#making-mods-general
1 messages · Page 363 of 1
(ideally it'd show the asset name loaded by SVE for you to target)
Yeah that's the part I don't know it would help about
or run patch export Data/Buildings to see what exactly the texture name you should patch if you don't feel like digging through SVE's files
What would you run the patch summary on though? And do patch summaries show the Texture field?
Yes this is what I would do if doing a "find in files" through SVE's files for PremiumBarn hadn't helped.
i usually just look in the files for the asset names and file paths
I guess if you just did patch summary full FlashShifter.StardewValleyExpandedCP it would show you the Load patch for it.
(That is how you do patch summary by the way Bog.)
yeah this will be something i look to for troubleshooting in the future
NEW KNOWLEDGE
Ah I forgot about that section, yes that's pretty easy to see
thank you for your help<3
My current project involves making lots of complex events. So I bult this UI event editor for myself to make it a little easier.
well thats just so freaking cool
Well that was on my list of things to do... thanks for potentially saving me the effort! 
Yeah, it's nice. You can click in the grid and the clicked tile's coordinates get set as current commands x,y coordinates.
Saves a lot of time.
Only downside is that (currently) the preview images are pregenerated manually.
And I imagine modded characters are graphically currently not a thing?
I actually really like writing event commands by hand but I could see this tool appealing to a lot of people!
Aba, what. 
What? They're not hard!
I have to think about how I could release this. There is some stuff that I can't share easily without modifications
Modded characters are not really an issue. Just needs maybe some tweaking
since whatever cursed JSON syntax Content Patcher/Newtonsoft uses support newlines writing events manually isn't that painful
Yeah, obviously no pressure to release it at all! Nothing wrong with a bespoke custom tool.
but yeah this could be useful
question, i keep getting this message when I try to compile my eggbuff The best overload for 'Method' does not have a parameter named 'prefix' ?
you're misplacing a ) somewhere
prefix is a field on Patch, not the Method you're passing to it
ahhh okay
(Which is very easy to do in the nest of parentheses you end up with manually patching with Harmony.)
It's definitely something in my harmony patch
Harmony harmony = new(ModManifest.UniqueID);
harmony.Patch(
original: AccessTools.Method(typeof(NPC), nameof(NPC.grantConversationFriendship)),
prefix: new HarmonyMethod(typeof(ModEntry), nameof(NPC.grantConversationFriendship_Prefix))
)
);
}```
yep, what I said
so it should like the edited version?
now I think you have one too many ) at the end, but yes
sweet, now it just says 'NPC' does not contain a definition for 'grantConversationFriendship_Prefix' and that's the only errror left (am so close I can taste the strawberrycremeegg that this goes to)
ty!
second nameof is wrong
for future reference error messages usually point to the line number, and if you're using an actual IDE it should already be highlighted directly while you edit
ahh, okay. I'm using VSCode, this has been the crashiest of crash courses haha so it shouldn't be nameof(NPC.grantConversationFriendship_Prefix)) should it just be NPC.grantConversationFriendship?
yes!
YESSSS
ok it's happy with me now
that's also wrong
ooh okay, what am I missing? I've got the wiki for harmony patching open
also Visual Studio is the recommended C# IDE, not VSCode
you want to patch the original NPC.grantConversationFriendship with the method ModEntry.grantConversationFriendship_Prefix
the latter of which you presumably defined somewhere in your ModEntry
I did! okay, I think that did it
see this in case you missed it
ooh, okay I'll check that out. I
VS Code is perfectly good to use for your JSON edits still, but very few people choose to use it over VS Community for C# since it's not built to the task at all
likewise vice versa
and this is my first time using it for something other than ContentPatcher lol so I'll go do some aquiring
Sure! Can you add your GitHub account name to the community modders list?
level 44... almost there 
I wonder if I should do that. Nearly able to at level 641...
repo access is nice, if only because ILspy on Linux keeps failing to detect internal variable names
@ivory plume Can I get access too pls? My GitHub is on the list.
yes I'll have a for (int num8 = num7; num8 < num9; num8++) <- statement dreamt up by the utterly deraneged
does the repo also have code for android?
there's an Android repo, but it's still on 1.5
last I heard Khloe's working to update it in a PR
that'd be a huge plus
@vernal crest @harsh bobcat Invite sent! See the repo readme for more info when you accept the invite. Feel free to ask if anything is unclear.
Thanks!
I remember reading that it's still best to delete the lines still though. Is it no longer a thing?
if there is a benefit to doing so, it's so small that no one will notice unless at staggering scale
(and if you got to that scale, other concerns would dominate anyway, so i doubt anyone would care even then)
Kiki is renamed to Alan, he’s a roommate npc as personally I don’t see him being in a relationship, I think he would be more of a friend that lives with you, he’s more of a shy person, reluctant to make friends but you’ll help him become more open, most of his heart events is you encouraging him to talk to others, his 8 heart event is the most important one
@blissful panther again on topic of the graphical event editor... I was thinking a little bit
I think I would be down to release a version of the software/code for the editor. I just have to remove some of the more custom stuff, but it's not too much work for me.
But I think I would need some support on the packaging and support side of things. To make it installable, usable, etc. All these little things that tend to pile up.
I'm quite new to SDV modding scene so I would appreciate some help with finding volunteers / people who really would benefit from event editor like this.
Ok, looking into the silo for a mod...Does changing the amount of hay it can hold require C# mods or could I do it with content patcher?
Content patcher
👍
lots of silo capacity mods you can reference
Can you use variables like this in content patcher mods?
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Silo": {"HayCapacity": "Capacity"}
}
}```
In where the the Capacity is defined in the config?
if your configschema entry is called Capacity, then use "{{Capacity}}"
https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/tokens.md for a more general guide on tokens (aka variables)
what selph said. pathos's docs are good
I am a people that would really benefit from an event editor like this
I'd offer to help but I severely doubt I have the knowledge to do anything lol
is it possible to retexture stardew NPCs into a different sprite size than 16x32? or is it hardcoded to be that
i think Sprites in Detail will be what you want?
oh interesting
I'm specifically looking for a way to keep the same resolution/size, but in a bigger canvas per sprite
Sprites in Detail seems to work for that? 🧐
Hello, thank you! It's ok if you don't have technical skills. For starters , later,I want to demo the project in a voice channel and would appreciate some company. 😊
But I think I need to reach lvl 5 on the server before I can do that, lol
Oh yeah for sure, i'd be down to help in that case 
read the documentation, ty this is what I was looking for 
I've noticed that some TriggerActions that are supposed to run on DayStart don't trigger when I first load the game if I'm including them one level deep. If I put them directly into content.json they work, but if I include code.json from content.json (and code.json has the trigger actions in it), then the trigger actions exist (I checked with patch export) but aren't actually run
Not run until the next day, that is
Patches are re-evaluated on day start, so it's most likely an artifact of how Include works. I bet you anything that if you put variable tokens in the trigger action, it would always use the previous day's value.
