#making-mods-general

1 messages · Page 345 of 1

pseudo vault
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Thanks, but I might be back for more questions which might be obvious to others...

brave fable
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if it weren't obvious to us, we wouldn't be able to tell you the answers hahah

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questions are always welcome ☀️

drowsy minnow
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now that this is figured out is there anything else i gotta do in order to get it to drop the way geodes do?

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like- for the thing itself to drop from mining rocks

formal crown
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SDVpufferlurk If there's anyone with some splitscreen experience, are there any rules of thumb I should follow? I know PerScreen<T> exists but I'm not %100 sure what is its exact purpose

proud wyvern
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it holds values per screen, as its name implies

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in single player, it holds a single value

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in splitscreen, it holds one per each screen

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and its current .Value automatically switches to the one corresponding the current screen

formal crown
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I understand that, but what do I need this for?

proud wyvern
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basically, in splitscreen, every frame, Stardew switches tons of variables around to the values for the first screen, runs the whole frame for that; then switches to the next screen, runs the whole frame for that; etc

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and PerScreen acts as if it was also switched along with these other variables

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as for what do you need it for - it depends

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anything that's tied to the player or their screen in any way should use PerScreen

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like, something tied to their inventory, stats, UI

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but you wouldn't use PerScreen for, say, your mod's caches

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or anything tied to the world itself

formal crown
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Is there anything else I'd have to follow?

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I have some bug reports pointing at VPP being unable to handle the second player properly while running commands or interacting with menus

proud wyvern
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i'm looking at VPP's bugs tab, it seems the menu interaction reports are related to controllers instead?

formal crown
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I've got one or two splitscreen ones too

proud wyvern
formal crown
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(Ignore the ones about talent menu being wonky, I had solved that)

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There's another that mentions commands

proud wyvern
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these two seem to be related and a controller issue instead

formal crown
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Check third page, "Some Talent options are very difficult or impossible to select using a controller."

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They mention the commands issue there

formal crown
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Yeah, its not the cleanest menu ever 😅

proud wyvern
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did Discord remove the option to disable embeds for a link if the link is put in < >

formal crown
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Iirc no

proud wyvern
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huh it just doesn't like that specific link at all

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something's up with this folder name

formal crown
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Try without the <>?

brave fable
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(it's the % symbols)

proud wyvern
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aaaanyway

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i see you have some static variables here, which probably shouldn't be static

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as they are, two TalentSelectionMenus presented at once (which is possible in splitscreen) will badly interact with each other

formal crown
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scribbles notes

proud wyvern
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the menu itself doesn't need any PerScreen variables, since each player gets a separate menu instance anyway

formal crown
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I see

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(Was gonna ask a question, found the answer myself)

thorny tiger
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still looking for a way to make a prop furnace active in an event using the built in machine pulsing so that I don't have to draw all the pulsing steps as frames if anyone knows how

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best I could come up with is to give the player a smeltable and a coal and force interact them with the furnace but that only works if their hotbar slot is the first empty slot in their hotbar

brave fable
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i would've suggested the temporaryAnimatedSprite event command, but unfortunately that can't set the pulse parameter that would do exactly what you need

formal crown
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I remember why did I make those fields static, for easier use

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(And believed they werent supposed to be different between menu instances anyway)

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Should the XPos and YPos not have static keyword too?

proud wyvern
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yeah i'd remove static from them

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unfortunately static is a convenience that more often than not will come back and bite you later

brave fable
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visual studio will oft softly whisper VCR003 Function can be made static. you must not listen

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or like, disable the suggestion in the editor. you should generally be very selective over making variables static, and understand when it's appropriate more than when it's inappropriate

thorny tiger
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not super ideal

formal crown
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Alright, none of the UI classes have static fields anymore

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Unfortunately I have to leave for my last endterm, but will come back

brave fable
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on the other hand, i just use PerScreen as an outlet for my laziness

namespace FunnyMod;
public class ModEntry : Mod
{
    public class ModState
    {
        public float FunnyNumber;
    }

    public static PerScreen<ModState> State { get; private set; }

    public override void Entry(IModHelper helper)
    {
        ModEntry.State = new PerScreen<ModState>(() => new());
    }
}
formal crown
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Ping and lmk if you have any other suggestions SDVpufferheart

calm nebula
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That is indexed by the screen number

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And auto removes for dead screens

steel plaza
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can't seem to find it, sorry am blind

lucid mulch
lucid mulch
calm nebula
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Please, static PerScreen<ConditonalWeakTable...>

hybrid drift
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I have a problem. I installed the mod called StardewUI. But SMAPI says there is an error in this mod. How can I solve this problem?

vernal crest
ocean sailBOT
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For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

hybrid drift
vernal crest
brave fable
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i bestow upon you my word you can write there. should the staff intervene, give them my name

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they will fold like house cats.

hybrid drift
vernal crest
hard fern
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🤔 is there a way to put fruit trees on maps (like a functional one that changes with the season)

hard fern
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ill take a look

vernal crest
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IIRC the answer is yes and then players chop them down and steal them lol

calm nebula
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Unless you make c# over it

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A trick is to make a fake fruit tree entry with a "sapling" that is some random object

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And put that instead so if players try to steal they just get...trash or smth

calm nebula
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There is also a tile property in VWV/ES and I'll match that in SMD

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Dh, looking at the 1.6.16 monster data I've been wondering if I should do a spawn system for smd

blissful panther
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That's definitely something a lot of people want.

calm nebula
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It would be the third spawn system

mortal goblet
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Hello everyone. How can I make a map that don't have day and night cycle?

lucid iron
blissful panther
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I do need an excuse to add a new feature to fully test the GitHub runner mod building...

calm nebula
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Can you please elaborate

tiny zealot
thorny tiger
calm nebula
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I'm kiddding

lucid iron
hard fern
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😔 people stealing my fruit trees... so sad

gaunt orbit
lucid mulch
hard fern
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seriously kale... lol.

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i feel like i should add more water...

gaunt orbit
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That looks really cool so far

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I think what would make a nice background would actually be some kind of cloud tileset

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You could have a sky, then, but avoid the weirdness of transitioning water to sky

royal stump
hard fern
rose folio
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Heya, wanted to ask if HUDMessageType.QuestComplete even exists, as i constantly get this error:
'HUDMessageType' does not exist in the current context

royal stump
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HUDMessageType * never existed in the base game, at least

hard fern
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i could also extend the leaves and hide the water edge that way

royal stump
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could be an enum used by a specific mod or some such, if you're referencing something

toxic gazelle
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Hey, is there any way I can see the hair I have made for my npc on the game without having to make the whole npc (I am still working on it) or what do I do?

tiny zealot
vernal crest
devout otter
royal stump
dusky marsh
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is there a way to use smapi for developers and only see the mod you are editing traces?

vernal crest
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You can specify which mods you want verbose logging for in the config but I don't know if that affects the console or just the log output

calm nebula
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The traditional way to get around this is to have compiler flags

vernal crest
calm nebula
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If you look at my repo for example, I have significantly more logging on when it's compiled debug

vernal crest
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But listen to Atra, they know more

formal crown
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I'm back in the valley SDVpuffersquee

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So, is there anyhting else to keep in mind for splitscreen? (other than less-statics and more PerScreen<T>s?)

royal stump
# calm nebula It does what

if you use 256 or more characters in Mod Name, it just shows the spinning gear symbol forever on save
and also, if you try to delete a 255-char mod, it does that too SDVkrobusgiggle I had to rename it again

dusky marsh
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prob gonna go back to normal smapi then, i have so many mods that any action i make theres a thousand traces SDVpufferwaaah

royal stump
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there's a tooltip on save about not using invalid characters, but nothing actually displayed about character limits

royal stump
tiny zealot
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(please don't @ me, obviously i don't leave that in the release builds)

formal crown
calm nebula
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No that is literally my trick too, ichor, I just use compiler flags to disable those for release versions

royal stump
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there's also LogLevel.Alert for neon purple that nothing but SMAPI ever uses in production, as far as I've seen (nor should they)

royal stump
formal crown
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But I probably should do that more, I have so many assignments to NetSomething.Value fields SDVpufferflat

calm nebula
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No that's probably fine

