#making-mods-general
1 messages · Page 351 of 1
as a self learner you could also obv avoid it entirely as long as you're not making anything that uses some sort of public api
My computery degree that I started and then abandoned in favour of web design (terrible decision) had so much networking in it. So much!
it'd help with Stardew mods for sure though I think
The comp sci or networking?
comp sci
Oh whew I thought you were saying Stardew modding involves networking
I was about to say
it could if you wanted it to
I think we have established that I don't xD
I'm not sure where I could fit cs into my schedule though
Hello!!! Can i like add a sword and make it have effects (like for example: Crusader: +50% damage vs Mummies, Ghosts, Skeletons, and Void Spirits. Instantly kills Mummies) Only using Content Patcher or will I need to make a C# mod?
Ha that makes me sound so busy
Judging by the fields listed on the wiki that can be accessed via CP I'm going to say that's C# land
aw
anywhere i can start from?
(complete beginner, only made a cp mod before that's all)
Consider waiting for 1.6.16 tbh 
is 1.6.16 gonna be a thing?
Enchants get datafied
(Don't forget the absolutely zero known ETA for 1.6.16, though!)
The number is tentative but yeah it will exist one day
Will the enchantments stuff work for things like insta-killing mummies? I just looked at it and I thought it only adds effects like you can get from buffs
i will be able to do this with cp?
Chu may I poke you back again at room 404
Assuming convincing pathos to not lock down the class type works out
Just ping me claire 
Anyways Rockette i would look at advance melee framework for now
You can do some enchants via that i believe
hmm then I should make sure to actually note down bugs I see I just had thought CA has said it was all haunted chocolatier from now on
Yeah Pathos has said that 1.6.16 may be years away
!officialbug
If you've checked that it's not a mod bug:
- Report gameplay bugs to the Stardew Valley developers here: https://forums.stardewvalley.net/forums/12/ (do a quick search first so you don't report something they're already looking into).
- Report typos or translation errors here: https://forums.stardewvalley.net/forums/32/
Alternatively, you can emailsupport@stardewvalley.net
You can just report whenever on there
Pinging pathos also ok if you think it's a small change
when I was reporting bugs on earlier 1.6 versions I just dm'd them [with full code analysis and suggested code changes] to blade tbh
(he offered I could do that)
Pathos is pretty open on contact methods, yeah.
Who is blade
Why would DMing him about bugs do anything?
no he doesnt afaik
There's apparently a special bug reporting server that he's on
i guess he passed it along?
Might have been the beta server back before it was killed?
prob
(and I don't know pathos so I didn't feel like doing that)
pathos is chill 
Ahhh it's cold
(Can I just switch hemispheres every 6 months to constantly stay in the cold? That can't be too expensive, right? /j)
DecidedlyAlbatross
We can do a house swap DH
im cold too 😔
hello, what should i put in sound for custom animals so it won't show these error?
for example, when you shake a tree and it creates a qi bean that Debris object's InitializeItem call doesn't actually convert the (O)890 string name into an Item of object 890 but instead leaves it as a string name. Then, _RecursiveRemoveThisNormalItemLocation only deletes Debris who have an Item of object 890, but since that tree qi bean Debris just has the string name but no Item attached it doesn't get removed
I've got my heated blanket now
one of the 2 methods I know to have qi beans after the quest
!json Please share your json with us
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.
Assuming you’ve put in “null”, remove the quotes, it’s being interpreted as a string right now rather than null
Also I just realized, having dots in Dynamic Token names yields The token name should be alphanumeric with no special characters.
(the other method I know is an all purpose _PerformRemoveNormalItemFromWorldOvernight dodger that only works on multiplayer, and it allows you to keep calico eggs or ectoplasm or prismatic jelly etc)
Wow I wonder if anyone's run into that organically
so it's just null? i will try, thank you!
somebody was confused in a discord server I'm in and I figured out the code reason, it was ran into organically
It would be nice to clean up the legacy item equal checks yeah
So do the beans stay even after sleep
why does Debris.InitializeItem not initialize the Item object when the type of the item is object anyway
_PerformRemoveNormalItemFromWorldOvernight is only called on the night they should be removed, so once you keep them past the check the check doesn't happen again
Fascinating
and so yeah the idea is that those tree qi beans survive after the quest ends
(this all purpose one is funny, there's an incredibly niche and hard to have an item in place that CA forgot in _PerformRemoveNormalItemFromWorldOvernight)
(and it's only possible to have an item there in multiplayer)
I am seriously confused about this though like it goes if (data.HasTypeObject()) {stuff} else {this.item = ItemRegistry.Create(this.itemId.Value);}
why do things with type object not get Debris.item initialized in a function call for InitializeItem
there has to be some reason for it but I can't imagine why, since like if you drop an item then it will have this.item as the Item that thing you dropped was
In many cases it probably is just forgor 
I remember debris having a code path where the item is created on collect tho, rather than on debris spawn
Yeah it does
but I feel like it doesn't explain why you would not initialize the Item anyway
the multiplayer tent kit bug also hasn't been fixed [dm'd my bug report to pathos I guess]
(where if you leave a tent kit in multiplayer you stay in it)
it's gone after i did what EnderTedi says, thanks anyway
I need to create a machine that will consume 2 types of fuel. The second type of fuel should be used only with certain objects. Is it possible to do this on CP without using PFM?
totally fair
this feels very much like a “doctor it hurts when i move my arm like this!” “then don’t move your arm like that” problem haha. i just wanted to make sure you were aware!
Need EMC or PFM
Yes, if you use EMC
You can look at cornucopia's flavored mayo for examples
I understood, thanks. I just use EMC, but I am not yet familiar with all the possibilities.
Can anyone help here? really lost
Can i like add the sword with CP then add the enchants with C#
Yeah you can
But you might as well do it all in C# actually
Have you tried following the basic C# mod guide?
it's very
vague
VERY
i mean sure yes i have logs of when i move
what now?
and youtube has like 0 tutorials, therefore i'm gonna have to be bothering you guys ehre
Logging your button presses you mean?
The purpose of the sample mod is more to get you to setup dev environment needed to build a sdv mod
Anyways after that point in C# you need to decide if literally only some weapons can have it, or if you want to let all weapons have it
To let all weapons have it you will need to put your enchant type into save serializer via spacecore and patch that one method in forge
so would you personally recommend that i make the sword using CP and use enchants?
Lastly you have to patch all the take damage code for your target monster types, to apply a multiplier based on having the effect
forge?
The ginger island forge
oh aight
Where you get enchantment
that sounds really hardd
thought you mentionned some framework
You asked to do it in C#
I never used advanced melee framework i only know it exists
You will have to refer to that mod's doc
I believe all of this gets quite a bit easier if enchants get datafied, but anyone's guess when that happens
yeah understood
assuming i wanna add the sword with CP and code the enchants in C#
i will only need the weapon name I added
right?
i don't think i'm advanced enough for that though
You want to check things via qualified item id generally
wouldn't it be easier to do it with CP?
i'm sorry if i'm like somewhat contradicting u
i'm just asking
Adding game data in C# is much easier than coding enchants
I'm doing both wdym
So if you're skilled enough to do the latter, then you would also be skilled enough to do the former
ok this is getting confusing
What im trying to express is not "you have to do it my way" but "there's no real difference"
And do you happen to have an example of C# added swords?
most mods use CP so it's hard to get an example
and when will there be modding youtubers?
