#making-mods-general
1 messages · Page 353 of 1
How many mods per author is the smallest slice here
Lol aedenthorn is on this chart too what a legend
still a 10 mod cut-off for this one
there are 5020 authors in the untrimmed list
Oh wow
Tbh the c# authors pie would also be like this if we remove 2 outliers right
Fewer than I thought tbh
Given 30k+ mods
well no itd look even more sane bc it still has the same cut-off
that 5020 is only counting mod authors that have at least one content pack out there
oh this is also nexus only i forgot to mention that too
but yeah if you're exclusively a C# modder (or xnb modder...) you're not in that 5020
Yeah i mean look evenly distributed
see, these stats are always a surprise, I wouldn't have expected the number one person there 
Power of sexytimes...
just for fun, heres all the people with 5+ XNB mods
ignore me not bothering to change the chart title on any of these
I read that as box of shane
no shaming! theres a good chance a lot of these are pre-CP
I was actually wondering if you could tell the date on them.
Brb uploading 5 xnb mods so i can feel included
actually, no i cant, i dont think the mod dump (the file im using anyway) has the u ploaded date of a mod
just specific files
i guess a rough filter would be checking if the nexus id is larger than CPs
so it has updated date?
it has Updated but not Uploaded yeah
updated would work though, I imagine most of them aren't too far off their upload date
I didn't realize tikamin made so many standalone non-translation packs
they wrote one of my i18ns
i think as far as rough heuristics goes, the nexus id comparison is probably a bit more accurate
Tikamin makes furniture and buildings
if any of them were done via manifest the translations would count here, too. translations in general were skipped over by skipping mods that had no manifests
Oh and 
(so LOC translations using its custom translation asset would be counted here. but that is, ofc, a mod, so its fair to count it)
yeah, discounting xnb mods younger than Content Patcher trimmed it down a lot 
Now can you scale by size of json?
nope!
data not included
i could theoretically scale by biggest file available for download, since the size of the nexus download in bytes is included. but, thats more work than i care to do and i dont know how easy itd be to wrangle this chart library to do that would be anyway
Occasionally i do wonder about like
Largest c# dll mod size
It's a silly thing to think about and the answer is probably spacecore
unfortunately there is no good way to get that info
Now can I box of shame? /j
i would need Pathos's special nexus API permissions to even attempt it, as id have to automatically download every C# mod to unzip it
(I assume most of these are foreign-language xnb mods where CP docs aren't readily available)
no, since the heuristic is not perfect! 
CP is nexus ID 1915. an XNB mod whose id is like, 5 IDs higher, id say thatd be fair of them to have done so. plus, CP may have had its ID for a while before actually publishing anyway
one of my zips used to be way bigger before I took the html out, if that counts 
chu wanted the .dll size specifically i assume
probably, just got me thinking about which other ones would include data files and such
audio mods would be at the top
Stardew and Chill for example. adds all its audio via C#
Bad ways only then
Gotta measure sloc or smth
the bad ways require special API permissions or me getting my nexus account banned
either that or limiting to just the C# mods that are open source
(tbf im pretty sure it predates AudioChanges (it uses it now though), and it has other stuff it does in the C# component anyway)
(The 'full mod dump' linked from the bottom of each monthly stats post includes the metadata + downloaded files for every Stardew Valley mod on Nexus and other sites.)
i shoulda prefaced with "assuming i stick to only needing this wonderfully small 300mb json instead of the 70gb entire thing" 
but i concede it would make it much easier
Guess ill ask pathos about what the largest dll is 
it took me a few hours to download the full dump last time i did so im not even gonna bother starting it now bc by the time it finishes i will no longer be that interested in trying to parse it
(Fun fact: the full unpacked mod dump is 101 GiB, including some large non-mod files like *.psd which aren't included in the upload.)
It's like a expansion mod but the author did everything themselves so
It presumably includes a module equiv to content patcher and probably ftm and whatever other c# Thing needed
looking up how to put audio in a dll as base64 strings
(honestly, 101gb seems quite small to me if anything)
(okay maybe not "quite" small but smaller than i wouldve expected before joining the community)
(That includes duplicates across mod sites too, so the total size for unique mods would be smaller.)
thats part of why it was smaller than id expect! i was factoring in the duplicates
Just gotta make Button's Four K Ultra HD Items
i just figured some 40k+ mods would be bigger is all
To bump the numbers
needs abetter acronym first
remove the 4k part and it's "BUHDI", pronounce buddy
Button's Ultra Defined Distinct Items
Gotta grow that parsnip yourself before photoing it for the .od
Is it a huge mod to be made?
It's a joke
I thought it's the raffadax lol
Well the proposal of this not to exist mod would probably be
Change all the 16x16 items to 4096x4096
🤣
(Never mind that it's all gonna be subpixels)
give stardew the hd minecraft texture pack treatment
only limited by your camera and how much dirt you're willing to get on it
No if you hold a parsnip next to your monitor...
Well a real life parsnip is kinda like a carrot
So like maybe about a foot long
Give or take a few inches depending on the parsnip ofc
(I went down a rabbit hole trying to figure out the number of quarks and leptons per parsnip, which would give us the number of pixels per IRL parsnip. The approximate answer is "a lot".)
But less than 4096 on one side?
1 irl pixel is 1 planck length^2
Anyways i think you'd have to do some kind of magic to the parsnip
To make it keep it's hi def textur
.wolfram density of rods in human eye
No good result found :(
.wolfram you're a killjoy
No good result found :(
Lol
.wolfram wavelength of violet
(380 to 450) nm (nanometers)
Can someone point me to documentation on how to configure my mod to use GMCM? Right now I have its trigger key hard-coded but I'd like to make it customizable
You making a c# mod i assum?
Ah
Yes it's c#
The usage is documented on the api
(disregard
)
Thank you I'll take a look at that
See the mod documentation, which has the full steps.
Guys, just curious: Is there a way to move the farmhouse? for like a custom farm map?
And the greenhouse\
Yeah those r map props now
Sweeet
You can change where they start and ppl can move em later too
guys it's working
this looks so useful
Watch out for GSQ fish
I still need to test it a bit but then I'll publish it on Nexus
And item queries that don't use ItemId
what's GSQ
Game state query
I'm populating the fish list from Data/Fish, but the locations are hard coded by itemId
does that mean it’ll work with expansions ?