Probably worth reporting on github if you can make a minimal reproduction project
I'll give the token a try, see what happens!
Hi, in Data/WildTrees the items: ShakeItems, TapItems and GrowsMoss do not appear as optional, are they really mandatory, or did they forget to put them in the wiki?
Hm. I added a "WEATHER Here Sun Wind" check to the trigger action but still no letter without going to sleep another day
I believe those are all optional
to be really sure you can decompile StardewValley.GameData
hm it appears my mod is actually technically compatible with SVE just the map is a bit wonky and the town events have characters clipping with objects but all in all...compatible and not game-breaking
ugh now i feel lazy to actually fix that stuff since its so minor
if it functions (like events are finishing and stuff) then just put it as a low priority item on the to-do list imo
You can always do an SVE patch later, if it bothers you
maybe wait for some other bug/compatibility fixes to pile up too
good morning folks
I ended up discovering in the file that the SeedItemId is mandatory, and it's optional in the wiki, and the other 3 that I mentioned really are optional, and in the wiki it's not marked lol.
i was today years old when i learned vscode is not the same as visual studio
hmm I think SeedItemId is optional, the codebase just doesnt use nullable
coconut trees dont have it
actually nvm (as in coconut trees not having it, they do)
Is "FieldNameForInt": "42" or "FieldNameForInt": 42 preferred? This is almost entirely academic since the parsing time is not gonna matter, but I'm curious
(in a CP pack)
I do the later
i prefer bare ints as well, but i always put tokens inside string quotes. e.g. "FieldNameForInt": "{{NumberToken}}",
If anyone has the time, maybe someone could tutor me in the art of mod making in DMs?
yeah, but the code in Tree.cs checks that SeedItemId isn't null
it's a weird convention, but it is what it is
my memory is telling me you might need quoted ints for indexes in TargetFields? but maybe i made that up, or it's a 1.5-era thing
I’d love to learn 💜
1.7 moving the codebase to using nullable pls
Cool, appreciated - I'm kinda leaning toward all quotes all the time for consistency
So I can leave it as Optional in my library too
!startmodding You can start to learn from here, but you can also share in here what kind of mod you want to make and folks who are around can help. It's generally much easier to get help in here from lots of people than from someone in a DM.
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
In the content patcher you don't need to set a value for it, it will work
Best way to learn is to take a simple idea and make a tiny mod 🙂 There's tons of documentation, like what was already linked
Ah. Okay okay
Hmm
Start small eh?
Okay. I wanna learn how to change one of the villagers to look like Zelda from Skyward Sword. And also change the name and a LITTLE text changes
Is that small enough? 😅
it's better to do your learning in the open on here whenever possible. discord is not a great platform for finding accumulated knowledge from the past, but 1. having the conversation occur in public makes it more findable than DMs, and 2. other people who might know relevant things can chime in if they happen by
!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!
(It is legitimately easier to put in your own npc than to make a replacer)
There is even a tutorial on it
is their a tutorial for how to decompile or look through the game 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!
?
!decompile too
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
I see
Thas a lot
OKAY OKAY where should I start tho
Like from the top, no expirence
familiarizing yourself with content patcher
pick a trivial-sounding mod and implement it with content patcher. say, "change one line of NPC dialogue", or "add a vanilla item to pierre's shop stock that he normally doesn't sell"
TargetField is a List<string> so yeah, no mixing and matching
uh huh
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
^
this is helpful for a first mod https://stardewmodding.wiki.gg/wiki/Tutorial:_Your_First_Content_Patcher_Pack
Welcome to creating your first Content Patcher Pack. I wanted a quick and easy way someone could copy, paste, and run their first content patch to prove to themselves everything's working as expected. I always find that creating my first, simple, working code gave me the confidence that I could tinker with things slightly and watch as my code gr...
Oooh thanks
Ima forward these to my alt
For later
Kim, what is it you wanna make? (I know my first mod was a greenhouse mod...)
It was...a slight disaster...but it worked
I wanna just start simple. I wanna change Haley’s model into Zelda from skyward sword
Which means I gotta learn pixel art lol
!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!
Does the spaceCore setDating npc [true/false] essentially let you do the uhh reverse proposal
or reverse asking out
i should learn spacecore functions sometime
im looking at the github and it looks like a lot of fun
do you mean like, the NPC asking you to date?
yes
yeah it should as long as you put it behind a question
So for that, make sure you know all the sheets you will need to change. Haley has three.
Haley.png Haley_Beach.png Haley_Winter.png
And each one is different lengths XD
is this gus? (vanilla festival character sheet)
yup
Do we have a command that shares who does art commissions?
!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
!commissions
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
Ooh thanks. I’ll save that for later, but imma try to do it on my own
My reasononing for asking is because I cannot make scharacter sprites to save my life....
thank you
Case in point...Balding sebby #making-mods-art message
I'm kinda tempted to add myself to event commissions
(Since I'm doing one rn)
what would cause an NPC’s schedule not to load? Trying to test a full schedule for my NPC since her home is done now and I don’t have any errors showing up, the validator says my json is all good, but she’s not going anywhere and Lookup Anything is telling me there’s no schedule loaded
did you Include the file?
Yeah
You need to sleep for a day or two for schedule to set in (I think..)
Oh!!
yeah sleep for one day and if it still doesn’t load then we’ll keep troubleshooting
Sounds good, I’ll be back XD
AH, started a proper test save file and warped over there, and LA is registering her schedule now!
Thanks yall
yay!
Hello! Does anyone know I can get my eventprop here on top of Linus' campfire? I have tried to remove tiles from the map with /removeTile, tried /removeObject and /removeSprite as well
what command are you using to add your pot? if it's TAS, then you can set the layer it's on
I'm using /addTemporaryActor Hange_cookingsprite 16 32 29 9 2 false Character
i think temporary actors are usually for living things, like the animals in the petting zoo at the fair
try using a temporary animated sprite instead, or if it's an object you could try addObject
Is it possible to animate... positionOffset on farmer?
Oh?
As in the offset is looping, while the dialogues go on
small question for i18n-ifying my mods...is it frowned upon to use google translate?
Okay.. maybe I can do it without offset... but how do frames work when it comes to animate farmer... is it something like this?
