#making-mods-general
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Is there a reason that there is a separate Krobus trench coat png even though he already has his trench coat portrait in his main spritesheet? Do I need to account for this in my portrait mod?
your item Id is wrong
Well, it finally happened, somebody asked if Pelican Valley Loft could be used for farmhands to sleep in instead of custom NPCs. (My answer was no)
I said Bonsters.MoreCrops is only an example because I don't know the real mod id at the top of my head ๐
I peeked in the files and the real id is BFV.CombinedCrops
discrimination smh
I don't want to fight with farmhouse or cabin shenanigans and you can' t make me
so this is one thing i've been struggling with, so basically i'm trying to reference some base game tilesheets for my maps. do i have to make copies of each of the tilesheets and put them in my mod? because smapi gives an error about not climbing directories.
it's driving me crazy and i can't find anything
cool cool!
this goes in the recipe and spacechase json?
yes
you want to be sure, boot up the game, spawn a red guava and use lookup anything on it
kk!
and see what the item id is
i'll enable look up anything real quick
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
hm.. surprised tiled doesn't like this.. most strange https://i.pillow.rocks/IE11yzijSd
!log please use the log uploader
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 didnโt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
and if you're posting an error its always a good idea to post the json with it. also using smapi.io not directly in discord
so you need a copy of all the tilesheet pngs and tsx in your mod folder? or is there a simpler way than duplicating and adding each tilesheet?
you can put your .tmx inside your unpacked Maps folder while you're editing it
and then work in there
if you embed tilesheets you dont get a .tsx
oh so i work in the unpacked maps folder and embed them?
its an alternative to just copying the ones you need to your mod folder, yep
thank you so much! ill try that. i was copying each one and i was thinking, there's got to be an easier way
omg it does the thing!!
Caved
but cave gif!
a timelapse i assume
im just making changes to do something https://probably-not-a.tokenlogger.zip/qtjKP34pVU
why are these colours so disgusting I don't want spec following gifs I want colourful gifs
oh im using the low quality format
https://smapi.io/log/042193e597bd4d0d8dba9f7456454f04
im sendin my log with the item i made
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 302 C# mods and 432 content packs.
still an error with the recipe
https://smapi.io/json/none/8da484640c1a4f129f2c2f7c2f74ba6e space chase json
https://smapi.io/json/none/9cb22b164d664b14a20e240181696df4 recipe json
yay more colours
wait, do i still need to copy all the png files to my mod folder?
You need it while you are editing the map
no. you just copy the tmx into your mod folder when you're done with it
you're missing some brackets in the first one
important note: do not ever save your tmx when the tilesheets are not present or there are errors in your tmx
even if you move it to the mod folder after and just want to do a quick edit, you need the tilesheets
always match opening brackets with closing ones, and ideally find yourself an editor that does it for you
which line??
okay... i worked on it in the content folder and embedded everything then moved to the mod folder, but it still has the climbing directory error
you need to work on it in the maps folder, not the content folder, and if you already had errored tilesheets in your map beforehand then embedding extras will just leave you with two copies probably
i dont know what the state of your tmx was before you moved it to the content folder
k im using notedpad++
n++ does not automatically validate json for you
wait i made a mistake, i forgot to delete the previous tilesheets i'd copied into my folder
well what should i use with a easy to get ui?
i think i get it now, ill test it
Visual Studio Code is usually recommended
when ya say bracket? do you mean { or [
also is the second json ok?
(I'm on my phone sorry)
general rule is for every { you need a }, and [ and ], and they must be in order
you're missing some of the closing ones
and a {} block around the entire thing
k
so im getting an error
still
it says "end of file expected" for the space chase json
still missing brackets then
im still trying to figure out where to put the bracket
thank you so much!! it worked ๐
is there an easy way to construct a new ItemGrabMenu with a chest capacity bigger than 36, without creating a dummy Big Chest item to pass as a sourceItem to the ItemGrabMenu constructor?
Yes-ish. I do some chest menu resizing stuff in the Unlimited Storage beta.
the "ish" scares me
No
You need to trick the constructor to use the first set of code for constructing the ItemsToGrabMenu
Otherwise, it falls back on the default that you don't want to run
I think making a big chest is honestly optimal for compat
it tells you in the json validator where its missing a bracket (where it says unexpected end of whatever)
well right now it aint linked to a chest at all anyway
unless a global inventory creates a chest behind the scenes
Phone
Global Inventory does not
Ofc this is assuming you care about it + need more than the default size
i would like it to be more. but i dont want to affect Every itemgrabmenu, just this one im making
I made a transiant Chest that's set to some type (possibly big chest)
The heck did I do for vmv....
is there no downside to creating a new temporary chest linked to t he same global inv every time
So it's fine for 36
I think in museum overflow I just reimplent menu
None that i can tell but no one's actively using this feature
You don't need to do all of this, but you might need to do some of this: https://github.com/LeFauxMatt/UnlimitedStorage/blob/unlimited-storage-1-3-0/UnlimitedStorage/Services/ModPatches.cs#L232

Overall i was just very lazy ok
In trinkets i did subclass item grab menu in effort to make it all nice (it explodes on da phone)
This works too. No problem with that. You can even make a static fake chest linked to the global inventory for this purpose.
The mutex im using is the global inventory's mutex so it's fine if the chest itself doesn't persist
As long as a GlobalInventoryId is assigned, then GetItemsForChest and GetMutex will pull the appropriate inventory by ItemGrabMenu.
i like the secret fourth option of begging pathos to include another override in 1.6.16/1.7
(im only sorta joking)
its for holding the entire inventory of a museum, so 36 might be too little
yea but ppl dont need to see it right
certainly not enough for the vanilla museum. it wont be used for the vanilla museum, but if someone wanted to make one to match the scale of it, theyd likely want more
no this is for people to allow taking items back out
Keeping in mind, big chests have a fixed number of rows/columns. So you don't get the flexibility of it being completely custom.
or for a debug console command to take them back out
64 seemed more than enough for most uses
but none of it menu 
i definitely do not wish to add pagination
Option F - You can abandon ItemGrabMenu and make it using StardewUI
nou
yeah just code the rest of the owl. make sure the owl has a nice UI too. also make sure it fits into the existing menu options nicely. also make sure it works on phone
640 kB of memory should be enough for anybody
Hmmm
yea brb im making the Cornucopia Exhibition
custom museum framework has no dependencies at the moment and id love to keep it that way
I don't think begging is sufficient, it may require bribery
by make some button i mean like
Contribute to atravita-mods/StardewMods development by creating an account on GitHub.
do on menu render draw when current menu is the itemgrabmenu
what if you just limit the size of a "museum table" to 36 and let the player only interact with items on that table?
Oh god
look im not saying i cant do a bunch of editing menus and fields or constructing new ones or slicing and bla bla. i just really didnt want to bc i dont feel like it
You can steal mine 
Instead of making it bigger, how about just making the Museum smaller?
i was hoping there was just like One thing i can edit after constructing the menu to make it Bigger
That sounds easier
Lolno
nor the tables
Everything is your museum with enough prefix patches
Also if you don't control the size you need pagination or scorll
but you could...
you've managed to derive the reason for my asking in the first place from first principles
Why is everyone always trying to make the game bigger. There needs to be more mods making the game smaller.
Minimal SDV. One crop per season.
