#making-mods-general

1 messages · Page 369 of 1

urban patrol
#
            "Q_Navyreaction1": "{{i18n:crystal_dialogue.Q_Navyreaction1}}",
            "Q_Navyreaction2": "{{i18n:crystal_dialogue.Q_Navyreaction2}}",
            "Q_Navy_fallback": "{{i18n:crystal_dialogue.Q_Navy_fallback}}",```
lucid iron
#

And then use target fields to append to the stack modifier list

vernal crest
uncut viper
#

(the actual better way is C#)

urban patrol
#

ahhhh good catch

obtuse wigeon
#

I don't see how local tokening it can decrease it much, especially given this is what it's doing:

{
    "RequiredTags": ["!atlasv_slop_machine_exclude", "category_gem"],
    "Condition": "ITEM_EDIBILITY Input 2"
},
urban patrol
#

thank you for the extra set of eyes 🫡

lucid iron
#

Is that the machine input

obtuse wigeon
lucid iron
#

I thought you just wanted higher edibility to produce more stacks tho

obtuse wigeon
#

yes but I have to go through every catagory and every even value between 1 and 1000 if I want support for something like SVE

urban patrol
#

isn't there a token for range?

#

or am i making that up

lucid iron
#

Yeah iirc item edibility gsq takes a range

obtuse wigeon
#

I could get get it down to 3k ish but that's still way too many

urban patrol
#

"Hearts:Abigail": "{{Range: 6, 14}}" // equivalent to "6, 7, 8, 9, 10, 11, 12, 13, 14" from CP docs, although not sure if that's compatible with Condition

uncut viper
#

range token wont repeat things

#

itll just literally write down the list of numbers

lucid iron
#

ITEM_EDIBILITY <target> [min] [max]

urban patrol
#

never mind me then

lucid iron
obtuse wigeon
#

to break it down there roughly 15 catagories that have edible items that I know of (37 if you count them all), if i have 15 categories, and a check for every edibility value thats a multiple of 10 to a max of 1000 (thanks SVE) it'll still be 750 of those triggers

lucid iron
#

I think it's fine to do wider steps though NotteThink

obtuse wigeon
#

This is defo out of scope for just content patcher, some kind of arithmatic would be needed

obtuse wigeon
lucid iron
#

You don't have to do even steps

#

The 999 edibility stuff can be outliers

#

Like if you just do 0 50, 50 100, 100 150 etc

#

Then a final 300 or whatever for 300 or greater

#

Do the categories actually matter btw?

#

Like are you producing different things

obtuse wigeon
#

categories make it take up so much less space, id have to add each item by ID otherwise wouldn't i?

obtuse wigeon
lucid iron
#

No if you just dont put anything it's unrestricted

obtuse wigeon
#

I don't have to specify item ID or tag?

lucid iron
#

The Q is more would category_gem have a different output than category_fruit

obtuse wigeon
lucid iron
#

Then yeah just the ! tag is fine

eternal glade
#

ok i got the diggable tiles woking but the warp and the water trough dont still, does anything look off?

lucid iron
#

In that case it's something like

eternal glade
lucid iron
#

NOT special_exclude_tag AND input match this ITEM_EDIBILITY gsq

obtuse wigeon
lucid iron
#

Honestly i don't really have enough context on what ur machine should actually do

#

My impression was like

  1. It takes any edible object
  2. Depending on the particular edible value, apply some StackModifiers to change number of output items
brittle pasture
obtuse wigeon
obtuse wigeon
#

more specifically any edible object with a posivite ediblity

full bear
#

how hard would it be to make a mod which makes holding left click more optimal? I might dive into the code and see how it's currently done

#

hopefully I can do it with just some harmonies

lucid iron
#

Then yeah dont do separate machine triggers

obtuse wigeon
lucid iron
#

Do 1 that check not tag and edible >= 1

brittle pasture
#

(tbh I'm asking because EMC passively patches the game to allow non-object machine inputs, and if you don't have an input condition your machine will homf player's tools)

full bear
obtuse wigeon
full bear
#

wait... that could be a mod idea

#

a machine which auto gets stuff for the player, on the condition they submit a tool

#

just need to make sure it spits the tool back out

obtuse wigeon
full bear
keen seal
# eternal glade

I’m assuming you want it to warp on a click? I believe it should be TouchAction instead of just Action

lucid iron
#

As for StackModifiers there's an example on bone mill but it's multiply

obtuse wigeon
#

I have been thinking about making a resource machine mod, but if a tool isnt in a chest or inventory it would drop it in the lost and found duplicating it i think

full bear
#

groan

lucid iron
#

I think there is one for adding but im on phone

eternal glade
keen seal
#

Huh! Nevermind then I don’t know XD

vernal crest
#

TouchAction is "as soon as your farmer touches it, the action happens". Action requires a click.

lucid iron
#

Zren i think ur args might be wrong

eternal glade
lucid iron
#

You had something like

#

FromX FromY Greenhouse ToX ToY iirc

#

Should just be ToX ToY Greenhouse I believe

vernal crest
# keen seal 🫡

I think they could do with better names personally because I can see an argument for TouchAction meaning either way haha

eternal glade
#

fr fr

keen seal
#

yeah no that was entirely my confusion XD

lucid iron
#

Ofc i might have remember wrong, kyuuchan_run

keen seal
#

TouchAction makes me think you have to touch it, which in my mind means clicking it XD even though yeah, the player coming into contact with it in any way is in fact touching it XD

eternal glade
#

Action Warp <int x> <int y> <str area>

lucid iron
#

Yeah the x y here is the place you wanna go

#

And area is location name

eternal glade
#

Warp 17 42 Greenhouse

#

action as the name

vernal crest
#

That is what they already have though isn't it?

eternal glade
#

?

vernal crest
#

Is it mean to be an intra-map warp?

lucid iron
#

Yeah so it should work Bolb

eternal glade
#

yess

lucid iron
#

Assuming all the other stuff is right

vernal crest
#

Have you got something on the Buildings tile layer?

eternal glade
#

yes

lucid iron
#

You can check in game by hovering your mouse over the tile

#

See if u get at least a hand

eternal glade
#

yes

#

no hand i checked

vernal crest
#

Hmm if there's no hand it's not recognising the action

lucid iron
#

Tile data isn't actually in game then

vernal crest
#

Try doing a patch export

lucid iron
#

Check if u got a space or something after Action

#

If u want u can post the tmx here so we can help look

eternal glade
keen seal
#

you’ve got your TileData at an exact size and location so it’s not that (speaking from recent experience lol)

vernal crest
# eternal glade ?

Check the Action first like chu suggested, then if that's not it, try patch export Maps/Greenhouse in the SMAPI console. It will export the version of the map that's in the game so you can check if the tile object property is present there.

#

It is a great way to check if the problem is that your change never made it into the game.

eternal glade
#

does that work when my map is still a .tmx?

vernal crest
#

It works for any asset in the game, so yes. (But also I don't know what you mean by "still a .tmx" - that's what all the maps are.)

lucid iron
#

Were you packing it into xnb?

eternal glade
#

no

#

should i be?

vernal crest
#

Nope

eternal glade
#

im not really done

lucid iron
#

I'm confused then i thought you are testing in game

eternal glade
#

yes?

#

am i not supposed to be able to do that?

vernal crest
#

No, you are.

keen seal
#

You can load tmx files into the game as maps just fine, that’s what I’ve been doing while I’ve been making stuff recently

eternal glade
#

ok good

vernal crest
#

That's what you have to do. I think the confusion has come from you saying "my map is still a .tmx" because that's what we're expecting it to be and are not sure what you're thinking it should be instead.

eternal glade
#

yea chuve is confusing me

vernal crest
#

You are confusing us lol

uncut viper
#

chu was confused bc of the confusion aba just described from your message

vernal crest
#

Why did you say "does that work when my map is still a .tmx?"

uncut viper
#

and its not uncommon for people to think they should be xnb modding, so people are quick to warn against it if they think theres a possibility of it

eternal glade
#

bc you said to patch export Maps/Greenhouse and the original map is in that folder

uncut viper
#

they should be tmxs in there too

#

but more accurately you're not exporting a file from your computer

#

you're exporting an asset in the game that happens to have the same name that looks like a file path in your computer

vernal crest
#

Aren't you editing Maps/Greenhouse? I assumed from the fact that your warp was Greenhouse that you're making a mod that's editing the game's Greenhouse map.

eternal glade
#

no its a mod that i completely hijacked

#

its fragments of what it was

keen seal
#

That may be your warp problem then

#

Do you know what the name of the map you’re editing is in game?

eternal glade
#

there was no warp initially

vernal crest
#

What are you trying to edit then if not the game's greenhouse?

