#making-mods-general
1 messages · Page 372 of 1
I was thinking more that i wasn't sure if tmx directly deserialized into xTile objects or if it became tbin first
Hello everyone, I'm trying to find the sprinkler sprits and I can't find them, can anyone help me with where I can find and extract the xbns to edit?
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!
And pls don't make xnb mod
não apenas precisava pegar o para poder editar e fazer a localização do item através do mod e utilizando um png, como vou fazer isso eu já não sei
This is english server but going by mtl you will want to look at editimage
What major expansions are there that change vanilla locations? I've made a compat patch for SVE, just doing one for Ridgeside now, then East Scarp after,
Smapi/Console Commands tells me that it sent the command but couldn't execute it. BUT it did in fact debug warp me to my map. Is it just lying to me?
Paste the exact message?
debug warp TaffyDream
[game] Warping Game1.player to Shmoky.GP_TaffyDream at 8, 13
[Console Commands] Sent debug command to the game, but there was no output.
Yep normal
Some debug commands have output
by opposition to a message saying "found 5 melon in chest in farm in 18 17" for ex
Like debug gq <game state query>
Oh so legit just a "Did it. Dunno what else to say"
Is this how you specify when someone doesn't have a mod?
"When": {
"HasMod": "!FlashShifter.StardewValleyExpandedCP"
}
or does the ! need to be before the quotes?
no
you're mixing GSQ/event preconditioon and CP ones
look at CP doc!
it doesn't use the ! convention
unfortunatly all it says on HasMod is this: "The installed mod IDs (matching the UniqueID field in their manifest.json)."
it has format about how to make a condition false
this is how you do it
Gotcha thank you, how my mods been working so far is beyond me
CP has basically examples for all sort of things but there's a point when you need to combine stuff
if CP tells you how to make a condition for a profession being false, and how to check for mod being true, then you kinda have the element to make a check for mod being false
I get that sometimes you need to see it written first to understand how its supposed to be written, im the same way
Clown where should I put the pets item query
Can you expand upon that question, whats a pets item query?
The Power to filter specific pet licenses in a shop
are you putting it in your livestock mod?
100% especially given I would've never guessed that I needed the pipe character (|)
I dunno that's why im asking
I would put it in your livestock mod
I can either put it in livestock bazaar or peliq (my other mod focused on item queries)
hmmmmmm
But it's the same code either way 
well since its about animals id do live stock
Kk
Also chu would it complex to make it possible to create custom pet shops?
I've never really looked into the base code but I was thinking it would be a lil tricky?
esp with how things are combined sort of weirdly for the adoption shop
This is the Power to create custom pet shop tho
i understand that too, but unfortunately i can't generate examples on the fly, it's good you had it on hand.
In the meantime i can still give people tools to be more autonomous in the future which is always great too
yeah im the kind of person that cant take in new information unless I see it completely written. even if I have seen it written in a different context my brain just cant see the difference
I understand that too, its really important and great you have those tools on hand so fast too
I didnt mean to imply otherwise i realize I may have sounded like that and I do apologize lumina
thanks, clown! i appreciate it
Very useful for disassembling code, programs, files. not the best for creating from scratch, but I'm getting better, having working examples on hand to reference helps ALOT
of course! I didnt realize it sounded badly until I read it a second time, I just woke up actually so my words are scrambled
its actually 7:13 am for me, having my first cup of coffee hehe
been working on my museum descriptions
its how i wake up is writing
Over time you'll figure out how to combine things. It takes a lil tinkering and watching people.
well i'm considering a nap myself, didn't sleep a lot that night
Honestly Lumina is one of the best people around here in terms of coding content patcher mods.
see you later all 🙂
sleep well lumina
Bye Lumina and thank you foir your help
as someone that works inside the cp codebase more than using cp itself, I find treating it as set theory to make the most sense for me
thanks! i ask questions a lot still about formatting because i always miss a details, but there's even more questions you don't see because i use my existing stuff as reference 😄
I was thinking when you forwarded the post "Hmm very much like set theory"
Thats good practice though! using your own work as reference, I use my work as reference too and other ppls work too when I get permission
the code in the logic for |contains is literally set theory
bool found = values is IInvariantSet set
? set.Overlaps(search)
: InvariantSets.From(search).Overlaps(values);
tucks lumina into bed!!!! Sleeeeeeeep
grabs chu like a squeaky toy
I love your mod btw
youre very talented
slinks off
Paved Valley finally has vanilla and SVE support! The two biggest parts done, time to also sleep first however
ah i was gonna elaborate on what is meant by this
Paved Valley?