A few months back someone else made a fish mod too and that was the various troubles they ran into
I hope so except for the locations, which would show as Unknown I'm guessing
The available fish list also filters out things like Ginger island fish before you've finished the CC, or the Desert fish before you've repaired the bus
i’ve seen game locations show up as like ARVhouse etc so maybe they’d show up like that? idk i’m just curious
But yeah fish data is more complicated than just Data/Fish
nah the location list is a hard-coded dictionary that I wrote up
ah i see
If you aren't parsing the fish data from location then it probably won't work with mods very well
Fish Helper UI is the mod name iirc
I need to patch Data/Buildings in order to move the location of the mailbox
I did everything else so how do I do that
are there fish required for perfection that aren't in Data/Fish? That's the main thing my mod is intended to help with
Why are you doing that
The mailbox just move with farmhouse
You need all modded fish
I wanted something for myself that's more like "hey it's raining right now, you can go catch this fish you're missing"
Yep. figured that out after launching haha
I support making ur own flavor of this mod either way just warning you that it is probably bad idea to just hardcode it all
This is my first mod ever so I'm kinda a noob; I thought Fish/Data would be sufficiently authoritative
Data/Locations has most of the fish data
It's strange but some of it is just due to how 1.6 update panned out
(tbf if you want the mailbox to be detached from the farmhouse, you do need to edit Data/Buildings)
Hi!! Idk if this is off topic (finding mods vs making them) but does anyone know a good mod for modifying the map in response to weather? Like puddles and snowpiles for the day after rain/snow etc.
(Also lmk if another channel would be better for this!)
If it doesn't exist I might make it lol
you might have better luck asking at #modded-stardew maybe?
OOH I had that collapsed under a category tysm!
np!
i somehow always end up doing more than i planned when making a mod
didnt plan on coding a new craftable in but guess i am now
i honestly overwhelm myself that way and add too many features i didnt plan for lol
gotta do what you gotta do
one quest is turning into 3 or 4 different quests
Hi! I'm a bit new to modding and had a question about the switchevent command. When I want to switch an event to another one using it, what exactly do I need to do? Do I just create a new entry with the new event ID and then reference it after the switchevent command in the original event? Thanks in advance!
yes actually
oh ok, thx!
why aren't my textures loading? https://smapi.io/json/content-patcher/04a4e1812bf44788b61766f9aee7c1e5
"assets/(filename).png" worked on a previous mod (it was in EditImage instead of EditData but i would think it would work the same)
It will not because when data asks you for an image it's looking for an asset
You need a Load or internalassetkey to put your png into asset first
yerp
she will be missed (until the junis can revive her)
feel free to post in #modded-stardew, you just won't be able to broadcast it 
How would i do that? Would i just target a nonexistant file, like when adding a new object? something like
"Action": "Load"
"Target": "{{ModId}}_Spheres"
"FromFile": "assets/Spheres.png"
}```?
we dunno when she'll be back (leah)
Yeah basically, as long as that Target is unique
it worked! ty!
(not broken! just some planned downtime for a few days)
She's just taking a well deserved vacation to paris
Going to spend some time in a museum
Hi hello welcome new cheeto @halcyon nest 
I am officially COOL
i'm writing a c# mod and i want to add some information that content patcher packs could access that works exactly like npc friendship. ideally content patcher packs would be able to e.g. add npc events that trigger when the attribute gets high enough and stuff. what's the best way to do this?
Add a GSQ to check friendship
Your special friendship
isn't that already possible via gsq?
If u want u could even reflect in and swap out the vanilla GSQ with your's
ty, i'll do this
It's just in a string action dict
don't wanna cause havoc hehehe
oh, you're making a new type of friendship
Eh ur friendship is strictly true for max value so i actually think is okish
yeah
But yeah if u want intentional integration new GSQ is nice
yeah overflow friendship is supposed to be a separate thing from regular friendship (e.g. you can't lose it)
i should probably also make a mod-provided api for other c# mods to check overflow friendship, right?
so they don't have to hardcode the moddata key or use the gsq
Yeah it is convenient
👍
But not hard req so u can slack until someone asks 
ofc loll
You can also make traction to add/subtract/set the special friendship
Also for usage in content mods
i'd rather discourage other mods from modifying it independently of regular friendship
how would I have a food give an item (the food container) when eaten? is it possible?
spacecore on eat trigger -> add item
well thats certainly a bug i havent seen before lmao
oh u r that support thread person 

i forgot to reply but ill do so now
no def not LMAO
As an aside I find it funny that this is also the moment my Discord becomes bugged.
power
guys
what function can I use to trigger a key through a mod
also is there any function to get current map layout?
not sure what's meant by key
for the current location's map you can access Game1.currentLocation.map
that's up to you to implement, but there's events for listening to keypress
is this for a TAS thing
oh god im so sorry LMAOO but that is funny
kinda
prettymuch yes
I need it to be performant
Ill need to get rid of the display too
or any means to minimize computer load
I've been doing map edits and have run into a problem I'm not sure how to solve. When I warp into the map there are tiles showing in-game that aren't showing in the Tiled map that I'm editing. Initially I thought I may have been editing a different copy of the map somehow, so I updated it, saved, and the new changes occurred in the map so I know it's the correct file. Any ideas what's going on?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Unix 6.5.0.23, with 7 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
well if it is TAS then i guess you actually want to control key inputs
yeah
but I need it to run in the background
harmony patch StardewValley.InputState i guess
maybe u can even replace Game1.input and just lie
do not @ me about what implications this has
lol
there's a tas mod I found online and indeed this is what it does
lying is awesome
I figured out my map problem! Somehow I accidentally changed the horizontal and vertical offset on the Buildings object property and the Door property had been showing up in those spots rather than where I had placed them
Are the missing tiles on the wrong layer?
i want fireplace to be like this
No clue. Also it
It's placing on...half-tiles?
Oh, you're really expanding the bachelor family, who is he going to marry?
I'm using map property FarmHouseFurniture for this
my current tile coords to place the fireplace are 8 4 1 (1 is the rotation)
Oh, I already married him off with Maru in my mod haha. I'm working on an update for it!
Do you have grid snapping on?
I remember there was a mod where Harvey and Maru got married but lived in a different place, not in their old houses
Yes I have grid snapping on
Your work is beautiful, I will be eagerly awaiting the release! 
That may have been Life Cycle? I never tried it but I think it also pairs Maru and Harvey
Thank you! 
Yes, that's right
i do have snapping on
I'm not the most familiar with Tiled so I'm trying to look to see what else could cause your problems
you may want to bring it up by one tile vertically- I know sometimes if my calculations are wrong furniture will clip into each other
Or forward I should say
ok let me try!
if you have a Doors map property on that tile, it'll change the tiles 2 above it on the map witht he tiles 2 above on the tilesheet.
That's what it looks like- but i have no clue since it should be floor
one tile up vertically-
i'm gonna try bringing it one forward now
OK WE ARE GETTING SOMEWHERE-
Hmm
i. is it. the FLOOR
like where wall meet floor
Why do you do this to me, game
I want to love you
And again with the half-tile issue!!!
this is really weird ngl
inch resting 🤔
farmer roastin on an open fiiiiire
ok so u can clip through it too WTF
exactkly
smapi was hungry and wanted a snack /j
heres the thing. NO smapi errors. jsut...this
Double check your layer for the bottom of the wall tile
i dont have one
is this for a custom farm out of curiosity?
thisd is aolla map property
yes ;c
huh
Custom farmhouse or no?
