and stuff ...
Or maybe i can do my own version via... Idk
🤔 maybe secret notes could accomplsh the same goal ..
i’m listening 👂
🤔 it's nothing too complicated (in terms of what i want to do), i had just thought of like... As you progressed heart levels u lewrn more things ...
And it would fill out lines in a profile menu
I'd thought of like.. one thing for every 2 hearts + one for 14 hearts
Like whatever heart event u see seb workin on his bike it adds "likes motorcycle rides" onto his profile
Just small things
i really wish there were more non food items in the game... i wanna give NPCs trinkets and stuff....
That'd be fun! And probably the only reason for me to ever open the social menu 
that would be cute
funko pop flavoured item...
does anyone else use flow charts for dialog
I am so deeply upset I didnt find it earlier
Ive never used a flow chart in my whole life
I like it for dialog bc it helps me map out the progression of stuff never liked them before
That might be useful, especially for events
I've seen a number of dialogue libraries that do that but personally I kind of hate it
it just makes my planning sm better
I much prefer pure-text formatting for text information
I like to add in too many choices something always gets lost
If I'm organizing something that's not going directly into a game I'll usually just use markdown
I just dont have the enegry to code during finals week
and this is something thats keeping me sane rn
I just need a way to format stuff so I can think clearly otherwise I lose my marbles getting lost in the code
I do mostly mc coding so this is a lot less linear ig to me
I like to change colors, too
Forgegradle my beloathed
There's still a lot of stuff on (neo)forge, it's not dying any time soon
Especially with sinytra
neoforge is a diff thing
I lost the topic we were on and thought u liked to write on fabric 😭
MC mod loaders
Oh yes forge original flavor is turbo dead
yeah thats what im sayin
Im embarrassed it took me like 3 rereads to realize

It's beef a while since I tried modding. Maybe the neoforge gradle setup is less bad than og forge
Of course architectury is always an option too
not sure I dont use neoforge
I use it because there's a number of big mods that I don't want to give up that are on there
im prob swapping to SDV modding for a bit before I return even if my server is upsetti spagetti ab it
Sdv modding is way more fun
ive had this seb rework as a WIP for ages
I have spent the last few days composing music for it
its all nine inch nails type shit
idk how to do anything else
Lol
i mean that sounds sick but also wild tonal whiplash going from banjo to grunge
can u have grunge banjo
I fear most of this mod will be giving whiplash
new joja theme
I can try
idk shit about music please explain
grunjo
like the music ive made is all weird and sad
What's Sam's rock music like again anyways
but can it be weird and sad while the main instrument still be a banjo
terrible
am I allowed to share audio files idek the rules anymore bc I will drop this weird stuff
the bluegrass one is the best because its so funny and i laugh whenever i hear it
technically more of a #making-mods-art thing but it should be fine
solid idea, im going to see if this exists
enjoy I know its weird
also loud
shockingly I only listened to bad witch while making this LMFAO
I have a question, how do you check for an animation? Like how would I execute something only if the player is currently in the sword swing animation?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 16 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Pray
jokes aside you would have to find all the farmer animation frames for that animation and check if it's any of them
possibly you could use UsingTool and then check if the current tool is MeleeWeapon and if the weapon type is the sword type? but that will also trigger while blocking
generally the answer to "how do I know if this farmer animation is playing" is "you don't"
you can check the current specific frame, but all animation sequences are hardcoded and handled outside the farmer sprite
how often are you executing this? it might be easier to simply use Harmony to patch a call into the sword swing method itself to run your behaviour
otherwise there's really no unique identifier for whether the FarmerRenderer is currently animating for a sword, a tool, a squat, a horse, whatever; you just have a series of arbitrary number IDs for switch cases in the renderer that play an animation sequence by setting arbitrary frames and callbacks
each number ID also varies depending on the FacingDirection of the player as well, so you'd need to check for each of them if you're looking to run your code at all times by watching the farmer sprite
again, probably easier to just insert your method call on the swordswing method directly rather than watching for id changes
Applying an EditImage to my custom world map is causing it to not show up at all. How do I fix this?
I want to apply a recolour to it
share your log (with patch summary) and content file ✨
Oh hang on
I commented stuff out earlier to test stuff, my bad! I think it will be fine now c:
It's refusing to even bring the map up now 😦
Here's my error log https://smapi.io/log/d2fee51ee7db42d3a8c0a37666e6957d
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 16 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
The content file was not found.
---> FileNotFoundException: Content\Mods/8BitAlien.Lilybrook/LilybrookMap.xnb
seems pretty cut and dry!
doublecheck you're loading the asset before editing it, and that the target matches the expected path (minus .xnb extension and content\ prefix)
could you share the whole json file at https://json.smapi.io ?
Sure!
Can I DM it to you though? I wanna keep my expansion private as I can. No worries if not!
sure!
When you say load your event, do you mean it won't null the vanilla one?
Does that work if the event has been deleted? I would've thought that would error.
the event seen thing is a hashset
it doesnt actually check if the event is a real one
So far If I try to run debug ebi 611944 it plays the vanilla 2 heart instead of mine (I went in and changed my event id to match the original event)
Do you null the vanilla one before adding yours?
ebi ignores preconditions and will just use the first it finds afaik
Yes, but let me test it again.
For the "DayOfMonth" precondition, if im listing multiple days do I separate each day with a comma or just a space
Also I don't know why I didn't mention this last night, but I'd recommend removing all your other content mods when you're testing your own, at least until you're ready to specifically address compatibility.
I'm not sure what that has to do with it playing an event script that is supposed to not exist anymore? Can you point out its relevance to me please? I'm not connecting the dots /gen
Fair enough. I did kinda bork myself by creating most of my events before realizing it's all SVE stuff
its a distinction purely because an eventid can exist multiple times, though usually only if they have mutually exclusive preconditions
All event arguments are space-delimited, so you'd do DayOfMonth 5 10 15 for one of those three days.
thank you!
(The base game won't have duplicate event IDs in 1.6.16 anymore, it uses goto labels for variants instead.)
Ok I went through and removed pretty much all the content mods 🙂
let's see how this goes
At last! I think! When I check the patch export for Data/Events/Forest my event replaces the vanilla one and the vanilla one is nowhere to be found
I'm so happy I could cry rn
You have been so incredibly helpful. Thank you so much. Totally crediting you when this beast finally publishes.
I'm glad I could help!
Now to test the 5 new events I scripted today
I've set up an NPCWarp. Will my npc automatically use that to get somewhere in their schedule?