#making-mods-general
1 messages · Page 345 of 1
if it weren't obvious to us, we wouldn't be able to tell you the answers hahah
questions are always welcome ☀️
now that this is figured out is there anything else i gotta do in order to get it to drop the way geodes do?
like- for the thing itself to drop from mining rocks
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
it holds values per screen, as its name implies
in single player, it holds a single value
in splitscreen, it holds one per each screen
and its current .Value automatically switches to the one corresponding the current screen
I understand that, but what do I need this for?
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
and PerScreen acts as if it was also switched along with these other variables
as for what do you need it for - it depends
anything that's tied to the player or their screen in any way should use PerScreen
like, something tied to their inventory, stats, UI
but you wouldn't use PerScreen for, say, your mod's caches
or anything tied to the world itself
Is there anything else I'd have to follow?
I have some bug reports pointing at VPP being unable to handle the second player properly while running commands or interacting with menus
i'm looking at VPP's bugs tab, it seems the menu interaction reports are related to controllers instead?
I've got one or two splitscreen ones too
(Ignore the ones about talent menu being wonky, I had solved that)
There's another that mentions commands
these two seem to be related and a controller issue instead
Check third page, "Some Talent options are very difficult or impossible to select using a controller."
They mention the commands issue there
Yeah, its not the cleanest menu ever 😅
did Discord remove the option to disable embeds for a link if the link is put in < >
Iirc no
huh it just doesn't like that specific link at all
something's up with this folder name
Try without the <>?
(it's the % symbols)
aaaanyway
i see you have some static variables here, which probably shouldn't be static
as they are, two TalentSelectionMenus presented at once (which is possible in splitscreen) will badly interact with each other
scribbles notes
the menu itself doesn't need any PerScreen variables, since each player gets a separate menu instance anyway
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
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
i would've suggested the temporaryAnimatedSprite event command, but unfortunately that can't set the pulse parameter that would do exactly what you need
I remember why did I make those fields static, for easier use
(And believed they werent supposed to be different between menu instances anyway)
Should the XPos and YPos not have static keyword too?
yeah i'd remove static from them
unfortunately static is a convenience that more often than not will come back and bite you later
visual studio will oft softly whisper VCR003 Function can be made static. you must not listen
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
this is the only way I've found so far but I'd need to manually remake the pulse as a new animation for the specific bigcraftable
not super ideal
Alright, none of the UI classes have static fields anymore
Unfortunately I have to leave for my last endterm, but will come back
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());
}
}
Ping and lmk if you have any other suggestions 
PerScreen is a fancy wrapper for Dictionary<int, MyFunClass>
That is indexed by the screen number
And auto removes for dead screens
can't seem to find it, sorry am blind
Content patcher pretty much has everything inside one giant PerScreen
I would attempt to avoid the whispers of static but most of what I do has harmony in its core, which has a hard requirement of being static, and don't particularly care about the difference between a singleton and static
Please, static PerScreen<ConditonalWeakTable...>
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?
!mh If you're just looking for help using mods, please head to the tech support forum :)
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).
I don't have the authority to write there.
Are you sure? Every user in the server should have permission to create a post in there.
i bestow upon you my word you can write there. should the staff intervene, give them my name
they will fold like house cats.
I didn't have it a moment ago. Now it seems I have the authority. I apologize.
That's ok! Discord can be funny sometimes.
🤔 is there a way to put fruit trees on maps (like a functional one that changes with the season)
Maybe somewhere here?
https://stardewvalleywiki.com/Modding:Maps#Plants.2C_forage.2C_.26_item_spawning
ill take a look
IIRC the answer is yes and then players chop them down and steal them lol
Unless you make c# over it
A trick is to make a fake fruit tree entry with a "sapling" that is some random object
And put that instead so if players try to steal they just get...trash or smth
But it is only on a per tree type basis.
There is also a tile property in VWV/ES and I'll match that in SMD
Dh, looking at the 1.6.16 monster data I've been wondering if I should do a spawn system for smd
That's definitely something a lot of people want.
It would be the third spawn system
Hello everyone. How can I make a map that don't have day and night cycle?
Heeeey dh u should make crop spawning happen
I do need an excuse to add a new feature to fully test the GitHub runner mod building...