Also since the fireplace should be added as an indoor item, try picking it up and placing it back down if you haven't
oh yeah that’s a good idea!
I have
But I want it to load in right
Does it fix when placed manually?
No, just a custom arrangement of furniture
Yes it does
Ok, that helps rule out some things
I wanted to make a mod in less than a day
And I'm done with everything else. The rest of it works perfectly.
But the fireplace.
The fireplace.
a custom farm sure is a way to do that
I do not like the fireplace.
It's still broken when leaving and reentering the farmhouse, without attempting to move it?
you say "custom farm" but the name of the mod is Slightly Bigger Farm
uhh lemme check
eh, still custom!
No, it stays the same
It's still broken i mean
Ok
could it be the carpet maybe? Idk none of my farms had a carpet beneath a fireplace
it makes the farm slightly bigger :D because i play with 2 friends and the farm ain't big enough for the three of us
SO REAL
Does it also happen with the other fireplace type? I am guessing it would but I am curious as to what we can verify.
i don't think so- i put the carpet down first (in the furniture order i mean), and the fireplace sits atop it
Let me try
You could attempt lowering the carpet just to be safe, but do that as a separate test
yeap ;c
ok and now, carpet lowering
That fixed it
And the half-tile placement as well
AYYYYYYYYYY
So I guess we just keep it like this
Ok, that makes sense.
welp! thank you everyone for your time!
not a problem! Enjoy ur farm!!!!
Glad it's fixed!
honorary meme as a little treat
ok, i upload to nexus mods tomorrow!

Leah is down
She's still broken rn

Or was it an accident with the chisel
clue
i accuse PIERRE in the MOUNTAINS with the FRYING PAN
adds Clue LARP event to the backburner of random mod ideas
it was ||ROBIN|| in the ||FOREST|| with the ||LOST AXE||
real (me too)
Clue speedrun time
I'm full speed ahead on my Zelda NPC Overhaul mod right now because it is very close to done
I just found the funniest bug in my mod. One of the big things it does is that at any time certain characters can go away for a time, so I have to intercept the events asset to add conditions to check if they’re still there.
Because I had no idea what I was doing, I didn’t only do this to events that have conditions. As a result, the first time I walked into Harvey’s clinic, it automatically triggered the PlayerKilled event.
Just got a few more sprites to set up and then the bonus content
EVERYPONY HANG ON
I mean that's the best place to die I-
Congrats!
DO YOU WANNA HEAR ME RAVE ABOUT AN IDEA FOR A STARDEW COMIC
(please stop yelling /lh )
No? Too bad i will post it all in one message anyway
sory
WHAT SORRY I CAN'T HEAR YOU
sorry I am very excitable
you can have a thread to yell in if you want
Also u shoukd probably post that in #town-square or #adventurers-guild
will do
(And u should totally ping me there too so I can see it /j)
actually I just realized I was. Pretty calm for most of this convo why tf did I apologize
@lucid iron chu chu do you know about building stuff
yes let me tell you about Buildings
How possible would an indoor fish pond be
you have to make it not instanced location somehow 
you also cannot block other kinds of buildings from just, existing
so yes very jank i wouldnt recommend it
I dont want to replace the actual fish pond just add an alternative.. I dont know what instanced location means 
basically the fish pond is a building
you may have buildings in non instanced locations, which r just normal
building interiors are generally instanced though, so you cant building in a building unless u somehow make it unique
some buildings, like Greenhouse, is special
they got the "NonInstancedIndoorLocation": "Greenhouse", u see so they can have buildings inside (but only on first copy i believe)
i go back to wouldnt recommend it 
what u could perhaps do instead is to make a regular instanced building but the inside comes with some machines
and if u put fish into the machine you get roe
wouldnt get the special pond drops ofc
I see I see that makes sense
Thank you chu - someone asked about an indoor fish pond so I figured I'd see how possible it was
i have a greenhouse mod that does just allow u to build ponds inside
u can also make pif rooms that let u build ponds
it's there...
you can't miss it. it's kinda big
hmm, what if item query for "get pond drop for a hypothetical pond with this fish"
wouldnt work with the 1275182 fish pond patchers however
Just need to store a pond in a secret forbidden location
pls no ptsd
I think just doing it from fishponddata is alright tho
Maybe i put in peliq (but feel free to just do it pls)
yea right 
indeed, mini fish pond machine time
hmm the snag is that presumably we want the hypothetical pond machine to keep producing until a new fish is loaded in crystalarium-style, but there's no way to 'remember' what fish is put in if the output is not the exact same as the input
yea hmm
what if you also store the input in a secret forbidden location
actually I have an ingenius idea
- one ItemPlacedInMachine rule, produce an EMC holder chest flavored after the input, it will contain
FISH_POND_DROP DROP_IN_ID - one OutputCollected rule, produce an EMC holder chest flavored after the input's flavor, it will contain
FISH_POND_DROP DROP_IN_PRESERVE
good news: turns out I misremembered and I don't even need to do this, since OutputCollected rules will remember and use the last input item
enjoy your mini fish ponds
this discussion reminds me
@lucid iron how difficult (possible) do you think it would be to have a third mode in machine control panel that allows disabling rules/inputs for one specific machine?
Per machine instance hm
While it's pretty simple data wise (toss that onto modData yay) I didn't do it before cus I didn't think of good non annoying UI to deal with this
The per location mode was made for the Keg Empire in a Dozen Shed usecase
would u be open to a pr
Yeah sure 
okiii ill prolly send one soon lol
My main requirement is that i really need way to tell i did smth to this one keg in particular
But i just never thought of good visual/ux and thus i never did it
maybe just a little indicator if a particular machine has its own config, that you can click to delete it?
Yeah somehow
little warning icon perhaps. or a cog or something
Also gotta consider the case where u open from the big selection menu 
But yep PR welcome
Im gonna be away for a month soon so i promise to look at it by august at least
i imagined this feature just wouldn't be available there
Yeah prob
What if u can press a button and "ping" all the changed machines
Or i dunno an overlay like automate 
I'm sad the data layers api never went in
Or did it
hmm so the reason I misremembered is because 'input item' for outputcollected is weird: when checking trigger rules the input item is the previous output, but when checking the output item query the input item is indeed the previous input
woah..
idk how to do that 😖 i just meant in the control panel for the machine
if you're interested I just uploaded latest MTF with the fake fish pond item query, and optionally EMC with a new "get the actual input item back when machine is broken" flag
now just to make a mini indoor fish pond thing.. mm texturing
Smapi render events 
But yeah i would like to give ppl way to find what machine is non standard
Could be menu or location indication i dunno really
hmmm i suppose i will look into this
i think a toggle that makes a warning icon appear on the machines is probably the best option?
or holding down a key
more buttons though 😨
Yeah u see why I didn't decide on anything 
Mayhaps yes do feel free to experiment and get vibes
yea
im guessing the best option is gonna be.. a toggle button in the global ui to show warning icons for machines with individual configs, with the option to bind it to a key in the mod config (not bound by default)
Sounds good
left or right?
