#making-mods-general
1 messages · Page 343 of 1
thank you!
so i have been thinking. how hard would it be to make a machine that randomly produces a egg? is there a content patcher based framework for machines? or has that been booped into content patcher...
No extra framework needed, egg machine is doable with Content Patcher alone
So uhhh, with and without the mod I made my house looks like this...
Vanilla machines already exist that produce items every day, so you can just copy them
Did I break something with my mod?!
what is your mod supposed to be doing?
do yall think learning C# is worth it
it's an AT content pack for changing how the torch looks like >_<
gasp! an update would be to somehow boop modded eggs as well.
but baby steps...baby egg steps...
...do you have a SMAPI log and are you running with a minimal mod pack?
You can probably do modded eggs as long as they use the context tag
All eggs should be tagged with egg_item or something like that
I don't know why you would expect your farmhouse to look different when you're changing a torch, so I feel like I am missing something.
I'm getting the log, but I also do have like 191 mods XD So could be a different mod?
Imma do a 50/50 method
When you are making a mod it is usually best to test it using only that mod and required dependencies (and a few QoL cheat mods to help testing)
Later you can test it with other mods to check compatibilities
what would be a good simple example of a machine mod?
no fancy stuff just the bare basics?
honestly, you can look at the vanilla machine files to get what you need
the wormbins, for example, generate bait objects themselves on a timer
For stardew or in general? For stardew you can do a lot using content patcher without needing c# but it depends what you want to do.
I'd recommend Cornucopia - Artisan Machines, not too basic and still easy to understand.
I personally think learning any programming language is pretty useful, and it helps to learn alongside something else you enjoy so modding is a good way to learn while enjoying it
Coffee machine also seems to meet similar conditions, so you could likely copy/paste the "(BC)246" entry in Data/Machines as a CP entry for your egg machine.
and then just change the output item details
me give these a look!
Depends on what you want to dp with your life
I have a lot of regrets
But learning c# is not one of them
yeah learning VB gave me a lot of regrets 😋
I'm thinking of stopping the travelling cart from visiting. I can see a ShouldTravelingMerchantVisitToday() method I could probably override with harmony. Anyone know if there is a non harmony way to do that?
I guess you could add the map property TravelingCartPosition | -999 -999 to the Forest map to have the cart spawn in the void 
o that's an interesting idea
I don't think there's any asset-based "don't have the cart show up at all" switch, though, just control over what the shop menu sells
Some other mods also have the cart visit their locations in case that's relevant to your mod
o yeah they might have something. thanks ill try that.
It may not help what you're trying to do, just thought it might be relevant to know about
yeah that should be helpful. I might not end up actually implementing this anyway. Kinda just wana know how complicated it is to see if i can get a quick win for a little extra feature Im thinking about.
this might be a student question but does anyone know how to open the menu for the "TimeMaster" mod?
hello, I am trying to create a mod for the very first time and wish to modify Deluxe Grabber Redux and make it more balanced. Give grabber capabilities by upgrading tools at clints and placing them in the grabber (so to pick up crops you would need to add a scythe, to break rocks at the quarry you would add a pickaxe ect.) I'm thinking of borrowing some code from the tractor mod for some of these functions. And create a new asset for a global grabber that can only take items from other auto grabbers. Could someone please point me in the direction of where to begin?
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
More specifically, though, how much programming experience do you have? You will definitely need to use c# for this, and likely harmony as well
Hello. I really want to make a own npc mod. I am very new to making pixel art and art in general, also sprites and coloring🫣 Is there a guide somewhere that is very detail? For example how to make a sprite? How the npc must be, the color, outline, movements, shadow? Everything pretty much.
it uses the Generic Mod Config Menu and I think you configure that through a settings menu called mod options at the bottom of the game options menu
[[Modding:Npcs]] assuming you've already read the get started guide
thank you i did not catch that you need a mod config menu!
Hm hold on, I know there's a page for it
I don't think it mentioned in detail how to color
!pixelart
Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.
To start, you'll want an art program. See a list of recommended programs in the !software command.
Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab
To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.
Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396
SDV has a few quirks to remember too:
- Colour limits: Limit the number of shades you use - stick to six including the outline.
- Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
- Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
ooo thats a cool post. havent seen that one before.
I can't tell you what to draw, that's not how art works, but the guide above is a good resource to give you pointers.
When you're starting out I find it's also useful to use the game files as references, or even just color-picking directly from vanilla sprites.
Eventually it'll be more intuitive, but it's like any kind of art: the only way to know what to do is to practice and experiment.
I have quite a bit of experience in python, C and C+, never worked with C# though
Thank you
If you have c++ experience, c# should feel relatively comfortable. It's very similar syntactically, with the exception of mostly not using pointers
Ah... I like to use pointers quite a bit, that will be a hard adjustment
Thank you for the link hopefully ill get back to you with some progress
It's not that everything is values, it's just that objects are always passed by reference. It does also have tools to pass references to fields and variables into method calls, and those features combined cover most of the cases where you'd use pointers in c++
You also can use actual pointers but I wouldn't recommend it unless you're interfacing with native code
Can't I use black as a shadow?
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Yah I tend to pass pointers to functions and only ever return bools that let you know if an error occurred in the code, so it will just be a bit difficult to get used to passing by reference again, but I'm sure ill figure it out
you may be unhappy to know that c# still does not have a result type 💔
eh ref params is basically the same use case right /lh
the equivalent of this would probably be returning values via ref or out parameters, but it's bad practice to only ever do that
usually errors use exceptions (although im ngl i hate those)
but the "out parameter and return bool indicating if it succeeded" pattern is (unfortunately....) used sometimes in c#, e.g. TryGetValue
curse you c# for not having sum types
Half of what you said is going over my head, I guess I'll need to learn C# proper before continuing
youll probably just pick it up by playing with it and looking at some examples in other mods
some of what i said is me lamenting that c# is missing features present in other languages, so don't worry too much about that
a c# programmer isn't expected to know what a sum type or result type is
2% of my posts in this channel is wishing for Rust features in C#
the “I use rust btw” people are here, everyone hide
Take a look at out and ref parameters, that's actually a common pattern in c# too
What exactly is Rust used for?
it's used like c++ but when you get extra money and arent sure what to do with it so you rewrite the c++ into rust
or for "memory safety" (idk what that is sounds unnecessary)
It's also worth just spending time looking around your decompile of the game's code to see what does what and how to familiarize yourself with relevant kinds of (mostly) working C# code
I don't think it's unfortunate. Exceptions are computationally expensive, and are supposed to only be used for something unexpected happening.
TryGetValue is what you use when you expect the entry to sometimes not exist.
The indexer on the other hand does throw an exception if the entry doesn't exist, so you would only use it when it is supposed to exist. If it throws an exception, then you know your assumption is wrong and your program isn't built correctly.
i mean it's unfortunate because i'd much rather they used an option/maybe type (not nullable types bc that shit is broken w generics)
Nullable types are fine?
Would be nice to have discriminated unions though
nullable types don't work with generics unless the generic is bound on either struct or class, for really stupid reasons
Nullables work fine with generics as long as you have nullable enabled and use type constraints properly
because T? is not a type its a lint
Well yes, because it's a compile-time construct
back in my day types were compile-time constructs
the problem is that if T : struct then T? is System.Nullable<T>, but if T : class then T? is T
I'm aware, but I don't see how that's a problem if you're using proper type constraints
which means if you don't constrain T on either struct or class, it's just broken and doesn't work properly
You can use notnull
it isn't possible to return null as T? from a function where T is not constrained on either struct or class, so it wouldn't be possible to implement TryGetValue as returning T?
lol, I'm sorry for starting this argument
Im enjoying it. I got popcorn and everything.