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Tbh splitscreen is literally two copies of the game

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Also just fyi the input state tracking is nicely split so things go well there

formal crown
tiny zealot
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(the spambots are busy again, i suspect)

hard fern
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🤔 sigh now how am i going to make a sky backrgounr....

rustic sapphire
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could someone pls explain how to use this mod?
i don't understand what the author is saying at all
my previous experience using mods is just editing the config.json file, but this mod doesn't even create one
so i don't even know how to start here
https://www.nexusmods.com/stardewvalley/mods/14767?tab=description

Nexus Mods :: Stardew Valley

Provides advanced customization of the game's sound cues. Lets you combine or replace tracks with other cues, indexed sound tracks, or custom audio files; silence sound cues; change pitch and volume o

hard fern
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sigh. my map making progress for the day. i dont wanna look at it anymore my eyes burn SDVpufferflat

vernal crest
rustic sapphire
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i dont see a "mods requiring this mod" tab?

brittle pasture
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it's a collapsible in the main description

blissful panther
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It's counter-intuitively under the requirements drop-down.

vernal crest
rustic sapphire
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ohh thanks
i wish ctrl+F searched under collapsed stuff too

vernal crest
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Darn, it is "file" not "mod". I wrote that at first instead but then I thought that's silly, most mods consist of more than one file.

rustic sapphire
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which mods in that list should i take a look at for good examples?

i want more control over the game's original music, such as what track plays where and when
note that I'm not looking to add extra music

vernal crest
rustic sapphire
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ok thanks

vernal crest
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And now I should skeep bunny_sleep

dusky marsh
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Im storing the player current item in machines like kegs or furnaces in modData using onButtonPressed and checking the tile it is clicked on, it works fine but depending on if you use controller or mouse, the tile detection changes and also may does not work 100% of the time
Is there another way to do this im not thinking? Maybe the machine already stores the item that was put on it?

gaunt orbit
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it does

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heldObject IIRC

dusky marsh
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this is just the item that it will come as output

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not the input

gaunt orbit
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ah yeah the input item never actually goes into the machine

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the game converts it to the output instantly and then stores the output

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it's not like minecraft where you have inventory slots. machine processing is fake

tiny zealot
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depending on what you need, there may be a cursed way to parse the machine data and work backwards to derive what the input was (you probably shouldn't do this)

dusky marsh
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i guess i could use harmony but i think i will keep it like this

gaunt orbit
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you could harmony prefix/postfix objectDropInAction

tiny zealot
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i also usually recommend harmony for things like this, where doing smapi events requires you to reimplement a bunch of stuff that you can neatly avoid by patching a function instead

brittle pasture
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note that its stack count will be the same as the stack count of the item in the player's hand, not the count that was consumed by the machine itself

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ie. if the player holds 999 apples and put one into the keg, lastInputItem will be 999 apples

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thankfully machines also have lastOutputRuleId, so you can use that and figure out the stack count

dusky marsh
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i think thats good enough, i can check the trigger rules

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thanks SDVpufferheart

brittle pasture
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(another caveat is that it doesn't store the fuel, not sure if you care about that)

dusky marsh
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no i dont

gaunt orbit
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does anyone know offhand if there's any ui recolors that have HHD support?

round timber
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Lavender Dreams does SDVpuffersquee

gaunt orbit
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I'm fiddling with the menu texture and I want to avoid breaking recolors, so I'm doing some research to see how best to handle it

pseudo vault
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I've started something else which will be hell to do. Wonder if someone can guess what this is.

gaunt orbit
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alright lavender dreams at least is sing edit instead of load

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I think what I'm going to do is extend the sheet, even though it leaves some unused space, that way un-updated recolors fall back to the default sprites instead of showing as invisible

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I am gonna have to change it to an exclusive load, though, to enforce editing instead of loading

lucid iron
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Wren is it feasible to separate the button bg from the button icon you think?

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Ideally if u can find an empty button thing to use

dusk terrace
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would that affect DDFC? SDVpufferthinkblob

lucid iron
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Doubtful it's hhd's ui

gaunt orbit
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ddfc?

lucid iron
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Dialogue display framework continued

dusk terrace
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oh, HHD is it's own mod?

gaunt orbit
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yes

lucid iron
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Happy home designer

dusk terrace
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ahhhh

lucid iron
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I'm not sure what u thought it stood for

gaunt orbit
dusk terrace
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like HD lmao

lucid iron
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when vinilla was doing lavender dreams update i went and read hdd source to find the editimage targets

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Is that listed somewhere more convenient Bolb

brittle pasture
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a wiki page for know UI recolors could be cool, let ppl know what they may need to deal with when adding new UI elements

round timber
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ive thought about making that before but alas i am easily distracted

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or do you mean a page for C# modders

lucid iron
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Well this wouldn't even work when c# mods don't load their texture

brittle pasture
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could be both sides - ui recolors vs mods that add new ui

lucid iron
brittle pasture
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lots and lots of work though I agree

gaunt orbit
lucid iron
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So if u back read from here, only a few of them are doing proper loads

dusk terrace
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a bit late but um... what does "two caked" mean? lol SDVpuffersweats

lucid iron
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And hm ig i never had to check hhd thanks to that good job wren YuniHappy

round timber
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!twocakes

ocean sailBOT
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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.

dusk terrace
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ohhh okay... what mod is like DDF though?

lucid iron
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I thought aedenthorn is updating ddf

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And u r rebranding ddfc

gaunt orbit
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it's linked in the mod description and also the pinned comment

floral stratus
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Oh, thank you

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Sorry

dusk terrace
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idk if aedenthorn has any plans to bring DDF back up to speed with 1.6...

valid folio
#

I finally got my accessibility mod to work! I no longer have to guess where the fish is when I’m fishing—I can see it perfectly now. Fishing has never been this easy hahaha.

What was the problem?
Turns out some mods overwrite the entire cursors.png file, which ended up overriding my changes, even though I was only editing a very specific area.
I fixed it by giving my patch a low load priority, meaning it's now the last mod to edit the cursors.png file. I hope this doesn’t cause any issues, but it does make me think: mods that replace the whole cursors.png might be unintentionally breaking other mods too, not just mine.

tiny zealot
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any mod replacing the entirety of cursors.png is asking for compat problems, yeah

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it's broadly true for any asset, but cursors is famous for having a million unrelated things in it, so it's the most troublesome

lucid iron
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Yeah i think one ui mod (wood colored something?) does that

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consequence is that ppl's shipping bin mods don't work

formal crown
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They break just visually, yeah?

valid folio
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Yes, totally. I think some modders replace the entire file just to avoid making separate patches for each thing they want to change. On one hand, I get it—but on the other hand, I think they’re unintentionally (or at least I hope it’s unintentional) making things harder for other modders.

As for me, I’ll go ahead and upload the mod. If it helps me, it might help others too.
That said, I’ll include an explanation on how to change the color of the bar in case red doesn’t work for someone, since visual disabilities vary a lot from person to person.

I also wonder if it would be possible to make the color of the bar configurable through GMCM, with options like red, black, yellow, purple, etc. That way, people who don’t find red useful wouldn’t have to manually edit the mod.

What do you think? Is that viable or possible?

valid folio
unreal spoke
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It’s just a CP patch targeting the part of Cursors that has the fishing minigame UI, right? In that case, a config would be both possible and pretty easy.

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(You would have to make a few different color versions yourself, though. Don’t think there’s a way around that.)

valid folio
full bear
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I wonder how easy it would be to make a mod which makes holding down the action key always swing your tools at the optimal speed?