Right looks better to me, but if all animals should have the +4x
thingie (and I suspect yes), then I'd say left is better.
has anyone tried running heavily modded on a ramdisk?
how would i go about editing a modded map?
i'm using a farmhouse mod but it adds features that i don't want (a balcony & being able to go onto the roof)
You'd open the modded map in Tiled, add unpacked tilesheets next to it (so you'll see the map there), and edit it.
However, I know that there are a lot of complications with farmhouses, but I think the simpliest way would be just removing warps to these locations.
In that case, you'll need to edit a .json file.
(that would probably be content.json)
For this, see !unpack and !tiled
OK, that didn't work
!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!
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
thankyou very very much :]
ill see how far i get and ill com back
there are some things i want to change visually too bc theres a ladder & "godrays" that indicate where the balcony is
anyway brb
okay so theres a chance this is because i didnt unpack the game's content files
but i went and dug through the mod's folders and found the missing tilesheets within the files
but
the map isnt displaying correctly
it's not showing any errors & its not asking for any more tilesheets but . yeeah
this isnt correct :(
buildings was hidden but that doesnt unhide the floor/wall tiles
nvm i fixed it
Friends, what's the best way to get my custom Woods extension map to have the same level of darkness as the normal Woods map? I tried copying the ambient light amount but it's still way too bright.
i would be intensely interested in this for possibly some kind of mod crossover/conversation topics/etc! my characters are detectives and loveeee playing clue to the point where their entire closet is full of like 50 different editions of clue 
Just gave it a try with a sample size of 177 mods and 451MB of mods folder size.
Simply copied the stardew folder to a RamDisk and ran SMAPI from there.
I guess if you run it multiple times the OS cache hits and balances it out.
It really seems worth running modded stardew entirely in RAM tbh.
There's barely any cost and tons to gain
(probably more accurate results after restarting the pc to negate the caching)
sorry if this isnt the channel for this, but are there any modding art guides on how to achieve a more stardew valley matching look when it comes to making art for mods, or is it all a bit try and see?
I remember I suggested someone do that on the ES server a little while ago! Given the size of the install folder, it really does seem like almost a no-brainer as long as things can be kept synced to a physical disk for safety.
There is a frequently referenced guide once made for submissions towards the Sundrop City expansion: https://web.archive.org/web/20250104204928if_/https://sundrop.kvdk.net/files/SundropArtGuide.pdf
Ouch, they need to fix their SSL certificate!
the guide seems down altogether tbh
People can not make typos on mobile?
ok hi im back
i managed to make the visual edits i wanted
but im not sure what decides player collision and what doesnt
i figured that the object tiledatas do that, but there's a section where there's collision despite not having tiledata there setting that .
so... i'm confused
Collisions on map tiles are the tiles in Buildings layer
(It probably is possible to have unpassable tiles at other layers by using proper tile propherty, but I have never done that)
It's an indoor map right
105 135 205
Hey! I’m making a perfume mod and I’d like perfumes to be unique gifts — some NPCs really like them, others feel neutral. It works fine for vanilla characters, but I’m not sure how to handle NPCs from East Scarp, Stardew Valley Expanded, and Zuzu City. Content Patcher keeps saying that my PerfumeGifttastes.json tries to edit Data/NPCGiftTastes for NPCs who don’t have a record yet, so it can’t apply the patch. I’d love to fix this — can anyone point me in the right direction?
do you have a HasMod condition for the mods they come from?
Yup! There are tile properties that allow tiles to have collision on the back layer, and tiles to have no collision on the buildings layer!
you may need to have your patch with a priority late
It’s called Passable and it works for both layers to do as mentioned
why can’t you?
Hi guys, I'm quiet new on modding for Stardew, but am a experience developer.
I'm having a issue here.... am trying to change the entry from BusStop map to Farm when FarmType is FourCorners.
Can someone help?
I was reading that through JSON was possible, because of ContentPatcher.... but even so, not working
My "content.json" file:
{
"Format": "1.18.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Farm_FourCorners",
"FromFile": "Content/Farm_Multiplayer.tbin",
"When": {
"FarmType": "FourCorners",
"Type": "{{Type}}"
}
}
,{
"Action": "EditMap",
"Target": "Maps/BusStop",
"MapProperties": { "Warp": "44 22 Town 0 54 44 23 Town 0 54 44 24 Town 0 54 44 25 Town 0 54 65 22 Town 0 54 65 23 Town 0 54 65 24 Town 0 54 65 25 Town 0 54 1 21 Farm 157 15 1 22 Farm 157 16 1 23 Farm 157 17 1 24 Farm 157 18 11 6 Backwoods 49 30 11 7 Backwoods 49 30 11 8 Backwoods 49 30 11 9 Backwoods 49 30" },
"When":
{
"FarmType": "FourCorners"
}
}
]
}
i believe that bus to farm is handle by possibly a map property
It is indeed a map property, you’d probably have to jnto tiled itself and edit it through there
Format: 1.18.0 🤨
but also why do you need to change the warp at all if you’re overwriting the map anyway
might be an old mod ╮( ̄▽ ̄””)╭ ?
and what is Type: {{Type}}
Yes, I'm actually trying to avoid change the original map.
Also I saw in another mod that they used a similar json file.
is trash from previous try, don't make difference
you may want to explain your goal so people can suggest best approach
old mods may do things in a way that is no longer relevant
but you are overwriting the original map, that’s your top patch
I'm on this since 2022 HAHAHA No time to give much effort
yeah I’m asking what you were aiming to do, I don’t recognise this syntax
also after staring at my way too big cliffs and going crazy to make them at least seamless enough to not look horrid i decided i gonna add more cliff deco to hide my atrocities lol
i realized CA didnt meant to have 10 tile high cliffs so....
REAL SHIT TBH
I already have a new version for FourCorners map, I expanded it size. I was able to alter its warp possition to BusStop, but the oposite way, I was hopping to alter without changing the original map it self just because a property
what mod are you using as reference for this btw?
You have to edit warps in map properties, no need to actually change stuff on ur map
because this could and should just be a new farm type
I used at start Eight Corners, but then I started to read the ContentPatcher documentations
yeah replacing farms is. So 1.5
that mod is from 2019
/lh
modding has changed a little a lot in the past 6 years
so, through json do not work, period?
what? no it does work
You can make an entire custom farm using JSON and tiled!
