#making-mods-general
1 messages Β· Page 342 of 1
Why r u like this 
Would you like me to divine what ever is written in ur actual mod to help you based on a guess
again my goal was only to determine if there was an actual error or not. listed when blocks.
"When":{
"FarmType":"Silver.VerdantGladeFarm/VerdantGladeFarm",
"Spiderbuttons.CMCT/Config: Atelier.Cauldron, WildFood": true,
"HasMod":"Wildflour.AtelierGoods"
},
"When":{
"FarmType":"Silver.VerdantGladeFarm/VerdantGladeFarm",
"Spiderbuttons.CMCT/Config: Cornucopia.MoreCrops, Enable Extended Trees Pack": true,
"HasMod":"Cornucopia.MoreCrops"
},
"When":{
"FarmType":"Silver.VerdantGladeFarm/VerdantGladeFarm",
"Spiderbuttons.CMCT/Config: Cornucopia.MoreCrops, Enable Herbs Pack": true,
"HasMod":"Cornucopia.MoreCrops"
},
you cant use a CMCT token checking another mod if that mod isnt loaded. so you cant check that mods config before you even check if the mod exists
Hm do you need to require CMCT in this patch too
I also wonder if u can just use cornucopia's mailflags instead
It'll perhaps be more straightforward
considering these don't error when the mods are loaded I don't think so.
also we talked about this previously. we werent certain the mail flags exist at save start.
ok sure
It's just the thing in cp docs about usage of mod provided tokens i was wondering about
(Content Patcher wont let you use a mod-provided token if you do not have either a hard dependency or a HasMod check for it, so i presume absol has the former)
the has mod check immediately follows the CMCT check. and i somehow doubt order matters.
Would the warning go away if u refactor these patches into HasMod cornucopia first and then the cmct tokens inside?
its not the order, its the fact that you're trying to do the CMCT check at all in that same condition
Yeah refactor into a include i mean
the HasMod check for Atelier must be in a more "outer" check, like on an Include that includes this patch that then checks CMCT
(the "Mod or pack not found." text is from CMCT itself btw not CP)
POSITION OFFSET STILL NO WORK!!!
I'm having some difficulty with Local Tokens. I've gotten the following error:
System.InvalidOperationException: Error parsing '{{FestivalName}}' as a tokenizable string
I think it's unhappy about at least one of the places I've used this token in the file I'm including, but I'm not sure which places.
This is the Json I'm including: https://smapi.io/json/content-patcher/f9e197dd8e14460db7a4d0d889876fe1
it hardly seems necessary to fix an otherwise harmless warning.
you cant use tokens in LogName
Thanks
Hm i thought when you try it wouldn't even parse?
Can you show the include too just in case
Yeah, I actually hit enter too soon and was going to. GImme 2 seconds
"LogName": "Include {{ModID}} EggFestival Appearances",
"Action": "Include",
"FromFile": "Data/FestivalCode.json",
"When":{
"HasFile:Assets/Portraits/{{Portrait_Mode}}/{{FestivalName}}.png": true,
"config_{{FestivalName}}": true
},
"LocalTokens": {
"FestivalName": "EggFestival",
"FestivalID": "festival_spring13"
}
},```
AAAAAAAAAAAAA
So I've got the same problem in the log name here too, but it didn't flag that, I think.
Hi all
(im actually not sure if LocalTokens can be used in When conditions? im not saying they cant, just that my uncertainty means i cannot provide help here anymore bc idk)
(iirc yes? but I'm not super sure either)
You can definitely use the tokens from outer scope
I dunno of u can immediately use FestivalName like in here
yeah sorry i shoulda clarified thats what i meant, in the same block
Since u wrote it anyways try just changing to EggFestival?
Kk, I'm rewriting that and I'll try it
Do y'all know if DeLiXx is okay with pings? For context I've got a bug report that occurs only with VPP and a PIF pack together, I've read PIF's code but couldn't find the reason
I'd appreciate extra eyes on the issue though
I'd like to ask them in case they would have any ideas
if you post the error/describe the issue you might nerdsnipe a C#er to look
What be the bug reported
Im willing to ping on ur behalf but yeah toss out the error first so we can all ποΈ it
Ugh, nexus is bugging out once again
But basically the issue is when you get the Vast Domain talent, fishing in PIF rooms suddenly become trash only
Yep, that seems to have fixed it, because EggFestival doesn't throw an error but the rest of the includes still do. That's a pretty easy thing to fix so I'm glad that's all it was!
The pack was named Enchanted Garden iirc
(i wonder if thats intended..)
Oh. I might've experienced that lol
Nope, Vast Domain's not supposed to affect anything besides legendary fish
(sorry, that was for the localtokens thing)
I wanna say yes? cus LocalTokens do work on the actual edit entry pathos specifically took away it's ability to affect target
But wait no, it couldn't have been nvm
I also double checked with and without having the token in the LogName inside the Included file. That doesn't throw any errors.
Based on the log names in my error, it just reads the tokens as the literal text they are. Is that was was meant earlier by saying it just doesn't parse?
And it only happened with that or other pifs too?
I used the special item query to get ocean fish inside
Instead of specifying my own fish list
Which would presumably fetch crimsonfish?
Sure, I'll try
I dunno if that's what enchanted garden did so just trying to find similarities here
This mod also come as greenhouse replacement so u can try n determine if it's a pif thing or not
Well, I haven't got a save with a greenhouse iirc
Time to throw in a pinch of cheats :lmao
Cjb 
Sometimes i just debug warp greenhouse lol it works
Tho not for this one bc i setup the entry tile wrong oops
https://smapi.io/json/content-patcher/c6fe947aecb4447f9c404c58f0b7b07d
Could someone look at this and maybe pinpoint why my NPC's schedule broke? It works if I have the very first Spring entry only, but as soon as I had the new schedules, he no longer does anything
just looking for a small opinion on intensive requirements for my foraging mod,
like if i had certain items hidden behind heavily specific conditions like if i made an item for winter but that the weather needed to be rain therefore requiring the player to use a rain totem to be able to get it?
(ofc if i did something that intense of a requirement I'd likely make a mini handbook/guide)
Some people are for them! What would you want if you were downloading this?
