#making-mods-general
1 messages · Page 366 of 1
the value is "{{ModId}}_CrochetArt/painting/1 2/1 1/1/1000/-1/Cute Crochet Art/0/{{ModId}}\\crochet_art",, which defines that it's:
- has the internal name
{{ModId}}_CrochetArt - is a
painting - is 1 tiles wide and 2 tiles tall (
1 2) - has a hitbox 1 tiles wide and tall (
1 1) - has only
1rotation - costs
1000gold - has no placement restrictions (
-1) - is named
Cute Crochet Art - uses the index
0in the texture sheet - takes its texture from
{{ModId}}\\crochet_art(which we loaded above)
(I'll say that you picked an unfortunate time to learn furniture data, because 1. it's a slash delimited string, which is a pain to understand, and 2. it will get reworked to be an actual model next version)
i...i...might just do this AT for now..
and learn this slowly another time
it's late here too
hello, i can't figure out why my farmer is simply freezing here... here's my event code: https://smapi.io/json/content-patcher/489339dcac6449249f4b4ca9fe7f952d. the smapi log additionally does not have any errors. if the event line is too hard to read, cut the part that's freezing, with "FREEZE" at where it freezes:
/pause 500/emote farmer 32 false/pause 500/emote Krobus 32 false/pause 500/warp Krobus -2000 -2000/playSound doorClose/pause 500/move farmer 1 0 0/FREEZE!!!/pause 500/warp farmer -2000 -2000/playSound doorClose/globalFade/viewport -1000 -1000/pause 500/changeToTemporaryMap {{ModId}}_ShadowVillage/
farmer, please just go into that door like krobus said 
furniture is a pain in the butt for me because it's the way it is now... sigh
weird, when i remove /move farmer 1 0 0 idk if it's cuz my brain is sleepy, but what's wrong with that line?
i think you're just moving the farmer into the wall
but isn't that line moving the farmer one tile to the right?
do you have any tiles on the buildings layer there?
i probably made a silly mistake somewhere, because i was very sleepy when i wrote the code a few days ago
what happens if you move the farmer two tiles
im staring at my own event jsons and
I am barely starting to understand movement
ill test that rl quick
no clue what i was even doing and i think i screwed up an event entirely by walking the farmer into the void
happens to all event modders at one - most times multiple - times 
movement is cursed but i think i've connected with my inner horse girl enough to tame it in most cases
is there a good extended guide on movement (that still works for the current version)? 
by movement u mean events?
yeah for events
uhhhh probably on the whole "events for babies" guide on the modding wiki
pick a god and pray /j
yeah there's tons of event tutorials on the modding wiki, i use a couple of them
i picked yoba
i'd say my number one tip is don't mix move and advancedMove
I thought someone said it was a bit outdated but I imagine movement didn't change much? (I legit started learning TODAY)
pick one and stick with it
i have multiple and they are all fruity women
this is why you test the events... //I feel like i should test these events at least once but eh, it is what it is.
i wish i was you
doesnt work that way either. maybe i could try moving a tile down instead to rule out a tile blocking that specific tile?
i tested the event i wrote last night 17 times in a row
can't hurt!
could also try increasing your pause length just in case
im back to throwing my character's gift tastes out the window because halfway through i was like "wait they dont even eat human food why am i worrying about what dishes they like"
meeeee
this made the event freeze as well. at least its not something with that specific tile
You may find this helpful, if you haven't yet seen it: https://stardewmodding.wiki.gg/wiki/Events_for_Everyone
This guide attempts to provide a more in-depth explanation to modding events as a reference for both beginners and experts.
I just do a lot of experimenting
Writing events multilined helps with troubleshooting because it's much easier to isolate lines, move them around, comment multiple lines out at once, etc.
Goddesses of mine, one more bookmark for me.... Thank you.
Can you believe I am doing all of this just because I wanna write more dates to have with my witch wife?
A lot of playing around with move, advancedMove, halt, waitUntilAllStationary, and other commands I can't remember off the top of my head.

I can believe it - I made my first mod because I wanted my pet cat to mrrowl
Ah yes pets and romance interests, the beginning of everything
I made my first mod because I wanted more bathrooms in the game...
In a CP mod is there a way to get a number slider into GMCM's config using some combination of the options available in the ConfigSchema or is that not available?
Hmm I thought the slider happened automatically if you entered a range
you know what? that's so valid
ah, good to know. Is there a way for it not to be discrete? Like input a float instead of an int?
A slider for a float sounds frustrating to control lol
(Also I don't know the answer, sorry)
If not I can just leave it as a text input and let the console warnings blare if it's invalid
yeah no worries - I just saw some CP modders around and figured I'd ask those with more experience than I have
Actually I guess it depends. If you're going 0 to 1 in .1 increments that'd be okay. But 0-10 in .001 increments would be terrible haha
my first mod was a "magic blueberry" which is a part of an inside joke 
yeah, I saw that Range is suggested to be limited (or coded to be limited, I forget) to under 5000 values
text input is gonna be the better option since it'll get validated by my framework mod anyway (edit: actually CP validates it before my framework even gets a chance - makes sense)
Anyways, I should sleep. I spent 6 hours learning and editing, fixing for just two scenes on this mod so far and I haven't even tested the second one.
Goodnight, Thanks for the help and guides!
sorry for bringing this up again but im still stumped
i have no idea whats wrong with that line
ok i dont think this will work but out of randomness would something like move farmer 1 0 1 work
im open to try anything to see if something will work, so i'll try it
I'm not an events coder but I did have that thought as well - the facing direction being opposite the movement might somehow be messing with things?
still freezes... gah i have no idea, i really need to sleep now... the bug squashing will continue tmrw morning 
with a bit more reading my only other thought is to replace it with move farmer 1 0 0 true but sleep is very important
Hi. That would be nice 🙂
Has this been implemented or is there a way to do this type of config with content patcher only? I have a mod that has tons of options, and its really ugly right now D:
Tl;dr i closed it because i think the better approach is new config mod (that i haven't made either sorry)
Pathos opinion is that this is too much gmcm wrapper which is fair
oh :C but it is still possible to make the config with a mod on C# and then make my mod on content patcher depend on it right?
The ability to have a separated page/drop down list for each Section is quite interesting to be honest.
I made a mod with a lot of compatibility patches with config that turn on/off them individually and I can see how useful these are.
Yeah, my mod has many options for something similar, like if a person wants to add their custom map they can but on the config they need to specify the X and Y coordinates to fix they default warp coordinates, so you have tons of small fields
Yeah u can still make a c# mod to do whatever config
Control the patches by exposing your own tokens
What does ur mod do?
it adds adittional farms to the valley so the config needs to be read on joining the world to load the location data, as you see each config is on 1 line, would love to be able to also put two options in just one line, so its more readable the X: 000 , Y: 000 coords for example
Tbh i don't think my PR would have helped with this
For coordinates i have been quite lazy and just made ppl enter comma separated string 
You can do that and then use valueat i believe
Mmmm yeah that's an option too I thought but I decided to split them :p, well, I will think about using C# for this, already using it for some other stuff in the mod anyways
thank you!
search for a basic json tutorial (in your language), it seems like you're missing a ton of concepts.
@lyric lotus Button wrote a good one! https://stardew.button.gay/tutorials/json
i need a refresh course on what's needed for a location to exist. I have location data for the map and loaded a location map, but my location isn't existing, do i miss something?
ok i believe i rubberducked and found the error
Hi, is it possible to create a mod that allows me to write translation files to another mod? Specifically the Generic Mod Config Menu mod, I submitted the translation for months and it hasn't been added to the mod yet.
So I thought about creating a mod that allows me to write translation files to another mod but I'm afraid of breaking the target mod so is there a way to write without breaking the mod?
Ok, so after doing a LOT of testing I've discovered that if I set the 'path letters' to go out after a different events, it sends, is there, any possibility, that I'm not able to send multiple pieces of mail after witnessing the same event even if the player stat I'm asking it to check for is different? I have done a patch/export on my TriggerActions, and the Mail, both show up in the right places, with the correct information and I can debug AddMail the mail and it arrives perfectly, but after completing my prologue events none of the letters show up if they are all set to the same event but with different stat checks. This seems to be the only thing that prevents the mail from sending out.
https://smapi.io/json/none/8d72012dcce44f01afacbeb9e8ed4375 this is the log with my TriggerActions currently one of them is still set to go off after the BackfireBanter event from earlier testing.
Is it easy to make a new npc?
!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!
