#making-mods-general
1 messages · Page 330 of 1
you need a comma after the bracket on line 162 of the dialogue
and closing quotes on line 11 of your schedule
that site is super helpful for checking the syntax of your JSON btw
!vsc
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
So. The fish mod I just made isn't working...? I uninstalled everything except content patcher and the mod to see if there was a conflict with one I use personally but nope. Still not working. It's not saying there's any errors with the json file or the manifest so i'm kind of at a loss as to what's happening...? It was working before I updated this so I'm losing it a little 
Json:
https://smapi.io/json/content-patcher/4194a5909a09413382de2074210ba8a7
Manifest:
https://smapi.io/json/manifest/8cba079b6a3645b291ae5cc12589a470
my smapi log also says absolutely nothing so i'm ??????
what about it isn't working?
i have the json open right now but did you try a patch summary
just to see what is and isn't applying
i'm not sure what a patch summary is/how to do it
in the smapi console, type patch summary
it should work the same on mac, but let me check so i'm not giving you bad info
It really would be helpful to see your log just in case
looking at your json, where did you find the information on when conditions from?
i was grabbing it from another mod to modify for my purposes
i'm guessing i did that incorrectly?
Those seem to be based on their config options, which should be fine. The quotes around "true" shouldn't be necessary, but I think SMAPI corrects those anyway.
oh it's for the config, that makes sense
https://smapi.io/log/57d7c484743747938af61234871519cb
this is my last log
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on macOS Unix 12.7.6, with 94 C# mods and 570 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Do you have a log from your minimal mod list?
there's errors abound but nothing about my specific mod (better fishing and beach foraging) is mentioned
let me adjust back
is yours better fishing and beach foraging?
ah
your format is unsupported
that would be in your manifest
Yeah, that's why I wanted to check on the newer log
Change your Format number down to the version of Content Patcher you have installed.
yeah always better to test with as few mods as possible
For new mods you'd want 2.0.0 at least otherwise cp does a bunch of migration on u
Recommended to just put whatever latest is
CP 2.7.1 is out, but if you haven't updated to it, packs using 2.7.0 as the format won't work on your machine until you update the Content Patcher mod to that version.
i'm gonna guess that's what's caused the issue then
2.6.0 would work on your current setup
okay that seems to have done the trick in making it work
i edited the town map on the upper left corner, so i probably erased the tile on {{x:11, y:7}}. these errors dont cause any problems but they keep popping up whenever its night in town. how do i make them go away? https://smapi.io/log/5e5bbbcbe0ed4e0681efa39ce9d0650c
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 27 C# mods and 27 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i was so confused, thanks everybody 
i get logs reported to me with this error too--i think it's SVE's problem
Put 11 7 back
That's because a map patch erased a light tile (likely a window or a lamp post), and it's still in the NightTiles and DayTiles map properties.
I guess u can also string operations remove that bit from night tiles
what would you use as the delimiter for the string operation
Inb4 sed mode for cp
I think u can do by index right
text operations cant be done here
Delim AlwaysFront
then you remove 11 7 908 and end up with AlwaysFront AlwaysFront
Is that valid
no
Yes
you could just move it to a different tile, though thats what id call a "strange, even if itd technically work, workaround"
New quote added by atravita as #6403 (https://discordapp.com/channels/137344473976799233/156109690059751424/1379952611633008822)
and i dont know if the property can accept duplicate tiles
so idk if you can just stack em on another you know already has it
I need to hear it from an actual content modder sorr atra
i have a content mod
so putting "11 7" as the value to be removed wouldn't work?
id like it
I only have content mods these days
you would remove the 11 7, but then you'd still have the AlwaysFront
I need to actually look at the map property entry again
AlwaysFront 33 53 908 AlwaysFront 11 7 908 AlwaysFront 27 7 908
remove the 11 7 908 and it becomes this:
AlwaysFront 33 53 908 AlwaysFront AlwaysFront 27 7 908
Does "Always Front 11 7 908" not do what is needed here?
thats the one that is causing the error
I mean to use that for the value in RemoveDelimited
Yearning Masterlist
- foreach
- sed
- cat
- karaoke minigame
I think Always Front as a delim might be galaxy brain
its just an inherent limitation of text operations, they cannot really work on entries that have comma separated values that should be considered One Thing
er, any separated values*
not just commas
I don't know enough to know why it works when adding but not removing
So I'll just take your word for it
Pathos plz
wait so is it sve causing the error? because i tried removing nighttiles from my map patch and nothing worked
did you want an explanation /gen
Honestly I think my brain might melt if you tried to give me one
It's already pretty mushy today
understandable then in that case feel free to apply the appropriate levels of trust in me
With my first born
Oh i thought ur only allowed to promise ur first born while you haven't had it
Otherwise it's not factory fresh
i accept trade-ins
lmao this convo
Phil is barley's child at any rate
I am the horrible fey creacher who took them
New quote added by atravita as #6404 (https://discordapp.com/channels/137344473976799233/156109690059751424/1379954501070622820)
there are worse fates
New quote added by atravita as #6405 (https://discordapp.com/channels/137344473976799233/156109690059751424/1379953869747916920)
also no it is changing the tiles that is causing it
atra is so quick with the quote button
didnt you say youre the one who changed the tiles
ohhhh okay that makes sense nvm
let they who patch the first tile cast the first error, as they say
New quote added by atravita as #6406 (https://discordapp.com/channels/137344473976799233/156109690059751424/1379954687717150720)
if it IS SVE changing the tiles and you didnt touch them then yeah its SVE
From the sounds of it, there is no easy fix unless you decided to completely overwrite the NightTiles map property to include all the default numbers except the one you need. Which has its own problems
I think sve loaded a new town.tbin with more night tiles
though id be surprised if it wasnt mentioned to death if it was them
So then sugar has less no night tile space to put thing
the super easy fix is to C# it 
You'd need separate sets for any other mod that adds night tiles or you'll just run into the issue again.
but its not causing any problems for my map or anything so should i just ignore?
the not easy fix is to make chu write a RemoveSubstring textoperation
The super easy fix is to pr CP with sed
You mean Sed
Can we have awk too
No that's sinful
RemoveSubstring is what pathos called it when i talked to him about PRing ReplaceDelimited
or well it mightve been ReplaceSubstring
same thing though
goes with the existing naming convention
Although rather than regex i wonder if the better thing is delim element size
welp gtg, cya
You could just ignore the issue, sugar, just be aware that you will get tons of reports about it
Rn we r delim on space with element size 1
Sed
Even though it's a harmless error
ok time to try my music patch by editing location data
What if delim on space with element size 4
No substitute
a GroupSize field that defaults to 1 could be good
Sed
i dont like sed
I love sed
Idk if anyone not a C# here knows what a regex is
Am I a c#
my brain is too tired right now to think of a way to collect things into GroupSize chunks though after splitting in a way that isnt ugly inefficient
You are a verilog
It's fine. Just draft it and make someone else do optimization
Spans probably
well it sounds like chu knows, so chu can do it
I'm under impression that spans r basically magic anyway
the easy way is just to split by delimiter then iterate over em and add to a new list of splits as you go, counting groupsize
just keep 2 index
both time inefficient and memory inefficient, just the way im good at 
i didnt wanna reimplement string.split
is it hardcoded to play the nighttime ambience in the game after a certain time?
or can you play music instead. i thought that would show in location data but it does not (?)
if its audio related, the answer is usually yes
hm ok
i want to play something in town at night, but i dont think i can 😔
No worries!