I think that's very srs bsns and if u make this happen remember to let people toggle required for shipping to off
Not against having it in general as long as there's some guidance towards it tho
i quite like the idea of some stuff being come across under heavy conditions like what i used for example especially since my foraging mod is going to revolve around 'collectibles' like fancy utensils, dice, oddities/specimens, jewelry etc etc
Maybe a Mail on Winter 1, like a riddle from Mr Qi. "How does one get rain in winter?" or something
and maybe gift a single rain totem
i love that idea 
ill give it a try
ill also make sure to add this, i was going to add config options to generally turn off certain collections in the mod either way so i can prob throw this in the mix with it

I don't understand
I figured out my schedule issue. I had it directed at data/schedules, and not characters/schedules
@lucid iron PIF rooms get affected, but greenhouse doesn't
Good to confirm then no clue why tho 
question: iβm in fall, but my game keeps trying to load spring tilesheets onto my map. this wasnβt an issue before. wtf is happening.
Probably should ping lix with logs and perhaps patch export Data/Locations
PIF fills a data location entry based on it's custom asset basically
And i wonder if vpp is doing it too early or too late, therefore bonking stuff pif does
The changes are made through CP, fwiw
Oh yeah what if u change the special item query for beach fish into ordinary fish data
I know LOCATION_FISH won't forward twice, I have no idea if that's actually related tho
For the pif room i gave u can just delete it and then bump the seaweed entry to 100%
Just 4 test
Okay this is weird
I can still see some fish in the greenhouse
But I'll sleep one more day to make sure
I'll try a save reload
https://smapi.io/log/fd47386401134579b297fd145d98c90a i genuinely dont know what i did bc it loaded fine yesterday and i changed nothing.
Log Info: SMAPI 4.2.2-unofficial-sinz-2+3 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 19 C# mods and 14 content packs.
Wait my fault
Of course it has fish because I edited the PIF not Greenhouse
PIF room has no seaweed though
even if i'm in spring, it still can't find the tilesheet '_' tried resaving the map and everything hhhhh
How do I add temporary furniture that only shows up in the event? i want a few bunches of flowers
can you post your json showing your tilesheet load?
@lucid iron Anything else you'd like me to try?
sure
just that section, or the entire json?
whole json
I assume temporaryAnimatedSprite would be able to handle that
and the map patch json if thats relevant https://smapi.io/json/content-patcher/7f34b499dda8438498e23c6cb542ee7a
your load targets for your tilesheets start with z_
yes, because they are named that in the tilesheet
hence, it cannot find spring_[tilesheetname] because it doesnt exist
z_spring_[tilesheetname] does
this exact thing worked like a day ago so i'm not sure why it magically changed
the name of the tileset doesnt matter
did you have your tilesheets in your mod folder yesterday?
yeah
thats why
are they still there?
im confused why you are loading them then at all
because you... have to
i thought you had to name it whatever you named it in tiled, not the name of the source image
okay lemme back up for a sec
the name of the tileset in tiled doesnt matter. the image source matters
okay, that is news to me. thank you
the image source is what the game tries to load
i should have asked if the tilesheets were in the same folder as your tmx, not your mod folder, which is my bad
bc if they are present alongside your tmx, smapi will load those first
so your Loads wouldnt be used
if the name of the tileset mattered then there would be untitled tile sheet.png in the unpacked content
bc CA didnt name like half the sheets
i got confused about the load bc i assumed when you said the tilesheets were in your mod folder that they were alongside your tmx (bc i asked wrong) in which case if they were the loads are unnecessary
i swear to god this isnt documented
well. thank you for solving the mystery. i have no clue what happened lol
(fwiw, doesn't matter since we're all on tmxes but on tbins it does, they're referred to by the name when specifying a tile index)
i meant in the context of what your load target should be in content patcher, but that's still good to know as well
time to load up every single festival. yippee.
Guys
Quick question
If I want to add another NPC in a different spot to the same festival, do I need to copy and paste this whole thing again or can I just add like, a brace and make it an array
you can add it to your Value
you can just write like "Value": "thing one/thing two/thing three"
(assuming the correct delimiter is a slash, as it is in this case)
Okay!
It's giving me an error
saying i should use a comma
Should I disregard it?
if its erroring because you are missing a comma, perhaps you need a comma
no, you should never disregard an error. post a log. that said I'm on mobile and a bit busy so someone else may need to help
okay
FIGURED IT OUT!
What did I do wrong?
the validator only checks syntax when not in Content Patcher mode (i.e. does your json follow json's grammar rules). when its in CP mode it checks some content patcher specific syntax. but it does not verify that whatever you're trying to write matches the data you're trying to edit, bc it doesnt know what the game data should look like.
Season is just a string. not an array of strings.
"Season": "Spring"
So do I remove the Brackets around the word spring?
yes. the brackets are what make something an array/list
LOCATION_NAME Here Mountain
the first argument of that game state query is a "target location"
which is either Here, Target, or a location ID
"Here" meaning wherever the player is when the GSQ is checked, Target being sometimes somerthing specific
(Although at that point why not edit the Mountain entry)
(like where a machine is, thatd be target)
I was trying to add new forageables and some of them either only spawn at a certain season (or seasons) and others only spawn at a certain location
I thought Area names count as IDs...
you cannot skip a required argument
so writing LOCATION_Name Mountain is giving the first argument but not the second
you can use Mountain as a location ID for the target, but theres no point
you'd have to write LOCATION_NAME Mountain Mountain which checks if "Mountain" is called "Mountain"
which is obviously pointless
What do I need to write to correct it? I apologize in advance, but written tutorials don't help me much.
i wrote it here
though, it may need to be Target instead of Here
I will test them both
there is also the chance that LOCATION_NAME might not be applicable to forage anyway and you will have to do as atra suggests and edit the Mountain entry directly
I don't really know how to do that...
you're already doing it. you just are doing it for Default instead of Mountain
right now you are using TargetField to edit the forage in the "Default" location
you can just edit the "Mountain" location instead
"well yes, that's how you add a new entry to the Forage list in the Woods entry"
im not sure why you're quoting that
that was someone telling you that what you wrote just before that quote was correct for adding Forage to the Woods location
so if you change the word "Woods" to "Mountain" then you'd be adding forage to the Mountain location
Wait so it wasn't Forage list as in collection forage list?
It was the Forage spawn Table?
I completely misunderstood it
yes. its the same exact thing you're doing right now but with "Default" instead of "Woods"
That fixed the error messages thank you again
I do have a different issue caused by a different mod that I would like to try and fix.
For some reason this window is flickering violently
is it an incompatibility with your mod that you'd like to fix in your mod, or is it simply an issue with another mod you play with?