I'm not sure what you mean
Can you please elaborate
honestly i would appreciate a spawn system that isn't called "farm type manager", a wildly inappropriate name for its actual purpose /lh
i kinda want to add a fruit tree somewhere that exists purely for the purpose of trolling the player with a modded trash item with a description laughing at them if they chop it down
It's named "slightly more dehardcoding" instead
I'm kiddding
Mmap has features to set day/night timings
😔 people stealing my fruit trees... so sad
The link that's in the message you just replied to? The github link?
I might look into using it for the debugger mod, which would benefit from the verified builds as it would violate multiple of the theoretical mod safety stuff
That looks really cool so far
I think what would make a nice background would actually be some kind of cloud tileset
You could have a sky, then, but avoid the weirdness of transitioning water to sky
I'm still tempted to do something like Spawn Anything Framework (SAF) (formerly Farm Type Manager (FTM)) 
also I've now learned that nexus titles cap at 255 characters
hmm 🤔 dont know if anything like that exists in vanilla
Heya, wanted to ask if HUDMessageType.QuestComplete even exists, as i constantly get this error:
'HUDMessageType' does not exist in the current context
HUDMessageType * never existed in the base game, at least
i could also extend the leaves and hide the water edge that way
could be an enum used by a specific mod or some such, if you're referencing something
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?
i (and perhaps i alone) would actually appreciate this
If this is your hair that you were asking for feedback about in mma, edit it onto a vanilla sprite and then load that vanilla sprite over the NPC's existing one in game. https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-load.md
Hmm, you can try editing vanilla villagers with it, maybe?
I'll actually think about it for this next update, if I ever manage to finish
though I should consider bugging pathos for UniqueID aliasing too 
(even aside from name switches, a lot of 1.6 features make me regret not using Esca.FTM)
is there a way to use smapi for developers and only see the mod you are editing traces?
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
hm. alright. thx
where?
It does what
Not really no
The traditional way to get around this is to have compiler flags
In the config.json in the smapi-internal folder
If you look at my repo for example, I have significantly more logging on when it's compiled debug
But listen to Atra, they know more
I'm back in the valley 
So, is there anyhting else to keep in mind for splitscreen? (other than less-statics and more PerScreen<T>s?)
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
I had to rename it again
prob gonna go back to normal smapi then, i have so many mods that any action i make theres a thousand traces 
there's a tooltip on save about not using invalid characters, but nothing actually displayed about character limits
Yep that's the one! Thanks!
you may want to check for host-only for any actions that affect net fields, e.g. don't try to create an already synced class once per player
but that's pretty much it
when i need to make it easier to see my logs, i just have them use LogLevel.Warn instead, so they come out yellow, which is usually enough to make them highly noticeable
(please don't @ me, obviously i don't leave that in the release builds)
Wouldn't that be for multiplayer in general and not just splitscreen? (not that I'm complaining)
No that is literally my trick too, ichor, I just use compiler flags to disable those for release versions
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)
true, there's not really a difference there* if you're already accounting for mp
But I probably should do that more, I have so many assignments to NetSomething.Value fields 
No that's probably fine
Tbh splitscreen is literally two copies of the game
Also just fyi the input state tracking is nicely split so things go well there
(the spambots are busy again, i suspect)
🤔 sigh now how am i going to make a sky backrgounr....
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
sigh. my map making progress for the day. i dont wanna look at it anymore my eyes burn 
This is what is called a framework mod. It doesn't do anything on its own. You have to make a mod that uses this mod. Have a look at the "Mods requiring this mod" list in the requirements tab to see some examples of mods using it.
i dont see a "mods requiring this mod" tab?
it's a collapsible in the main description
It's counter-intuitively under the requirements drop-down.
My screenshot is on mobile but hopefully it helps. This is on the main description page.
ohh thanks
i wish ctrl+F searched under collapsed stuff too
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.
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
Not a clue, sorry. I've never heard of Sound Tweaker until just now. Try looking through the mod descriptions and pick some that seem closest to what you want to do.
ok thanks
And now I should skeep 
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?
ah yeah the input item never actually goes into the machine
the game converts it to the output instantly and then stores the output
it's not like minecraft where you have inventory slots. machine processing is fake
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)
i guess i could use harmony but i think i will keep it like this
you could harmony prefix/postfix objectDropInAction
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
machine has lastInputItem
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
ie. if the player holds 999 apples and put one into the keg, lastInputItem will be 999 apples
thankfully machines also have lastOutputRuleId, so you can use that and figure out the stack count
(see above, it does, kinda)
(another caveat is that it doesn't store the fuel, not sure if you care about that)
no i dont
does anyone know offhand if there's any ui recolors that have HHD support?