#

Actually maybe if you just share your json we can determine for ourselves.

eternal glade
vernal crest
#

No, you need a .tmx file for the map and you need a manifest.json and a content.json for your map to get into the game. Please share the content.json.

eternal glade
#

oh i modified that

vernal crest
#

Okay, see that line "Target": "Maps/Greenhouse",? That means you're editing the Maps/Greenhouse asset in the game so when you do patch export Maps/Greenhouse it will export the greenhouse map that you have made.

eternal glade
#

yes 🙂

vernal crest
#

So please do that

obtuse wigeon
#

does "Action": "EditData", occur on game load only? or does it also occur on start of day?

uncut viper
#

neither. it occurs as often as it needs to

#

same as any other action

obtuse wigeon
#

If i had it targeting "Data/Machines" would it occur every time a machine is interacted with? just concered whether performance would would be a problem for a machine with 179 recipes loaded

uncut viper
#

no. it occurs whenever machine data is invalidated and edits need to be reapplied

eternal glade
#

[Content Patcher] The 'patch export' command expects one argument containing the target asset name, and an optional second argument for the data type. See 'patch help' for more info.

obtuse wigeon
#

oh okay, so it shouldn't tank performance majorly then?

uncut viper
#

no

obtuse wigeon
#

What's the right way to set the output quantity of a machine, I thought it was this:

"OutputItem": [
    {
        "ItemId": "{{ModId}}_NutrientSlop",
        "Modification": "Set",
        "Amount": 500
    }
],

But it's still outputting 1 item

eternal glade
#

fights me lmao

#

i have two

#

theres only one?

tranquil olive
#

is this the right way to add a BETAS TouchAction property to a tile in Tiled (I feel like I've been staring in there for too long SDVpufferdizzy)

Spiderbuttons.BETAS_Action (Name) | {{ModId}}_PlayTileSound (String Value)

(I actually wrote out the ModId in the program ^^')

lucid iron
#

!json

ocean sailBOT
#

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.

uncut viper
#

TouchAction | Spiderbuttons.BETAS_PlaySound Whatever

tranquil olive
#

ohhh okay so I put that in the value spot and have the name just be TouchAction SDVpufferthinkblob

Would I still need a triggeraction at all in my content file?

uncut viper
#

no

tranquil olive
#

!!! ah okay, great, I'll try that

Thank you SDVpuffersob I have no idea why I'm trying to do map edits as one of my first mod attempts, but I'm in this far

tranquil olive
#

ahh yay, got splashy steps working SDVkrobushappy SDVpufferwow

thank you so much for helping @uncut viper, @royal stump , and @gaunt orbit SDVpufferheart

outer verge
#

Hi, could anyone help me out with this 😭 My npc will walk his "spring" schedule but any days all get read out with this kind of error and Smapi validator says everything is fine

#

the other schedule days without the scheduleDialogue also read an error out like this

urban patrol
#

!json that’s an issue with the schedule dialogue. what does your schedule look like?

ocean sailBOT
#

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.

ashen urchin
#

I want to edit a map, but when I open the default game file, the tiles are all messed up. What should I do?

hard fern
gentle rose
#

I have also never seen this before

hard fern
#

I actually have

ashen urchin
hard fern
#

But the only time ive seen this happen is when i opened a really old map file from like, version 1.4

gentle rose
#

can we see an actual screenshot of the full window please?

vernal crest
# ashen urchin

That is very blurry but it looks like it's a .tbin. Did you use StardewXnbHack to unpack your game files? It should be a .tmx file.

vernal crest
# eternal glade

Hmm ok the warps are there and look correct. I'm going to test it in my game.

vernal crest
ocean sailBOT
#

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!

gentle rose
stray trellis
#

Here's my problem. They're clipping behind them

hard fern
gentle rose
#

I'm pretty sure that doesn't extract as broken tbins, but I could be wrong, haven't used it in ages

hard fern
#

Perhaps something went wrong during the extraction process but it's the only thing i know that extracts the maps as .tbin

lucid iron
hard fern
#

Why are there toilets everywhere...

stark spindle
#

who wouldn't want more toilets in their life?

#

Also can I get peoples thoughts on this. I added some dialogue/tweaks for SVE characters in my mod. I now realize I probably should have gotten approval for doing that. Is there a standard way of doing that or should i message them?

vernal crest
#

SVE actually has open permissions as long as you credit them so you should be fine. If you want to be sure and/or want to check that your changes meet their approval (for character voice etc) it might be worth hopping into the SVE discord server to see if there's more direction in there. Normally I'd say to ping someone on here or message them on Nexus but I'd imagine that Flash probably gets a lot of people trying to contact him.

vernal crest
stark spindle
ashen urchin
#

because it can change back to xnb

gentle rose
vernal crest
stark spindle
golden spire
# ashen urchin

it just looks like you have overidden the tilesheets with the wrong names so it's loading the wrong ones

lucid iron
#

This is for the mayor mod right

stark spindle
lucid iron
#

You may need special compat for the joja route in sve where morris becomes mayor

stark spindle
#

I definitely do. I'm working on it at the moment. I also wana do a better job integrating with law and order mod. I must admit I was very naive and I didn't realise compatibility would be such a requested thing. I'm learning 🙂

lucid iron
#

Honestly the compat is why we usually tell ppl that hey making a mayor mod is tough (but you did it so good job!)

#

You can always reach out to the l&o person @ sdvhead

vernal crest
#

Compat is a funny thing because if your mod is unpopular you might put a lot of energy into compat that nobody asks for. But if your mod is popular the people yearn for compat.

stark spindle
lucid mulch
stark spindle
stark spindle
vernal crest
stark spindle
ocean sailBOT
#

@stark spindle You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

stray trellis
stray trellis
lucid iron
#

If your tiles are on front or alwaysfront they'd draw over npc

ashen urchin
hallow prism
#

it's prone to causing issues that are extra hard to debug

#

it's not illegal, it's just not great practice

#

no need to delete, but moving to better practice is really encouraged

ashen urchin
#

I found that many mobile players with 32bit devices can't install smapi. And I made xnb for that.

hallow prism
#

well it's just that if people have trouble, it'll be basically a pain to debug

#

and people here are unlikely to provide support so you'll be on your own

ashen urchin
#

Actually, I also told people who download my mod to always backup their files.

ashen urchin
lucid iron
#

There are a number of platforms that don't have SMAPI yes

#

If you are on 32 bit compatibility branch yourself then sure PecoWant

#

That said it's still fine to unpack with stardewxnbhack and then do whatever u need then xnbcli for packing

#

Stardewxnbhack is faster

hard fern
#

Trying to use mutliple different xnb mods must be kind of a pain though i can imagine. Like if you want to use 2 mods that both touch spring objects

lucid iron
#

In skyrim you usually just install a community "patch" which is merged version of the content file

hallow prism
#

but as long as people are aware and fine with the downside, sometimes the modding urge is stronger than those 😄

gentle rose
signal sundial
#

would it be possible to mod a barn animal to both be milked and sheered for example? I looked for mods that have something similar, but can't find any so far

round timber
#

theres a milkable sheep mod

#

you can look at that for exmaple

signal sundial
#

oh cool! I'll have a look, thanks 😄

lucid iron
gentle rose
#

I found that many mobile players with 32bit devices can't install smapi. And I made xnb for that.

red egret
#

Is it possible to make a replacement of a greenhouse that is smaller than the original?

lucid iron
#

Yes

#

It is just a map and you may move the entrance

red egret
#

I see, ty!

eternal glade
#

ok ive got two greenhouse maps, theyre both 2 wide

#

"Action": "EditMap",
"Target": "Maps/Garden Greenhouse",
"AddWarps": [
"22 44 Farm 28 16"
]
}
{
"Action": "EditMap",
"Target": "Maps/Orchard Greenhouse",
"AddWarps": [
"29 66 Farm 28 16"
]
}