It is in fact the best crop for that season, so everyone can be a min-maxer.
the crop is Weedses
there is endless debate on whether Weedses Honey is better than Pickled Weedses
If I'm being a pure minimalist, I'd just make potatoes the year round crop
Just steal my menu ๐
It can be a post apocalypse event and potatoes is the the only vegetable remaining
mod idea: the Junimo Cube
the Junimo Cube, through forest magic, is capable of transforming into a Junimo Seed, a Junimo Egg (which can hatch into a Junimo Chicken), and some other Junimo stuff idk
the catch is that you only ever get one cube, and you are not allowed to grow any other crop or raise any other animals, and if you want the Cube back you need to kill the crop/sell the chicken/etc.
oh, every machine also needs the Cube as a fuel, and you get the Cube back when it finishes
its not that i have anything against your menu but i do worry about its android compatibility
(also, i already wrote a custom menu for the actual donating)
Oh yeah no android compat lol
Scrollbars on an ItemGrabMenu are super simple to implement using just a prefix/postfix on draw. I stole that approach from how aeden implement their custom backpack framework.
i also will probably just take the absolute easiest route when i do get to doing it, because the only reason i asked now is bc im in docs writing mode and as ive been writing them ive been realizing there are places in my code that need refactoring or minor bug fixes/feature tweaks, and if i get too distracted i risk scope creeping too much again and delaying the release much longer
are those scrollbars controller compatible
and are their neighbours correctly set up
then as a controller player please know that i appreciate you a lotfor that
Actually I recently implemented automatic overflow logic where you go down from the bottom slot of the top menu, and it scrolls until it reaches the bottom
That felt more intuitive than a scrollbar for controllers
I just prevent it from moving to the bottom menu unless it's scrolled all the way down
Smh controllers
I interact with thr game the way god intended ||directing electrons individual with my mind||
I thought it was a text adventure with console commands
Hey, guys. I was wondering if there is a reason that there is a separate Krobus trench coat png even though he already has his trench coat portrait in his main spritesheet. Do I need to account for this in my portrait mod?
I have his new trenchcoat portrait in my own spritesheet in the right place, but Iโm not sure if the separate png is pulled instead. Idk why it would be though, as they are the same portrait
if you look at Krobus's Data/Characters
he's got an appearances entry that says "use Characters/Krobus_Trenchcoat when movie theatre"
you will want to target this
Ah, ok. Iโm so close to finishing my mod, so Iโm glad I asked. Iโm going to work on that right now, and hopefully I get it right. Iโll need to figure out cjb cheats or debug to test it though ๐
just install that n check the unlock movie theatre thing
why is buildingTypeILiveIn serialized
actually hm
that means i should use the CanLiveIn then
in case a mod do some funny thing that take advantage 
so im still trying to figure that out.
yeah now I'm not so sure about the foreach idea, because if I set an ostrich to having its house be CoopOrBarn, it gets stuck with that until the end of time
i assume another ] on that line?
yeah
(though it's not like Squeeze Through is good to uninstall either, I defaulted it to Coop, which I probably should change now that I realized this)
theres probably more of these cases where i naively reimplemented some game method
alas
(once I make the default Barn, then Squeeze Through would be safe to uninstall. the existing Coop-borne ostriches will forever be marked though, alas
)
well ppl can just manually move em
yeah they can move them before uninstalling, but they'll be stuck in that barn after uninstallation
two years from now someone's going to wonder why they can't move their ostriches on their old modded save 
is there something i can add to visual code studio to auto fix it?
I'm on my PC now, you can post the json
sorry but idk what to do to fix it
when i tried to add ] still an error
- you're missing a } and a ] to match the opening [ and { on line 1 and 2
- you need to wrap the entire thing in another block of {}
@ruby marsh One of my children - generally the second one - still often void walks in the bus stop. Is there any way I can fix this on my end? Do you know why it happens? It's only the bus stop map it happens on... I could try and send you a modbundle and savefile if you need it for testing purposes. (Or if you cannot investigate, that's fine - he's in bed the next morning).
also please enable highlighting matching brackets in your editor
if i may ask which do i click to enable that?
sorry you'll have to ask someone else (I use vim ๐ )
"Changes": use [] and not {}
i think i fixed it???
you need a [] block around the {} block at changes
nah, that's still broken
it might be faster for me to just send you the fixed json 
If you use VSCode
nice loading bar! very well integrated
this brings joy
yay! the recipe shows!
i was intending for any flour to be used but imma buy the recipe and test it
Hey guys! I thought I'd provide an update on getting the portraits to work. I have to confess that I had no idea how to target krobus at the movie theater with a png separate to his portraits, but after a ton of errors trying... it turns out I didn't even have to!
I tested my mod with all the regular portait mod code, and he shows up to the movie theater just fine!
Maybe the extra Krobus trenchcoat png in the game's files is just ignored with CP and the Krobus trenchcoat portrait in his regular spritesheet is used instead? I have no idea, but I didn't need to account for it, thankfully!
that's odd but maybe funny hardcoding is going on tho
Idk, but it's confusing
oh i see
the appearance entry only has a Sprite (Characters/Krobus_Trenchcoat)
it does not reference the Portrait (which exists at Portraits/Krobus_Trenchcoat)
Maybe it was just an extra left in then?
Because there doesn't appear to be any purpose for a copy of it to just be floating outside the spritesheet
{
"Action": "EditImage",
"Target": "Portraits/Jabigail",
"FromFile": "AngryAbigail.png",
"ToArea": {
"X": 0,
"Y": 0,
"Height": 64,
"Width": 64
}
},
for ref here's how you'd edit
and to find out what the Target is, look at your unpacked content
Oh, thank you, chu!
I'll save this
I think my mod is ready to go. All I need to do is make the nexus page!
I figured if anything, the portrait would be used for the "Winter Mystery" sequence where you chase after him to get the magnifying glass
But I suppose he doesn't use the trenchcoat there either?
Oh, hey, do you think including a pic of krobus at the movie theater would be too much of a spoiler for a mod page?
Generally the expectation of mod authors is that if you're modding the game you've already done at least one playthrough without mods.
In other words, spoilers are only for mod contents, and if you get spoiled on vanilla from a mod page, that's on you
subork doesn't have a portrait
a harsh double-standard given most mod authors haven't even done one playthrough
I'll probably include it, because it's a great picture, imo
the people who are going to install your mod are statistically more likely to be krobus enjoyers, who statistically are more likely to have taken krobus to the theatre at least once
Lol, I actually have done a quite thorough play through before I ever started modding, fortunately
I've never gotten perfection but I've done two vanilla y4 playthroughs and two y3+ modded runs
New quote added by atravita as #6394 (https://discordapp.com/channels/137344473976799233/156109690059751424/1377436891787427941)
I never got perfection either, and I probably won't
Anyway, thanks for the help!
Alternative joke ||debug perfection||
My test save is so jacked up from debug commands
you don't need "Buildings" ofc but it does work
So.... peer pressure works on you?
my pressure resistance is silken tofu
A chue is very easy to nerdsnipe
If you nerdsnipe me, I will absolutely monkey paw your request
I feel like I'm losing my mind. I made an itemdelivery quest from marlon to marnie, and I want Marnie to reward the farmer with an item. I can't seem to get it to work. IT keeps putting the % command in the dialogue box
Monkey paw originates from 1902 literature
sorry, i'm hooting at the information technology department holding grudges and sabotaging your mod
Yesish
"i tried to set up a quest and IT is on the phone about it. they want me to stop"
But how can you monkey paw me when I don't play the game
What could you possibly do
Chew up my sock?
Wish granted, I will credit you with the mod and direct all users to your DMs for support
Wait, looking at my code I transititioned to trying to just get it to deliver through the mail after an event was seen.
then u gotta add the mail somehow
Don't, she will literally delete her nexus account
Data/TriggerActions usually
I've already threatened to delete my steam account
How do I link json code again without spamming the entire thing ?