I'm gonna try to work on a mod today 
im making a event nad im really happy with my temp map for it
Hi, I'm making two mods, Mod B that add a custom item (a pathway like the stone walkway in vanilla) and Mod A that adds a new shop (and catalogue, but it's just the shop that isn't working). I want to add the item from Mod B to the shop in Mod A, Mod B has a soft dependancy of Mod A so it loads after , and Mod A only needs the "ItemId" of the item in Mod B. What is the "ItemId" if the Unique ID (in manifest.json) is "UniqueID": "AtlasV.AtlasOfPaths" and the ItemID is "{{ModId}}_TerracottaPoolTileItem"
If you're translating a separate file inside a mod (like a default.json file), you can upload the translation to its own mod page, like these mods in the "Translations" tab on Nexus:
more accuratly and concisely, how do I reference an item from one mod, in another? vanilla items work, modded ones however give an Error Item
AtlasV.AtlasOfPaths_TerracottaPoolTileItem should be the item ID in that case
you can also use the command patch export Data/Objects (or whatever data asset your item is in) to see any loaded custom IDs
Ahh perfect thank you, the one thing I didn't try, for somereason my brain missed the "_" between mod name and item name and though it was a "." even though I made it
(I forget exactly where pathing IDs go, but I think they have an object entry?
)
I assume so, that's what I was testing last night before relising it was past 6am and the sun was shining
yeah, looks like the ID you'd want is in Data/Objects
they have entries in Data/FloorsAndPaths too, but shops don't care about that part
So glad this works now, I can actually set my mod to a public 1.0.0 version! WOOO!!!
Nope, I jumped the gun, further testing revealed that if I don't have the mod that adds the path install i get an error item, when I want to it actually not show up at all if the mod isn't present
can the When condition test for if another mod is loaded?
HasMod token
yep, you'd want to add it conditionally based on "HasMod": "ModB's ID"
(May i ask why these are two separate mods)
Brilliant thank you
One mod is a catalogue mod, the other add decorations, I want the mods to be seperate as I would like to do multiple decoration mods, and avoiding a catalogue for each decor mod would be best
Similar to OrangeBlossm or HxW furniture Mods
!help
I wasn't able to follow your message properly to understand what it is that is going wrong for you (something to do with your stat?), but I did notice that a bunch of your trigger actions have invalid GSQs so those ones are never going to fire. Namely, BerryLonely, WinterWarning, HallowsEveMail, and SpicyHallowsEveMail. They all have the SEASON_DAY token written incorrectly (and at least one is lacking a comma between GSQs).
Also ShyBiteMail won't trigger because you've misspelled "conversation" in the PLAYER_HAS_CONVERSATION_TOPIC GSQ.
Those do need to be fixed Ty. The issue is the ones marked wolfpathmail, bratpathmail and blushpath mail. They don’t trigger if they’re all set to the same event, even though the stat range is different. But if I set them to go off after witnessing other events they send. I checked that the stat is in fact applying
If I have:
{
"Id": "AtlasOfPaths.ShopTerracottaPoolTileItem",
"ItemId": "AtlasV.AtlasOfPaths_TerracottaPoolTileItem",
"Price": 0
}
would I add "HasMod": "ModB ID" below price, or would I have to wrap it in a "conditions" field?
Ok looking into it more I think I am following the issue with the path triggers. Have you used debug gq to check that the conditions are being listed as true?
Yes, they show that they’re true
Currently doing (another) test on a clean save atm too
It's a Content Patcher token, not a specific field. You could add it to a condition field like "Condition": "{{HasMod |contains=ModB.ID}}" if those item fields have a Condition, but I'm not familiar with them offhand
Otherwise you'd want a separate CP action that adds the conditional item + a "When" with that
Have you checked if the trigger action has run? debug gq PLAYER_HAS_RUN_TRIGGER_ACTION iirc
I did it before, but now I'm too lazy to manually add translation files. One reason is that my community uses both vi and es translations. I can request support for vi, but not for es. I only create mods for my own community anyway.
Okay, I think I understand, Instead of adding them alongside vanilla items in one "Action": "EditData", block, I should make 2 "Action": "EditData", blocks, one for vanilla, and one for my mod with the condition "HasMod": "ModB ID". That's what I think you're saying? I'll give it a go anyway cause it may be a more organised way of doing it if it works
Would the trigger action be the AddMail Current nameofpathmail? If so it’s showing as false :/
Yep, that should work. If the ModB-specific item entries have a Condition field, though, both methods should work fine
They don't at least not to my knowledge
But when I check that the event has been seen and that the points are there it says true.
No, it's the ID of the trigger action you want to check. So if you're checking the blushpath for example you'd run debug gq PLAYER_HAS_RUN_TRIGGER_ACTION Current <yourModID>_BlushPathMail (replace <yourModID> with your actual mod ID, I don't remember it)
Okay. Let me run that then
does someone have a seed packet template i can use? since i unpacked the game files but cant seem to find seed packet textures
They're in Maps/springobjects.png
Okay so when I did that showed as true
And have you checked that you have the mail flag itself? That'll be PLAYER_HAS_MAIL Current <yourModID>_BlushPathMail
Yes. Hmmm. maybe I need to re-check my ranges and make sure they’re updated or something? 😭 I’m gonna take a break and work on my vegan fish for a little bit and then come back with fresher eyes.
It's saying you do have the mail flag?
yes, but it's still not in my mailbox. I'm gonna try a different path and run the same tests after a short break and see if it's just the one path still having issues or if the others are okay too
If you have the mail flag but not the letter, the problem isn't with the trigger action. It's with your data/mail entry.
Hmm. Might be easier to do it the other way
One mod adds the catalog
The other adds the items and adds those items to the catalog if the catalog mod is installed
So I've added two seperate instances of:
"Action": "EditData",
"Target": "Data/Shops",
The first instance has no conditions and contains vanilla items, the second has the condition "HasMod": "ModID"
It removes the error items when the mod isn't present however when the mod is present it overwrites the first only vanilla items
I didn't know that was possible, Im guessing I just add the
"Action": "EditData",
"Target": "Data/Shops",
to the mod that actually makes the items and make sure to include it in content.json?
what are you targetting in data shops?
you don't target the same way to create and edit a shop
you'll probably need to use Fields instead of Entries, and/or look at using TargetField
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md
The shop has already been made using the framework Calcifer and works brilliantly, it's just adding items to the custom shop "AtlasV.AtlasCatalogueSet"
gang i mightve just made peak
ok! well you don't target the same way to create and edit a shop!
Readling this it seems to me that Entries would be a better fit than Fields surely?
peak as summit?
using Entries will reset any fields you don't specifically set*, so if your other items are disappearing when edit #2 happens, that's probably why
but i want to know how it's related to making mods
It's not tbh
ah well that explains it
(yep, peak as in "top quality"/etc)
c'est pique.
there's a game called peak that's very popular right now, so it's harder than usual 
Ohhhh so idealy I would want the the second "EditData" instance with the "HasMod" condition to use fields instead of entries and be in the mod that adds the item too
....are some of y'all genz
probably both good ideas, yeah
yes hello, one of the older genz at a grand old age of 22
someone else might have better advice via knowing what shop entries look like, though, I don't work with them 
Lawn, off mine, newspaper waving at cloud, my back, my back, etc
Thank you for your help reguardless, time to learn about fields and how on earth you set them up
daily catch phrases right there, 90% of my vocab
i don't know how to explain that i mostly was curious about what sten did that was mod related, and threw a joke while i was at it
Sorry 
yeah, the wiki's been failing to load for a couple days, off and on
I've been watching thr money guys lately so my entire vocabulary has changed to sound like
"Tax avoidance: okay! Tax evasion: no way!"
I thought it was just my internet as I've joined a new provider, glad it isn't, I think I have all the wiki pages I need cached reguardless
{
"LogName": "Editing Krobus Shop",
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [
"ShadowShop",
"Items"
],
"Entries": {
"Lumisteria.MtVapius_KrobusShop.SpeckledFowlVoidEgg": {
"Condition": "!{{HamletProgress|contains={{Range: 0, 5}}}}, DAY_OF_WEEK Sunday",
"Id": "Lumisteria.MtVapius_KrobusShop.SpeckledFowlVoidEgg",
"ItemId": "Lumisteria.MtVapius_SpeckledFowlVoidEgg",
"AvailableStock": 1,
"AvailableStockLimit": "Global",
"Price": 8000,
},
},
},```
it may be enough for you to get an idea of the proper structure
isn't that equivelent to this:
{
"LogName": "Add Atlas of Paths Items Catalogue Shop",
"Action": "EditData",
"Target": "Data/Shops",
"When": {
"HasMod": "AtlasV.AtlasOfPaths"
},
"Entries": {
"AtlasV.AtlasCatalogueSet": {
"PriceModifiers": null,
"PriceModifierMode": "Stack",
"Items": [
{
"Id": "AtlasOfPaths.ShopTerracottaPoolTileItem",
"ItemId": "AtlasV.AtlasOfPaths_TerracottaPoolTileItem",
"Price": 0
}
]
}
}
},
Instead of the condition being per item its added below the "target" as the whole entry should only be added when AtlasV.AtlasOfPaths is present, the only different I see that's completely different is "TargetField" But I'm not sure how to reference the specific shop, would it just be "AtlasV.AtlasCatalogueSet" instead of "ShadowShop"?