Lavender Dreams does 
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
I've started something else which will be hell to do. Wonder if someone can guess what this is.
alright lavender dreams at least is sing edit instead of load
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
I am gonna have to change it to an exclusive load, though, to enforce editing instead of loading
Wren is it feasible to separate the button bg from the button icon you think?
Ideally if u can find an empty button thing to use
would that affect DDFC? 
Doubtful it's hhd's ui
I could do that, but it would complicate the ui handling, and I'd still need to recolor the icons anyways
ddfc?
Dialogue display framework continued
oh, HHD is it's own mod?
yes
Happy home designer
ahhhh
I'm not sure what u thought it stood for
like HD lmao
when vinilla was doing lavender dreams update i went and read hdd source to find the editimage targets
Is that listed somewhere more convenient 
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
ive thought about making that before but alas i am easily distracted
or do you mean a page for C# modders
Well this wouldn't even work when c# mods don't load their texture
could be both sides - ui recolors vs mods that add new ui
lots and lots of work though I agree
yes! there's a nexus article called "Information for Modders" that lists all the asset ids
So if u back read from here, only a few of them are doing proper loads
a bit late but um... what does "two caked" mean? lol 
And hm ig i never had to check hhd thanks to that good job wren 
!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.
Do you have the link?
ohhh okay... what mod is like DDF though?
[size=4]Registering a custom catalogue
[/size]
By default, Happy Home Designer can't tell the difference between normal shops and catalogue shops. If you want the custom UI to show up for
it's linked in the mod description and also the pinned comment
idk if aedenthorn has any plans to bring DDF back up to speed with 1.6...
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.
any mod replacing the entirety of cursors.png is asking for compat problems, yeah
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
Yeah i think one ui mod (wood colored something?) does that
consequence is that ppl's shipping bin mods don't work
They break just visually, yeah?
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?
No idea.
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.
(You would have to make a few different color versions yourself, though. Don’t think there’s a way around that.)
I wouldn’t mind making color variants; it’s just a small 9x9 px square. What I’m not sure about is which colors might be useful. I could mention in my mod description that people can suggest in the comments which colors work best for them.
I hope my mod will be useful for many people. I haven’t decided on a name yet, since English isn’t my native language.
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?
I'm sick of tapping left click or c all the time, and holding it down is pretty slow
is something like Fast Animations what youre thinking of?
anybody know on top of their head which event file has Emily's dream scene?
Should be the one in her house (Haley's technically)
So HaleyHouse i guess. If it's not that exactly it should be something similar
ahh I think I found it, thank you! 
I didn't know you could change the scene like that
A lot of the fancier events are c#
the possibility of even more spaghetti code for dialogue box sounds scary 
also. now that I'm looking at the scene, I completely forgot it actually starts in Emily's house lol
not necessarily faster animations, but making holding down the use button more optimal
ex: holding left click with a pickaxe is slower than clicking at the right time

i think that mod does what youre describing but youd have to check it out for yourself to be sure.
I'll check it out, thanks!
I believe from checking the page that it only affects the speed of each animation
and not really the frequency of how often they trigger if you hold left click
ok i dont think im able to articulate this properly but like, it wont hurt to just try it
like in your game
but if you dont want to or dont think it does what you want, then sure
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?")
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)
(but ymmv even if it is a tongue in cheek sorta easter egg, so id personally err on the side of "dont")
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.
HasMod patches are great ❤️
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?
I don't want the player to feel like it's too much.
if the main point of the mod is to have a penpal, that seems appropriate
Okay, thanks. I hope this turns out well
good luck!
(Fwiw, for spam mail, I made this a toggle)
That seems like a reasonable amount to me, personally
But people play saves for wildly different amounts of time
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
Like 1 in-game season and 2 in-game seasons? 
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?
You have to call a method that's like reset parent sheet index or smth
Smth like that
@lucid iron when you get the chance I would love to talk to you about a idea i have
machine.showNextIndex.Value = false;
machine.ResetParentSheetIndex();
Probably add these too
this worked, thanks 
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
hi
Yello

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.
what mod? 
is it just out of date?
Doctor Hazel by Systemworks
crusing through my coding class btw
Yeah, out of date and probably missing a few new sprites/portraits.