This is the framework btw
And info on how to interact with data in c#
Like i think it's fine if you just add your sword in CP first
And just write down the id of sword for usage in C# part
But yeah this isn't a particularly easy flavor of mod to make 
No
I feel like you aren't following me but honestly not your fault I'm talking about 2 things at once
it's really confusing and i'm sorry mate
If you use Advanced Melee Framework, you can probably just download the example pack and modify/customize it. That might be the easiest starting point.
ohhhh
- You can use CP to add a sword no problem, since CP is just a C# mod you can also do what CP does in your own mod up to you
- There exists a framework, advanced melee framework, that allows a degree of custom enchantments without C#. I believe this is a contentpackfor framework but i honestly don't know
- To add your own custom enchantments without any frameworks, you need to do the steps i described earlier: add new enchant class, serialize it to save, patch it into forge or otherwise give them to weapons somehow, implement the actual effects by checking existence of enchantment
I hope this clears it all up
and do you happen if the enchant i'm looking to add can be done with advanced melee framework? (if it is included in this degree of custom enchantments in a way)
- Crusader: +50% damage vs Mummies, Ghosts, Skeletons, and Void Spirits. Instantly kills Mummies.
- Vampiric: Heals 9% of damage dealt on kill.
No clue, please read the docs
I honestly don't recommend doing 3 as your first c# mod if you don't have prior programming language experience
And again im not trying to be mean here i literally know nothing about advanced melee framework beyond "it exists"
no no i know dude dw
you're already doing me a huge favor by kind of removing these clouds blurring my vision
and thanks again
i'm gonna take a gamble and continue with AMF, it seems like It can do what I need
Where are the sprites for the tools located? I'm trying to find the fishing rods
Ignore me, I found them. Idk how I missed the file called tools
crashes in late with Starbucks Hi folks. I wondered if anyone knows: is it possible to make a When condition in Content Patcher that checks a MapProperty ?
Not sure if it exists, but out of curiosity, why do you want/need something like this?
I want to change fruit trees to certain custom spring textures specifically inside greenhouses. I can do it in the farm greenhouse by using When: "LocationName": "Greenhouse", but I'd like it to work in modded greenhouse locations as well, such as Ridgeside's greenhouse. I'd like to check the MapProperty "IsGreenhouse" to do so, but I don't think MapProperties can be checked in this way, so I don't know if it's possible.
(I did try it, but it didn't work - but I might have the wrong syntax)
So technically you'd need to check all loaded locations if they have the IsGreenhouse property, right?
!json If you want, I'll try to have a look at it
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 was doing it OnLocationChange
Thank you!
That's an update rate
I already scrapped that version; I'll see if I can dig it up. I did run it through the JSON checker; that's how I knew it wasn't valid
Not sure how that would help you
Either that one or the one you have right now, I don't really care, I'll probably won't be able to help you either way, but I'll at least try
{ "Action": "EditImage", "Target": "TileSheets/fruitTrees", "FromFile": "assets/SpringAppleTree.png", "FromArea": { "X": 0, "Y": 0, "Width": 48, "Height": 80 }, "ToArea": { "X": 240, "Y": 400, "Width": 48, "Height": 80 }, "When": { "SpringAppleTreesInGreenhouse": "True", "LocationName": "Greenhouse", }, "Update": "OnLocationChange", "Priority": "Late", },
the json checker wouldn't tell you if a when condition was invalid because it's not a real condition, only if your syntax was messed up
if you need to know whether there's a CP token for something, always check here: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
Instead of LocationName: Greenhouse, I want to do something like Has MapProperty IsGreenhouse
that said, there is no token for whether or not a map has the greenhouse property, so you can't do it from CP without hard coding location names
you can't
Where did you get the first when thing?
Darn
That's just a config, so people can turn it on and of with GMCM
I was afraid of that
a mod could provide a token for this, i imagine, in which case you'd need it as a dependency
putting in the location names for the greenhouses for the major expansions is easy enough at least
True!
Well, sadly looks like it won't be 100% accurately possible in CP. Using C#, probably, but still I don't know how you would check for that.
I was hoping for a more one-size-fits-all solution, but this will work for now
it would be very easy in C#
If I could code in C#, I would just update the mod I'd commissioned to show all spring tree textures in the greenhouse XD;
But Button is right, adding main greenhouses would be the simpliest CP possibility
Thank you all for your help, @flat sluice , @uncut viper , and @tiny zealot
just in case - C# SV guide - https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started
It will save me from bashing my head against the wall of something that's not possible
you could try using a query token to check whether the location names has "Greenhouse" in it which may help
I can toss it in some framework 4 u 
but ofc that only works if the internal id of those greenhouses uses the word
I really want to learn C#. I've gotten pretty decent with Content Patcher and Tiled and it feels like the natural next step. It's that initial hurdle of figuring out the structure and syntax that's got me mired ^_^;
could always combine it with the hard coded location names as well
Oh? 👀
That's a good idea
It is natural, and believe me, I'm on pretty much the same level. The only problem of mine is my small creativity, as I know I can do barely anything with C#, but I don't know what should I do.
That said if i do it
It's gonna be a custom field on Data/FruitTrees
Do you intend on doing tree for every kind of vanilla fruit tree?
I also think this is not a particularly bad feature to achieve so if you want to make this as baby's first C# mod we can help you
I had to make some custom tiles for this map, and I need to fix the lighting but I think it's coming together!
and no door issues this time!
Elliot bigger on inside shack 
I have two separate ideas.
-
I commissioned a mod pre-1.6 that caused ALL trees (including modded) to show their spring textures when in the greenhouse. This was a great mod and worked well, except for it didn't work with Alternative Textures (AT would still show summer textures). The mod maker never released it, and hasn't had time to update it post 1.6, so it no longer works. If I could code C#, I would want to learn to code one from the ground up that did this.
-
Currently I'm working on a much simpler mod that simply replaces the textures of six of the vanilla fruit trees with custom spring textures when in the greenhouse. This is obviously a MUCH more limited mod and was mostly made for my own gratification. This is the one I was asking about.
Indeed! Not too big tho because I don't think he'd ever upgrade that much
Also, does the loveseat in the bottom right room go or is it too big for the space? I'm undecided
- There's a mod that makes greenhouse trees seasonal i think
I have the opposite problem. I have lots of ideas an can't implement them (though more and more frameworks have been coming out that help me, at least).
If you use this in conjunction with SeasonOverride you can achieve the same effect as 1
Idk about AT ofc
Oh neat, I must have missed that one.
Looks OK to me! (but never trust my opinions)
MMAP also has a limited version of this (need a map property to enable)
I turn it off if u have this more general mod installed
I'm planning on using MMAP for another mod; it's time I start delving into that and see what's possible with it
Regarding 2 though i actually thought u just have a completely new greenhouse texture
Like they become purple when in greenhouse or something
if something isnt possible with MMAP but it seems like itd oughta be just ping chu and theyll add it probably
NoU (it's true)
It is, they have flowers on them. It's a re-work of this mod (I've been working with Hisame and she liked the idea https://www.nexusmods.com/stardewvalley/mods/18800 )
I made the new CP and AT versions of these, and I wanted them to show in the greenhouse, too
Ah but it's not entirely different from the 4 seasonals right
You simply wish to get something other than summer in greenhouse?