so it's not equivalent because what i do is allowing to ADD to an existing shop rather than REPLACING its content
and yes you'll need the target to be the one of your shop entry
so replace ShadowShop by your shop ID
Ahhh gotcha okay, as the items are listerd under "Items", Ill need that in taget field too?
side question, how do you get the colour format in the code block? I've just been using 3 backticks, code, then 3 more backticks
i added json after the first 3 backticks
so
see how your entrie is "AtlasV.AtlasCatalogueSet": { "PriceModifiers": null, "PriceModifierMode": "Stack", "Items": [
you have this items list
and you add your item here
with my method the item list already exists
and you add new items to the list rather than recreating it
ok so remember, all of this can be a bit overwhelming, so take a break at some point
hot/cold beverage of your choice
Ice cold Peach flavoured monster is my posion of choice, Also incomming Very large code block
Actually let me add it to the SMAPI json log thing
https://smapi.io/json/content-patcher/6e3fb78ff16545b09e0ea63095f2ae62
this is the two blocks that add the shop, the first with vanilla items and any furniture with the context tag "collection_AtlasV", the second add the custom items from my other mod, as the shop was already created with the first block, so for the second I would need to use your block of code?
i think so, but don't have time to look at the json
test and see
keep this one as a backup if you need
you still have the whole shop entry there; that TargetField setting basically zooms in on the "Items" list, so I think this is how your Entries part should be formatted:
"Entries": {
"AtlasOfPaths.ShopTerracottaPoolTileItem": {
"Id": "AtlasOfPaths.ShopTerracottaPoolTileItem",
"ItemId": "AtlasV.AtlasOfPaths_TerracottaPoolTileItem",
"Price": 0
}
}```
parsnips?
yes thank you
I did notice that after testing it and it didn't work, modified it to be like that just before your message, got there just before you, but in otherwords this is working, now just gotta test to see if it works without the mod!
yep, 15 parsnips is the first seeds you get in the game
the newest format is 2.7.0 right?
You can check that yourself by going to Content Patcher's Nexus page and seeing what version it's on
Hey folks, I'm back again. Still unable to get the SpouseRoomPosition to work correctly. It just doesn't seem to be showing up at all
Sorry, I should've pinged you on reply.
To quote myself:
You can check that yourself by going to Content Patcher's Nexus page and seeing what version it's on
oki thank u
Or possibly it's being overlaid completely by the new map. I discussed with Button last night and tried a few things, but it's still not working. I just tried removing the floor and walls entirely from the spouse room custom map, but only black shows up, which suggests it's not an overlay issue
Has anyone gotten the new SpouseRoomPosition map property to work correctly?
Specifically on Upgrade 1?
Thank you everyone for you help, not only do the vanilla items shop show up, but so the modded ones after I made the custom item mod edit the shop! now just gotta add Happy Home Designer support without should be sort of easy, unless it goes wrong
Hello, experts! I've developed a mod that's supposed to automatically load the first host's save file when I press F9 on the hostcoop interface. However, it doesn't seem to work. Do you have any suggestions for fixing this?
I don't really know anything about SpouseRoomPosition but I have mucked around with farmhouse map stuff before so if you haven't found a way forward by tomorrow morning (about 9 hours from now) I'll poke around and see if I can figure anything out.
If anyone is familiar with Happy Home Designer, is there a way to add custom catagories? specifically an "Other" catagory so items not relevent to the current catagories are placed there instead of in the "All" catagory, I thought this was possible but can't find it in the documentation so I might've confused it with another mod
best mods in life
Thank you! That's really kind of you. ❤️
messing around with a test map, the property seems to work as I'd expect
aside from when the coordinates are outside the map bounds & it becomes invisible
(seen here with SpouseRoomPosition 34 6, shifted down+right by 5 tiles)
Would you mind sharing the code you used to replace the default farmhouse with this version, please?
This is tremendously helpful, thank you
sure, it's just a CP load in this case
{
"Format": "2.7.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Farmhouse1_marriage",
"FromFile": "assets/Farmhouse1_marriage_EDIT.tmx"
}
]
}```
using an EditMap with MapProperties also worked, though I did notice that the spouse room isn't overlaid if patch reload is used
it requires reloading the save to actually overlay again (or possibly sleeping)
@royal stump Thank you so much
Huh Wren finally changed her Nexus username to match discord
I kinda wanna do that but I'm scared of links breaking ngl
you could make all your Furniture/decoration mods add the same catalogue without issues: have an initial empty definition of the shop data and the furniture hosting it that is copy-pasted between all your mods with a high patch priority, then each mod adds their own shop item data to this new shop with "EditData" and "Fields", this way they don't overwrite each-other.
You can also make the catalogue definition conditional on whether or not your other mods are installed, but it'll quickly get bloated with conditions the more mods you have.
Do you have many links to your profile to have to worry about?
not really 
BETAS code is propped up by a load bearing link to Selph's Nexus profile and if the network request to it returns anything except a 200 status the mod is bricked
you're locked in
Stupid mod ideas # 1100: mod that, every time you go to a festival, uploads your mod list and festival positions to a centralized server
Can someone make me a basic content patcher mod? Like i just wanna look at someone elses mod that replaces parsnips with their custom plant, i can send textures if you want.
I wont profit or publish or claim it as my own, i simply wanna look at the files and learn from it so i can make my own.
The way Ive done it now is the catalogue mod makes a shop, and ands any furniture with the context tag "collection_AtlasV" using Calcifer Framework Mod, and the individual mod that adds an item that doesn't support context tags adds it to the shop, Keeps it organised and only the mod that adds uncompatible items by default modifies the shop, but it seems to work fine right noe, I'll keep your method in mind in the event i encounter somethign where this doesnt work
why not look at an existing one?
Please tell me which part is wrong
Hello! I suggest looking at an existing mod that does this, such as vanilla tweaks, dshi's retexture mods or something along those lines
tbh im just surprised seemingly no one has tried installing every single mod like the mod dump does and just using that for their festival position source
Retextures are remarkably simple to code, so don't feel intimidated by looking at existing samples!
Oooh, hey! @royal stump I think I got it working! I think it might have been because I had it in an include instead of in the main content file. ^_^;;;;;;;
@royal stump Your test and examples were invaluable
My computer would catch on fire
that might be why, yeah, people have mentioned issues with Include loading later & missing some start-of-day changes
Where could i find the vanilla tweaks?
It would attempt to play the game at three seconds per frame
you'd only need a few frames!
you just need to launch long enough to export the festival data
nexus just like most other mods
can anyone help me please?
Oh but what if I load a save and have it play itself
that sounds like a good idea! Looking forward to you doing that for us 
You changed the name of the first tilesheet
The game is like that
I like my dumb idea better
I'll write to Nexus and ask
I'd be surprised
Id recomend searching on google for "<ModName> Stardew Nexus" instead of searching directly on Nexus, their search isn't the best unless tou include the exact name
site:nexusmods.com <Mod Name> should work too
So what should I do?
Look at the vanilla maps
Keep the same initial tilesheets with those names
Yeah it's weird tbh
But I didn't change the tilesheet name. I also use the game's default tilesheet
Good point, I forget google supports tags like that
do you have a custom tilesheet that fits between the initial tilesheets alphabetically? prefix your custom tilesheets with "zzz_" to prevent them going bewtween initial ones, I had issues with that when making a custom location
If it's a custom location, tilesheet order doesn't matter. Only when you're editing a vanilla map does the game expect the tilesheets to be in a certain order (or even named a certain way).
Hi i need some help for my modded version of stardew valley on pc, when I open Stardew Valley after 1 second it starts it crashes, in the Smapi log it doesn't tell me that there are problems and I checked that the mods don't give me problems (Removing them from the game folder and starting without the mods), so I think the problem is SMAPI, how can I solve it?
So what nuueq is seeing is the Greenhouse Special
It searches for a specific tilesheet to draw the greenhouse patio
It's really weird
Ohh, I had no idea, good to know atleast, still gunna prefix mine for posterity
I would've never noticed the patio wasn't present if you hadn't mentioned it, that makes so much more sense
I was looking for an old message b/c I'm sure I quoted the code for it in thr past because it's weird ngl
Like this?
That looks good to me, like Aba said, it's its a totally custom location prefixing them aren't needed however I'd say it's still good practice incase you ever decide to modify an existing location
But why does it still not work?
