#making-mods-general
1 messages · Page 371 of 1
Ill try it
remember you will need to be on the proper day for it to trigger
Maybe I should change the Start of day to end of day maybe too???
does your mail have titles in i18n?
shouldn't matter to have day ending or starting
[#] Title", Like this
title shouldn't be mandatory
okay perfect
Can you do these steps to provide more info?
- Load your save and view the content that should be patched.
- Type
patch summarydirectly into the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
- Post the log link here.
to see if the mail is send but not in mailbox, or not sent at all
have you slept? as lumi said they show up tomorrow
I started a new save and then sleep til Spring 2 and then check mail
Omg
wait
Ill sleep til spring 3 and see if its just late
it is not late, it default to tomorrow
so if it triggers on day 2 you will receive it on day 3, unless you use "now" in the action
if you want it to show up spring 2, set your trigger action to happen day 1, or set the time to now
when i asked if none worked it was to check that
It did show up day 3 omg yes I am so silly
yay!
Okay thank you two so much haha! glad my mail works!!!!
Is there something that makes an event answer appear only if the player has a certain friendship level with an NPC , like in a mod or in the game code?
it's definitely doable but i'm not sure it's fully-supported-by-the-game-engine doable
meaning: you might be relying on CP tokens or, e.g., alternate versions of the same event id, rather than the question box having dynamic contents
if i were doing it (with content patcher) i would probably define dynamic tokens to cover some or all of the question event code
and have those pieces change according to the friendship level. that way i'd get to have just one copy of the event and only change the relevant part
(Or localized text)
or that! but putting pieces of event code in there feels a bit yucky
feels less yucky than dynamic tokens to me personally. plus, leaves it editable for others
itll be easier doable in 1.6.16 at least
what change makes it easier out of interest?
I can't wait for choose/gotos so I can yeet all the quickQuestion stuff from the i18nifier 
o neat
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.16#Event_changes
Forking and question stuff is gonna become much easier
Thanks. This looks awesome!
i was scared of losing question stuff because it’s so familiar to me now but GOTO is going to be so much more versatile
Does anyone have the list frame numbers for the farmer sprite? I seem to have a hard time figure out the farmers frame numbers
I am tired and I thought your profile picture was Bowser
I still have barely any clue how questions work in this game, even after making it convertible in the i18nifier 
same color palette i can see it
now I can't unsee it 😭
OHH wait I'm blind sorry, didn't see the frame index there 😭
one problem is there's like six different ways to do questions (from different years of development) and they are all cursed. excited to add a seventh /lh
ha its that xkcd for standards
it really is. right down to the "this new one will cover every use case"
well hopefully this is the one
I'm tempted to add a case for the i18nifier, where if you're using the old way, it yells at you and tells you to come back with the new one
/lh
how do I add config? for some reason config.json keeps deleting itself
nvm fixed it 
ok how do i then add checkboxes instead of having to type in true/false?
It'll convert true/false to checkboxes automatically
hmm it hasnt for me
If you mean gmcm ofc
like gmcm auto converts?
I'm behind, are you using GMCM Content Patcher integration, or the API?
Ah, Content Patcher, yeah that
Tip: use "true, false" for a field that can be enabled or disabled, and Content Patcher will recognize it as a boolean (e.g. to represent as a checkbox in the config UI).
ichor was a second faster 
foiled again by spelling
yall have mod folder multiple one for testing the other for other stuff
i dunno what i did to my mod but custom locations wont load anymore 
it was working before i added the config stuff
I'm looking at the spring objects tilesheet for the torch sprite, but next to it is another blue torch, what is that used for? I don't think I've ever come across a torch like that
grandpa's shrine?
what’s your config stuff
it's the unused spirit torch
looking at grandpas shrine, they look closer to candles than torches, I don't think you can pick them up either, pretty sure springobjects.png is only for items you can hold
Ahhh that's why I've never seen it, good to know I also don't have to modify that
(East Scarp's Halloween event adds it back into the game as an object)
its just one token that turns stuff on and off
other patches were working, but not the custom locations
for some reason
good to know given I'm playing with ES rn
oh yeah i know what config does, i meant what does yours control? is it at all related to locations?
uhhh no i also applied the token to objects
like them being able to appear, their recipes, etc
hmm can you post your json
i removed all of it lol
although it wasnt working even when i removed the config token
and then i downloaded my most recent version from nexus and it worked again
weird
idk that scared me
Grandpas shrine is all cursors nonsense
also springobjects has a bunch of stuff you cant hold
Thought so, I already dispise cursors, changing the torch amimation and its not made of 16x16 frames, the frames I made are practically useless due to it
Good point, somehow missed the massive rocks and stumps
This might be a dumb question, but I can't find a definitive answer. Is there a way in content.json to specify a different configs to load? I'm tweaking the custom farm portraits mods for myself and thought it would be cool to have configs for each player and not have to swap everything to stardrop to so
{ "Action": "Include",
"FromFile": "PLAYER.json" },
that will load from separate files
should I include a when: from file token to so it doesnt brick itself if that player hasn't been made yet?
or does it not matter?
Also, yooooou're the best!
(Action: Include loads patches from a file, not configuration.)
oooo my bad i misunderstood
Unfortunately no, you can't have per-player configuration in a content pack.
Dang, but I'll live 😂 Thank you for clarifying!
you can load stuff based on player name i believe
but i'm not sure this is helpful depending of the mod
Well, it could be. For example, you could create a folder like assets/portraits and have players drop files named <player name>.png into that folder. Then a patch can check if a file exists matching the player name, and load that if so.
Yeah, I saw in esfw loading portraits by player names. But I was hoping to do it for a config file. I went and added in all seasonal weather outfits that can be customized and it's huge. But like I can just save copies and transfer them to another folder to effectively save configurations so it's not a huge deal
You could also do some trickery with conditional Include patches to fake configuration. For example, include config/{{PlayerName}}.json if it exists, and that file could just contain something like this:
{
"Changes": [
{
"Action": "Include",
"FromFile": "assets/player-portrait.json",
"LocalTokens": {
// "configuration" here
"SomeConfig": true,
"AnotherConfig": 15
}
}
]
}
Though the player would need to copy & paste a template file.
Can I ask how do you do the correct formatting for json in discord? is it just markdown or something?
Yep, Discord allows a subset of Markdown:
```json
some json code
goes here
```
Thats awesome. Thanks
Thanks for this! I'll try playing around with it
Good luck with it
Could an NPC possibly have any other name than what I have called them? I her character disposition, she is titles {{ModId}}_Taffy. In a letter I have written I have %action AddFriendshipPoints {{ModId}}_Taffy 1000 %%. SMAPI error log tells me that No {{ModId}}_Taffy exists and so won't add the points. But I know she exists. She is literally right there when I walk into the bus stop. I have tried it before meeting her, as well as after meeting her and it is the same both waysss?? Has she got a secret identity I don't know about??
Check your brackets
It's always the brackets for me
Did you Load that mail file
Double brackets everywhere I am afraid :((
Okay
Wait I gotta load it???
Can you post a SMAPI log maybe?
Hi Pathos! Saw you typing
Ope yep you gotta not lod it
I mean the mail shows up when it should does that not count?
No, it's the opposite- you shouldn't load it
(I was just going to ask if the error message says the literal string {{ModId}}_Taffy rather than replacing the token with the actual mod ID, but you were heading in the same direction of inquiry.)
It is included in my content.json, but then it is editdata-ed in the mail.json
I shall indeed
Awesome
First one is opening the mail without meeting her. Second is meeting her first and then opening the mail
!log for future reference, uploading logs to this site is best
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 gosh sorry, thank you!