Probably caused by the tilesheet for the Mountain area
So not from an incompatibility with one of my mods
that would be #1272025932932055121 territory then
My understanding is that sve makes that tile animated and not every recolor accounts for it
I thought that tile is animated in vanilla too (if it is the science house window)
No one knows why it's animated tho
Spouse room issues:
Visual Studio code: https://smapi.io/json/content-patcher/495556b4a03441cfa95e4480a6613692
Do I need to do something especial in the code to make the objects appear correctly? My spouse room is 6 x 9
Can u try patch export on the spouse room asset just in case
Does it work if you put those on alwaysfront
Yes. The books are on always front. They look fine on Tiled, but in game they're overlapping the walls
[Content Patcher] Couldn't load asset 'RahielSpouseRoom.tmx' using a likely type (tried: System.Object). Try either specifying the type, or waiting until the game loads it before exporting it. See the SMAPI log for details.
Not sure I did the export correctly
Did u load to Maps/RaheilSpouseRoom
spouserooms have some unique layering behaviour to work around, I'd just use AlwaysFront if it works
Let me try that
only the lower most tiles of course, the rest will layer badly on alwaysfront
Going to try reseting the game, patch reloading and sleeping aren't changing the room
there we go!
See I wonder if the little ledge is on Fromt there
Maybe I just need to live with the overlap
Shits and giggles try Front-1
ah.
Rename the front layer?
nono, a new layer named Front-1, as in minus 1
Okie doke π
arbitrarily named layers aren't used by the game, but you can use layers with the same name as typical layers with +/- to add visual-only layers drawn before or after the target
ah!
I saw in one of CA's maps he had an AlwaysBack, but I have successfully used it
haven't*
thank you!
Um, let me see if I can find. I only saw it once
See! There ββisββ a reason y'all haven't [banned me yet](#making-mods-general message)
don't make me reapply 
We keep atra around for morale support
Green blueberry is worth it
stay free of the green..... stay porpl.......
The atra is our mascot
I'm not seeing it. I'm going to bet I saw this and my brain processed it incorrectly
it works! I am so tired... Making forages work is hell...
nvm.
I don't understand what I did wrong...
omg the grasses...... fun...
Do I need to do anything else special to get lighting to work?
I'm getting geja vu and I have no idea from what game. I feel like I remember a plant just like that in different colors. A Harvest Moon game?
Harvest Moon DS
The other grasses do show the restoring effect. Maybe Spacecore cannot handle positive and negative at the same time?
No green only orange 
Yeah uh... I think I need to fix that.
How do I make it so they do not appear on the beach?
is this query right..... i hate mixing text values and numbers i just never know. "When": { "Query: ( '{{Relationship:{{Cotton}} }}' = 'Friendly': true ) AND ( {{Hearts:{{Cotton}} }} >= 4 )" }
or is it better to just "When": { "Relationship:{{Cotton}}": "Friendly", "Query: {{Hearts:{{Cotton}} }} >= 4": true }
iirc queries are a bit computationally expensive relatively so id just avoid it if its possible to
and less confusing to
ok but is it right is my question
you can also just do "Hearts:{{Cotton}} |contains=0,1,2,3": false
i suppose yeah
i dont know if its right because i dont know query syntax
which is another reason i avoid it
i see
(also your question was actually also "or is it better to do x")
Was fishing in the south pond during the desert festival and got trash instead of Sandfish or Scorpion Carp. https://smapi.io/log/98db8dc8600c475790ccd5aa1032ef6e
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Why does it feel like a ghost town in here?
People were talking 5 minutes ago.
Okay, Spacecore can only show one negative effect as well.
I found red grass which hurts both stamina and health, it only showed stamina loss
boo
is there a way to i18n the effects, and then use the Random feature within the actual script?
I see words but only understood the i18 part... sorry.
"Gifts.Loved": "{{i18n:Gifts.Loved_{{random:0,1,2}}}}",
At least for dialogue, that I know of, you can do this
and then in the i18n, you have like Gifts.Loved_0 etc
I did add that it does recover health atleast
Could you define those as Dynamic thingies, list them in the i18n, and then use random effect? You won't get both negatives at once, but both would happen
100% guessing
Sorry I was bad at saying what I meant
Red grass did hurt stamina and health
and yellow grass even though it didn't show in the numbers, recovers
ah!
@urban patrol , can I pick your brain about map lighting, if you have the time?
Though, the x multiplier does not work with spacecore EatenHealthRestoredOverride and EatenStaminaRestoredOverride...
This is gold quality
(Indigo grass is really overpowered in HMDS...)
@idle lantern answering u in the proper channel
ty sorry to make you move
I've got this on the spouse map, as well that the light bulb from paths on the paths layer
yes pls just post in right place in the future
im not sure if spouse room can have lights actually
they are Weirdβ’
ohh
what i rec is to not worry about the lighting and let player deal with it
I can do that
place furniture (or not)
The lighting on my lamp map just crashed the game. Odd
Use paths sheet light tile and do the force paths map property it'll work
yes although if it's about spouse rooms idk anything
But you have to remove you lighting map property
Hi! Sorry to jump in but I've been fighting Tiled for like 3 days and im ALMOST there, I just gotta make everything work without sending the vanilla tilesets with my mod. All of them are fine EXCEPT furniture.png. I've edited the map .tmx in a textfile to source "furniture" and not "furniture.png" but it keeps complaining about "Invalid tilesheet path 'furniture.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder". And it's seriously just the furniture one, all the others which i've done the same with work totally fine when removing the vanilla tilesheets in the mod map... I've been comparing them in both tiled and text yet i can't see what would be different
you cant use tilesheets outside of the Maps folder in your unpacked content without Arbitrary Tilesheet Access to allow it
you can also look into modded tilesheets
Remember everyone, always double check if you wrote the small text correctly...
Hmmm right okay I think i get what you mean despite having tired brain, thank you for the quick reply! :)
hxw tilesheets has their greenhouse furniture
and they are loaded to Maps for ease of use
thank you!
thank you guys!
I'll see if I can figure it out π
I got the lights to work on the other maps, but not in the Spouse Room. I think I'm going to go full lazy and let the player put a light in. I appreciate yours' help! π
I can't find the page with the location_name information anymore. There are so many pages for modding I am confused.
What are you trying to find?
I looked through all of these.
specific map names?
I think I saw a command for excluding maps before
!unpack
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!
did u do this yet
I know which location it is Beach
LOCATION_NAME is a game state query so it would be on that page, but an actual list of location IDs would be in the unpack
I... I could apparently not understand what was happening. Im able to use vanilla tilesheets for everything else, i use towninterior no prob but furniture doesn't want to at all
You're trying to make it so that your forage doesn't go on the beach?