its ok ill be done by the time u wake up
im not going to bed silly
but yea ill go make the thing
The mod I'm making where main routes around the valley and between houses are paved and not dirt, I've lived in a few villages and towns and all of them have had paving between common places and homes so it seemed odd that stardew didn't. So i fixed that!
oooo interesting
hm atlas are u aware that the joja route in sve paves the roads
no.....
||it happens after morris becomes mayor||
did you need help with something?
im still trying to make some choices? on where my museum should be? right now I have it in the casino as a fancy door but.....im wondering if i should put it somewhere different
well I haven't done a joja route and I don't intend to so it'll work for none joja route playthroughs, it does mean I need to account for that
That sounded rude, sorry didn't intend to at all
my museum is for my fictional culture, and like....im worried itll be out of place-
but then i think about it and theres museums on cultures here in my country
What's the culture based on/What notable features of the culture are there?
🤔 can villagers accept rings as gifts or no
just tested it, nope
It's not based on any real life cultures exactly
not the ones with effects at least
can they accept any equippables?
they can accept trinkets
But uhh It's very fishing based actually
apparently
what about clothes/shoes?
i wanna make a mod for the ginger island farmhouse just so it looks prettier but idk how to code and i justw anna make the design for it and not do the rest
hmm that i dont think they can
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
tropical in influence
so i guess ginger island?
but i dont know. it just feels out of place everywhere
its because Ive created a full set of islands for the culture to be housed
you can pay someone to do the code for you (see above)
but im not planning on actually making those islands in game because.......no
ohhh
i was lowk lookin for a teamwork thingy tho 😔
ill look into it tho thank youu
usually people only want to team up on things where they also have creative control tbh
Why not have it on the beach? why not even where you get the mermaid pendants from?
hmm maybe i do like that idea
Keeps it on it's own "island" as a nod to the origin and it's a pretty empty place
Maybe it can be like a small island in a implied larger island nation
So u don't make the whole thing
Ginger island is also implied to be one of many islands
also there are joja cargo ships in those water ways
well.....you see there is....something
that aren't docking to ginger island
ive been working on something silently for a long time that predates passerby, its a passion project that i actually want to do
Its called Zeam Village
Its just a village located in the isles of Arcania
but meh
Someone knows an App where I Can edit the Stardew Valley House Designs?
Are you editing the outside or the inside
both
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
The outside is simply a texture so you can edit it with normal CP things
The inside is a map so you use tiled [[modding:maps]]
thanks
Is there a way to ensure that a cutscene is zoomed in? My cutscene doesnt really work well if someone is zoomed alllll the way out
(I don't need to zoom in to probably break your cutscene anyway)
(Oh nooo)
Thats so far away
I need to max out the zoom to get something approaching what 1080p has
Do you have to squint to see anything???
get used to it
what resolution is your monitor?
help lmao
i think someone needs to explain the swimming thing to me
So, i mahve the toch action for change into swimsuit and for poolentrance in my map but i somehow get stuck either on the edge of my entrance or swimming in the ground but either way i cannot change out of my swimsuit after
or is it just the wrong placement for it?
I think it may need to be on ground (outside of water) maybe?
purely speculating because that’s where I’ve always seen it
the swimsuit one, that is
oh wait i realize my swimsuit mistake, hm theres also a changeOUTof swimsuit touchaction... but idk why im stuck in my edge
the example i looked at had the tileaction weirdly placed so i missed it..
The pool action comes with a large downward force
ahh
If u want void u can use the mmap version which makes the force more controlled
I been informed it's incompatible with swim tho
hmm
thats bad cuz this is about swimming
but i think...i might worked around it, lemme test
also unrelated but i jsut realized my MG grass for the island is also on my farm, why...i blacklisted all other locations sigh, another thing i gotta look at
nevermind im jesus now
4k
wait what does that mean
ok it got a bit more square but i put it from the top, now it works
ok now its better yay! actually this wasnt hard at all(after me checking again cuz guess im blind)
it's also clearer now where it is
i might make a tiny stairs to make it even learer jsut in case
It send u downwards with some positive y veloci
tho maybe not...hm. if i remember later. i am torn between doing it or being like let the player figure things out themself
is anyone interested in testing an update to @south fjord 
i like when those entrances are clearly marked
Apps >
Publish
did it work
snazzy
perfect. thank you
its cute when you see who published it tbh
rejoice, now all mod authors can publish posts from anyone in the modding channels without needing to repost it themselves. how fortunate for you
both you and the original poster can remove it by re-publishing the showcase post ☀️
Blueberry and Button rejoice
this is a lot of power
with great power comes stressed moderators
do we not allow B's to be mod authors
a part of me hopes for a mod showcase train ngl
Both of them are attached to being purple
burple
valid
i prefer to think of it as demetriums-colour
I have the best color
ourple tempting...even for me if i reach 1000....