So, it does have to be lowercase z and not uppercase z
(Yes it matters, lol)
But that isn't the relevant issue
Can you open a vanilla map and screenshot the tilesheets it has
Hi, my wild trees mod finally works properly, but now I need to make the actual tree sprite. I borrowed a sprite from another mod to test the code. Quick question: what’s the maximum pixel size a tree can have? I have a rough idea from looking at other sprites, but the tree I need has a particular shape (I’ll attach an image). I’m definitely not an expert in this and I don’t think anyone would want to do me the favor for free — which I don’t expect anyway. Hiring someone outside my country is really complicated (I looked into it but there’s no easy way to pay), and artists I’ve found where I live either don’t do pixel art or take months to deliver and charge extremely high prices. So, I’ll have to roll up my sleeves and try to make the sprite myself. It’s going to be a tough job because I can’t see well, I don’t distinguish colors properly, and I don’t know much about pixel art design, so I’ve been looking for tutorials (with no luck so far). Any suggestions?
Although this seems to say it's untitled tile sheet
Did you start from any farm map
you can reference the game's wild tree spritesheets, that's your limit
there is a framework for bigger trees though if you're interested
whoops i still need to use that framework
No, I edited the mod from nexus for myself
I did try, but I’m having a hard time getting the shape of the tree I need — I always end up making it look too similar to the base game trees. I didn’t know about that link, I’ll check it out!
(Can someone please get me the tilesheets for the vanilla standard farm and can someone and by someone I mean Pathos just make the greenhouse normal in the future)
It looks interesting, ty Selph
extra_tiles (spring_outdoorsTileSheet_extra), Paths, untitled tile sheet (spring_outdoorsTileSheet), v16_Outdoors2 (spring_outdoorsTileSheet2)
how do i reload the mods without restarting the game?
if it's a content patcher mod, do patch reload [your mod id] in the console (black window opening alongside the game)
if it's a fashion sense mod, you can use fs_reload in the console (black window opening alongside the game)
if it's a c# mod you may be able to hot reload depending on what youre doing
about this bug from last night, i think the issue is something with stuff i did for a smooth fading earlier in the event.
before the move command, there is this part where they start walking, the event fades out, then fades back in where they're standing in front of that door. but how i did that fading while they were walking was this: /move Krobus 0 -5 0 farmer 0 -5 0 true/pause 500/globalFade/viewport -2000 -2000/warp farmer 2 5/warp Krobus 3 5/faceDirection farmer 0/faceDirection Krobus 0/pause 1000/viewport 3 5 clamp true/
and maybe that "true" at the end of the move command made it unresolved and asynchronous, and maybe that i just warped them before the movement was done? idk, but i cant figure out what's wrong with that specific line so it probably has to do with weird stuff i did before
im not sure if i explained it all well but hopely it makes sense
how do i find my mod id?
is it the UniqueId in the manifest?
yes
I used leah's interior as a base for my map, but the warp for her house is still there. Basically when i walk over the tile, it'll warp me outside of Leah's house. I'm not sure where to change that? Do i just have to open a new Tiled session and copy paste everything there instead?
yeah it should be in map properties
Is the item’s category set as -74 (seeds)?
Sorry can you elaborate
if you open up the map in tiled and go to map properties, you should see warps
@keen seal ?
oh that was easy
thanks!
i forgot u can add warps in Tiled instead of the code
yep! only for maps you load though
what
where did you get this format from?
map properties don’t transfer when you do editMap
wdym?
if you're copying from an example mod, its very out of date
Data/ObjectInformation is not a thing that exists
nor is that the object data format
can you tell me how to improve it?
do you buy chance know how to fix this? I flipped the couch in the tilesheet
the content patcher docs have an example for adding an item i believe and the wiki page for object data can get you the rest
iirc couches are super complicated, but i think someone released a mod with flipped couches and other things like sideways fireplaces
let me find it
generally, dont learn from mods that have not been updated since 1.6 came out
https://www.nexusmods.com/stardewvalley/mods/32021 @torpid sparrow
oh yay! I will check that out in a bit thank you!
Hello guys i have question , I just started making mods I made a new map and some buildings and I want those buildings to be visitable But after I made the indoor part of the building, the indoor part could not be entered. Error can't be load , how to fix it
do you know any good mods to learn from..?
we’ll need to see the smapi log
!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.
Tomorrow I will send the log I'll go to sleep first
nvm it works
check this page of the wiki for some code examples and the Objects page for notes on edibility: https://stardewvalleywiki.com/Modding:Items
i will also say Sten, i dont know if you're just using weeds for testing like, actual weeds that pop up on your farm as debris and whatnot and is just clumps of grass, or if you intend something more illicit, but if its the latter, it is not allowed in this discord
the texture isnt getting replaced
oops-
sorry
i removed everything
but anyway
how would i make a crop harvestable with a scythe?
I'm struggling to get the sprite of furniture to work, the bounding box works fine, but the sprite in the inventory is too big, and the sprite when place is just the top left 16 x 16 part of the sprite when it should be a 32 x 48
"AtlasV.AtlasCatalogue": "AtlasV.AtlasCatalogue/other/2 3/2 1/1/15000/2/{{i18n:Catalogue.DisplayName}}/0/{{ModId}}\\CatalogueSprite/true"
would this work?
"HarvestMethod": "Scythe"
And now the sprite is a cursor? there isn't even a cursor in the image nor a reference to a tilesheet with a cursor? what on earth is happening
lmao
try it and find out!
it doesnt seem to work
oh no..... HOW DO I MESS FURNITURE UP SO MUCH?
:p
hi, im new to the server and hoping to get into modding. i can take a crack at a tree sprite for you if you like?
If it’s not too much trouble, I’d really appreciate it. Even if it’s just the base tree for the mod, I think I could work on it later for the other variants.
i'll dm you
@ivory plume Hey Pathos, I was wondering if you had any insight into a bug report I got. My Toothless mod adds in a sequence of events prior to adopting the dragon. It's only dependent on CP
Players have been reporting that after one specific event, when they exit the farmhouse the next day, their farmer sprite disappears. They can walk, they can exit the farm, but they can't do anything. This fixes itself when they go back to my custom location and view the final event. Then they reappear and can do everything.
I received several logs with no errors present. So not sure where to go from there. Technically there is a fix, but not of the root cause.
can anyone walk me through getting mods I have my mod folder and smapi installed but it only loads with 2 mods of the 37
I haven't seen it caused by events, but I think that usually happens if the farmhouse is outside the farm map bounds (e.g. after removing a custom farm map). Does that event do anything related to the farm or farmhouse, or any unusual commands related to the player (e.g. marking them invisible)?
Making a post will take awhile for a response I was just hoping I can screen share and somebody help me finish the install
No, not at all. All of those events occur only in my custom location. There are quests that tell you to go back to the Cove but they're all Basic quests not location quests.
I personally have not been able to reproduce the bug, but reporters with all different modpacks have reported it. Specifically one player with only CP and SMAPI, and others with multiple other mods, including SVE and Frontier Farm. I've run the sequence in both instances and haven't had luck with repro.
I do change my pet's sprites after every event, but nothing with the farmer
(This is approaching where personally, I would be wanting a full zip of all their mods to perfectly replicate their setup.)
You could try asking one of the affected players for a zip of their save + mods, to see if you can reproduce it with those.
Here's my template Nexus message for that if it helps:
Can you create a zip of [URL=https://stardewvalleywiki.com/Saves]your save folder[/URL] and full [FONT=Courier New]Mods[/FONT] folder, upload it to a site like [URL=https://catbox.moe/]catbox[/URL], and post the link here?
Pathos, stop taking my brain cell. /j
Pathos doesn't need extra brain cells
He has so many already!
Anyways I'm stealing yours, DH
I think everyone has already done the bandaid fix themselves, would they be able to get back the previous day's save?
Actually one might not have I'll ask them
Why is this furniture string causing the furniture to look like the first picture and not the second:
"AtlasV.AtlasCatalogue": "AtlasV.AtlasCatalogue/other/2 3/2 1/1/15000/2/{{i18n:Catalogue.DisplayName}}/0/{{ModId}}\\CatalogueSprite/true"
So I try to use a command that can make two characters walk together with /speed NPC1 2/move NPC1 x y faceDirection true/speed NPC2 2/move NPC2 x y faceDirection But apparently this decision led to the second character to walk continuously and won't stop. Can anyone tell me if there's a fix for this or is there something wrong with the command template above?
there are lots of reasons this might be happening. share your actual event script please including commands that come after the move command
Okay hold on
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
!json use this instead
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.
after the warp to the busstop in the AlbedoYes
tried to make the farmer stops right after the first move command and face right
and it’s albedo or the farmer who keeps walking?
the farmer
try increasing the pause length to much longer, or try inserting a waitForAllStationary before the pause 10
alright I'll try
it's not working
Can you try this instead
/speed npc1 2/speed npc2 2/move npc1 x2 y2 facing2 npc2 x2 y2 facing2/
I think this is legal?