That's translating, not i18nifing btw 
That's what I meant >_<
i would say probably?
there are plenty of people out here who can translate
who are native speakers
so seeking them out is probably best cause google translate can make mistakes
or can't really capture what you mean to say in the way you wanna in a diff language
i think Nomori might've just meant there's a distinction between internationalization and translation. they aren't equal
also yes it's generally frowned upon, if someone wanted a bad Google translate into their language they could do it themselves
as long as you have i18n support people will ask if they can translate 
If you don't know the language then yeah... I'd say it's not the greatest idea
If you know the language and can fix the mistakes machine translations do, then I don't see why it can't be used
i mean they will also ask if you don't have i18n support but you get it
Well time to wait lol
i would think that using it to supplement already-existing knowledge of a language would be fine (e.g., what was the word for dog again? oh yeah, that's right), but it frequently chokes when it runs into long texts or culturally-specific knowledge
also, supposedly Google translate's AI sometimes just hallucinates things now
love that /s
this is true, it's gotten notably worse
DeepL is a bit better but everything with AI is some level of enshittified these days
I just wanted to do something to help, but I might try to do stuff for spanish at least...I know a bit of spanish, and I use word reference for simple words
I wrote like 15 pages explaining distinction between the 2 for my masters, so I felt a strong urge to correct 😅
(Well... 3, since localization was there too)
I would've mentioned globalization too but I didn't feel like counting the letters bc I forgor
Imma just wait longer then XD I know some spanish, but other langagues are....lacking
Oh yeah, that too
suddenly it makes a lot more sense why you were the one to make the i18nifier though
@blissful panther is Hot Reload with Rider still working for you?
I swear it used to work for me, but now it only works in Release mode. When Im in Debug mode, hot reload fails again iht the "Could not found output assembly". I have <DebugType>pdbonly</DebugType>
in my csproj in the first PropertyGroup
I'd say you absolutely don't need to translate your mod by yourself, if someone offers the translation then great, if not then it's not a big deal
And since I DO NOT use doulingo anymore (I got tired of them pushing their primum on me on mobile after EVERY LESSON and they went "AI first") I'm unable to find a place to learn 😭
I got the idea for my masters from the i18nifier tbh 
Unfortunately, I haven't touched Windows for months now, so I actually don't know!
Now I'm stuck with not being able to debug. 
(I use hot reload with Rider just fine)
Hello, folks! I have a question.
Is there a mod that Sebastian or Elliott are playable, like the mod "playable Abigail"? Is it hard to make it?
#modded-stardew would probably know more
is it just a retexture, or do you mean you want to remove sebastian or elliott from the game
to summarize the modded-farmers talk: all that mod does is retexture the farmer into Abigail, so what you can make is something like a Fashion Sense cosmetic pack
This mods allows you to play as Abigail.
I'd like to know if there are mods for other villagers.
I've checked this mod and it works well.
that's so funny
(you can follow what it does and retexture farmer base, but that's a ticket to pant spriting madness)
hmmm...i see
Does anyone know what are these 8 tiles for? I see it in many farm maps, they're untillable and cannot place furniture on top, but I never understood the reason for these tiles, are they necessary?
i believe they're used for some spouse activities
oh I see, if I'm in coop, what would happen if both me and the farmhand marry an NPC?
only the host's spouse has the privilege to use the area
yep
awesome thanks!
on windows?
any special setting you use besides that line in the csproj? 🤔
i dont have the line in the csproj
it Just Works™
i cant remember if i had to change any settings
i do have these ones turned on actually. are they still enabled for you or did Rider reset them with an update or somethin
Sheku why rider
Im using Intellij at work (because Im a Java dev) and Rider is very similar
Oh
I tried getting VSC to be closer with ReSharper etc but was only partly successful
xD
(whats wrong with Rider)
oh
guess its just an honest question why Rider over VS?
I mean you could easily pick on me for....well
(had the same settings, sadly) ty tho 
Everything
yeah but you know, Im nice 
I have no memory of that :p
It was years ago
I use Linux btw
You can see I'm no longer orange
New quote added by atravita as #6489 (https://discordapp.com/channels/137344473976799233/156109690059751424/1392611990165258272)
It just shows i don't actually have a life
Also, you're modding again o.I
Can I look forward to a fun new sheku mod
Oh you might have forgot a bracket somewhere
Im helping Kedi debug stuff xD
!log please send actual logs and not just pictures
I still have my half-finished updates lying around
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.
AH!
maybe one day
Yeah it was a bracket
I know this from experience unfortunately lol
Will keep it in mind, my bad
does anyone know which tilesheet these pieces from harvey's clinic are in? i'm not seeing them in the townInterior sheets (tho i could just be missing them)
(the sink and the trash can, i have the poster)
The trash can is just in town interior the normal one
AH
Ill find the exact spot
i had checked 2 but my eyes did indeed miss the sink XD
thank you!
Okay another problem, it's not recognizing a key?
https://smapi.io/log/cf456a1987aa4b7ca55d94cda02378bc
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Unix 6.8.0.63, with 5 C# mods and 1 content packs.
(Whatever you make it'll be cool
)
Doing code mod commissions is kinda fun 
has anyone implemented rpc for stardew valley before'
as in the protocol for remote code execution
what's the use case 
does anyone know the speed of move commands? like how many ms per 1 tile walked?
like if you just need clients to communicate with each other in an MP game that's already a thing
remote code execution to use python to interact with the game
I got it running using http
but It is wacky
in that case it's definitely possible (see the Discord rich presence mod)
Doing troubleshooting, and can a kind sould give insight on what's happening with those huge yellow text here. xnb mod, maybe? https://smapi.io/log/f36c9dd5ebaa4455b135cc1a23efe791
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 79 C# mods and 96 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Why do you need to use python tho 
You'd have to write all the "do stuff" commands in C# anyways no?
Did they try verifying game files
Those are custom NPCs added by a mod they uninstalled (note the · characters in the NPC names). SMAPI automatically removes the broken NPCs, so they'll be gone if the player saves in-game after those warnings are shown.
Yar, so basically there's a mod add there that maybe add two copies of vanilla villagers?
Yep, it creates extra copies of NPCs and appends · to their name to make them unique. (I wish that mod used a unique ID though, those NPCs often cause confusion when troubleshooting.)
Oh this is not actually their problem. I'm just curious.
Case in point, here. 😅 Thank you for the insight!
I added the ability to freely move the viewport position around the map to my custom event editor.
Those are NPC clones from a certain NSFW mod... I'd recognize those · anywhere since it gave me so much headache in the past with "bug reports" 
if you do release this, i'll be soooo excited! it looks awesome
is it really rpc?
thought it would be something else
well I mean remote network interfaces in general
though I believe discord uses rpc too
also what chu said here
RPC (remote procedure calls) and the (remote code execution) are very different things
RPC is asking existing code on the other side to run according to the network API contract.