(#programmers-off-topic has cooled off a bit now.
)
I miss union types too
Also absolutely miss result
Every few years a modder tries to write Result<T> and runs into the null constraint problem
Hey Pathos if you implement Result 😛
At last, right?
Wow fancy
Clearly I've been slacking and I need to stop touching grass and weld myself to the stardew server /jk
Wow atra is level 2000?
StructResult and ObjectResult /s
You joke but there is Tuple and ValueTuple
struct Result<T, E>
{
T ok;
E err;
bool isOk;
}
Now try any amount of null or not null constraints on T
That's different. Tuple itself is a reference type.
why do that
Ok I have a new issue with my AT pack i'm making, I don't know how to get the flame to change with the torch Do I need to also include a change for the flames themselves????
The changed torch also just weirdly draws on top of my character???
unless AT has specific documentation for torches, I'd assume it isn't able to change their unique effects
The flames is a cursors thing pretty sure
Although, what if u make it a glowing rug item 
Well that also explains why the creator of the firefly torch mod hasn't made an AT version...
yes it's in cursors, though I'm surprised AT doesnt also handroll that part already
So is it important to u that the light is from a torch item?
If yes the cp version texture replace is easiest
If it's not important to specifically have "torch" then u can use ff or mmap to make a rug with a light source
I actually didn't know that. When would you even use that instead of a ValueTuple
Hey, all! Promised I'd keep you updated.
I am 10 letters deep into my "Letters from an old Joja cowworker" mod so far.
One complication. I ran across a similar mod while I was scrolling nexus. My Support Network™️ tells me to go ahead and it's fine to have 2 mods that have the same basis, but I'm not sure.
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
im sure the farmer had more than one coworker
I'm planning on having tons of references to other expansion mods, such as the friend Reading the new book by Two-Time Award Winning Author Rodney O'Brien. Does anybody have recs on expansions I can reference?
Thank you. That makes a lot of sense.
Never
It's like how there is semaphore and semaphore slim
Microsoft wrote one. Realized their mistake
Then wrote it again but had to keep the old one for backwards compat
Aaaah yeah that makes sense
I look away for two hours and the server turns into GeoCities. 
It’s reminding me of custom titles and name color configurations in MUDs/MUSHes…
Feels very full circle
why are you a gradient. i’m scared.
I gave up access to the repo to be a gradient
wtf is “Local Legend”
what the flippy
It means this Discord is your second first residence
Atra how did you get level 2000 already, you've been here less time than I have
I'm only 736
I'm even less, and I've been active since 2020
So it's looking like 5-10 years before I reach those levels
i hope i never hit 2000 bc i like the gradient a lot less than purple
took me chatting relentlessly at the age of 18 to now to be where im at (minus two years bc i left the discord)
i am currently 25 :’)
I'm probably about as chatty as I'll ever be, which isn't that much tbh
I like the purple but I want people to know they can talk to me about mod stuff
I like the blurple so much that once I hit 2000 I'll abandon all my mods and give up the modding role (just to obtain it)
I honestly never expected to talk enough to get the modder role, but I'm level 571 or something these days 
(and would prefer purple but not enough to fiddle with it) (and the puffer icon is good)
i also thought when i joined like "man... im gonna have to talk So Much to get the modder role i hate talking in big discords"
now here i am a year and 761 levels later and i still dont have the damn role
Technically you don't have to abandon your mods
Just the role
Hi! I'm on the last stretch of making this npc. I've finally gotten the jsons linked correctly so that it reads his marriage schedule. However, when he tries to leave the FarmHouse to go to, say, the beach- he immediately disappears once he hits the farmhouse warp. I'll find him stuck right next to the warp from the Farm to the bus pathway. Here's his schedule, in case anyone might have any insight on how to fix it
https://smapi.io/json/content-patcher/c5b9d1fb63d048d9bc325365b4f6ac86
I'm wondering if my use of the FarmHouse as places to go is causing it. I've checked a couple npcs from different mods (like Ridgeside, EAst Scarp, Always Raining, and 'Erwin'), and none of them their NPCs staying on the farm or in the farmhouse during the entries they have
Correct, the farm and farmhouse are unnavigable. Spouses have special handling
thank you 🙂
You could create an npc-only warp directly from the bus stop into the farmhouse, but that will break if anyone uses a custom interior
Ehh, I'll just figure out where else to send him 😄
why are monorepos so popular with modding (and stardew modding specifically)
i usually only put stuff in the same repo if it all needs to be versioned together
alright. where is the sprite sheet for it.
Not sure
energy tonic im gonna kill you
u gotta do patch mode replace and not overlay lol
heres the problem: i dont know which mod the sprite's coming from LMAO
can i do a patch summary or somethin to find that out? i forgor
Crowded github make me sad
crowded github make me sad too
New quote added by atravita as #6431 (https://discordapp.com/channels/137344473976799233/156109690059751424/1385026873838534658)
Monorepos make it easy to share code between mods without needing separate DLLs, make changes and updates across all your mods at once (e.g. update the mod build package in one commit instead of two dozen commits to different repos), etc. When you have a lot of mods to update, it's definitely easier to update multiple mods at once than to commit separate commits for each change to each separate repo.
@ivory plume You leveled up to Local Legend. That's level 2000! You really have been talking a lot, haven't you? Thanks for being a part of this community. Here's a pretty gradient color as a token of our appreciation. 
monorepos are overhated tbh
waow
Omg pathos
if you know basic commit hygiene it's more convenient than making a repo for every random 5 line C# mod
fair, and the code sharing stuff makes sense -- ig it's just weird to me to have multiple versioned projects in the same repo
My bad i thought that'd be only visible to me lol
it's unfortunate for stuff like issues and prs though
that's where tagging comes in
I share code the old-fashioned way, by copying the cs file. :P
Fr though there's not much overlap for utility code between mods for me
It can be helpful for PRs in some cases. For example, translators often submit translations for multiple mods at once instead of needing to submit a separate PR for each mod. But it's common to just prefix the title with [Mod Name] if they're for a specific mod.
idk, in my experience it's hard enough to get people to provide any information whatsoever when they open an issue, adding an extra step ("which mod are you even talking about") feels like it would cause problems
insane level up message
I only ever get bug reports on nexus, assuming I get them at all
usually it takes 5 seconds to find out what mod they are talking about
The day I get an issue report on github I will rejoice
LOL
if not, well, tbh that's not a useful report in the first place
biggest mod i maintain (subnautica terrain patcher) specifically does not have a nexus page because it's important enough that people will download it anyways and fuck nexus
About 1/5 of the time people don't even tell me when there's bugs, they just complain about it in discord and I find out by searching mod names two weeks later
but i have gotten github issues titled like "mod doest work" with no description so. yeah
so true lmfao. usually i find out about bugs by searching the subnautica modding discord for the word "terrain" and seeing people talk about a bug after i already fixed it
Well, you can host sdv mods offsite, but if you do, nobody will know they exist
yea but if a popular framework mod did that itd be fine
(terrain patcher is a popular "framework" mod)
True.
and seriously fuck nexus
With stardew, though, there's very few frameworks that are used by more than a handful of mods.