I've just reimplement string split twice
There's a NightAmbience field in LocationContexts, I dunno if that helps
incredible.
I love these
so you can be really sure just how dark it is
It's how i can make sunsets
as long as ur sunsets come in 4 chunks
All sunsets come in four chunks
its not used in vanilla but it does have "playrandomabientsounds" enabled, so maybe thats it
grrrr i hate you spring_night_ambient (played in all seasons except winter)
looking at it if NightAmbience is not null then it does play that instead of spring_night_ambient
otherwise it is hardcoded to use the night ambient
so if i set the nightambience to a song, itll play da song
omg yippee
wait but locationcontexts sets it for "Default" areas in its entirety
i just want i tto be in town 
When condition?
yeah, copnditional edit is what id do
nodnod
yay, I helped

Guys, how do u organize an AT seasonal mod
(It's currently Fall, left is default).
edit: it was the missing "s" in Seasons 
That barn is adorable!
Sorry, I don’t think I can help very much with the technical details though
does fashion sense just let the player get all the fs clothing with the hand mirror?
can i make it somehow so that it doesnt do that, and makes clothing items instead?
You can make a clothing item with Content Patcher
Like a new one
(not one that patches over stuff)
oh okay! thanks 🙂
yes you can, theres info in the fs docs that allow you to add fs features to cp clothing (if normal cp shirts and pants arent enough for you)
okay thanks, ill look thru the docs
these also should show you how to make the actual CP items
(there's also one for hats but im sure you can find that... or boots if you need to)
pants are evil don't do it

this is just an example but will something like this require pants?
Pants are indeed cursed, I will have to look into fixing the template again at some point.
Love the phrase 'pants-type item".
Its doable, just will likely require some tweaking to line things up right
I would personally consider FS pants more cursed than vanilla pants, tbh
Because of the rearranged template
Hi, quick question: Is it complicated to make a mod that changes the color of the fishing bar? Since it’s green (not sure if it’s really green, but that’s how I see it), the fish becomes invisible to me, and although I can still fish, it’s harder than it should be. If you know of a mod that already does this, that would be great too!
without looking it up, i have a feeling that bar is staminaRect in a hardcoded color, so it would not be trivial.
however, there's a mod called Theme Manager which can target and change any hardcoded color like that, so if i'm right it might work for you
changing the fish icon to something else is fine
oh its not stamina rect
LooseSprites/Cursors.png 682 2081 9 1
9 entire pixels, luxury
It's not in Cursors
There's no way it's in Cursors
... it was in Cursors
- @tiny zealot (Jump)
super duper quick question but if i wanna change what farm type a map uses and there isnt a clear config file, if i add to it can i make it changeable?
here's the current code, i was thinking if i just do "When: Farmtype: x" under the top bit, then it'll work, right?
how can I tell which event entries are already used?
if you mean event ids, you don't need to do that. use unique string IDs
(i.e. instead of picking an integer value for your event, call it {{ModId}}_MyEvent or something else that starts with your mod's unique ID, so it's guaranteed not to be taken)
good to know, thanks!
Mmm, so what should I do then? Hehe
EditImage patch to replace that spot in cursors with the colour you want
If you don't change the Target, this mod will always just replace the combat farm. So if I am understanding correctly that you want to be able to change it to replace, for example, the standard farm, just adding a when condition will not do that.
Mmm, I'm not really sure how to do that. I get what you're suggesting, but I'm not sure how to actually do it
Hi Abagaianye 
Use this example and adjust it to what you need using the explanation on the page of how EditImage works.
yes! i just wanted to change it from something other than the combat farm, if possible, maybe like the forest one? or standard? :o
Ok , I´ll see it
i suppose it would be silly to think a single line of code might fix that tho LOL
You can just change the Target to the farm you want to replace for that to work. I don't know if adding a config option to do it in game is wise, because changing farms mid-game is a good way to ruin a save.
wait am i dumb. is it just i change the target instead

i am. so sorry i have not slept properly in like 2 days HA
i think i needed to post that question to have it process properly in my brain
thank you friend ^^;
You're welcome :)
How do I find out the position of the object I want to change?
This is it here in chu's message #making-mods-general message. The first number (682) is the x coordinate, second (2081) is the y coordinate, and the third (9) is width, fourth (1) is height.
So that's the position of the object I should change? But if I wanted to see it, how do I translate those coordinates in the image to say "oh, it's here"? I understand it's x, y, etc., but I don't know how to locate those coordinates in the image.
I'm sorry, I don't know what you're asking. If you want to know how to put those coordinates into the json, it's like this: "ToArea": { "X": 682, "Y": 2081, "Width": 9, "Height": 1 }
the actual sprite is a bit bigger than this, which is just the variable length portion
So I have to replace one image with another, right? But what shape is the image? What's its size (I'm guessing it's 16x16)? Is it the green bar, or is it the fish that appears inside the bar? That's what I'm unsure about
its over here
Its shape is a rectangle of size 9x1. It becomes the green bar. It's the little green square that chu pointed to just now (but is apparently not all of it, though you could - and maybe should - replace the whole square).
yea should replace whole thing
the 9x1 is the portion that stretched as ur fishing level goes up
682 2078 9 9
In that case your json would be "ToArea": { "X": 682, "Y": 2078, "Width": 9, "Height": 9 }
looks like more of the rectangle gets used elsewhere in the bobber draw code, so it's worth replacing it all
Mmm I'll try and see if I understood correctly—so I should make a square that's 9x9, right?
I recommend you open cursors.png, crop it down to that little green square, change that square's colours to whatever suits you, and then save that 9x9 image as a new .png and use that as your FromFile.
Cursed mod idea I might do if I get bored: making the book seller an actual (marrigable) npc
why? because i literally can and it would be funny
that's it thanks for coming to my ted talk
Do it
you shoulddd
yessss there should be more to that guy
marcello balloon date
Yes, that was my idea, but I thought it was in springobjects. Where is cursors.png? Is it in maps?
Nope, LooseSprites
marcello balloon date 😌
i have a fair few other projects i want to finish up first though ... a fair... fair few
Ty
turning minor side characters into marriage candidates
good... good
Have them keep the same schedule though.
So it's extremely difficult to romance them.
You have to want it.
I am unfamiliar with books. Are CarrotBooks a thing or has Button invented them?
my project list grows... I will add Marcello to The List (don't question some of the names I will not elaborate)
I'm leaning towards not a thing
As the creator of Qi's horrifically complex schedule that I get regular complaints about, this would not be difficult in the slightest (I probably won't do that though just for my sanity)
Carrot books?