RCE is execute this code I've sent over the wire
RPC is the term for most network protocols, while rce is a category of security vulnerabilities
more map troubles, anyone know what the problem here is? https://smapi.io/log/5f079040fc544de68fd04d4313b5a0b1
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 53 C# mods and 68 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the tilesheet it's having issues with is working on two other map so idk why its causing issues for the new one
your tilesheets arent embedded and it seems like it cannot find your tsx
oh i see what's going on. that is. bizarre
the path it's trying to take is the path in my mods folder and the path to the version i have saved in my documents folder smushed together
figured out how to embed them 🫡
Ooooooo that's cool
bumping this inquiry from yesterday if that's okay 
debugging didnt work so im not sure how to bypass this besides setting the day back --> using sun totem --> resting and hoping
help 😭
even when he was previously normal he never faced the direction i wanted to even tho i changed the values in his schedule, if anyone could help with that lol
so why is it that the bus is parked on the left side of the road in the BusStop map, when the intro clearly shows they drive on the right in stardew valley
boy i hope someone got fired for that blunder
nah, the road there is one-way, so left park is fine
Waah
I am
So confused rn
So my mod, CtrlAltZero, needs tilesheets to load
but someone told me in nexus mods that i didn't need the tilesheets inside the mod folder and that keeping them in there would overwrite any tile mods that other players had
so i said okie dokie and deleted them
BUT NOW THERES A GAZILLION SMAPI ERRORs
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
AND FOR SOME REASON- "HasSeenEvent" is no longer working???
was it a custom tilesheet?
it looks like the path might be trying to find the old path from within the mod
Should I share my screen? I feel like this may be an issue with the way my maps are setup in Tiled
instead of using the assets from the game
someone else will have more knowledge on this but i think your issue might be your pathing
idk how to fix it off the top of my head though its been a very long time since i last used tiled
pretty sure the issue here is that you've deleted your TSX file as well as the PNG files that you don't need
with a non-TSX tileset, the tileset data is baked into the map, so it knows what assets to ask the game to load (your PNGs), but since you've exported that tileset data to a file and then deleted it, it's clueless
ok 😭
it screams at me whenever i delete the vanilla PNG files
Yeah because the map thinks they're missing
is "it" Tiled or SDV?
Smapi
gonna need a smapi log then chief 
on it
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
here ya go
replicated the conditions (removed all vanilla tilesheets from my sheets folder within the mod)
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
You must have all the tilesheets in the same folder as the map while editing, not in other folders.
⤴️ while not a tilesheet climbing issue, you've got them in a sheets subfolder, which won't work
That log is pointing to a sheets folder
Okay so I just gotta. Take em out??
yep!
Like put the vanilla tilesheets into the Maps folder?
Like the pngs??
Because the PNGs are all that I removed
take them out of the sheets folder
and place them in the same folder as the tmx file
That's only step one
once you've saved your working copy, you can move the map file without the tilesheet image files to the mod copy
You need them back in the map folder so you can open your map in Tiled and redirect it to the tilesheets that are in the same folder as your map
And then you delete the tilesheets/move the map (depending on whether the map is already in your mod's map folder or not - if it is, you move the tilesheets, otherwise you move the map).
I delete the tilesheet PNGs?
consider this: the game is prepared to load townInteriors.png image when a map has a tileset with the path townInteriors, but your map has a tileset with the path sheets/townInteriors, so the game won't load the image
okay wait i think i get it!!
So because of the sheets subfolder
The game is blocked from loading tilesheets from the content folder
Right?
Can I keep my custom tilesheet pngs in the sheets folder?
it's not blocked, it's just that the name doesn't match
it's no different to using cat-haha.png instead of townInterior.png, it's looking for an exact match
i think you can, but for simplicity's sake it's best you keep them in the same folder
Unless you want them to be able to be edited by other mods, because keeping them in the same folder as the map will block that
Tilesheets in the map folder will always be used over tilesheets in the game's content
Which is why shipping vanilla tilesheets in your map folder prevents recolours from working
Okay
So now I have opened Tiled and directed every single tilesheet to the ones in my mod's map folder
Now I can delete the tilesheet PNGs from my mod's map fodler, corrent?
(unless you prefix them with a . if you want)
(helpful for working on a mod, not so much for shipping it tho, still should ideally remove em)
Alright
Here goes nothin'
YEs everything still works
Except
What is this
Why is it saying that
That's where my custom tilesheets are. Why is it counting as a mod?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Here's the log
what folder is your manifest file in?
that's a different mod folder 
the error is looking at FallSpice.AltagraciaMod, this is FallSpice.CtrlAltZero
i forgot to change the name in that instance
Ok lemme check my content folder
o
silly me
i had an old folder just...sitting with the rest of my mods fsrt
fsr*
Thank you for your help 😭
no problem
silly mistakes with simple solutions
Aaaand updated!
I also added update keys
Because
I am God
And God taketh care of their sobjects
subjects*
god no make typo, it's intentional
I should really have mod problems more often.
I'm trying to get to level 25 so I can request modmaker roles, but I don't want to spam
don't forget you do still need the mod to get the mod author role 
I know
I have the mod
I've made the mod
I've published it too
Hey, how do you guys test dialogue for NPC mods? Are there debug commands for it? There's a lot of dialogue I need to check (schedule! green rain! etc!) and i simply don't know how to do it all, especially more random ones like resort dialogue.
debug loaddialogue <NpcInternalName> Characters/Dialogue/<NpcInternalName>:<key>
debug speech yourNPC "the literal text you want to test"
debug loaddialogue yourNPC "your/dialogue/asset:dialogueKey"
Are there any functional differences between schedule dialogue and schedule animation dialogue? They seem to work the same way in my quick testing.
Not really iirc
i didn't know those were different things, so i think not?
is there a way to load up different possible dialogues for the same day? like spring 1: "dialogue" but then have a chance for them to say something else instead just so it feels less stifled and more dfynamic
(BTW, EventTester has a go-through-all-of-an-npc's dialogue command)
Yup, many ways! Let me find the i18n randomisation tutorial for you if I can.
Oh! ok thank you!
WAIT this is life-changing
because I want to pack a lot of stuff into this character to make her interesting to talk to
my only tip here is you probably need less than you might expect. most players won't see all of your dialogues
Ignore ichor, ignore him!
What is EventTester?
Put all the dialogue!
dialogue randomization does help greatly to give your NPC more lines without filling out the entire calendar
The way that I'm currently making sure it works is by copying exact keys from Abigail's dialogue.json
Mod for helping you test events! So far the only thing I have actually used it for is the speeding up time, but I use it for that a lot: https://www.nexusmods.com/stardewvalley/mods/19458
i forgot u could do that that sounds like a fun challenge
28 * 4 * 7 heart levels at least 784 lines ou
I have decided to approach this by giving Hiria mandatory dialogue lines that the player must see in order to progress her heart level and then many, many, many lines that the player may never see. The hope is that she will have a core story that nobody will miss out on but outside of that she will still be interesting for repeat playthroughs.
thats kinda what i wanna do
Of course this approach relies on wanting to write lots of lines for a character because bucketloads of tired, generic dialogue is no more interesting than limited dialogue anyway.