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I'm sick of tapping left click or c all the time, and holding it down is pretty slow

round timber
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is something like Fast Animations what youre thinking of?

dusk terrace
#

anybody know on top of their head which event file has Emily's dream scene?

hard fern
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So HaleyHouse i guess. If it's not that exactly it should be something similar

dusk terrace
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ahh I think I found it, thank you! SDVpufferwow

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I didn't know you could change the scene like that

calm nebula
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A lot of the fancier events are c#

dusk terrace
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the possibility of even more spaghetti code for dialogue box sounds scary SDVpuffersweats

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also. now that I'm looking at the scene, I completely forgot it actually starts in Emily's house lol

full bear
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ex: holding left click with a pickaxe is slower than clicking at the right time

formal crown
round timber
full bear
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I believe from checking the page that it only affects the speed of each animation

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and not really the frequency of how often they trigger if you hold left click

round timber
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ok i dont think im able to articulate this properly but like, it wont hurt to just try it

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like in your game

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but if you dont want to or dont think it does what you want, then sure

floral stratus
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If my mod makes references to things in SVE, RSV, SBV, etc, is it okay to do so without having those mods installed, or should the reference only be made when you have the mod?
(Such as: "oh, I've been to Mineral Town, that's near Pelican Town, right?")

uncut viper
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its not against any rules or anything, but if a player doesnt have one of those mods installed, its probably because they dont want it, and probably dont want it being referenced in their game (unless maybe its like a tongue in cheek sorta easter egg)

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(but ymmv even if it is a tongue in cheek sorta easter egg, so id personally err on the side of "dont")

floral stratus
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Heard

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Just as easy to include a "only if mod installed" requirement to that text

latent mauve
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I actually did something like that for my Useable Community Center mod when I added new features that required an extra dependency-- if you have the dependency, the feature works, and if you don't, you instead get a TileData message telling you that you need the dependency to use the feature.

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HasMod patches are great ❤️

floral stratus
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I'm thinking 2 letters a month from your penpal, + an extra if there's a life event (wedding, childbirth) + an extra if you have other expansions.

Is 2, with a possibility of 4, too many each month?

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I don't want the player to feel like it's too much.

round timber
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if the main point of the mod is to have a penpal, that seems appropriate

floral stratus
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Okay, thanks. I hope this turns out well

round timber
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good luck!

calm nebula
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That seems like a reasonable amount to me, personally

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But people play saves for wildly different amounts of time

uncut viper
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2-4 a month also seems fine to me. itd only be too much if a user had like, a lot of mods sending a lot of mail and getting mail fatigue, but thats neither something you can nor should try to account for

formal crown
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Like 1 in-game season and 2 in-game seasons? SDVkrobusgiggle

dusky marsh
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left is a furnace working normally, middle is a furnace that i removed its items by doing this:

machine.heldObject.Value = null;
machine.MinutesUntilReady = 0;
machine.readyForHarvest.Value = false; 

the middle furnace acts just like a empty furnace (my objective) but it still keeps this red sprite, although its not animated
is there a way to fix that?

calm nebula
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You have to call a method that's like reset parent sheet index or smth

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Smth like that

golden basin
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@lucid iron when you get the chance I would love to talk to you about a idea i have

formal crown
dusky marsh
#

this worked, thanks SDVpufferheart

formal crown
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Your code so far says:
"You will have no output item, you have 0 minutes left to be ready, you aren't ready to harvest" but nothing for the sprites

pine elbow
#

hi

floral stratus
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Yello

round timber
floral stratus
#

I wish I had enough talent to revive a mod I loved, but the creator said they're probably never coming back to. But the only person I see doing it justice would be the creator of Wren the Plumber.

round timber
#

what mod? CGthinkowo

tame surge
#

is it just out of date?

floral stratus
#

Doctor Hazel by Systemworks

pine elbow
#

crusing through my coding class btw

floral stratus
hard fern
floral stratus
#

Sort of. More Dr. Harvey, but trans

whole raptor
#

I'd love to see more solo NPC genderswaps, like... focus on just one character and make it as mod compatible as possible SDVpufferlurk

hard fern
#

I don't think it would be too hard to update 🤔 sprites and portraits aside

#

How old is the mod itself?

floral stratus
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1.5 I believe

round timber
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last updated 2021

hard fern
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At least it's not like. Super old

whole raptor
#

... why does it have a CP mod labeled as a framework in the requirements? SDVpufferthink

round timber
#

huh?

whole raptor
round timber
#

guess they just werent aware of the naming convention?

calm nebula
#

It's also five years ago

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Things have changed

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Anyways. Let's make a mod that is like. Better Woodchippers Redux, Continued, The Framework. Core

idle lantern
#

hooray! I finally got Fancy Zones working!

iron ridge
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is tha the powertoys thing

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oh it is

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very fancy

pine elbow
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i need to learn alot about sprites

idle lantern
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Now that I finally finished the npc I was making, and don't need all my windows open, I got it working

dusk terrace
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Is there a way to tell in C# if the client is for Android or PC? I guess it'd be possible checking for missing methods but that doesn't sound ideal

calm nebula
#

Yes, it's in Context

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Iirc

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Smapi utilities

dusk terrace
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Neat, thanks SDVpufferthumbsup

lucid iron
#

Is it the show book thing u wanted?

golden basin
lucid iron
#

Oh what kind of entity is the movoraptor?

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Farm animal?

proper mantle
#

Hello! I was looking for help on creating a mod to add an npc for a character I like, although I have 0 modding experience whatsoever

calm nebula
#

!npc

ocean sailBOT
#
Creating a Custom 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:

calm nebula
#

Hi! Where are you in the process?

proper mantle
#

I have 0 prep or knowledge, I just got the idea to make it myself about 5 minutes ago when someone else in the server recommended I do it since no one else had made what I wanted

gentle rose
#

nice! what are you thinking of doing right now? just one regular NPC?

proper mantle
#

Yeah, do you know the show arcane?

#

I want to do violet

lucid iron
# golden basin no its like im wanting my movoraptors to attack the player like the slimes do wh...

Assuming they r farm animal i think extra animal config has the farm animals attacc feature https://www.nexusmods.com/stardewvalley/mods/28906

Nexus Mods :: Stardew Valley

Make Void Chickens spookier, adds a couple new maps including a combat arena, a questline revolving around their ancient rivalry with a clan of their polar opposites, cultivating in a powerful pair of

golden basin
#

oo okay i can try that

brittle pasture
#

SDVpufferlurk I don't have "attack based on GSQ" yet but that's trivial to add

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is there a "wearing ring" GSQ

calm nebula
#

Technically in 1.6.16

lucid iron
#

Tbh they should just attac u anyways

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Violence

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It's farmer job to put on enough defense stuff in order to not die

brittle pasture
#

animals that hit very hard but have very valuable and unique drops so you need to segment them and fence them in could be an interesting mechanic

drowsy minnow
brittle pasture
#

you can use Item Extensions to add your own geode nodes to the mines

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make sure to use version 1.14.1, 1.15.0 breaks that feature currently

drowsy minnow
#

oh yea! i heard of that i just wasnt 100% certain if it was the features i needed- thank you for confirming for me SDVpufferheart SDVpufferheart SDVpuffersquee

golden basin
lucid iron
#

Yes pls defer to selph on this Dokkan

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I guess for now u can do conditional data edit where they stop attacking after you read a book or something

golden basin
#

ooo i see i see

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you know would would be cool if you could hand feed your animals

rigid oriole
#

Perhaps extra friendship for hand feeding?

lucid iron
#

I think animal husbandry has that

#

Treats

brittle pasture
#

yeah, not feeding but similar

golden basin
#

my raptors eat meat is the thing and im wanting to house them in the barn and they eat chub

#

i know i can add a map property but im worried about maps that change the barns

#

I just got a idea

brittle pasture
#

(I considered adding some form of hand feeding for EAC aeons ago, haven't yet because I don't see it being mechanically different than dropping stuff on a trough)

golden basin
#

what if we could make a object that you can place down that lets you put feed in it

#

that they eat from

brittle pasture
#

Yes about to mention, MMAP has floor tiles that can have map properties including trough (vanilla or EAC's custom troughs)

golden basin
#

i mean moveable ones?

brittle pasture
#

it did add floor tiles with map prop right or am I misremembering

#

floor like the craftable ones you can place and remove

golden basin
#

ooo hmmm let me see

#

i dont have that mod as a needed one though

brittle pasture
#

so something like "Meat Trough Floor"

lucid iron
#

You can do it with spacecore too

#

But it has to be a furniture (like a rug)

#

MMAP lets u use paths

golden basin
#

this one?