#

is this good?

brave fable
#

these two {} objects are inside a [] list of changes! you need a , comma between them

#
"Changes": [
  {
    "Action": "..."
  },
  {
    "Action": "..."
  }
]

thusly

lucid iron
#

Are you Loading these targets

brave fable
lucid iron
#

It seems like what u actually want is When condition edit maps

#

I also think it's fine to make these separate mods

#

Not likely u would want to use more than 1 greenhouse replacement mod

finite willow
#

hm how can I get rid of npcs?

round timber
#

what do you mean by get rid of PufferHmm

finite willow
#

is there any way to js vanish em from the game

round timber
#

and why would u want to do that

finite willow
#

from the map I mean

#

they're annoying

vernal crest
#

Not without breaking many things

finite willow
#

aight

#

what about their schedule

#

how can I tell where will they go or wut

lucid iron
#

Schedules

round timber
finite willow
#

I noticed they sometimes get stuck and aren't where they supposed to be

lucid iron
#

Yep path finder shenanigans

finite willow
#

o

#

ty

lucid iron
#

Btw i found the mod i was thinking of, stardojo

finite willow
#

damn

#

well thx for pointing it out

#

lol

#

another ARC, 12.3% on the benchmarks, interesting stuff indeed

obtuse wigeon
#

What's the right way to set the output quantity of a machine, I thought it was this:

"OutputItem": [
    {
        "ItemId": "{{ModId}}_NutrientSlop",
        "Modification": "Set",
        "Amount": 500
    }
],

But it's still outputting 1 item so I may have been reading the quantity modifier section wrong

hallow prism
#

that looks like what you would set for stacks

#

not default outputs

#

try

#

"MinStack": 1,
"MaxStack": 2,

#

with the values you want

obtuse wigeon
#

I'll give that a go, thank you

vernal crest
#

Where did you get the "Modification" field from?

vernal crest
#

Ah yeah I see now how you might get there from machines

#

I stopped looking on the item query page once I hit MinStack because I thought that was what you were after, so I didn't get down to StackModifiers.

#

I should make myself a test machine mod. Machines are one of the remaining things I haven't explored at all.

obtuse wigeon
#

Ahhhh gotcha, it's not too far down from game state query so I thought it's be relevent, time to rewrite my python script

obtuse wigeon
vernal crest
#

I've never actually read that whole common data field types page either

vernal crest
obtuse wigeon
#

I totally get that, I think why it's so fun to me is because I love making machines and electronics irl so that carries over, plus that fact that my silly ideas work great with a silly little machine to go along with

vernal crest
#

Haha yeah that makes sense

opal tendon
#

I got this far in making a farmhouse replacer with CP to make it seasonal would I do this again but with each season and then how do I make sure it switches for each season?

brittle pasture
#

(you can do it manually with 4 entries and a When condition for each, but the token method above is shorter)

obtuse wigeon
#

I want an item called "Protein" Bar but the display name is a string and therefor has to be encased in " ", is it possible to have a display name with quotations inside?

brittle pasture
#

\"

opal tendon
#

perfect ty! ❤️

obtuse wigeon
brittle pasture
#

the first one yes

obtuse wigeon
#

Thank you

prisma plover
#

Thinking of making a mod. Throwing myself in the deep end.

How hard is it to do map editing?

hallow prism
#

a bit overwhelming at first but not too hard

obtuse wigeon
#

Pretty easy with Content Patcher, the difficult bit is actually making the map and even then it's mostly pick and place

prisma plover
#

Yah I was wondering if I should go with content patcher or the other one for the mod I want to try.

I do know C# so that isn't really a roadblock.

obtuse wigeon
#

for compatability reasons I'd go with Content Pacher, you might need to make harmony patches for a C# mod i believe, someone explained it to me previously

toxic fulcrum
#

Even if you have code in the project, it's nice to load the assets with content patcher so you don't have to write your own asset reloading, etc. for quick editing

prisma plover
#

read up on them and my assumption on it is that the Content Patcher can do a lot, C# can all the stuff Content Patcher mods can do with a lot more on top.

prisma plover
obtuse wigeon
#

Yep! you can use both at the same time

toxic fulcrum
#

Yeah, well you have 2 "separate" mods. Code mod and cp mod. But they can depend on each other

obtuse wigeon
#

both the C# and the content pack can be packed in one file like this

example mod
├───C# example mod
└───[CP] example mod
prisma plover
#

What's the benifits of doing a mod like that instead of all as C#? Just ease of loading assets?

toxic fulcrum
obtuse wigeon
#

ease of loading, ease of debugging, ease of compatability, if you don't plan on using features specifically availble in C# and not CP(Content Patcher), I'd recommend going with CP

prisma plover
#

Well the thing I want to toss myself into the deep end on I may eventually want C#. Content Patcher to start would work based on what I read on it.

brittle pasture
#

the best code is code written by someone else that's more widely used and tested

tiny zealot
eternal glade
#

although im playing with ridgside so there is another greenhouse there

#

i put the code in with the comma

#

[Content Patcher] Error preloading content pack 'Ren's Orchard Greenhouse'. Technical details:
Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods(CP) Rens Orchard Greenhouse(CP) Ren's Orchard Greenhouse\content.json. This doesn't seem to be valid JSON.
Technical details: Additional text encountered after finished reading JSON content: {. Path '', line 18, position 0.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in E:\source_Stardew\SMAPI\src\SMAPI.Toolkit\Serialization\JsonHelper.cs:line 86
at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in E:\source_Stardew\SMAPI\src\SMAPI\Framework\ContentPack.cs:line 76
at ContentPatcher.Framework.RawContentPack.TryReloadContent(String& error) in E:\source_Stardew\Mods.Pathoschild\ContentPatcher\Framework\RawContentPack.cs:line 80
at ContentPatcher.ModEntry.GetContentPacks()+MoveNext() in E:\source_Stardew\Mods.Pathoschild\ContentPatcher\ModEntry.cs:line 458

brittle pasture
#

!json pls

ocean sailBOT
#

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.

stray trellis
calm nebula
#

It's not

round dock
#

You can use gsqs as an event precondition with CP, right? thonkid

calm nebula
#

Check data/forest

#

Data/events/forest

round dock
#

Thank u atra i gib u thanks

calm nebula
#

Or I guess make the toilets rugs or smth

stray trellis
#

I’ve never made a mod but have a few in mind that I wanna. One is a mask of my face, my pepperoni eyes, my gorgeous cheesy skin, my supple bacon mouth. Tomato blood.

#

The other is a minor tile edit

stray trellis
latent mauve
#

Question: is it possible to set up a machine so that you get a message box when it is working and you try to interact with it?

#

Like a "come back tomorrow" for a machine that only produces once a day, that kind of thing.

brittle pasture
#

dont think so without C#
would be very simple though thanks to the magic of InteractMethod

calm nebula
#

Other than automate integration

urban patrol
#

does SMAPI exist for playstation?

odd ginkgo
#

Hi all! After a modding sojourn i'm finally back and trying to go through my mods one by one and updating them - starting with Livestock Guardian Dogs

#

I'm wondering if there's an easy way to disable the random night event where a wild animal attacks your animals left outside

#

I know it's triggered by the barn/coop door being closed and an animal left outside

#

but I can't find other mods that have done something similar with that particular event

brittle pasture
#

It's handled in SoundInTheNightEvent.cs

#

should be a couple harmony patches probably

odd ginkgo
#

ty!

gaunt orbit
#

You could also patch the method responsible for choosing a nightly event and just delete it if it's that one

#

Should be a pretty straightforward postfix with maybe some reflection

royal stump
#

postfixing the utility method that generates farm events would probably do it, yeah
reflection in a C# event might be able to do it without patching, too, but it's in newDay so it's not much cleaner SDVpuffersquint

iron ridge
odd ginkgo
#

it sounds like this might finally elevate me into learning C# for modding lol

spice inlet
#

I just gave it a try and it worked as expected. Using "prefix:DLX.PIF_MINE_" I was able to spawn geodes at the appropriate PIF rooms. No issues were encountered. "prefix:" did end up spawning geodes everywhere I checked, which was fun. Really appreciate you adding support for PIF SDVpufferheart

cursive pike
#

I have a Little question what should I do that Water on my map is working and is fishable ?

hallow prism
#

have water T property

#

look at a map with a water that is fishable and see how the property is (on the tilesheet)

cursive pike
#

Ok Thank youSDVpufferheart

outer verge
#

Hi, i currently have an issue where I'm trying to make a custom npc animation with a bigger animation using space core, but I can't quite figure out how to link the json that extends the animation size with the animation, could anyone help me out with that? SDVpufferwaaah

#

nevermind i got it!

hallow prism
#

are the leaves of pine trees called needles in english?

hard fern
hallow prism
#

thanks

#

(yes this is for modding 😄 )

royal stump
hallow prism
#

ohhh

signal sundial
#

I have no idea how to mod or to code, but got something going nonetheless, but I ran into this, and I can't figure out what it's telling me. I am guessing some bracket or comma to many or to little?

gentle rose
iron ridge
#

!json

gentle rose
#

!json

ocean sailBOT
#

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.