(It's not documented)
yeah you can move multiple actors at once i’ve seen it done
although i usually use simultaneous command for that
which was going to be my next suggestion instead of having the true inside albedo’s movement
Simultaneous command is weird tbh
What it does is it makes commands not take 1 frame between them
It doesnt make blocking commands suddenly nonblocking
I'm also at least 50% sure waitforallstationary only checks the advance move stuff
whoa that actually worked, thank you
No worries!
Events are jank and weird and I've spent too much of my life understanding how they work under the hood
agree, Id rather do maps rather than events 😔
One final thing - move only works with npcs that are grid aligned
Once they aren't (there is an offset command, or after an advance move)
You have to either grid align them with teensy warp command
Or stick to advance move
noted 👍 Thank you so much for the help yall
That's definitely not casey no
Never heard of this person
Looks like a troll to me rather than an actual modder tbh
And a racist one, at that
But to answer more generally i believe casey herself wrote like 99% of spacecore
Remaining 1% is one off PRs from various ppl
good god they prob need therapy.
I contributed one letter to spacecore I think 
ok apparently it was like 10 lines 
and 2 of those are shit ups
I don’t think I’ve touched spacecore in my PRs but I could be wrong, I’ve definitely touched JA and DGA tho
And some of those are integrated with SpaceCore in places
how can I emulate keybinds?, has anyone accomplished that before, I've tried everything but it is not working
Whats the difference between
"Sprites": [
]
and
"Changes": [
]
If we say, aim to change the textures of something?
Are you making a content patcher mod
ye
Sprites is not a field that exists
All patches aka edits to the game content goes under Changes
Oh, hm
Ah wait I know whats up
I'm using Sprites in Detail as a library mod with this (which says "Sprites": [ in their example)
So it must be for that specific functionality
Should I also post on CurseForge in addition to Nexus? What platforms are most used nowadays?
pretty much no one uses CurseForge for Stardew modding
Ahh, okay. That's what I was wondering. It's where I post all my Minecraft mods, and I saw it has a Stardew section, but I remember when I was doing modding 5 years ago, Nexus was the place for Stardew.
it hasnt really changed in 5 years, people still use nexus the most
I mean there's still a good chunk of people that use curseforge
just most authors are on nexus
What does it mean:
Ignored Hedge Fences > EditImage LooseSprites/Fence5 #3: the When field is invalid: using nested tokens like 'Render:{{AddFlowers}}' requires Format version 1.7.0 or later.
CP eg has 1M downloads on curse, but 18M+ on nexus
your CP format is out of date, check out what the latest version is on the CP page
ahh ok
i think it's on 2.7.0 but don't quote me
That's a good perspective.
My CP is version 2.7.2
your CP format inside your content.json must be a higher version
is it ok if i just rewrite it?
below 1.7.0 is wildly out of date
generally when making a CP mod you want to write down the latest format version available at the time you're making tyhe mod
so yes you can just write it
oh sorry its not my mod
(It's worth noting that both CurseForge and Nexus have decent mod reward programs, and you can set up CurseForge to auto-sync mod updates from your Nexus page. So my usual approach is to release the mod on Nexus, and have CurseForge as an automated backup mirror.)
if its not your mod then its an outdated mod and this is also not the right channel to post about it
sorry!
question is it okay to post bug reports from mod pages here? i got one on my AT mod like yesterday and im not a programmer at all so i wouldnt know how to go about fixing it 💔 or if its even a me problem
if its for a mod you made and you'd like help parsing it, i dont see why not
Yeah if u need help fixing something feel free to show it
(sorry i went here bc here are all the very smart people XD)
Though there's a non zero chance that the problem is not fixable by you
I'm also worried about my Minecraft followers coming to my CF page and seeing 30 MC mods and 1 tiny SDV mod and thinking I'm not going to update anymore.
#1272025932932055121 in the future
is what they described something that can happen to alternative texture mods or did i really just beef it that badly 😭 ?
the .json files for the textures i took from other AT mods affecting the same buildings so i dont think its a problem with those ...?
and my AT version is up to date
Is your mod animated
Not that known AT bug then
I think there's nothing we can tell here, need a log for further info
Sounds similar to this earlier report by @torpid sparrow though. I wonder if there's a common mod between those causing an issue?
But i am always promote using skins instead of AT for buildings
i also thought about that t oothless error
eek i see
"by the entrance to marnie's farm" though is a lil vague to me though cuz idk if they mean they were literally warped to the Forest map
Does the player character respect is invisible anyways
!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.
oh thats weirddd
Tell them to upload a log
Before I take up loads of space in this channel again, is there someone who's able to help me with why a texture for a custom furniture piece added by Content Patcher isn't working correctly?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
thats only on the NPC class
okay boss
thank you guys for the help
It's just that I've asked the question twice already and no one replied (probably cause they don't know how to fix it) and its a large question so I didn't want to smother the channel
You can always bump the question
Cus not everyone around at all times
I for one don't know ur original query
Thats what I guessed, just didn't want to pester people thats all
Why does a Custom Furniture using Content Patcher do this?
(If the text is very long, you could also summarize the question and link to the full context.)
Didn't think of that, good Idea
How are you loading {{ModId}}/CatalogueSprite, and what does the source image look like?
I'm loading the sprite like this:
{
"LogName": "Load Furniture Sprite",
"Action": "Load",
"Target": "{{ModId}}/CatalogueSprite",
"FromFile": "Assets/CatalogueSprite.png"
},
And the source image is the second image on my post
Not entirely sure how to get past discords fuzzy scaling to make it larger and clearer
Source rect is persisted on furniture (for reasons)
Does it still happen if you spawn a new one
wow, that was the entire issue, I never thought to spawn a new one, not knowing how the game or Content Patcher works behind the scenes make this such a confusing thing to come accross
Yeah it do be like that
everyone is caught by it at least once in their modding career but probably many times
I've stumped with this for HOURS, trying to find the single thign that was wrong, I'll defo keep it in mind from now on, thank you very much for your help
(if for no other reason than just briefly forgetting it leading to a minute of puzzlement)
It’s happened to one of my users with just CP, SMAPI, and my mod
eventually you get better at remembering it 
Thankfully weird edge cases like that end up ingrained in my brain, I won't be forgetting it anytime soon
Anyone know where I can find a list of farmer animations? Like the farmerEat and stuff like that? 
For a more detailed explanation
- Furniture items are created via data, and some aspects like texture name are fetched from data every time
- Aspects like sprite index are not fetched from data and goes into the save.
- For furniture in particular the source rectangle is persisted to make lamps and rotation work.
thank you nic! 
So yeah you may need to get new item whenever you change the data
Hello i don't know if it help or how to share it but i made a python converter for Furniture framework format 2 to 3 can i share it ?
Now that I know the reason behind it, it makes total sense cause it was the same peice where I used the 16 x 16 placeholder sprite
Nexus allows modding tools
You can just post there
I thought leroy had some kinda converter tho
that's why i don't want to share anything on nexus to avoid problem i really did it for me, i don't even know how to share it do i just compress zip the code ?
Depending on what the script requires i would consider including at least a .venv file too
But yeah I'd probably ask Leroy for opinion too
thank you i will put it on hold like i said i did it more for me and because i'm learning to code so i tried it but if there is already a converter i prefer to keep to myself to avoid any kind of problem
Hi! Quick question, does anyone know when the game checks UnlockCondition queries for NPCs, and when the NPC is spawned in once those conditions have been met?
Like, does it check at the start or end of each day, or constantly, etc.
UnlockCondition is re-evaluated after a day ends and before the next day starts
Does SMAPI allow 2 mods in one file? Like this:
AtlasCatalogue
├───[AT] AtlasCatalogue
│ │ content.json
│ │ manifest.json
│ └───Assets
│ Texture.png
└───[CP] AtlasCatalogue
│ content.json
│ manifest.json
└───Assets
Texture.png
If it doesn't do I just tell the user to extrct both files into their mod folder?
they will spawn in their home
this will work
Perfect, Thank you!
what you cant do is nest one mod inside another mod
SMAPI will look inside a folder until it find a manifest.json, but once it does, it will not consider any deeper manifest.jsons
Several mods do exactly that. I believe Polyamory Sweet has five in their package.
is there a way to prevent the [AT] mod from loading is AT isn't present, I preferably want to prevent it trying loading if Alternative Textures isn't present
gotcha, thank you!
set a required dependency in its manifest
but if its a ContentPackFor for AT already, it already wont load
i think
pretty sure
Would it spit out an error saying "Alternative Textures isn't present"? I would like it if it didn't do that
it would yes
dont quote me on that contentpackfor thing though
it might just silently not do anything
idr
could always just test it
Very true, Ill give it a go
Honestly if it's furniture i vote for just making all of them separate furniture
You can do it efficiently with local tokens 
it's a catalogue I would like to have multiple variations if people want, I don't really want to use a config option because it would be nice if people could see it in game without opening GMCM
exactly what I've done with my other mod, love local tokens
expanding on this, does that mean you can have any number of mods in any number of sub folders as long as their manifest is at the same depth? or will it work if the manifest is at different depths but the mods aren't nested
while im not sure about any number of subfolders, and im not sure about if theyre at different depths but not nested, i know that you can have as many parallel mods as you want yes
Basically you would have a @Base which is the cp mod and a @Variation which is the at mod
Then u can update either independently as desired
The limit is windows path max length psure, dont nest too deep and result in path too long
256 ain't much but it's honest work
Do I break my head trying to find examples of how to animate farmer as if they are sliding on the ice or do I not... that is the question... Anyone has an idea of this? Is it even possible--
a series of several rapid offsetPosition? 😅
I guess that would be enough, right? Sorry I started yesterday and broke myself learning just quickquestion and null so far LMAO
idk either, that’s just what i would try lol
Do a Pokemon and make the farmer rotate 90 degrees each time if you have the patience
LMAO
Might as well see what I can try
a lot of event modding for me is “that just might be crazy enough to work!”