Can we see your code?
Just throwing an idea out there, have you tried replacing the {{ModId}} with your actual mods ID?
(Please, actual code)
if all things are going right, the game will never know you're using a token, so if you see the game itself logging your token in an error, something has gone wrong along the way
Ill try this first
no, please post the code first
defo post the code first
Oh okay!
writing out the id manually would fix the symptom but not the cause
({{ModId}} is a token that should get replaced automatically, you shouldn't manually replace it.)
and you'd get the same kind of error if you tried using a different token in the same place
i noticed earlier your mail was i18ned—if you haven’t already, you should move the action outside of the translation
oh, if your mail is i18ned and your action is in the i18n, then that would be a potential problem, yeah. content patcher tokens dont work inside i18n if you do not pass their value into them from within your content.json
Content.json https://smapi.io/json/content-patcher/97987cb542bf4c6b8f05aefbf5483140
Taffy.json https://smapi.io/json/content-patcher/98a3c28c8a504b8e82e77125ff1937d6
Mail.json https://smapi.io/json/content-patcher/467b187176ab4557b7119529a70b098c
TargetActions.json https://smapi.io/json/content-patcher/b51458ac46a14b3fa0f504834250d14c
default.json https://smapi.io/json/i18n/49a27280fc2a4ae683f8294537b5ed81
Praying this is a simple fix
yeah, you're trying to use a token in the i18n
{{i18n:Mail.TaffyLetter1 |ModId={{ModId}}}} you can do this if you want
but you can also move the action outside the i18n
Sorry for all those code things thats a lot ;-;
itd involve splitting up your i18n further though between text and title
Okay, perfect! I'll try that!
this section explains how to use content patcher tokens in i18n:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md#can-i-use-content-patcher-tokens-in-i18n-files
And huzzah it works! Thank you all so much!
Maybe I should have started with a smaller idea for my first go lol
as far as mistakes go, this one is at least understandable, easy to fix, and good to learn early
Next question, is it possible to befriend someone before actually meeting them?? I need Taffy to be friends with the farmer before actually meeting them, and friendship points dont work on someone who isnt yet met 🤔
Ill scour trigger actions
looking at the decompile you might try setting their SocialTab field to AlwaysShown?
that appears to create their FriendshipData as soon as theyre added to the game so the AddFriendshipPoints trigger action action should work after that
Hello, how would I go about adding an item to a shop on the condition that a special order has been completed?
PLAYER_SPECIAL_ORDER_COMPLETE gsq in the Condition field
thank you!
Does anyone have the coordinates of the farmhouse interiors (I am specifically looking at farmhouse upgraded to level 3)? Like without any extra furniture
what do you mean the coordinates, the coordinates of what? have you unpacked your files already to look at the maps yourself
you can also use Lookup Anything or Debug Mode (both mods) to view coordinates of tiles in game
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I'll try that out now. It's a good temporary fix until I can figure out the full solve. She is initially hidden because she lives ages away and you don't know anything about her nor what she even looks like and you become friends through the letters. Problem for another day haha! Ill try the always shown thingy! Thank you!
i still dont know what you mean by "coordinates within" either because every tile has a coordinate
are you using an UnlockCondition for her? if so you can conditionally edit her SocialTab field whenever she gets unlocked but leave her hidden before then, and then only use the AddFriendshipPoints after shes unlocked
if you open a map in tiled, the bottom left shows you the current coordinates where your mouse is hovering
(i really like that idea btw, havin a pen pal and then starting with friendship later on)
Ah, like coordinates to where I would place farmer in an event inside the farmhouse, I thought I could see it without opening the game in the stardew planner but they no longer do coordinates like they did with v2 it seems and didn't have the farm interior stuff 
(Exactly what my mod is gonna be! hehe)
Ill look into the unlock conditions thingy!
A penpal mod sounds like a sweet idea, specifically for introverted or asocial characters, would be very in-character
heads up for farmhouse events, they’re tricky because you have no way of knowing where the player has placed furniture and stuff
also no way of knowing what farmhouse mod they have installed
Well right now I was planning personal stuff so I remember where my furniture is ahahaha
then carry on 🫡
I just cannot open the game right now and thought maybe someone had a visualizer or something

Thanks tho! I should unpack stuff and keep them somewhere for when I need it
i read on the 1.6.16 wiki page that monsters will soon automatically pull the spritesheet from Monsters/MonsterName—is that true of the current version as well? are monsters restricted to 16x24, or can i draw a larger one?
i believe big slimes are 32 32
what you can draw is highly dependant of how you add the monster
with C# i'm unsure if there's any size restriction
other methods are more limiting (and limited)
yeah, i couldn't find any documentation (for CP at least) of how to define the texture for monsters, but maybe this will be the first thing i learn C# for
again, this depends of how you add the monster
Guys, do you think I should add i18n support to my mod?
I don't think it's big enough to be translated but for compat maybe?
if its not that much might be nice to get acquainted with it
I think doing it now (and for sll your mods going forward) is better than doing it later
It just saves time
adding i18n support is generally always recommended, especially since you can use the i18n system for more than just plain translation
I've been doing an attempt at making a mod, a goat that gives milk and wool. I've got it mostly working, but I can't find a way to make the milk require a milk pail and the wool to either need shears or just having it drop overnight. Whatever I do, it's one or the other.
Does anyone know a solution to this? Or know of a mod that does this? I been looking at the milkable sheep mod, but that adds in a whole new resource (sheep milk) and it just edits the existing sheep, rather than making a new animal, and from what I seen, it's not flawless either.
You've reinvented alpacas my friend
I would suggest maybe editing the goat data through an EditAction (i think) and adding something like "is milkable"
youll need Extra Animal Config i think
Shearable*
what do you mean, not flawless?
you cannot do both Milkable and Shearable on the same animal in vanilla
because the author is around and active
also, of course the sheep will have a different milk, it's a ... different milk
but the principle should still work
I think they mean "it's not quite what im looking for
I haven't tried it myself, but in the description somewhere it said it either does one or the other, not both (daily)
also this, ideally, I have it be milkable every 2 days like a normal goat, and have it "shed wool" every couple days like a bunny
ok it's not how i understand this sentence at first but well, i have ESL
again, you will need Extra Animal Config
okay, so I am extremely new at this, only starting messing around yesterday, and I know 0.00001% of coding by now
It's okay, I'm just dense so I get it. Nothing is ever flawless tbh
Oof I remember being there lol
if I can't fix the milk pail thing, it's fine, you won't notice it with an auto grabber, but right now, I can't differentiate at all between wool and milk, it's either milk or wool, and I can't even change how often one or the other should drop
so, drop tables?
that sounds difficult
and extra animal config? never heard of that either..
I feel you so much. I have a few days myself.
it's such a pain right?! >< but so satisfying when it starts to work finally 😄
I am doing it so I can be fruity with a witch, yes. It's satisfying when it works lmao
Extra Animal Config is required to have two separate cycles of produce.
By default animals can only produce one thing a day regardless of spawn method
alright, I will google for that then, thanks!
If there are multiple items in the animals produce/deluxe produce pools they will be selected from at random.
I can provide examples of usage if you'd like.
Kay lemme get to my desk and open something simple.