!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.
god i wish i had like
a clone who would check which vanilla tile props work and dont work via this
Is this mail framework mod
I do have that installed. I made a separate mail.json and manifest. I can get the letter to work without the event seen addendum
I feel very stupid
I used the template within the mod file
if its an ordinary give 1 item mail, you don't need MFM
ooh. ok. Let me look through the modding wiki again. I couldn't get the letter to show up at all when I had it attached to the base json . ty
...guilty 
The problem is, I don't see anything on the mail data page where it triggers a letter after an event was seen
but that's my inexperience more than anything
ah for that u can use this
lots of vanilla mail are sent this way
my rec is to write the mail and debug action AddMail Current <MailId> to test it
once thats good do everything else
i'm really terrible at building art, but i want to try something that i can't just rely on using vanilla buildings as base. are there any tips on that?
thank you ๐
art wise you'd want to ask in #making-mods-art
Creative Common s 0 sprite buildings?
here's a tutorial for the "get muh art into the game" https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Farm_Building
Stardew Valley 1.6 revamped how buildings work and now you can add a new building with just Content Patcher. There are also new ways to add textures/skins to existing buildings that have advantages over previous methods. This guide will walk through how to use these features, starting from "put my new building in the game please". If your goal i...
oh yeah sorry!
helps if you have some kind of concept of what the building should do
thank you โค๏ธ
Can I easily debug roommate dialogue? I decided to take some pictures of Krobus showcasing his different emotions through dialogue, and I have a few, but now I feel like I need a complete set, in the order of the spritesheet's portraits that I'm showcasing in my mod ๐ The problem is his dialogue is random after he lives at the farm. Do I even need to do it for consistency's sake, or am I getting carried away...
Debug loaddialogue should work for roommate dialogue, I think.
Do I find the keys to debug in content unpacked, or is it random still?
You will find them in Characters/Dialogue/MarriageDialogueKrobus, yeah.
Ok, thanks
Sorry for bringing it up again, but I'm not sure I actually know what key to put in. I found his "marriage" dilaogue, and I tried lodding in his one labeled Good_2 with the command, but it didn't seem to work. This is the full command I typed Debug loaddialogue Krobus Good_2
instead of just Good_2, you have to specify a whole asset/key combination for the last argument
debug loaddialogue Krobus Characters/Dialogue/MarriageDialogueKrobus:Good_2
Ohhh
Is there a guide (not the wiki) on creating a festival? I'm a bit confused
Thanks ๐
festivals r somewhat hardcoded, what is the type you want
I wanted a passive festival added to my custom location
u need a festival map edits and schedules for each npc
What if I wanted it to not be passive?
then you're in C# territory 
assuming you want any kind of custom functionality
with CP, at best you could place people on a map and give em dialogue
like an event
Ahh ok, thanks for saving me lots of time haha
but you cant do like, festival currency or minigames or a lewis custom whatever
(to be clear if you dont want any custom functionality and just want a time-locked map with people and tile actions to interact with, its perfectly doable)
Just to be sure, the current version on the mod page is for Stardew's ver. number right?
the version number on your mod's page is the version number of the mod, not stardew
Ok, that's why I needed to be sure ๐ Thanks
holy hell I just recorded a 4 minute video on how to properly use the SMAPI commands for a mod im working on and it took me FIVE HOURS and I still sound terrible on it ๐ญ oh my God
I could never be a YouTuber
Yeah I usually have to just record 10 second at a time lol did you do the entire take?
I did it in one take but with huge gaps of just afking and heavy breathing that I edited out so it would at least be a little cohesive ๐ญ I did also watch it like 5 times to ensure I didnt accidentally leave in any long clips of me heavily breathing into my microphone loll
it's funny that I talk on voice chat and even do public speaking sometimes, not a problem. but recording for a YouTube video? indiscernable from being held at gun point mentally I guess lmaoo
Yeah I do the same to make sure it sound go review multiple times . Some folks are just natural at it, single take done
I'm surprise you did one take that's great, usually I have to piece multiple sections to get a minute video for my modded demos.
yeah well I mean it technically took 3 takes but the first 2 were just me flubbing in the first couple seconds. idk how I chilled myself out enough to get the ball rolling like that but then needed huge breaks between each "scene" after haha
Why do you need a video?
Hey, which image site do you guys like to use so that you can add images in the nexus description? Should I just go with flickr or imgur?
i think a lot of mod authors use imgur. i prefer not to use images in my mod descriptions, since 1. the images have to be hosted elsewhere, so they are brittle and require a separate maintenance silo, and 2. nexus does not support alt text on said images, which is a moderate-to-major accessibility problem
Is there no way to imbed them in the nexus page then? I just wanted to use some stardew banners for basics headers to make it look a little prettier
i want to make a custom map which is kind of like an extension of the town, with 4ish houses there. how do i figure out the tile dimensions to start out with? i know i can resize it, but just wondering how to estimate so i can fill in stuff in the background before detailing
If you want an image you gotta host it elsewhere and link it
You can give descriptions to the images that you add to the images tab, the ones that appear (up to 5) across the top of the mod page, but that doesn't help with letting you embed them - I always just use text of various sizes and such in my descriptions
(well, I did use one video for one mod, an embedded youtube video, but again: hosted elsewhere)
Ok. Something really interesting i found is that I can copypaste the Stardew reddit sub's emojis from the user flair section, and load them on nexus just fine. I wonder if the image's hosting source remains the same for that to work?
The images in the display section are hosted on nexus itself, aren't they?
I only ever edit my descriptions using the bbcode editor because the wysiwyg editor hates everything
I'm not a map creator, but I have been deep in creating menu layouts for months - one idea that may be helpful is to just start in an image editing program and start sketching it out
Yes
Ok, thank you
oh that's a great idea! tysm
I think I might have read somewhere that I may be able to upload description images directly to nexus, but I may have completely misunderstood
not really "need" but I thought it would be helpful. especially since the mod would be a lot more useful to people if they didnt have to wait for my lazy butt to update the random JSON files and just do it themselves without even having to know what a JSON is. I admittedly didnt anticipate how long it'd take to record and didnt realize how long it had taken til I checked the clock after ๐ญ
Ooo, that's sounds like exactly what I need to do
if your mod is also on github, you can add the images to your repo and then embed the image using the raw url
holy shit its you
i commented on your bulk eating and drinking mod and u implemented the feature i requestedโฆ i love u darkmushuโฆ
Hi, and Yes I'm here, the suggestion you made was a great one
I just prefer having the video with a mod description. Also the videos on youtube brings in additional awareness of your mod
if you have a backup of your mod on github, you can put the images in here as well, that's what I do. I understand that there isn't much point of a github repo for a CP mod tho
oh, I see this was already mentioned
Thanks! I totally forgot about using github, even though I have it๐ Hopefully Iโll figure it out
Thanks. I didnโt even think of putting this mod in github because itโs so basic, but it would probably be a good learning experience to prepare me for my more complex modโs upload.
github is also not the only option, there are other git hosts available
(I specify because GH is owned by MS)
Iโm still a little intimidated by github tbh ๐ But I really should be getting the hang of it for better version control and everything
yayyyyy
so just a quick question i guess..... how hard is it to create in a custom romanceable spouse....???
qualifications:
coded a robot in elementary school one time i think
made minecraft skins in 2014
!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!
it's not hard, but it is a lot of work
i figured, thank you!!
there will be a lot of time spent learning how things work + reading tutorials, most likely, since it sounds like you haven't made stardew mods before
the links above should get you started
no not ever, but im good at learning to do things
I would start with something much simpler, as practice first. I've been practicing with a Goose npc
After that, it's just time, practice, and probably some cursing.
awww ur goose sounds cute!!
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide...
right now im just hyperfixating so we will see if i actually do it
๐
If you are really fast you might make it before your hyperfixation runs out
took me 3 years to make mine ๐ because i gave up for months in between
is https://www.nexusmods.com/stardewvalley/mods/4701 still working or did it become defunct with 1.6?
that creator is completely defunct
and not good to use anyways
better to do it manually
and learn the processes
Yeah, hard to troubleshoot if you don't know what your mod actually does. And there's always troubleshooting for an NPC.
mmmm okay i see good point
ill at least start it, then when my stardew fixation comes around again ill finish.