After chatting aboit it in #modded-stardew I kinda want to explore marniexlewis
i want the player to learn more about my character and her little story on realizing she doesnt need to strive to impress anyone or ;'be the best' and that she can be content with herself
Will i? No
but i also want her to feel less like a standard character and be more than just her struggles
i took the much lazier approach of putting the critical stuff in the heart events 
marniexlewis 500k angst fwb to lovers
You should make amigurumi of them Atra!
current thought processe:
-
granduaghter of the witch from hansel and gretal,
-
doesnt want to do a lot of magic because she's very clumsy with it and accidentally made a gummy bear come to life,
-
ran away and joined the circus at one point
-
??? maybe have her already know the wizard, like maybe he was old mentor of hers before she decided magic wasnt for her and decided to move away from the valley to join the circus but has recently moved home to inherit her grandmothers house and items,
-
its been a few years since she moved away and she's more emotionally mature now and patient and figured out that although she doesnt have a talent for magic she does for magical sweets and things,
-
she sells these to the player and as you gain more hearts with her she gives you recipes for them
I don't think it can really be called lazy when that's the approach the game itself takes! I just don't like heart events all that much so I wanted to explore options for fleshing her out that didn't involve more events than strictly necessary for the story I wanted to tell.
(/lh this is absolutely not a criticism)
the wizard has so many custom NPC apprentices at this point, it's getting out of hand /j
can you have more than justt he standard number of heart events
yes
you can also have less. you can have none
you can have as many or as few events as you want
I definitely want to make an NPC with zero heart events
youre not limited to the even numbers either
as is the convention i think for vanilla
i dont wanna shove it full but i want it to feel more like your learning more before learn like a lot
zero dialogue. zero heart events. just standing there menacingly
But yeah you could have millions of events for an NPC if you wanted to
thinking about an NPC with procedurally generated heart events
i dont want it to be like heart even 2 she doesnt wanna tell you anything and then heart event 4 you know her whole life story
This intrigues me. How did you go about doing this?
Sits and knit
gil moment.
i have a gummy bear character that almost ended up like that just because i made him grumpy and shy
if i sits, i knits
Take this with a grain of salt because I haven't even completed my NPC events yet: Methinks having a solid 2, 4, 6 format for story beats is a good principle to start with, then add more in between as needed/wanted
but now i think ill have a thing where he gets to know the player and opens up more
his creator ran away from home an ddidnt take him with her
Complexly lol. I have split Hiria's heart levels into sections (stranger 0-1 hearts, acquaintance 1-3, friend 3-5, close friend 5-7, etc) and the player can't go above the current section's max heart level until the specified events, dialogue, and mail have been seen. To do that, I use a trigger action to set Hiria's friendship level back to its section max every night.
It involves a ridiculous number of trigger actions, CTs, and mail flags.
the angle im thinking of for the heart events i have not started started is like. for my npcs to already have lives and stuff, and that the player can't change them. the player is just an observer, and plays a different role for everyone in their stories. i want to focus more on the relationships between npcs compared to the relationships between the npc and the player 😅 i dunno if that makes any sense. i definitely want some of my npcs to care more about the player than others
Would not recommend to others, especially because of the number of users who will go "her heart level isn't going up! She's broken!!!!"
💫
Oo fair
aba, you have been learning the dark arts (C#), right? implementing that system with less... overhead might be a good project!
I have been learning C# but I am still extremely tiny baby with it. I am not averse to one day attempting to shift it all to C# instead especially if I can see the actual performance hit my CP approach causes xD
This is what I'm trying to do (I say, with a monster reveal arc in my pocket)). I want my NPC to feel like she's been there for a long time
all good! perf is likely not much of a concern, just maintainability (from my perspective, anyway)
I kinda wanna make my character feel like she's lived in the valley before like i want characters to mention her after he first heart event when she first moves back but idk how to go about doing that or if its possible with content patcher
Yup that's possible with CP
like the day after or of the characters being like "can you believe it? X finally moived back i remember when she was just a little girl"
It's definitely possible with patches, yeah
my main reason for wanting to leave the player out ngl is mostly because i just don't like writing a blank self insert MC, since like. idk...sometimes i think the player is lame...
conversation topics are designed for this type of behavior explicitly. very easy to do with CP
This just in: Shrimp finds you, personally, boring /j
awesome sauce :3 excited to do it then!!!
I'm more excited to edit existing NPC dialogue and schedules than I am to do my own NPC's....ha
I also struggle with motivation for making Hiria interested in the farmer. They're so blank that there's nothing to hook into.
really makes you empathise with haley doesn't it
mhm... ive gone with the "you know what none of my npcs can be romanced" option for that reason because.. why would my npcs want to uproot their lives and pack up to go across the ocean to live in a town with strangers on the player's farm. surely love isnt that powerful.
I'm going with the "why are you pestering me with gifts" route. Have the farmer show interest first to get to the meat and potatoes, I guess
i wanted to do a similar thing (with quests to unlock higher heart levels instead of dialogue lines) and planned to make it so the social page obviously showed the heart cap by not drawing empty hearts above the max -- would this be a good idea to make into a library? or as a pr to an existing library?
But then...if everyone is Shane, then no one is
I think you'd probably get interest if you made it a framework available to content modders. I'm not sure if that's what you mean by making it into a library or if you mean making it into a library available for C# modders - if the latter, I don't think we tend to use libraries much outside of Harmony but I'm too baby to be confident in that lol
Margo is romanceable because I'm personally down bad for her (kind of joking but not really)
This is currently what i'm tryna do with my npcs as well... A couple, and farmer there to witness their love story 🤣
oh yeah by library i mean available to content patcher
sorry im used to the difference between "library" and "framework" being a matter of scale instead of functionality
I'd personally love a framework like this
Can non-dateable NPCs react to the dumped events?
yeah, anybody with the correct key will comment on it
Yup they can use the CTs
ok!
How it feels to procrastinate on modding by chatting in modding channels:
🍭
Please that'
That's so real
me when sausage finger press enter before i type mesage
Alta's reactions to the farmer getting dumped are so so funny. because she instantly goes from this mild-mannered, polite young lady into full Mama bear mode
"You. Maru's been crying. What have you done?"