#

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.

signal sundial
gentle rose
#

sup pillow

#

what are you using as a reference for this?

signal sundial
#

I copied someone else's mod code, cut out what I didn't need and then changed what needed changing

#

in Notepad++, that's it

gentle rose
#

which mod did you use? because there are things here that don't quite make sense to me

#

I just want to know what the starting point is

signal sundial
#

uhhh

#

a crane mod

iron ridge
gentle rose
urban patrol
#

the validator linked above will tell you where syntax errors are. in this case it's line 64 you have an extra bracket

half tangle
signal sundial
#

ah yes

#

also I see that there is still a mention of cranes in there, I will change that ><

#

so it's an extra bracket?

gentle rose
#

what did it say in the format version originally, arryn?

signal sundial
#

I don't understand what you are asking, sorry, this is my first time messing around with this

gentle rose
#

the first line, where it says "Format": "2.0". Is that what it said before?

signal sundial
#

I believe so

#

yes

#

okay, removed the spare bracket, used the validator, new problem lmao

#

so I am guessing I need to move that bottom part of Logname to the top with the others?

gentle rose
#

interesting, I found the original mod and it does indeed say that. It's not what should be used now though. This mod is nearly a year old though and copying from a mod without learning the basics is bound to cause issues like the one you're facing. I recommend trying button's json tutorial at https://stardew.button.gay/tutorials/json and then reading the resources on the wiki.

signal sundial
#

ah okay

#

I'll have a look, thanks

#

I used this mod, cause it made the most sense to me, pretty basic, I suppose

brittle ledge
#

Finding a mod that does something similar to what you want is a good approach! Just look for a newer one SDVpuffersquee

#

(There's also tutorials on the modding wiki, depending on what you're trying to do)

signal sundial
#

I am trying to make a goat that can be milked for the regular goat milk and also drops wool.

#

hence the Woolly Goat hehe

brittle ledge
#

A year isn't too bad tbh but things changed a lot in 1.6, so I wouldn't reference 1.5 mods unless you already understand a little bit of what you're doing kyuuchan_nod2

gentle rose
#

(it's a 1.6 mod, tia)

#

(oct 24)

signal sundial
#

it's really hard to find a mod that actually changes the animals, they are all just texture replacements

brittle ledge
#

(nod, I was speaking in generalities, sorry to be unclear)

lucid iron
signal sundial
#

it's okay, I am just very appreciative of any help

brittle ledge
#

You could also look up that mod and check the dependencies for examples.

signal sundial
brittle ledge
#

I'm at work on mobile so I can't search any right now, sorry 🙏

signal sundial
#

ah no worries

stray trellis
lucid iron
#

Are you doing a map patch (editmap) or something else

stray trellis
#

Not sure, this is my first time doing Stardew mods, I just wanna edit the layer to go under NPCs.

signal sundial
lucid iron
#

I have no idea how to help if u don't explain to me what you did currently kyuuchan_run

lucid iron
#

Are you adding a new animal?

signal sundial
#

attempting to lol, first time!

stray trellis
#

I just installed the mods. I didn't make them, I just wanna edit the toilets to clip under NPCs when they stand for a second and clip thru them. Sterling and Shane are both there

urban patrol
lucid iron
#

You should prefix your new animal with {{ModId}}

signal sundial
lucid iron
#

Like {{ModId}}_WoolyGoat

signal sundial
#

oh really

lucid iron
#

It's to avoid conflict

urban patrol
signal sundial
#

well, it kinda worked!

urban patrol
#

your load of the baby woolly goat texture doesn't match the texture you set for the baby woolly goat

signal sundial
#

yeah

lucid iron
#

In livestock bazaar i have some logging to help check for this

#

But pls prefix the animal id i beg you

signal sundial
#

lmao

#

I don't know where to put that

#

Right now it's this, where does the ID thing go?
"BabyTexture": "Animals/Arryn.WoollyGoat-BabyWoollyGoat",

urban patrol
#

just underneath "Entries": where you say "Woolly Goat: {

lucid iron
#

Yeah that's the key i mean

#

Your image loads are ok bc they do have your mod id

urban patrol
#

also instead of typing out Arryn.WoollyGoat you can just use {{ModId}} if you want

signal sundial
#

ah cool

#

so like this?

"Animals/{{ModId}}-BabyWoollyGoat",

urban patrol
#

for the texture? yes

signal sundial
#

well as an example

urban patrol
#

ah yeah like that

signal sundial
#

cool, thanks 😄

urban patrol
#

i think usually people use an underscore instead of a dash but idk why, maybe just convention

signal sundial
#

I am just focussing on making it work first

#

I still need to figure out how to add the wool shedding part in it in addition to it giving milk

#

cool, I managed to fix the sprite at least, back to breaking my brains 😄

urban patrol
#

good luck!

signal sundial
#

thanks 😄

#

and thanks for all the help 😄 I very much appreciate it!

torpid sparrow
#

Anyone know where the little villager icon is stored?

#

My special order hasnt shown up with one (custom npc)

lucid iron
#

Emojis

#

It's a hardcoded thing

torpid sparrow
#

oh rip

lucid iron
#

If u happen to have east scarp maybe u can steal the c# lol

#

Otherwise dw about it

torpid sparrow
#

I'll just add a tag at the end of the text saying who its from then

royal stump
#

SVE probably still has my janky expansion code for that too SDVkrobusgiggle
unless Casey rewrote it

#

but yeah, it's a sprite with a hardcoded number of images in it for w/e reason

lucid iron
#

It can always be like

#

WemNPC's Excellent Eggs

uncut viper
#

its very important that Baby and Baby get their portraits

hallow prism
#

very important request for 1.6.16 is the dehardcoding of special order emoji icon

torpid sparrow
calm nebula
#

I'll have it in SMD when I get off my ass and do something

#

Which is likely ~never

royal stump
#

it's one of those things where I was like "I'll put this in EMP" and then didn't want to figure out cross-compat

calm nebula
#

Or, perhaps, not "get off my ass" but more "sit down at my computer for once"

#

At this rate my progress is glacial

royal stump
#

compatibility across other mods that try to do the same thing

hallow prism
#

I wonder if the new fields would be of use but i dont remember if SO have them

royal stump
#

e.g. an expansion might expand the list to add NPCs in specific order, then EMP does it and messes that up, etc

hallow prism
#

Well half of it is compat with yourself 😄

royal stump
#

and yeah, I haven't really looked at it since before 1.6, I've forgotten what changed SDVpufferthink

uncut viper
#

seems like a prefix on GetPortraitForRequester should be easy enough

royal stump
#

Data/SpecialOrders does have CustomFields too, so people could demand specific sprites via framework with that, I suppose

#

(or just an asset) (but either way, having Pathos do it is the most convenient SDVpuffermlem)

lucid iron
#

I think for 1.6 it's easy enough to just put npc custom field

obtuse wigeon
#

Hi, I'm planning on adding a large custom machine and I'm wondering if Content Patcher has the ability to make certain machine fade out when you're behind them like buildings? or alternativly a building that produces items like a machine? and finally (becuase I couldn't find it on the wiki) waht's the slowest an animation can be? I'm thinking a frame every 10 in game mins?

uncut viper
#

content patcher does not change the mechanics of anything itself

#

content patcher just lets you add data to the game

#

if it isnt something in MachineData, it cant be done with content patcher alone

#

the Windmill is a building that produces items but i dont know how buildings work but id look at that