They do say art blooms where limitations exist--
for anyone wondering, that bug happens when one item's different seasonal textures have different lengths
as is the seasonal tilesheets has different sizes? including transparent pixels or excluding?
what is the item ID for carrot juice? I know the ID for juice is 350 and ID for carrots is Carrot, my hope is this knowledge will correlate to other goods that preserve drop ins.
There's no id
It's flavored juice
Essentially just a (O)350 with the preserve id (O)Carrot
Can check this with lookup anything, internal field id
how would I put that in a shop or item bag?
Item bag no idea (does it take context tags?
or have an npc gift it
In a shop you can copy the item query from keg and replace Input with (O)Carrot i think
NPC gifting like through mail? Need mod for this
ok the answer is in look up everything
Either way it's not a standard item you can just spawn 
I mean the only reason the name cheat used to work is because it activated the gift code NPCs normally used
If you mean the [blah] syntax then yeah that will not be able to spawn flavored carrot juice
ahh well. time to install lookup anything : )
lookup anything will not help you spawn it
If you just want to cheat it in anyways then just use cjb item spawner
well, I don't just want to spawn it, I want to understand what I can do with it.
In theory you can do a debug iq
there is no Carrot Juice Item
there is a Juice Item that sometimes has Carrot metadata
no, this is for animated textures.
Can you action an itemquery?
I don't really want carrot juice I want to be the boss of drop in items
not without a mod
its not specific to carrot juice. its the same for any flavoured item
Ohhh gotcha
items with metadata then
look I am often a cut and paste coder right now so just being able to put the exact format in my notes will help me play around
thanks for the points to start looking
headthunk So I thought I fixed the spouse room not showing up this morning. But further tests are...inconsistent. Why in the world would Maru's spouse room show up consistently, while Sam's doesn't?
Well i did make a mod to do some of this
Actually, that's an interesting question. narrows eyes I'm going to go try something else
Was that a response to me?
sigh Nope, that didn't fix it either
Hmm... what audio/song should I use for a romantic ice skating date 
https://www.nexusmods.com/stardewvalley/mods/34968 i like to use this to preview the songs!
Nice! Thank you, it's just that I cannot choose, like musicbox is fine, and sweet... but kinda wanna have some recommendations or opinion
50s is a classic
50s huh hmm time to try
or maybe kindadumbautumn for something more relaxed
Kinda dumb autumn
i cannot figure out why it's named that
Okay, so. Question. If the FarmHouse map is custom, why would the spouse room only be showing up when using Vanilla Farm maps, and not custom Farm maps? SpouseRoomPosition is a FarmHouse map property (as it should be) so there's no reason why it shouldn't work with a custom farm.
good question
Went with this one, fit nicely

Nah it was i regards to item queries
hgelp
New lcoation unlock by mail id not triggering
No SMAPI error
NPC still shows up in relationships menu but his room is simply Not There
Location is there, I can warp to it, but the actual map edit to add the warp to the cellar is not happening
Haha nvm]
Im stupid :D
Mind sharing how you fixed it? Just in case someone has ran into the same problem and can use your wisdom 
That'll do it lol
I'm trying to add Alternative Textures for my custom "other" furniture, but when the game loads the smapi log gives me this error:
[Alternative Textures] Unable to add alternative texture for item AtlasV.AtlasCatalogue from (AT) Atlas Catalogue: More variations specified (6) than given (1)
Which is odd given my texture.json is:
{
"ItemName": "AtlasV.AtlasCatalogue",
"Type": "Furniture",
"TextureWidth": 32,
"TextureHeight": 48,
"Variations": 6
}
there are clearly 6 variations
6 variations, as seen in the texture.png
Iirc AT needs you to give texture_0.png texture_1.png and so on
yeah i think they need to be separate files 
Nope they can be in just one texture.png, they just need to be vertical, not horizontal
Cool til
I completely forgot that part
https://smapi.io/json/content-patcher/a7e787398b4f4637a3ee969d11925e2f is this how to add recolor compatibility? i don't know how my map will know the tilesheet png has been EditImaged...
@outer glacier
do I have to @ the bouncer?
no i just did
Congratulations!
where
I can't because I don't have mod author role
That one is moldy
that is what you are doing right now
"go ask your mom" "go ask your dad" help
you are requesting the role and being given permission to edit
o ok
Yep that's fine
You've made the request. The mold has given you the permission to edit
Game doesn't know about editimage cus that's a cp thing
so editimage literally edits the image, not just the target? (i still am unclear on the asset pipeline)
no it just edits the target
Game will fetch img by asset name without caring about the content
when Content Patcher edits the target it will invalidate the games cache. so next time the game asks for that Target, it will get a fresh copy, with your changes now applied
its a Kinda Is
if you're on the map when the tilesheet cache is invalidated, it will ofc ask for a fresh copy immediately, bc it needs it immediately
how find discord id
but not all assets are always required immediately so it might happen that the invalidation happens and then the fresh copy is grabbed much later
okay i think i understand
ur id is 737393781619425304
but basically, dont worry too much about the intricacies, just know that Content Patcher will make sure to let the game know when its stuff is out of date bc of patches changing
thank u
i was worried about there being a missing step where i had to tell the map to find the tilesheet at target (place), but it makes sense that that's something it refreshes and fetches itself
Done
you did that in Tiled, basically
the image source/image name for your tilesheet is the target
(with Maps/ added onto it ofc)
ORANG :D
cheeto dust be upon ye
Before I bring this to Pathoschild, I'd like to ask if this is actually a known issue. It seems that using Dynamic Token for the NPC Appearance entry makes the changes happens a day too late? The patch is something like this: "Appearance": [ { "Id": "Saja", "Condition": "{{Outfit|contains=Saja}}", "Portrait": "Portraits/DolphINaF.Jinu_Saja", } ] It's a similar issue to the Central Station Condition some time ago: #1336049684950683810 message
Do I also get pixelsmith? Or is that only for portrait modders?
if you made the sprites yourself, yes
I did!!
I have speedpaints :D
i will add that to your table entry as well :)
YAY!
NPCs will choose their daily appearance after DayEnding but before DayStarted, the latter of which is when token updates happen
they will choose their appearance again if they change locations still too but obv this doesnt help for non-moving NPCs
technically not a dynamic token problem as any content patcher edit would have the same problem in that scenario
I'm semi surprised Data/Characters propagation doesn't re-trigger appearance
I've made 2 mods, one for Content Patcher and the other for Alternative Textures, both are within the folder Atlas Catalogue, the Atlas Catalogue folder will be uploaded to Nexus as 1 file, how do I manage the versions in the 2 manifest files? I don't want to add update subkeys, so would I set the version to 1.0.0 and when I update one and increase the version number, I also update the other version number even if nothing has changed?
Yar, so it's more a quirk rather than issue. I guess I'd need to think up a way to circumvent this...
yes, this is what expansion mods typically do
update subkeys would be if its multiple files in the same nexus page
What about zero-hour schedule to another location? Does that count as "changing location"?
as a stardrop user my preference is only one piece having a real update key and the other components having an invalid one, but many just put the real update key on all pieces
anything that makes the NPC be in a different location from where they were on day start
that said it might need a tick to pass
but keeping the version numbers in sync is important to know that its all still valid
so im not sure which way the updates will fall in that situation
zero schedule changes the spawn point though, doesn't it?
Yeah, that's how it is now. I'm just thinking of making it easier for portrait mods.
but does it do it after their appearance was chosen during the night, or before?
as the AT mod has a hard dependency on the CP mod, am I able to use local tokens (or an equivelent) to change version on the AT Mod to the version on the CP mod, i.e are cross mod tokens a thing between Content Patcher and Alternative Textures content packs?
thats the question
uhhh probably not
and it also matters whether or not the NPC gets an update between the initial appearance being chosen and them being whisked away for the schedule anyway
since technically, the NPC doesnt change appearance whenever they change locations
rather, every game tick when all the Update functions run, they check if theyre in a different location than they were in the last tick
Yar, I'll just try it out.
do report back, im curious
Gotcha, thank you, guess it's just something I'll have to remember
Before I went to sleep, I think Esca helped you resolve the issue you were having. Am I understanding correctly that you're now having a new issue with SpouseRoomPosition?