I've been working on a cutscene mod for two weeks, and I feel like I'm both dumb as rocks, but also have learned a bunch. I was able to create an event for Jas without referencing the wiki for every line. I just couldn't remember the emote id numbers
omg jie literally me with the emote numbers LMAO
I wanted to use that one in the beginning, but I couldnโt even run it because Iโm on mac XD.
I just puy 12 in for every emote now, and fix it later.
thats what i go to the event wiki for ๐ emote numbers....
I reference the wiki constantly when making events. And I have written large chunks of the page lol
the biggest problem is i have 2 cosplays to finish by aug... so i SHOULD be working on those and not a stardew npc...
also i forget how to quickquestion sometimes so i gotta stare at that real hard too
i was terrified of events, so of course i made the first one i write have eight forks in it!
after that nothing scared me. LMAO
That's not how ADHD works. Your hobbies choose you like a Harry Potter wand
the cosplays are infinitely more fulfilling and are also time-sensitive. the npc can wait ๐คฃ
I still have yet to write one! And somehow I still hope that I can finish my npc by this year ๐ซ
parcy, when you get down to it, it'll seem scary. but event writing is just being extremely pedantic about everything
I have managed to keep coming back to making Hiria repeatedly, exerting strict control over the toddler brain.
Jumping into the deepend does help with desensitization
it does, sinz! it does
Notepadd ++ hates me, so I started using Google sheets to map out my events. It looks like a conspiracy theorist dreamboard, but it's helped me at least
with the forks
omg. use visual studio code ๐คฃ
I'm assuming google sheets in visualizing coordinates?
i alternate btwn notepad++ and vsc depending on how i feel that day
but google sheets would be great for grid mapping out events
esp bc i hate opening tiled and counting spaces ๐ญ
I can do many hard things, but Visual Studio Code has proven to not be one of them.
visual studio code is an editor, though
hmm with my debugger mod, I wonder if I could do hot reloading of event data and rewinding of event state
Me: Let's reinstall this and try agai-
Microsoft: No.
VSC is no harder than N++
Aba, Iโm curious. Iโve heard you mention that your npc mod has (a lot of?) c# coding in it, and Iโm kind of wondering what stuff you are adding to it that needs programming
visual studio, i understand because that thing is ass to install
but vsc is like. plop. onto the desktop
Maybe I was trying the wrong program
the one I tried ages ago wanted me to download additional coding languages
My NPC has zero C#! Maybe you are thinking of my C# mods? I jump beteen Hiria and C# practice.
Ohhh
The last time I ventured into coding with 2000 when middle school nerds lerned HTML for MySpace
its hard to ignore a hyperfixation grrrr.... but ur right... these ones are really complex.... and i refuse to do any last min sewing... i need to start but i do not feel like 3d modeling the props
me too lmaooo
but there was a whole webdesign class at mine
omg yall npc making is just like html, but more fun and less <div>!
That makes more sense ๐ I guess I should have though of the fact that you are already a published mod author, and those mods might dabble in c#
Yes, sounds like you were. Visual Studio Code is just a text editor like Notepad++ but it has more features built-in, like automatic syntax checking.
I'll check it out ASAP
you can even download the content patcher json extension so it doesnt cry when you try commenting in your json 
One of my published mods has a smidge of C# in it, yes. That's to make the cauldron in his shop produce smoke like the wizard's one. But mostly me talking about C# is me trying to figure it out because I am learning it/
forgot what that is called. not an extension, but like...
You mean switching the language to jsonc, Lani
I didn't realize that Lemurkat's Ranch Expansion mod had a goose, so I'm trying my hand at turning my goose into a fox or something. Raccoon. Angry orange cat, something that doesn't seem like an accidental rip off
yeah yeah that. but like a custom version of that
You can do that in N++ by switching the language to JSON5
Are you thinking of the schema, perhaps? That allows you to have Content Patcher specific validation. You don't download anything though, you just add the Schema field to the top of your file.
Anyone have knowledge of how to set up custom weather with c#?
I just had a mini heart attack. The word 'schema' jumped out at me before I read the comment. That's a word education loves throwing at teachers

Comes up in psychology too
uhhh, there is a framework for it, i believe! cloudy skies?
although, idk if that's what you're looking for specifically
I'm stupidly pleased with the scene I just made for Marlon and Jas. It's very Uncle Buck coded. OR so I hope

surely theres like an extra skilll levels or extra skills mod?
Vanilla Plus Professions is a professions and talents mod by KediDili. It expands on the vanilla professions by adding new profession choices at levels 15 and 20 and adds a new talent tree for each skill where players can earn talent points to purchase perks that improve various gameplay aspects. It has been released on 25th of December.
It can be downloaded from Nexus: https://www.nexusmods.com/stardewvalley/mods/20054
as for extra skills, stuff like Yet Another Cooking Skill, Archaeology Skill, Thieving/Scaring Skill, Binning Skill, Luck Skill, etc.
Archaeology <33
is there a mod that has like rarer items then purple star?
I make a copy of the NPC portrait sheet and put numbers on it and keep it open on my desktop
#modded-stardew is the place to ask
(yeah I just realized we're in mmg
)
ty for the help
Trying to manipulate the hardcoded green rain logic but itโs quite the predicament
Almost going to give up the idea
Keep getting infinite green rain instead lol it never ends
Green rain apocalypse
I had to do a bunch of harmony patches in Cloudy Skies for hard-coded weather stuff, including green rain.
You should really avoid touching green rain unless you absolutely need specifically that.
In C# you can process maps entirely your own way
sorry if it's off topic (not sure) but im trying to name a small village area above pelican town with four houses with backyards which one seems best and realistic? 1. cherry oak lane 2. willow lane 3. hilltop village 4. hill street
That bad?
not sure this is the right place to ask, but whats common practice for mod uploads with optional content tied to using other mods? should they be listed as requirements?
I think it depends on how much of your mod's content relies on the optional mod being present. If half your mod only exists with X mod installed, I'd definitely list that (and specify that it's optional). If one line of text changes depending on the presence of Y mod, I wouldn't list that one.
Stardew Hill?
You can certainly list any smaller mod interactions in the description itself too, like in a Compatibility section
Well, I guess it's not terrible depending on what exactly you want to happen, but there's some hard coded stuff that makes it annoying to work with, particularly if you want it to happen in a location context other than Default
In this case it's mostly extras.
Like getting bonus forage fruit trees if Wildflour's Atelier is active since it adds fruit trees for some of its custom forage.
Or the map spawning forage from Alchemistry/Wildflours Atelier if their loaded in addition to its normal forage spawns.
I've already got everything listed I just wasn't sure if it should also be meantioned under requiring I know I've seen optional stuff listed that way was all
Farm map works without any other content. But adds a bunch of extras in Interaction with a few
You could definitely just call performGreenRainUpdate() and performDayAfterGreenRainUpdate() yourself, after manually setting the green rain flag on the location weather appropriately.
Up to you then, I think. Some users don't have the capacity to understand that just because it pops up in the require box doesn't mean it's actually mandatory and some users won't download things if they think it has too many dependencies, so I would probably suggest erring on the side of not including those extras in the required mods section.
Can confirm ppl always complain about how many dependecies i have.
I love finding a bug within 10 minutes of making a release....
In this case since it was a very simple change plus been released publicly under 10 minutes, and something I thought I did already, I just silently updated the file 1.0.0 version with the fix.
Also learned something funny from this.
Seems that Sheep and I assume by extension goats, still work properly if their "forced" into an under upgraded version of their housing building
Just something super cozy about this farm map with a starting sheep. Even if it's probably not super balanced.
You only need to have the upgraded building to unlock them for purchase. They can all live in whatever level building you want. At least that's my experience when playing.