There's things I don't care for about nexus but github is the only better alternative, and as previously mentioned you don't get user discovery there
What I really want is something like modrinth
I don't hate monorepos but how else will I inflate my repo count 
yea fair. terrain patcher is only used by a handful of mods, but they're mostly some big insane mods that lots of people use, so it works out the same
It is also nice to just not clone stuff im not touching for few months
sooo true. its also not really possible to use a monorepo without hosting the mod somewhere else (nexus) too
I should make a website for my mods
since smapi can't update from monorepos and releases don't work great w them anyways
Maybe the GitHub update key could be improved for usage with monorepos
Some kinda tag prefix based thing?
Que es 'monorepo'?
Did smapi ever add that custom update key thing?
Multiple projects in a single git repository
It exists and is used by basically nothing
ty!
Hell yeah I'm gonna use that to self-host my mods
do people even use releases w monorepos?
Unclear 
I have a monorepo from when i started last year
But if i have to update those mods again im splitting them
if my definition of a monorepo is "repo containing multiple projects that are independently versioned" then monorepos by definition wouldn't work well with github's releases system
since github releases assumes one single versioned project
Yeah
Although, I do host content packs in same repo as the framework they r for
I just don't make releases cus u can just clone y'know
hooray! Location change fixed it, ty
me when i make a mod that has a c# component and a json component
Are you enjoying your
colored retirement
Way ahead of you
I'm sorry I got purchased by Mcdonald Douglas I'm evil now
is it weird to release a mod on github but hold off on publishing it on nexus until its got more features
It's great! FiRE is so much easier to reach on discord
No that's just early access for cool ppl 
No. But people usually call those "betas"
Average user is tragically bad at downloading a mod release from github though
The ui lacks big highlighted Download btn
New quote added by atravita as #6432 (https://discordapp.com/channels/137344473976799233/156109690059751424/1385040055793488054)
perhaps i should have versioned it as 0 instead of 1 but whatever i dont think thats necessary
iirc some people use markdown in the release to add a giant download button 
favorite screenshot
It's ok ur official release can be 2.0.0
It's funnier when they don't put it into releases and make you download it from the code button.
i provide instructions with a link and everything in the readme but i am aware they are unable to read
publishing on nexus is a ..1 release at best 🙄
I think this server counts gh only releases for orang role if you want that
Dunno how the wiki template handles it tho
No I did that
Where exe smelly nerds
i dont have lebrl 25 or whatever. also i did publish one of my mods to nexus when i ran out of ideas for features to add
Ah yes the tree mod 
(@calm nebula you've been un-timed out, the automod thought you were spamming, sorry!)
It's better than mine for dealing with the debris draw
(No worries!) I thought it was funny
yea. pink cherry trees in the greenhouse and fixing the leaves looking stupid
seems fine, everything but Discord ID can be blank & there're github/forum templates (though not curse, apparently)
|sample mod 1 = {{github|
|author url = {{Chucklefish|
for people who only do SDV 1.0 mods or unofficials 
It'll be great trust
I never actually tried dling anything from that thing, but it did exist
I am back with my noob questions. Does this look fine with the Plantable location rules?
greenhouse is already an indoor location, you dont need the first condition
otherwise looks good
Are plant-based location rules in data/crops?
They might be. I don't know
yes it is, like the cactus's indoors or island only rules
I've never before used Location rules so i don't either
Okay. Thanks.
So uh, why is there an Exclamation mark on the second condition?
It was there since I got it from the cactus seed rule
! means not
starting any game state query ("condition" thing) with ! means "not", as in "not this location name"
I am bad at reading confirmed. I somehow missed that if it was in the guides.
your condition means "if outdoor location and NOT greenhouse then Deny planting"
My first time seeing that. Haven't really used much json.
it's pretty specific to GSQs, though other program-related stuff does use ! for "not" or "opposite" in some contexts
there's info about those fields here if it helps, though the explanations can be a little technical
https://stardewvalleywiki.com/Modding:Game_state_queries
Yeah I might not be able to understand them, haha...
basically just check the list for whichever query seems right, and if you want the exact opposite, add ! to the start 
like SEASON Spring (it's spring) and !SEASON Spring (it's not spring) in the first paragraph
sometimes you can just write it another way, like SEASON Summer Fall Winter, but it's there if needed
Oh, right... Is it okay to give crops the Forage category? I did not know what else to use for Mushrooms
I think that'll make them give foraging experience when harvested, but I'm not aware of any other side effects
That will be fine...
IIRC experience is purely based on harvest item cost, and always farming
unless it's one of the special hardcoded forage seeds
ah, right, crops don't count as normal (forage) objects, so the code I was thinking of probably won't apply
You can use spacecore to give them special category
I also recommend using whatever mushroom_item context tags cornucopia/wag/etc uses
I'll try
New quote added by atravita as #6434 (https://discordapp.com/channels/137344473976799233/156109690059751424/1385024628702974124)
woo, how do you make name like rainblow?
its a server role, new discord feature
your own server might have this feature? not sure how they are rolling it out
ah thanks, i will check it
I used to be helpful but then I got purchased by McConnell Douglas
atra is smd real
be the top33 people that have talked in the server and you would be eligible for it
I just need to 5.55x the amount of life time messages I've sent and I'm there
Nitro exclusive
like u need boosts?
technically it's not limited to 33, presumably more will get it over time?
yeah
the announcement sounded like it's tied to boosts
its not limited to top33, its just only 33 people are >= level 2000 in this server
the discord perk once purchased (and maintained every month) can be put on as many roles you like with unlimited amounts of people in them
On another note, Json and Content patcher crops are like night and day
Look how clean this looks...
and then there is this monstrosity
(i prefer the CP version by far)
Well, I like my stuff clean, but I get why Content patcher is better
(the crop and seed can be in the same EditData entry for Data/Objects)
oh they are both seeds, same point though
Same? huh?
you dont need two separate EditData patches
you should trust the CP documentation as the source of truth before another mod
cp is nice cus it's free form
and you can emulate the json assets form mostly (but not completely) using localtokens
you can arrange stuff however you like really
im bored but im too lazy to make the next event ;-; i guess im going to be working on dialogue then and push events for later lol
I am sorry but I am not able to really understand the tutorials
also why is your format 2.2.0 
which is fine, im not saying dont use mods to help if you need to, just dont use them as a basis for determining what you can and cannot do if you dont know and havent looked at the docs
this is pretty helpful, if documentation is a bit difficult to navigate https://stardewmodding.wiki.gg
The Stardew Valley Modding wiki (aka the Modding Tutorial Wiki or the Modding Wiki for short) is a companion to the Official Stardew Valley Wiki.
You can think of stardewvalleywiki.com/ as a sort of "textbook" or "dictionary" containing vast amounts of useful information and as the resource for things...
since unless people are working from a template its unlikely any two mods you choose will be structured the same
as chu says its very freeform
I can read the docs but I don't really seem to understand them.
I was close but I think I"ve lost traction now. Also forgot how to check the ranking.
for cp what you gotta understand is like
what is a dict and what is a list and when does cp make you represent a list as a dict for reasons™
i think you check the rankings here https://stardew.chat/leaderboard.php?tab=monthly
View the most active members of the Stardew Valley Discord server
after that the structure follows logically
yeah, it's also /lb in #governors-mansion
Yeah I tried using this website. But as you can see I always came back here to ask others haha...
you're level 1530, lemurkat
I'm almost top 50
just assassinate blueb /s
I just seem to have incredible issues using that stuff to learn. But when others explain it, I understand it better
Not sure what you call this...
huh / lvl said i was number 51
thats alright we have this channel for a reason
website said #51 for me too
if ya dont know just ask 
i'm still like 200 levels away from 2000 
Miphas, I am coming for your position 😠
#60 this week, #33 this month
im kind of surprised im that high up to be honest
I signed up for a course in Unity and C#. IT's 14 hours. I wonder how much I can learn in 14 hours. Or how much I can learn in general, given my memory is mush.
sometimes building intuition is what you are "learning" secretly
sure you might not remember the exact syntax, but if you can remember the keywords you can find your way back
also @pseudo vault this is pretty helpful for adding items such as produce and even crops and seeds. it's really well-explained though it's made for adding fish. you can just skip fish-specific parts. from my experience the adding a crop tutorial (which you might be using) is outdated and hard to understand
fish tutorial by tiakall: https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
I can then poke through the C# code and see what I can understand
Learning to communicate with emojis only as we speak
although i would say "watch out for unity specific things" it's still fun to just make a usable thing
hopefully it's not 14 hours in a row!!
its 7 weeks of 2 hours in the evenings
lemur C# era 
that sounds pretty neat!