Furniture is not located in Maps
Yeah.
it doesnt matter whether its vanilla or not. furniture is not from the Maps folder
it's not you. It's furniture
ITS NOT?
bamboo Shoots on the Beach does not make sense
furniture is from TileSheets
put a copy of furniture in your mod folder. It needs to stay with your mod because it's haunted
omg im dumb, okay- i had been just searching for the vanilla tilesheets in the content and grabbing the png, holy shit okay im just silly lmao thank ya'll!
So you cannot use it as a tilesheet reference without either
a) Loading it to Maps which breaks recolors
or b) setting the Arbitrary Tilesheet Access mod as a dependency and running it at the same time
I wonder if you have to do it the pain in the ass way, and just Target specific locations versus exclude
right, thank you!
I had the same problem. Someone here helped me with that
feels like its one of those things a lot of newbie modders fall for
Shame about the recolor resist, but
This is exactly why the Arbitrary Tilesheet Access mod was made.
It happens to us all.
Luckily ive only used a handful of plants from furniture so i think i can just use towninterior instead since that ones plays nice or make my own, ive already made a tilesheet for the place so a couple more plants is fine
The documentation for mod authors in the mod description makes it pretty clear how you can use it. π
(and if you get stuck, Button is literally here and has been trying to help you out. π )
(im always surprised by just how many downloads it has considering it has literally nothing requiring/using it)
(not that 238 is a whole lot or anything, but considering theres 0 people who need it...)
25/75 mod authors/mod users downloading frameworks ahead of time
Button was very quick and i do appreciate it, I am simply dumb and had totally missed that furniture wasnt in maps so i was incredibly confused, nothing against Buttons efficient help π
it happens!
my framework with 0 users is sitting at 111 UDL lol
Whatβs the framework? π
still no "Leah builds shed for you" mod
do you have json
Smh my wife doesn't need to work
say selph
selph
thank you ButtonBot
hm
oh right i was gonna ask what is the interaction between mmap's show construct and this show construct 
i think the mmap one is significantly more lax and recently when i did the redfox rainfrog convert i just slapped Builder: ModId in there to achieve a building catalogue lol
both actions from mmap and cc are calling the same vanilla menu
it's the harmony patches that handles the day teleport NPC update + other niceties like custom costs depending on the builder
so theoretically you can use MMAP's action right in place just fine
if the builder is not an npc at all what does custom builder do
Wdym?
I was about to say it's probably fine, but then I checked the code for the "building done" dialogue thing and I see a potential NRE π©
Game1.DrawDialogue(Game1.getCharacterFromName(__instance.Builder),
as in your code that adds fish to location data? assuming that's what you're trying to debug
DrawDialogue handles null speakers doesnt it?
oh yeah it does, I was looking at the wrong place, crisis averted
well its probably good that i made all of them magical construction

but yeah, dialogue will have no portraits, the building spot will also be blank, I think everything's fine
perhaps fun to fetch portraits for not real npcs 
like just attempt load from Portraits/character or smth
i aint gonna scope creep u when i have no usecase for this tho
too lazy, just add a two line antisocial NPC entry plx
This game... has... so many cutscenes....
I am watching every cutscene in this game for this mod
a lot of these cutscenes r actually so cute. I never would have seen a lot of them otherwise
did you help with translations?
It takes hours btw and also i didn't watch then in full
No. Pathos was refactoring event commands
ah
i have figured out the part where it takes hours yes π
I think I have 14 locations left. some have only 1 or 2 events tho
I turned on thr event autoplayer the left it to run on mg laptop lol
Different languages b/c game has separate event scripts per language
And sometimes those would have subtle mistakes
Anyways.
Let's knit
atra knit mod when
Never I'm very retired
How about modding your knitting?
had, soon 
probably dumb question: i had assumed modders had to add ATA as a dependency to use it. is that true?
ata?
alternative tilesheets access
Whatever CA cooks up for 1.7 will be super cool
do you actually think itll be a 1.7
oops yes arbitrary
technically if ATA loads before their mod, they dont sstrictly have to
but thats true of any dependency
ah gotcha. i expected downloads to be way higher then (not knocking you, it just seems so useful)
its almost 3 hours for all events
90% of the time someone asks "how can i use tilesheets from other folders?" and i/someone else tells them about ATA, they say something to the effect of "ah ok. ill just deal with so i dont have an extra dependency"
it's a little bit painful but bit by bit i shall get through it
at one point chu asked Pathos about stealing ATA for SMAPI itself and he said it was on his TODO.txt but honestly i couldnt tell if he was joking or not
fully unrelated: custom bush works on top of the vanilla tea bush functionality right?
Stardew the Movie
yea basically it makes 1x1 Bush and then patch it to do stuff
neato thanks
Hi. I'm working on my map again, and unfortunately I've forgotten how to mass move a bunch of layers. I used ctrl to select multiple layers in the layers pane at once, but now I can't seem to move them anywhere. I also don't really understand what rectangular select is for if it doesn't help with that. Anyone able to help?
honestly i'm not sure if you can - i've tried moving multiple layers at a time, but Tiled simply adds an offset value to the layer itself that isn't applied ingame
Oh, what I meant was mass copying all the layers actually
you likely need to copy all tiles in each layer with the Stamp tool, clear the layer, and Stamp them in again where you need them
So that I can past them over the old
(TODO.txt line 200.)
Having some issues with a CP mod I'm making.
I have some "custom" versions of maps that are used for events to change sprites. I have done similar ones for Pierres shop, Haley's house, ect, but now I'm trying to make one for the forest.
I did the same thing I always do (make a copy of the map from the unpacked game files, rename it, place it in my events folder, and edit my content file that loads the maps. But now I get this message:
[game] Couldn't create the 'Custom_Forest' location. Is its data in Data/Locations invalid?
Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> FileNotFoundException: Could not find file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\Custom_Forest.xnb'.
File name: 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\Custom_Forest.xnb'
I am 99% sure I did everything the exact same way I did before. What could be causing the issue?