Neat.
Love how the first comment custom map gets is "do you have a screenshot of the entire map?" As if I wouldn't have posted it alongside the rest if I did. I'm not even sure what their expecting since you can't zoom out any further than I was for the screenshots I did take
You can screenshot the entire map at the bottom of the settings menu, there's a screenshot button there :)
The screenshot function in game takes the whole map
It's just above the mod options button if you have GMCM installed
Add that to the list of things I need to get added. 
Even if you don't have GMCM, the screenshot button will still be there, it's a vanilla feature
Honestly this is the first I'm hearing of a vanilla screenshot feature
The camera icon
Just one of today's lucky ten thousand 
Yes sorry I didn't mean to imply that it was only present because of GMCM, just that most people have GMCM and therefore know where to look for the mod options button.
Thank you for correcting the incorrect impression I gave, Si 
well. at least its dealt with now. is still really the sorta thing i shouldn't have needed told
huh?! is that the map that was started from the vanilla forest map the other day?! you cooked so hard on this!
yep. ^^
I would definitely give it a try if I was planning on starting a new save
canopy foilage tiles are still my greatest enemy.
The upgraded building needs to be on the same map youre placing the animal though
Have you ever said "wow, I wish I could make the Mushroom Log output *INSERT ITEM NAME HERE*"? Well then I have great news! Introducing "Mushroom Log Framework": a simple mod that lets you edit the hardcoded outputs for the Mushroom Log (or similar machines) to include modded mushrooms or other items.
For players: includes an example file under the "optional files" tab that adds the mushrooms from Cornucopia to the mushroom log so you can harvest more delicious shiitakes
mayonnaise log
Somehow worse than the furnace log in the screenshot
at least its not Carp Wine or Truffle Juice.
Crab juice
nah thats pretty normal all things considered.
"too realistic Furniture" mod with a washing machine because you need to clean your bedsheets once a week to be able to use your bed at all
I expect this on my desk by tomorrow
don't tempt me, I'm already on the verge of giving up studying for the tests I have tomorrow
you could have different brands and stuff! like fancy detergent that cleans the bedsheets and gives a bonus the next day.
sorry! me go scope creep somebody else.
Hello, i'm try to make mod c# code but it's missing some dll
so my question is: how to set export & copy dll on smapi build process ?
currently my project it have nuget package MessagePack
and but i dont know how to set nuget export dll when i build mod
Mayonnaise log....
this is surprisingly nice to make dialogs in https://pillow-might.loves-you.xyz/WaxmhsSL99
not only is it defunct, at this point it's actively harmful to use. avoid at all costs
Leave it to fate. If you pass, the universe was pleased. If you don't pass, you still have a mod and time for crying.
Responsible Jierishi woke up. If you putter around the machine, and plan to just load the filament/resin, you'll inevitably get the whole thing started and the stress will be gone
I have these events done for Marnie and Marlon:
Current Events:
1 Star - Marlon - Town
2 Star - Marlon - Forest
4 Star - Marlon - Adventurer's Guild, w/ follow-up quest
2 Star - Marnie - Animal Shop
4 Star - Marnie - Forest
Is it irresponsible to jump straight to the 10 heart event because it's itching my brain? I don't want to post it before the other events, because the lack of context though
Wdym post before other events
write whatever part of your mod is trying to escape
that's your muse talking. listen to her
I've written the 2 heart and 8 heart events for Hiria.
tiled extension api is actually really nice so you can now automatically generate timelapses of your mapmaking!
https://pillow.rocks/docs/?page=tiled-timelapse
https://github.com/AnotherPillow/tiled-extensions
Okay hi I donโt know if Iโm in the right place here but Iโve been looking around for guides and Iโm real confused. I wanna make a custom portrait mod but I know NOTHING about coding or the way modding stardew works or how to share that completed mod with others on nexus
And I really need helpโฆ
!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 itโs easier to start with making content packs, since you don't need to learn programming.
Ignore the stuff about C#, but have a look at the links from the first bullet point.
Thank you!
And you're very welcome to come back and ask questions if you get lost or anything :)
So to change portraits, I need to use content patcher to load my own assets instead of the original assets?
yep, that's the standard approach
Are you making a seasonal outfits mod or just simple portrait replacement
you tell content patcher "when the game asks for Abigail's portrait, use this image instead of the default one" (for example)
Just a simple portrait replacement
Donโt wanna get too ahead of myself
Is it HD portrait
Makes sense!
Nope pixel art
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!
So I suppose the image needs to be a specific size..?
Yeah make them same layout as the asset you are replacing
Each individual portrait needs to be 64x64px and they should be arranged on the image in the same order as the vanilla one.
What are the best mods to have installed
!gameplayquestion
Hi! This is a support channel for issues such as game errors, missing saves, games not launching, and so on. Your question seems to be more gameplay focused, and as such would be better suited for:
- #stardew-valley
- #stardew-spoilers if your question is about something post community center or other late-game content
- #modded-stardew if you want to know what mod something is from or what mod changes some game aspect.
That's a very individual thing but should be asked in #modded-stardew not here :)
My fault
So this asset for Abigailโs portraits, the images are 64x64 pixels. Is there a gap/empty space between each portrait or are the portraits flush with eachother and thereโs just a transparent background within the portrait i]itself
Does that make sense
There's no gap
But like Chu said you'll be best served by unpacking the game contents and using Abby's vanilla image as a template for yours directly.
Good luck!
Has anyone seen, or heard, about a visual photo album being made? An interactable item that shows images instead of text entries like the books? If it was a 'custom npc', maybe? Not sure if character dialogue can be an image though
See meep
you're the best
This makes a lot more sense for how they do the mine carts, thank you!
meep can do this interaction with map tiles but not with items
I'm using spacecore's guidebook function + its item use trigger action to do this but it's not perfect either
casey has it on the list to take a look at some of the current issues wth the spacecore guidebooks for this purpose but I'm not sure when it would be done
decidedlyhuman did chat with me about potentially letting the meep function be used with items but since spacecore's guidebooks nominally worked for me we didn't revisit that idea
What do u need to do exactly 
I think if you make it a furniture item you can also use the map tile trigger action to interact wth the furniture item
so a furniture item with a photoalbum on top of a table might work
Show just an ordinary image or a more elaborate menu
are you talking to me or them?
Was wondering about your usecase yea
Maybe a custom book would just be the ticket
I wanted to hide a scrapbook in the ADventure's Guild
Three cakes!
I just need an image (a custom drawn "recipe book" page) and a couple sentences. Spacecore's guidebooks is more feature rich since it lets me embed item tooltips as well (I have to list a series of unlocked dishes on a page for a player to see. Having the tooltips with names and descriptions in the page really helps.)