Oh, is that a harvey genderswap
Sort of. More Dr. Harvey, but trans
I'd love to see more solo NPC genderswaps, like... focus on just one character and make it as mod compatible as possible 
I don't think it would be too hard to update 🤔 sprites and portraits aside
How old is the mod itself?
1.5 I believe
last updated 2021
At least it's not like. Super old
... why does it have a CP mod labeled as a framework in the requirements? 
huh?
guess they just werent aware of the naming convention?
It's also five years ago
Things have changed
Anyways. Let's make a mod that is like. Better Woodchippers Redux, Continued, The Framework. Core
hooray! I finally got Fancy Zones working!
i need to learn alot about sprites
yes!
Now that I finally finished the npc I was making, and don't need all my windows open, I got it working
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
Neat, thanks 
What is thou desire 
Is it the show book thing u wanted?
no its like im wanting my movoraptors to attack the player like the slimes do when you raise them and then they like stop when you get a ring like the slimes do too?
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
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Hi! Where are you in the process?
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
nice! what are you thinking of doing right now? just one regular NPC?
Assuming they r farm animal i think extra animal config has the farm animals attacc feature https://www.nexusmods.com/stardewvalley/mods/28906
oo okay i can try that
I don't have "attack based on GSQ" yet but that's trivial to add
is there a "wearing ring" GSQ
Technically in 1.6.16
Tbh they should just attac u anyways
Violence
It's farmer job to put on enough defense stuff in order to not die
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
hiii sprry if this is a bother at all i was just wondering if someone would be able to answer this?

everything is functuoning all good now but im uncertain if theres anything else i gotta do for the mystery bag to drop from stone n such the way geodes do or if it should do that all fine now with just the stuff written in the mystery bag json
you can use Item Extensions to add your own geode nodes to the mines
make sure to use version 1.14.1, 1.15.0 breaks that feature currently
oh yea! i heard of that i just wasnt 100% certain if it was the features i needed- thank you for confirming for me

how would i make them docile though if youve a certain item?
not yet but I can add it
Yes pls defer to selph on this 
I guess for now u can do conditional data edit where they stop attacking after you read a book or something
Perhaps extra friendship for hand feeding?
yeah, not feeding but similar
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
(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)
what if we could make a object that you can place down that lets you put feed in it
that they eat from
Yes about to mention, MMAP has floor tiles that can have map properties including trough (vanilla or EAC's custom troughs)
i mean moveable ones?
it did add floor tiles with map prop right or am I misremembering
floor like the craftable ones you can place and remove
so something like "Meat Trough Floor"
You can do it with spacecore too
But it has to be a furniture (like a rug)
MMAP lets u use paths
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)
okay hmmm i think i remember doing that once with spacecore i just need to recall how i did it
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
It does have special troughs for custom items
But do they attract animal over
and yeah it works like vanilla troughs, the animals will only eat overnight
i think i did it? testing it now
"Action":"EditData",
"Target":"spacechase0.SpaceCore/FurnitureExtensionData",
"Entries":
{
"{{ModID}}_FeedRug":
{
"TileProperties": {
"0, 0": {
"Back": {
"Action": "selph.ExtraAnimalConfig.CustomTrough 702"
}
}
}
}
}
},```
liek this?
Is feedrug 1x1?
oooh it needs to be?
If it's bigger then u need to set the other tiles
oo i see
Like if u had a 2x2 rug then u need 0,0 0,1 1,0 1,1
It's not an action, just a property
also it should be (O)702 (the full Id)
the property name is selph.ExtraAnimalConfig.CustomTrough and value being (O)702
the fish chub
Ah yeah u have Action as the property rn
Fish Rug
can i have multiple options for feed?
like a maybe a query that is just category fish
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
ill just keep it as a chub for now hehehe
Or i could do bug meat
does this mean my raptors can eat food outside?
no, they'll only eat the food inside
same reason they only eat grass outside and not the grass you manually plant 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
AnimalSpawnList picks the first entry that qualifies so it's always picking your Female entry
would i only list the male then?