I have done it before, tho I don't remember exactly how. the stamp tool is not working on all the layers at once for some reason. It's possible, but I'm fumbling the steps
my content file looks like this:
{
"Action": "Load",
"Target": "Maps/Custom_SeedShop, Maps/Custom_LeahHouse, Maps/Custom_Sunroom, Maps/Custom_HaleyHouse, Custom_Forest",
"FromFile": "assets/Jsons/Events/{{TargetWithoutPath}}.tmx"
},
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"Custom_SeedShop": {
"CreateOnLoad": { "MapPath": "Maps/Custom_SeedShop" }
},
"Custom_LeahHouse": {
"CreateOnLoad": { "MapPath": "Maps/Custom_LeahHouse" }
},
"Custom_HaleyHouse": {
"CreateOnLoad": { "MapPath": "Maps/Custom_HaleyHouse" }
},
"Custom_Forest": {
"CreateOnLoad": { "MapPath": "Maps/Custom_Forest" }
},
"Custom_Sunroom": {
"CreateOnLoad": { "MapPath": "Maps/Custom_Sunroom" }
}
}
},
it was 78 last time! downgraded priorities
/j
Only the forest one doesnt work
Is pathos todo.txt a stack or a queue
It's a random access cache.
one day I will actually write down my todo list, but thats on my todo list
Now dp every branch at 4x speed
you'd only have one line in your todo if it were a slash-delimited string π
gotta BOGO sort your TODO.txt until one you feel like doing ends up first
but the slash delimited strings can be newline seperated /s
Okay let's be punchy in #programmers-off-topic
I always end up doing the thing that is most enjoyable to implement on the todo list over the thing peopel actually ask for
Is there any mod that assigns kissing to, like, a button? Iβm using hugs and kisses continued and while i want to be able to kiss a spouse multiple times i donβt want to keep accidentally doing it multiple times ina row when im just trying to talk to them
That's a very easy mod
you'd wanna ask in #modded-stardew
Be the change
@uncut viper assigned kisser π
I guess iβm willing to do it, but if it already exists id rather do that lol
FF i18n integration has been on my TODO list for so long now...
It'll take twenty minutes
Gotta do i18n from the start. Mistake I only made once lol
Alright, iβll try it
Many such cases...
Stairmaster does not lend to coding
Currently in custom data model hell because of whatever the hell I did to parse Furniture Packs...
I would say trade you but I like the stairmaster
I actually already tried looking at Hugs and Kisses to see if i could borrow some code from it, but I don't actually know how to read a .dll
Check if the source code is available
This
oh i see
ok sadly it's not as easy as changing a keybind
however, it should be fairly easy to add a modifier key you have to hold down
slap it here
checkaction skipping prefix my beloathed
oh! I didn't think about just looking at github. I normally just look at the content patcher files
A dll is a compiled C# mod so if there's source (e.g. collection of cs files) u should look at it
Next step is getting it to build with your changes
Oh, I figured it out (again...)
I selected all the layers by right. clicking and choosing the option while on the stamp brush, and then it let me right click and adjust a box over every layer I wanted to stamp. Maybe my tiled was glitching out, or I really wasn't trying it exactly the way I was supposed to, but it's working now!
I also easily cleared the all layers after selecting everything with my stamp tool, so I'm very relieved that I can continue adjusting my map in massive ways.
@lucid iron @balmy venture I missed your messages last week asking about Stardio, the conveyor belts are animated by switching to the next index on the sprite sheet every ~100ms.
I think the website that says open source or not doesn't show it as available but it is https://github.com/jokthefoo/StardewMods/tree/main/Stardio
The drawing is very messy, doing something like junimos carrying the items would be hard since the belts are animated individually, and animate whether or not there is an item
Should be Maps/Custom_Forest in Target field.
I hope Iβm not intruding on anything. Please point me in the right direction if this is the wrong chat. I was just wondering where a good place to go would be for commissioning somebody to make a mod for me?
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
however its also a good idea to say what your idea is to see if it just alreeady exists first
Ohh thank you
(though truthfully im not sure if talking about it for commissions is better here or in #modded-stardew)
Yeah I was looking for it but I havenβt been able to find it. It is just editing the marriage dialogue to remove whenever the spouse is angry at you for having a messy home. It makes me very sad so I want it gone.
Pretty easy to avoid as a player imo
it would also probably be a pretty easy first time mod too, if you felt like giving it a shot yourself
Hmm maybe. Tho I donβt know anything about coding
i think the hardest part would just be finding where the string is in the files, though that becomes very easy if you know what the spouse says
People keep saying that, but no matter how cleanly I decorate my home I still get this dialogue.
I know the dialogue starts with βYou couldβve cleaned up in here while I was gone.β Or something ever similar.
The site needs u to link the source on mod page to autopopulate, did u do that?
i think you get that if the spouse is unable to find a path to the spot they like to stand in the kitchen
Ah yeah
but, either way, that dialogue doesnt actually affect friendship or anything, so itd be very very easy to just replace it with some nicer text
Ty for replying tho and it is about why i imagined
Yeah that can work too
"Action": "EditData",
"Target": "Strings/StringsFromCSFiles",
"Entries": {
"NPC.cs.4500": "Your nicer text goes here."
}
Something softer with more of a smile expression. I think the romanceable rasmodius mod already has something like that where he suggests teaching you some magic to help with cleaning or something.
thats it, thats the mod
Wow!
just gotta put it in a content patcher json
Ohh ok. I dunno how to do that. Is there a guide somewhere.
!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 itβs easier to start with making content packs, since you don't need to learn programming.
the wiki tutorial for content patcher linked in the first bullet point should get you there
Thank u!
it has an example under the "Content format" section and you can basically replace those two "Action" blocks with what i sent and you're good to go
that + a manifest.json, described here, though you can just copy from another content patcher mod probably and change the details inside
Iβm going to bed now, so I will sit down and put it together tomorrow. I might come back here if I run into any issues.
feel free, theres almost always someone here to help out 
Thank u for your help
Thank you @worldly sundial I'm working on some ideas, when I have something decent I will PM you! β€οΈ
oh wow im really blind. Thanks man!
I'm so close!
hi guys :3 uhm im like extremely new to this but i wanna try to make a mod that adds in some custom NPCs, anyone got any tips/advice?
!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!
enjoy the journey! making an npc isn't especially difficult per se, but there is a lot to do, so be prepared for it to take some time
And if you use an existing NPC as an example, make sure it's a recent one so you don't accidentally learn outdated or unhelpful practices!
Yall, I have a question. I'm trying to make an npc that changes appearace after year 2 for good. this would be done through the appearance system..right?
if u wanna just load a different tx when year >= 2 that works too
I think I'm done just about done. I have my events, my dialogue, my marriage stuff, movie stuff. Schedules are done, and working. I need to do the resort stuff, and Config manager stuff for alternate portraits, but that's extra
Question, would this work without a dependency mod?
I heard someone say the new Content patcher allows wider sprites
also, is there an updated map making tutorial..I just realized the one I was using is SEVERELY outdated..
i think they r not correct 
does depend on what you want them to do tho
Well, I wanted to replace Lewis with Thomas
They should be... I based it on a Lewis spritesheet but obviously changed the dimensions to fit Thomas on it
And yeah, a few sprites are... improvised you could say
so the issue with bigger than usual npc is the collision
although you can make them more big they get stuck on things
Wait, so it's not just visual but it also makes it collision wise bigger?