But since spacecore guidebooks are designed for actual guides it's not really formatted to have a single static image on each page. Theres some minor issues with padding and scrolling currently
Well it is book like yes
For example heres a placeholder page. You can just scroll that image right off the page haha. Also text padding doesnt work so I had to put the text in a hover tooltip rather than have translateable text directly on the page
i also made a bespoke map property thing to show an image instead of (in addition to) a text caption. i use it for exactly one thing and i don't use the caption, lol
While I doubt I'll get it out in time for your mod i did want to make a thing to do menus from content
who knows when this mod will come out i'm the only one working on it 
i was only seeing this face
Collecting scope creep over here
that placeholder image makes me happy
If I only had one book I'd make it use MEEP with the furniture map tile idea, but I have twelve of them and i dont really think people want to make space for twelve identical books for no reason
But yeah the mod would be a stardewui content menu library of sorts
But this part is awesome
yeah
so I've just been seeing if casey does want to work on those things i mentioned. Either way if I make the art I can always use it with MEEP or whatever custom C# I kidnap someone to make for me
so it doesnt matter if its not spacecore in the end
sigh I wish I had a modding partner rn though
Well i do actually have a stupid suggestion if meep which is like
mmap question dialogue + meep closeups
I have no idea what 12 choices + 1 cancel look like tho (my guess is bad)
i dont know what that means but it has to be 12 different interactable items
mmap has a feature where you can make a multi choice dialogue
Think robin carpenter shop or mine cart choices, that ui
They pass forward into tile/touch/trigger actions
I see
as long as it can hook into the spacecore item-used trigger actions i can do anything
I suspect you will have to paginate it manually tho, which would suck a little
Yeah it's also available as a trigger action
I need a victim willing to read an event script and tell me if Lewis is being a big enough jerkhole.
it's not even high stakes, it's only midterms for language classes giving no credits, what is making me mad is that I had 3 days with a lot of time to review my lessons before it and I didn't do shit
I give my Masters capstone next week, and I haven't even made the required slideshow. I believe in you. Procrastination is a super power
The power to fire many tile/touch/trigger from any one of tile/touch/trigger is a secondary feature of this 
procrastination is gonna make me fire a hundred tile/touch/trigger
lol
good to know
Perhaps i should add an auto pagination feature here to make it less annoying to use
I'm probably going to disappear from here next week btw. I'll still reply to pings but I don't think I'll take time to lurk.
Too many games to play
I could use some advice. Iโve been working on a localization project and translated about one-third of the content.But when it came time to upload, the person with upload permissions didnโt listen to feedback. My part hasnโt been proofread at all, and I raised concerns, but they insisted on pushing the release anyway.;;
since you're here have you considered including an NPC proximity GSQ
that's the last part needed to fully replicate Robin/Marnie/Clint's shop and replace them
(okay maybe not Clint yet)
I thought betas has that
But hm i never liked the npc proximity thing it's so jank
Would recommend just using TIME and perhaps day of week
There is a GSQ field for this at least
yeah, TIME is good enough tbh
ambushing Robin at 9:30 before she leaves for aerobics is fun tho
Today, when the project was nearly done, I was still proofreading my part, but they told me to go translate an unfinished section instead. After I finished that, they said not to make any more edits โ even though the file hasnโt been uploaded yet and theyโre still fixing bugs.
The vanilla OpenShop rectangle being absolute coords is kind of suck now that i think about it
I replicated it 1:1 for livestock bazaar...
(I did it 1:1 for carpenters too)
That sucks yeah why did they do that
So I'm finally circling back to this. And yeah, since I changed the farm name, I kinda forgot to change it in the content.json for the FTM part...Wow I feel dumb.
hi, i want to make a new texture for animals like cows or pigs. may i ask what changes i should put first to add the variant but keep the vanilla textures of the animal as well. this is my wip file which is mostly copied from the original cow files, i just don't know what to add at the start
nowadays it's recommended you add a skin to the original cow instead of making a separate animal
you TargetField Brown Cow > Skins and add entries to it
it will work with AT too
i'm not trying to make a separate animal, just a randomized/selectable variant which doesn't remove the vanilla brown and white cows altogether
is it fine if i use cp?
adding skins will do this, minus the selectable thing (but livestock bazaar will allow you to choose, and you can tell people who don't use LB to use AT to change skins)
is this correct? sorry first time i've actually done this
!json I recommend posting with this
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.
use the smapi.io/json website
Also, send us the URL when you use the smapi.io/json website don't just post a screenshot of a message it tells you, please.
oh okay i am very sorry, i am very new huhu
But in this case it seems you don't have a { at the start of your file?
i'll try to put it!
that's not how you target a nested field, and that's not what a skin entry looks like
see targetfield doc and what the Skin entry looks like
i'll check it out! sorry my cat played with me so i wasn't able to finish it
hi! i made a hairstyle mod for uni and I need 2 more playtesters. is anyone keen? u need to download and install smapi and fashion sense and answer 5 questions in a google doc, but im happy to hop in a call and ask you the questions while u play
i can try it
thank you so much! would I be able to PM you?
no problem!
I'm helping a friend maintain her mod because she's very busy. With Pathoschild's help, I added support for the Central Station mod, and now I want to remove Bus Location as a required dependency to install the mod. How can I do that? What information do you need to help me? I'll have to send all these modifications to her afterward.
You'll have to:
(1) remove any mod code that relies on Bus Locations (not familiar with bus locations, but I'm sure someone here is)
(2) remove bus locations as a dependency in the manifest.json
(3) remove bus locations from the requirements tab on nexus mods if you publish on nexus (not required for the mod to work, but that way you don't confuse users)
- I assumed correctly.
- I assumed correctly,
- She'll take care of that.
Regarding point 1, I think I forgot to remove some code, and the mod also has a folder specifically for Bus Location.
As for point 2, I set it to "false" instead of "true" thinking that would be enough, but I was clearly wrong, so I'll remove it completely from the manifest.json.
Do you want a screenshot of the file structure?
Ah, yes you want to remove the entry completely from the manifest. Setting required to false means that it's an optional dependecy. Removing means it's not a dependency at all
You can post a SS of the file structure if you'd like so other people more familiar with bus locations can help
Tbh just do all this and then try if u can still go by bus
in this case, an optional dependency would not be strictly harmful (the mod will load and work without it), but it's also not helpful so definitely remove it completely
Yes, even though I made it optional, SMAPI still requires it to install the mod.
I'll be back in 15 minutes, it's lunchtime.
that doesn't sound right. enjoy your lunch
Iยดm back, thanks
Well, I think the same, but for some reason it still requires it โ it's a very mysterious mystery hahaha. By any chance, are you the creator of the Hat Mouse Lacey mod?
yep, that's me!
So, prompted by that whole TMXL update fiasco, I'm trying out the TMXLtoCP converter (because I'm obsessed with not missing out on a mod just 'cause it's old), but the converter has completely stumped me and I don't know if it's because I suck or it does.
This is the converter: https://github.com/AnotherPillow/TMXL2CP
Is this still even a thing or...?
Yeah it should work
You can ask @ p.llow if you need help
Although i feel like there a gui version somewhere too
there is indeed a gui version
I loved your mod! When I first discovered it, I noticed that the Spanish translation was incomplete, so I started redoing it โ but then the original translator finished it, so I stopped working on it hahaha. Still, I might pick it up again at some point, since Latin American Spanish is a bit different in expression compared to Spain's Spanish, kind of like British and American English.
Oh?
Sad, Windows only
ah
that /may/ be the problem I'm having with the python version
there are two spanish translations up on nexus right now but they're both slightly out of date. the last update didn't add much besides new hat dialogues though
but it's unclear. I've installed python, but I have no experience using it so I'm not sure if I'm just doing it wrong or what
python version should be multiplatform
Yeah hmm
which is to say: the more the merrier 
Well, first maybe I'm having trouble with the instructions. It says to put the mod in TMXL/, but there is no TMXL folder - and I'm not sure where it is meant to be (at my root directory? in the TMXL2CP folder? in my Stardew root folder?)
in the converter folder yes
iirc if you run it once itll make it and wait for you to continue
Sure, then send me those lines in private and I'll translate them. Later, I'll do a complete translation of the mod properly.
you can also just make the folder
So I had a look in the main.py and it said it would create it for me, so I ran it... (I think?) but that also didn't work (yes I also tried making the folder which didn't help)
git clone https://github.com/anotherpillow/tmxl2cp.git
(which to be fair is what it says to do in the readme)
I know
download this instead of the release https://github.com/AnotherPillow/TMXL2CP/archive/refs/heads/main.zip
Ok, this is a different version?