🙏
to start with for proper management, your manfest.json in its dependancies block needs to add {"UniqueID":"selph.ExtraAnimalConfig","IsRequired": true} so it can't load without extra animal config.
from there the animals main ProduceItemIds/DeluxeProduceItemIds should be any pair of items like milk/large milk since EAC doesn't perfectly match deluxe produce mechanics.
then, you'll create a content patcher block with "Target":"selph.ExtraAnimalConfig/AnimalExtensionData" as the location your effecting, from there your entries list (in curly brackets {}) contains animal IDs for which animal your accessing, then the relevant fields are ExtraProduceSpawnList and AnimalProduceExtensionData, the first holds the spawn 'slots' for items to be generated using, the second how they should be collect
ed. below is what ive used to make Pokemon Ranch's miltank produce regular milk on a cycle separate from its special moo moo milk item amongst other features.
https://github.com/zombifier/My_Stardew_Mods/tree/master/ExtraAnimalConfig wiki for EAC should have anything else you might need if confused at structure. or what you can do.
thank you so much! I'll have a proper read on this 😄
is there any severance mod lol
your welcome. given how much fight i had geting EAC to do what i want i might aswell share my knowledge.
I can imagine! this seems rather difficult for a beginner
https://www.nexusmods.com/stardewvalley/mods/10898 this, but i'm not sure if you mean severance or Severance
Severance
like lumon
the work is mysterious and important
p sure joja would implement that tech asap lol
oh wrong channel sorry!
I thought this problem was solved, but it's returned and seems to be very stubborn. I'm patching the farmhouse to reflect partial upgrades, and the patches are not retaining wallpaper. Whatever the patch looks like, it overwrites the wallpaper.
Is this what I should be doing?
"Calendar": "HiddenUntilMet",
"SocialTab": "AlwaysShown",
"UnlockCondition": "PLAYER_HAS_MAIL Current {{ModId}}_TaffyLetter2 Received",
"SpawnIfMissing": false,
I created a new save, Taffy wasn't in the bus stop or on social tab. Good. I skipped to day 4 where you get TaffyLetter2, checked she wasn't there in social and in the bus stop before opening letter. She isnt there. Opened letter. She still wasnt there.
Skipped to next day. She still isnt there.
I would change her SpawnIfMissing to true but then she shows up in the social tab before I want her to. Am I using the UnlockConditions wrong???
it's UnlockConditions with an S
This happens only after exiting and re-entering the farmhouse
(i imagine you probably also want SpawnIfMissing to be true. she isnt considered "missing" if she isnt unlocked yet)
(Update is set to OnDayStart)
Is there a specific tag or field I have to add to an object to have it behave light a torch? i.e. able to be placed on walls and sprinklers? I can't find torches in the unpacked files are any specific things relating to them when making objects except for light producing field
Added an S (🤦) and ill update to true :]]]]
i believe torch is a context tag
So it does! I missed that entirely, thank you!
It all worked thank you!
looking forward to the pen pal 
Me too! It's all very exciting! I gotta make her town and an event for the night her spawn condition is true (like a scene that starts after you go to bed type deal)
Attempted to make a custom torch item, if I apply the context tag "torch_item" it adds the flame which I don't really want, and reguardless if I have the tag or not I can't place it on a wall
I can't see anything else in the "93" section is the objects.xnb file that would make it placeable on walls
that is unfortunately specifically hardcoded for (O)93 in C#
You can what
yes sorry, fences
I get confused cause I only use stone fences, where I live they're only ever called walls
is there no way to add the property using content patcher that something can be added ontop of fences then?
not without c#
Not without begging Pathos
That's so unfortunate, ConcernedApe please next update change that I beg (not an actual request if they see this)
Extra Torch Configs
If that's a mod I am not seeing it
til you can also put torches on sprinklers, and that's also hardcoded to (O)93 
(and for Reasons, it sets SpecialVariable = 999999; instead of holding the item)
by searching it I did however find Extra Machine Configs which is quite useful so thank you
This is cus heldObject is reserved for pressure nozzle
yeah, figured attachments would be taking up the nested item slot(s)
Indeed i was specifically bullying selph

It's very useful when you have large fields that are pitch black at night
You can what
Is there a way to start an event after the player has gone to bed or before they are allowed out? Like how the fixing bus scene works or the wedding cutscene?
You played 1.5 u know what pressure nozzle/enrichers are 
Sorry
Eli and Dylan mod for EastScarp does this, so It's defo possible unless they use another trick like playing it before the black fade in on waking
Need a framework more night events
99% of me brain is soda pop
Ahhh they're morning events, gotcha
Downside is that they replay when you load game
Ill dig through the E&D Files and see how its done there because either way thats how I want it to work! :DDD
But the candles
You can what
Same time
At the same time
Cus the nozzles take up heldObject
Also kpop demon hunters soundtrack has hit Google music soooo
you can have 4 things in the same space, path, sprinkler, pressure nozzle, and torch
And then torches use specialvariable 999999
That's special
Very 
Not sure if the better place for this is modded tech support, if it is lmk and I'll post it there instead. Is there any profiler mod or program I can run along side stardew to figure out what's causing the often lag spikes I'm getting?
There’s a mod called Profiler
!profiler
Profiler https://www.nexusmods.com/stardewvalley/mods/12135 is a mod that can help you narrow down what's causing lag
Exactly what I was looking for thank you!
anyone happen to know how I can find what the key is for the Goby fish in Game1.player.fishCaught? It's not listed in Data/Fish so I don't know its ID
Fish are objects
Since it's a 1.6 fish its ID is Goby
You can check Data/Objects to verify
Hey, this is my first time making a mod for Stardew and I'm a little lost. I have less than 5 hrs on the game and I'm wanting to make a mod over Elliott. Is there a template I can use to help me get started?
Can you explain what "mod over Elliott" means
I was hoping to tweak his schedule a bit, then change his dialogue and sprites to my own
I figured changing things over an existing character would be easier to do than adding a whole new character from the ground up
!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!
Oh sick
it’s actually easier (and more compatible) in many ways to add your own NPC!
Easier? 😅
Oh then I'll take a look at this when I have a minute. Thank y'all sm :O
Would it be better for me to use Elliot as a base?
If it's for your personal use do whatever you feel more comfortable with (editing Elliot would be easier, since you can change just a few things), if you're planning to release it, then I'd say it's better to make a custom NPC (there's more stuff involved) imo
Just for personal use.
I didn't know if I would need to rework his entire schedule or not :l
Start with some edits, then see how you feel
You can edit one specific schedule keys or several
You dont have to change all of them at once
Well, you don't have to try to extricate the NPC from the existing vanilla storyline I guess. You can just copy the NPC's entire files and change things with abandon.
That might be better. Do the guides help me get the right mods I need?
You only need one mod - Content Patcher
We are in the CP monolith days where everything necessary for a fully featured NPC can be achieved with CP alone
Also thank you guys for helping give me feed back
Whats that?
Oh lool. I have Smapi and the XnbHack I think
(It's very strange explaining this to someone who hasn't used mods themselves lol)
How does one make the kiss animation with the smile face instead of the heart? 
I could Imagine :o
https://www.nexusmods.com/stardewvalley/mods/1915
You're probably going to need to pay extra special attention to the CP docs since you have no familiarity with it at all: https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide.md#readme
You're also very welcome to come back and ask questions here as much as you want ^_^
Awesome! I'll reach out again if I get stuck :)
what do you think is the appropriate difficulty for the floors of a maze dungeon? there will ideally be enemies spawned in them
Ah I read the history, I understood
these are just some examples i pulled from the internet before making tilesheets
i’ll also be pausing time inside of the dungeon with spacecore (in single player) if that influences your answer
If time is paused I think you can do trickier mazes
Since the player will have time to figure it out
i think it'll be fun to have a complex maze, especially since the time will be stopped
complex is fine if you only have to do it once 
if I have to go through it every time I enter the area, then it gets annoying.
hmm good feedback okay
spacecore does allow me to set elevator floors so hopefully being allowed to skip to the end after beating all the levels of the maze would mitigate that?