Button has some books named CarrotBooks in her CMF example map.
I have no clue what that means not gonna lie
speaking of carrots though - horses eating carrot = a c# thing?
Shhh it's okay
/j
I have a mod that adds some colorful ones and i want to see if I should put 'horses also eat these' into my 'When I learn C# list'
I just realized that item context tags are different from 1.5 to 1.6. For example, in Townies Need Artisan Goods (TNAG), I use item context tags for special orders to check for a specific artisan good, such as my DIY Haircare special order in which Haley asks for 2 coconut jellies. I was checking that in 1.5 via item_coconut_jelly. When I couldn't complete that special order in 1.6, I checked the context tags for coconut jelly and I see these are the new context tags (screenshot).
Is there a way to quickly and easily distinguish specific artisan goods like we could in 1.5? Because if not, TNAG is about to get a lot smaller to remove orders looking for specific items. I'm bummed that this change happened and don't understand why it was an improvement to get rid of the more specific context tag 
hmm I know you can edit specific types of objects with content patcher so maybe it works the same? i.e. when I was making my mod I made something called 'qi berries' and wanted to make the dried berries not 'dried qiberrieses' or whatever it was, and to do that I edited "DriedFruit_Flavored_(O){{ModId}}_QiBerries_Name" so maybe its something similar to that?
ope
I've got a question for anyone who can answer it, When using content patcher is it possible to make a config option that allows players to input a list of numbers that would work with the Random tokens ability to have weighted options. For example {{Random: {{config_List}} }}. Where config_List = 1, 1, 1, 2.
Every time I try to use a config input with more than one copy of a number it deletes the extra copies. eg. 1, 1, 1, 2 becomes 1, 2.
Hm.. I'm not sure if you can do duplicate numbers but maybe you could make it so that if it was 1,2,3,4, 1 2 and 3 all pulled the same option?
though that might be confusing for someone I suppose
It just kind of confuses me that I can hard code multiple identical options and random handles it fine but if I try to make it customisable it doesn't like it
Have you only tested it using GMCM or have you also tried manually editing the config.json?
this is actually because CP tokens are sets, and therefore cannot contain duplicate values
What are you using this for
when you write the duplicate numbers directly into the Random token, it's just a string and the token code parses it. when you put that list into its own token, it becomes a set and the duplicate values get excised
So your telling me im screwed then
damn it
I was trying to use it to allow config to set a random series of numbers that edited inventory of shops, and allowed for having weighted results using duplicate numbers.
well, like lily said, you may be able to work around it by having some of the values resolve to the same thing
I'm not sure I follow. Do you mean you had a separate patch for changing an aspect of the item? Which in my case would be something like appending context tags to then be able to check that tag in the special order?
Although I'm not sure how I'd target the item for the patch, since I'd be looking for a specific type of jelly rather than just a generic jelly
(that's just one example, I also have other items like specific types of roe, pickles, etc.)
"LogName": "Fix Qi Berries Line",
"Action": "EditData",
"Target": "strings/Objects",
"Entries": {
"DriedFruit_Flavored_(O){{ModId}}_QiBerries_Name": "{{i18n:Aos.DehydratedQiBerries.name}}",
}
},```
I specifically did this to edit the object, but if the object is pulled through that id ('driedfruit_flavored_objectname) you could probably do something similar to pull, say 'jelly_flavored_whatevertheidforcoconutis'
Shops have a Random gsq
I know of RandomAmount if thats what you are talking about, but that requires an array of numbers which I dont know how I would get through a config file.
or I'm stupid and it doesn't,I can't remember checking if it does or not, I think I just assumed.
Ok thanks! So if I'm understanding correctly, this is then something I'd need to do for every artisan good that's a variant of something, like the jellies, pickles, roe, etc.
Unfortunately, that's more work than I'm willing to do, especially considering how straightforward it was in 1.5. So I'll likely just remove the special orders asking for a specific variant of an artisan good and just leave the special orders for generic artisan goods, like "any juice"
Well you wouldn't have to make an entry for each thing! I'm more so saying instead of a context tag you would be using the id of (again using dried fruit as an example 'driedfruit_flavored_coconut(orwhatevertheidis)'
Can someone tell me how I can access Data/TriggerActions in my code?
like access pre-existing ones or add your own
OH, you mean like that's a different field altogether instead of context tag in the special order?
I'll have to go poke at the game files then!
Pre-existing ones.
Ah I'm not sure how to do that sorry O:
It's ok
it would likely be an editdata towards data/triggeractions but im not sure how to do the whole appending thing (to be honest i usually just wing it when i do stuff like that)
Condition
So, thinking about it - you would still use the field "AcceptedContextTags" - which accepts items. I'm not sure how the format would go and youd have to do a bit of testing but if we think about, say, a regular item for a donation quest you do "AcceptedContextTags": "item_fairy_dust" for example, so you could do maybe something like "AcceptedContextTags": "item_dried_fruit_flavored_coconut" or some variation of that to see if it works?
Ah ok. From looking at the output of debug listtags for coconut jelly in my screenshot though (the example working with), there isn't already one that's available. What you're describing sounds like what I had set up for 1.5 (item_coconut_jelly), which the game didn't register as "delivering the special order item" and instead registered as a gift in 1.6.
Do you mean C# code?
there are context tags specifically for wine and kegs though im not sure if that works for the new dried goods - the example on the wiki is "preserve_sheet_index_<id>"
Yes
i.e. blueberry wine would be preserve_sheet_index_258 (as the example on the wiki provides)
you would need to combine two
the id tag for jelly and the preserve tag for coconut
smth like item_jelly/preserve_sheet_index_<what coconut id>
ah, thanks for pointing that out! I didn't know what that tag meant
(but like that actual item id, I forgot off the top of my head)
Same way you access any of the content assets? https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content#Read_content_assets Are you wanting to edit it or just read it...?
in my screenshot example it was preserve_sheet_index_88, so it sounds like jelly_item, preserve_sheet_index_88 would in theory work? And I could use debug listtags to confirm the right number for each item. Thank you atra and Lily for talking through it with me!
jelly_item/preserve_sheet_index_88
happy to help where I can :D
Wondering if someone could post on my behalf for #mod-showcase. I've made a few mods the last two weeks but haven't properly shilled any of them.
Sure, can you post a message with a little blurb and a link to the mod? Do you want me to post in modded-farmers? (Gets you better exposure than doing it here)
Okay, pants template file finished for CP/vanilla-style pants templates. I dropped a Krita file in the art channel.
Works for me. I can DM you. (also ty
)
(I also have a PSD file exported but no promises on how that converts)
i just went to naver to look at stuff and even though i speak korean it still gives me a headache lol
See #making-mods-art message for a visual representation and template for the curse that is pants.
So this is weird. I'm making a new mod page, and when I get to the permissions page there is /already a blocked user blocked by a random person in 2023/
I guess it's a re-used mod number? But they didn't expunge all the data?