you do, i'm jealous
on the topic of it gov is erroring me when i try looking at my levels how mean

The Case of the Disappearing Wallpaper:
The situation:
I use Load to entirely replace the base FarmHouse map:
"Action": "Load",
"Target": "Maps/FarmHouse",
"FromFile": "assets/BrokenFarmhouse0.tmx",```
Then, when the player meets certain conditions, a patch is applied to the map:
``` "Action": "EditMap",
"PatchMode": "Replace",
"Target": "Maps/FarmHouse",
"When": { "DLX.Bundles/Purchased": "glymr.BrokenFarmhouse.FixUp02",
"Query: {{DLX.Bundles/DaysSincePurchase:glymr.BrokenFarmhouse.FixUp02}} > 0": true,
"FarmhouseUpgrade |contains=0": "true",
},
"FromFile": "assets/FixUp02.tmx",
"FromArea": { "X": 0, "Y": 0, "Width": 13, "Height": 12 },
"ToArea": { "X": 25, "Y": 19, "Width": 13, "Height": 12 },
// "Priority": "Early",
},```
The loaded FarmHouse map replacement does not allow wallpaper to be applied. It has MapProperties defining default wallIDs, but no TileData on the walls themselves. The patch does have TileData on the walls, so that after "fixing up" the walls, the player can apply wallpaper.
The problem:
If wallpaper is applied, it shows up at first, and after sleeping. However, upon exiting and re-entering the farmhouse, the default patch walls show, and the wallpaper disappears. Screenshots to follow.
Part of the Farmhouse replacement (this map uses Load):
The patch, applied with EditMap/Replace (I have also tried Replace by layer):
I changed the wallpaper so it would be more noticeable when it switches to the patch
Now, when I first fix up the map, it takes on the properties of the Farm WallID and FloorID properties. Here's a screenshot using my Beautiful Vista Farm map, which has custom Wall and Floor IDs:
However, after I get up, exit, and re-enter the farmhouse:
If I apply wallpaper, the same thing happens. After applying wallpaper:
After applying wallpaper and exiting and re-entering the farmhouse:
I've tried a bunch of different stuff, like changing priority, changing the Replace method, taking the map edits out of an Include file, changing the WallIds and FloorIDs on the patch itself - nothing has fixed this issue.
I swear I had it working a few days ago, but switching to an earlier version of the mod that I thought was working has not solved it.
Sleeping makes the wallpaper come back
But as soon as I leave the house and re-enter, it's gone again.
Do you have a log from doing this?
Lemme get one
No
This was happening earlier, but I thought it was fixed. I removed the trigger action first thing. I know it's not the trigger action, because I used a different wallpaper setting to test it out.
(I wanted the trigger action so that it wouldn't inherit the wall and floor paper from custom farmhouses, as it did in the image above, and the trigger action works beautifully for that. This bug is something else, and I'm not sure if it can be fixed)
There are a lot of conditions for the patch to apply. I wonder if that's part of the problem
Log incoming
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 19 C# mods and 5 content packs.
If the patch was failing to meet conditions and no longer being applied, you'd see the messy Loaded map again
nods That makes sense
I don't think this is a layering issue, since the wallpaper can only be applied to the patch, since only the patch has the TileData to support it.
Can we set gift taste for certain flavor of jam?
Hm, is it normal for CP to load and then edit the map every time you enter it?
I don't know. I used to have
// "LocationUniqueName": "FarmHouse",
// },```
As a condition of the load, but I took that out as part of my testing.
Also, it applied an EditMap patch immediately after loading the map upon save creation. Do you have another EditMap patch that doesn't have any conditions?
Hmm
I have several, or several with broad conditions
//Removes starting furniture (even from custom maps!) and substitutes my own (bed, table, chairs, TV, dresser, lamps, broken television, trash, etc)
"Action": "EditMap",
"Target": "Maps/FarmHouse",
"MapProperties": {
"mushymato.MMAP_FarmHouseFurnitureRemove": "ALL",
"mushymato.MMAP_FarmHouseFurnitureAdd": "2048 30 24 0 1134 19 27 0 0 18 27 0 0 21 28 3 704 43 31 2 1680 20 31 0 1449 46 14 0 1449 52 14 0 1758 27 15 0 BrokenTelevision 16 16 0 2076 37 14 0 2076 41 14 0 MoldyCouch 50 18 2 AluminumCan 53 17 0 PlasticLawnEndTable 46 18 0 PlasticLawnChair 45 18 2 PlasticBag 52 15 0",
},
},
{
//Fixes farmhouse entry for starting and first upgrade/married farmhouse. Not sure if this is necessary since it's also built into the map properties.