@rigid musk question, did you ever add endgame stuff to Qi like you were discussing here? I haven't gotten far enough in my save to see https://github.com/StardewModders/mod-ideas/issues/1346
Im yearning for another set of Qi quests/challenges that are even harder/more complex than the current ones. As soon as I finish all the Qi quests in game, I want more. Here are just some brainstor...
do you have to beat each maze in a row or is the elevator checkpointing after every level?
i'm thinking each maze in a row, but not too many--maybe 3 easy, 2 medium, 1 difficult?
so it'll be tough the first time on purpose
or i could just do one level of an absolutely massive maze
I did (and had) implement a bunch of special orders. I was just wondering if this person had any new or interesting ideas.
I'm considering separating them and making them their own mod for people who might want more challenges.. maybe. Once I'm feeling better anyways
Didn't you already do that with your Qi lite?
No that one just removes literally everything other than adding Qi as an npc (and I think I left in the two recipes he gives you with some alterations to account for the lack of new crops)
Just wanted to say that I really love Mr. Qi as well, and even though I haven't reached the point where I can befriend him, I've been excited to keep playing so I can finally experience your mod
I hope you feel better soon!
@brave fable sorry barb u caught a stray from the spam filter !!
quick, trap bouncer in a maze so he can't see us!
Ouh thank you so much
I hope you enjoy the content when you can get to it
Is there a way, without using another mod (as I think I can grab it with a mod) to obtain a character's "SocialAnxiety" definition in Data/Characters?
For me, a question would be what is the incentive to go through it in the first place?
Bottom of the mines unlocks skull cavern.
Skull cavern is the only good vanilla source iridium and dino monster eradication
Volcano is eradication, and needing to full clear in a single day for unlocking the forge
as a token, or ..?
In general there aren't tokens that would reference the contents of the asset pipeline, though theres probably a mod that has made said unholy token
Yeah, just in some way where I could use it in a content patcher when condition
social anxiety is saved to the NPC instance, though, so it'd be as unusual as fetching their display name
I know NPC Tokens for Content Patcher exists and is likely what I'd need for that, but in prototyping my idea I don't want to depend on other mods to enable a date itself
wouldn't be hard to make a pair of paradoxical patches that will flip/flop on the value
Hence, trying to figure out ways around that because otherwise it's a little more back to the drawing board on making sure I know which forks I'm keeping and which I'm starting from scratch on
Hi, how are you? I want to use Extra Machine Config for a machine that’s basically a dairy processor. I want to start with something simple, like a smoothie: Milk + Fruit + Sugar. I tried to look at examples and read the documentation, but honestly I didn’t really understand it very well. Could you please help me?
see but this is done via tokenizable strings
very important to consider, thank you! (and if you were curious/that wasn't rhetorical: in the show my mod is based on, one of the characters gets trapped in a maze and has to be rescued by another character. i was thinking it would be cool for the player to rescue the character, with additional incentives being collection of resources/perhaps a quest to slay a big monster at the end)
it's a very ambitious idea lol
well yes, i realised there's a few ways to skin that cat after sending, so let's use something like a child's age as an example and maybe that'll work better lol
Heh, yeah, fair XD It does look like I'd need it, so back to the drawing board
(For a bit of context - something that I've wanted to do both for my personal dates and for Date Night Redux would be to give the date its own life rather than being a beach variant by prototyping different forks. However, for the generic one for DNR, I couldn't simply make a volcano fork if the date was, say, Penny - that would be weird and out of character. Hence why I was searching for a way to create a list. That would probably have to wait for C# at this point, and I can't make my personal plate more filled than it is unless I want to instead flame out before this update's done)
i did that thing where the tilesheet moves around when i zoom in and zoom out on tiled -- cannot figure out how to get it back to normal
i got it back before but i cant figure it out rn 
Try changing your selected tool?
oh wait i just fixed it
i had to go into the tilesheet and deselect dynamic something
I accidentally change the active pane and zoom the wrong part all the time and changing back to the tile stamp tool and right-clicking usually fixes which pane is active. Not sure if it's the same thing though.
ohh i see i didnt explain it very well
the tiles in the tilesheet get misaligned when you zoom in and out
so they change place every time and nothing lines up with the rest of their sprites
That clears up absolutely nothing for me but if you figured out a fix it doesn't matter if I understand it XD
yus i found it eventually
my mouse is janky so sometimes it clicks when i dont want it to
and then i have to play catch up
Thinking of making a mod that add walkways everywhere, would making the walkway on the layer Back20 then loading in content patcher work? or does it need everything on the other layers too?
oh, i've had that. flickering contact on the left mouse button, drove me insane having it do dozens of clicks while holding the button. it's best to replace it sooner before you lose your mind, it'll never feel worth replacing the whole mouse for but what else are you gonna do
for compatibility, i would patch the map, not load, if you're concerned about that
That's what I intend to do, all map modifications I'd do are patching, sorry should've said that rather than load
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md i'm pretty sure that if you do overlay then you'll be fine
I'm guessing if I want to make a walkway all throughout town I'd need to use the default town map, remove everything, and add the walkways I want on the entire map rather than small individual portions and load it?
i.e. have one .tmx rather than 3 smaller .tmx maps
it depends on how much of the map you want to change. you can define the from area and to area for every map patch you do
Gotcha, makes sense. Would recolours work with it natively if I only use the tilesheets present in the map already? I have no idea how recolours work or whether I'd have to specifically make a patch for them even if I use only the tilesets present in the map
yeah recolors target tilesheets not maps
just make sure that you don't pack the vanilla tilesheets with your mod
That's perfect
How would I make sure not to do that? should I remove them from the working directory then export the map? or is there a setting to select in tiled to prevent this?
there are many ways to set up your map workspace. some people keep copies of all tilesheets in their maps folder and then remove them at the end. i personally have a folder on my desktop called "maps workspace" where i copied all tilesheets and maps, and then when i'm done creating them i copy paste my maps from the workspace folder to my mod folder
i think the wiki might have a list of suggestions, let me see
If you work from your mod folder and move the vanilla tilesheets in there during editing, just make sure to remove them before publishing your mod
gotcha so just removing them from my working directory works fine?
the critical thing is that they not be in the zip you upload to nexus (or wherever else)
^ yes, that
that's perfect, glad it's been made quite easy
thank you for your help
How do changing seasons work for modified maps using vanilla tilesheets? Do I have to make one for each season and when patching with Content Patcher check for each season and load a different map or is that done automatically?
no, prefixing the tilesheets with spring_ is checked automatically by the game
Your map has to be outdoor
perfect thankl you
Hi hi! I'm attempting to create a custom npc! Is there any advice or anything specific I should do?
day 7 of my journey and I have learned farmer animation is pain
!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!
First step is usually to decide how complex of an npc you want. Map tile, Non social, social, or romanceable?
Map tile NPCs and non social NPCs really only differ in if the NPC needs walk animations and portraits or not.
What's Map tile NPCs? Sorry i'm pretty new to this 😅
Morris has a spritesheet though, so he's an odd one
How would I get rid of this rock? it's on the Buildings layer and I can't place an empty tile above it to get rid of it, I don't want to include the rest of the buildings layer because I'm using Content Patcher overlay feature, I just want to remove that one tile
You could do a targeted removeTile (or whatever that mapTiles field is) in content patcher on the Buildings layer?