#

spacecore could work

lucid iron
#

The method is unimportant but you just need to put the Trough map tile property on something u can move

#

Spacecore allows them on furniture (like rug)

#

Mmap allows them on furniture and paths (as in wood path)

golden basin
#

okay hmmm i think i remember doing that once with spacecore i just need to recall how i did it

lucid iron
#

I can help u write the editdata once im home, but decide which one u wanna go for first

#

Also the animal wouldn't actually path over to eat cus they r no different than vanilla Trough

#

Maybe selph can add special Trough to EAC /lh

brittle pasture
#

It does have special troughs for custom items

lucid iron
#

But do they attract animal over

brittle pasture
#

and yeah it works like vanilla troughs, the animals will only eat overnight

golden basin
#

i think i did it? testing it now

golden basin
# brittle pasture so something like "Meat Trough Floor"
"Action":"EditData",
"Target":"spacechase0.SpaceCore/FurnitureExtensionData",
"Entries":
{
 "{{ModID}}_FeedRug":
 {
  "TileProperties": {
"0, 0": {
 "Back": {
  "Action": "selph.ExtraAnimalConfig.CustomTrough 702"
 }
}
  }
 }
}
  },```
#

liek this?

lucid iron
#

Is feedrug 1x1?

golden basin
#

oooh it needs to be?

lucid iron
#

If it's bigger then u need to set the other tiles

golden basin
#

oo i see

lucid iron
#

Like if u had a 2x2 rug then u need 0,0 0,1 1,0 1,1

brittle pasture
lucid iron
#

What is (O)702 LilyDerp

#

Meat?

brittle pasture
#

the property name is selph.ExtraAnimalConfig.CustomTrough and value being (O)702

golden basin
#

the fish chub

lucid iron
#

Ah yeah u have Action as the property rn

golden basin
#

WOOOO

#

now to make a actual texture lol

lucid iron
#

Fish Rug

golden basin
#

it is created now

golden basin
#

like a maybe a query that is just category fish

brittle pasture
#

not yet, but that's also something I can add

#

idea: you can have a crafting recipe that makes any fish into a generic food item

golden basin
#

it works!!!!

golden basin
#

Or i could do bug meat

#

does this mean my raptors can eat food outside?

brittle pasture
#

same reason they only eat grass outside and not the grass you manually plant inside

golden basin
# brittle pasture no, they'll only eat the food inside
  "LogName": "Modify Egg Hatch",
"Action": "EditData",
"Target": "selph.ExtraAnimalConfig/EggExtensionData",
"Entries": {
 "(O){{ModID}}_MovoraptorEgg": {
  "AnimalSpawnList": [
  {
"Id": "Female",
"AnimalId": "{{ModID}}_Movoraptor",
  },
  {
"Id": "Male",
"AnimalId": "{{ModID}}_MaleMovoraptor",
"Condition": "RANDOM 0.2",
  },
  ],
 },
},
},```

i also cant get this to work? even when i remove the condition
brittle pasture
golden basin
#

would i only list the male then?

lucid iron
#

Move male up maybe?

golden basin
brittle pasture
#

did you add the condition back in

golden basin
#

it finally worked thank you both

#

last question though does animal config work with meeps spawnable farm animals

#

cause....i could have roswell attack the player

#

aw it doesnt work but thats okay XD

brittle pasture
#

I'm 86% sure it will SDVpufferwoke

#

Oh wait I just saw your post

#

yeah I just realized MEEP likely overrides the animal behavior function with its own thing

idle lantern
#

Can y'all think of any mods that add to the collections tab, on the left?

brittle pasture
#

dont think so
what's the context

idle lantern
#

Potentially adding another category for collecting photographs from a custom camera tool

half tangle
#

Sharing this here along with modded-farmers (where I already showcased it) because my mod can be used by and changed by mod authors https://www.nexusmods.com/stardewvalley/mods/28256

Nexus Mods :: Stardew Valley

World Navigator is an in game navigation system. How do you get to... that location, that NPC, that quest dropbox, and more? World Navigator's active guidance or written directions can help.

idle lantern
#

I can see that the image is called CollectionsPage, under GameMenu, however I haven't located either in the unpacked content

#

I suppose instead of creating a collections page, I can make it custom bundles instead?
ohp, found it. sort of. strings, ui

brittle pasture
#

@ khloe we have another one

lucid iron
#

Dw cam got it

#

Better game menu compat by api

half tangle
#

what'd i do

brittle pasture
#

I was talking about Jierishi's ambitions to patch GameMenu

half tangle
#

oh

lucid iron
#

Ah i misunderstood too oops

half tangle
#

lol

brittle pasture
#

but yeah congrats on the release, I've been following a while

idle lantern
# lucid iron What's the goal here

Potentnially a safari or dinosaur park mod, where a player would either collect photographs a la that one pikachu game, or potentially just monster goal completion

lucid iron
#

C# time PecoSmile

idle lantern
#

I like collecting thing, so I thought: if the former, a tab in the collections versus donation

lucid iron
#

You could make a secret note framework mod tho

#

There's a book collecting mod that uses it

idle lantern
#

Oh that's a good idea

lucid iron
#

But obviously the dino pics need to be drawn by hand all of em

calm nebula
#

Tbh I would run far far away from actually doing anything in game menu

#

Far. Far away

#

I legitimately would rather do my own menu you access via right clicking the camera or smth

idle lantern
#

The monster hunter goals or donation sound more doable, especially for my level of ability

calm nebula
#

You can do it 💖

idle lantern
#

I got hooked on modding, and I'd like to lean into the hobby before something else catches my attention - like work.

#

The school year starts Aug 4 for me, which is crazy. When I was a kid, I remember agonizing over how I never got to celetration of September birthday at school

pearl wolf
#

After seven years I finally got around and made custom icons for PokeCrops artisan goods

#

(tbf I didn't really saw it as being a thing until 1.6)

rancid musk
lucid mulch
#

(tbh you did do your own game menu, it was just a replacement for the game menu)

lucid iron
#

is there a smapi event that gives you GameTime

#

i was gonna just do Game1.currentGameTime but hrm

half tangle
#

timechanged notices, well, that, but idk what else an event would involve... unless you mean the event args giving the time?

lucid iron
#

yea

#

i thought updateticked had it but i was wrong

half tangle
#

timechanged does also have oldtime and newtime

proven spindle
#

But yeah feel free to copy what I did for book collecting if you want SDVpuffersquee I love collecting stuff too, I'll download it in a heartbeat lol

pearl wolf
#

I wish every artisan good variations had a collection entry

manic shoal
#

After much confusion over why my little personal edit of the doghouse was not working, I finally figured out it's because I had the coordinates for the dark doghouse. loooong sigh Well, at least it's fixed now.

sour sleet
#

Hey Button! I actually wanted to ask you about CMF. I want to have it as a part of Lilybrook and I seem to have most things set, but for some reason, it won't let me place the items on the pedestals. I have set all of the item IDs SDVpufferclueless

uncut viper
lucid iron
#

is there a gsq for player is swiming

#

in vanilla or some mod

uncut viper
#

BETAS has it

sour sleet
lucid iron
#

ah wait does it check swimingness or swimsuitness

#

basically someone asked me if they could combine ChangeIntoSwimsuit and ChangeOutOfSwimsuit

uncut viper
lucid iron
#

oh ok i needed swimsuitness hrm

#

thats alright i should just make a custom pool action anyways

#

for ppl who want all in one

uncut viper
#

also can you send a picture of your TileData

sour sleet
#

I'm not seeing a donation menu at all and all pedestals are free right now

patent lanceBOT
#

@calm nebula: take a gd look (1d ago)

uncut viper
#

are you certain your museum ID exactly matches your location id

sour sleet
#

Yep, just double checked

uncut viper
#

i would need to see your json and your tmx, then

sour sleet
untold oriole
#

Hi! Do you know how I can turn a sprite to face upwards? For example, my NPC is looking to the right, and I want him looking to the left to save my time