And do I still need to do the git clone? (which I guess I would run in terminal?)
yes and no if youre just downloading the zip
all the dialogue is in the current release (1.6.0) in the default.json files, so there's no need to DM them.
let me know any time if you need any info 
Alright, so I've put the path for stardew in the config file, I assume I can just run that again - the python I got has a launcher...
wdym "has a launcher"
I was just saying in case you wanted those lines translated sooner, but no problemโIโll translate them when I get back to the full translation since Iโll have to download the latest version anyway, haha.
These are what the python installer.. installed: and it said that the launcher deals with running python opened in the main file manager. But either way I guess that doesn't do what I think it does. So far it's going the same way it did first time
just run python from the terminal as the README mentions
what command
Ok i did try that too but it had an error, I'll see what this version does
what error
py command wasn't recognised, python3 seemed to be, and the error was that... sorry I'll have to recreate
yes, as the readme says py may not work and it might be python or python3
no module named 'tmxpy'
was the error
Full error (hopefully it will let me edit my deets before sending): bezajel@Mac ~ % python3 Downloads/TMXL2CP-0/Main.py Traceback (most recent call last): File "/Users/bezajel/Downloads/TMXL2CP-0/Main.py", line 2, in <module> import src.tiled as tiled File "/Users/bezajel/Downloads/TMXL2CP-0/src/tiled.py", line 2, in <module> from tmxpy import tmxpy, XMLtoCSV ModuleNotFoundError: No module named 'tmxpy'
If there is an error automatically installing dependencies, you can install them manually via pip install -r requirements.txt. You may need to use py -m pip instead of pip depending on your Python installation.
^ you'd probably be python3 -m pip
Ok that works with the python3 -m pip, BUT, new error
It says it can't find config.json, but it might be because I'm not all the way in the TMXL2CP directory in terminal
yeah you'd need to be in it
crapit I can't remember how to navigate in terminal
oh right cd
(sorry, it's a loooong time since I've been familiar with command line, like, 30 years since I was a teen using MS-DOS long time)
Downloading ToasterMapCLI...
Downloaded and saved ToasterMapCLI...
Traceback (most recent call last):
File "/Users/bezajel/Downloads/TMXL2CP-main/Main.py", line 59, in <module>
shutil.copyfile(os.path.join(config['game_folder'], 'xTile.dll'), 'bin/xTile.dll')
~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/Library/Frameworks/Python.framework/Versions/3.13/lib/python3.13/shutil.py", line 260, in copyfile
with open(src, 'rb') as fsrc:
~~~~^^^^^^^^^^^
FileNotFoundError: [Errno 2] No such file or directory: "'/Users/bezajel/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS'/xTile.dll"```
I'll search for that and see if I got the path wrong
yeah nah I don't have that, it that because it's not the version that doesn't need Tiled?
Oh but look that that path
I think it stuck a ' in there when I pasted
which mod is the hammer tab from? or does maybe someone else know?? (:
dont know why finder couldn't find the file though
uiinfosuite2 iirc
thank you <333 trying to find out which mod is conflicting with ours
OMG that seemed to work. (and the .dll came up in search results only when I ran the python again so.. shrug)
Thankyou Pillow for being so patient, that was probably as frustrating for you as it was for me.
great that it works
You wouldn't happen to know if I need to keep the other files (pngs) in with the .tmx files in the assets folder, would you?
These are maps used as CG in events, and each tmx has a corresponding .png (and also .tsx)? would they be like the tilesheets
oh bezajel glad i caught you, i've been getting some warnings about your Nari
Oh what manner of warnings
let me grab a log
It was a somewhat crude update in aide of the translation
Log Info: SMAPI 4.2.2-unofficial-sinz-2+3-v2 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 274 C# mods and 781 content packs.
here you go, it appears to be just some wrong formatting of some fields/values
.png probably tilesheet, .tsx definitely
i already searched them for you don't worry lol
Ok, hmm. I don't fully understand how to read that but I'll start by reviewing what I have against the wiki and unpacked content. Thanks!
only movie reactions are affected so not a big deal, but i thought you'd want to know
Ahh it's just the code that's supposed to make her reject all movie tickets, pretty sure Limey gave that to me -.- (could be misremembering!)
does OneSecondUpdateTicked run for all screens or only one screen?
Does the movie reactions format require all the keys, even if null? I can't see what else is wrong
i think all screens, but more accurately i think it behaves exactly like UpdateTicked except it checks ahead of time whether the tick count is 0 mod 60 and doesn't dispatch unless it is
I think you need to put "Nari": { in front of your block inside "Entries": { and close it with another } so that it recognizes the format.
When adding to a list of data models, you sometimes need to preface it with the key, even if the key is inside it. And the key in this case is the NPCName value.
(I'm looking at how RSV does it, and that's how they handled it)
Hmmm, so that's something that doesn't show on the unpacked file maybe because its too high level?
(and there was no example on the wiki), let me look at RSV to see if I get you
How do I allow my mod to act as a framework for content packs?
the relevant bit at the top here
youd need to do a c# api im assuming. the modding wiki has some info on that
^ plop
Yeah, the wiki section for MovieReactions is kinda sparse, honestly
The answer depends on what your mod should do
hmm I looked into it as a joke but swapping clint out of the geode cracking menu seems very easy
Down with clintnopoly
to clarify this, how high level it is doesn't matter. Data/MovieReactions is a list of objects, not a dictionary of objects, so none of those reaction objects are supposed to have entry keys, as that's not how a list works in json/c#
however, when trying to edit a list, your Entries section is ALWAYS a dictionary regardless. you will ALWAYS need a key for your entry, even if you are not editing a dictionary. content patcher requires it, not the asset itself
(the same ofc goes for Fields)
it's just how CP works
Thanks for the explanation, Button! I knew we needed to add a key but wasn't sure of the mechanics behind why
tool upgrades remains, and that's hardcoded as heck
thankfully global inventory takes away like 90% of the difficulty
I already looked at the code of another framework and figured out how it's done.
keep in mind that nowadays people are going to wonder and ask why you're using your own content packs and not a custom asset that CP can target
Thst doesn't really answer my inquiry (what does the framework mod do?)
unless that's what you mean you're doing
Oh, it's an improved Custom TV Framework. With more options (yet to be complete) than the previous ones. I was already making a mod that adds more channels to the game, so I figured why not make a framework while I am at it, especially because the current one is pretty abandoned.
Oh yeah ik people would want that 
So the flavor of framework mod you'd want to do is custom asset style
Bruh I am dumb I went to look at the framework's code only to find out it was in the wiki all this time just linked to, so it didn't appear in search ๐ญ
The existing custom tv thing is using contentpackfor which means it doesn't get to use any content patcher features for free
So using foreach(IContentPack contentPack) is not recommended?
Other suggestions I'd have for such a framework is the usual GSQ and trigger action integration
Not unless you have a real good reason
The guide selph linked outlines how it's done but here is a simple example
Ok then I choose IContentPack method because it looked easier, but I think I just have to switch.
Thanks chu and selph
Basically you can have people editdata a specific target (mushymato.MMAP/QuestionDialogue in this example)
Then in C# side fetch this data and do whatever you want
No need to think about file system stuff cus content patcher does it for you
Does that mean that I could have used any arbitrary key, it didn't have to be the NPC name? Like I could have used "Spaghetti": as long as there was only one "Spaghetti" entry in my entries section?
There's so much you don't have to reimplement if you expose an asset people edit with content patcher. it's wonderful
Another suggestion (and this is just personal opinion), but depending on how complex your data model is, if you're adding features to something vanilla, many vanilla data models provide a CustomFields dictionary that you can integrate with. I like this because your tweaks are associated with the actual object you're adding features to.
yeah it's mentioned in the tutorial
Ah, excellent
definitely recommended because then the game handles pretty much everything else (loading/invalidation)
though this is a custom tv framework so a separate asset is probably required
ill be honest, i dont know what exactly CP does with it behind the scenes. always make the key match whatever Id you are putting in the object.