I’ve done it thrice and it’s both easy and fun imo!
And I don’t even have programming experience unlike u ^^
[[Modding:Farm_Data]]
aw damn it doesn’t work one second
Data is lowercase bro
I'm trying to mod to learn more of C# and so, I am more from other kind of programming. Not that my expericen is irrelevant, but there is a huge bridge to cross.
I saw that, but since the other was more simple I was hopping it to work 😦
As someone that lives pretty much entirely in the C# space and doesn't do content, If something can be done in content it will arguably be easier done that way.
Doing it in C# is doing it in content anyway but without the QoL tools that CP gives
I think they meant alt farm type vs replacer
its when stuff isn't neatly exposed in the asset pipeline that C# becomes easier
Oooooooh
Immersive Farm 2 Remastered I saw use a similar JSON that I'm trying to do either... Ok, so in the way I tried do not work.
Alt farm types are trivial in content, which the Farm data page talks about with the entry in Data/AdditionalFarms
which the 1.6 farm uses (though does augment it in C# for the custom starter quest and building/animal spawns)
ngl the way you’re trying WOULD work it’s just not the best way to do things any more
Yeah IFR2 and Grandpa’s Farm are similar in structure since they replace a farm (the standard one)
most farms that are replacers either predate stardew 1.5.5 which added it, or simply didn't know it was a thing due to copying from those older maps, and that it was poorly documented and was pretty much exclusively in the migration page
there also were some bugs with tv spawns and stuff, though afaik 1.6 fixed them
Yup! I haven’t had a single issue with tv spawns

(and like everything else I made back in 1.5, never posted it)
there was a 1.5 mod that did the tv fixer
yeah, I remember that too now
theres also the Custom Farm Loader mod which does augment the vanilla system but exposes more of the functionality that you might have used C# to do
Hi, thanks to you all, I just found the bug on my code and my json worked
{
"Format": "1.18.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Farm_FourCorners",
"FromFile": "assets/Farm_Multiplayer.tmx",
"When": {
"FarmType": "FourCorners"
}
}
,{
"Action": "EditMap",
"Target": "Maps/BusStop",
"MapProperties": { "Warp": "44 22 Town 0 54 44 23 Town 0 54 44 24 Town 0 54 44 25 Town 0 54 65 22 Town 0 54 65 23 Town 0 54 65 24 Town 0 54 65 25 Town 0 54 9 22 Farm 157 17 9 23 Farm 157 17 9 24 Farm 157 17 9 25 Farm 157 17 -1 22 Farm 157 17 -1 23 Farm 157 17 -1 24 Farm 157 17 -1 25 Farm 157 17 -1 26 Farm 157 17 11 6 Backwoods 49 30 11 7 Backwoods 49 30 11 8 Backwoods 49 30 11 9 Backwoods 49 30" },
"When":
{
"FarmType": "FourCorners"
}
}
]
}
thnaks 😉
I just used JSON, didn't need to alter the tbin file
Format 1.18.0...
Why the ick on the format? It is still on going, this is a small and quite irrelevant detail for now... I needed to start from some point, the references I got were with this format, what is the bigg issue?
Advise, dont mock, you know, be respectful
So basically Format is how CP knows if it has to apply rewriters for older content packs
Currently, CP is on 2.7.0
While i don't think it particularly matters for a farm replacer it is good practice to write the format of CP that you used while developing your mod
Yes, I understand that, but let we think like machines, if other mods works with this and you are starting, whay change right at front?
So that future CP version can apply the right rewriters
This is the official recommendation in CP documentation too 
Since you are making a brand new mod, wouldn't you want to be using up to date tools?
I will, I am just trying and learning, this isn't anything official
i mean, i get why you think it's a small detail and let's focus on the big pieces now, the reason people are letting you know is that the outdated format can cause issues that aren't obvious
it's also pretty quick to change and if it causes issue, pretty quick to revert
No, theybstarted complaining and mocking, not explaining, the explanation came after, this is not civilized or polite behavior, and yes, now I am defensive, who know what else can came?
Thanks, but thar was all
what did I miss it looks like Chu said "Format 1.18.0..." and drakon took it as a personal attack on their character
not everyone complained and mocked
no, there was another comment earlier
not from chu
i dont think its productive to assume so much about chu's intentions
I'm also pretty confused tbh, there's no malice from my end and i wasn't even planning on nerding about it since as far as i can tell they don't need any new features
They also appear to have left, so... time to move on, I guess.
that's so odd
trying to find something to move on
Yes mods amirite
maybe i'll move on getting more chocolate
sigh out of the 50 things i have yet to finish
Mixing modern knowledge with older formats is increased risk.
Cp is fairly good at making sure you can't use modern cp features in the formats that didn't have them, but doesn't save you from interacting with changes in stardew itself, particularly with the format bump at 2.0 to go along with sdv 1.6
.choose update pizza, find something else to update
Choose result: update pizza
alrighty
ugh i have to install my own mod off of nexus
LOL
god, i accidentally slammed my hand onto the keyboard and mustce pressed some button cuz now i cannot place several selected tiles at once wth
Does anyone know how and where to put the events for a heart event in my mod? I'm trying to make heart events for a custom NPC and I couldn't find a .json file I was supposed to make or where I put my heart events.
Used to be that it would be in the content.json but you can do everything in an events.json and add them to your content.json as an include imo
(And now I scoot because there are more knowledgeable people to help
)
I think the misunderstanding might be "naming jsons specific way is how to load thing to specific part of game" which isn't the case
The Target in an EditData is the source of truth for that
yeah it can be called schmingledingus.json and itll still work, just as long as it gets Included somewhere 
Ye
Can I get feedback on an idea? I want to add the NPCs I've paired up to have kids once the player reaches 9 hearts with them, but I also want them to have housing upgrades first. I'm thinking about making events at 8.5 hearts that add story quests for the house upgrades because I want there to be some time between that and their marriage (at 8 hearts).
My slight concern is that unless the player has UI info suite (or something similar that shows half hearts) they won't really know if they've reached the prerequisite. I kind of like the degree of randomness, and not quite knowing when the event will happen but I can also see that being frustrating.
you could make it based on CT expiration rather than hearts maybe?
Hmm yeah that's true
i figured out what i pressed in tiled for my issue to happen....it was random mode
Speaking of event data, the mine death under mine.json applies both to regular and SC mines, right, chu?
I think so, cus SC is mine floor 121 and on
danke chu 
Apparently it’s a known thing that can happen, but I’m perplexed by the game replacing my clothes with the default outfit whenever I close the game and reopen after a save. At first I thought it was a problem with the custom clothes I was working on, but it happened with a non-default starting outfit as well. I even double checked the save data in a text editor and my shirt and pants are set to the correct values, but they’re wrong even in the save file selection screen!
yeah it’s the correct values there too
both SaveGameInfo and <farmername>_<numbers>
my guess is it’s saving in a different format than it’s expected to load from for some reason, but since that bug could be happening either during the saving or the loading process, it’s gonna be tedious to pin down
Unlikely
The save is the entire game shoved into xml
My suspicions are
- Possible interference from save repair system (if statics are involved.)