I think that's something to do with mod IDs accidentally sharing this data between games but don't quote me on it
Ohhh yeah they mod Skyrim. So, should I.... not delete the block I guess lol
Oh they don't have a mod listed under than number anymore, so I'll just remove the block
And hope that user doesn't come haunt you /j

For posterity: I have to update this to comma because it's both criteria; slash is for either/or criteria
(Central Station 1.3.0 will allow loading old Bus Locations and Train Stations content packs directly if you reassign them, without needing those framework mods to be installed anymore.)
I guess doing the manual reassignment is a fair compromise compared to doing the reflection and harmony fun into smapi
I'm starting to feel really crazy over this quickQuestion/IncrementStat thing. My format is quickQuestion #answer1#answer2#answer3(break)response1(break)response 2(break)response 3. If I try separating the responses with \ it throws errors, if I use (break) in between them, it gives me a different error about things being out of exception, or not being able to recognize the integer given because it's next to (break). Where is the sin in my syntax? T.T
the \ would need to be \\ in json, but for separating the answers (break) should be fine iirc
Are you trying to separate commands within the answers or the answers themselves?
I'm just trying to separate the answers themselves with either \ \ or (break). commands within the answers are separated by /
if I put \ \ next to each other it turns them into one idk why lol
the commands within the answer need to be the \(\\), otherwise you have broken out of quickQuestion
No, commands within answers are not separated with forward slashes
This is what a (partially multi-lined) quickQuestion looks like
This is it in one line
quickQuestion Question?#Farmer answer 1#Farmer answer 2(break)speak Penny \"You chose answer 1. I will jump. Then the event will continue with its shared script.\"\\jump Penny(break)speak Penny \"You chose answer 2. I will spin. Then the event will continue with its shared script.\"\\faceDirection Penny 2\\pause 200\\faceDirection Penny 3\\pause 200\\faceDirection Penny 0\\pause 200\\faceDirection Penny 1/
(My example is not using i18n or unique IDs prefixed with {{ModID}} because it's from a test mod exploring how to use quickQuestion in various ways, but anyone looking to use this as reference for a real mod should definitely be using both things.)
also discord making \\ become \ is for the same reason you need 2 in json, its escaping.
eg: *This* is **bold** but \*this\* \*\*isnt\*\* This is bold but *this* **isnt**
Oh, okay gotcha. Saving both those for reference. I struggled to pick that up from the wiki but I get it now. Off to try again, thank you!
I am so excited for 1.6.16 where I can have fully multi-lined events
(That's an interesting but slightly horrifying approach. I think I'll still to manual reassignment.)
something something mod security, wearing other mods skin is probably a bad idea
You can have multi-line events now! It should already be fully supported for mods (it just wasn't support in the base game itself due to console/mobile limitations before 1.6.16).
No I cannot! quickQuestion doesn't support it 😭 😭 I multi-line everything else though!
Oh, yeah choose will solve issues like that.
If anything after (break) is on another line it cries
Hence this very odd looking chimera: #making-mods-general message
I'm going to write some event tutorials after 1.6.16 drops so everyone switches to choose and labels and goto as quickly as possible xD
we're going to have to IMMEDIATELY migrate those new event docs lol
We can collaborate Barley
ah, a volunteer /lh
The majority of my 1.6 migration was for events so I am familiar with it
guys, how do you edit light source?
Bother, I forgot map action Letter doesn't allow actions
can you make a full outfit, like both shirt and pants as one item?
Not that im aware of
Oh thanks Aba that might be what I need.
k thanks!
Dynamic Map Tiles Extended has been released, a complete rewrite of the old mod, with a whole new syntax and lots of new features!
https://www.nexusmods.com/stardewvalley/mods/33900
Looks interesting!
Wait what is that pfp 😭
it's from an old minecraft mod that gives you a girlfriend 😄
I think this is one thing FS is used for
is there a sprite for lighting bolts, or does the screen just flash?
wait never mind it IS in cursors, it's just white so i couldn't see it
minor fun fact while code diving today: mushroom logs are immune to being destroyed by spreading weeds, the only machine to have that feature
I guess... what is a mushroom but a fungal weed
you don't plant them, they just kinda happen. Weed!
Machines can be destroyed by weeds?????
yes 😌 happened many times to me
only spreading weeds though, not new ones that spawn every season
chests, fences and artifact spots are also immune
so you should imprison all your machines in fences
is there an easier way to have my custom location contain all the same fish as the beach other than copy-pasting 1000 rows from Data/Locations?
in Data/Locations?
yes
or the night market beach replacement
the LOCATION_FISH item query means "use fish from this location"
there are 4 entries underneath farm beach, but i only need the last one that has that query, correct?
yes
the night market is probably a better example, it only has two entries, one for the legendary fish family and the other for "just get fish from the regular beach"
okay awesome i'll cross-reference that
(I'm actually not sure why that first entry is there tbh)
it says special order active
yeah, which the regular beach has as well
oh then hmm
did i drill down correctly? https://smapi.io/json/content-patcher/9f40190b7b05462084ff13cea0742602
if this is your own location why not just add it to the original entry
You also only need the fields you want to change
i don't know what you mean by that--i thought that's what i was doing with this patch
so i can delete all the nulls?
like, you're adding a new location named {{ModId}}_Lighthouse in your mod, yes? why not just add this to wherever you're adding that new location to Data/Locations
i've been following this tutorial https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish because i added a new fish i created, and then just copied that syntax for this. what patch should i be doing to add it instead of editing it in?
so what you're doing is correct* for if you're adding to an existing vanilla location, so you don't wipe other entries
(*not quite, you actually have a syntax error, need a "UniqueIdHere": {" block around the whole thing inside Entries)
Just include it in the original patch in which you created the location in the first place.
The one that contains the stuff like the DisplayName and CreateOnLoad and DefaultArrivalTile
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_Lighthouse"
},
"Fish": {
"Chance": 0.66,
"Season": null,
"FishAreaId": "Ocean",
etc etc etc```
like this?
You could just copy the Fish entry from the nightmarket entry completely
so brackets in addition to the curly braces? hang on i can put this on smapi.io to make it easier
(And then delete the legendary one if you don't want that)
By the way, does your location have a default arrival tile and a display name? I recommend including those fields if you don't have them (especially the display name).
yeah that's where i copied it from, and i'm adding my own legendary (poorly)
your Fish bracket are inverted
i do not, i guess i'll go add those for all my locations!
(it's a list [] that contains entries {} inside it)
ah i see
But the nightmarket entry already has the brackets set up correctly so I do not know how you could have copied and pasted it and then they disappeared?
i only copied from Chance forward and then incorrectly added the brackets
because i think when editing a location you don't include Fish, correct?
Ah I see. Yeah I meant copying right from "Fish"
ah gotcha yeah
(Nice to see all those {{ModID}}s though, nice work :))
lol 🫡
Depends whether or not you're replacing the fish in the location I guess haha
Are there any CP ways to start a quest other than action (used in trigger actions, dialogue, events), the addQuest event command, or the NextQuestIds field in Data/Quests?