#

My program is Paint Tool SAI 2.0

lucid iron
#

Your npc is very tall possibly too tall...

tiny zealot
#

are you aware that the maximum normal height for NPCs is 32 pixels

round timber
#

im confused, do you want him to look leftward or upward?

lucid iron
#

But u will just have to draw the sprite yourself, following the general sprite sheet arrangement

untold oriole
#

However, I like the idea that he is tall

round timber
#

doesnt the schedule break if theyre too big though

round timber
#

you should be able to use the selection tool, then copy and paste

#

then whatever the shortcut is for flipping the selection horizontally

untold oriole
#

I don't know, but I saw another person doing the same thing, she went beyond the maximum of 32 pixels, and I thought there wouldn't be a problem.

tiny zealot
#

i'm fairly sure there is assorted Weirdness to encounter if you exceed 16x32 without having some sort of mod in place to help you

uncut viper
#

so wherever your counter is has no interaction

uncut viper
#

(also, unrelatedly, but if you have no owner data you dont need the "Owner" section at all. also, your "CanBeDonated" string is not in the right place, its currently inside your donationrequirement)

untold oriole
#

Now I'm curious, will there really be problems if I go over the 32 pixel limit?

sour sleet
#

Ah that makes sense. Thanks, will sort it now!

tiny zealot
sour sleet
#

And also, my items are still saying the default message about giving to Gunther. I must be doing something wrong lol

uncut viper
#

actually, if it says about Gunther in the hint... did you make the items artifacts or minerals, category wise?

#

like, are they also valid vanilla museum donations

sour sleet
uncut viper
#

well if they can be given to Gunther then the hint for Gunther will still appear regardless, bc Gunther is also interested in them

#

do you have any of them in your inventory when you are attempting to interact with the museummenu tile? are you not getting any sort of message pop up when you try

sour sleet
#

Yes I have a few of them in my inventory and I'm getting nothing but a different cursor like it knows there's something there

uncut viper
#

would you mind resending your updated tmx (im assuming the json didnt change much)

#

you can try setting OverrideDescription to true temporarily to better see if your hint shows

#

i suppose its possible Gunther might be overriding it (though i thought i accounted for that, but maybe i did so wrongly)

sour sleet
patent lanceBOT
#

@calm nebula: see if content pack deploy can be symlink (64d ago)

pseudo vault
#

Did I forget anything visual wise? We have the Cave... The shrine... The Pet area... The Warp Statue... I also added three exits... Am I forgetting anything?

round timber
#

spouse patio

lucid iron
#

greenhouse

pseudo vault
#

Does that need visuals? I expect it comes with the Object

lucid iron
#

altho, neither pet nor greenhouse are hardcoded to map

#

u just need the map prop

pseudo vault
lucid iron
#

yea

#

pet also separated

pseudo vault
#

Yeah I just read thanks

lucid iron
#

but u need the map prop that says greenhouse here/pet bowl here

pseudo vault
#

Yeah Those will come after the Tile phase

#

I am not sure which tiles are used for the spouse area...

#

Is it these?

round timber
#

ye i think so

pseudo vault
#

Okay then I should have everything tiled out... Now comes the hard part.

#

Or very hard... Warps are necessary too

pseudo vault
#

So uh... I read the page but still don't understand it... What are these specific tiledata exactly? I figured out most of them from guessing, but these confuse me. I'm guessing the top left one is the spouse data? What are the others though?

#

(Nothing seemed to happen when I clicked on object property either...)

lucid iron
#

which tmx is this?

pseudo vault
#

Standard Farm

lucid iron
pseudo vault
#

Wait how did you make it appear?

lucid iron
#

click on it

pseudo vault
#

This is so weird... Why is it not working for me...

lucid iron
#

its on Back object layer

pseudo vault
#

I know, it is just that no menu like that ever pops up for me...

#

OH Oh no... Sorry!

#

I just noticed at the bottom there is a tab for properties

#

Atleast I hope that is it...

#

I really blinded...

#

I am curious about this one which uses NPC barrier... Why is this there?

lucid iron
#

mistek probably

#

that tile is normally building already

pseudo vault
#

Okay.

#

Oops again

#

Somehow I missed the word even though I used the search site function in firefox...

pseudo vault
#

Oh oh... I think I created an issue...

#

This bridge here, I put it on the walk layer but uh... I put the water under the walk layer, on the standard farm the water is on the walk layer

twin wadi
#

hmm something's weird with the ribbons but idk why... the ribbons go above the player's head desprite it being in front, which makes it go behind if the player is in front. it's not in AlwaysFront. also, there's a random tile with ribbons even though they dont show up there in the tmx file. i tripled checked that that tile is empty in all layers.

#

i even checked the tmx file itself in vs code and made sure there was nothing at that specific coordinate

#

im stumped

brave fable
#

are they on the Front layer?

lucid iron
#

u need to put that on like Buildings2

twin wadi
#

the random ribbons on the floor was a weird property that tiled embedded that wasn't visible on the file itself. i deleted it in the text version of the tmx file and the ribbons are gone SDVpufferparty

#

ill put the ribbons on buildings2, thanks!

pseudo vault
#

Anyone know what layer I can put the bridge on and still keep the water?

twin wadi
#

yay! the ribbons are working perfectly now, thanks chu

lucid iron
#

u just need to use Passable T

pseudo vault
pseudo vault
brave fable
#

as for Passable T, it can be used on Back to make the tile impassable, or on Buildings to make the tile passable -- numbered layers won't be affected and will never have collision

gaunt orbit
#

bongoFast back in the modding groooooooooooove

#

I'm crashing tonight but soon I will be fulfilling my nefarious schemes

crimson kettle
#

so, i have downloaded lnh's fantasy farm cave mod and it's glitchy like this because i have a mod that retextures the cave in the mines, i have turned off the retexture in GMCM but theres no use, is there anyway to fix this?

lucid iron
#

!mh

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

crimson kettle
#

eh i thought fixing textures isn't in that forum

round timber
#

(i directed them here because i figured it could be fixed by editing the json for the mine retexture)

crimson kettle
#

Is there anyone who knows how to modify the farm cave and can teach me?

round timber
#

first of all, go to the folder for the retexture and open up the content.json

crimson kettle
#

okay, what's next

lucid iron
#

say have u checked what happens if you just remove the mines retex mod in general

#

its not an xnb is it

round timber
#

using GMCM = not xnb?

crimson kettle
#

like this

#

it's supposed to modify the cave in the mines instead

round timber
#

can you show a little bit of what the content.json looks like? no need to post the whole thing i just want to be sure im describing things in the easiest way possible

round timber
#

alright, for all of those you're going to want to put a comma at the end of the line that says FromFile, then make a new line and paste this

"Update": "OnLocationChange"```
#

i think that will work

#

if that doesnt work then try "When": { "LocationName|contains=FarmCave": false } (with the same Update rate)

twin wadi
#

since i patched a portion of the town map, do i also need to patch town-trashgone.tmx, town-theater.tmx, etc etc, or are they just patches?