- Improper migration of sorts
- Mod added item does not exist sufficiently soon
- The override clothing system
it’s happening with normal outfits too so I can rule out 3
I never ran into this particular issue tbh
Maybe some mod is poking the farmer renderer
I remember a past issue with my pants dying themselves
it could be 4, I do invoke the override clothing system and I have heard vaguely that that can cause this error, but I want to do some more testing
if anyone’s run into this specific issue themselves I’d love to hear about it
well, the good news is I commented out the part of the code where I invoke the clothing override system and the bug stopped happening, so I know what was causing this
time to work out a fix or replacement
What are you using clothing override for anyways?
I got a question regarding Content Patcher. Trying to help out another user by writing the necessary .content file for a portrait replacer for the Wizard.
Is there anything I should be aware of when creating the content file?
Would it theoretically be enough to just load the new portraits over that of the base-game portraits and have it be compatible with mods like SVE or RRRR (Romanceable Rasmodius Redux Revamped)?
Those mods all add new portraits, so it's not that simple
I'd separate it into a few EditImage like one targeting the 4 vanilla portraits, one targeting SVE/rrrr, and so on
hey i was wondering if there's anyone here who wouldnt mind helping me out making a mod? i just have a few noobie questions to ask maybe over dms if possible!!
Ask here and whoever knows will answer 
its a bit of a silly question but i followed the tutorial on the wiki for c#, and now i wanna start making my npc. how would i go about that? i saw stuff to do with content patcher but idk if thats a sperate thing
Ah, so I would basically make three separate EditImage thingies in one .content file and attach "HasMod" for RRRR and SVE.
!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!
You don't need C# for most NPC stuff
You'll want to use content patcher, so you use json instead
You absolutely do not need c# for an npc
-what the command said
omg thank you i had no idea!
Wait, what would happen if a user has both RRRR and SVE? Would the EditImage actions conflict with each other?
thats a relief c# looked too scary for me lol.. thanks again
You can separate it into bunch of jsons included in content.json as u wish
I believe RRRR requires SVE
There's a different smooch the wizard mod that is not SVE
Up to portrait mod to decide what to support
The user I'm trying to help only mentioned compatibility regarding SVE.
Hmm, I should probably ask about whether they want RRRR compatibility. I think I'm getting ahead of myself.
But if I get that right, then this should only require one image to pull the portraits from, right?
Cool
also remember to add false dependencies in the manifest
"Dependencies": [
{
"UniqueID": "spacechase0.GenericModConfigMenu",
"MinimumVersion": "1.14.1",
"IsRequired": false
}
],
it's so that your mod loads after theirs
But I think I understand iit now!
note to self when u last updated
whoa! am i cool now mom?
yes
yes

hell yeah!
wow thats awesome, congrats!!
quick question... what's the benefit of using at over cp? what's different?
does at keep the original textures?
There's a bit of overlap, but they serve different purposes. Content Patcher lets you change any data/texture/map assets in the game, while Alternative Textures lets players change textures for specific instances. So for example, you'd use Content Patcher to add a new building, and Alternative Textures to add barn skins that can be applied to individual barns.
ohhhh so at lets the player choose which variation to use for each individual thing?
though CP can also do barn skins now
Yep. The player uses a custom tool in-game to change the texture for each thing individually. It works for a bunch of different things (not just buildings).
i get it now, thank you so much! 
AT is for the remaining entities in the game that doesnt support a skin system like big craftables
hey guys I'm back again with another question.. I need help knowing how to make the dialogue sprites for my character. the tutorial I'm following says to use 64 x 64 pixels but it's kinda hard to make a character look.. good. with that size. anyone know what to do? I have clipstudio paint if that's any help
#making-mods-art can have tips
thank you!
you must use 64x64 pixels unless you want to rely on an HD framework
ahh okay I see, I'm sure I can make it work. thank you :3
hi hi 
what's the easiest way to find the coordinates (the "FromArea and ToArea) for an object i'm trying to make a CP for?
have you already unpacked the game files?
yeah! and i have the sprite i want to use as the replacement done too
what I do is open the file in an image editor, set a 16x16 grid and check the coords in there
alright so this will depend on the art program youre using, but in most of them there should be a spot somewhere on the screen that shows you the coordinates on the canvas that your cursor is currently at. find the top left corner of the thing you want to edit and get the coordinates that way
or open tiled and slap the sheet in there(tho that needs prior Tiled knowledge)
i use paint tool sai for my spritework :o i'm unsure if it shows the coords but i'm checking
i have a bit of tiled knowledge so maybe i can try that if sai doesn't work
been years since i last used sai, not sure if they have coords but i think they do got a grid option at least
Krita doesn't show coordinates of your cursor either, so a trick I have learned is to make a box selection that has one corner at your desired cursor position and has the opposite corner at the top left of the spritesheet. The resulting width and height of that box (give or take 1 pixel, depending on the index and any grid snapping) align to your pixel coordinates
most art programs actually dont have coords, i think thats mainly a thing for asesprite and the likes
Most programs, even if they lack realtime cursor coordinates, do provide information about the size of your selection
since lumi showed me to do it in tiled i only do that now lol
Well, tile coordinates and pixel coordinates are different, so just make sure you are using the correct one in Tiled if you go that route
when i googled up sai showed coordinates i found pixspy which seems pretty neat for finding them quickly and easily
Image Inspection Multi-Tool — 100% free — fully in-browser — measure, color-pick, compare, histogram, cross-sections, sample, redact, and more
is it top left corner of the 16x16 i need, yeah?
hmm i guess i mustve used another program in the past besides aseprite that did which made me think that 
and yes its the top left corner
i think they all secretly have coords
Photoshop displays realtime pixel coordinates
but not always show em
still if you use the select tool
they will usually show coords of the select rectangle
Yep, as per my earlier comment 🙂
I think there's a portrait template that you can use as a layer so you can have a bounding box visible 
i use firealpaca for the most part and 🤔 surprisingly it has coords
i think CSP does too which i also used for a time
(the sad and unique are swapped but this is technically a template
)
actually that's angry, not sad so it's also in the wrong spot
it should be neutral, happy, sad, unique, blushing, angry
(it doesn't really matter unless you're using the letter portrait commands like $a, which will point at the sixth portrait)
Monthly mod stats time!