I imagine there may be homework. They probably won't make us write Stardew mods though, sadly.
I'll add that to my notes thanks
oops
you could try to turn the homework into stardew 
forgot to disable ping
its ok, you can ping me haha
you also read my mind
Also I Think I momentarily got my MathPersons confused and muddled Elizabeth with atra. Oops.
I still have a ton of stuff to do. (besides porting my Json crops and trees to Content Patcher)
it's ok, from today onwards you can remember atra has the cooler colors XD
Ah well, I may not have cool colors here, but I do on my server 🙂
oh wow your art is really good!
You'll get them eventually right?
only if i talk enough!
Don't leave me alone in my rainbow
NOOOOO
I did not make it. It's from HM DS
Sorry for the confusion
ur good, sorry for misunderstanding!
I showed it to show the progress of what is left
I am kinda sad I can't do Rune Factory crops.
how come
They aren't all within the 16 limit
Oh the cabbage for example is like 20
Kinda funny since it's the 3ds
But that just means 3ds aged well
its more about the style i mean
oh
but yea u can do it if u want, just need scale up 2
I am not sure what that means
You are able to change the dimensions for crops?
(This Seed bag for example is 24x24)
Don't you need spacecore for that or am I mistaken
I don't know
so you know how i was talking about "sdv draws at 4x scale"
there's various mods that let you make sdv draw at 1x scale
scale up 2 is one, spacecore is one
these would let you fit higher res textures if u want
I cant imagine playing that zoomed out on a 4k display
I'm already effectively 2x scale relative to a 1080p display
Well if i keep on talking, yes!
(If that's how it's based)
Oh, what’s this?? Your role has been upgraded into something I’ve never seen!
congratulations
Meantime me with my 1080 monitor
tysm! 
So more questions, is there a tutorial on making custom litter as well?
Like the Grass and Branches and stones from SV
you mean debris? im not sure lemme search around
so usually ppl call it debris, but no i dont really think u can easily make it
So, I’m curious. What is that role given for?
Thanks
Rip, I'll freeze the Harvest Moon DS Debris for an unknown amount of time then.
i think u can make them into resource nodes via item extensions tho
I think ftm can at least emulate debris
its like top 10 weekly most xp gained
or just forage
you can do retextures of existing debris pretty easily if that's what you're looking to do, but new custom debris is difficult
thanks
Yeah was gonna add new debris
can just add new forage and give it a different category name to cosplay debris ╮( ̄▽ ̄””)╭
Yeaaaah but it's also kinda useless because it wouldn't give anything and selling it is not gonna help lol
True as well
Can't simulate HM DS Debris
im not sure if this is easy, havent looked into it yet, but maybe you can make custom rock nodes?
idk how that's done though
Yeah, that sounds like the most plausible option...
thats item extensions nodes yep
I should probably not do that until I am done with the other stuff that's easy™
haha relateable
debris will probably be as hard as these Mining items.
just make dis 
omfg the wonderfuls
u will need to draw ore tho
I could just use the Mining rocks from HM DS. It was random what they give afterall.
ye sure
But uh... most of these items are also only obtained by tilling in the Mines
These ones to be specific
Don't ask me how there is suncream in the ground
Debris and Mining will be on the end of the list for sure
Does stardew Valley have an accessory that regens your stamina with time?
Harvest Moon DS has these accessories
yes
one of the bangles or earrings
I have never found one. Are they new to 1.6?
"ConfigSchema":
{
"Tree Fertilizer Cost":
{
"AllowValues": "true, false",
"Default": "50",
"AllowBlank": true,
"Description": "Adjust the price of Tree Fertilizer, sold by Pierre."
}
},
Instead of AllowValues true false, what do I put in there to allow someone to type in a value?
I've had nostalgia punches all day because of you. I loved that game so much.
For the moment it will be a private mod for multiple reasons like testing etc. (Also because I still don't have the motivation to port the Json versions to Content P)
I am surprised no one actually made Harvest Moon DS crops yet.
most of the crops exist in sdv, and people have made turnip mods already
so. they definitely have
They are technically different
the forage however, people have not made
I more mean a straight port
(tfw you publish a mod with the wrong primary image and now you need to wait for nexus cdn to catch up to the fact that you changed it
)
what exactly does “straight port” mean here
i think you are discovering that the games are not as similar as they appear, and that this involves a lot of thought and effort
For example the Price, sprites how many days and when they grow
because if you straight ported those crops theyd end up being out of place. hmds has the crop leveling system that drastically increases the price
the sprites dont match sdv at all
the growth days are also constrained to a different date system in hmds
because you dont have to sleep
and the seasons are 30 days
or something like that
I like the nostalgia is probably why I want them.
so when you make stuff for sdv, you have to scale it differently. thats just what you have to do
if you want it exact, just go play hmds lol
i play hmds cute when sdv doesnt scratch the nostalgia itch
but the balance is definitely a problem cus
avg person will go years without seeing ur crops
Yeah, I know. I don't really care much about downloads and such. I just like doing them.
if thats the goal then have fun and go wild 
Yeah. I'll accept it and apologize if neccessary
true
but i mostly meant stuff abt balance / how it fits in the game / yadda yadda
people are entitled on the internet lmao
theres vague worry about copy right stuff but all the pokemon mods are fine so
(if you disable comments no one can critique you)
no need to apologize to anyone
I used so many small NPC mods, I think I don't have a taste for making it fit the game lol
until nintendo hears about it, anyway
plus it's not for commericial use since mods are free, i think it shouuuld be ok
definitely do not assume copyright violation is okay just bc its free
commercial use or not does not matter
I never want money from my mods
so which junimo looks best in the new green?
copyright violation is never legally allowed, full stop. whether the company cares enough is another matter
being in a small enough niche that you are beneath nintendo's radar, now that matters
pathos
(also not to interrupt, but would a mod author like to showcase my mod for me)
nintendo has nothing to do w the harvest moon thing thankfully
I can't anymore
marvelous is chill i like them
😛
can you ask for the role back to showcase my mod for me please? thanks
oh shit wait i can showcase
You can ask for the role yourself
i cant ask for the role myself bc uhhhhhhhhh hey look over there
I'm enjoying my retirement
give me the post ill showcase for u
welp sorry ;-; i dont really know about copyright stuff, i thought since it's basically fanwork itd be ok like fanart but if its not, good to know
if you could preface it with "New mod from @uncut viper!" (make sure u tag the Right Person) and then add this after it thatd be perf 
[Soundboard](https://nexusmods.com/stardewvalley/mods/34968) is now released!