"Harvey told me everything. You deplorable worm. Go play Black and White if you want to catch them all."
would need to make sure the display parts of the code are compatible with common mods that affect the same code -- i think i've seen a lot of people using that fractional hearts mod?
Fractional hearts mod?
the one that makes the hearts gradually fill up w red as you gain friendship
dunno what its called
This is the first I am hearing of it
i see it a lot in screenshots 😅
can you erase non-dateable NPC memories with the shrine of memory?
the hearts already gradually gain red
n-no they don't
guess i should figure out what in my mod list does it then bc i dont have erinthes
The color of water in a fish pond is supposed to be editable, right?
Does it take the color name options or just the number values? I’m trying to get it to be golden but it isn’t cooperating
UI Info Suite 2 also does that.
oh gosh that mod
What's wrong with Ui suite? /gen
it takes a named colour, RGB(A), or a hex code
just that last time i tried to use it there were a lot of bugs 😅
i hope compat with it wouldn't be too difficult
check https://stardewvalleywiki.com/Modding:Common_data_field_types#Color for examples
I checked there to get the color name, did I miss something??
Here's my code https://smapi.io/json/content-patcher/b6534c5ecf8d4b27a23964e4b60fb427
The fish pond data's at the end
Can someone explain what this person is specifically asking me to do?
does your mod use i18n
im assuming not if theyre looking for the default.json
but yeah theyre asking you to provide i18n support
it allows people to translate all the dialogue and names and descriptions to other languages
How do I go about doing that?
yeah, what you need to do is pull every user-visible strings into a separate i18n file
there's also an automatic converter you can use: https://nom0ri.github.io/sdv-i18nifier-app/
is there a step-by-step tutorial
i just figured it out but i cannot communicate that in a helpful way lol unless i too write it out step by step
of course pathos has one
Thank you guys so much! I was super lost
I found when using the colour field for crops that not all of the colours actually work, so try it with some different colours to see if it's just the gold not working.
Alrighty will do, thx
does your pond have 10 fish
yes
I tested a few colors, including one from unpacked vanilla fishpond data and none worked, so it shouldn't be the color
It couldn't be because I named it "JellyTime" in the "Id", could it?
oh wait a second
I believe I see the issue
"Condition": "null"
this is always false
the classic null != "null"
So I should just remove that line?
Need math assurances (it's modding related, I swear.) If A is default. And B has 1/2 chance of appearing instead of A. And C has 1/3 chance of appearing instead of A or B... The chance of each of them appearing is equal, right?
assuming that C is checked first, then B, then A, yes
Great! Thank you.
just in case it was unclear, the issue was less having the condition at all and entirely bc of the quotes you put around it. vanilla does not have the quotes around it, which is why its fine and why selph said you could do that too. but putting it in quotes makes it a different Type and not actually null
this will be true if you ever try and write "null" anywhere else too so good to keep in mind
im gonna ask so many questions about replacing my skeletal structure with i18n when the time comes >.>
its not too bad! nomori has an i18n converter that makes things much easier
OOO yippeee!!
thoughts on making an npc who's unaffected by the dark shrine of memory and just comments on you using it?
(perhaps with different dialogue for if they were the only divorced spouse that would have had their memory erased vs if there were others too)
i think that would be funny
magically proficient npc like "I KNOW WHAT YOU TRIED its not gonna work i still hate you" lmao
would be especially funny if divorcing said magically proficient npc had like, very minor negative effects that sometmes come up
like once a year they curse you for a day or something
i think im cooking with this idea this is so funny
Hello everyone, does anyone know how to develop mods? I can pay, and I can pay you via Alipay. The mod's functions are very simple. Please, could you experts help me?
people do commissions although im not sure if many people accept alipay
!commissions
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
!commissions
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
warning, if you say something like this in the server you will likely get direct messages from scammers claiming to be modders. be careful who you commission!
okok thanks
use the wiki link to find people, don't trust people who dm you
I am Chinese, and currently, there are very few experts in China who develop Stardew Valley mods.
that is unfortunate; i think my mom told me alipay is only used by people with some sort of chinese ID?
(im chinese)
if there aren't that many people you've found in china that make mods im not sure it'll be easier here tbh
i've never used c++ before, whats the rule behind when to use a comma to close and when to not?
do you mean c#?
yeah oops
yeah
beacsue some statments have em and others don't and i cant figure out the patterns lol
c# tends to not allow trailing commas in older syntax constructs but allows them in newer ones
e.g. method arguments don't allow trailing commas but array initializers do
Would I need an entire sprite sheet for the tourist?
that's not c#, that's json 😅
😭
sorry, ive never used json or c#, only java
but i was curious why the top fromfile had a comma, but the second one doesn't (not my code, just using it to study/reference)
its at the end so a comma is optional
official standards-compliant json doesn't allow trailing commas ever, but stardew valley uses a modified version of json that allows many things outside the standards. trailing commas are never necessary
if you're planning on ever committing your code to line-based version control like git, it may be beneficial to use trailing commas whenever the object or array is split across multiple lines
good for organizing then
to be clear, trailing commas are commas followed by } or ]
You'll need a tilesheet for the sprite on the map, but you don't necessarily need to create a new one. You can use any valid map tilesheet (including a vanilla one).
You can look at Central Station's assets/tourists.tmx file as an example.
commas are still necessary between the entries in objects and between the items in arrays
i see, ty
Folks, actually, my need is really simple but I just can’t get it to work. I want to make it so that after launching Stardew Valley, it automatically jumps to the hostcoop page and clicks on the first save file. So far, I’ve managed to get it to jump to the hostcoop page successfully, but I still have no idea how to make it click on the first save file. Could you guys give me some advice? Thanks a lot.
to summarize..
- within
{ ... }and[...], you need commas to separate items - the last comma before the final
}or]is a trailing comma- trailing commas are against the official json spec but optionally allowed for stardew valley modding
- you probably want to use trailing commas if they're at the end of a line, but if it's all on the same line there's no need to
👀
i would write this without a trailing comma
{ "a": "b", "c": "d" }
```but i would write this with a trailing comma
```json
{
"a": "b",
"c": "d",
}
```because that's what works best for line-based version control (git)
oooh
sorry for the bother, but do you perhaps have any idea why my npc is doing , uh, that
is it possible to run the game from the decompile repo?
i have an idea for a handheld mirror that teleports you to the NPC's room. would it be better to make it a tool, like the return scepter, or an object? does it matter?
ok uhh... 😅 do you have an image of your npc's spritesheet
i dont think its an issue with that because it did something similar earlier, fixed it, and then it went back to this agian lol
ah, there it is
that's the point of the repo, I thought?