Move male up maybe?
same result
did you add the condition back in
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
I'm 86% sure it will 
Oh wait I just saw your post
yeah I just realized MEEP likely overrides the animal behavior function with its own thing
Can y'all think of any mods that add to the collections tab, on the left?
dont think so
what's the context
Potentially adding another category for collecting photographs from a custom camera tool
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
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
@ khloe we have another one
what'd i do
I was talking about Jierishi's ambitions to patch GameMenu
oh
Ah i misunderstood too oops
lol
What's the goal here
but yeah congrats on the release, I've been following a while
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
C# time 
I like collecting thing, so I thought: if the former, a tab in the collections versus donation
You could make a secret note framework mod tho
There's a book collecting mod that uses it
Oh that's a good idea
But obviously the dino pics need to be drawn by hand all of em
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
The monster hunter goals or donation sound more doable, especially for my level of ability
You can do it 💖
oh thank you!
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
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)
-# I probably should have learned from your wisdom...
(tbh you did do your own game menu, it was just a replacement for the game menu)
is there a smapi event that gives you GameTime
i was gonna just do Game1.currentGameTime but hrm
timechanged notices, well, that, but idk what else an event would involve... unless you mean the event args giving the time?
timechanged does also have oldtime and newtime
There's a clothes/weapons collecting mod that does that
https://www.nexusmods.com/stardewvalley/mods/34000
But yeah feel free to copy what I did for book collecting if you want
I love collecting stuff too, I'll download it in a heartbeat lol
I wish every artisan good variations had a collection entry
https://www.nexusmods.com/stardewvalley/mods/21620
(this mod also does it, though more fragile-y i think)
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.
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 
did you use the same tilesheet and tiles that vanilla does for the pedestals in the vanilla museum? if not, did you add TileData to the pedestals in question (and make sure they have something on the Buildings layer beneath them?)
BETAS has it
I did both of those things just to be sure and they are on the Buildings layer.
ah wait does it check swimingness or swimsuitness
basically someone asked me if they could combine ChangeIntoSwimsuit and ChangeOutOfSwimsuit
swimmingness
oh ok i needed swimsuitness hrm
thats alright i should just make a custom pool action anyways
for ppl who want all in one
are you able to open the donations menu at all and theres just no free pedestals?
also can you send a picture of your TileData
@calm nebula: take a gd look (1d ago)
are you certain your museum ID exactly matches your location id
Yep, just double checked
i would need to see your json and your tmx, then
Ok here's the json https://smapi.io/json/none/a5ee55e50d1046d0b53918318b4d1dc5
Here's the tmx
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
Your npc is very tall possibly too tall...
are you aware that the maximum normal height for NPCs is 32 pixels
im confused, do you want him to look leftward or upward?
But u will just have to draw the sprite yourself, following the general sprite sheet arrangement
yes
However, I like the idea that he is tall
doesnt the schedule break if theyre too big though
leftward
you should be able to use the selection tool, then copy and paste
then whatever the shortcut is for flipping the selection horizontally
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.
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
theres no Spiderbuttons.CMF_MuseumMenu tile in this tmx
so wherever your counter is has no interaction
I don't understand
(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)
Now I'm curious, will there really be problems if I go over the 32 pixel limit?
Ah that makes sense. Thanks, will sort it now!
i believe so. you are welcome to try it out and see, but be prepared to either 1. need a framework dependency to fix it, or 2. redo your NPC to fit within 16x32
Okay, thanks! ^^
The cursor now turns to a hand when at the counter but still no menu appearing
And also, my items are still saying the default message about giving to Gunther. I must be doing something wrong lol
well if you havent fixed the placement of the CanBeDonated field thatd be why for the hint
is there nothing in the log when you go to interact with the tile? you've made sure it has the property name Action and value Spiderbuttons.CMF_MuseumMenu (i.e. didnt forget the modid prefix)?
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
I've fixed the placement and no errors are logging. I made some of them artifacts and some artifacts, they are custom items that work fine in the vanilla museum
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
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
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)
Here's the updated tmx. The json has only been changed a very small amount
@calm nebula: see if content pack deploy can be symlink (64d ago)
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?
spouse patio
greenhouse
Does that need visuals? I expect it comes with the Object
Isn't the Greenhouse seperate from the tiles now?
Yeah I just read thanks
but u need the map prop that says greenhouse here/pet bowl here
Yeah Those will come after the Tile phase
I am not sure which tiles are used for the spouse area...
Is it these?
ye i think so
Okay then I should have everything tiled out... Now comes the hard part.
Or very hard... Warps are necessary too
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...)
which tmx is this?
Standard Farm
Wait how did you make it appear?
click on it
This is so weird... Why is it not working for me...
its on Back object layer
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?
Okay.
Oops again
Somehow I missed the word even though I used the search site function in firefox...