Milestones
- This is the eight-year anniversary of these stats! They started on 19 June 2017, when we had a grand total of 257 C# mods (compared to 3,169 today). Overall compatibility rose from 65.4% to 76.8% over that period, despite major releases like SMAPI 2.0–4.0 and Stardew Valley 1.3–1.6.
- The Stardew Valley 1.6.16 pre-alpha is now available!
Mod compatibility
76.8% of SMAPI (C#) mods are compatible or have a workaround, up from 76.6% last month.
Unique mods by type
We have 283 more mods this month. That includes:
- +156 Content Patcher;
- +45 SMAPI;
- +44 Fashion Sense;
- +28 Alternative Textures;
- +9 Farm Type Manager;
- +1 Mail Framework Mod;
- +1 XNB;
- 0 Custom Furniture;
- 0 Custom Music;
- 0 Dynamic Game Assets;
- 0 TMXL;
- -1 Shop Tile Framework;
- -3 Producer Framework Mod;
- -5 Better Artisan Good Icons;
- -5 Json Assets;
- and +13 for frameworks with <100 content packs.
Content Patcher packs
We have 11,359 Content Patcher packs.
The top five Format versions remain...
- 2.0 (3,414 ↗ 3,461), 2.3 (802 ↗ 811), and 2.4 (586 ↗ 590) for Stardew Valley 1.6;
- 1.19 (565 ↘ 560) for Stardew Valley 1.4;
- and 1.3 (475 ↗ 482) in old unofficial guides.
Open source
- We have 3,458 tracked C# mods, of which
- 2,229 mods (64%) have a source code repo, with
- 1,186 (53%) in a multi-mod repo and 1,043 (47%) in a single-mod repo.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API rose a bit to US$247/month mainly due to higher bandwidth usage. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for May 2025
- Full mod dump (75 GiB)
- Download all open-source mod repos
- Dynamic view of mod dependencies
And that's it for this month!
+1 xnb jumpscare
wow... eight years ago I was eight years younger
i too, was 8 years younger
i wasnt. skill issue im afraid
The XNB truly is a Jumpscare huh
wait how do i turn this on 👀 i’ve been relying on the rulers
Button are you stuck at an age eternally forever
i dont have to be stuck, i could simply be a number of years older that is not 8
(Such a Freiren response lmao
)
I need a few extra pairs of eyes to examine this content file. The first edit should replace the vanilla portraits of the wizard, while the second edits the base image to full spritesheet for the Wizard with Stardew Valley Expanded installed.
If I read that right, then the second edit should take place after the first.
+1 XNB
nature is fading
within your own json your patches will be applied in the order they are written (Excepting when you mess with the priority ofc) so the second one will take place after the first
Use the Info palette
I kinda feel like I misplaced the "When" thing.
Though maybe I'm just doubting that a little too much.
oh you did yes. i got distracted by the prioroty order question
Tbh it's also not necessary imo
damn
it should go directly beneath the FromFile
If only sve calls those portraits
Hacing them hanging off the end is harmless
Bigger problem is that wiz has like
theres multiple wizard smooch mods
Three non overlapping sets
I see. So I could just use the second edit and leave it at that.
if u dont care about the other wizard smooching mods yep
For now, only SVE.
Yeah works fine for that!!!
but setting things up in a way that handles the diff versions is nice 
wh
and 1.3 (475 ↗ 482) in old unofficial guides.
who is putting out CP 1.3 mods in the year of our luigi 2025
the other communities
recently i got send some llm cp json (
) that had Format 1.3 on it
my guess
oh god chu, that would explain it
so yes the robots ate the outdated guides and its doomed probably
what is llm
i think Content Patcher should explicitly ban migrating from 1.3 and 1.3 only /j
chatGPT poisoning the well
oh icky
B
lovable lstardew modder
(Possibly a Large Modding Model.)
well idk about large, but he is capable of language and is perhaps a model
lucky loving man??
hes actually 2 feet tall, so a smm
smm,,,
Should we make these changes?
16
16
1
Yes
💯
no chatgpt a horse is not a Tool
power
Type: Horse
Edibility: Tool
who told the ai a horse was a tool
unanimous.... the people have spoken
or did it just do the true and untested "sure why not, i have no info to back this up but i can deduce it could be so"
source: trust me bro
sometimes people tell me i should be a model because of how tall i am. they're always surprised to find out im too tall to be a model
(it was flashback to very real LLM code that thought pathos' tractor inherits from Tool)
New quote added by atravita as #6463 (https://discordapp.com/channels/137344473976799233/156109690059751424/1388965447415894056)
see u know Tractor is a Horse cus institution knowledge
i know it bc it used to be appear on my animal tab
llm r not usually trained on sdv stuff so they r bad at it
intelligence is knowing that a tractor is a horse. wisdom is knowing not to put a tractor in your fruit salad
New quote added by cosmicbea as #6464 (https://discordapp.com/channels/137344473976799233/156109690059751424/1388966607102935082)
wait does this imply u put horse in the fruit salad
because it uses the tools
to do the thing
why does my service go out when i need it. 🤔
We're getting close to 6480
i thought you were giving reasons for putting a horse in the salad here
the anarchist in me wants to quote this message as #6480 and claim it technically counts /j
obviously
no i was giving the robot reasoning for why it’d assume that
(it just came in presumably super late bc of your service going down
)
Hello! Does anyone know how to pick a random item from the Travelling Merchant's pool AND make it compatible with any mods that add items to that pool (eg. Cornucopia)? It that AND that is making me not know what to do.
I don't think I am correctly understanding the question, so: are you just trying to pull a random item from the travelling merchant's stock, AFTER other mods have contributed to that stock?
Basically, ya.
are you using C# or CP?
C# offcourse
you can just pull the Data/Shops entry then and look in its Items list
I remember trying that, but it was not working. I don't remember why, though I haven't worked on it in a while. I will try it again and see what comes up.
I think u can get the shop menu and iterate inventory perhaps
Remember that stock is nested inside of a data model inside the main dictionary
Although there is Utility.GetShopStock which is probably more convenient
Game1.random.Choose(Utility.GetShopStock("traveling_merchant_id"));
That should work, but use the actual traveling merchant shop id. (I don't know it offhand)
that will however like, actually parse the stock
which may be desired or may not be
e.g. if theres one shop entry that is an ALL_ITEMS query it will turn that into a singular item, and you wont know it was an item query
and will be the same every time you call it that day
That is true, but it seems to serve the specific goal here, and means you don't have to handle all the condition and item query stuff yourself
it also does something with SynchronizedShopStock.UpdateLocalStockWithSyncedQuantities() but idk exactly what that does but its a side effect that may or may not matter
if the function works for the goal then it works i just wanted to make sure it was known 
how difficult would it be to combine parts of two existing modded maps? Basically this one but I wanted to change the location of grandpa's shrine to be where it is on the tiny garden farm (so off in the forest as a separate little thing) Ive never made a map before
https://www.nexusmods.com/stardewvalley/mods/24680?tab=description
Not terribly hard, as long as you're careful about tilesheets and don't mind some manual stitching of seams
You will definitely want to read [[Modding:Maps]] first if you haven't already
You will also need to unpack your game files for the vanilla tilesheets if you haven't already
!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!