This mod adds a menu you can open to display every audio cue in the game for you to listen to. It'll tell you how long an audio cue is, whether or not it loops, and even whether or not the audio is modded in any way! You can force it to _only_ play vanilla, unmodified audio as well, even if you have a mod installed that alters the audio in question. Perfect for mod authors searching for the right audio for their mods :SDVpuffersalute:
(dont put it in a code block obv thats just for ease of copy pasting)
That's so awesome!!!!
you're a genius
The amount of times I listened to the soundtrack on Youtube, and then matched it to the wiki
(by the way, does one of the other various stardew discords have a bot that auto posts new mods it detects or something, cuz i got a comment so fast on that that i used the comment notification to realize that nexus had even finished publishing it)
(there is an exception called Fair Use (US)/Fair Dealing (UK/crown/others), but it's not obvious even to experts whether it will be considered to apply in any given case, so try not to rely on it)
New mod from @uncut viper !!!
Soundboard is now released!
This mod adds a menu you can open to display every audio cue in the game for you to listen to. It'll tell you how long an audio cue is, whether or not it loops, and even whether or not the audio is modded in any way! You can force it to only play vanilla, unmodified audio as well, even if you have a mod installed that alters the audio in question. Perfect for mod authors searching for the right audio for their mods 
jajaaaan
done
thank you very much lani 
of course
musicks
all me (/j /j /j thank ichor for giving me the idea)
so true 🥰
(and focustense for stardewui theres 0 chance id ever make this without stardewui)
Do I need to create a dynamic token for this config schema to work?
https://smapi.io/json/content-patcher/882b3d61a2e04dc29190710d210f78f0
by defining it in the config schema, you get the token Tree Fertilizer Cost
i recommend not putting spaces in there but it'll work
config already is a token, just use {{Tree Fertilizer Cost}} though should avoid spaces iirc
tyty guys
hm.
if it's set to 50, it shows 100. if set to 100, it shows 200. Is that him marking up?
shops have a 2x markup
ty!
pierre has a 2x on the 2x
you can set the price directly in the shop entry if you;d like
otherwise it calculates from the Data/Objects price
Let me try that
I wish I remembered where I saw in CA's coding that he used as a fraction for something
so I tried ending an event with "end invisibleWarpOut Wizard", but when I re-enter the wizard's tower, he's still there and visible
do you have to specify where he warps to?
you can also warp him to -100 -100 or something at the end of the event. Or are you trying to have him turn invisible in the tower after the event?
i want him to be invisible after the event is over
uhhh wait... nevermind I'm an idiot
I seem to have updated without updating
🙂
No, use the i18n to put a description when a player hovers over it
Ty!
I'd link you to the CP docs page for how to do that but either GitHub or my internet is moving very slowly
I can find it. I had the page open for trying to edit the PriceModifier, and gave up
(It's different to the rest of i18n)
Hello, I have a requirements etiquette question. I am working to convert More Golfish from naver, https://www.postype.com/@kayainsdv/post/10331164 which appears to be an update of an even older mod that has since been deleted. The naver page doesn't seem to list any permissions the way nexus does, so I'm a bit lost on what would be my step one in finding out?
If there aren't permissions listed, it's all rights reserved and you aren't allowed to share any of it at all.
awesome, thank you!
You can always try contacting them for permission though! If they say yes, just make sure you provide that evidence when you post yours.
This might be different for education: I had a poster I wanted to photocopy, but the business had gone out of business 30 years ago. The copyright holder no longer lived at that building, and there was no follow-up coontact information for the business. I was able to copy it, after documenting fair-play attempts to try and contact the original owner. The process had been outlined on one of the us government copyright pages - but it may have been very specific to educational use
Yup we are not covered by any laws allowing limited use for education
I miss that poster. I gave it away, and lost the thumb drive that I have the 4x6' image on
I had*
Question about Recipes. How would you guys make them obtainable?
I feel like the Cooking channel would be a bad idea for 134 recipes. (Cheesus!)
shop is the easy way
If you're asking about the possible ways: present at start, added from event, added from dialogue, bought from shop, sent via mail, added by trigger action
Hmmm... What would be the best way to simulate it from Hm DS... in HM DS you need to figure them out yourself.
So I’ve got crops, forage-ables almost done, smelting stuff done. Do you all think I should release the texture pack in versions? Or just wait for a completely finished pack
It's up to you. Both options sound good.
Hmm okay, I’ll probably do versions. I hope my coding ability doesn’t end up being miserable
I feel ya
It’s literally JUST textures so I can’t imagine breaking too many things
But you never know
Also, has anyone ever done an item texture pack before? I looked on Nexus mods, but didn’t see any broad sweeping ones
Vanilla Tweaks
vanilla tweaks has one for everything, yeah
Their sizes also match. I hope my full sprites don’t suck in game /: I kinda maxed out the 16x16 on a lot of them.
the sprites youve done look beautiful so im sure that wont be an issue at all lol
Man I wish you could scale them just SLIGHTLY smaller
(just in case you try later on: its not just a bad idea, its not an idea. the Cooking channel is hardcoded to loop after however many weeks vanilla has before doing reruns)
thanks, but I mean some of them are so big compared to the original scale ykniw
With enough if your own c$
as long as its recognizable, people wont whine about it :P
i dont even have enough regular $
i personally wouldnt mind so long as it stays 16x16 resolution, which you did
so youll be totally ok
Damn. Thanks for the info. It'd be too many anyways lol.
What about using secret note framework
Maybe I should just have them unlocked by default... They technically are in HM DS as well. You just need to figure out the items and utensils
Go cash out your Dp
D$
Hey Pathos data asset cooking channel plz?
I do remember a mod that added custom channels
I even tried editing a bit to add in the old Harvest Moon GBA shows
https://www.nexusmods.com/stardewvalley/mods/24278 Oh. This could maybe work?
Now this makes me wanna do the HM GBA channels...
im flattered you think this would give me enough
It seems that being able to give recipes is a planned update, so that's hopeful!

This'd be awesome
I'll play around with it and add the cool TV shows from HM GBA
My dear Princess
This show is broadcasted every Sunday.```
What about the full length bee movie /j
Wait a second...
Dueling Chefs
This show is broadcasted every Tuesday. ```
So HM GBA HAD a channel that teached recipes
Well, Guess I'll make the recipes obtained that way once it is supported
(That's currently line 54 in my TODO.txt. So no guarantees, but it could be in 1.6.16 or a future version. But if there's a working mod framework for it, it'll be lower-priority.)
(ichor pls hide Secret Note Framework from nexus /j)
So don't do anything. Got it
(I should say that when I'm like "hey Pathos whatever plz" I'm kinda saying it tongue in cheek and am not actually trying to make a request of any sort.)
(i should say that if atra ever says "hey pathos whatever plz" and its a genuinely good idea that i AM actually seconding their request of the sort)
(New in the upcoming Stardew Valley 1.6.16:
- Monster data has been completely rethought. There may be further changes before release.
- Added new game state queries, new item queries, and new item spawn fields.
- Many hardcoded monster drops have been moved into data; others will follow before release.
)
Yay!
"completely rethought" instead of "now a data model" is scary
i, for one, welcome our new monster model (i have not read the link yet)
easy monster variants...
New question, anyone understand what this means?
oooh, now that you can add enchantments to an item with the item spawn fields, how about an ITEM_ENCHANTMENTS item-only game state query to accompany it to check if an item has an enchantment applied?
Possibly! Since it's not something the base game will use, that'd be something to bring up during the next mod author beta when it can be tested by mod authors.