Ok cool, thanks. I just realised the wiki doesn't explain how to actually start a quest.
oh are you editing the wiki? i ran into that question myself a few weeks ago
Yes, the quests page is a little neglected. EDIT: Oh I see it has had some tidying up since I last checked. Progress!
Was there anything else you wanted to know about quests that the page didn't answer or that you found the page's info was unclear on?
you can add quests via mail
Mail! Thank you. Two ways via mail.
not sure if this has been updated since i asked
yeah barley updated that
that second one is also answered on the page as well since the requirements for ItemDelivery are explained
(they werent at the time though)
hii could someone help me figure out what im doing wrong ;w;
you need a comma after your curly bracket on line 8
And then an opening curly brace for the next patch on a new line after line 8
And then a closing square bracket between the closing curly braces that are currently on lines 13 and 14
Basically you need to make sure every bracket has a pair.
there are extensions that can help you track that sort of thing if that would help
yes pleaze
What program are you using to write your json?
notepad
Try this instead: Visual Studio Code (go to this link rather than Googling, because there's a similarly named product you might get by mistake).
thank youu!!
It should automatically colour your bracket pairs and tell you when you have errors
alright ill keep this in find when i need to deal with this again 
I think you shouldn’t be distributing the game?
that note doesn’t change the fact you’re distributing a copy of the game without permission
Where?
I should update this, its no longer available on my server
It is possible to download the files from my server
That's distributing the game.
If anyone is able to do that I will donate them 5 euros.
Yeah that falls under piracy...
Because this is blatant, mis-information
Sorry, inherently have to delete the post and move this subject on, now.
(not continuing the subject, genuine general github advice) I think the easiest way to update your own github repo is for you to do it yourself because you would have to give them permission either way
If you genuinely do want to allow the game to be automatically downloaded, DepotDownloader is a thing.
That could be trivially automated as part of the image setup.
I should update the Readme.md yes but downloading has not been possible for months now.
I initially did that because the original dev did this. But I already decided to take that offline and make a packaging guide.
Because teaching people how to package it themselves, is much better!
I should update this, its no longer available on my server
Me now: 
oh, I thought the 5 euro thing was asking someone to help you change it, my bad
https://github.com/DaanSelen/stardew-multiplayer
Here we go, just casually reposting because I cannot read.
Let me push the readme update
To avoid confusion
Now its just:
Getting the game files.
Getting the game files is arguably the hardest part. I love this game, and I do recommend buying it for yourself.
Have fun!
For indication on how to package the game yourself look at this document: Packaging Guide.
I did not want to cause any disturbance, I wanted people to play this game together!
looks good!
Yup, that one was entirely my bad.
I’m still not sure why the server is necessary but the fact that there are multiple projects for this shows a demand ig, so I’m glad that for anyone who wants it it’s there
For my use-case its me and my girlfriend playing together
We might not be able to always be online at the same time
This kind of removed the reliance
oh, so it’s an always-on server
I’ve seen a few of those for stardew, there are downsides but if you guys like them that’s all that matters
Its a 'headless' server
Yeah of course the CPU usage is insane, but I am trying to make it as best as possible
therefor I came here to ask for subjects to improve upon
I meant gameplay drawbacks - a bot host has certain limitations because the game relies on the host doing quite a lot of things
Thats where the mod comes in! Super cool mod that does all the festivals etc!
ah, I see, so it accepts and completes quests etc?
It itself does not do quests, I think, but it enters forest, starts events etc! You just have to be on time
Most days it just stands in front of its cabin.
While you and your friends can play the farm
Its working quite well other than that the Stardew valley process is burning CPU, as it should! Its a game after all
yeah, it makes sense
Thanks anyway for changing your minds, and my apologies for getting offended
I probably would have gotten annoyed in your position, don't worry about it. 
❤️
Workflow progress! Now it just pulls the assembly version from a pre-build step in the MSBuild process, so that part's handled automatically.
Sorry if this is a stupid question. Any good VS project templates for Stardew Valley?
Also the option of making my own, but I wanted to check. Google is kind of useless.
Seriously appreciated.
I keep using it and then immediately deleting the gmcm and translations portion
At the very least, I would like an idea of what I'm missing or could be doing better/more efficiently.
silly
Another choice is whether you want to do 1 git repo for all your mods or several git repos
My older mods r all in one but since then I've switched to single repos
I have a shared library
I actually have three shared libraries
But ignoring the complexity, for a modern atra mod I just copy and paste the csproj, which references a centralized .csproj_common file
And MiniAtraShared
Which sets up the code files
I know this isn't maybe the right place to ask but, I believe I found an incorrect link to a unofficial update on the SMAPI compatibility list. I know I can submit edits and I know enough about json to not be worried about the details but ngl github scares me a bit, would someone else be willing to double check me and submit the edit? The mod is Multiple Spouse Dialogs: https://smapi.io/mods#multiple-spouse-dialogs, the link included is https://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/page-237#post-138263, but it think they mean https://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/page-235#post-138263
Remind me to take a look in 76 hours
oh atravita you sweet summer child. trusting me with such a task? all right ;) (#6718163) (76h | <t:1749404831>)
so? how do i convert more grass mods to content patcher? i am half tempted to make a diy pack to allow for easier conversion if people like me can't use more grass. for me more grass mod likes to lag
!decompile @daring skiff
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
some of it is "have familiarity with stuff in the game from having already modded it" but some of it is skill with grep
for example, i have dealt with the NPC interaction code before so i thought i remembered there being a flag that that code checks to do the Zzz emote
then i pulled up NPC.cs and sure enough
if (this.isSleeping.Value)```
Thanks a lot.
any time
I'll get on this. Most I was doing was just checking out some github repo of the decompiled game.
This is significantly less complicated than checking the sprite index.
hmm whatever repo you saw probably isn't authorized and probably is out of date
Kind of what I figured. It was more in the interest of saving time and getting a good idea of how some audio stuff works.
(there is an authorized one, but you have to be a mod author (orange) on here and be a certain level for pathos to give you access to it)
Audio code is very different in 1.6.9+
I sure wish I had someone to commission to make a mod for me.
(You may ignore this very weird message and continue.
)
DecidedlyHuman is setting up the honey pot.
(It is literally a honeypot. Had one from a message containing "commission" a day or two ago.)
When are they going to make the audio fade out and not just stop abruptly.
It does for background music
It's definitely possible.
Specifically thinking about the ones that are proximity based, like the brooksounds.
yours don't fade? mine fade
Probably because you're walking away from it, but when you get a certain distance away they just pause abruptly.