I don't think you can remove it with just a tmx in overlay mode
could also include an invisible tile overtop the rock with the Passable property
on the buildings layer
bit jank though
I find that and quickly read it to see if it does what I want
I did try place an invisible tile above it but that didnt remove it, I want it to be passable and not there
what do you mean "above it"
bc i mean literally on the same exact layer as the rock and paint over it
That would require adding the Buildings layer to the map patch which they said they don't want.
they said "the rest of" the buildings layer so i was under the assumption they thought they had to include the entire maps worth of layer
which they do not
the way i mention works fine with content patchers overlay feature
It's apparently just Remove in MapTiles by the way
Ahh I see, clarification is needed, I want to include only the layers Back20 and Buildings20 , I don't want to include any of the other layers or any other tiles that don't need to be present, by placing an invisible tile on the Buildings layer it means I have to include the whole Buildings layer or another .tmx file with just that single tile tile blanked out and use something other than Content Patchers overlay feature
at least that's what my understanding is, I feel the Remove function is most likely the bestter option for me
i dont know what you mean by "whole" Buildings layer
I mean every tile on the buildings layer, i.e. the cliffs, tree bases, fences, etc
To Button's point: you just need to add a layer called Buildings, there is absolutely no need to copy over all the existing tiles on that layer
you dont have to do that
just add literally a single tile on your Buildings layer right where the rock is
(with the Passable property as mentioned)
Hello, where do i put the edited json dialogue file with contentpatcher? (i am on mac)
does anyone understand how to make a pet shop thing with thte livestock baazar
bobby: If you are making a content pack for Content Patcher (which just means a mod that is written for Content Patcher), then your code goes in a file called content.json in the folder for the mod you are making.
You will also need a manifest.json in that mod folder, instructions on how to format both of those are on the wiki/in the documentation.
Does the passable property allow furniture and objects to still be placed ontop of it?
i do not know
It doesn't have special support for that
You can just use vanilla OpenShop PetShop
im looking at it though and it list petshop stuff on it?
Iirc that's the right id
What it does is let you open a pet shop alongside the item shop and animal shop
To replicate Marnie shop behavior
In that case I'll stick with the remove tile option as it might be easier as it's just a single tile, if it doesn't work I'll give the passable property a go
so thats what the content (unpacked) folder is?
no, that's your unpacked vanilla files
oh
I was gonna add stuff to let u filter for pets better but i haven't gotten around to it 
So atm you can only open the pet shop that displays all pets for adoption
ooo i see i see okay
thank you
When creating a new project for my mod in Microsoft Visual Studio, i'm using the wiki and it says to use .NET 6.0 for framework but that doesn't show up for me even after I downloaded it
question semi-regarding this: I had an issue with an earlier map I was making where I was using the vanilla sheets but some of them (specifically furniture and wizard_furniture) weren’t being recognized unless I loaded them within the mod, which hasn’t happened with any other vanilla tilesheets (townInterior, wallpaper and flooring, etc). Why is that and how do I fix it, since I assume I should not publish the mod with that workaround in place?
I’m not in a rush to fix it since this is a long term WIP but knowing what the deal is there would be nice
you don't need to use .NET 6.0, you just need to target it. I use 9.0, but I target 6.0 in my .csproj file with a line in a PropertyGroup like
<TargetFramework>net6.0</TargetFramework>
If you're pulling furniture, it's not natively in Maps, so you need to use something like the Arbitrary Tilesheet Access mod so that it can pull files from the Tilesheets directory (which is where the furniture pngs are)
Ahhhhhh that makes sense!!
Or load the furniture files to Maps yourself, which is not recolor friendly
Thank you! Appreciate it 
Yep, just make sure you set this as a dependency for your mod if you publish it, so your users don't run into the same issue. 🙂
I am doing a lot of tilesheet customizing for this so it’s not really gonna be recolor friendly anyway, unfortunately
which I know isn’t ideal but I’m Picky and it’s the only way to get things looking how I want
I've got the overlay to work and the map loads perfect, the MapTiles>Remove function however does not, I'm not seeing any errors in the SMAPI console either, this is the code:
{
"$schema": "https://smapi.io/schemas/content-patcher.json",
"Changes": [
{
"Action": "EditMap",
"Target": "Maps/BusStop",
"LogName": "Paved Valley: BusStop",
"FromFile": "Maps/BusStop/BusStop.tmx",
//"FromArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 },
//"ToArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 }
"PatchMode": "Overlay",
},
{
"Action": "EditMap",
"Target": "Maps/BusStop",
"MapTiles": [
{
"Position": { "X": 22, "Y": 11 },
"Layer": "Buildings",
"Remove": true
}
]
},
]
}
I'm pretty sure I've got the MapTiles>Remove function correct? What I want to remove is on the BusStop map, at 22, 11 according to debug mode, and on the Buildings layer
Hi! Do you have a repro content pack for this (or just a content pack with custom floors I can break)?
No complete repro pack but here is floor path add
https://github.com/Mushymato/MiscMapActionsProperties/blob/main/[FullMod]/[CP] Firefly Paths/assets/floor.json
My map mods, and a utility mod for them. Contribute to Mushymato/MiscMapActionsProperties development by creating an account on GitHub.
Just the Texture to something bad
If something exists as a GSQ (in this case "PLAYER_HAS_SECRET_NOTE"), is it possible to use it as a Content Patcher condition somehow? I want to set a token for the i18n and that only works with Content Patcher's "When" conditions AFAIK.
pretty sure your coordinate is wrong, unless you've got a modified bus stop?
22 11 is the blue tile on the vanilla map, which has nothing on the Buildings layer
I should be playing with only mods for helping debugging and core/library mods? Ill have a quick look with everything disabled bare with
I'm guessing you wanted 26, 13 (which is the one directly south of the sidewalk, slightly right of the center in the screenshot)
I don't know if debug mode has issues with getting accurate tile values if you've adjusted your zoom, but I feel like I remember seeing that somewhere.
(That should be fixed in the current version.)
(Cool, I wasn't sure if I had dreamed that issue or not)
I think it may be a resolution issue? because debug mode isn't changing for every tile, it's changing every tile and a bit
ahh ye that's the issue
Thought I had the latest version, turns out I have 1.17.0 not 1.17.1
yep that was the issue, updated and now it's fixed, glad I noticed that now and not in a few maps time
Thanks! I turned that into a repro content pack.
Maybe not directly, but you might be able to set a TriggerAction using the GSQ condition to set a mailflag, which could then be used in the "When" arguments
okay okay so is anyone familiar with Alpharads famous Mariomon hack?
(dw its related to this channel, just give me a sec)
okay maybe not
okay so its a famous hack where they made an entire mario game based off mario characters and locations
I wanna make a famoud stardew mod thats mario based
Have it’s own story, custom art, music, everything
Would it even be possible? And can you edit the map at all?
Theoretically yes but what exactly do u want to do
Map edit yes for sure
Wait so how do I create a content.json and manifest.json and add them to my mod folder?
The link I sent bobby to earlier has the "getting started" documentation for Content Patcher which tells you how to create those.
Looks like that also sends mail as well as setting a flag
oh wait, received works, right?
mhm
If u’ve seen mariomon, thats what I wanna do
I wanna make an entire story
The biggest stardew mod 🤩
Nothing’s impossible
Great
For creating a content.json it says i need to input this,
{
"Format": "2.7.0", ← would I change this to the most recent content patcher which is 2.7.3?
and uh, can it be extended?