#

oh nvm, i just checked and they aren't replacing the entire map

crimson kettle
round timber
#

hopefully my sleepy brain made something that works! im going to bed soon but feel free to ping me if no one else is able to help fix it after a bit

crimson kettle
#

yep it works, no longer glitching

#

tysmbcaLove7Kiss

round timber
#

ofc! :3

twin wadi
#

hmm for some reason my npc's schedules aren't loading, even though i slept (in game). i made sure the syntax was all correct for all of them. also dialogue isn't working for some reason.... ugh maybe its time to sleep

#

(irl)

round timber
#

did you load a blank.json for each of those?

twin wadi
#

yup

round timber
#

might want to send your log and relevant jsons (for someone else to look at because like i said, am sleepy)

twin wadi
#

OH WAIT i accidentally have the ingame season as winter but i only have the spring schedule

#

🤦‍♀️

#

i guess time to sleep for me too haha

round timber
twin wadi
#

lmao i thought this said "it could be a problem with your whole life" and i was confused

keen knoll
#

yo

#

how do i make outdoor and indoor portrait

#

I mean, the code

#
{
            "Action": "EditImage",
            "Target": "aedenthorn.FarmerPortraits/portrait",
            "FromFile": "assets/summer_rain.png",
            "When": {
                "Season": "spring",
                "Weather": "Rain,Storm,GreenRain",
            },
        },
#

If this one changes the portrait on rainy days (spring), how do I seperate for rainy days indoor and rainy days outdoor?

gaunt orbit
#

Use appearances instead of cp conditions

#

They will also lag a lot less

lucid mulch
#

does farmer portraits have appearance?

gaunt orbit
#

Oh farmer portraits, nvm

gentle rose
#

hold on, this is for farmer portraits, not NPCs, I think you'll have to look at the docs for that mod

lucid mulch
#

I cant remember offhand if there is a CP token for indoor/outdoor or if any other mod adds one

modest dagger
#

"IsOutdoors" seems to be the thing i'm seein

#

granted i'm lookin at 1.5 code

latent mauve
#

I'm pretty sure I know the answer, but in the hopes that I can avoid 10-15 individual EditImage operations for targeted sprites on the Cursors tilesheet:
Is there a way to remove pixels from sprite areas other than using a Load with those spaces blank?

#

For example, I replaced the Travelling Cart with an alternative, but it takes up less space than the cart visually, so I can't PatchMode:Overlay, since the old cart's roof would still show up.

keen knoll
flat sluice
#

That should (hopefully) work

keen knoll
#

oh the cp docs

#

aight ty

flat sluice
#

I'd try it with OnLocationChange update rate, but needs rechecking

lucid mulch
#

update: onlocationchange would be needed

steady cloud
#

i want to start making mods, but i have no idea how. the wiki is not helping either. the only thing i want to know is how the set up the files and folders

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

vernal crest
#

Find a mod that does the same thing you want to do, ideally one that's been published since March 2024, and poke around in it.

steady cloud
#

ok

lucid mulch
#

all thats needed is a folder in the mods folder, a manifest.json with the info that the above info will tell you about, and then content.json for a cp pack, everything else is mod author preference

fierce vault
#

I'll be coding my first event soon, and I'd like to know if it is possible to have the thin dialogue pop up box that appears after you leave a festival happen during the event. The box that basically says "well that was fun".

pine elbow
#

wanted to double check, CP doesn't have a OR logical operator does it

vernal crest
#

Most of the time when CP token values are comma separated it means OR. E.g., "HasProfession": "Blacksmith, Gemologist" checks for Blacksmith OR Gemologist.

#

And it does have the OR operator for queries

pine elbow
#

huh, I see

The project I'm part of is a villager seasonal outfit mod and we wanted a config option for every outfit in the game and use the include action
But the way it seems set up right now, if someone doesn't want any of an NPC's outfits, we don't want the json to get loaded in at all
so my thought was we would need to make it look something like
"Action": "Include", "FromFile": assets/Abigail.json", "When": { "Abigail Spring": true || "Abigail Summer": true
}
and so on and so forth
I'm more on the art side of all this and don't really know CP syntax lmao

woeful lintel
#

Have you figured that out? I might need to add a config option to make FF Furniture work with that too

#

here it is

#

hmmm, not actually useful here, is it?

woeful lintel
vernal crest
#

That makes it AND though Leroy

woeful lintel
#

I read too fast, I shouldn't do stuff when I'm still half asleep

vernal crest
#

I think for an OR check with two separate tokens you'd need a query, except I don't know how to write it so that it checks the value is true. Something like this?

"When": {
  "query: {{Abigail Spring}} = true OR {{Abigail Summer}} = true": true
}
pine elbow
#

thanks! I really appreciate the help
I'll try looking more into queries

woeful lintel
#

= seems right

#

the example in the doc is "Query: '{{Season}}' = 'spring'": true

#

so maybe add some quotation marks to this

vernal crest
#

I don't know if CP sees the true/false as a bool or as a string though

woeful lintel
#

true

pine elbow
#

huh

woeful lintel
#

I mean "true, I don't know either"

vernal crest
#

CP is generally pretty forgiving about putting bools in quote marks though, so it's probably worth trying that if it doesn't work without the quotes.

#

I'd recommend using patch parse to check this by the way rather than checking if the file is included. It's more straightforward (once you figure out the patch parse syntax lol)

pine elbow
#

ooh ok thx!

vernal crest
#

Which means that yes, you can do it in your event too.

obtuse glen
#

Hey, I'm creating a basic mod that adds some furniture items and I want them to be purchasable using a catalog. I'm just having a hard time finding resources or examples for adding a custom catalog. I've already created all of the items and the shop and catalog in content patcher, it's just a matter of making the catalog item a recognized shop. Can anyone point me in the right direction.

I do have C# experience btw, just not sure how to properly use the smapi library.

vernal crest
woeful lintel
#

either Calcifer or FF

vernal crest
#

Looks like it'd be possible to use MMAP too.

woeful lintel
#

many solutions for you!

vernal crest
#

Oh, I didn't know you could use FF to add catalogue capability to a CP furniture item.

woeful lintel
#

yeah, that was one of the first features, I even made a botched "catalogue framework" before it (I don't recommend using that)

vernal crest
#

I knew it had a catalogue feature but I thought you had to make the catalogue furniture item in FF. I only ever really skimmed over that feature though because I use HHD so I do not desire catalogues lol

woeful lintel
#

oh yeah, you kinda do need to make the whole catalogue in FF, didn't think about that...

uncut viper
coral trout
#

@ivory plume Hi Pathos, the PR about Automate new feature that settings for storages is ready for review: https://github.com/Pathoschild/StardewMods/pull/1117

simply reuse the vanilla hardcoded chest types now, I have no idea on how to handle the storages added by mod yet...

GitHub

yeah the most difficult part is how to iter chest ids (for config showing)
there is no
// Data/Machines
foreach (string rawItemId in DataLoader.Machines(Game1.content).Keys)

for chests :&a...

woeful lintel
#

I mean, not the shop data, but the catalogue item itself

vernal crest
uncut viper
#

(and by probably i mean probably definitely)

vernal crest
uncut viper
#

(its one of my top 1 uses of Merge, mostly bc i dont know another situation i think where id use merge)

#

(besides the example given in the docs ofc)

woeful lintel
obtuse glen
visual dirge
#

is it possible to patch a method in a subclass if it isn't overridden in that subclass? or will trying that just patch the method on the base class?

coral trout
#

even can not iter over all the item repo since they are all pale Object rather than concrete Chest/others types in repo

gloomy bane
#

Hi guys! I'm making a event for my mod, but I wanna ask how to make NPC walk faster?

gloomy bane
#

I mean for events Like they are rushing to the player...

coral trout
#

oh I thought you are debugging

brave fable
gloomy bane
gloomy bane
pearl wolf
#

I would like to patch a mod which I am not the author of using Content Patcher. (I got permission)
The content I want to change is in a file called animals.json in a data folder.
Can I call EditData as an action, with "Data/Animals" as a target, and then the fields I want to edit, or am I missing something?

vernal crest
#

You can't directly edit another mod with your mod. You need to Target the game asset that the other mod is editing and edit what it has added to the game. So you will need to check inside that animals.json file and see what vanilla asset it's editing, then Target that.

pearl wolf
#

Urgh

#

Issue is, it's a DLL mod

vernal crest
#

That shouldn't change anything.