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
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
are they on the Front layer?
u need to put that on like Buildings2
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 
ill put the ribbons on buildings2, thanks!
Anyone know what layer I can put the bridge on and still keep the water?
yay! the ribbons are working perfectly now, thanks chu
what isn't working here?
u just need to use Passable T
Just afraid it can't be walked on.
Does that work when I don't put it on the Back Layer?
it's best you look at Forest.tmx as a reference here, bridge and water tiles and layers are carefully selected
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
That might work for me.
back in the modding groooooooooooove
I'm crashing tonight but soon I will be fulfilling my nefarious schemes
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?
!mh
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).
eh i thought fixing textures isn't in that forum
(i directed them here because i figured it could be fixed by editing the json for the mine retexture)
first of all, go to the folder for the retexture and open up the content.json
okay, what's next
say have u checked what happens if you just remove the mines retex mod in general
its not an xnb is it
using GMCM = not xnb?
yeah it's png
like this
it's supposed to modify the cave in the mines instead
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
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)
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
thank you so much! currently waiting for the game to load then check if it works
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
ofc! :3
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)
did you load a blank.json for each of those?
yup
might want to send your log and relevant jsons (for someone else to look at because like i said, am sleepy)
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

lmao i thought this said "it could be a problem with your whole life" and i was confused
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?
does farmer portraits have appearance?
Oh farmer portraits, nvm
hold on, this is for farmer portraits, not NPCs, I think you'll have to look at the docs for that mod
I cant remember offhand if there is a CP token for indoor/outdoor or if any other mod adds one
docs?
lemme get to it
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.
cant seem to find any
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#player
See IsOutdoors
That should (hopefully) work
I'd try it with OnLocationChange update rate, but needs rechecking
update: onlocationchange would be needed
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
!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.
Copy existing mods
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.
ok
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
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".
wanted to double check, CP doesn't have a OR logical operator does it
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
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
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?
just put both conditions in the when, separated by a comma
That makes it AND though Leroy
I read too fast, I shouldn't do stuff when I'm still half asleep
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
}
thanks! I really appreciate the help
I'll try looking more into queries
= seems right
the example in the doc is "Query: '{{Season}}' = 'spring'": true
so maybe add some quotation marks to this
I don't know if CP sees the true/false as a bool or as a string though
true
huh
I mean "true, I don't know either"
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)
ooh ok thx!
Looking at the Egg Festival, it's just the message command being used before the event actually ends.
pause 3000/globalFade/viewport -1000 -1000/message \"That was fun! Time to go home...\"/waitForOtherPlayers festivalEnd/end
Which means that yes, you can do it in your event too.
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.
Custom catalogues require Calcifer (or looking at the source code for it to learn how to make your own custom catalogue with C#).
either Calcifer or FF
many solutions for you!
Oh, I didn't know you could use FF to add catalogue capability to a CP furniture item.
yeah, that was one of the first features, I even made a botched "catalogue framework" before it (I don't recommend using that)
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
oh yeah, you kinda do need to make the whole catalogue in FF, didn't think about that...
you can also do this:
"When": {
"Merge: {{Abigail Spring}}, {{Abigail Summer}}": true
}
which is probably more performant than a query
@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...
I mean, not the shop data, but the catalogue item itself
Darnit, a time when Merge is useful and I missed it!
(and by probably i mean probably definitely)
@pine elbow You should do what Button said instead here: #making-mods-general message. She knows more than me.
(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)
a common method of making custom storage is to pur a whole Chest in the heldItem field, that's what FF does for Furniture, it makes it easy for the game to serialize everything.
Thank you and @woeful lintel a bunch! I'll look into both Calcifer and Furniture Framework.
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?
thanks for ur info! but in the situation of this PR, I need to get a storage type list when game launches (for GMCM UI arrangement)
even can not iter over all the item repo since they are all pale Object rather than concrete Chest/others types in repo
Hi guys! I'm making a event for my mod, but I wanna ask how to make NPC walk faster?
try the hurry_all cmd?
I mean for events Like they are rushing to the player...
oh I thought you are debugging
per the wiki:
https://stardewvalleywiki.com/Modding:Event_data
search for speed under event scripts
sorry for not clearing. I'm making dating event for my mod. I haven't been updating it since the last update.
thanks. I see it. tysm! ❤️
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?
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.