Hey
I make fuzzy hats for fun now. All my ideas are bad
TempData is pretty interesting 
(also I was this close to typing "what about ObjectColor" before scrolling down)
well that's that's two more mod features I can retire (ObjectColor applying to shirts and prismatic slime drop chance tweaks)
(two features used by 0 mods currently, meaning I can drop em guilt free)
Pathos can u bump CustomFields up to GenericItemSpawnData thx
I been forced to put things in moddata but at least i can choose to put things in tempdata now(?)
This is bad... They are too tiny...
why is tinkering with my mod so fun? it's weirdly addicting to fix up my portraits and making each pixel perfect lol and making lines of dialogue and stuff
Yeah I can't do it. 42x28 doesn't work with these
Old TV shows on flatscreens be like... (I can't draw so I can't redo them)
i mean, there's no such thing as cant draw, you can always learn how... but if you arent interested idk how to add in different scale sprites
Well, it's not that I'm not interested. But I did learn something when I tried to learn to draw
These are so nice!
Why... was I not allowed to say that I never got any better when I tried to draw for weeks?
They are from Harvest Moon Friends of Mineral Town.
its because of the small text, people abuse it so its blocked
for lower level members anyway
Wait what.
-# this stuff
Did I miss that in the rules?
its not explicitly mentioned in the rules
as long as you dont do anything sus with it youre fine anyway
Okay.
New question. "All channels are rebroadcast every two years (Stardew Valley has 112 days in a year)." So does this mean I can't have more than 224?
This show has 34 episodes and airs every friday
I need 238 days in total...
if the framework says you can't then probably not
Just realized that I should probably look into how this framework works to make sure FF's custom screen depth works with it
i've run across something that's totally stumping me for some reason... i'm working on a custom build for solid foundations and i cannot for the life of me figure out how to alter the size of the actual texture. i figured out how to edit the tile spaces, but not the actual image. what setting is it that i'm missing? ^^;
Congrats Button on new release 
obligatory "what are you using SF for"
i'm a baby modder and it seemed easier than making a CP pack
that's the whole reason 🤣
well we still recommend learning CP
it's slightly more difficult yes, but it's more powerful, and you get the whole game opened up to you
(plus there's more people here who knows CP than SF)
that's fair! i want to learn it, and i've done a little bit of messing around with CP, but i haven't managed to make a mod yet that isn't super buggy
if you're interested in learning cp, the stardew modding wiki is a great resource! https://stardewmodding.wiki.gg
The Stardew Valley Modding wiki (aka the Modding Tutorial Wiki or the Modding Wiki for short) is a companion to the Official Stardew Valley Wiki.
You can think of stardewvalleywiki.com/ as a sort of "textbook" or "dictionary" containing vast amounts of useful information and as the resource for things...
if you havent used it yet
I'm not sure if whole game is correct... From what I heard you can't add forage to mining levels.
I'm definitely staring at it right now, haha. Thank you!!
everything is relative.
solid foundations (SF) can only do buildings as its its sole purpose was to backport the 1.6 building functionality to 1.5.6
Content Patcher can interact with the entire asset pipeline, and most of the game is data driven
Thanks for explaining.
Hey, does anyone know if it's okay to upload .exe files on Nexus Mods? I uploaded one and it got quarantined as a virus
I personally wouldn't recommend uploading an exe ever. What was its purpose?
I think nexus tends to quarantine exe files tho to answer the question
They're definitely okay with them (like with Stardrop, Coriel's NPC Creator, etc.), but I imagine if it's an account that hasn't uploaded a single mod before...
it is explicitly allowed, but it does come with scrutiny
Or if it's in a RAR.
The .exe is a standalone build of my Python script . Here's the mod page if you're curious:
So I just need to wait for the file to be reviewed ?
I feel theres an implicit distrust of exe files
it would probably help users (even if not Nexus) feel better about it if you showed source code, too
Like ill download stardrop and run a smapi shell script because those already have trust
Would it be better to just upload the py script then? My original intention was to make this tool available to people with no code knowledge
Wait did you distribute the entire character sprite files?
Looks like it, yeah.
Surely you can ask for a path to an unpacked content folder
I uploaded just the .exe, and it has one more detection on its own.
It's definitely the Python runtime being packed into the single exe with no reputation setting this off, I'd be willing to bet.
Yes, I included sprite sheets of vanilla characters.
I spent way too much time on this fun visual effect
Hello
Yeah, you should really not be doing that, especially when the tools to unpack the files for the end user are so easily available and user friendly.
Fun!
The icon art has gotten more intuitive imo
I like it a lot
It involved a lot of copy-pasting and horrible SpriteText hackery
thank you!
HHD?
yessss
I truly need to install that
I didn’t realize that was an issue. I’ll remove the sprite sheets and reupload the mod soon. Thank you<3
Looks amazing, Wren friend 
Getting back into ui stuff for stardew has both reminded me how much I love doing ui stuff and how incredibly lacking the built-in ui stuff is.
The day I have to learn stardew ui I will simply hope chu and/or button are around and willing to answer questions
It's not overly complicated, it's just very, very barebones. You get only very basic tools and have to do nearly everything yourself
how does the game let abigail go down to the mines? i dont see it in her schedule...
hmmm. alright
I finally did it. the whole My Dear Princess anime from Harvest Moon Friends of Mineral Town. Had to sadly make it so it airs on both Saturday and Sunday because of the Reruns limiting it to two years.(?)
I was not sure if Text allows "" these. so I used these instead ``
Also not sure if text allows : so I used this ; instead
(Vanilla itself typically uses ' and :)
hi! im brand new to modding and have maybe a bit of a silly question. ive made an interface recolor mod for content patcher and have run into the issue where drop downs are darker than intended. im struggling to find out what exactly i colored wrong in my assets to produce this result and would love if someone who knew could tell me where the game exactly picks this color from
How do you do that single one?
Also, isn't that the same as :?
Like "normal":{
It's usually on the same key as a double quote, though it can be on the same key as the @ symbol instead
There's no issue with using a colon (:) inside text as far as I know.
Sadly I live in Austria so my keyboard is different...
There isn't? Woah
If you're using a German layout, the single quote mark might be on the same key as the #. If using Swiss, it might be with the ?.
can someone quick explain what not to do when doing maps...like the map is trying to find tilesets on my pc where it shouldn look >.>....hard to show since i already made a mistakes and i dont know how to tell it to look into the games folder
When editing a map, you always need to keep all the tilesheets that you use inside the same folder as the map. Never direct Tiled to find a tilesheet outside the folder. Then when you test, you remove the tilesheets from the folder so that SMAPI looks inside the game folder for the tilesheets.
(Or to achieve the same result without having to remove the tilesheets you can put dots in front of the tilesheet names and then SMAPI will ignore those ones and look in the game folder for the tilesheets.)
🥹
THANK YOU SOO MUCH
.> i worked with another map editor before so ..i was confused.
i think the other programm does is diffrently then "TILED" does. ha ..or i just forgot how to do it ÖvÖ
YES its working again ❤️ thanks again
Question! Is it possible to add in a Bootleg Stardrop?
like an item that perma increases stamina
If it is, I'd like to try and add in the Power Berry
Heyy guys
oh my god i figured it out nvm i feel a bit silly but its fixed
Harvest Moon? 
cool as hell!
For this mod i wonder if you can just write a include with local tokens
The only change is item id and texture isn't it?
I have definitely stayed up all night figuring out a content patcher version of the "building" I'm trying to make... but I keep running into an error that I can't seem to fix. The image I'm using for the texture is just.... absent. As far as I can tell everything is formatted correctly in my json file, but the image just does not show 😭 Would anyone be willing to take a look and help me out?