#

(Mill* not Windmill)

hallow prism
#

It is doable but its different than machines

obtuse wigeon
#

I think the mill acts like an inventory too which isn't what I want

hallow prism
#

Not exactly same rules/behavioir

obtuse wigeon
#

actually thinking about it further the mill may actually be perfect because it acts like an inventory

lucid iron
#

I don't think you can make a large machine without some mod or another

#

Large = bigger than 16x32

obtuse wigeon
obtuse wigeon
lucid iron
#

You can either use furniture machines to make a furniture machine

#

Or bigger craftables

#

That is the "some mod or another" thing i speak of

obtuse wigeon
#

I think i'll give buildings a try first, so that it's another modded aspect under my belt

#

I shall check out bigger craftables and furnature machine too, they sound quite intresting

royal stump
#

SDVpufferlurk🎉 FTM v1.25.0 is out, with minor fixes + support for some convenient tricks in MapName:

  • Add a set of spawns to multiple maps by separating names with commas, e.g. "MapName": "Forest, Mountain"
  • Use "prefix:", "suffix:", or "contains:" to target all maps with specific text in their names, e.g. "MapName": "prefix:your mod ID"
  • Spawn more forage in one place than another by listing it multiple times, e.g. "MapName": "Farm, Farm, BusStop"
  • (You can also use building names like "Deluxe Barn" to spawn a set in each of them, but that was already a feature)
    https://www.nexusmods.com/stardewvalley/mods/3231
Nexus Mods :: Stardew Valley

Farm Type Manager (FTM) is a framework that lets other mods spawn objects and monsters anywhere in the game, with various controls and customization options.

urban wigeon
#

Is it possible to spawn grass with FTM outside of farms? I've been trying to do it with map properties and content patcher but I'm unable

brave fable
#

can I spawn 1.5x more forage by writing it as "Farm, Fa" SDVpufferpleading

uncut viper
#

if i write "prefix:" will it spawn everywhere

rich linden
#

is it possible to limit a furniture's rotation using a content patch?, I'm trying to make the Oak Chair not rotate, but changing the rotations' value to 1 doesn't seem to do anything, even though the display name has changed, here's my content.json:

{
    "Format": "2.7.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/Furniture",
            "Entries": {
                "0": "Oak Chair/chair/-1/-1/1/350/-1/new name"
            }
        }
    ]
}
lucid iron
urban wigeon
#

I mean like resspawning next day after grass has been completely erradicated

royal stump
#

FTM doesn't support the particular type that grass uses, though once I finally finish the "2.0" stuff I'll look at including it

urban wigeon
#

or is it not possible at all?

royal stump
#

(I'm not sure if the game supports it outside the farm either, it's been a while)

lucid iron
#

I guess you can use the BETAS traction to force respawn the grass (does it do that NotteThink)

rich linden
royal stump
uncut viper
royal stump
lucid iron
brave fable
#

oh i love rational answers to nonsense questions

royal stump
#

(notably it searches the location list, so the prefixes don't check building interiors or the mines, etc)

rich linden
opaque cobalt
#

This may be an odd question, but is there a way to force time to progress but still have the ticks apply for saying a child npc growing?

lucid iron
#

Child npcs do not care about time passed

#

They only care about day update

obtuse wigeon
#

Making a custom building like the mill, To accept items it needs "The ID of the inventory defined in Chests from which to take input items.", I can't figure out if i just include an inventory ID or if I have to predefine it with an "Action": "Load" function, I can't find a "Data/Chests" Which I thought it would be in if I had to pre define it

rigid oriole
#

Is Chests a field further down in the model

obtuse wigeon
#

Ahh Gotcha thank you, been reading through the page adding the parts when I come across them not realising it probably isn't in the best order, thank you

uncut viper
#

it is yes

lucid iron
#

Yeah it's a field on the building

#

Btw mill is weaker than machines in many aspects

obtuse wigeon
lucid iron
#

Generally u can convert one item to another at least, but can't use other trigger kinds

obtuse wigeon
#

That's perfectly fine, pretty much exactly what I need

opaque cobalt
lucid iron
#

Ah the context is little npc then, im not sure how that mod counts days

opaque cobalt
#

Ah, apologies.

lucid iron
#

Try this perhaps

obtuse wigeon
#

Not a coding question but a balance question, custom building is a mining drill that takes a 1 drill bit, at the end of day it returns some stone (and possibly some ore, havent decided on if to have another building or not) How much stone do you think it should produce? my going rate is the average amount of stone a play can get in a day from mining but I'm not sure on the exact quantity that would be

#

I'll have "MinStack" and "MaxStack" as different values so I'm more looking for a range rather than a distinct value. Thinking <quantity>+- 10%

finite willow
#

what is this "minutes until ready" property in objects?

obtuse wigeon
finite willow
#

oh. thx

royal stump
#

it's also treated as a durability value by ore/stones/etc

opaque cobalt
finite willow
obtuse wigeon
#

Getting this error when I load up the game with my custom building, not sure what it means, I thought I had everything right?

[Content Patcher] Can't apply data patch "(CP) Resource Producers > Include Buildings/MiningDrill.json > EditData Data/Buildings > entry #1" to Data/Buildings: failed converting entry to the expected type 'StardewValley.GameData.Buildings.BuildingData': Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.Collections.Generic.List`1[StardewValley.GameData.Buildings.BuildingItemConversion]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly.
To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object.
Path 'ItemConversions.Id'..

json: https://smapi.io/json/content-patcher/5028a16c0ee34e59a74f6ac49afc31ee
content.json only has include function

outer verge
#

anyone know how i might move his shadow under him? the animation is a little large lol

brittle pasture
#

(wrap the one entry you have with [] and it should work)

urban patrol
#

i believe there's an example in spacecore docs

obtuse wigeon
urban patrol
#

that sounds right, i'm trying to find it rn though

#

yep it's draw offset

outer verge
#

i saw it earlier but i didn't understood what it meant lol, i thought it was offset the entire animation

#

so it would just offset the shadow?

urban patrol
#

it does offset the entire animation

outer verge
#

oh so the shadow stays still but the animation can move

urban patrol
#

yep

outer verge
#

ah thank you SDVpufferheart

lime sand
#

Hi! I was trying to set up my modding environment but I am missing so many references. I downloaded the regular SMAPI and not the developer one. Could this be why? Im missing modding.event, xna framework , utilities and some more. I am bot sure if i set it up correctly. I created a class library with dotnet 6 reference to SMAPI and nuget to pathtochild

tiny zealot
#

regular and developer smapi only differ in the initial state of a particular config setting (whether to display TRACE level log messages), so that's not the problem

#

if you are using modbuildconfig, it should handle the game and SMAPI references for you. make sure this ends up in your .csproj (with whatever version number modbuildconfig is up to nowadays):

                <PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="x.y.z" />
        </ItemGroup>```
lime sand
#

Thank you ill try that

opaque cobalt
#

Can a mod reference another mod's configs?

hard fern
opaque cobalt
uncut viper
#

"submod" is not a thing for stardew modding

#

you can have content packs that a framework can have direct access to or you can have two mods that work in parallel

#

you cannot reference another mods config without Cross Mod Compatibility Tokens or, if you're in C#, rolling your own reflection for it

opaque cobalt
#

oh, I thought a mod being dependent through the dependencies in manifest made it work like a submod, my bad

uncut viper
#

definitely not, they will still be entirely separate

hard fern
#

Dependency is just, you need x mod installed to make y mod work. Technically you can throw anything in there even if the mods have nothing to do with each other 🤔

opaque cobalt
#

Okay. Thank you for correcting my false assumption then

finite willow
#

can I tell if something is a tree from the object "weed" ?

#

how can i tell where trees are

hard fern
urban wigeon
#

How do I prevent trees from always growing at the next day on my custom location? is this possible with FTM?

royal stump
urban scaffold
#

Question. I want to do an event where farmer eats something and it's random from a few choices. I have seen random with dialogue choices such as /speak {{Date}} \"{{Random:{{i18n:CampingDateIntro.1}} @@ {{i18n:CampingDateIntro.2}} @@ {{i18n:CampingDateIntro.3}} @@ {{i18n:CampingDateIntro.4}} |inputSeparator=@@}}\" as example, but cannot find in the guide for objects (or maybe I am blind, I do have astigmatism lmao)

urban patrol
urban scaffold
#

Oh!

urban patrol
#

so i believe you would end up with an event command that looks like /farmerEat {{Random: (O)123, (O)321, (O)456}}/ (i don't remember if eat takes qualified item IDs or not)

#

or if the command is farmerEat lol

urban scaffold
#

Yes

#

thank you!!

urban patrol
#

np!