(re: tv framework, ill be honest this is almost kinda one of the few times i think going the contentpack route wouldnt even be a bad idea bc of how easy and understandable itd be to make like. 1 folder = 1 channel and loop over all the images in that folder for the frames, instead of someone having to Load a ton of images
alas.. if it werent for that pesky "what if i wanna use tokens" stuff)
CP provides decent enough mechanisms for exposing a whole bunch of things in one command, so I don't think that's a huge deal
Could get annoying past a certain point though
I've a mod concept I'm curious if it's possible and hard it'd be to code?
Just a mod that lets you adjust the color saturation of game as a whole
isnt that nightshade
Nightshade?
Ooh I'll link that in modded farmers
Question, I'm making a map in tiled and when i add a string type grass and test out the sound in game the grass sounds like stone? anyone know how to fix that
That sounds like it still has Type Stone
You can check what tile property it has with lookup anything (tile lookup enabled)
yea i selected the grass section i used so i dont know why its doing that
ohh okay ill give that a try
helloo, just wanted to message again to see if theres anyone that would be happy to playtest my hairstyle mod. its for a uni assessment and it entails answering 5 questions in a google doc and installing fashion sense, smapi and my mod and playing it
1 just need one more person:)
You could perhaps just post it on nexus
thatsa good idea! i've left it a lil late though coz its due tomorrow๐ but ty for the suggestion:)
Try posting it in #modded-stardew then
ooh slay thats a good idea
Ideally include a picture to entice people
hahah ty! i hadnt thiught of that
where is the day luck stored in the save?
just realised i dont have pic permissions alas
I heard SMAPI makes it easier to use reflection to access game files. Is that true, and if yes, how do I use it?
If u post here I'll forward it for you
You don't need reflection to access game files
Just do Game1.content.Load
But some of them are private. Is there a better way to do it?
There's also the DataLoader helpers provided for this purpose
I think we may have a confusion of terms about what is game files
Do you mean private fields
Sorry I meant classes and fields
Yes
You can use regular ol reflection or smapi's reflection helpers
They r about the same i find
That is what I am talking about what is that smapi's reflection helpers?
If you're using harmony, FieldRefAccess is the easiest way to do it, otherwise you can use c#'s built-in reflection tools
Oh so not worth it then?
The smapi reflection helpers IMO are not terribly useful
Also depends on what u r doing i guess
I am using Harmony so I will look into that. Thanks 
what is
<luckLevel>0</luckLevel> used for?.
Sometimes you may choose to transpiler the code setting the thing
SMAPI's reflection helpers cache things I believe
But you can always do that yourself too
comes with the downside of not being able to reflect into SMAPI itself with them though which is terrible for someone like me who loves to do that
Yeah, 99% of the time I need to access a field more than once and it's just more convenient to cache it myself
i suppose it could be nice to use the helpers as the getter for a property, that way you dont need your own backing field
I believe that's the unused luck skill
daily luck is somewhere else, search for dailyLuck (assuming you're editing the save to change your daily luck)
Also the syntax for FieldRefs is much less verbose and easier to read
then you can just call the property wherever and not worry about it
hey? any short cuts yall use in ya work? ex. when i was working on the mod im working on for my bf's birthday i did copy and paste a manifest from another mod to verify it's correct
I use khloe's manifest generator when I make c# mods
tysm!! sorry I just saw this
And copy the one from the wiki for cp mods
wait there's a manifest generator?
Khloe has a nuget package to auto-generate the manifest from csproj properties
It's very convenient
imma need a link to it please
it took me a good while to get the mod im working on currently to work correctly
and that was with assistance. which thank you for dat btw
It's very nice but I aint making csproj just to use this for cp mod tho
I should really set up a default manifest file in my mod repo to get better use out of mod manifest builder
and a shared library sigh
Yeah when I make a cp mod I just copy from the wiki page for manifests
i just use a dotnet template
I copy paste an existing project and then get reports on Aquaponics having the Fresh Farm Produce UI files
intended feature, not a bug, report closed
One time I installed a mod that inexplicably had balatro screenshots in the assets folder lol
Maybe its like the coconut image in that one games files
tf2
if theyre like me, they just use their same ol sharex/whatever screenshot button and everything goes into one folder and they accidentally copied two screenshots
I've validated my json, but I'm still getting an error in SMAPI. Not sure what to do
well posting what you have so others can look is a good first step
JSON Blob is a web-based tool to create, edit, view, format, and share JSON. It shows your JSON side by side in a clear, editable tree-view and in formatted plain text. You can save your JSON and share it via URL with anyone
Is it the friendship requirement?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 16 C# mods and 3 content packs.
well the red errors at the bottom tell you whats wrong, and the orange warnings are not SMAPI errors, theyre another mod hjaving errors
(why is it v1.5 already)
Event lookup might be warning about invalid schedules
If these are what you put
the warnings are about event parsing
Yeah my bad idk why i said schedule
I use 1.5 because I mislabelled the 0.1 version to 1.0 and was far too lazy to fix it
But your mod isn't released right
It is. I've been updating it on NexusMods, and made sure to mark it as WIP.
It's made switching between computers easier for me. When I've uploaded the zip to the google drives, it hasn't been downloading on my laptop correctly and I don't want to troubleshoot the issue
Well I'm a fool. I duplicated all of my events
not related to your questions but we don't recommend releasing WIP mods if your goal is reach
Mods are only eligible for trending spots the first week it's released
thank you :3
There are many files in one save, does it have to be edited in all files or the primary one?
so ideally you want it to look as good as possible in that week
ooh ty!
Ok, so I've looked through the documentation on item extensions. and I swear I've followed it properly, but yet when I make my ore clumps none of them drop what I want them too. I have noticed that there is an open bug report with the current version of Item extensions that mentions this, but I just want to know if there is a fix I can do while waiting for the mod author to address the issue?
make sure you're on 1.14.1
1.15.0 breaks nodes currently
blame chu /lh
are all the files important?
I admit I dont know at the top of my head what each file has
check all of them just in case Iunno
Only Name_# and SaveGameInfo are important, the rest are backup files
so if delete them and keep the only important 2 files, and load the save the game may generate similar files?
I think I might go ahead and try that now ๐
@ivory plume random q, but on the smapi.io/mods thing, if there's a bug with a mod that makes it just... straight not work, do you have to manually update the page or does it just. ??? do that itself? LOL
referring to Tree Overhaul - A Tapper's Dream, as it flips out about wildtrees in the console (the only crash it has) and the last compat was for 1.6.3
manually* yes, you can throw a PR at https://github.com/Pathoschild/SmapiCompatibilityList#readme
* pathos does have a script to do it for new mods
didnt know that. sorry for the ping in .... not advance, pathos ๐
(also for a moment I thought that was the crash I was kinda sorta responsible for causing)
i dont know. someone did it on a fresh save and it borks too, so i dont think its you
(I meant the long running Automate breakage, which doesn't actually crash and just a mod incompat and I sound silly now nvm)
for Automate? the one that says it will break Tapper Overhaul in the description? yes 
uhh the files edited were for forage fantasy so maybe not this one
aah okay I got the two mixed up
all good :3
i dont know if i am going to attempt to update the mod incompatibility list because thats. scary
also i have no clue when it broke
1.6.9 i guess
pathos can always fix it in post
like its been flipping out since february so im gonna guess its 1.6.9's faaaault?
because it was updated for 1.6.3, so
though, hmm, I'm not sure if "mods that load but crashes" count as incompatible
well the entire thing doesnt work because of the crash
does it straight up bork the game 
no, you can play entirely normal, but the mod itself does not work or do any of the functions it is supposed to
so it acts like you just. didnt load the mod. i guess thats not an incompat
isnt that what the brokeIn field is for though
hmm
(disclaimer: I'm not pathos) my impression is that it's for mods that straight up fail to load
NML is there