I really hoped I was able to get Thomas in...
I miss the dude
and then I was going to do Gourmet
theres a framework that fixes the collision, poohcore
so yea you can do it just not with content patcher alone
So is "SpritesInDetail" unnecessary?
That mod does something different but it could also work for this
It's more about getting hd sprites
It's kinda like cheating, made for HD but could technically be used for sprites that are bigger than base SV
Do you know if poohcore needs everyone to have the mod installed? Or in other words what if player 1 does not want to use a sprite replacement but Player 2 wants to?
!mpmods
You can mod your multiplayer games, but to avoid any hiccups, all players' mod lists need to match. If players have mismatched mods, you will experience bugs in your game - even if the mods were working fine earlier, there is no guarantee that they will stay that way, and strange things may start occurring.
There are few exceptions to this. The main mod page often includes information on whether or not they work in multiplayer.
See the wiki page for more details on how mods work in multiplayer!
Multiplayer Mod Checker is an easy way to determine if host/farmhand mods match.
I'll try and understand this. thanks.
this is just advice saying "don't mismatch mods"
Yeah, we're always using the same mods that adds stuff. But visual wise, we use very different ones. Because we have different tastes, I love the custom Mr Ginger portrait which makes him look anime, but my buddy dislikes that one.
Looks like poohcore can't handle bigger than 64x64 for portraits...
PoohCore is for bigger overworld sprite, not bigger portraits.
That's because all NPC needs a portrait, so Pooh needed to include portrait files to load the NPC for the example.
I didn't know. Thanks for explaining.
You can crop him a lil to fit right
The content json is confusing me as well
Thanks but I think I'll use portraiture
(in any case, typically people would just crop the portraits to make them fit. Like in vanilla, Demetrius's shoulders also don't fit.)
I don't think it would look good if the Hat is cut off
HM DS sprites really are big
He's not at a even multiple of 64x64 tho
Unless u want them all to be 128x128 with bunch of whitespace
wait 96 does not work?
You might get weird half pixels
I realize im weird for being bothered by this but it's not ideal
No it's normal. I didn't know portraiture would do mixels if it's not 64 128 and so on
64x64 sadly would not work
It's not really portraiture problem
Most of the game draws at 4x
Some random stuff gets 3, and ofc there's zoom in/out effects that gotta be mixels
This stuff is so complicated
Perhaps u can do 86? It'd be 64 * 4 / 3
Yolo
But first I need to figure out how to edit the content json from the example to only edit the sprites and not make a new NPC
Deleting the new npc stuff has resulted in the json to be invalid
There should be an "Editing a vanilla NPC" example in the PoohCore documentation.
For spouse floors, does it have to be put in as (FL)#?
the spouse room after getting married?
what does, exactly?
the random floors an npc can put around the farmhouse
(Optional) The floors and wallpapers which the NPC may randomly apply to the farmhouse when married to the player. If omitted or empty, the NPC will randomly choose a base floor (0β39) or wallpaper (0β111).
That ^
I'm not at my computer, but you could probably look at one of the vanilla character files to see how the IDs are used. I think Penny redecorates?
I can't get my NPC's marriage dialogue or schedules to load. Not sure what I'm doing incorrectly.
Character: https://smapi.io/json/content-patcher/2cc5e1f57ea0465caf7ae72ca61f269d
MarriageDialogueNPC: https://smapi.io/json/content-patcher/cb18ec19a26e47449723dd45851a829e
schedules: https://smapi.io/json/content-patcher/35540fac62944a6c991166d3de4c2ce8
content: https://smapi.io/json/content-patcher/c9ce0e73422343cdba28ac60844dc1fc
Smapi: https://smapi.io/log/3c0c1e6c35a542feaeaa74bfd4d37b9e
The dialogue was working before - like when he was on the patio or in the spouse room.
Hello @spice inlet! I've got a bug report pointing at a small issue when you use VPP's Vast Domain talent and PIF rooms together. The bug is basically all catchable fish in PIF rooms suddenly become trash once you enable Vast Domain and sleep. Do you have any idea on why or how?
(Some extra detail in case its helpful - Vast Domain's edits are done through CP, and its supposed to affect only legendary fish in Beach, Mountain and PT. )
https://smapi.io/log/2401a436e674474bab22298e7ff24f0d (I'd ignore the outdated mods and SMAPI - back in time the user reproduced it with only 8 mods)
(Attached my log, Data/Locations and DLX.PIF_Farms assets, and my .json for Vast Domain's edits - it's at the very bottom of the file)
These mods were used to reproduce the bug (I tried using the greenhouse version of Krikos island per Chu's suggestion, but the greenhouse was unaffected)
https://www.nexusmods.com/stardewvalley/mods/28346
https://www.nexusmods.com/stardewvalley/mods/29586
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home Single Language, with 38 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
Hello! I'll take a look after work ^^
Can you also post your Data/Characters code and the SMAPI log in case there is an error showing up?
Updated!
the log is saying the room can't be found, but when I load the game up, it's there
it's talking about a dialogue key, not the room itself
Ah
I don't know what I did, but he's using his spouse dialogue now, at least in the spouse room. He isn't following the schedule
Did you by chance sleep?
I may have, I don't remember at this point. I've been closing the game down and reopening it
Schedules do take an extra day to update if you have changed the code recently (patch reload doesn't remove the need to sleep).
it looks like I did. I can't test his star drop line any more
NPC pathfinding is set the night before, so a lot of times "my npc isn't following their new schedule" is because you need to sleep to let it pathfind again.
ah, ty!
Ah, found it. "Target": "Character/Schedules/{{ModId}}_Rahiel",
needs to be Characters
Good catch!
Screw it, but does anyone know if any expansions happen to modify this area behind clints???
i don't particularly play any major expansions to know :''D
Can someone send me the Crops.json data file?
Yes, SVE completely changes that area
Stardew valley reimagined does.
Anyone know what this means? "Load TerrainFeatures/spring_tree_palm: the When field is invalid: invalid input arguments (Beach), token MapsToIgnore doesn't allow input."
welp, nevermind that. I tried porting an old (for personal use) mod and I think I broke something...
Hi! I can't work out the right format for tiledata for a custom shop. Im not sure what should go in what part of the 2 sections and should the name not be in quotation marks?
how does one use TriggerActions to repeat events pls? Anyone got an example in their mod?
I was using EventLookup but just realized it doesn't seem to be working...