#

also note that random doesn't update every time it's called--i think it might be on day start?

uncut viper
#

re-evaluated wyhenever the patch is updated, which is day start by default

urban patrol
#

oh good people who know more are here

finite willow
uncut viper
#

or rather whenever the token context is updated

tiny zealot
#

yes, by default tokens update at day start. you can increase the frequency but you shouldn't unless you absolutely have to

urban scaffold
urban wigeon
#

will try with this and see if it convinces me enough to modify all my locations thanks!

calm nebula
#

(Use a random token)

royal stump
#

I'm not super familiar with them, but if nothing else, I imagine you could use CP's EditMap features to randomly apply or remove the tree tiles SDVpufferthink

calm nebula
#

Only patch it in 5% of the time

calm nebula
#

So you would need to seed it with smth like {{time}}

#

Morning, esca!!

urban wigeon
calm nebula
#

Long time no see

royal stump
#

morning SDVpufferchickmorning though we talked like 4 hours ago in off-topic, technically, I think

calm nebula
#

Could also randomzie which tile it shows up on

royal stump
uncut viper
calm nebula
#

Yell at pathos not me

#

Not the poor old knitter

#

extrudes harmless vibes

uncut viper
#

i wouldnt yell at anyone bc im sure someone somewhere would say "well it depends on your definition of "evaluated""

hard fern
#

🤔 extrude? Like those giant pasta extruders?

uncut viper
#

though the docs then also literally say if you want randomization to change within a day, change the patch update rate

calm nebula
#

vague metallic claw sounds

tiny zealot
#

i wasn't here for extrude/exude confusion but i am now

hard fern
#

Now all i can imagine is knitting pasta

uncut viper
#

oh its do BOTH those things not one or the other. ok nvm me

calm nebula
#

Let's let nite ask their questions

zinc ravine
#

Hello ! I need help with a hat mod I’m making for Fashion Sense.
I have drawn the hat and added pixels that are outside the hat, but these don’t appear in game. The rest of the hat is fine. Does anyone know how to make these pixels show up ?

pine elbow
#

Off the top of my head, it could be misreading your sprite index

inland rain
#

Is there a 1.6 replacement for the old method Farmer.checkForQuestComplete?

#

@ivory plume

zinc ravine
royal stump
#

oh, I guess the Farmer version of that method might be distinct SDVpuffersquint

uncut viper
#

probably didnt need to go straight to pathos SDVpuffersquee

pine elbow
uncut viper
#

its just all quest notifications now i believe

pine elbow
#

!json

ocean sailBOT
#

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.

uncut viper
#

The Farmer method has been replaced with a single NotifyQuests method, which performs an action on each quest and returns whether any quest was updated.

inland rain
#

I don't understand how that is the same thing? how do I check if a quest is going to complete?

royal stump
#

(SDVpufferheart I got confused by the quest.check part and missed the upper bit with Game1.player)

inland rain
#

okay I see it now

#
            if (who.NotifyQuests((Quest quest) => quest.OnNpcSocialized(this, false), false) && Game1.dialogueUp)
#

thanks!

uncut viper
#

if you want this if to pass if any quest has been updated (not just completed necessarily) then that should do it

zinc ravine
pine elbow
#

Could you put it through the json parser? Just for ease of reading :3

uncut viper
#

(i also mostly say "not completed necessarily" bc who knows what mods will do)

pine elbow
#

And yeah, different mods will have different numbers, so it's important to find your own!

ocean sailBOT
#

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.

ashen urchin
#

I want to make a teleportation door to the island. But I want it to work once the player has opened the island map. So what should I do?

pine elbow
# zinc ravine https://smapi.io/json/none/5a3456a2ad984e3aa124070998c91dd8

So:

Your individual hat sprites are 22 pixels x 20 pixels?

The starting position is what's wrong, I think. The start position starts at the top left pixel of your individual hat sprites. In asesprite, the coordinates for this can be found in the bottom left most corner of the interface. I'm not sure what program you're using, so I don't know where yours is located

#

To clarify: your hat sprite box is 22x20?

#

To further clarify: by sprite box, I mean 16x16 boxes that make up the aseprite background.

outer verge
#

sorry for the bother, does anyone have any resources/tutorials on how to make custom npc spouse room/patios? everything ive looked up is a bit confusing

pine elbow
urban patrol
outer verge
#

I also want to make custom objects to place in patio/rooms, which I assume is a whole other thing

ashen urchin
urban patrol
#

i mean you can do anything with C#, i just don't know any C#

pine elbow
#

I wonder...

#

!mapmaking

ocean sailBOT
#

If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

pine elbow
#

Score

outer verge
#

AH

#

thank you so much <3

zinc ravine
pine elbow
pine elbow
outer verge
#

i also have another question, if you don't mind. I'm trying to make a schedule for my custom npc where I want to write an if else statement about if the earthquake to unlock the bathhouse has happened, the npc will do that schedule over the one he used to follow before. How might that be formated?

pine elbow
#

Sorry, my thumbs are getting tired from all the typing SDVpufferwaaah

urban patrol
outer verge
urban patrol
#

you can download that or stick it into the json validator for readability

#

Railroad_Replacement is what you're looking for

zinc ravine
outer verge
#

ooh, thank you, i was just about to ask about that

inland rain
pine elbow
inland rain
#

idk it might have bugs

#

but seems to work with Custom Spouse Rooms

outer verge
urban patrol
zinc ravine
urban patrol
#

and it would pick the normal schedule back up again at 1700 Mountain

outer verge
#

OH so if the railroad isn't avalible, it'd just do the schedule in replacement, and if it is, itll do the planned one?

urban patrol
#

yep!

outer verge
#

thank you! that's amazing

urban patrol
#

it's strange not to have to do it conditionally lol i did the same thing you suggested initially

native saddle
inland rain
native saddle
finite willow
#

in what layer is the farm house found at?, or what map property/field should show the house data?

lucid iron
#

Do you mean the building or the inside

finite willow
#

cant find it

#

don't ask lol

iron ridge
#

are you making a tui renderer for sdv

finite willow
#

you can call it that

lucid iron
#

It's in the buildings list

#

On GameLocation

finite willow
#

not on layers?

lucid iron
#

I'm gonna have to stop answering this shit so that you can go decompile the game pls

finite willow
#

oh

#

tysm

finite willow
#

come on, I dont wanna go back into the c# hell

lucid iron
#

If you want to make a sdv mod that's not just content pack then you gotta learn how monS

#

Remember it's 4 fun

finite willow
hard fern
lucid iron
#

@inland rain hi congrats on free love update do you know off hand if rejectiem_ dialogue keys are respected?

gentle rose
#

(and if not, could they be please?)

inland rain
lucid iron
#

Basically 1.6 added some dialogue keys around npc accepting gift

#

One type is RejectItem_(O)SomeItemId which will make the NPC not accept a particular object

#

In vanilla marriage this has priority over marriage proposal via mermaid pendant

#

So some NPC authors use it to make their NPC dateable but no marriage

finite willow
#

how do buildings work, does it have a initial position, then the entire thing is just placed on that position, e.g the tiles themselves don't hold any data on buildings above them?

finite willow
gentle rose
#

have you decompiled yet?

finite willow
#

tbh no, I don't want to, I'd have to hop on my other computer where I have my dev env, which is kinda slow to say the least lol

#

hm, if I do decompile it, will all my questions be instantly answered by reading it out?