I didn't know AT had tokens at all
(My only interaction with AT has been to convert mods away from AT to CP so I am not very familiar with it.)
sorry, I mean in the manifest.json, a better worded question is "Are cross mod tokens between the manafest.json of a Content Patcher and Alternative Textures content pack to set the version number a thing?"
i do not think AT has tokens, but its also been like two years since i looked at the docs
I didn't think CP could use tokens in a manifest either lol
it cannot
Gotcha, ahh well, it's only a tiny inconvenience
there is no way to sync up your manifest versions automatically. that would have to be like, set up in your IDE as a build thing
(before anyone brings up the manifest builder, im talking specifically in this case regarding syncing an AT pack and a CP pack)
didn't modbuildconfig just add a version doohickey for that
the modbuildconfig is to fix the manifest.json's version to the assembly version, not keep multiple manifest.json's in sync with each other
could have a dummy C# mod that just acts as a version counter that updates both content packs, and then not ship the C# mod
ah it says it works with bundled content packs
(It works well for syncing mod versions when you have a C# mod with bundled content packs. For example, see Central Station's bundled content pack. Though it doesn't really apply if you don't have a C# mod to bundle the content packs.)
Could do a githook
how many inputs per second does the average human does
Unfortunately 0 schedule doesn't work.
I did manage to do the jank way of starting him right outside the location he's supposed to be and giving a 0610 schedule to beeline there. With the hope that no player would warp to him right when they wake up.😅
or use a tent outside his location
He sleeps right outside the casino door, protecting it from intruders
https://smapi.io/log/ed981a43b5c34811a5a4709275112ef6
https://smapi.io/json/content-patcher/a7e787398b4f4637a3ee969d11925e2f
unfortunately i'm not seeing the changes in game :(
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 21 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
had an idea for one of the twins;' pet
baby tiger
if i can squeeze it into the sprite size
name her libby
"liberty the liberator of animals esquire the II" Libby for short named after her mother "liberty" who escaped the zoo once with a pack of tigers and was rescued by the twins
Do you have your tilesheets for your map in the same folder as your map files?
yes i am giving the tiger cub a backstory even though she will be mostly just a pet and all events will probably be you the player recieving a "gift" if thats possible
like how cute would that be a little tiger cub being like "roar" gives you a rock
That's why you see no changes. The map will use the tilesheet that is inside the folder first. Only if there is no tilesheet in that folder will it go looking for a tilesheet in the game's content instead.
Yes very possible

awesome!
However even once you fix that, I'm also not sure that your Targets are right for your EditImage patches. You've loaded your tilesheet to "Target": "Maps/Tilesheets/{{ModId}}_{{season}}_Lighthouse_Tilesheet" but then your EditImage patches are targeting "Target": "{{ModId}}_{{season}}_Lighthouse_Tilesheet",.
You can add a dot in front of your tilesheets if you want to keep them in the same folder as the map.
Otherwise, you will have to put them in a different folder within your mod folder structure.
i thought tilesheets had to be in the same folder as the map?
i'm very confused
everything works normally, it's just the daisyniko/vpr stuff that wasn't, but that's probably because of the target
They have to be in the same folder as the map while editing in Tiled
No, it's not because of that. It's because your tilesheets are in the same folder as the map.
SMAPI searches your mod folder for a matching tilesheet first. If it finds one, it uses that. That means it doesn't use the copy that's been Loaded to the game's content. And since it's only the copy that's Loaded to the game's content that gets edited by your EditImage patch, that edited version never gets used.
basically the whole reason people say to keep your tilesheets in the same folder as your map at all is bc it prevents tilesheet climbing errors
thats like the only reason they'd need to be in the same place
okay i see. would making a subfolder in maps be enough to separate them? or should i move them up a level
Subfolder in maps is fine
You'll just have to move the map file into there (or move the tilesheets into the map folder) while editing in Tiled, then move back to test in game. (Or use the dot method like I said first don't @ me Pathos /lh)
(or just manually fix your sources after! or use my map fixer
)
life has many doors, ed boy, etc etc
i have a maps workspace folder on my desktop with a copy of all my maps and tilesheets in that--is that fine, or would i still need to fix tilesheet climbing errors?
(Getting mixed signals.
)
if you ever load a tilesheet in Tiled and the png you select is not in the same folder as the .tmx you are editing, you will have tilesheet climbing errors
... with very limited exceptions
You have a map fixer?
Neat
If you have a copy of your tilesheets in that working folder and also in your mod/Maps/Tilesheets folder, and you work on the map in your working folder and then move it to your mods/Maps folder for testing in game, that will work.
okay good
invalid tilesheet path error--is that tilesheet climbing? do i need to fix all of my maps after moving the tilesheets to a subfolder?
it means you found a bug with my map fixer that i didnt run into before when making it
(would you mind sending me the .tmx)
i actually should have deleted this, it's unused
i was just putting things in rote
also, this is the result of me trying to fix all of my maps:
none of them were modified
oh your stuff inside is encoded with base64... i honestly forgot that could happen
how difficult is it to make a fs pack 🤔
if theres no fixes and no warnings then your maps should be good to go assuming my fixer has not missed anything else 
that was the one time i tried making a tiny thing from scratch
i was thinking of making a baloon holding pack
it was unnecessary and did not work lol
so you can carry around a balloon or cluster of balloons
i'll try running the game again, although i expect errors if nothing was modified
from what ive heard, editing farmer is difficult? i think
i should also note that if you use tsxs they are not supported by the fixer, though itd say if it skipped any
you do so many movements thats my intuitive guess
https://smapi.io/log/9ddf55c72e3f4d28b0e849f1b442048e this is despite your map fixer not catching anything button (not accusatory, just informing you)
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 21 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
The documentation for it is pretty good imo so if you're okay at reading documentation and enjoy drawing tedious amounts of sprites, go for it xD
maybe it can be attached to your hip or ur back
this is actually not the tilesheet climbing error, this means that its looking for the target "Maps/tongueandtail" but isnt finding it
Are you Loading all of those tilesheets with CP patches?
no, only the lighthouse tilesheets for editimage purposes
...do i need to
the name of your .pngs when you use them in Tiled is what the game tries to load as the tilesheet in game
with Maps/ added on
including the filepath?
if its in the same folder as the .tmx, there wouldnt be a file path
(which is why it prevents tilesheet climbing errors to do so)
Yes you do if they're in the separate tilesheets folder. If you know that you never want anyone to edit them via CP (including you) you can put those back in your map folder.
in this case one of your tilesheet pngs is called tongueandtail.png but that isnt what you've loaded that png to in CP
(I am not personally a fan of having any tilesheets that aren't Loaded to the game's content but it is an option people choose.)
so i need to either:
- move every tilesheet except the lighthouse ones back, or
- open every map from my maps workspace, edit the png name to include the filepath, then copy the now-edited map into my maps folder?
?
to maybe clarify things a little bit:
- SMAPI will always look in the same folder as your .tmx for the tilesheets
- This is generally undesired, you want it to use the ones in the content pipeline
- Therefore, you want to Load all of your tilesheet .pngs into the content pipeline with Load patches in CP
- After that, you want your .pngs to be in a separate folder, to prevent (1) from happening
- if you dont want your tilesheets in the content pipeline, skip (3) and (4) bc (1) is actually desired behaviour
If you did not use tongueandtail.png in a Load patch then its not in the content pipeline
therefore, if its not also in the same folder as your .tmx, it cannot ever be found
okay i get it now. this is actually making a lot of sense, because i was always confused as to how tiled knew to "load" things for me--it makes complete sense that now i need to load them like we usually load everything else before it can be used
its important to remember that Tiled is not doing anything involving the content pipeline or SMAPI. Tiled does not care whatsoever bc it is an entirely separate program not even made for Stardew
Tiled does not care where your tilesheets come from or where they are relative ot the tmx or if there is tilesheet climbing. it just needs to know where they are, which is what you tell it when you load a tilesheet inside it for your map
and i can use target without path if my target is Maps/{{ModId}}/tilesheetnamehere, fromfile: assets/maps/tilesheets/{{targetwithoutpath}}?
its stardew that has these added constraints
yes the targetwithoutpath there would just be tilesheetnamehere
okay cool. and once i load these, do i need to then "tell" the map where to find the tilesheets, or is that what you said was already taken care of?
assuming there is no tilesheet climbing, and the image source in your tmx matches the target you chose (often the name of the literal .png), its taken care of
that said
your .png would need to be named <YourModId>/tilesheetnamehere to match your example above
the game only adds Maps/ at the start when looking for tilesheets
oh i thought the slash would prevent me having to rename
its up to you to ensure the rest of the tilesheet name is correct inside your .tmx
...can i choose a stupid target like {{ModId}}/Maps/tilesheetname ?