It's not terribly important; AFAIK CP minor versions don't introduce new features
I support your ambition but you gotta understand it is big undertaking
I’ve been developing a semi-open world RPG for months now. I appreciate ur concern, but I know what I’m doing
I’m a game developer, modder, and book writer
Hey, sorry to jump in. I'm working on a mod to make floral wines, and everything works, but I don't know how to get the name to display properly.
It's a flavored item, yeah?
Yeah
Floral wine is a different item than wine right
You need the objectdisplayname thingy, i think cornucopia machines have examples
I was just going to do it where flowers can be used to make the standard wines, as I am not a pixel artist. lol
I think they do
Then i don't think u need to do anything?
Theres a juicer in there right
It will just be Blue Jazz Wine
I want to add the spring_town.png tilesheet to the forest map, the animations (If there are any on the tilesheet) won't be used so they aren't an issue, I want to make sure I've got this right, in Tiled I click "New Tileset", call it spring_town browse to the tilesheet, do I then check the "Embed in map" check box?
Funny enough, Cornucopia is the mod I'm using to figure things out.
For clarification, is this right?
click embed in map
That's all that needs to be changed? do I need to rename it to z_spring_town too?
Can you explain more about what you mean by "wine display name"
if you're just going to leverage the vanilla wine, I think editing the wine trigger to allow flowers would just work™?
prefixing it with z_ will make it so the seasonal switch doesn't work
Ahh, I'm about to test that now. I had been including a line from Artisan Machines that probably messed it up.
prefixing the tileset name wont matter for the season switching, just the image source, but tilesets dont need to be prefixed with z_ anymore anyway
Won't not prefixing it cause the order fo the tilesheets to break? it'll sit between Paths and untitled tile sheet2 (the on that add the raccon house)
you still should prefix with z_ bc its more performant, but tilesheet ordering bugs were fixed in 1.6.9
so it wont break, itll just be a lil slower
oh yeah you're right, just file name matters for that
but we're talking relative to CPU cycles, not slower relative to what a human would ever notice
How much slower is a little slower?
That answers it
there are likely exceedingly few things where, when talking about speed and performance differences, people are going to be talking about things humans can notice
at least on an individual level
the issue eventually becomes when many mods are a little slower (in CPU cycle terms) they all add up to noticable, just trying to make my mods as proformant as possible because I'm currently experiencing noticable lags and slowdowns on my not testing modded save
then yeah, prefix with z
Custom Mounts mod, lets you build custom stables that produce custom mounts
Okay, so when I use this setup, the output I get is just "Wine"
{
"ItemId": "(O)348",
"ObjectInternalName": "{0} DraconicArcher_FloralWine",
"PreserveId": "DROP_IN",
"CopyPrice": true,
"CustomData": {
"selph.ExtraMachineConfig.CopyColor": "true"
},
"PriceModifiers": [
{
"Id": "FloralWine",
"Modification": "Multiply",
"Amount": 2.5
}
]
}```
omg I need that immediatly, increadible idea
you need to set the display name as well; see https://stardewvalleywiki.com/Modding:Item_queries#Item_spawn_fields for the details on how to set a dynamic flavored display name
Bike shed
(also you don't need EMC's CopyColor anymore, the vanilla CopyColor field works properly now)
Do these come with horse flute equivalent 
(and pls make them Tools instead of Objects like the vanilla horse flute)
(re: above)
Please forgive my ignorance, I'm learning slowly... Oh thank you for the link!
your ignorance has been noted 📝
Just added the forest modification to my mod and immediatly got this error from spacecore that wasn't there before loading the forest map:
[SpaceCore] Scheduler could not find route from Forest to AnimalShop while honoring Gender female
[SpaceCore] Requested path from Forest to AnimalShop for Gender Female where no valid path was found, for NPC Jas.
[SpaceCore] Scheduler could not find route from SeedShop to AnimalShop while honoring Gender female
[SpaceCore] Requested path from SeedShop to AnimalShop for Gender Female where no valid path was found, for NPC Marnie.
[SpaceCore] Scheduler could not find route from Saloon to AnimalShop while honoring Gender male
[SpaceCore] Requested path from Saloon to AnimalShop for Gender Male where no valid path was found, for NPC Shane.
[SpaceCore] Scheduler could not find route from SeedShop to LeahHouse while honoring Gender female
[SpaceCore] Requested path from SeedShop to LeahHouse for Gender Female where no valid path was found, for NPC Leah.
All I did was overlay a new Back20 layer, no other layer was changed, is this something to be concerned about?
Tbh even then I don't think it saves cycles as I think smapi will be prefixing it anyway
yes, it means the forest map isn't being found
Gotcha, I shall see what's wrong with it
Figured it, forgot to actually only include the Back20 layer and actually included all of them so I lied
Is there a map where I could find the Location and X, Y Tiles for my NPC's home
Just want somewhere to place him for the meantime
uh, you can look in tiled? or open the game up and use debug mode? 🤔
i usually just use either or
If you mean that you are looking for a free space to place your home...
is it time for the apartments
(if it's temporary and for local testing you don't even have to use the Google sheet)
It's just temporary for right now
Does anyone know where a tile to line up the bridge and walkway would be if it exists, I want to remove that ugly dirt strip between them
uhh nah
Shameless plug if you wanna grab a temporary space: https://www.nexusmods.com/stardewvalley/mods/30295
if you look at the bridge the bridge itself has dirt
so you would probably have to make it yourself
I was hoping there'd be a new sprite added in 1.6 like these dirt bits next to the path (they work fantastic for desire paths)
making on is something I don't want to do as it'll clash with recolours, I'll bodge it somehow
🤔 you could make a pathway, shape it to perfeclty fit along the bridge, and patch overlay it over the spaces where you want the bridge to connect (the way im wording it probably doesn't make much sence)
wow my spelling is so bad
it would clash with recolor like youu said thoughj
i would think thatd be bad for any mod that tries to lookup a tilesheet by its ID, not knowing that its been prefixed without their knowledge? the 1.6.9 migration wiki page also seems to imply its something you still need to do yourself:
"The game now always finds map tilesheets by ID, which eliminates bugs due to mods reordering tilesheets. However, it'll still try to get it by index first in some cases (since that's faster), so you should still avoid changing the tilesheet order to avoid the performance impact of falling back to an ID lookup."
since even if its just the path the recolors usually change the pathing in some way
Is there a way to test clothing mods using the Fashion Sense framework? It's my first time making a mod and there's a lot of variables in the FS templates that I'm have a hard time parsing.
Like the colormasks. Is that for dyeable clothes?
They do, it makes my paths from my path mod not match in the slightest, thankfully automatic recolour support is planned and in the works
Is this correct for 1st floor, room 1E? Just don't want to write the wrong thing
are you sending a camera photo? discord doesn't handle most camera image formats, it's better if you just use a screenshot
yeah lol i forgot how to screenshot for a sec and just took a picture 
printscreen on your keyboard should be fine, or if on windows 10/11 press Win+Shift+S or search in the start menu to open the Snipping Tool
if you want to test it I can send you the mod
you need to make a custom building that is "BuildingType": "StardewValley.Buildings.Stable"
I haven't quite got the hang of buildings yet, but when I finish this mod I'm currently working on, I shall defo check it out, I'll keep an eye out on your Nexus page
There we go
Unless you're needing people to test it, in which case feel free to send it my way
Yep, that would be what you would include in your Data/Characters entry for your NPC.