Right, but only for trees
I feel this mod solves your needs 
https://smapi.io/json/content-patcher/063498d03b1f43e08cce43b76aaaf5d0 does anybody have any experience with world maps? i can't get either the display text or the scroll text to work at all :( not to mention player position
And it doesn't require any targeted edits cus it's not framework just tweak
Thank you! I missed that; I'll check it out
I really appreciate the recommendation!
got the hovertext to work, except now it's displaying the path instead of the text
let me do that
patch export Strings/StringsFromCSFiles right?
hm yeah it's not being applied
https://smapi.io/json/content-patcher/2cb75db6fcf144f7bde56835e482afeb not sure what about this is wrong
seems like you didnt put the LocalizedText part in your tokenizable string
[LocalizedText Strings\StringsFromCSFiles.handwrittenhello.dbda_Map.001]
two, one to escape the other
hmm no dice even with localizedtext
"Text": "\n [LocalizedText Strings\\StringsFromCSFiles:{{ModId}}_Map.001]\n [LocalizedText Strings\\StringsFromCSFiles:{{ModId}}_Map.002]\n ",
can it not be {{ModID}} or something?
is ShopMenu#ShopId the same as the object key in Data/Shops?
are you sure you're allowed to use linebreaks there?
Yeah but some shop menu things don't have it for various reasons
So just make sure to nullcheck tryget and all
that's how vanilla shops display name and hours, apparently
I want to check if the shop is the bookseller to see if the player visited them, making sure I can just menu.ShopId == "Bookseller"
or at least i thought it was. i swear i copy pasted the line breaks from somewhere
I believe bookseller is ordinary shop yeah
bet, thanks 🙂
I'd test but I'm not actually in a state to be able to launch the game lmao too many compile errors
"Id": "Saloon",
"Text": "\n [LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11083]\n [LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11084]\n ",```
so thanks for answering the dumb question lol
however it must be my patch to StringsFromCSFiles, because i can't find my text anywhere in the export
never included it, i imagine
if it helps you feel less dumb, most people dont even think to check the export
(not that id say theyre dumb either)
don't worry, i get what you mean haha
and it's working now! my world map is all sorted except for placing the player in the correct location on the map https://smapi.io/json/content-patcher/831adb29335c4a70bfdba94a55557ae0
but i've gotta go make lunch so i'll drop that here and be back later
Hi, I’m working on a custom NPC and looking for advice on how to build their overall storyline.
I’ve noticed that a lot of custom NPCs are written with strong ties to the vanilla cast, which is really cool! But for my own project, I’m trying to avoid adding lore or backstory to the original characters, worry that inserting my own headcanon into them might feel intrusive or unwelcome to some players, so I’m aiming to keep my NPCs story more self-contained. Has anyone else felt this way?
You can definitely do that! The problem, if you want to call it that, is that it can make it feel like your NPC isn't really... there, if that makes sense?
If nobody acknowledges their existence, it can feel... odd.
(Just speaking personally, I often skip past npcs if they are like, super close to vanilla characters for the reason you say.)
Ie, vanilla npc's long lost daughter or smth
I think it's fine whatever you do
Yeah, a long lost child might be a little big of a change. 
i have definitely felt that way—i used haley being a mean girl for one of my events and it felt nerve wracking, even if i do think she would say that
i think you can strike a balance between completely disconnected and intrusive—maybe think of things they would bond/clash over? rather than relying on “this is so and so’s sister” for the connection
if your character likes to cook, they could get recipes from gus for example
If u want u can do a CT for certain vanilla characters to go "oh hey you hear about X"?
I'm planning a custom NPC who survives a shipwreck and ends up living near or with Willy.
Relatively non intrusive but bit better than not doing it at all
That means I’ll need to explore Willy's character more — maybe even invent some things like his parents or personal backstory. but honestly, that part really stresses me out.
what you can also do is say “screw the haters” and write what you want for willy—and if anyone has a problem with it, then they don’t have to download your mod
Yeah, that's fine
Oh I love that idea, but I don’t really know how to code, I’m working on this with a friend who handles the technical side. Would you mind explaining how CT works a bit more?
In a real way modding is fanfiction, you know?

(but ideally not in a writing structure way, because fanfiction and interactive mediums have big differences
)
going from writing fanfiction to writing heart events for my characters was a huge change to adjust to
Smart Building is my Haunted Chocolatier fanfiction. /j
(it is the same, however, in that you should make it primarily for you, whether it's because you want to play it or you enjoy making it)
I wrote a whole diatribe about event writing and the differences between fanfiction and games specifically to do with events which tia forwarded to the creative writing thread if you want to see it 
Yeah, I do that too — I keep worrying I'm writing what I want to say, not what my NPC would realistically say.
ooh i very much do
although i just finished my heart events for my recent character yesterday haha
CT = conversation topic
You can add one with a trigger action i believe, pls check wiki on that
Jorts and jean is a mod that has intro CT for the cats
Smh
I clearly meant content mods
(Actually sort of true, though! It all came about because of the store building mechanic from HC!)
in a way, c# mods are content mods for smapi
if you really really get technical with it 
not all C# mods add content though
welcome to my fanfiction, “how to add new trigger action actions”
technically, not all content mods do either 
thank you for calling them trigger action actions
I really love Jorts and Jean! They blend in so well with the vanilla cast. I can’t even imagine how much effort it took to create all that. Thanks so much for the advice ,i should probably go learn more about what CT can actually let me do with new dialogue.
Tractions
Idk if "hey now u can make haley say hi aggressively and in pink" is fanfiction
tractions is also acceptable but i dont think the people are ready for it yet
thats why i mostly only use that for my docs
Traction
Tilection
Touction
its called a meetcute smh
I think the stars are aligning finally
you joke but i actually named the touch and tile action section of my docs "mactions"
for map actions
Thanks I hate it
i may also be partial to maptions
I think i just call those Action
touction is so cute
(tbf, a large part of the reasojn for shortening them in the first place is to have an easier to type/shorter url, because i think docs/betas/mapactions is uglier than docs/betas/mactions)
i do think trigger action should be the overarching thing, comprised of trigger, condition, action rather than having to say trigger action action lol
i do consider it the overarching thing which is why i say trigger action action
Data/TriggerActions holds Trigger Actions and the Action component of a Trigger Action is the Trigger Action action
I agree with you in that the game definitely layed it out like this
but since an Action can be used in dialogue, mail, map actions, etc. i think it would be subjectively incorrect to call them just trigger actions
But i disagree with saying action twice in a row and that is base game's fault
help me be the change i want to see in the modding world (tractions)
then you can say traction actions which is fun
its a good point though we dont want people confusing it with just the word traction. i propose we change the dictionary to redefine the original word
Pathos can we have action action actions
{
"Format": "2.7.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Dictionary",
"Entries": {
"Traction": {
"Description": "A shorthand for \"Trigger Action Action\"."
}
}
}
]
}
perfect no notes
every mod must now include a token {{Traction}} to be used instead
To be fair in typed languages you say the same word twice in a row a lot
Type type
anyone know if there's a resource with all the major expansion festival positions? if not id be happy to make one cuz i have some time today. festival position is a pain so i thought itd be nice to have something like that
there have been attempts in the past but im not sure if theres one currently thats up to date
hmm ok well im up for some tedious mindless stuff while listening to a podcast lmao so ill just be doing that ig 
Hello stardew mod chat
There's a spreadsheet somewhere but it's not updated
https://stardewmodding.wiki.gg/wiki/Custom_NPC_Tiles here we go. I find it breaks down towards the bottom of the page, stuff stops lining up right.