Also you can't name your files <modID>/tilesheet.png because at least on Windows you can't have a slash as part of a file name.
yeah i would use _
When you first added tongueandtail.png as a tilesheet inside your map in Tiled, Tiled set the image source inside your .tmx to tongueandtail.png you can see this if you open up the .tmx in a text editor
for example, with townInterior
so if i rename them all to include my mod id, THEN do i have to open each map in tiled to fix?
the game will look for Maps/<image source> for the tilesheet
you would have to yeah, or manually fix it in the .tmx in n++ or something
nope. no way of knowing what you want your tilesheets to be named
thought so, but worth a try lol
all that said, i think i'd rather write 20 loads than do this
it will remove the directory off the top so if you had ModId/tongueandtail.png it would turn it into tongueandtail
but it wont rename it to anything but tongueandtail
Not difficult to do a find and replace across many files, fortunately
So it's trivial to rename tongueandtail.png to nic.DBD_tongueandtail.png (imaginary mod ID) in a bunch of map files at once
ohh true 👀
also, as a slight addendum to this, you COULD actually have the image source be ModId/tilesheetnamehere (regardless of what the .png is named) and haveyour target be Maps/ModId/tilesheetnamehere and it would totally work. its really not recommended, though, and my map fixer would "fix" it away
i would be willing to bet that the vast vast majority of tilesheet or map adding/editing mods do not do it this way, and the ones that do, are probably working with Mines tilesheets
Hmm.
(it is in fact required to do that with Maps/Mines/tilesheetname to use mines tilesheets)
There's currently no way to add custom categories, however all categories including "other" should be mapped to a specific filter tab and not just the everything tab.
The vanilla catalogue does NOT provide a filter for every type, but hhd does. I believe the default filter tab for "other" is the one that has bookshelves and stuff in it
Could you make tilesheet climbing (or subfoldering, I guess) work in your favour in that situation? Have a subfolder called nic.DBD inside the mod map folder, the tilesheets inside that. Then Tiled has an image source of nic.DBD/tongueandtail.png and the CP Load is Maps/nic.DBD/tongueandtail?
(Is that what you meant Button?)
yes thatd work
that wouldnt be climbing though, more like, uhh..
the opposite of climbing
Ahhh gotcha, that makes it so much friendlier to find the "other" items like paths that I add
idk what the opposite of climbing would be called
tilesheet diving
falling
diving works
burrowing
I think technically it's actually repelling? as in you can repel down a cliff face
much easier to simply prefix your .pngs with your modid and an underscore though
and much more common to do
Oh, non-furniture items work a bit differently- they get a separate menu panel, not just a filter tab
(actually, i think if we wanted to be consistent, we might call it "tilesheet drilling" the same way we use TargetField to "drill down")
But they are supported
thanks for the GraphicsDevice.DrawUserPrimitives link a while ago tiktoktilan, very useful timesaver 
I'm glad it's useful!
is it repel or rappel
yes 
Yep
The former for pushing away the latter for climbing
it is!
Menu panel as in the tabs at the top of a catalogue, not the ones to the left?
the yes was very helpful /lh
tilesheet problems sure are repulsive tho
Correct
It's handled that way because there are some features specific to furniture that can't be generalized for other item types
if i'm renaming my files modid_tilesheetname, do i need to change the name of the tileset to have my mod id as well
the name of the tileset is actually not very important, just the image source
No, but you do need to change the name of the png they reference
it can be important if a C# mod ever wants to check things in your map but they can figure it out
When are we getting CustomFields on tilesheets/layers /jk
whats stopping you from serializing a dictionary into your tileset name
Although actually now that I think of it you can just do arbitrary properties in layers and tilesheets, at least on the Tiled end of things. I wonder if that's actually accessible from the xtile data
I don't even know what I would do with that if I could but it's fun to think about mod crimes
the tilesheet properties are accessible yeah
I guess you could always add an implementation for Tiled's parallax layer feature
If you hated yourself
same with the layers
i still just want someone to patch things enough to allow Isometric maps
it cant be thaaaaaaaat hard!
if my mod is liked enough i wonder if i can comm someone to do nyapu style portraits for me actually (thats a future plan to think about later)
https://smapi.io/log/455bbccea68249c5aed8f0a637c9cf4b do i need to literally name my files {{ModId}}_name or something
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 21 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
tokens are a content patcher only thing. they can only ever work inside a content patcher .json. if its not inside your content patcher json, it cannot be a token and must be written manually
that's what i thought, although i don't know why it's saying it can't find the files
but it looks like you're not including the file extension
"Action": "Load",
"Target": "Maps/{{ModId}}_finchhouse, Maps/{{ModId}}_FRL_Elevator, Maps/{{ModId}}_tongueandtail, Maps/{{ModId}}_furniture, Maps/{{ModId}}_furniture2, Maps/{{ModId}}_furniture3, Maps/{{ModId}}_wizard_furniture",
"FromFile": "assets/maps/tilesheets/{{TargetWithoutPath}}",
},```
should it be {{TargetWithoutPath}}.png
yes
aha
thank you
so the without path it refers to is the filepath but not the file extension
the target is not a filepath
its a path but not a file path. its not pointing to any file
TargetWithoutPath means take your Target and remove everything up to and including the last /
the asset pipeline also doesn't have file extensions, and there is some code that if you try to use them anyway they will get removed
no errors now!
a file extension in the Target itself will muck things up
file extensions in the image source inside a .tmx dont matter though
the file extension in the target will mess with it because its not possible to load the asset and preserve the file extension (though internal asset key I think would continue allowing it iirc)
do you mean for maps specifically or the pipeline in general? bc its not uncommon for people to include file extensions for things like character portraits or sprites and then have their NPCs explode bc it cant find portraits or sprites, which i would think wouldnt happen if the extension was removed
even when speaking about maps, if the file extension isnt preserved, then it shouldnt mess with it bc then itd match the image source
i also just did a test load and editdata to a target with a .json file extension and then loaded it in my C# mod just fine, with the file extension included on both ends
Hey, thank you for asking! The issue is partially-solved. I can get the spouse room to show up...sometimes. Right now if I use my custom farmhouse with most of the vanilla farm maps (like standard, forest, wilderness), the spouse room shows up properly. But if I use a custom farm map (or the Meadowlands), it doesn't show up at all in upgrade 1. It doesn't make any sense, because a custom farmhouse shouldn't be affected by which farm map I'm using, except inasmuch as there are certain map properties built into the farm map which do affect the farmhouse map (because Stardew is Like That). But SpouseRoomPosition is Not on the Farm map, it is on the FarmHouse map, as it should be! And the other properties shouldn't affect the spouse room. So I honestly have no idea what's going on. ^_^;;;;;
I need to do more testing, but I kind of gave up and took a break because I am out of ideas.
That is very confusing. Are the custom farms you're checking with new ones added via AdditionalFarms or are they replacers?
Also, would you mind sending me your mod so I can try exploring with what you've got? If you're okay with doing so but would rather do it via DM, that's fine for me.
They're new ones. I'd been varying my tests (because I didn't think it mattered) between custom farm maps I have installed and vanilla maps, partly to check the seed box placement. I haven't tried it with a replacer; I should do that.
I wouldn't mind at all, I'd be very grateful if you wanted to take the time to help me!
If it works with a replacer, my guess would be that there's something specific to the 1.6 changes to farm maps that's affecting it, since Meadowlands is the only vanilla farm to use AdditionalFarms.
Hmmmm, yeah. I wonder if SpouseRoomPosition has a problem with it. 🤔
Anyway, it's late here and I need to sleep soon. ^_^; May I DM you? I'll put the latest version together
Yup, sounds good! I'll see if I can figure anything out sometime this afternoon/evening.
That is so nice of you! Thank you very much
How do I change the spawn coordinates of roadblock stones to Dwarfshop? and change the coordinates of where the dwarf is standing as well
you cant change the location of those stones
I thought that rock is hardcoded
it is
Dwarf might be movable tho, if u change the home
you can always remove the stones after the map is created though
Unfortunately you gotta have a seriously good reason imo
either via C# or with BETAS
public Vector2 GetBoulderPosition()
{
return new Vector2(27f, 8f);
}
so you could move it with C# but, yeah, with good reason like chu said
but if you want to make new stones it needs C#
(a reason of "i want to" is good enough, imo, as long as you're aware of any compatibility concerns)
yeah, agreed
home?
dwarf has CharacterData in Data/Characters
see the spawn rules: https://stardewvalleywiki.com/Modding:NPC_data