Take out the quote perhaps but that shouldn't matter. What is your Data/Shops edit?
When I tested it like this, nothing happened when I clicked the tiles. No error, nothing. Reloaded and started a new game to reload the map
Hm ok so you will want to prefix rhat with your mod is (ModId_Kuchels) but besides that it is right
What's the full OpenShop string?
I only have this right now, since I figured I would find out if it work before adding opening hours and such
But this was the full draft
Yeah so u definitely dont need [ ]
But this one should work i think?
Okay, I will retry without the brackets
leave the quoters or delete them too to be sure?
Do I need any other actions in the tiledata?
Did u try debug action MarkEventSeen Current <event ID> false
Nop
Thank you for your help, gonna test again now π
I think so but I didn't have the triggeractions set to be repeated!
hopefully I didn't delete the code...
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"Lemurkat.Jasper_PlayDateReset": {
"ID": "mail.Lemurkat.Jasper_PlayDateReset",
"Trigger": "DayEnding",
"Condition": "ANY \"PLAYER_HAS_SEEN_EVENT Current 15749301\" \"PLAYER_HAS_SEEN_EVENT Current 15749302\" ",
"MarkActionApplied": false,
"Actions": [
"RemoveMail Current playDateYes.1 Now",
"RemoveMail Current playDateYes.2 Now",
"RemoveMail Current playDateYes Now",
"MarkEventSeen Current 15749302 false",
"MarkEventSeen Current 15749301 false"
]
},
```
Oh i think u need MarkActionApplied false
As in a field on this trigger action
If u don't have it it'll only run once
Since it probably already got marked remember to do debug action MarkActionApplied blah blah
it shouldn't matter if not all of those actions are true, should it? Like if the mail doens't exist, it won't break if it can't find it?
Yeah itβll be fine
haha thanks for that - I'd absolutely forget - but I can also rename it anyway.
If it doesnβt exist it just wonβt do anything since thereβs nothing to remove, no warning given
that's good because there are multiple combinations and I don't want to try and write it out for all of them!
(actually I only did it for the playdate ones, but couldn't get it to work so haven't written reset code for the other events yet). Has DateNight been updated? Are they still using EventRepeater?
The 1.6 date night has been around for a while and I donβt remember them needing event repeater, no
yeh they don't so they must've switched to TriggerActions
Date night redux ye
AgentLyoko is really clued up on the code side of things
downloaded it π I could do with some Jasper dates anyway.
(I think I still have my personal use edits somewhere - I HOPE I do!)
New question, is it possible to make something like this? In HM DS one has to use Mushroom Seeds on Stumps, which then slowly grow into bigger mushrooms. Some more info
"After the mushroom takes its initial growth time, picking it will return it to small size. Then you just have to water each day and after 3 days, you can harvest it at small size again. If you leave it alone, the mushroom will grow to medium size and if unharvested, grow to a large size."
Not sure if the size changes can be simulated. Maybe that could be just the Quality instead?
I am asking because I haven't seen a Mushroom mod like that yet.
These r some specific mechanics
I believe the easiest approximation is a mushroom crop that has a giant crop
Yeah HM DS really has weird crops...
@pseudo vault You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
and to make it worse...
I guess something like this could work within the SV limits...
Kinda weird when you think about it. A DS game has more complex crops than a PC game.
i don't think it's that weird. different developers make different decisions
Fair
Is it possible to make them not shake?
They shake when u harvest but maybe u can set the sound
Oh boy! Who is hyped to wait for 59 days just to get a Mushroom?
Ancient Seeds step aside! There's a new crop in town!
It better be worth more than sweet gem berry
Price is based on the Large variant
And to make it even better. They cost 3000
"She sells Shiitake spores in her shop for 3000 G per bag"
What is this from?
Harvest Moon DS
Ah
I think u should make this crop survive winter
she sells shiitake spores in the shii store
Better to use the Greenhouse.
Wish there was a way to limit it to the Greenhouse...
But I think the long growing time is a good enough hint
You can set planting conditions i think
Wait there was something like that?
Uhhh... Is it PlantableLocationRules?
I don't really understand them
They don't exactly explain how to set the area
look at the vanilla cactus for an example
Doesn't that one only grow in a Garden Pot?
no, it's indoors or ginger island
Oh...
I misunderstood how it works
Looks to be this one?
But I am a bit confused about why it uses Location is outdoors and not Indoors
Well... uh... I am not confident in my PC storage
So I kinda want to avoid files I don't need...
(broadly, you do need StardewXNBHack for dealing with 1.6's content files. it knows how to handle stardew's data formats correctly, and other unpackers do not)
I wished there was a way to choose specific files... I know I sound crazy, but I feel like my storage gets smaller and smaller, even after cleaning out stuff I no longer need.
even after almost removing every Game, My HDD is at 543/940GB
I am afraid.
....I thought you were like 127/128 on a potato or smth
that's nothing lmao
just unpack everything
If it's okay to ask, can I use "Greenhouse" as a Location Context?
Location Name, not Context
So I rename the context to Location name?
LOCATION_NAME Here Greenhouse
(this does mean the crop can only grow in the vanilla greenhouse, not any of the modded ones)
no
That's good.
Is there a gsq for checking the greenhousiness
shrug
gsq?
game state query
if you wanna ban them from indoor pots that's possible too
but eh I'd just use is indoors
Hw do I make a conditional EditMap?
I also tried it with a When: content patcher condition but it didn't work
When is how you make any content patcher patch conditional
you can't use GSQ in CP When conditions but you can (realistically, must) use tokens: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
so when hasreadletter
the game has its own method for doing its conditional map patches (abigail's monster grave, the map shortcuts, etc.), but it's not exposed to mods as a data asset or anything else. if it were, you would theoretically use GSQ to set them up
"HasFlag:currentPlayer|contains=Delkior_ArrivalLetter": true
thank youu
IIRC.
typically you use HasFlag, yeah, since HasReadLetter only counts for entries in data/mail that were displayed to the player
it is a letter tho
oh in that case it should be fine
HasReadLetter I thought worked for all mail
so i just...replace the whole UnlockConditions line with that?
or do i use a when?
In data/mail or not
Use it as a When condition.
ok!!
i'm just reading what it says at the CP doc link
HasReadLetter
The letter IDs opened by the current or specified player. A letter is considered 'opened' if the letter UI was shown.
You should format like this:
}```
Same issue again. Conditional warp simply not workin'
Should I have kept the warp in Tiled?