Welcome to the landing page of the Custom NPC Tiles spreadsheetǃ Please look around and make sure to thoroughly read the rules and instructions of usage. If you have any remaining questions, be sure to ping me on discord at
If you don't know where you've landed, this a page for a public resource with aims to index and map all custom NPC's posi...
it MOSTLY worked when I was figuring out where to place my guy. I'm not 100% sure if the discrepancies I found were me counting wrong or what in some cases
because numbers are my enemy
Pretty sure spreadsheets can be copied, so if you wanted, you could copy that and try to line up the formatting right and update it. Probably better than starting from scratch
omg if someone updated the custom NPC tiles spreadsheet i would give them my firstborn
especially with year 1/year 2
(Stardew Valley 1.6.16 pre-alpha)
Stardew Valley 1.6.16 pre-alpha is now available!
This is a very early preview for ongoing changes in the game's pre-alpha development branch. This phase is meant for mod authors who want to provide feedback and suggestions early in the process, when larger changes are still in scope.
Anyone is welcome to join (including non-authors). However, you should know:
- This is a pre-alpha branch, which means frequent updates directly from the game's development branch. This version may be less stable, change without warning, break SMAPI or mods at any time, or corrupt saves. Don't play a save you care about in the pre-alpha.
- There's no estimated release date (even "1.6.16" is just a placeholder version). The actual release could be years away for all we know. Don't plan mod releases around 1.6.16.
- Please don't reshare this info online (e.g. Reddit or Twitter). We'd prefer to avoid any media attention, since there's no release date or guarantees this early in the process. Feel free to share it on Discord or in DMs to anyone who might be interested though.
See...
- the mod author migration guide for the changes so far;
- the pre-alpha discussion thread for instructions to join and discussions/feedback.
omg its time
exciting!!
is there something weird with jojamart in schedules that i don't know about? my character's spring schedule is fine, but she gets stuck after leaving the roof on sunday
"Sun": "0610 {{ModId}}_Roof 18 66 1 jenny_smoke/0900 JojaMart 9 16 3/1200 Mountain 49 29 1 jenny_smoke/1600 Town 19 73 2/2100 {{ModId}}_TongueAndTail 16 12 1 jenny_sleep",```
JojaMart is one of the locations that gets replaced if JojaMart is not actually accessible, so it may require a possible Replacement to exist? unsure
hmm i'll try adding that then. or just have her go to pierre's instead lol
okay weird changing it to SeedShop still has her stuck
i'm at a complete loss this is a new save and i slept and everything
i think chu might have a point because this is usually the result of a combination of bad programming language design decisions and bad naming decisions
it's more forgivable (and sometimes even desirable) in structures and data models but its pretty cursed in the context of e.g. local variables
anyone know where I can find someone to possibly commission for a mod?
there's a page on the stardew modding wiki
!commisions
no?
aw i didnt remember the command 😢
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
ty 😁
Thanks!
You were missing an s in yours so maybe it didn't work bc of a typo
its ok i may be stupid 💔
I've seen people recently get hit with sketchy DMs after asking about commissions so be cautious
Not from the people on that list
From DM-ers I mean lol
When in doubt just ask them to show their work. If it looks off/not consistent then don't trust it
i wish i can do like {{ Thing_{{Token}} }}: true to check for say Thing_A when Token=A
ive gotten a million dms in the past few years like "omg do u wanna commission art from me" i assume its all just ai generated lol
ik u just do a dynamic token but still 
(i got one of those dms before, i wasn't planning on commissioning them in the first place but entertained the convo anyways... all the scam dm attempts i get are all from this server too ...)
when is someone gonna dm me asking if i wanna commission custom plushies because i actually kinda do
looking into trying to make a compatibility mod between two other mods that i like but i've hit a roadblock:
- i do not understand stardew valley's source code
- i don't know how to contact the mod author to ask for permission
What mod are you trying to make compatibility for? 🤔
i've been playing a lot of The Love of Cooking by bblueberry recently and the beta test for the new update to Stardew Valley Archipelago Randomizer is coming up so I was inspired to work on randomizer compatibility for TLoC
unless ur reusing their assets or code you don't need permission to make a compatibility mod, so if you're actually unable to contact them/they don't respond then just go ahead w it
i mean they're on this discord they just don't accept messages from non-friends and it would be weird to send a friend request without at least typing in here a little bit first
does their profile say not to ping them?
give it a try then
if that doesn't work, you can also try leaving a comment on the mod's nexus (or opening an issue on github) to ask about it
this sounds like a C# thing tbh
but i know @glossy cargo wants ppl to tell em about archipelago
you can also check if the mods have a free software license (e.g. mit, gpl) that explicitly allows stuff like this anyways
although that's not always a guarantee that the mod authors will be happy with you adding compatibility 😅 ik sunberry village is mit-licensed but says on their nexus that they'll be upset if you do various things with the mod
hm that just means the content and c# r licensed differently right
Yeah awfulworld is in both Archipelago discords, I'm aware of the initiative
the license is for the whole repo (with all the content and assets in it) so i'm not sure!
it's the LoC mod author they're interested in
yea just ask blueberry then 
but tbf a lot of the things they say you're not allowed to do on the nexus page are stuff that would be permissable under most copyright law anyways, so i just assumed it was legally mit licensed but they'd get upset if you break the rules on the nexus
it doesn't look like blueb licensed loc as anything but the source is available
https://github.com/b-b-blueberry/CooksAssistant
No license is all rights reserved (ie not open source)
yea thats why i said source available
like aesprite and unreal engine 💖 💔
Hi guys. I'm wondering if someone could point me in the right direction of what mods/wiki pages to look at or give me some info on how to properly try out an idea I had. I'm finally working on some of the code for my mod again, and what I want to give a try should be pretty simple.
I want to make a config, and then pull separate dialogue responses when that option is switched on, including altering dialogue in the same events if possible (as in, I don't need to remake the event, just change a bit of dialogue where I want to)
yea like a lot of things i think sbv nexus asks is realistically a "hey please don't" and not "we have lawyers" cus no one does 
historically though nexus favor site perms when report
yea ofc
Look up localized text
Also modding in general is a big grey area legally that no one wants to set actual precedence on, due to being probably derived products of the various games
I think that works in events
my nexus site perms are "this program is licensed under..." to remove any ambiguity 💖
This tbh
Ok, thanks
Open source licenses have survived actual court cases and have precedence behind them, even the more spicy copyleft stuff
Anything else I should look up for troubleshooting the more basic portion (as I haven't coded any events yet, so I can't try that part out yet)
Is that to me?
tbf it kinda bothers me how so many modders are super into the idea of copyright/ownership when it comes to their content (e.g. "no modifying my mod in ways i don't like") when that's exactly what they're doing to the game they're modding. there are so many games where modding is effectively illegal (e.g. nintendo games) and even for those games modders are still like that, its crazy
Sorry, I might have worded this unclearly. I'm basically asking how to try out the config pulled dialogue first, since I have not started any of the event coding yet, and am still not that close to doing it. Troubleshooting was probably the wrong term.
Would that be in localized text?
I'll check it out
Localised text is a vanilla feature to pull text from a strings asset rather than being baked into the event
there is a whole code vs artist/writer divide i feel 
Oh, so that's not what I'm currently looking for right now then
But once it's in a seperate asset it's now very easy to do conditional patches to change the value based on config
but idk i think ppl should just put whatever license that feels right emotionally
if that license is list of things they dont wanna see ppl do so be it
Matter of scale. A published game already made money (and in fact can make more with mods), a mod whose assets are stolen often loses downloads/attention, which are usually the only thing they get in the first place
reminds me of fanfic authors who get mad when people write fanfic of their ocs lmao. like girl u do that too
Its a fairly typical human behaviour of making their precious and not wanting anyone else ruining it
yea
Hello! In Stardew Valley event scripting, can I put a quick question inside another quick question in an event?