brittle pasture
#

I beg you please just decompile the game just do it download ilspy press button export code to file decompile code for reading press decompile button read code yourself csharp very succulent delicious understandable code download ilspy decompile it now decompile now read code

lucid iron
#

It's not obsfucated so yeah fairly easy to read

half tangle
#

Part of developing for Stardew requires delving into the code or the content files. We can help you understand what you don't understand (sometimes) but asking us to be your bridge between yourself and the code or content that you could otherwise access is frustrating (and I'm mostly speaking as an observer in this case)

uncut viper
#

well a lot of your questions are answered by the various wiki pages already, and the others are in the decompile yes

lucid iron
#

Some bits even have xml docs

inland rain
#

dnSpy is better change my mind

proud wyvern
#

i liked the code produced by ILSpy much more

uncut viper
#

dnSpy decompiles into much less readable code

inland rain
uncut viper
#

however it can be nice for its ability to edit classes and such

lucid iron
#

Say what is the built-in decompiler called

#

Like the one that just do it when u right click go to source

proud wyvern
#

depends on your IDE

brave fable
#

doesn't vs simply use ilspy?

lucid iron
#

Vscode c# devkit

finite willow
#

thx

lucid iron
#

I don't think it's ilspy but idunno maybe

finite willow
uncut viper
#

the other thing about not wanting to decompile is that, unless you're truly stuck on something, if you're asking out of simply... not wanting to do it, you're just asking other people to do work for you. people might wanna do that, though usually only if you pay them

finite willow
#

sounds right lmao, I thought decompiling would yield some obscure code not readable at all

lucid iron
#

Reading the stuff in context helps you make connections that aren't obvious from someone just saying yay or nay

dusky sail
#

i wanna check before i start putting actual effort into making something.... am i right in my understanding that adding map patches above or to the left of vanilla maps is either impossible or prohibitively difficult? I assume you could theoretically shift the whole map over but then you'd have to edit the schedules of every single npc who goes there

tender bloom
#

yeah

#

you've got that right

dusky sail
#

ok cool thank u

#

i did already have something in mind if i was right but now i feel secure comitting to it

lucid iron
#

To elaborate a map has 0,0 as top left tile

#

If you were to expand map towards left and up you'd be shifting everything to right and down and confusing everyone else

#

You can add a little warp at top or left edge and make it lead into your area tho that's safe

dusky sail
#

yea thats what i was thinking

#

i would jsut stick it on the right or the bottom but im tryin to add onto the museum, so compatibility would be a nightmare with all the other good mods also using that space

#

but if i do an intra-map warp as if its just. going into a second floor of the museum, then it should be able to still be donatable space without interfering with anyone else 👍

lucid iron
#

You might consider custom museum framework

#

It does what it says on the tin

dusky sail
#

🤔 that could work but idk how i feel about having an entirely separate museum (?)

lucid iron
#

Yep it'd be separate

lucid iron
brave fable
dusky sail
#

there's a couple options to consider i suppose

#

oh well i have time to think on it

uncut viper
#

i think the main jank would be the fact that the user would have to scroll out into out of bounds zone to find the next floor to donate to

#

with the slow ass panning speed of the donation menu

#

and theyd have no idea where to go

lucid iron
#

Can u put a second donate point "upstairs"

uncut viper
#

define "upstairs"

#

you can add as many donation points as you want, so long as it is the same map

lucid iron
#

In the section of map connected via intra map warp

#

Might be best to do that for qol

uncut viper
#

you cannot change the default "bounds" of the museum

lucid iron
#

By donation point i mean like, place to talk to gunter at

uncut viper
#

you can talk to gunther from anywhere, but it always looks at a rectangle defined as 26, 5, 22, 13

dusky sail
#

might make like. a door on the wall of the museum that you go into. and that door would bring you to a separate map with custom museum framework capability there

lucid iron
#

Ah i see the meaning

uncut viper
#

this rectangle is hardcoded

lucid iron
#

I guess it's ok if the floor 2 is actually really close

uncut viper
#

if it uses Custom Museum Framework, it would really be entirely separate, nothing in that museum will have any affect on th vanilla museum, just so you're aware

#

you cannot combine them

dusky sail
#

yeah that's why im still thinking

brave fable
#

i like the idea of a museum backroom. the ruined jojamart bundle behaves similar, just make sure you get there by tilting a book on the shelves somewhere SDVdemetriums

uncut viper
#

so if your Custom Museum accepted all minerals, for instance, then players would need to donate two of each thing, one to each museum

lucid iron
#

That's a mod right kath made it

uncut viper
#

that said

dusky sail
#

my biggest thing is I wanna add minerals and artifacts without hurting the player's ability to reach perfection. which i could do by just excluding those objects from perfection but i wanna add the option to include or exclude

lucid iron
#

Lil trap door to tiny museum

uncut viper
#

are we prepared for potentially stupid ideas

lucid iron
#

Always

dusky sail
#

its brainstorming its the perfect time for those

uncut viper
#

hm

brave fable
#

i am a nourishing fountain of potentially stupid ideas.

uncut viper
#

actually, i think the hardcoded rectangle would still screw you even with this idea

#

its either the rectangle or the draw code

#

i was going to suggest just making the other map Also type LibraryMuseum

#

bc the list of donated pieces isnt actually linked to the location itself

#

its linked to networldstate

#

so technically, you can have any amount of locations of type LibraryMuseum and they will all work

#

however, they will also all draw the items in the same tiles

brave fable
#

i suppose that's fine, even if your map doesn't line up such that you'd show the items there in your vision, you can just offset the whole thing until it does

#

just means you're still using a set 22x13 space

uncut viper
#

you could draw things on the AboveAlwaysFront layer i think?

#

and like.... fake it?

#

just cover up the usual space with something

#

so if you had building tiles or walls or something in the same exact spaces in your map as the vanilla museum has donatable tiles

lucid iron
#

But I thought the point is to donate to usual place

uncut viper
#

the items would be hidden

lucid iron
#

Idk what if we made panning speed++ mod

uncut viper
#

though i guess itd look weird when you went back

brave fable
#

wouldn't you still be able to donate onto those tiles tho

uncut viper
#

no

lucid iron
#

It doesn't do anything besides make u pan 3x faster

uncut viper
#

whether a tile is a donatable spot is determined entirely by its tilesheet index lol

uncut viper
brave fable
#

is Fast Panning related to the museum issues or is that just a nourishing & hurtful idea

uncut viper
#

since itd just add to networldstate

lucid iron
#

It's a nourishing and possibly even constructive mod idea

uncut viper
#

but yeah the problem with that is if you donate something on the second floor it'll then show up in that same spot on the first floor

#

which is not so good

#

fast panning wont help if the user doesnt know what direction to pan in

brave fable
#

the true cost of panning isn't 3 seconds, it's 1 inventory slot and a stupid pan

uncut viper
#

itd be much easier to write a little C# snippet to prefix skip getMuseumDonationBounds

dusky sail
#

i could easily put a guide on where to pan on the mod page

brave fable
#

if you make pan into a trashcan you've got something on your hands

#

or, more and better, a special power

dusky sail
#

some of this C# coding stuff is going a bit over my head though i must admit 😅

brave fable
#

trashpan, if you will

lucid iron
dusky sail
#

yeah...

lucid iron
#

Although visual guide isn't that complicated just add beams that lead to suspicious other room i dunno

#

What is the actual description of ur mod idea Bolb

dusky sail
#

it's mostly just an adding-items mod. and some of the items are minerals

#

im early in the planning so im still ironing out ideas tbh. i havent even taught myself the ftm ill need yet

#

its kind of split into the "foraging half" and the "mining half" and foraging half seems easy once i get the ftm though

lucid iron
#

I think it's fine to not have em be donateable imo

#

Although there's some kinda bug around collection display rn

dusky sail
#

kinda the source of my concern 😔

#

idk itll take me a while to get all the other parts together maybe ill set this on the shelf for now and that'll be fixed by the time i come back around to this

#

im also rn. i love procrastinating on my mods by thinking about other mods <3 its my favorite activity

#

im supposed to be drawing giant crops rn!!

brave fable
#

you play a dangerous game 😌

dusky sail
#

unironically its how i get my adhd to work. if i have multiple projects running concurrently then im always procrastinating on at least one of them (NOT RECOMMENDED)

signal sundial
hallow prism
#

hmm

#

i would say by the error message it's not a problem of closing brackets

#

it's likely more a problem of wrong brackets

#

like using { instead of [

signal sundial
#

uhuh..

hallow prism
#

i don't know how the part looks in the documentation, but some stuff needs
{ [ { whatever } ] }

reef siren
#

I think also you don't have enough closing brackets? yourfirst open bracket doesnt close

hallow prism
#

because you're basically opening a list

signal sundial
hallow prism
#

what is the documentation having?