Did u get a 🚫 on a shipping bin when you tried?
Nope. Only an invisible photo
!json use validator if u want to post what u have
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Hm invisible photo sounds like you did load a texture but it's transparent
I'll check the image itself for sure
Stardew Valley 1.6 revamped how buildings work and now you can add a new building with just Content Patcher. There are also new ways to add textures/skins to existing buildings that have advantages over previous methods. This guide will walk through how to use these features, starting from "put my new building in the game please". If your goal i...
Did you follow guide like this?
I was following the wiki modding page, yes, just a slightly different one (had the rundowns of all of the string commands and what they do)
Just for shits and giggles try uploading the picture here
I'm also a fan of using a bright red and green checked pattern
Yeah that's the main wiki page with all the fields, this one is a guide with examples
Are you using seasonoffset
The image seems alright as far as I can tell
I don't think so! Let me check
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
If you draw a big x in the top left corner can you see that
That seems
Quite large
Yeah this png needs a 30 tile wide building to show up
Oof
I was avoiding resizing the image because I had noticed when I tried using SF instead that resizing was causing a noticable blur
I'm guessing that's the issue, but here's my json for good measure pfft
Well getting rid of the transparency stuff would help yes
Ah this source rect is indeed only the top corner lol
So yeah you did everything right besides png too big
Yeah it's only 80x112 when your image is 494x409
Honestly this is a relief lol
I was convinced that I was just incapable of writing a usable json 🤣
So if u want a 18x10 building that uses the whole boat still, i would pick out a 288 wide section to use as the body of the boat, and then use a draw layer to handle any out of bounds bits
This is why you test by drawing scribbles over the entire image
Or using a red green checker 😛
Gotcha!!
Hi, how are you all? May I bother you for a moment? Where can I find the crop sprites? Specifically the one for the blueberry? I need it for a winter blueberry I want to make.
On another note, I wanted to replace the images from the fishing minigame, but a friend edited the colors for me and I was wondering—would it work to replace the whole image instead of just the part where the fishing sprites are? Something like that?
{
"Format": "2.7.0",
"Changes": [
{
"Action": "EditImage",
"Target": "LooseSprites/Cursors",
"FromFile": "assets/Cursors.png",
},
]
}
It will work to do that but it will be terrible for compatibility with any other mod. And if you're going to replace the entire sheet you might as well Load it.
Yes, but I didn't get the chance to do it, and now that I'm looking into it properly, I want to give it a try. That's why I'm asking again. I don't have much time before my vision gets worse again, so I want to be sure of what I'm doing
So if I use Load, will I avoid any compatibility issues with other mods?
Thanks
No, not at all. Replacing the entire sheet causes compatibility problems whether it's done by EditImage or Load but at least with Load you'll get slightly better performance. If you want to do it "properly" (as in, without ruining compat with other mods) then the approach is to use the ToArea and FromArea fields that we gave you last time.
(EditImage is really the best option here, as the others have already explained. I wouldn't do a Load either.)
OK Like in this example, right? Replacing 'edit' with 'load
{
"Format": "2.7.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromFile": "assets/fish-object.png",
"FromArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 }, // optional, defaults to entire FromFile
"ToArea": { "X": 256, "Y": 96, "Width": 16, "Height": 16 } // optional, defaults to source size from top-left
},
]
}
ok
You do not want to change EditImage to Load, no. Keep it as EditImage. But you do want to use FromArea and ToArea like in that example.
ok
And if you're still looking to change the colour of the fishing bar like last time, these are the coordinates you want: #making-mods-general message
yes, thanks
Back with pirate ship updates.... after the resizing, I'm now getting that shipping bin with the error over it 
Progress 
I was so close lol
Did you forget to Load the texture
Very possibly, I'm going over it now
My suggestion originally was actually
Keep the png as is
Mark out the 288 wide source rect to put in SourceRect
Add 2 draw layers for whatever bleeds out to the right and whatever bleeds out to the left
Yup, didn't put the Load action in
Hello! I'm a non-coder, but I would like to compile a mod. It's designed to make sprinklers break down at a random chance and need repairs. I need help compiling it. I'm one of those SDV players who likes making the game more challenging. I'm also trying to make it Expanded compatable.
Can anyone help please?
By compile a mod, does that mean it's an existing mod that no longer works?
No, it's a freshly written mod. I'm just planning to use it for personal use.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Im puzzled by how you can have written a mod but need help compiling
[ominous look in the other direction]
But either way try the button press mod example on the C# tutorial
Once u walk through that how2 compile should make sense
(also a gameplay mod like that should generally be compatible with SVE anyway, no need to do anything special. mods are generally compatible unless they try to edit the same thing at the sametime)
Pretend like I'm computer stupid (cause I am and know zero about programming). Basically I used an AI to write the mod, since I'm only planning to use it for my games to make it more realistic and tougher for me. I don't know if that is frowned upon in this community (I'm guessing now it may be based on other people's comments).
So I have zero clue what you mean by "try the button press mod example on the C# tutorial".
If this is a hassle (noob here), Let me know and I'll see if I can figure something else out (this direction is what the AI suggested when it said the mod needs to be compiled).
It is both frowned upon and also pointless to use AI
yeah ai is terrible at sdv mods, far too little training data
If you read this message though, you can see that one link talks about getting started with C# modding
Ah... that should be shown in the first area you have to sign off in order to text. Maybe it was, and I missed it though. Sorry!
I suspect whatever approximation of a mod the ai spit out is going to need a full rewrite to work anyways
But if you are serious about doing this the high level approach would be
- at day ending, iterate every location, look through the objects net dict, and do 2 things
- Tag any sprinklers without moddata days remaining with moddata days remaining
- For sprinklers that do have moddata, decrement the days. If they should be destroyed, remove them from the location
- bonus points send whatever held object it has to the lost and found so people don't lose enricher or pressure nozzle
Since you all are saying that the AI's mod will not likely function, is there a place I could request a human to write it? Any idea how much something like that would cost (disabled SSDI person who plays way too much SDV to keep me sane, but low fixed income).
!comms
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
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
AI is hilariously bad. It even gives misinformation on google.
Feel free to toss idea on here occasionally people will pick it up
(Please do not trust Google AI either)
Thank you!
I appreciate the help, and sorry for breaking the rules one this one
my ominous look was correct
That's okay, it's pretty common for people to come in and say they've used AI and then we have to explain why that won't work. You're the second person in just a few hours. As long as people don't dig their heels in and insist they know more than we do about it rather than listening, it's not really viewed as a big sin.
Heeyy lani wanna do baby's 1.6 c# mod attempt 2 \j
It'd be just 1 smapi event trust
(Speaking from experience as a disabled person on disability pension, learning to make mods is pretty fun!)
Where did you learn? How much time and $ did it take? I'm always down for learning new skills if my brain doesn't get overloaded
I've had fun learning how modding works! Speaking as someone who is fighting the self-taught modding battle lol
I learned it all right here and it's cost me nothing (except that one time I commissioned a friend to draw me a portrait for a mod before I learned enough drawing for myself). I've not learned much C# yet to be honest because I jump between my different mod ideas and most of them aren't ones that need C#. But everything I do know about and can do in C# has been thanks to the resources and people in this community.
As for time, well, I've been making mods for just over a year and trying to learn C# for maybe 6 months. I go very slowly though because I have a fatigue disorder so I only have about an hour of usable brain time a day.
Remember basically no one is earning significant cash from this
$0, 2 hrs, reading Microsoft documentation
Learning and doing modding should be for fun
:(
And looking at another mod as an example
Atra is built different, experience not applicable to the average person
WRONG
I'm pretty sure they were asking how much it cost me, Chu, not how much money I get from it.