I also feel like it can be a human tendency to catastrophize combined with the fact that a few bad actors can ruin things for everyone else
Technically yes but you will have a bad time if you want more than one command in it due to how the formatting isn't recursively safe
People tend to write restrictive permissions out of fear of what others might do
Or make them more restrictive after getting bit
And a few people do some real shitty things that end up reinforcing these fears
I would have the first event switchEvent out
yeah, and typically a published author is not going to even be aware of someone writing a fanfic about their canon characters, let alone be harmed by it, but someone in the same community grabbing other people's characters is pretty noticeable
(Plus I was under the impression the sunberry restrictions were mostly about not whitewashing their npcs.)
Which. Tbh. Perfectly fair.
(Or straightwashing them)
Sorry to come with this again, but where can I read about localized text and how to ulitize that in the wiki? The modding index didn't give me what I think I'm supposed to be looking for
There are plenty of grey zones in modding. For example, if you straight up copy game code from the decompile, you probably can't license that
I would guess 1.6 update docs
Parcy, I don't use localizedtext, just i18n, but Museum Collection Explained has an example of what you're looking for - it swaps out a couple of lines in an event based on the config.
Oh, ok. Thanks
https://stardewvalleywiki.com/Modding:Tokenizable_strings this is the wiki page on localized text, finally found it!
parcy i think the /speak command takes direct translation keys
translation keys = Strings\\StringsFromCSFiles:Dialogue.cs.699
if u had a Strings\\StringsFromCSFiles asset with key Dialogue.cs.699
(though would be more like Strings\\{{ModId}}:MyEvent_text1)
and do a blank load on Strings/MyMod.Id and EditData's on it to add the MyEvent_text1 entry
Oh? I'm really not familiar with strings yet, but currently I'm essentially trying to just replace one i18n key with another if the right condition is met, ie. the config is on. I did something similar with Dolphin's help, but instead of checking for a config, it would do a check on the farmer's name and pull different dialogue.
There is no condition, except what I guess would be checking whether the config is on. I have not put it together yet
that's a cp token then
so basically lets say we got a config token named ParcySetting with AllowValues: 1, 2
following sinz example here, you have a translation key like Strings\\{{ModId}}:MyEvent_text1
when you do the editdata to populate this, have When: {ParcySetting: 1}
(none of this is syntax valid but u get the idea right
Ok
How would I attach a trigger to do something when the player plants something? I’m hoping there’s some way to do it with a more sophisticated event like one of the Events.World.<…>Changed hooks, or maybe Events.Player.InventoryChanged. I’m hoping I don’t have to go with, like, a hyper-specific if-statement in OnButtonPressed.
and also have a When: {ParcySetting: 2} to put in the other possibility
now if you were doing it the i18n way, then you'd want to make 2 i18n keys like
MyEvent_text1
MyEvent_text2
and then in speak u can fetch it like
{{i18n: MyEvent_text{{ParcySetting}}}}
u can ofc also just make 2 translation keys and do Strings\\{{ModId}}:MyEvent_text{{ParcySetting}}
lots of ways 
Thank you, Chu, your help is much appreciated. I'll try and see if I can put something together now
what I would do in that case is have one of the allowed values be an empty string
so in the default case MyEvent_text{{ParcySetting}} just resolves to MyEvent_text
Oh, yes, I think I remember something like that with what dolphin helped me out with
you can use a conditional token to convert a simple choice to something like that
yea also valid, i just find it confusing personally
it’s a little bit of overhead in the middle but it makes things simpler on both ends
oh the confusing is more
i forgor that this key has alternatives if i dont put number
how would i go about editing a Content Patcher .josn for adding a flooring/wallpaper?
ah theres some extra loads here
just look at the Data/AdditionalWallpaperFlooring
awesome! thank you so much~
I guess all I need to know is: When you plant seeds, does that trigger ObjectListChanged? I guess I can just test that myself.
Does not
And the next one you'll think of it does not change either
(Terrain list changed)
Tbh I would do harmony
What do you need it for?
it doesn’t really matter, I’m pretty sure TerrainListChanged triggers on tilling dirt so I can pivot to that instead
and worst comes to worst I’m pretty sure I could figure out how to do it with OnButtonPressed
That it does, but people may till for other reasons
i think the most accurate way is have a watcher for hoe dirt and then watch the crop field
lining it up specifically with planting seeds isn’t important, that was just my first idea
multiplayer's fug'd probably
oh this mod will never work with multiplayer, though I like to pretend
trust me that is the least of the conflicts
Got ut
I'm noe going to assume you're writing your mod in GO
You will not be able to convince me otherwjse
is it gonna run on docker
progress so far... i did egg festival and flower dance. its hard to test everything though haha. i also added some path details on the map so npcs dont walk through each other
its hard to test like unlockable npcs though, ill have to dig through code for that cuz i dont have them unlocked on my test save
Is that for the festival position master list?
I'm feeling like this isn't right, is this right? I'm trying to check if the player is done with cc/joja to know if post-cc things are available to them in-game
Boolean isCommunityCenterComplete = Game1.player.hasCompletedCommunityCenter() || Game1.player.mailReceived.Contains("jojaCompleted");
Is Boolean java
C#
(Yeah that is the full name, most people use bool)
how would I make SMAPI mods work on Android?
it's a simple mod with some harmony patches
Realistically you gotta learn C# and harmony but which mod is it
And did u already check the android server
Hello, maps are giving me a headache once again what else is new
the tiles 11, 17 and 11, 18 through to 15, 18 cannot be walked through even though my tiled file has no building tiles affecting that area. Is there something else that could be blocking the way?
It could have Passable F
Best thing is to get lookup anything turn on tile lookup and inspect the tile
Or invisible tiles, or the back tile is blocking you, etc
Yeah nothing to do until you check
ok ill try that!
oh it's a mod I wrote myself, and I have no clue about the android server
someone just left a post on my mod noting it wasn't compatible with android
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
feel free to go ask for tips tho no harm
I do luckily, thanks! will check it out sometime
some kinds of mod, particularly stuff that deals with menu, are almost always borked on phone
it basically affects the cc preview button in the inventory
my stance is that if u give me a log and i can divine a workaround then ill try but otherwise i prioritize pc experiance
I'll maybe contact the poster and ask more info from them
Ask them for a log tbh
but it's low priority for me
ah i rmbr that, yea iirc the menu looks very different on phone
if u were hardcoding any positions its probably hidden
but without any log im just wild guessing here
I don't hardcode positions but rather hook into whether or not to display the cc button
so it's probably using alternate functions
yea very possible
u need the google play version of game, and then u can install smapi from that github
yeah will do
Any transpiler is also gonna be Fun
F u n
it doesn't transpile luckily
just prefix postfix for one or two functions
my mod hates bigger backpacks though because I guess prefix postfix screws with them
transpilers can also be lowercase fun
Hello. I have a new mod that I am adding some things to - Triple Shot Joja Cola. I want to make it not count towards perfection but it already does not seem to appear on my character's cooking collection - do I still need to use Perfection Exclusions or is it doing it on it's own somehow?
is it a crafted item
it is a cooked item
(It probably doesn't have type cooking)
how do I add type cooking?
it says type basic right now
so I just change that to cooking?
if you dont want it to count as perfection i'd keep it as basic
ok that's easy enough. thanks!
oh ok. I'll change it to cooking then, and add Perfection Exclusions
I changed it but it's still not showing on the collections menu. Was I right to just changed "Basic" to "Cooking"?