#

You said it has an animals.json file?

pearl wolf
#

Yeah, and in that file are custom fields for all the animals

#

(It's for Animal Husbandry)

vernal crest
#

Hm, I'm not sure how you'd go about editing that if it's storing its data in its own files rather than in the vanilla assets.

pearl wolf
#

That's the issue isn't it

#

I thought SMAPI would like create a custom XNB with the name of the JSON, but no dice

vernal crest
#

I'm assuming this isn't just for personal use but for something you want to publish?

pearl wolf
#

Yeah, it's to patch PokeCrops to use the berries as treats.
If it were only for personal use I would just replace the JSON file and be done with it (which does works)

vernal crest
#

Did you specify when you asked Digus about it that you were intending to use CP?

pearl wolf
#

They said to me "For now you can do it with content packs for AHM, or just patch the mod with harmony if you prefer."
I have no clue what harmony is, so I went with the Content Patcher route which is close to JA

vernal crest
#

Harmony is a C# library that lets you edit the game's methods or other mods' methods.

#

It sounds like you will need to make an AHM content pack then. Perhaps if you use the same IDs it will overwrite the existing data.

pearl wolf
#

TrentXV did something similar for their mod Trent's New Animals Treats, which I did mention when asking for permission, but they just say to replace the JSON file as installation, which I find dirty, especially for mod loader users.

pearl wolf
vernal crest
#

Yeah you can't use CP for this.

#

No, not all content packs are for Content Patcher.

#

For example, AT content packs are made for Alternative Textures.

gentle rose
#

content pack is any pack of non-code (not DLL files) made for a framework

pearl wolf
#

Oh, like my mod for EBAGI

gentle rose
#

there are several content pack frameworks, content patcher is just the biggest

pearl wolf
#

I thought it was just another way to say a mod made with content patcher

vernal crest
#

Understandable confusion I think

pearl wolf
#

Hmm, well there is a template included for that, but it's just to add custom animals, not to modify vanilla one.
Do you mean that if I would use the same name as the already existing animal as a "custom animal" it should replace the original ones?

vernal crest
#

That's my guess. Do you have a AnimalHusbandryMod/data/animals.json file just from running the game with AHM installed?

pearl wolf
#

Yes, it has a "CustomAnimals": [] fields at the end, which is why I was not sure if it would replace the vanilla ones.

vernal crest
#

Is that the only thing in it?

#

Like there are no vanilla animals?

pearl wolf
#

No no, it also has the vanilla animals

vernal crest
#

Then try making a pack that edits the treats for one of the vanilla animals and see what happens

pearl wolf
#

It didn't work :/

vernal crest
#

!log Can you share your log so we can check that your content pack definitely loaded with no errors?

pearl wolf
#

If I replace the fields as id, minus the name field, directly in the JSON file it works

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

pearl wolf
ocean sailBOT
vernal crest
#

Log shows the content pack is loading and AHM is finding it.

#

Unfortunately I have hit the limit of what I can suggest, sorry.

#

Is it adding your content pack chicken to the bottom of the animals.json file as a custom animal, or is the animals.json file just not changing at all?

pearl wolf
#

It's alright, at least we cleared up the whole Content Patcher vs Content Pack thing.
I'll directly ask Digus about it.

pearl wolf
#

It didn't add it at all.
I deleted the file to regenerate it to see if that changes something.

#

Nope, no changes to the JSON itself.

#

Must be doing it internally

vernal crest
#

I think it's meant to be changing that file. Can you try changing the name in your content pack to something totally different? So instead of "Chicken" it's "Dodo" or something. You obviously don't have a dodo in your game but I want to see if it does add to the animals.json if it's a different name.

pearl wolf
#

It did not add the "Dodo" entry

#

(And I deleted the file prior, so it's a fresh file)

vernal crest
#

Hm. How are you reloading? Restarting the whole game?

pearl wolf
#

Closing the SMAPI console, which close the whole game

#

Since I'm using Stardrop as a modloader I don't have a choice but to completely close the game anyways

vernal crest
#

That's not it then.

#

Yeah sorry I am not familiar enough with the mod to think of anything else.

pearl wolf
#

Is alright, I appreciate you helping

vernal crest
#

I hope Digus can let you know what is going on :)

pseudo vault
#

Do you think you could help me?

#

I am trying to figure out how the Locations for the Farm work

#

The tutorial says something about Top left of Farm House coordinations

#

which uh... I don't understand at all

pearl wolf
#

It means that the absolute 0 is at the top left

vernal crest
#

It means that the tile you need to specify in the map property is the one that will contain the top left of the farmhouse. So the rest of the farmhouse will be placed to the right and down from that tile.

pearl wolf
#

So if you go from there, the location directly below the top left would be x=0, y=-1

pseudo vault
#

Oh

#

I thought like it would not be on the exact coordinates

vernal crest
#

(It'd be y=1 actually, positive is down for Stardew)

pearl wolf
#

Oh really, that is a weird coordinate system. Ignore me then :p

hard fern
#

Ah yeah there aren't any negatives in coords are there

pseudo vault
#

How big is the house exactly and what would the Coordination equal? is it the Entrance of the house? Like the Door?

vernal crest
#

Not in maps. There's negatives when you're doing movement in events though.

#

No, the coordinate is the top left of the farmhouse

hard fern
#

Yeah i meant in maps. I was thinking about how if the very top left corner, you can't really go behind it...

pseudo vault
#

okay. Do you also know how big it is? Like 6x2 or something?

hard fern
#

I don't know how large the farmhouse is itself but you can just open the map and check, can't you?

pseudo vault
#

The house is not in the tmx sadly...

pearl wolf
vernal crest
#

And the farmhouse footprint is 9x5 tiles according to the wiki.

hard fern
pseudo vault
#

woah very big

#

This is my available space for the house...

vernal crest
#

The actual size of the image is 9x9 tiles. Not sure if the map property uses the top left of the footprint (the bit the player can't walk behind) or the top left of the entire image.

brave fable
#

virtually all computer graphics consider a 0,0 origin to be the top left and increase towards the bottom right

pseudo vault
#

Sorry for misunderstanding what it meant by top left

brave fable
#

you'll notice Tiled and any art programs you use will behave the same

vernal crest
#

What tutorial are you looking at, by the way?

pseudo vault
#

modding:maps

vernal crest
#

Where does it say the farmhouse map property is the top left?

pseudo vault
#

I misread it before...

#

I am very good at doing that and not read it right...

vernal crest
#

Okay so I am seeing FarmHouseEntry [<int x> <int y>] which corresponds to the front door.

pseudo vault
#

What is "Farm House":
then?

vernal crest
#

I don't know what you're referring to.

#

I can't find "Farm House" (with a space like that) on the maps page of the wiki.

#

Well, I can, but it's in the FarmHouseEntry description so I assume it's not what you're referring to.

pseudo vault
#

So weird...

#

I am using both the written tutorial and another mod to learn

#

and the mod does it like
"Locations": {
"Farm House": "51, 37",
"Greenhouse": "30, 29",
"Spouse Area": "61, 42",
"Pet Bowl": "41, 30",
"Shipping Bin": "56, 36",
"Grandpa Shrine": "70, 46"
},

vernal crest
#

What other mod are you using? That's json and it looks like it's not correct for Content Patcher so I don't know know what it is.

pseudo vault
#

OH.