Yeah, and in that file are custom fields for all the animals
(It's for Animal Husbandry)
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.
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
I'm assuming this isn't just for personal use but for something you want to publish?
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)
Did you specify when you asked Digus about it that you were intending to use CP?
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
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.
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.
Isn't a content pack made with content patcher? I'm confused.
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.
content pack is any pack of non-code (not DLL files) made for a framework
Oh, like my mod for EBAGI
there are several content pack frameworks, content patcher is just the biggest
I thought it was just another way to say a mod made with content patcher
Understandable confusion I think
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?
That's my guess. Do you have a AnimalHusbandryMod/data/animals.json file just from running the game with AHM installed?
Yes, it has a "CustomAnimals": [] fields at the end, which is why I was not sure if it would replace the vanilla ones.
No no, it also has the vanilla animals
Then try making a pack that edits the treats for one of the vanilla animals and see what happens
!log Can you share your log so we can check that your content pack definitely loaded with no errors?
If I replace the fields as id, minus the name field, directly in the JSON file it works
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log found, uploaded to: https://smapi.io/log/6ad6686c4f374922adbc21fa999b697f
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?
It's alright, at least we cleared up the whole Content Patcher vs Content Pack thing.
I'll directly ask Digus about it.
Oh good question, lemme check
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
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.
Hm. How are you reloading? Restarting the whole game?
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
That's not it then.
Yeah sorry I am not familiar enough with the mod to think of anything else.
Is alright, I appreciate you helping
I hope Digus can let you know what is going on :)
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
It means that the absolute 0 is at the top left
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.
So if you go from there, the location directly below the top left would be x=0, y=-1
(It'd be y=1 actually, positive is down for Stardew)
Oh really, that is a weird coordinate system. Ignore me then :p
Ah yeah there aren't any negatives in coords are there
How big is the house exactly and what would the Coordination equal? is it the Entrance of the house? Like the Door?
Not in maps. There's negatives when you're doing movement in events though.
No, the coordinate is the top left of the farmhouse
Yeah i meant in maps. I was thinking about how if the very top left corner, you can't really go behind it...
okay. Do you also know how big it is? Like 6x2 or something?
I don't know how large the farmhouse is itself but you can just open the map and check, can't you?
The house is not in the tmx sadly...
Usually, a top left absolute coordinate system goes into negative for Y, and positive for X, as it is the lower right quadrant.
That's how it works in Godot Engine so I assumed it was the same here.
And the farmhouse footprint is 9x5 tiles according to the wiki.
Thats what im used to as well from middle school math with plotting lines and shapes on graphs XD
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.
virtually all computer graphics consider a 0,0 origin to be the top left and increase towards the bottom right
Sorry for misunderstanding what it meant by top left
you'll notice Tiled and any art programs you use will behave the same
What tutorial are you looking at, by the way?
Where does it say the farmhouse map property is the top left?
Okay so I am seeing FarmHouseEntry [<int x> <int y>] which corresponds to the front door.
What is "Farm House":
then?
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.
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"
},
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.
Thats
A custom farm location, right
? From the acronym at least thats what i think it is
It's a Custom Farm Loader farm. Whatever that means.
I didn't realize it does it different...
Oh
That's 100% not Content Patcher.
I dont know anything about how custom farm loader does anything
Why is someone using CFL? That seems unnecessary?
You can do custom farms in cp in 1.6 right
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.
There were so many big farms and I wanted to learn from a small one...
There's farms made with cp that you can look at for examples i think
I didn't realize CFL works different
I could only find very big ones which are... not easy for me to learn from
Is there really any difference though? Size doesn't affect anything that you actually have to do to make a custom farm.
The content files are so big it's overwhelming
Wait, are you referring to the size of the map or how complex the content.json is?
the content json
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.
I didn't know that page existed. I blinded again. Thanks
this is the best simple reference farm imo:
https://www.nexusmods.com/stardewvalley/mods/3750
I think I will need to fix the warps though. Because my map has them at different locations
just Content Patcher, nothing crazy
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.
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.
You probably just closed it then. Go to Map (up the top) -> Map Properties.
Or Layer -> Layer Properties.
When I press on layer/Layer Properties nothing seems to happen.
Neither Map/Map Properties... How did I break it this hard?
Hmm. Try closing Tiled and opening it again.
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.
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.
Oh... That is very tiny... I did not notice that... Thanks again.
If you close some of those unnecessary windows it might get bigger. Like you don't need the Issues box open all the time.