Is there a webpage with the numbers I can look at?
hi i know zero things about licenses and stuff but im setting up a repo for my NPC mod. so. what license is the one typically used/recommended for NPCs?
teeeechnically itll only count if they also add a recipe for it. if theres no recipe you dont need to cook it.
what kind of permissions do you want people to have
I installed Perfection Exclusions and added the code for it to my content.json but it is still showing up in my collection in game. Can someone help? I am using vscode now and it shows no errors, neither does smapi or json validator.
https://smapi.io/json/none/150755eceaa74ff88cd65ef4e2f61968
there is a recipe for it
perfection exclusions likely will not remove it from the collections page if i had to guess
the collections page and perfection calculation are separate
Perfection: All recipes must be cooked
Collections Page: All cooking items are shown
Cooking items that arent needed for perfection are still cooking items so they will still show in the collections page (i presume with the exclusions mod still)'
oh. Do I just assume it's workngi then? or is there a way to test it?
hmm i think i mostly dont want people touching it unless its like a portrait mod or a translation, stuff like that. but i guess also if i ever end up disappearing from the modding community, updates to keep it functional would also be ok
i dont know of a good way to test perfection exclusions
ok, thanks anyway
You could use that mod that shows your progress towards perfection? It might list everything that's required for perfection
I would just say that exactly tbh
i am no license expert but i think licenses are mostly when you want people to have more open permissions, typically, otherwise just All Rights Reserved + what you said
a license is just a list of rules that were created by lawyers, but you can make up your own rules and thus your own license
which mod is that?
since you are the owner of the content you get to decide what people are allowed to do by default, and if its not something you've explicitly given permission for, they cannot assume they have it
If I knew I would've said the name lol. Let me see if I can find it.
found it 🙂
It's not Lumisteria's Progress Toward Perfection or Perfection Tweaker if either of those is what you found
In fact it doesn't even seem to have perfection in the name 
Ah ha, yes, that's it. It's horrifically laggy apparently but useful for checking specifics.
hm ok i will just put what i wrote then! like i said i dont know anything about this stuff 
ok that made it clear - it still counts towards perfection
if u want u can say i license everything except whats under i18n and portraits, but updates r kind of strange if u can only distribute half of the mod
when it comes to modding, the intricacies of a license are basically never gonna be tested, and what you write yourself will be enough in, essentially, all cases
you can just trust urself to release it all openly when ur no longer interested in maint
and keep it all rights reserved meanwhile
(I wouldn't trust stardew progress here.)
this doesn't conflict with just putting the stuff up on gh cus u gonna do that when u r release on nexus too
Another option, vinilla, is to grant permission to someone you trust
do I just release the mod as is then, and hope it's excluded? I don't know of another way to test it
(the main benefits of a license instead of always just making up your own rules is that licenses are standardized and so everyone knows what they can and cannot do (protecting both you and them) and also like i said written by lawyers, so you're not gonna accidentally leave in a legal loophole for someone to exploit)
(which is why it really is likely not going to matter whne it comes to SDV modding)
(the loophole stuff i mean)
yah that makes sense
The way I think of it, licenses are a grant of permissions more or less
I need it to be excluded because I want the recipe to only be sold at Jojamart - and if the player goes community centre route, they will lose access to jojamart.
Would it be simpler to just have it sold at the saloon instead? I Just don't know why GUs would be selling a Jojamart recipe... though he does have the vending machine...
I don't know yet how to add it to be sold at a shop yet either - does anyone have a resource I can use to learn that?
Stupid ideas: Shane mails it to you if you finish the CC
"look what i stole before they shut down lmao" - shane
Is it stupid if it works?
hahaha that's a great idea but I think I need to keep it simple for my first mod. The vscode AI is telling me how to have it sol din the saloon.
do not use AI for stardew mods
not only will it get it wrong, but its banned in this server
Man mails me pizza from a jojamart I closed three years ago
He could swipe me a monster sometimes
oh I'm sorry
I didn't know it's banned - sorry
How can I learn how to add it to a shop please?
you'll want to do an EditData action on Data/Shops, using TargetField to add directly to the Items field
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [ "JojaMart", "Items" ],
"Entries": {
... your item goes here
}
something like this i believe
thank you
can someone help? I hate having to bother you all but I don't know how else to learn
https://smapi.io/json/none/f37406318efd483588c040f222a730d3
You've got VSCode now, right?
Press Alt+Shift+F and it will fix your indentation and make it easier for you to spot syntax errors
seems like you have an extra curly bracket { at the end
on line 60?
oh wait nvm it was the indenting
AKA you can't just write
"Entries": {
"{{ModId}}_TripleShotJojaCola"
}
That's not valid
sorry 
If you mean the indenting is wrong, it is only for readability. It doesn't affect function.
i know, it was just confused by the indenting
Okay fair enough, I wasn't sure which way you were meaning it ^_^
@gentle vessel don't change any curly brackets
You just need to add more things to make your entry a valid one
It needs to be
"Entries": {
"{{ModId}}_TripleShotJojaCola": {
"Id": "{{ModId}}_TripleShotJojaCola",
"ItemId": "(O){{ModId}}_TripleShotJojaCola"
}
Plus any other fields in the Items field in the shop that you might want to use.
so to add the price, I need to find the shop's unique string ID?
hi, how do i make layers for FS to color a separate part on a hat?
Where are you getting that from? You're already using the shop's unique string ID. That's what JojaMart is.
from the modding:shops page you gave me
oh ok, so I just type: "Price": 3000 ?
Yup
ok, I think I finally understand thank you
hmm I was sure I had it right but the recipe is not appearing for sale in the saloon.
https://smapi.io/json/none/90c97a43e02e4f2c8855b2e41bb78a74
That is...uh...because your patch is for JojaMart
HAHAHA sorry!
i'll go look there instead oh gosh
it's not showing up at jojamart either.
Okay, can you copy patch export Data/Shops into your SMAPI console and then upload the file it exports to smapi.io/json?
Smapi says the field Jojamart does not match an existing target. I will get that file for you too in a sec
I think it's meant to say Joja
i'll try that
Ah yes, it is. Sorry, I just assumed it was JojaMart without checking
it worked! It's for sale there. IT says 3875 gold instead of 3000g but I'll take it lol
thank you again.
I feel kinda bad uploading this to nexus because you all did most of the work. It was a big learning curve for me - I'm going to do some serious studying before I tackle another mod.
oh i just realised another potential problem - is it selling the item, or the recipe? And I need the recipe not to be default anymore
That's selling the item
Try having a look on the shops page of the wiki to see if you can work out how to make it sell the recipe instead ^_^
i just scoured this page
https://stardewvalleywiki.com/Modding:Shops
But saw no sign of how to add it as a recipe sorryo
is it somthing to do with the item Id?
Ah, turns out that's because it is sneaky and actually on another page! It's on this page it turns out. All these fields are ones you add in to your shop entry the same way you did with Price though. https://stardewvalleywiki.com/Modding:Item_queries#Item_spawn_fields
thank you
ok I tried but I did something wrong. Can you help me understand what this means from that page:
"The game will unlock the recipe with the ID equal to the item query's ObjectInternalName field, or the target item's internal Name (which defaults to its ID) if not set."
I just added "IsRecipe": true
anyone know offhand how I can check if the player has the qi extended family quest active?
That is why I made you change your object ID and Name field to match your recipe name. It's saying that to add a recipe to a shop, the recipe ID has to exactly match the object ID/Name or it won't work. Because yours does match, it should be working. Did you get any errors or warnings in your log?