The code blocks on the first page of the Google sheet should cover map patch examples and the door if you wanted to make it locked
Having an issue loading the Mountain map in my mod, can anyone read this log and tell me whats wrong please? I know something is wrong with the map but I don't know exactly the issue: https://smapi.io/log/4b9ba522774c4bb69b160022c11e829c
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 20 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I thought it was to do with the tile at 4344 but I can't find a tile with that value when I open the Mountain.tmx
Gotchat thank you! turns out i was miss reading gid as grid hence why I couldn't find anything on it
that would do it
it works! Woo! now time to gradually install expansions until it breaks and I have to make a compat patch
boop on this
as chu√e above me said, type fs_reload in the smapi window for a quick refresh/reload (without having to restart the game) whenever you need to test your FS mod(s). 
epic
Where on the wiki is the "When" condition and the "HasMod" condition? trying to find out more about it that i've forgot
Is there a way I can add a building to a map when creating a new game? like adding cabins or greenhouses through content patcher
it’s in CP documentation
That's where I've seen it, thank you!
yep, check out [[Modding:Maps]]
the farm is strange though, i have no experience with modding it
Yeah I'm looking there but I'm not sure how to do this specifically, like I searched for building but theres only map properties
hm
it doesn't say how to add buildings like cabins, or stuff you can build with robin
if you're talking about that
i dont know if it's possible 🤔
perhaps there's another framework that would let you, im not sure.
I think stardew expanded did that with the winery on just CP, maybe look into them files?
you cannot do it with CP alone
the winery is a new farm building, not on the map
I still can't find "HasMod", even in CP Docs
Ah maybe I should play all of SVE before I start yapping lmao
Thanks, I wasn't sure what framework allowed that, time to learn another framework
but it can be used in a condition
THANK YOU!
Grandpa's shed? added as part of Frontier Farm and Grandpa's Farm, is that the building you're talking about or is there another one I haven't got to yet
still not the one im talking about
Ohh okay gotcha nevermind
and grandpa's shed is also part of the map itself, not a buildable one from robin
That's what I was going to add but given you weren't talking about the shed, it didn't apply, my mistake
I'm looking at this but it only allows buildings on the main farm right? I wanted to place buildings outside of the farm, on a custom location
then no, you cannot do that
not with spacecore
this one may work
I think thats just what im looking for, thank you
maybe I will do it optionally on my mod, I don't want too many dependencies
keep in mind i dont know if it gets fucky with Cabins or not
at the very least if you try putting a cabin there it'll need to be an AlwaysActive location
but it may break anyway. dunno.
Yeah they are, I already did some a tweak to allow buildings on custom locations, will see if this mod allows that
cabins specifically
just dont be surprised if Cabins are only issue-free if theyre made on the Farm specifically
uuuh so apparently the Maps/IslandFarmhouse_Tiles hasn't existed for a while? The farmhouse mod I made using that target jpg (back in 2022 updated in 2024) still works as it should, but when I tried to update it I suddenly cannot recolor a specific part of the IslandFarmhouse anymore. But the current working version does, even with that inexistent target. I am confusion.
there may be bugs
there always are.
you'll be fine though. 
how do the custom mounts respond to wearing hats?
uhhh
Can I ride bugs
im gonna go crazy why did i fight over an error for like 2 hrs and its because i didnt capitalize 'Message'
More importantly can my bug eat treats
I once spent 15 minutes fighting a missing target jpg in the mod folder before realizing it was a different mod having the problem, not the one I was checking. The "joys" of modding. 
me when smapi validator tells me the reason my game crashed was because i didn't put one (1) comma
Behatted!
can content packs change the hat position, say, for riding a tortoise instead of a horse 📝
So is there a broom flute item
no, now go away
i remember taking a deep breath looking at the hat draw code when working on a custom horse framework ages ago
i learned i hate frameworks
I have to account for scaling as well
Blueberry where's my wind rotation draws framework
never. you get NO map utilities
I'd rather have blueberry's string drawing framework
you get NO drawstring utilities
i will. one way or another
and absolutely nothing to do with boats
What about the crow donate framework
im ambivalent on boats
you already have machines. shoo. shoo
But hm i can make wind based draw i think
Rn i hooked it up to player collision (it's very jank)
it's just maths
everything is
Maths hard
sometimes maths isn't even maths
sometimes my mods work on feelings alone too, but usually that stops working after I hit publish
Guess what? I somehow missed copypasting a Y number and that's why the Islandfarmhouse recolor wasn't overlaying in the farmhouse_tiles.
Now it works, but at what cost (to my dignity). 
Did you try outsourcing vibes
are you calling me a vibe coder
oooo nice, I was looking at making something like this but now I don't have to 
No im mailing u good vibes and duct tape
limzards will probably not migrate though because they need a little bit of cursedness
thin ice
Update, it builds the cabin succesfully but when another player joins it doesn't detect it as a Cabin u.u, so still need to build it manually trough robin
i wonder if sleeping in it works at least
it does, it even has with the initial seeds
What is a limzard
.lizard
computer, publish iguana.
or don't, I guess
where did Josh come from
Josh?
There's a few niche frameworks i kind of want to make (eventually), horse was one and im glad aedenthorn did it
bots fear the bot maintenance role
Huh. Josh
what are the other ones. not asking so I can pretend I want them to make you work on them faster (I am)
the real question is where did Alex come from. what vibes did Josh not have that Alex did
Schrödinger's quote
The other ones are bobbers (as in fishing rod bobbers)
in the screenshot
I found Josh
like the little aesthetic bobbers?
oh i see
I also want to show people fish
i didn't even notice that small josh
I also wanted to make bobbers at some point but I didn't because I'd just call it Buttons Extra Bobbers but then I'd have two mods that are BEB
oh I love Bebber Bobbers actually
Like this but i walk around and willy goes wow fish
ok chu if I don't make bobbers framework before you you must call it Bebber Bobbers
Showing off the fish is essential part of fishing im told
it's the only reason to fish
.q 6503
I gotta give blueberry 5% dp royalties but it's worth
be warned that it's now up in the air whether you get to it first or not
now that I have a name to inspire me
(eventually)
I love being idea man go forth and bebber the bobbers
My vague idea is like
- impl most of the vanilla powers at least
- let ppl attach tractions and item queries to particular bobber
How many bebber bobbers could a bebber bobber bebber if bebber bobbers could bebber bobber (?)
The bobber graphic matching is just 4 fun, as is the show ppl fish part (just a dialogue key perhaps i dunno)
now we've got the Nexus mini description
i mean by now the mod's basically done
Yeah ez
to be clear I have little interest in the tackles myself
But you want to name a mod bebber bobber
not so hard
Bobbers is not tackles nor lures
can you make a framework to make my hat that big
Oh r they not same category of thing (i dont fish irl)
I'm talking about the machine in Willy's that let's you turn your floaty orb (bobber) into like. A slime
what does the term character preset refer to?
Is the tackle the thing that looks like a plastic fish then
that's a lure
Darn i gotta go back to fish school
you might've heard it as 'sliders' before; it's just a file with values for the character creator. i don't know if these are big at all in SDV modding though, but definitely for games like BG3 and TES
So what would a pure bobber framework entail
a lure is a type of tackle
Do u just make it possible to add moar bobbers
ah, thanks 
I feel like it's an important contribution to this conversation to mention that the bobber style is called bibber styke in the code
Bibber...
oh that's so important thank you
Glad i got here just in time for Button's Fishing Course
and yes it'd let you add more bobbers and their unlock conditions
Bebber Bibber Bobbers...
their unbob conditions if you will
I have a personal CP mod that changes the string in game on the bobber style menu
you won't.