Hmmmm
sounds like a job for patch summary and/or patch export
also make sure you are applying your patches in the correct order
tHere's an ORDER?
yes. patches are applied in order of priority. if it's tied (e.g. unspecified), they apply in the order they are listed in your content.json
generally better not to specify unless you have to (compatibility with other mods). you control the order of your files so you can just rearrange
Okay, patch summary says tokens not ready:HasFlag
if you are using Include then imagine the entire contents of the included file gets dumped in that spot when evaluating order
what does tokens not ready mean
It means you are defining your tokens AFTER the code that uses your tokens has run, so you need to reorder your content edits
What is your when condition calling?
to a letter
it's like. checking if the playe read a letter
I reloaded the game and the flag went away
(each action block is one content edit, make sure you are moving the entire block to reorder things and not the contents of the block itself)
IT works in this save file
So
Im gonna load up a new one with no flags and see if it still works
NOOOOOOOOOOOOOOOOOOO
its not working
I want the cellar warp (and zero) to only exist after the player has read the mail
How are you applying the flag? I think we need more of your JSON file + the SMAPI log to help at this point
Okay, your Data/Mail entry with the letter is way after your EditMap in the edit order
So I need to put that EditMap at the bottom
Or below the mail
No wait
Mail at the top
Because of the character also relying on the mail
I am going to test that and see if it works
Ok
My content.json is a mess ngl
HANG ON A SECOND
I HAVE AN EVENTS FOLDER
WHY AM I NOT USING IT?!
ehhh too much work
damn. still doesn't work
the character is still there
The validator is also fussing about your warp format, so the log would tell us if that patch is failing in game too. (Minor nitpick: you used Mod_ID instead of Mod_Id in that EditMap patch)
o
Please upload your error log
Even if you don't see red, there might be something in the Trace that helps
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
When you say "the character is still there", are you trying to disable the character before the flag is set? Or is there a schedule change that is supposed to happen?
Disable the character
I didn't see any Condition set on your Data/Characters file
So it's by default set to always be true
ough
The When argument is different than the Condition GSQ
Could someone explain how the condition for location would work? This is specifically for an appearance that needs to change in only one specific custom location
I do see the When condition
this correct??
look at the code i just posted. you see that "season" thing? there are different keys for indoor, outdoor, etc
Like this?
(it is probably worth noting that vanilla sets a -100(?) precedence for winter appearances, so that it is checked before the default)
I think
Let me get to a computer and double check
Otherwise, reordering it so that your default appearance is at the bottom fixes most issues, but remember, appearances don't update until the character moves locations
Got it! I think Avi's tutorial says that vanilla outfit changes' precedence is usually -1000, so ill try that
you moved your mail entry above the Data/Characters entry already, right?
(also keep in mind, the UnlockCondition won't take the character out of the world if they already exist, so you'll need a fresh save to test that change)
Next step would be to do a patch summary in the console to see if your patches are being applied or not
yes
hang on wait wtf how do you know my name??
Wait
HUH???
Hello again!
Ty for bringing this up.
It seems like PIF didn't account for Data/Locations patches after the DayStarted event clearing and refilling the locations data. The fix will be included in the next release probably sometime next week.
avi as in aviroen, thats a user here
gotta commit now, change it to spice
bad news theyre still active in the discord lol

YAY patch works!
Okay, good. π
now i need to check the schedule dialogue which SHOULD work and i really hope it does because I've got some funny as f lines in there
Um
Since things inside a json are loaded top to bottom
Is there a way to change schedule priorities?
Like can I make "friday" come before "rain"?
schedule entries follow a set algorithm for which keys are checked first.
Rain will always be checked first.
I gave a suggestion earlier (like a day or so ago) that you change your "rain" schedule to point to your Friday schedule on Fridays instead.
Using "When" conditions to change it only on that weekday is the workaround for the rain thing. π
But you do still have to be using the "rain" key since that's what it checks. You just change the value that key uses on Friday.
okk
You can even make it super simple with GOTO
mfw schedule dialogue don't work T-T
"Target":"Characters/schedules/{{ModId}}_DelKior",
"Entries": {
"rain": "GOTO Fri"
},
"When": {
"DayOfWeek": "Friday"
}
}```
something like that
forgot to load it π
LOL
GOTO Fri literally tells the game "hey, stop running the rain schedule and run the Fri schedule instead", so it's pretty straight-forward
Did you load your schedule dialogue file as a blank.json first?
If you're using "Action":"Load" for a file that has tokens in it (like {{ModId}}) it gets very angry xD
i did not
the schedule works, just the dialogue doesn't
okay so this should be loading from a blank.json
and then getting edited right?
Yep, and then your actual schedule dialogue patch should be EditData
You can't EditData with a FromFile in the same block, you would instead do an Include, and inside your included JSON, use "Action":"EditData" instead of "Action":"Load"
so, your SPScheduleDialogue.json is where you need to make sure it's "Action":EditData"
ok
Nope, include doesn't use a target.
It just tells content patcher "Hey, drop the contents of this JSON file right here in this file"
so here i need to add an action editdata
You can't define a target for an Include, because the target is the JSON file you're currently in. π
Correct you need to turn that into an "Action":"EditData" block, and make your current block the "Entries" list inside that
I don't see any tokens in there though, unless they've been cut off
If it's still red errors, post the log please
You need to define a target in there
forgot changes whoops
Target should be your Strings/schedules/{{ModId}}_SantosPerez based on what I saw from the blank load
Woohoo!
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Strings\schedules\{{ModId}}_SantosPerez.xnb'. okay this usually means that it wasn't loaded properly, but I am more concerned about the fact that it doesn't look like that {{ModId}} token parsed
Nah that's what it always looks like
(it shouldn't)
i think it was loaded properly..how do I know?
Is your Changes field fully enclosing the action block in your include, by the way?
Okay, just wanted to be sure
Gave me an error when it didn't
That's DelKior's dialogue, and SantoPerez is the one failing
if they are, they're both formatted wrong
your delkor one has action and entries inside your entries
Yes, you have an extra Action in there
Next question: is your action:include block AFTER the load block for the blank.json?
This probably matters less, because Load should always operate first in priority anyway
Yes it is, for both
I need to find lunch
go eat
If nobody else has jumped in to help by the time I am back, I will take a closer look at your code, but right now I lack the fuel to diagnose that unparsed token
that's ok
Working on a personal AT content pack, and I am a bit confused on something. One of the require fields is Type But I don't know if it just needs Craftable or something else. The item I want to have AT textures is a torch...
okay, back from my lunch. FallSpice, do you have an updated content JSON for me to look at with all the SantosPerez patches?
In this case, it does look like it would be Craftable