that image looks like you put someone in the ground with the rock your holding lol
i thought it was to look at it
NOO i would never do that to him </3 /lh
for objects you need to make them not giftable (unless that's what you want) + they'll not sort with the rest of the tools when auto organizing inventory
But y'know someone's done it already
(ca pls why horse flute not tool)
it just looks like for whatever reason your npc's sprite is offset.. like his head is where his feet should be and stuff
that's desired behavior, so good! i'll do object then
i dont know how to fix it
sounds like you wanted a warp totem? in which case objects are gud
phainon please,,,
I was thinking from a standpoint of a reusable tool
oh wait i don't want it consumed on use though, do i need to do anything special for that
you asked if it should be a tool which makes me think you're in C# land?
nope, CP
ok then you don't have a choice
i just searched in files for what the return scepter was
oh are tools not exposed or something
I just did this the other day, it’s ContentPatcher and with SpaceCore (which you need for the warp function anyway) you can set it as non-consumable!
tools are exposed, but any functionality must be C#
gotcha
spacecore can handle object functionality yes
Here
object + spacecore it is
thank you!
just add “ConsumedOnUse”: “false” after position and/or color
if it were up to me though it'd be a tool
the shadow of C# looms heavy over me but it does not yet beckon
So I could use Xiddav's Tilesheet?
Yeah as long as your mod's dependent on that too
Can someone help me?
- How do I add a new asset to the game which CP mods can use in the texture field, using SMAPI.
- If I want that texture to change every hour, will the game actually change it every hour, or will it only load it once when the game is launched and not actually change it?
- You can just do a Load, and then put the Target in string
- Need more context on this usecase
Assuming C# due to mentioning smapi
- AssetRequested event and load a texture2d into it https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content#Replace_an_image_file but replace
Portraits/Abigailwith your own asset name - when you want the asset to change you use the InvalidateCache method https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content#Cache_invalidation
I am making a shopping channel which will get a random item from the travelling merchant's stock. And the icon's sprite will need to be displayed on the screen, but because the item changes every set amount of time, the sprite that is going to get displayed will also need to be changed.
I can't decide what to do 😭 .
I am too tired rn so I will decide later.
But for now thanks chu and SinZ
well i would usually choose the option that requires least amount of new assets
unless you think it's actually important
also with the asset requested method, make sure you are returning a "new" texture2d instance and not recycling it from somewhere else, otherwise you will cause dispose explosions in places
That's why I can't decide, because to do this, I need to edit my framework's code to allow other mods to detect when a custom channel is playing. And that will take time and effort, but at the same time, this will be a useful feature to have.
oh my suggestion was that you don't let other mods directly control the texture of featured item
instead you just take the actual item texture and drawInMenu it
I will prob still do that though cuz it will prob won't take much time. And it is a very useful thing for other modders to have.
oh
ig i also question the gameplay side here, would you actually want people to stay in front of tv all day to see the shopping channel roll something good 
if i was doing a thing like this i'd just have it refresh daily
I haven't decided on a specific time yet, but I won't do it daily. I am currently thinking of making it sell 3 items per day (not at the same time).
But off course any suggestions are welcome.
well if you do want multiple textures for whatever reason
you would just require multiple Texture fields for cp mods to put their target in
maybe a list 
Nah, now that I think about it, I have decided I will edit my framework to allow for channel detection.
hello everyone,i met problem again,im making a function of "season transtiting",when the game is autumn 1-3,26-28,and winter 1-3,26-28,the game scene will looks like transtition period of two seasons,but i dont know how to write the code
this is my code part:
private void season_transiting(object? sender,DayEndingEventArgs e){
if(Game1.season==Season.Fall && Game1.dayOfMonth<=3){
}
if(Game1.season==Season.Fall && Game1.dayOfMonth>=26){
}
......(too long,leave out)
}
you sure you want to do it in C#?
it's not required and neither mods i named do it there 
it must do with c#,seems content patcher cant do it
i literally named 2 mods that do this but in content patcher, but i suppose you may be imagining a different thing
yes
Changing Seasons and Soft Slow Seasons both work by doing conditional EditImage on the spring/summer/fall/winter tilesheets
and various other textures ofc
this just like soft slow seasons
Hi guys, I'm having a problem. I'm trying to make a shed mod to enlarge it. When I run it, why can't the character pass through the room like there's a transparent wall? I'm sure I've placed the layers correctly. And I'm also sure I didn't set any properties for the tile object.
i dont know how to change the scene when game is running
Content patcher rechecks When on day changed (or more frequently) and redo edits as required
You don't need it any more frequently than that yea?
yes
you may have invisible Building layer tiles
So how do I fix it?
well try confirming that it is the case first, you can use lookup anything with tile lookups on to do that
afterwards just eraser that area in tiled
u can confirm with wand select too i think? havent used in a while so im not sure
I'm sure there is no Building Layer blocking the room except the wall.
just Back Layer
but you can see the whole shed map even beyond the invisible wall right
i dont get it 😦
I understand now and I've tried it and it works!!! Thank you very much
need help,i need c# code,because my whole project is write with c# ...
well if you want to do the same thing in C# you can
if you wish to do the "transition" appearance as special tilesheets then you need to do the invalidate and editimage bits on your own basically
but again, are you sure you don't wanna just use content patcher?
i wanna very much now,but look at my mod project,its all c# codes,and already has many contents,its very hard for me to make it again with content patcher...
It's fine to keep some things in c# and some in cp
I guess the Q is what kinda mod are you making really
Content patcher not that hard i promise
you means,i can add a content.json in my mod,then i can make new things in this mod with cp?
and my old c# codes can still work?
Does anyone know how to check how much of an item has ever been shipped? I know the collections page tracks it but I'm struggling to pull the number.
Hello friends,
I'm working on a material that I've been working on for about 7 months. I'm going to paste it with Content Patcher, but my JSON and PNG files and all my team's 7 months of hard work can be stolen, is it possible to lock the files with AES and give the extracted files to Content Patcher when loading in-memory?
you can package a C# mod and a CP mod
any number really
This mod is to add my country's language to the game.
is there a limit to how big you can make a building or is it like fine to have a biiiiiig building
u can have a biiiiiig building but people may not have the space
i want the big top to feel big but not be giagantic
its gonna be a txs building like marnies ranch for a location
u can cheat a bit and make the texture bigger than the footprint
oh if its the map then u can do whatever you want lol
presumably u r make map in a way that fits all the tiles that are the "building"
but game doesn't really consider it a single entity
🙂↕️
manive never made a whole building before and here i am making a map that others can hopefully use as well XD
Im creating a carnie city or at least a home for people in the entertainment biz
The game state query PLAYER_SHIPPED_BASIC_ITEM checks a quantity range
@spice inlet Hello i made the door area thing i was think much about
https://gitlab.com/delixx/stardew-valley/personal-indoor-farm/-/merge_requests/1/diffs
it is actually kind of a big change
great! I'll look over it during the weekend
Hi folks, I've been playing stardew for a while but just now starting to get interested in modding. Is there a way to redirect the SMAPI console output to a regular terminal so I can fiddle with the font size? I't far too small on my laptop for me to read anything it's trying to tell me 😄
(this is on Linux btw)
!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.