Bebber Bobber Bresents: Bibber Bykes
Bebber Believe It
I can't believe it's not bubber
#baking-bobs-general
Anyways im banned from baking this bob since my name doesn't start with B
DON'T say it
Friendship ended with j mod, now friends with b mod
Looking forward to 🅱️release
it'll need a Betta first
Leave it in beta release only
Button Bresents: Beautiful Bebber Bobbers (Betta)
The reason why i wanted to make a tackle mod is cus
I think it would be funny if you can smoke a fish immediately after fishing it
tackles is kinda like trinkets so you fit the bill for it
But i dunno if i wanna just make that one specific tackle or framework it™
It's a lava tackle
framework it, then release it as a mod using your framework
The mod shall be void urple island 
Ladder chance framework started as that one specific ladder and then I did what button said
burple
Isn't that a real color
what isn't
Blurple
Yeah Void might use it if you framework it
Mmm trinkets. Maybe I'll make a trinket mod that lets you take your fish on a walk.
We need fishing expert
What if i just throw the item query part into peliq and call it a day
Well you wouldn't be able to put it on a tackle with peliq
Pelican mouth fits fish great
place bobber into pelican mouth
Let pelican fish for you - new trinket
not a bad idea actually
Fishing...
Bebber babby (fits in the pelican mouth as well)
I guess it's like a specialized kind of harvest
And someone ask me about it at one point
Now i just need to find someone to draw birb
what if you procedurally pieced together a bird instead
Isn't that just drawing...
What do you want birb for
Pelcan
Ah
But I'll worry about that later once i actually make this tt ability
are you still doing tourism
I am late to this conversation but: "Button Bequeaths"
Missing hat
yeah please draw the hat
One other thought on the pelican because my game balance brain won't stay quiet: there is a chance that the pelican eats the fish
thank you
Or it gives you a random fish, not the one you fished, pelican mouth so big you grabbed the wrong one out of there
i think sometimes the pelican should give you a rock
Beautiful, stylish
that's the kind of feature that shows up in a confused user bug report
Bobber bugs
"not a bug, closing" (is actually a bug)
Sometimes the pelcan gives you a entire chicken
Is ok gets moved to feature report
!stone
🪨 The item ID for Stone is 390.
A live chicken is added to your coop
New sound in the night event: the pelican
homf sound...
Backwards homf
How do I get tiles in Tiled to make a different sound when walked on, currently the stone walkways sound like grass
added layers aren't checked for properties of any kind, including Type -- using Back20 won't allow for replacing the tile sounds, since the game will always check Back
Ohhhh gotcha okay, grass sounds until a make a better solution it seems
moreover, unless this changed since the 1.6 alpha, you're still able to hoe/dig on diggable dirt below any added layers
and so on for all other interactions that'd normally check for obstructions on layers
Yes, that is true, I found out earlier when messing with the Data Layers mod to make sure I didn't mess up any warps or other things by accident
Yeah only Back/Buildings really mean anything for the map geometry
Front/AlwaysFront do accept tile props tho
The other layers r visual only
I already have a solution in mind however that is a more long term thing rather than a quick thing, I'd rather get all the maps sorted for vanilla and major expansions then work on the back end of sounds
You just want the paths to sound like stone right
Guys, I have some questions about mod making
It's not vital right now, gunna make a python script to parse the tmx files (cause they're just text, love tmx format) and overwrite my maps to make stone actually sound right
This is the perfect place for it
I want to make a mod about joja cola.
The effect is to modify the buff obtained after drinking joja cola.
I have completed the relevant modification of the buff.
But I don't know how to modify the buff introduction of joja cola.
I have tried a lot, but it has no effect. I tried to modify the...
This one has a description of the problem.
Buff introduction...
Language barrier, they wan't to modify the buff given to the farmer when the cola is drank
I know it says in the post that you don't want to rely on CP, but this effect would be easily achieved if you did ^^;
Agreed. CP makes this a lot easier, and it's a wide spread mod that people have
Yes, it will be easy to make with cp.
Is this mod what you want to make (or actually just your mod even)
This is what I made, but I want to perfect it.
So it's about the description right
Since the buffs you listed are all normal buffs you should be able to do a cp mod and EditData the buff field inside Data/Objects
I'll be real i assumed this was a cp mod and only now realized it's got a dll
If you wish to keep it as dll though you can just edit the same data via AssetRequested, this is not something you need harmony for
Does it all make sense 
Overwrite the original information?
Yeah but only the buffs section
In cp you can edit just a field under an entry
In smapi you can do whatever edit you want too (as long as you do it inside asset requested handler)
Do you have particular reason to not use content patcher?
This is a small modification, I don't want him to have extra dependence.
I think just about everyone has content patcher 
You don't need to already know how to code for most stardew mods. The json required isn't that hard to learn, and there's plenty of support in chat if you get stuck 💪
But yeah just do this then
I'll try it, thank you!!
Just to be clear "use content patcher" means "make a content patcher pack" not add it as a dll dependency
This page has info about the buffs definition
https://stardewvalleywiki.com/Modding:Objects
This is very helpful!
Again I cannot figure out why I can't overlay my map over Blue Moon Vineyard from SVE, I have a feeling it's because of the "Target" field:
{
"$schema": "https://smapi.io/schemas/content-patcher.json",
"Changes": [
{
"Action": "EditMap",
"Target": "FlashShifter.StardewValleyExpandedCP/assets/Maps/NewLocations/BlueMoonVineyard",
"LogName": "Paved Valley: BlueMoonVineyard",
"FromFile": "Maps/BlueMoonVineyard/BlueMoonVineyard.tmx",
//"FromArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 },
//"ToArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 }
"PatchMode": "Overlay",
"When": {
"HasMod": "FlashShifter.StardewValleyExpandedCP"
}
},
]
}
You sure that's the right target?
I was about to say
I'm not sure, I think it is?
It looks weird
that's what I was thinking
Where does sve load the map for the vineyard to?
I have profiler installed too and it says [Profiler] [100,731.29][Slow] Warped Forest -> Custom_BlueMoonVineyard (0600) and I've tried adding the Custom_ part to no avail
that's what I tried first
That's the location name
I can roll over and check it
If i knew where the json file for the map is I'd be able to figure it but I can't find it, only the .tmx file
Found it, there isn't individual json files, it's just all in content.json
now it's working, I couldv'e sworn I tried Maps/Custom_BlueMoonVineyard but maybe I misspelled it
MapPatches and LocationsData also had it
Is sve still using customlocations smh
Depreciated method I'm guessing?
Yeah
Love a good random use of a depreciated method, makes things so much easier! /s
Well sve has been around for a while, and the new method is. New
no hate though, love SVE and it would take forever redoing it and probably cause a lot more issues with existing saves
I remember trying to make a mod like a year or two ago and I could not figure it out, and yet now I'm on the 7th mod I've made, so I'd say it's a lot easier now than previously
Can you overlay a .tbin with a .tmx? the next place to tackle is Shearwater bridge but its a .tbin file not a .tmx
Tmx secretly become tbin once loaded
It's not the native format of sdv basically
(this ain't precisely accurate but i hope it make sense)
Gotcha, good to know, am I also able to open a .tbin and save it as a .tmx? or is that ill-advised
It's fine
ace, thank you!
(the map contents within the xnb files are tbin, just (probably) compressed by the xna wrapper format)


interesting. forbidden parsnip seeds...