This has been wildly helpful for me personally!!
$0, countless unquantifiable hours, looking at other mods and W3 schools and asking in this channel
Oh yeah i was trying to say "no need to invest money into this"
Just wanted to add my take as a modder who literally knew nothing about coding prior, there’s a lot of guides out there for babies like us. Takes a lot of humility to learn, be receptive of mistakes, and ask for help but it’s quite rewarding, especially once the mod you poured your work into actually loads and works! 
It's also important to remember everyone's got different backgrounds and prior experience
nodnod
what is a smapi event.
I already know like 3 programming languages so picking up one more language is not hard
you got me curious.
Outside of guides, I learned best from example so I even how mods were structured and how json worked. Plus, this community has always been so helpful, gracious, and extend help as much as they can. I still ask help from time to time.
helper Events GameLoop DayEnding
There's a list of em on the wiki but i was thinking u would use this one
Ah yeah fair enough. And you're right; a person would often have to pay to get someone to make an entire mod for them but can get lots of free help here if they're genuinely trying to learn how to make that same mod for themselves.
Yeah sorry events in the programming sense not the heart event sense
as long as you’re not asking to get spoonfed, you’ll most likely get help
On a related note, Aba helped me playtest and literally guided me until I got my solution
patience of a saint I swear
-# caution: this was not atra's first programming language. atra's mileage may vary. terms and conditions apply
Sorry, reading the Mod page, seeing what I can glean off of it before commenting anymore
Man oh man this pirate ship is going to kill me
Now I'm getting a push/pop error 😭 My brain is so fried lol
I do also have programming experience, but in a totally different context (data analysis) and with very different languages (R, SAS) that I found it did not help with a great deal of C# or game dev concepts.
Ok... I'll give the listed tutorials a try. Hopefully I understand them and can learn to do this on my own. Thanks to all of you for pointing out this info to me!
Push pop just means a menu is broken
Makes sense, scrolling through Robin's shop menu, the game just skips over my mod entirely for some reason 🥴
It pops up very very briefly but nowhere near long enough to be selectable
Console should have other errors in it. Why don't you post a log?
That's, uh, the json page, not the log page
FFfuu
(That's also the terminal output, and not the log file.)
(Can we have the full log)
Put it into the wrong thing lol
Otoh I am not a professional game dev and will never be
It always takes me a hot second to remember how to get a proper log
I'm not that smart
🤔 for the map im thinking of making, it's supposed to be totally across the ocean... i feel like it would be weird though, for the player to take any mode of transportation and still make it within a day, so i was thinking about the wizard giving you knowledge of a super secret teleportation spell to get there... but uh, how would i even do that?
i dont mean in terms of setting up the event where he tells u abt it bc that's easy.
i know east scarp (?) or was it rsv that had the totem.. but you can also make custom obelisks right?
🗞️
(i dunno anything about buildings)
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 116 C# mods and 337 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
There we go
Just from skimming it, it seems like you have an invalid ingredient in your blueprint
I think maybe the item id is null?
Ooooh, got it 👀 I'll make sure my item codes are correct
Make your map one of the stop of The Central Station?
Yes you can and if you wait just a bit Chu will descend upon you to tell you all about it xD
i know central station is an option, but to me it doesnt make much sense considering just how far away my location is
that, and i think tying it to the wizard gives him a little more to do in my mod XD
🤔 now i should probably get to work on the map itself so i can load it and at least get it working...
...i forgot to install tiled on this computer
well. it will finally be up to date. i guess. 😅
yeah obelisks are entirely data driven
just a building with a fancy magic warp action on touch
oh thats remarkably simple
Wow slander /j
Yeah just copy a vanilla obelisk's data and change the warp coords
Looked through my json and compared with other mods; none of the items are set to null and the codes are all correct as far as I can tell...
can you post your json?
I looked through the decompile and checked it against the stacktrace and it does seem to be a null item id that is the problem
actually wait, it should be getting an error item instead if that's the case
it shouldn't be possible to create an item with no data 
Yeah, and it's odd because the items were loading in just fine before
what happens if you test it with the bare minimum number of mods
your drawlayers entry is inside the buildmaterials list
that's where the null item id is coming from
well that would certainly do it
also obligatory "pls use {{ModId}} in your building id"
Oop!
Got it. Was just about to come back and report that it wasn't a compatibility issue
do events in the JojaMart just not work now?
T.T
I had one, it worked, nothing about the event has changed but suddenly when I try and debug ebi it says event not found???
I then also made a testmod and that one said 'could not be found' too
how did you add your event
there are no events in the JojaMart, so it needs a blank.json
did you remove your blank load or uninstall a mod that may have been doing it for you?
ohhhhhhh, I've never used a blank.json before for any of my events. I haven't uninstalled anything recently either
if a location is either 1) not a vanilla location or b) not used for any vanilla events, it needs a blank.json loaded to it to "create" its event file
before you can EditData into it
so I just have a blank.json in the events folder? Let me try that and I'll see if that fixes it. I'm using a laptop instead of my main computer but I was careful to set it up exactly as my computer
no. you need to Action: Load it
to Data/Events/[MapName]
{
"Action": "Load",
"Target": "Data/Events/JojaMart",
"FromFile": "blank.json",
"Priority": "Low"
}
the priority is important
ooohhh okay. I've never hit this before. Thank you! 😄
make sure the fromfile path is adjusted to wherever you put your blank too
and remember that inside a blank.json is just written {} and nothing else
Will do!
My poor laptop watching me load up SDV a 30th time:
okay that totally fixed it
mine toooo fam RIP my poor laptop
She's simply doing her best lmao
As a note, since Joja Mart is a vanilla location, you want to make sure your blank JSON load has a low/early priority to prevent errors with any other mods that may add events there and try to load exclusively and overwrite your event file
awesome, thank you 😄
(if two mods try to load a file at the same target location without setting a priority, both are considered exclusive and neither will be loaded)
Oh, whoops, Button put the priority in their example code and I just glazed right over it, so you probably didn't need that explanation, LOL
Well, I tried, but it didn’t work. It still shows up green. I tested with two possible coordinates: the one you gave me and another I found myself (just one pixel apart). I don't see any error in SMAPI, and it looks like Content Patcher is trying to edit it correctly, but the green bar remains unchanged — it’s still green.
The other option I can think of is to make the fishing icon more visible by changing its color — I mean the fish icon that we have to keep within the green bar — but I'm not exactly sure which one it is. I think I found it, but I’m not sure if it’s the right one.
Hi, I need some help with modception and it not really working out the way I want it to.
I'll try to keep it as brief as possible:
Cornucopia Artisan Machines add Pickle Spears as an item, they require [Cornucopia] Cucumber in the Preserves Jar. Cornucopia More Crops has an SVE patch where SVE cucumbers can be used instead but I don't want this enabled as it effectively removes items from Cornucopia More Crops.
I want to add my own rule (to Stardew Valley Balance Overhaul) hwre instead of a [Cornucopia] Cucumber you could use 3 [SVE] cucumbers. This would be easy but SVE Forage Crops, a mod I play with and want to account for, has this same rule implemented (1 SVE Cucumber = Pickle Spears) and I cannot overwrite or remove it (without disabling their patch, which I don't want to do since it does other things I enjoy). The only thing I managed to do is add an additional rule where you could use 3, which does take precedent but if you only have one or two Cucumbers in your inventory only one will be consumed instead of giving invalid count.