(tbh i play game on mute half the time)
the fade is pretty fast, and maybe the floor is not smooth, but it absolutely fades out and isn't abrupt in my game
any idea?
i would like to know as i know it's possible cause another mod author did it
did what?
but idk how hard it is to edt grass nor do i know if i need to resize the said grass
whatever it is you're trying to do, if another mod did it, then look at what they did and learn from that
basically this author edited a more grass mod to work with content patcher
https://next.nexusmods.com/profile/Shyziie?gameId=1303
but i am rather new and as yall know i have difficulty modding basic stuff
Well u can just globally change grass color yea
More grass lets u have more kinds of grass
I don't see any mods by them that are specifically grass 
yeah but some more grass packs look amazing
basically its from their mod pack list
https://docs.google.com/spreadsheets/d/1dkm8AHip2uVcholf6vxFwzVdYbJf0LBxnIleAp7Zn8M/edit?usp=sharing
I don't understand the ask here
If you want to have more grass packs then uses more grass?
im asking is it possible to convert it to content patcher. like this one.
https://www.nexusmods.com/stardewvalley/mods/26030
yeah, I asked which mod it is, I can't really tell which it is without reading the entire 400 mod list
this one? it isn't cp, it uses more grass
I'm asking what the mod is that you saw that could do it
https://www.nexusmods.com/stardewvalley/mods/5407
this one they converted it to work with content patcher
since more grass is very laggy unless your computer is powerful enough
where is the conversion? both the mods you sent require more grass
neither one of them uses cp
okay, found it in the end. Why not open that mod then and see how they did it?
the one that is highlighted is that one
Anyways the thing is just
well im asking do i need to resize the assets
There's only a limited number of grass sprites, they r on Tilesheets/grass iirc
or can i drop it in wholesale and just use the content patcher json
You need to arrange it like the sheet if you want to do CP
It's something you need to do by hand
What you cannot do at all is having more than the vanilla number of grass variations
ohh
That's why more grass exists
so how many grass options are there in vanilla?
Dunno where to ask, but I have a problem. I'm trying to make a custom NPC called Yuri using NPC Creator 3 by MissCoriel, everything seems fine, non errors at all on the log, but for some reason the NPC is not appearing at all. Anyone knows why or how do I localize the problem? The Disposition is fine, the Schedule is fine.... what Im missing?
it's the first time having this problem, cuz I did NPCs before and they were working just fine
She's not where she's supposed to spawn
NPC Dispositions is outdated, which means the tool is outdated too
whaaaaat?!
But but- the NPC I had before this one had the same disposition format and and she was working fine!
1.6 reworked how NPC data is organized. Content Patcher will try to migrate old code, which doesnt always succeed
Which is probably why it isn't working here, because of your format version.
you can change the format version to an older one, but for the purpose of future debugging you should probably look into migrating to Data/Characters
much nicer to read too 
when doing multiple recipes for one mod? will it be fine to recopy the content json's recipe and line it up correctly? i wanna add more recipe items to the mod im about to upload for my bf but it was hard enough making 1 recipe
!npc also check this out
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!
Ooooooh
Coriel is working on a new updated version if doing it the manual way will ruin the fun for you though, for what it's worth.
I think avi's template (third link) is fairly comprehensive
Just fill in the blanks and u good
any thoughts on my question?
should i just copy and paste the code for adding more recipes and edit it
Forgot to say thanks
I mean I can deal with it
But it's truth that its less painful when I was using Coriel's tool
👍
not a lot of context for your question I'm afraid. what exactly do you want to edit
i plan to have at least 12 recipes in the mod, so should i take the setup for the recipe and copy n paste rather than type it out manually each time
i ask as it was hard enough getting one item to work correctly
Also just as a heads up since you are still early enough to change it: if you intend to publish your NPC, it is highly recommended that you include your mod ID in the internal name of the NPC to prevent conflicts with other mods that may use the same character name going forward
well it's really your choice, right? typing it manually each time won't have a different effect
(I might be biased because I know computers™️ but I honestly highly recommend learning to do things by hand, because if your NPC breaks, or if you want to edit it beyond the template it's a harder if you are not aware of how it works under the hood)
(nothing wrong with using it as a jumpstart though)
mhm
just asking as i wanna not break anything
and alot of my mods are also being used by me as well so i put myself in the mind of a player when creating. plus i'd like to not cry again over coding issues.
I named the ID just that just for testing, since I was yesterday having a headache about why the heck it wasnt working
because I deleted the NPC folder like 10 times
if you end up having the same text in the file regardless of what you do then the two ways are exactly the same, nikki
the art part isn't the impossible part. its the coding that makes me close to pulling out my hair.
hench why i ask for help
Yeah, thanks for giving me the push I need.
This is so fewer steps.
And you are receiving help. What iro said about it being the same either way is them helping you. If you want to hear something else, you have to explain what that thing is.
kk sorry i was getting a bit frustrated
i was asking if it's safe to simply copy and paste the recipe set up when adding new recipes then editing it. example:
if i wanna add multiple recipes for blueberries and i have one already typed out is it ok to copy and paste it so the setup is correct?
like a blueberry milkshake to a blueberry scone
And as you were told, Nikki, it doesn't really matter. You can make mistakes with it either way.
Remember that you are really just putting data into thing game reads
Like filling out a spreadsheet
If you didn't format it right the first time it's not the end of the world, that's why we r testing mods after all
You can copy and paste it, of course, but it won't guarantee it will be free of errors.
kk
I copy-pasted stuff for my sodas, if you're gonna do it then please double check your first item that you're using as a template, because you'll end up like me, testing at 3am and wondering why nothing works
Or use local tokens
Or that
kk
im rather new to this so yeah
plus coding drives me nuts sometimes
like i have to step away sometimes
(I didn't know how to use local tokens when I made the sodas, so I did it the hard way and suffered)
look i be lucky to get the basics done tokens are hard
or maybe im new to this so coding looks like an eldritch horror lol
Cool.
Or you've just convinced yourself it's horrifying and that's holding you back 
Embrace the fact that you can cause chaos and be free
prob that
it gets easier, it helps if you can internalize the fact that json is a burger where the brackets are buns
Contained chaos!
I'm even hungrier, bestie is cooking and the chicken fried rice smells absolutely divine
But it's not done and so I have to wait
can i has some
knock yourself out, he's making enough to feed an army
except
he is the army
Have you considered heavyEngine /j
Shane totally snores like heavyEngine.
What's the heavy metal song that's like breathe out breathe in
Obv proof of concept but , more important, proof.
They also have a little shake.
Who does Pierre think he is taking up the entire bed like that.
bro sleeps in the middle of the pillows. that is so ass
he isnt even sleeping on a pillow
major thumbs down
Is this a snoring mod?
I realize now, walking through town at night, that I want it.
Yup.
(I can't turn on the sound because my wife is asleep next to me lol)
Fitting...
(hello wife! i beamed that message into her mind. hope she heard it)
i didnt attempt it yet, i looked at the vanilla files and then ended up simply Not Doing That
Going to come up with a list of NPCs I think definitely snore. My buddy also said it would be cute if they have dialogue for when you catch them snoring, but I'm too skill issue to figure this out rn.
pierre. gus. weirdly, my brain keeps supplying robin as a joke
Willy would, surely?
clint snores
tbh yes
are we just basing the snoring off of looks or off of real life reasons to snore though 🤣
It's gotta be one person per house max otherwise it'll get annoying.
Pam, I think
Pam totally snores.
vibes
aight bet
And Demetrius snores but he denies it
So true.