All the tabs have so very tiny symbols...
Is it fine to not use rounded numbers for the Locations?
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
Regardless, all the coordinates for maps in Stardew always have to be integers.
If I use this location from the object property, would it be fine?
That would be here I think?
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
where would it put it if I used like 96 instead of 90?
I don't know what you mean by that question, sorry.
The bottom left of tiled shows the coordinations
But it can be a lot of numbers compared to like what object properties shows
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?
I am so bad with words
I mean...
These numbers do not work for object properties is why it confuses me
Do you mean they're not the same?
When I move the object it always changed by 16
But when I move my cursor it changes by 1
Oh, then the one in the object property needs to be divided by 16 to be correct
Map positions are fine without that?
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.
Good news, I figured it out! As Wized Wiz thought, this involves IsOutdoors and yes it also needs update: onlocationchange
Thanks y'all
Sorry. my buddies know me for being terrible with words.
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.
Uh im pretty sure you have the wrong bracket there
In the one that wasn't working
Oops. I messed those words up
I did it the reverse...
The tutorial tells me to use these brackets though
Honestly someone should make a mod like this (Medieval Style)
blasphemous/ stardew valley
im so confused it worked before i didn change anything ..now it like .."yeah no i dont work actually"..-> my json
https://smapi.io/json/content-patcher/d6917edeb7294869a6712fd3c8ff6078
Be the change you want to see 
That's an awesome idea, too
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?
I'd try to comment out all the music stuff (lines 24-34) and try again, and then de-comment line after line to see what's the problem. I have the same one, commenting out the music helped me, so that's my advice.
What tool are you using? I unpacked it just fine with xnbhack
ok thanks i will try that^^
Ah I see, I was using xnbcli and it failed. Just tried xnbhack and it worked perfectly. Thanks a lot!<3
urgh still no luck >.> the message is gone but i still sant spawn in my new map
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
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
now it isnt laoding at all for some reason...>.> urgh gonna check some more stuff first .
Could you, please, run patch summary full in SMAPI console and post the log again?
ok yeah ..ähm i try?! (sry kinda noob with stuff like this )
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
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.
Oh, sorry, forgot to mention, after loading a save
(or is it?)
oh ok then i go into the my save first xD
also dont need to end the game to upload the log
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
good to know ..i dont know when the errorlog updates so ..>.>..so was always closing it
writes in realtime
Hmm... the conditions are met, the proper patch is loaded, but not applied... Strange
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
so im not crazy ? XD
Z summer is not summer iirc
For future work, I'd recommend having LogName in all patches, but still
Try Season Summer
could be something wrong with the map >.>...mybe i broke it
can you give a tldr of the issue, don't want to try and backread
Also, you can just use non numbers for your keys
(and shouldn't use numbered keys anymore)
but it worked before im so confused😬
Map patch not applying for them X conditions are met
which map
(doesn't look like? https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/troubleshooting.md#dump)
their custom lostwoods one
Patch dump order! Thank you
Custom_ZeldaLTTPOverhaulAddOns_LostWoods, to be precise
Like this?
When I look at it again, I don't see it there. That patch might've been editing vanilla lostwoods...
Season and year seem right
The last one needs the Time (I think?)
its´n vanilla lostwoods just "woods"?
!json can you upload your Music_songs.json along with content.json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
I'm sure on t 1900 2300 but Time 1900 2300
Okay thank you so much!!
yeah of couse Ö_Ö. oh damn my music could brake right?
not sure
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
Looks like yes???
ok is Fields, mmk
Backreading - all the fancy new models need to be unpacked with xnbhack
i frogot about content.json lol
Okay. This is standardish cli notation
You are not supposed to use any bracket
"ShippingBinLocation":"16 22"
here ya go
It is in tiles not pixels
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.. 
...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?
did i give the maps.json?
(iirc)
Yeah 🙂 I'm currently on the page. I've been using the same commands I've learned to use when regularly debugging marriage lines but it doesn't seem to come up. Thanks tho!
i gonna give thos one more time... since im trying stuff to make it read again https://smapi.io/json/content-patcher/1684f7a56d524eb194166d4f83510eae
This should work
sry about the naming ... lostwoods is the tmx name ..and secret woods is how it should be called
Try patch exploring the asset
On it, atra! Thank you ❤️
Hey Atra, your new gradient name looks quite fabulous :3