Not quite the right text, but you can look at the SMAPI output there
I'm not familiar with using it personally, but apparently SMAPI accepts an environment variable to set a preferred terminal
https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/smapi.md
It's also possible to edit its list of known terminals in a file somewhere, according to this issue report
https://github.com/Pathoschild/SMAPI/issues/695
(that said, it may be incompatible with certain terminals and just won't launch)
Besides what esca said there's an env var you can set to make smapi run in same term
can someone help me understand why my mod isn't working? i was just making a hat and it doesnt seem to be showing up in game at all. smapi is saying it's loading, and i'm not seeing an error in appdata
!log Can you please share your log (and tell us the name of your mod) and also your json? Both via the smapi.io website please rather than uploaded here or screenshots
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.
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 16 C# mods and 23 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
!json Here's the link to the json validator btw
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.
Oh this is a JA mod. Is there a reason you're making it with JA?
https://smapi.io/json/manifest/9294b6b23f22449e97029594d58fd128 here is the manifest
i was following a tutorial. should i not have?
It's a deprecated framework because CP is the recommended approach now
ok. i guess i'll follow a different tutorial then
any suggestions?
I don't think we have any tutorials for adding clothing via CP, but I'll go check
if i have to use the fashion sense instead that's fine. wanted to have an in game item but if that's too big a start for me i'll switch to whatever works better
No unfortunately there's no tutorial for CP but there is a tutorial on how to make a mod when there's no tutorial lol https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Mod_When_There's_No_Tutorial
And this is the wiki page on hats which shows you what the hat data looks like and what it does: https://stardewvalleywiki.com/Modding:Hats
I have an example!
thanks, ooh boy this'll be fun to parse out
Hats are easy. Boots are easy
thanks, i'll use this
which mod is cp by the way?
!cp
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
oh, ok! lol. total 'whoosh over the head" moment. i've got that one
how about the author guide?
I learned from it
made hats mod with it
hi every1 btw
taking a look.
how do you usually run events when you are developing/debugging them?
Do you use the test_event.txt system? Or just load them in your mod and run with the event id console command? Or something else
I use debug ebi
debug ebi is my friend (personally)
Tbh the test event system probably would work better with my flow
what's the difference? I've ever only known debug ebi haha
This worked a treat, thanks both!
Just a different workflow. You write your changes to a test_event.txt file in the game root dir, instead of you mod files. And use a different command to start the event. The event syntax is also slightly different
It sounds kind of nice in theory but has some drawbacks.
What's the advantage over debug ebi tho?
I guess not needing to reload you mod files.
Between making changes. Idk if content patcher has hot reloading
It's more because I use version control with an automatic deploy system
So the version in the mod folder is a copy and isn't the copy meant to be edited
Btw santtu, can the tool read eventscript with the line break in the json?
patch reload is a thing I believe
Yup
Right now there is no way to import event script. The whole thing needs to be done in the editor.
It shouldn't be too hard to add tho
Internally it has it's own json event format
That's actually mostly for the custom stuff that my mod expects. It could be argued that the public release should just edit event script language directly
Ichor likes to use the separate text file but I find that it's so fast to hit forward slash, up arrow, and enter twice to reload my mod and then restart my event that I don't see the appeal in using a file that uses different syntax just to skip the patch reload.
Yeah, the syntax differences make it little weird to use for sure
if i make a town with empty basic houses people can move their npcs into and i give permissions for this in nexus would people be able to edit MY maps in tiled for their own custom houses 🤔
like so they can edit it
to makepretty houses themselves
is that possible
That's very possible. The hard part I think is to spread the words and entice people to actually use it.
Yeah, it's possible, but instead of editing your mod itself, it wouldn't be too hard to just patch the maps/assets, since i can see the part where they edit your maps to cause some possible compatibility issues
🙂↕️
hopefully my little project can provide a home to at least a few NPCS X3
I might make a handful of NPCS for the player to interact with so it isnt a completely empty expansion though and then proivide some empty houses
hii, new here so sorry! but does anyone have a guide on map making (as in art and such) in stardew? I've been looking for one and maybe i skipped over one 😳
oh wait do you mean making new things for a map, or making a new map
because usually people make a new map by using the game's existing assets
new map, but im super new at modding lol
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!
install tiled
Following the start of the maps page of the wiki is enough to guide you through how to make a map combined with close inspection of the vanilla maps
enable tbin
ah ty ty so much!
i love and hate tiled i hope you have fun 
Maps were the first thing I ever started modding
I'd edited some dialogue inside other mods before but my first own mod was a map
oooh
i'm kind of planning to make some older bachelors/bachelorettes first because its kind of...awkward with so many youngsters lol and hopefully focus on another storyline
Yay more older characters!
lol im also older so trying to date a 22 year old ingame feels so wrooong
looking at an age range between 30-60
Thats a really big range lol
That's a huge range haha
In that case Hiria counts as older! She's 34
(Making an NPC my own age, tch, it's like I'm 14 again lol)
The existing SkipIntro mod already allows automatically skipping to the "Host Co-op" screen when the game starts. However, it doesn't automatically select a save file. I'd like it to automatically select the topmost save file (simulating a click) after reaching the Host Co-op page. Is this difficult to implement? It would be similar to the existing Auto Load mod, but instead of loading a save, it should automatically host a co-op game.
Does anyone know how to code this functionality or assist me? Any help would be greatly appreciated!
I'm trying to make my own NPC sprite without having to edit already in game NPCs and I wanted to know how many pixels my character needs to be to be functional
Uh . Technically? None
i do not understand the question
You could slap a blank sprite sheet in there and make your npc entirely invisible
Just be aware each sprite has to fit in a 16x32 area
Well, within the 16x32 limit
Okay, so it doesn't matter how many pixels my character is, it just has to be in that limit
yes
Yeah
Okay, thanks
!
?
Sorry, those of us chatting here right now don't know enough C# to be able to answer your question and the norm is to not tell someone if we don't know the answer so people don't get bombarded with answers saying "no I don't know".
Okay, okay. Could you tell me if there are any channels to get in touch with relevant experts? Thank you.
🥹
Uh, if it's mod related, this is already the right channel
its just here lol if someone is available they'll come
This is the right channel, they're just not online right now haha
🥹 Okay, okay, then I'll come back another time.
They should be around in a few hours, that's when they usually come out of their burrows
oh ok