And Robin teases him about it
#MakeRobinSnoreLikeAChainsaw2025
That woodchipper sound is going unused.
I thought about Robin but Demetrius would be a butt to her about it (unintentionally)
nauuur demetrius loves his snoring wife ….. 💔
Whereas he would totally insist he's too [insert reasonable sounding but wobbly premise logic here] to snore
Pelican Snores mod...
pelican snores framework. add your own npc snores!
LMFAO
new folder in every npc mod [PS]
snoring sounds 😌
(I say this lovingly, by the way. Demetrius as a robot autistic man who is genuinely incredibly loving and caring and does his best is one of my favourite NPCs because I too am a caring, earnest robot autist. Edit to add: I mean to say that I have robot flavour autism - literal, think like computer - not that all autistic people are robots.)
I would hope this is just trigger actions
i know we're all laughing about the snore framework but my (unfinished, unreleased) audio thing could 100% do this and it goes through content patcher so you don't need [PS] folders
So we all need to just stare accusingly at ichor until he finishes it 
(Are you making VAF for me?
)
if that means "voice acting framework", yes, but that's actually a separate unfinished, unpublished audio mod
I'm sensing a trend here ichor 
This is one of those things where it's such a small mod I probably do not need a framework to pull this off. But a framework for this would be 1000x better than telling people to just learn C#.
I am back with a question on "why does this work but that doesn't" related to context tags for special orders!
For the Alex Sweet Apple order where he asks for for 7 gold or iridium quality apple wine, this worked "item_wine/wine_item/preserve_sheet_index_276, quality_gold/quality_iridium".
I originally tried "item_wine/wine_item, preserve_sheet_index_276, quality_gold/quality_iridium", because I thought this way we're checking 3 things, it's got the wine_item or item_wine tag, and it's got the preserve_sheet_index_276 tag, and it's got either the quality_gold or quality_iridium tag. Commas are an AND check, slashes are an OR check.
It didn't work unless I combined the check for wine_item and item_wine with the preserve_sheet_index_276, so it's either wine_item, item_wine, or preserve_sheet_index_276. But it has all 3 tags anyway!
I know because I checked lol any ideas on why making that an OR check rather than an AND check works? 
(the trend is that the first 90% is fun and easy and the second 90% is awful. also i've been on mini-hiatus for a few weeks now) /lh
I see a chose a good acronym then, at least!
Sound, the final frontier
@distant radish Psst, hey Nach! I saw your Stardew Mods feed on Bluesky and I was wondering if you'd be willing to add me to it too? Wasn't sure where to ask about it, lol, but I like the idea of having a little community space on bsky too
...colour me intrigued. 
Alab
Does bluesky work like Twitter? I've never looked at it
i mean in theory yes
but in pratice?
no
from what i've heard? bluesky is nicer than twitter
twitter scares me
i only have it cause the art and the page Curious Zelda
I just mean the mechanic, not the behaviour of its users
oh
well idk
it probably is the same-ish
but i haven't made one cause we be forgeting passwords
Probably not for me then unless I develop some burning need to network with Stardew modmakers lol
That's what I used Twitter for when I was still in academia
i mean if ya brave enough to have twitter
...I networked with other academics, not with Stardew modders
oh kk
I just post updates into the void with very little hope that anyone will see them
And I follow some modders
That's what I do in my thread here haha
i mostly use reddit and tumblr when posting
Don't we network here
I have a tumblr blog too
what's ya tumblr?
We even help each other find employment
I don't really use it to network with other modders, but to hopefully reach users
@quillsfarmhouse
Discord is for making friends with modders
Tumblr is for stardewposting
No we friend here Atra
That and I just like having a pretty blog ngl
Ah, makes sense. I don't want to go near users xD
same profile pic btw!
i mean i use this to ask for help cause we be getting them red errors
I have intentionally never learned how to interact with another human being on Tumblr and it is glorious
14 years regular use of Tumblr and I still don't know how to do anything involving other people
used to be active on deviantart too
but then it fell off and honestly forgot my password
You might benefit from looking into a password manager
I recommend Bitwarden or Proton Pass for that
Oh I just mean I want people to go "oh that's shiny, I want that"
Be it one of my mods or someone else's mods that I reblogged
i should so long as it's free
ya girl be on limited mons
and im a gamer and a traditional artist.... soooo i use what i got after bills and important expenses for game related stuff and supplies
I know! That's still too close to them for my taste 
Yup there are a bunch of free password managers
I saw, I followed you back, even!
Bitwarden's free tier is excellent
I don't know if Bitwarden has a free version because I pay for mine but if it does, I also recommend it
Free
Ah there we go lol
It is done.
yay!
Love it
wonder if bitwarden works on opera?
It does
opera gx is so much better than chrome
i only have chrome downloaded for the passwords
Browser extension + a standalone app that you can just install on your laptop
sweet
@fading walrus I kid about the users thing. The reality is that apart from trying to make a good mod page I cannot afford to let myself think about marketing my mods in any way or I'll focus way too much on how liked they are - and therefore how liked I am by proxy.
chrome is a ram vampire
i kinda wanna make this my main job
i still love mods and mod making
but i love the idea of making my income with what i love
That's true! I just wanted to start blogging so having a Tumblr sideblog for modding made sense since I'd have a lot to talk about
i promised myself i wouldn't feel like my dad.
Currently have no fewer than 4 drafts and several ideas
Including a general blog post about workflows that is definitely not meant for users
Nexus can genuinely be a decent bit of supplementary money! Not much by any means for the majority of people, but still something.
It's just a spot for me to yap, tldr
only working a job to survive and provide for someone... i saw how miserable he looked as a kid and i didn't wanna feel like that. ever.
My dad thought the same and went into working with computers because he loved them. Now he loathes computers because he can't get away from them.
So he's miserable and he lost what he loved
aww.
I'd never try to turn a hobby into a job. When I could work I focused on finding work that was meaningful and interesting to me but not anything I did for fun. It worked well for me.
But everyone is different! Some people do find joy in monetizing their hobbies.
i went into working with computers because i love them. but i don't REALLY like actually working in tech. so therefore i can scratch the itch by coding as a hobby
I have made 6 entire cents from it!!! /lh
i make like a dollar a month off nexus so i dont' have to stress out about not making enough from my hobbies
I'm too shy for tumblr posting so i used to just dump all that in me seaver
(just u wait, i'll pay out when i hit 10 bucks and treat my bf to dinner /j)
Now u get it in me channel
-# I kinda feel bad because my mid portfolio is still like $20/month and I've been retired for two years
I got 37 dp last month, I'm more worried about getting a job irl than my dp atp
i just wanna make some extra income eventually
Anyways. I'm a do what you love and you'll never work a day in your life
Charity, though. No need to feel bad about that!
That's my day job lol
I'm glad it's not hidden in your server anymore 
pssst atra would you happen to know the explanation for this, since you mentioned the slash format? 👀
plus for me? i probably have to figure out an alternative to a job
LETS FWICKEN GOOOO
or at least, do a job that enables you to do what you love
Hey, you're sending money to charity because people can't read, you're doing something good here either way!