signal sundial
hallow prism
#

ok so modders adding features with their mod usually have a documentation, a place when they put example

#

this avoid having to guess the formatting

#

i'm asking you how it's looking on said documentation, like what info the author provided

#

if you haven't read it then it's a good idea!

trim sand
#

@spice inlet , i hate to bother you directly but its unclear from the PiF docs.
GSQ's that check an objects location (a machine in this instance), is anything special required to properly catch "is in PiF room of specific layout" or does PiF do some weird location trickery that might cause issues determining if a Furnace is in a PiF "Forge" room for the purpose of making specific machines have upsides to being used in that specific room.

if i have the wrong person im extra sorry. and again sorry for the direct ping and bother.

wanton rivet
#

I want to ask, how to make own heart event?

hallow prism
#

you would edit (not load) the event data of the location you want the event to exist, with an unique event key (like {{modid}}_whatever
then code the event, which is a bit like "draw the rest of the owl" as it's the hardest part

signal sundial
reef siren
#

No problemo :]]

spice inlet
trim sand
#

Ah. Okay that's good to know before I dive into that.
Honestly I was only wanting to do it because I play with the Wildflours functional interiors like the tea shop and brewery, frankly any reason to not plaster the overworld with crafting machines is a plus to me.
Figured it easier than making a whole extra building to just interact with a PiF room I like that has the right theming

#

Also if I had a nickel for every time a framework modder offered to add a new feature specifically to make what I want to do possible/easier I'd have two nickels.
Which isn't a lot but it is weird it happened twice.

spice inlet
#

It kind of makes sense for frameworks to adapt to the content pack authors needs.

trim sand
#

I mean fair.
But I seem to do weird unorthodox stuff that nobody else asks for

hallow prism
#

yeah but sometimes it's because a mod author ask that other will follow once it's possible

lucid iron
#

Previously my workaround is location custom field

#

So i just tag my location with my mod id and check it

trim sand
#

Cross integration between mods is a lot of what I do, basically making modding systems blend in with the mods around it mechanically. Unfortunately in this case it's not actually my location.
Also fair lumina

lucid iron
#

It was kind of flakey for reasons unclear to me tho

spice inlet
#

would be a good solution too though

lucid iron
#
LOCATION_HAS_CUSTOM_FIELD Here {{ModID}}
lucid iron
trim sand
#

If I had any usable art skills. or funds to pay an artist
I'd be an unstoppable content pack creator. I have a whole concept for "Witchy Artisan Goods" on the back burner because art

lucid iron
#

So ofc the custom field query also no work

spice inlet
#

Lumina once suggested that ub should have a overview of sorts for the bundles, which was quite genius.
Made the mod a lot more comfortable to use

lucid iron
#

I have never been able to reproduce

#

But yes putting aside machine ghosts u can do this on ur own pif location data

hallow prism
reef siren
#

Problem:
My girl Taffy is appearing in game, yes, cool. But she just doesn't say anything!? Well okay she does. I can give her aa stone and she reacts to it with what she should. But she doesn't have any introduction?? Like I can't talk to her unless I have a gift in my hands for her??
Here are the files...
Content.json: https://smapi.io/json/content-patcher/3dddae2fe0824f5dba0c23a08d556212
code/npcs/Taffy.json: https://smapi.io/json/content-patcher/dd096a70f44a4588b2d95912510d93ea
assets/CharacterFiles/Dialogue/Taffy/dialogue.json: https://smapi.io/json/content-patcher/e236f0202acf486fa27b19ce138124bb
i18n/default.json: https://smapi.io/json/i18n/b04f59c3bb4949619d7aa9eaa1a48fe4

I'm so lost honestly I don't get it ;-;

hallow prism
#

i don't see the load of the dialogue json

#

so this may be why

#

h wait

#

it's not where you said it is

#

or i'm not waking up yet 😄

#

ok, what does a patch export Characters/Dialogue/Taffy shows?

#

and what about a patch summary?

vernal crest
#

Yeah there's no Load there

hallow prism
#

(also internal names of npc is really something that should be more solid, ideally {{ModID}}_Taffy, althought you can fix the issue first)

vernal crest
#

You can't edit an asset that doesn't yet exist. You have to load a blank json (which actually has { } in it) and then have your EditData patch to add the actual dialogue.

hallow prism
#

i don't remember if a mail can have both a quest attachement and an object one

#

guess it's time for the good ol "try and see"

vernal crest
#

I would expect it can have both

robust oriole
#

I need help….i want to fix “Who M Greenhouse” mod bc you can’t go in or out the front door of the greenhouse, and if you try to exit the cellar back into the house, it puts you outside the map or in the extra room if your house is expanded to the left of the kitchen.

I’m trying to open the Cellar.tbin in tiDE, but it says “ error occurred while opening that file. Details: unable to load tile sheet “pads“ with image source. “C:\program files(x86)\Steam\steamapps\common\Stardew Valley\Mods[CP]Who_M_Greenhouse\assets\paths.png” in her message: parameter is not valid.”

hallow prism
#

At some point it wasn't possible, but technology improved

reef siren
hallow prism
#

i suggest testing the load stuff first

#

because changing id is a bit tedious (you need to be sure you don't miss any occurence)

#

so better to know that you solved an issue for good

#

then do the tedious thing

vernal crest
hallow prism
#

this way you do see progress (and you know what was working)

robust oriole
reef siren
hallow prism
#

the thing with warps is that there's some hardcoded stuff so i am not sure what is doable

#

to be fair i didn't entirely get what you wanted to do (outside of converting the mod, i mean), what is the behaviour you expect to have

robust oriole
hallow prism
#

they aren't stored in the map file

vernal crest
# robust oriole Like…..where’s the map & the sprites and stuff?

You have to make sure the tilesheets for the map are in the same folder as the map when you open it in Tiled, because right now Tiled can't find those tilesheets and it's just showing red error icons to indicate the tilesheet is missing. Have you unpacked your game files so you can get the paths.png and townInterior.png tilesheets?

robust oriole
#

The problems….

robust oriole
lucid iron
#

Oh u just didn't change the warp back

spice inlet
robust oriole
#

This is all that’s in the assets folder (I made the copy bc I didn’t want to risk ruining the OG file

vernal crest
ocean sailBOT
#

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!

hallow prism
#

(i'm not sure what you mean by "seller" Athanasia)

robust oriole
hallow prism
#

oh

trim sand
lucid iron
#

You can editdata the other pif room's definition

#

It's normal content patcher thing

robust oriole
trim sand
#

in fact. its standard to package mods without external tilesets

#

since their only needed for map setup

vernal crest
trim sand
#

and ensures recolor compatibiliy

robust oriole
lucid iron
#

I believe the farmhouse is bigger in 1.6

#

Hence why the warp put you at wrong place

#

You should be fine if u just change the cellar -> farmhouse warp

#

Dont actually need to do that in tmx, editmap is sufficient

robust oriole
#

I see that it has tile data on the door of the greenhouse, so I don’t understand why it’s not working? Where do I get the information for the tile data?

robust oriole
lucid iron
#

I thought this is a cellar mod

#

Did i get confused

robust oriole
#

The Cellar connects to the greenhouse.

robust oriole
# robust oriole

@lucid iron this short video shows all the problems and be running through the seller to the greenhouse.

latent mauve
#

Okay, so reading up, there were two issues: 1) greenhouse door warp isn't working and 2) the cellar dumping you in the wrong spot when you leave it. Correct?

latent mauve
#

Can you click the TileData object on the greenhouse map and see what it says under its properties when it's selected, Athanasia?

lucid iron
#

Is the greenhouse warp meant to be from the top side

robust oriole
latent mauve
#

Interesting. And was there an error in the SMAPI log when you tried to enter the greenhouse?

#

I'm wondering if the interior map of the Greenhouse building entry thinks it's invalid

#

And thus not finding the location

robust oriole
lucid iron
#

Well the warp would be map property

#

Post log then

latent mauve
#

!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

robust oriole
#

It’s passing the log hold on….

#

*parsing

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 30 C# mods and 35 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

robust oriole
#

scroll to the very bottom

#

(Out dated mods have nothing to do with this)