#

[CFL] The Grove

hard fern
#

Thats

#

A custom farm location, right

#

? From the acronym at least thats what i think it is

vernal crest
#

It's a Custom Farm Loader farm. Whatever that means.

pseudo vault
#

I didn't realize it does it different...

hard fern
#

Oh

vernal crest
#

That's 100% not Content Patcher.

flat sluice
hard fern
#

I dont know anything about how custom farm loader does anything

vernal crest
#

Why is someone using CFL? That seems unnecessary?

hard fern
#

You can do custom farms in cp in 1.6 right

vernal crest
#

Yes, absolutely

#

Sarina if you want to make a CFL farm you will need to read the CFL documentation because it obviously does things different to using CP.

pseudo vault
#

There were so many big farms and I wanted to learn from a small one...

hard fern
#

There's farms made with cp that you can look at for examples i think

pseudo vault
#

I didn't realize CFL works different

pseudo vault
vernal crest
#

Is there really any difference though? Size doesn't affect anything that you actually have to do to make a custom farm.

pseudo vault
#

The content files are so big it's overwhelming

vernal crest
#

Wait, are you referring to the size of the map or how complex the content.json is?

pseudo vault
#

the content json

vernal crest
#

Ah, I see. Looking at farm maps from someone like Kisaa would be confusing, yes. She does a bunch of complex things.

#

But there's an entire example on the wiki that's not big.

#

That example there is all you need for a custom farm. In fact, you don't even need the Data/Locations stuff.

pseudo vault
#

I didn't know that page existed. I blinded again. Thanks

brave fable
pseudo vault
#

I think I will need to fix the warps though. Because my map has them at different locations

brave fable
#

just Content Patcher, nothing crazy

pseudo vault
#

I do have a new issue now though... I lost my Layers/Properties menu in tiled...

#

Last time I opened it, it was on the left here.

#

But now it is nowhere.

vernal crest
#

If your Properties box is down with your Tilesets, that's where your layer properties will be too

#

All properties open in the same box.

pseudo vault
#

I don't know what I did...

vernal crest
#

You probably just closed it then. Go to Map (up the top) -> Map Properties.

#

Or Layer -> Layer Properties.

pseudo vault
#

When I press on layer/Layer Properties nothing seems to happen.

#

Neither Map/Map Properties... How did I break it this hard?

vernal crest
#

Hmm. Try closing Tiled and opening it again.

pseudo vault
#

Oh. Now it reappeared. that is so weird. Thanks

#

I am not sure how to get the XY coordinations in tiled without looking at the Object properties, so I was stuck.

vernal crest
#

When you hover over a tile, the coordinates appear in the bottom left of your screen

#

The number in the square brackets is the tile ID for the tile that's on the layer you have selected.

pseudo vault
#

Oh... That is very tiny... I did not notice that... Thanks again.

vernal crest
#

If you close some of those unnecessary windows it might get bigger. Like you don't need the Issues box open all the time.

pseudo vault
#

All the tabs have so very tiny symbols...

#

Is it fine to not use rounded numbers for the Locations?

vernal crest
#

No, they have to be integers (so no decimals)

#

Wait, hold on

#

There is no "Locations", remember?

#

Not unless you decided you are going to use CFL after all

pseudo vault
#

Oops

#

Map positions. I used the wrong word

vernal crest
#

Regardless, all the coordinates for maps in Stardew always have to be integers.

pseudo vault
#

If I use this location from the object property, would it be fine?

#

That would be here I think?

vernal crest
#

I have no clue if that's there or not because I can't see what the rest of your map looks like.

#

You can use the 80 and 64 but you can't write 80,00 or 64,00

pseudo vault
#

where would it put it if I used like 96 instead of 90?

vernal crest
#

I don't know what you mean by that question, sorry.

pseudo vault
#

The bottom left of tiled shows the coordinations

#

But it can be a lot of numbers compared to like what object properties shows

vernal crest
#

It should only be two (with sometimes one extra number inside [square brackets])

#

Can you show me what you're seeing if you're seeing more than two?

pseudo vault
#

I am so bad with words

#

I mean...

#

These numbers do not work for object properties is why it confuses me

vernal crest
#

Do you mean they're not the same?

pseudo vault
#

When I move the object it always changed by 16

#

But when I move my cursor it changes by 1

vernal crest
#

Oh, then the one in the object property needs to be divided by 16 to be correct

pseudo vault
#

Map positions are fine without that?

vernal crest
#

I don't know what you mean

#

If you use the numbers that show at the bottom when you hover over a tile, you'll get the right ones.

keen knoll
#

Thanks y'all

pseudo vault
#

I have different questions now.

#

The tutorial says "PetBowlLocation <x> <y>" but then it also says for something else ShippingBinLocation [<int x> <int y>] So i first tried to do the Pet Bowl, But when I tried to do "PetBowlLocation": ["X": 416, "Y": 64], Sublime yells at me and tells me I did it wrong. But when I did "PetBowlLocation": {"X": 416, "Y": 64}, it stopped.

hard fern
#

In the one that wasn't working

pseudo vault
#

Oops. I messed those words up

#

I did it the reverse...

#

The tutorial tells me to use these brackets though

pastel ember
#

Honestly someone should make a mod like this (Medieval Style)

blasphemous/ stardew valley

timber plover
fading walrus
sand timber
#

Hi, I noticed that the original Floors and Paths.xnb file in the game can't be unpacked using standard tools. Is there any other way to check or extract the original data?

flat sluice
hard fern
timber plover
sand timber
#

Ah I see, I was using xnbcli and it failed. Just tried xnbhack and it worked perfectly. Thanks a lot!<3

timber plover
#

urgh still no luck >.> the message is gone but i still sant spawn in my new map

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

timber plover
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 10 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

timber plover
#

now it isnt laoding at all for some reason...>.> urgh gonna check some more stuff first .

flat sluice
timber plover
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 10 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

flat sluice
#

The error is that the warp didn't find the map, but I don't see an error with the map, so patch summary will tell us if the patch was applied or not.

flat sluice
#

(or is it?)

timber plover
lucid mulch
#

also dont need to end the game to upload the log

timber plover
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 10 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

timber plover
lucid mulch
#

writes in realtime

flat sluice
elder hornet
#

Hii! Does anyone know why this event doesnt trigger? I want it to trigger in summer year 2 but I cant seem to get it working . I double checked, the ID is not in use for any other event

flat sluice
calm nebula
#

Try Season Summer

timber plover
#

could be something wrong with the map >.>...mybe i broke it

lucid mulch
calm nebula
#

Also, you can just use non numbers for your keys

lucid mulch
#

(and shouldn't use numbered keys anymore)

timber plover
#

but it worked before im so confused😬

flat sluice
calm nebula
#

patch summary and patch dump full

#

(I hope the second is the right command.)

lucid mulch
#

which map

flat sluice
flat sluice
flat sluice
elder hornet
flat sluice
#

When I look at it again, I don't see it there. That patch might've been editing vanilla lostwoods...

flat sluice
calm nebula
#

The last one needs the Time (I think?)

timber plover
lucid mulch
ocean sailBOT
#

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.

calm nebula
#

I'm sure on t 1900 2300 but Time 1900 2300

elder hornet
timber plover
flat sluice
lucid mulch
#

your music_songs is editing Data/Locations and depending on if you used Entries or Fields, would have deleted the contents the legacy CustomLocations functionality populated for you

flat sluice
lucid mulch
#

ok is Fields, mmk

calm nebula
timber plover
#

i frogot about content.json lol

calm nebula
#

You are not supposed to use any bracket

calm nebula
#

"ShippingBinLocation":"16 22"

calm nebula
#

It is in tiles not pixels

round dock
#

debug loaddialogue NPCName Characters/Dialogue/MarriageDialogueNPC:Key works to debug specific marriage lines, right? I ask because for some reason, it doesn't seem to work.. thonkid

lucid mulch
# timber plover here ya go

...Huh, no custom locations block at all, but nothing else edits Data/Locations, what else is editing Data/Locations to add LostWoods to the game?

timber plover
#

did i give the maps.json?

round dock
timber plover
timber plover
#

sry about the naming ... lostwoods is the tmx name ..and secret woods is how it should be called

calm nebula
#

Try patch exploring the asset

round dock
#

On it, atra! Thank you ❤️

spice inlet
#

Hey Atra, your new gradient name looks quite fabulous :3