I did love what I did. Very much. I just didn't do it for fun outside of work lol
(I presume people still download your stuff that broke on 1.6)
The or is evaluated first
I have the wonderful thing of loving legal compliance work and it being completely separate from my hobbies, so I get to do something I love without fucking up my hobbies 
Try "item_wine/wine_item, preserve_sheet_index_276, quality_gold/quality_iridium"
Speaking of doing what you love, I wish I loved sleeping at night time as much as I love sleeping when I wake up in the morning.
Because I am so overdue for bed
My hobby is knitting
Yeah lol
I bought some embroidery kits to try!
My other hobby seems to be arranging my nest to be cozy
am birb
This format is the one I tried first. It wasn't registered as delivering the special order and instead got registered as a gift
Oh, gift special orders are weird
You have to declare the whole stack
If you recall differently that was a SOTE feature lol
Ah, so in theory it should have worked if it was a dropbox order instead?
By then, I might even have the pipeline stuff PR'd into your repo. 
I love you DH
(I'm going to be detaching my mods from atracore as much as possible )
Only the very complex ones will remain atracore
thanks for explaining, atra! I can live with that lol
you back into modding atra? 
On a different topic, what would be the ideal order of operations and tasks for moving your mods to a different mod hosting site? I'm wondering specifically about the update keys part.
I'm guessing it would be to make the mod page on the new mod hosting site so you have the update key value. Then push an update to the old mod hosting site to include the new update key value (leaving the old one in), then give it like a week or something before taking down the version on the old mod hosting site?
Atra has never been so retired
Well i would just add the keys in an update
And then move & stop updating whatever the prev site is
Smapi allows multiple keys too
Someone was mentioning that moddrop doesn’t have a delete button, and i think we all have heard about the nexus thing re collections
you can just delete the old update key and only put the new in I guess? you wont need the old one anyways
yea that's what I meant by adding the new update key while leaving the old one in
So if you’re wanting a real delete those are some caveats, but what you said makes sense to me
can i ask what site you're thinking of switching to? I want to start supporting other update keys in my shareable list generator (for sure github because I like it and i'm biased)
I don't think there is a point to multiple keys tho, if one particular key is not uploading anymore
well if you delete the old update key before adding the new one, I don't think the notification will go out for the new update
Just replace it entirely in the final update for that site
CurseForge!
the ppl will still have the old version with the old update key
unless they updated and then they have the new one
Does curseforge let you delete mods forever
atp I'd be surprised if they do lol
seems like the move is to not
Why the tears
i don't know a lot about curseforge but what i know does not inspire confidence that they are any better than nexus
Atra not modding is a net positive
i fear i am back. trying to mod in new fish and the validator is giving me an error that i don't quite understand? i copy-pasted the code from the mod wiki so i'm at a bit of a loss
https://smapi.io/json/content-patcher/d1f10f51e28f4b3789e481caa0f29877
missing a } on line 35 to close out the second Changes entry
highly recommend switching to a text editor with autoformatting and matching brackets highlight
like another } before it?
yes
do you have recommendations for programs that do this? i've just been using textedit
!vsc
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
ty!
I also made a tutorial for putting the specific CP validation schema checker into VS Code here: https://stardewmodding.wiki.gg/wiki/Setting_up_json_schema_checker. That way you don't have to go to the json validator website and it's checked while you write 
With fancy software like Visual Studio Code and Sublime, you could get the schema set up so it checks the formatting as you write your mod! Like a built in https://smapi.io/json/. See more details on Pathoschild's GitHub.
Below are screenshots of how it should look in VS Code. You may also be interested...
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
I just put in every file
Nice, good to know there's more than 1 way to do it!
Did we get jsonl and xml support in smapi yet
NoU
we should all use the yaml adapter
Norway
(It does have a delete button, you just have to use their crummy mod manager app to access it. I wiped my mods off it the other day)
I saw Airyn mentioned something about it, but I couldn't remember the details. Thanks for the reminder!
Also Lenne, I don't really recommend Curse, if you really don't wanna return to Nexus I think your best option is Github or Kofi at this point
Especially since you have full control with both
Thanks for the feedback! I have my reasons for putting my stuff on CurseForge instead of Github or Kofi 
I still haven't quite recovered from their mod competition terms and conditions debacle, honestly
Don't really trust any company that has that much VC flowing into it. And sketchy ownership.
I'm not even sure what you're talking about but I imagine it's awful.
the thing that keeps me on nexus is that that's where everyone else is for stardew haha
I think it's a good site. It has it's problems, and I have problems with it. But they have no debt. Everyone working there actually gives a shit about games and the website itself. DP was incredibly forward thinking and years before anyone else. Robin put a lot of time and thought into it.
It's one of the few sites where if you have a problem you can probably talk to a real person.
Or CM.
they did a mod contest and the T&C claimed a perpetual exclusive license to anything you uploaded to them
There was also a problem of mod theft during the competition, which they promised to solve so hopefully it's not a problem anymore
I know nexus changed their policy so you can only archive individual mod files on a page, rather than letting you delete them. But is there still a way to delete the entire mod page? I ask because I've seen mod pages that were deleted after the cutoff day of August 2021
i believe nexus can delete a mod, but you cannot
You can request that staff delete it altogether
Give them your reasons and they'll probably do it
Picky and co are pretty accommodating so it should be doable
(i doubt they will accept "i am moving to another site" as a good reason though)
Thanks! I'm updating the wiki page on the differences about mod publishing sites
(Probably not, but if you want to delete them because they're broken then they probably won't object)
Coming from Skyrim, I was shocked ModDrop still exists.
That site got super owned about 8 years ago when they were found to be just stealing mods from Nexus and uploading them to modpacks. They also paid YouTubers to advertise this.
They wat
The whole situation was incredibly stupid. I'm sure the site has changed since then.
They now offer mirroring via the Nexus API, which is much more legit and only the original mod author can do it
I had my stuff mirrored that way
i mean, the owner is super pro-ai so might not have changed too much
does anyone know where to find a complete list of mail flags? I want to have a mail sent out after a player crafts a certain big craftable, but I can't find the flag for it. I imagine it's similar to PLAYER_SHIPPED_BASIC_ITEM, but I can't find where a complete list of flags is
I'm sure the site is cool now tbh.
8 years is a long time.
[[Modding:Mail data]] has a flag section maybe?
unfortunately, it's not complete and doesn't list what I need, I already looked there :<
I dont know that there is one
I think you'd need access to the Github repo that has the decompiled game
But that's access restricted
You can also decompile the game urself
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
I am doing this with Content Patcher because I can't code
Have you published a mod yet? iirc if you have the mod author role, you can request access to the Github repo
honestly, I just need the flag for 'has this player crafted X item?'
I've published several, yes
That's much easier since you can just search it
but I don't think I'm good enough at modmaking to request the mod author role
Mate, there's no quality requirement! It's just "did you publish a mod? If so, just ask for the role"