Can you explain what is or isn't happening then?
(Also that's not a log, that's your json. The log is the stuff in the SMAPI window.)
PLAYER_SPECIAL_ORDER_RULE_ACTIVE Current LEGENDARY_FAMILY
oh right, sorry. here's my log:
https://smapi.io/log/3e485c4246784d118b55055d165b4b94
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 38 C# mods and 24 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
oh dear content patcher is out of date. I'll update that now
You haven't loaded a save in this log so it doesn't really contain any useful info.
oh i'll load a save - just go into a save, then out again and do the log again?
You don't have to get out
You can just hop in the save, alt-tab, and then go get the log. It updates in real time.
How does the friendship-dependent random mail work? If I have a custom NPC is it enough to add a mail item with their internal name as the key to Data/mail or do I need to do something else to make it trigger?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 38 C# mods and 24 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Some rather concerning errors there but they don't seem related to your mod, so we're back to: what is happening or not happening that makes you say it's wrong?
the triple shot joja cola recipe is not showing up in jojamart at all now
Oh that might be because you already have it. Did you test on a new save?
Yeah. Just follow the pattern
no i didn't - but I think I need to change this line (default) to something else to make it not starter recipe:
"167 3/10 10/{{ModId}}_TripleShotJojaCola/default/"
What should I change default to? and then i'll start a new save
Yes, you are right that needs changing. It looks like you can just change it to none
(Good troubleshooting!)
thank you
ok I think it's done now. The recipe shows up for sale in a new save.
I am exhausted. Thank you so much Abagaianye and 4th grade physics - I will credit your help when I upload it to nexus because I couldn't have done this without your help.
Just be aware that this hasn't fixed the post-CC problem yet!
Because Jojamart will disappear then and if people haven't bought it by then it will be unavailable to them.
I thought we determined that it doesn't count towards perfection, so it should be ok if they can't access it?
Atra (currently 4th grade physics) said don't trust what the Stardew Progress mod said about that. I don't know why but I trust them.
Oh Atra said it in the other direction 
You can conditionally put it in the saloon if you want!
for my festival positions resource, im thinking making a folder with tmx files you can open in tiled to view everything and determine the tile position and such, with character icons to show which tiles are occupied. but the thing im concerned abt is that it might get really difficult to update. the spreadsheet seemed great for letting everyone contribute, but im not familiar with spreadsheets and idk how it works or why it broke
If you feel up to learning a new thing. If you don't, you can a) check using Perfection Tweaker if it will count towards perfection (I just thought of a way to do that) or b) just make it always sold in the saloon.
Just FYI that there are people in SMC also working on a festival positions thing, so there might be a bit of reinventing the wheel going on if you're doing it separately.
smc?
I am quite tired and still feeling quite out of my depth, so I think I will just make it always sold in the saloon.
I've lost that page with the shop codes...
You can just open Data/Shops in your unpacked content to find the Saloon ID
nevermind i found it
Stardew Modmaker Community. We are a little server focused on making mods. You're welcome to join us if you'd like!
ooh how do i join?
also is it worth making this if others are working on this? well this is mostly for personal use, but it is a bit time consuming
(is the thing people in smc are making also a spreadsheet?)
no pillow is making a website
Well that's why I wanted to give you a heads up because it might feel like wasted work on your part, especially since I think they're trying to make it much more automated rather than manual entry. I think the idea is that it scrapes mods to grab their festival positions?
You join by...I DM you an invite because I have yet to find any server with a public invite.
as for this, i think it is a massive and possibly rather tedius undertaking
ok it's not sold in the saloon, and for 3000g instead of the 3875g at jojamart. thank you
*now sold
if you want to do Thing u should do Thing 
thanks for the heads up, i appreciate it 🙂
im probably going to just make a simple thing with only sve and rsv for personal use and convenience for now
Sure :) Would you like me to DM you an invite anyway?
that would be great if you can!
I can't post it in here because I will be sent to gay baby jail

should I put my mod under crafting or miscelanious in nexus?
ok thanks
Is there any possible way to make it so a farmhand in multiplayer can perform an action that affects the host's stats? The IncrementStat trigger action only applies to the current player, for instance
You can send a mail to everyone with a trigger action based on stat?
yeah, you'd want to use multiplayer messaging or some other network feature to trigger it, since stats are mostly local (with weird exceptions)
I think u can also use betas to broadcast trigger a incrementstat on the host?
Forgor how exactly that worked
my mod is now published. is it ok if I post a link here?
Oh? I am using betas for this already so if it's doable with that that'd be handy, but otherwise I just might be able to finangle something with mail flags 
ofc!
BETAS does not have anything for that, its trigger broadcasting is entirely for internal use only atm
You could post it in #modded-stardew too if you want
darnit the wrong image is in front.
I think I assumed the betas thing was for content use bc I referenced it for a thing that entirely was public use 
Oh, by the way, for anyone who was here earlier, here’s an update about the question I had asked: I was able to implement it in the game with some help in cleaning up my code, and the base of the idea works as intended 
!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).
If a NPC has festival positions set up for y1 but not y2 are the y1 positions being used for even years as well or are they just not there?
Are you making a mod?
Please make a post in #1272025932932055121 and not this channel, which is #making-mods-general
They're having some issues with smapi
Its one thing I need help with
It does exist, maybe your discord is having issues
I cant click it
It's in the Help & Feedback section in the channels list, so you can try getting there that way.
It says I do, but it doesnt bring me anywhere when I click it
can I just put it here rq, then I can delete it, its the simplist thing
Nope
no, because this isnt the channel for it
No, please, that's not what this channel is for
Then find the channel in the channels list yourself
Quit discord and open it again, it might fix it
I did like three times 😭
Are you clicking on the channel in the channels list?
What if I make a thread for you and ping you into it
give it a shot
They are just not there
Thank you
Do you see the ping?
yes
Are trigger actions expensive performance-wise? I'm a little worried stacking up too many DayStarted checks might start affecting load times 
Not that expensive.
It depends on the action but generally it is only slightly slower than c#. (the slowdown being the overhead of the text parsing, which is still pretty fast.)
The most expensive thing for day start is pretty much always going to be cp asset reloading bc that's big and complicated and sets a lot of things in motion
the GSQ would be the performance bottleneck over the action itself
as the GSQ has to run every time (until it has ran once without the flag to keep running)
Ah yeah I forgot there's gsqs on triggers
Those aren't super cheap unless you make them null (unconditional)
but I haven't seen much evidence of trigger actions being a bottleneck (yet), though I also don't fully track them either in profiler particularly with all the custom trigger sources people add
though even then, unless its something that is actually going to run every frame/tick its not the biggest deal
its already "normal" for daystarted to be sluggish, so the extra few ms doesn't hurt
Could I get an invite? 
Yeah I usually just take a short break when new day hits
Okay, thanks for the insight, folks 
6am is too early anyway
anyone had any luck setting up some sort of http server using a mod?
You could use kestrel
Be warned that nexus does not line networking shenanigans and you may not be able to upload there
Also if you're hosting a server from a mod you will likely need to use upnp to punch holes in the firewall
Oh in that case you can just manually forward ports instead of using upnp
thats interesting, but there shouldnt be any issue with local machine to local machine connections right?
lol
Correct, no holepunching required for lan-only or localhost connections
fair enough, thx
Run the Kestrel web server without ASP.NET. Contribute to PeteX/StandaloneKestrel development by creating an account on GitHub.