You'll want to put both tmx files and all of the tilesheet pngs from both maps into the same folder, and then you should mostly be able to just copy and paste the chunks you want so long as you have all of the layers selected at once.
You may need to adjust the positions in some map properties depending on if and how you move stuff around
okay thank you!!
Thanks! I am updating both Visual Studios rn, but I will take a look at it after it finishes.
Thank you too, Buttons!
Hi, has anyone made fish mods? I’m having trouble getting the game to recognize the fish sprite in the aquarium. Depending on how I write the code, three things can happen: it uses a base game sprite (for example, if I set the sprite index to 0, I get the pufferfish), or I get a sprite error, or I get a red SMAPI error which I think is called a FormatException. Looking at other mods that add fish to aquariums, each one does it differently, which makes it even more confusing, and checking the wiki doesn’t really help either because there’s no example of how the code should look.
The good thing is that whether it shows the pufferfish sprite or a funny error icon swimming around, both behave exactly as they should. They swim just like I want them to!
Why don't you look at the game's code itself?
I would have looked for you, but my Visual Studio will take about 5 more mins to finish.
!json post code
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 not in a hurry, anyway I don’t think I really understand what I’m looking at, even if I look at the game’s code. I thought checking the wiki and looking at examples from other mods would be enough.
ok, 1 a sec
Maybe this would help?
As I mentioned before, I read it and it didn’t help me — the information is confusing for me. It might be very clear, but without a concrete example I don’t really understand it well. I’m not familiar with writing code.
With the code I provided, the pufferfish shows up in the aquarium hahaha.
In that version of the code, yes — the other one I have makes it show the error object instead.
With that code I sent you in the link, the error icon shows up floating around hahaha.
your problem is that your texture ID contains slashes
and this is a slash-delimited string asset so instead of your texture being Mods/{{ModId}}/AquariumFishSprites/Celacanto it thinks the texture's name is Mods, with {{ModId}}, AquariumFishSprites and Celacanto being extra fields
change it to Mods\\{{ModId}}\\AquariumFishSprites\\Celacanto
In which one of all the versions I sent you? Because in the fish mods they write it the same way I did.
they're using \\
you're using /
for the vast majority of the game's data structures / and \\ are interchangeable, but not in this case; / must separate the data fields, while \\ must be used within that field
One of the examples I saw was that one.
Ok I´ll try
Honestly, I don’t understand and I don’t think I’m writing the code correctly, but let’s see what happens. The only thing I need to understand it is a written example of the code so I can look at it and analyze it like I did with everything I’ve added to my mod. Without that, I feel completely in the dark.
did you also load the texture
oh wait you did just saw that entry lol
pls post what you have again
Which of all the codes? The original one that shows the pufferfish sprite instead of my fish’s sprite?
https://smapi.io/json/none/62eb26a552694c628c1874fb0840bf8d
Coelacanth as pufferfish
https://smapi.io/json/none/5f3769c729dc432eab8429ec188ba634
Coelacanth as error object
you missed Mods\\ before the texture in the aquarium data
I didn´t understand
anyone know what this is for? im not sure if that's a scarecrow.
there's already a scarecrow that looks like this
you loaded into Mods/{{ModId}}/AquariumFishSprites/Celacanto but your aquarium data is {{ModId}}\\AquariumFishSprites\\Celacanto
see the missing Mods\\ prefix
one of the unused BCs
oh thank you!
{
"Changes": [
// --- Carga de Texturas para Acuario ---
{
"LogName": "Load - Aquarium - Celacanto Texture",
"Action": "Load",
"Target": "Mods/{{ModId}}/assets/Fishes/Celacanto/Celacanto2",
"FromFile": "assets/Fishes/Celacanto/Celacanto2.png"
},
// --- Definición de Peces para Acuario ---
{
"Action": "EditData",
"Target": "Data/AquariumFish",
"Entries": {
"{{ModId}}_Celacanto": "0/crawl"
}
}
]
}
hmm where's the texture data for bigcraftables? is it hardcoded?
Let’s use that code as a base — what do I need to modify?
what you have before is mostly correct
change 0/crawl/////{{ModId}}\\AquariumFishSprites\\Celacanto to 0/crawl/////Mods\\{{ModId}}\\AquariumFishSprites\\Celacanto
ok
is there any way to make a text bubble appear above the farmer during an event?
i asked that before here and iirc you aren't able to
might be wrong though
First of all, thank you — it worked! But what was the reason it worked now and didn’t before?
rats
ill make do with message then
yeah that's what i did last time :/
I’m going to try to fix the other fish on my own to see if I really understood the reasoning.
was that not understandable or did you just miss the msg
I was able to fix the other fish too — now they’re both swimming. What I don’t understand is why in my case it needs that prefix, but in other mods it doesn’t.
Do you think it’s better to have all the fish in one sprite sheet and all the fish in a single JSON file, or is it better to make one file for each fish?
they didn't need the prefix because when they Loaded the texture they didn't use the prefix
if you load into Mods/UniqueName you use Mods/UniqueName, you can't use just UniqueName
the other mod loaded into UniqueName so they only need UniqueName
(using other mods as a reference is a good idea, but you should develop some of your own understanding instead of just taking everything they do as gospel, because then the moment you need to do something differently than what they did you'd have no idea how)
For the hake, I didn’t use the prefix and it wouldn’t load the correct texture, but when I used the same code as with the coelacanth — just changing “coelacanth” to “hake” — it worked.
ok I understand
(or, heck, if you reference two different mods and they do things differently)
That’s exactly my problem — since I have no idea about programming, I often need to see the code and have someone explain to me why it works that way. Now, with what you explained, I have a bit of a better idea of how it works.
I thought that even though both codes were different, just by being in the aquarium.json they would serve the same purpose.
In any case, thank you so much for your patience. You’re always very patient with me — I’m going to give you a mention in my mod, haha.
I combined them visually but Im not sure what these tile data things are for around the edge and if I need to change them at all? Sorry if this is a dumb question im very new to this 
this is a continuation of this
in case you didn't already find the answer: /textAboveHead farmer \"Text goes here\"
i tried this, but it doesn't recognize farmer
it's supposed to only work for NPC i think
these tile data are probably setting passable? is not clear just for this ss
huh, that's weird
it looks like you moved the origin too so uh gotta account for that
most of the event commands take farmer as well as NPCs so I dunno why that one wouldn't
how so? I've never made a map mod. I added a bit to the left side
I... don't know what this means 😣
0,0 is the top left of a map