You may find this project useful as a reference, though it's written on net 8 and stardew is net 6
is it possible to make a fish only appear in green rain and is that horribly rude
looks like probably no i cannot
green rain is a weather type that the GSQ condition can check for
the vanilla legend fish should have it set
Pretty sure Eli and Dylan have green rain only fishies
Can anyone help me with my npc mod? I've got one npc working perfectly but when I added a second one NPC 1 vanished and NPC 2 looks like NPC1 but with the new name.
I have both NPC's in the content.json, I've just tried giving them both their own json file and writing:
{
"Action": "Include",
"FromFile": "assets/NPC.json"
},
into the content.json but this spits out an error
!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.
!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.
That sounds like you either are using the same internal name for them by mistake or that you've accidentally nested one of their Data/Characters entries inside the other.
But yes please share json and logs when asking for help because it makes it much easier and faster for us to spot the problem and we don't have to guess.
Yeah I'm not too sure. Yeah sorry I think I might have figured it out but if not I'll post it 🙂
Okay so I had an extra { where I didn't need it and I left the format bit at the top. I have 2 identical jsons now, one for each NPC. It's no longer crashing but for whatever reason one of them isn't spawning in now though. I'll see about getting the logs
Which json should I post? Content or the specific NPC that isn't spawning?
I just slept the night and it's working now 🙂
You obviously don't need this now since it's working but for future if you have more questions the answer is "all the relevant ones" which in this case would have been both the content.json so we could check your include patch was correct and then the NPC.json to check the actual Data/Characters entry.
If i wanted to make an expansion, is it easy to make a new path from a main map?
Easy to make, yes. Less easy to find somewhere free! Central Station is a good choice for expansions since they are usually new towns etc.
Ikr! But i love the idea of a path a lot more so i'll try to find something ^_^
Atm i have Leif (hidden), Enya and without noclip i can't get to Leif's house
Paths are easier than trying to plonk a new building somewhere at least.
And Sevinae, Lunna and Taro result in that i can't get to Umuwi
Umuwi?
in the alchemistry config, if you choose alternate location you can have all 3
Lunna's little town
Ah, thanks. I haven't played Lunna yet.
I think I almost clash with Lunna but not quite.
But then I do clash with the Ornithologist's Guild so I need to figure out compat for that
yeah the forest is running out of real estate
I have to check it out
How? With your own mod?
Everybody loves the forest
Well yeah it's my mod that's clashing so I will change it
Is it public?
Nope, nowhere near finished lol. I am slow in the extreme.
That's okay 🙂 i will also be super slow
(And also keep picking up other projects >_> <_<)
I keep picking up new mods to add xD and rl hobbies too
@red egret You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
It's exciting to think i can contribute to this big world!
Tia said they took three years to make Wren so I tell myself I am on track xD
But first i thought of only small mods like furniture
Everybody loves furniture mods though
I've been combing Nexus category by category and making notes what's missing so i have a lot of plans 🙂
Or you mean there is already enough of furniture mods?
No, I mean new furniture is always welcome ^_^
i wish more furniture mods added furniture instead of replacing furniture
I have converted all my AT furniture mods to CP for personal use because I also prefer separate furniture
I think part of it is that it used to be much more difficult to add new stuff?
so older mods didn't do it and newer mods may be following their example/tutorials made from that time
Aha, i was wondering. Afaik mobile users can't use AT
No but a friend is
I love AT, with Happy home designer, so comfy. Only the textures sometimes change back, in inventory, so idk what is what xD
And AT may be easier or the system? Idk
It took me a while to find my way through it all
But i saw some mods add their own catalogues and they are decorative pieces themselves which is an amazing idea, i would like to do that
Yeah it's pretty straightforward just need one of calcifer/spacecore/mmap
(Or make your furniture with Furniture Framework)
AT has some performance problems especially when you have a lot of packs
So i also personally rec doing not that if u can
Furniture Framework sounds good, is it new?
it is new..ly updated for 1.6
Not that new i think it came out around time of 1.6 right
New as of 1.6 but over a year old
Personally i think u should just make furniture in vanilla system until you actually need fancy features
I wish furniture had skins
Skins r cool agree 
Wdym? I'm still very new to this
AT is like skins
Well you know you can just add new furniture with only content patcher right
As a replacement, right?
Lots of mods are just that, hxw series for example
Because I don't want to have to click on a chair to find that one of its alternate textures is a toilet but I don't want 5 different identical except for their cushion colour chairs in my catalogue
No u can add new
While the format still sucks (for now...) the ids are strings
You do {{ModId}}_Chair and it goes
No, people use it to make totally different types of furniture (like the aforementioned toilet/chair combo) - which used to be the only way to have new furniture without overwriting the old (if I understand correctly) but it's not anymore yet still people are still doing that and I never know where to find the toilets!
So HxW makes it like that, hmm. I'll look at those files
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I don't think there's anything you have to replace vanilla with anymore.
Remember that you can always ref vanilla
True lol, i still found new ATs yesterday under stuff i forgot to look at. Kinda hard to find if you have many, but also comfy if there are many.
But i still want to make added furniture.
What you do need an extra framework for is catalogues, something to open a shop from a furniture when you interact with
But since u r in cp u can make these optional dependencies 
FF is not a cp based framework and you need to follow it's content pack format but it has advanced features like multiple things placed on a table and multiple seating spots
So those furnitures would show in the main catalogue as new items?
mhm unless you ban it
Those sound lovely but very advanced indeed 🙂
Yeah so i recommend u start smol and do just vanilla format for now 
Aah i see, i extracted xnb files from vanilla in an online parser, just out of curiosity, and dled the images from there
Instructions here
It can handle complex nested formats
And use the right enum name
Also just faster
Alright, thanks
We have seen people get confused after unpacking with other things and they unpacked in a way that was less useful (like unpacking maps to .tbin instead of .tmx or unpacking enumerables as their integers instead of names).
One day i will understand you (maybe) xD
If you keep making mods you are sure to
!pixelart
Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.
To start, you'll want an art program. See a list of recommended programs in the !software command.
Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab
To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.
Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396
SDV has a few quirks to remember too:
- Colour limits: Limit the number of shades you use - stick to six including the outline.
- Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
- Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
Hmm what's the bot command for pixel art tools?
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
You can use commands in #governors-mansion i think one lists all commands
Ah thank you
If you ever need help making Furniture (with CP or FF), I'd be happy to help! (feel free to ping me) There's a bunch of stuff that is not very intuitive with the vanilla Furniture data system.
Thank you!
What is not intuitive, for example?
how the game computes the size of rotated benches/dressers/other is broken, so for example if you try to make a bench that is longer that the vanilla ones, it will "break" (the collisions will be wrong).
also the data format is a slash delimited string (for now), so it's not ideal
So if i want to make something a different size than the original, it will be a problem?
it might, depend on what you make. I'd recommend just doing stuff as you want, and if you find something confusing, I can help work around it.
Alrighty
Atm i'm still on my quest to browse all furniture so i don't make what already exists 50x
And for my own decor
!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.
😄 okay nice
Yeah the vanilla furniture stuff is a lot of magic numbers and behavior
Usually if u want something that's the same dimensions as a existing vanilla furniture it works alright
If you ever go "ah what if i want to make it taller but still rotate it" then doom upon thee
In theory, i can make it smaller and transparent too
A lot of the furniture isn't rotatable
Smaller is sorta ok if u dont mind slightly illogical bounding boxes
Right
And yeah if there's no rotation then u can do whatever and it mostly works
I can make 2 versions, a rotated one already, as a separate piece