"Action": "EditMap",
"Target": "Maps/FarmHouse, Maps/FarmHouse1, Maps/FarmHouse1_marriage",
"MapProperties": {
"EntryLocation": "27 30",
},
"When": {
"LocationUniqueName": "FarmHouse",
},
},
And this one:
//Moves seed box in vanilla maps
{
"Action": "EditMap",
"Target": "Maps/Farm, Maps/Farm_Foraging, Maps/Farm_Combat, Maps/Farm_Fishing, Maps/Farm_FourCorners, Maps/Farm_Mining, Maps/Farm_Island, Maps/Farm_Ranching, Maps/Beautiful_Vista_Farm",
"MapProperties": {
"FarmHouseStarterSeedsPosition": "27 26",
},
"When": {
"FarmType": "Standard, Forest, Hilltop, Riverland, Wilderness, FourCorners, Beach, MeadowlandsFarm, glymr.BeautifulVistaFarm",
},
},
(I use @lucid iron's trigger action to move the seed box in non-vanilla maps)
looks like you can add a context tag gift taste for the automatically-added context tag preserve_sheet_index_<id> using your given flavour item's QID
that's likely as specific as you can get, though
And this one:
"Action": "EditMap",
"Target": "Maps/FarmHouse, Maps/FarmHouse1, Maps/FarmHouse2, Maps/FarmHouse1_marriage, Maps/FarmHouse2_marriage",
"MapProperties": {
"mushymato.MMAP_SkipMoveObjectsForHouseUpgrade": "T",
@lucid iron's mod has been so helpful
So does it happen if mmap not installed
I also have more that replace the other FarmHouse levels
Just to eliminate possible causes
That will involve commenting out a lot of code XD I'll give it a try
Well most things just won't do anything without mmap
Like the map props
They r just unused data
Trigger action u can gate with a When hasmod
Okay sorry for late reply, I was trying to find another log to check for loading the map after warping but it was 67 pages so it was a lot of hunting on mobile.
I couldn't see any sign that CP was repeatedly loading and then editing any maps for any mods in the other log.
Okay, I'm tweaking the code and manifest
Huh
@golden basin https://github.com/Mushymato/LivestockBazaar/releases/tag/1.3.1
usage https://github.com/Mushymato/LivestockBazaar/blob/main/[CP] Error Chicken/data/petshop.json#L29-L36
real docs later but the args are [PetId] [BreedId] [ignoreAdoptPrice] [ignoreCanAdoptAtMarnies]
so if u want a pet exclusive to the modded shop, set CanAdoptAtMarnies to false in the pet data and then use this item query to grab it like mushymato.LivestockBazaar_PET_ADOPTION YourPet T false true
@lucid iron Still happening even without MMAP. (I got lazy and tried loading it anyway - the triggers break but everything else still worked, so I was able to test)
hrm i guess it is something to do with the mailflag based edits then 
I wonder if Unlockable Bundles might be doing something
It's designed to apply permanent patches - I'm using CP instead, but they're still conditional to the bundles
maybe it dun like that you put bundles in the house
New log with broken trigger actions, but otherwise working: https://smapi.io/log/4c2b9fafb4684d8abfe42fcd82f760c7
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 18 C# mods and 5 content packs.
Still doing the load/edit on entry
Farmhouse is very cursed in general, but I would recommend using unlockable bundles mechanism to apply map modifications for bundles so it can be correctly timed with finishing the bundle and not need to wait for an interval for CP tokens to update
I actually did try switching to that at one point, but I still had issues - I will give it another shot though.
Have to go to bed now but I hope you figure it out! I'll message you when I get a chance (either to be nosy about how you fixed it or to offer to help more if it's not yet fixed lol)
Thank you, @vernal crest! Sleep well ❤️
@lucid mulch Same issue is happening, even when using the Unlockable Bundles system
Log using Unlockable Bundles to apply the patches: https://smapi.io/log/f6ebe40fd6d14af492d6c44e71bae9de
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 19 C# mods and 5 content packs.
hmm, it seems more stable though
Nope
Nevermind
It's losing the wallpaper even after sleeping with the Unlockable Bundles method
could you perhaps share the wip mod?
helloo, i was looking at the mod furniture frameworl and i wanted to ask if it's possible to combine the seasonal and variants options (i didn't find where it could say if it's possible or not)
Me? Sure, I'll zip it and DM it to you and anyone else who wants
Thank you, @spice inlet ❤️
For shits and giggles glymer can you install #1359454014319755294 message speedy solutions alpha 7
(The specific reason has to do with how alpha 7 handles the farmhouse content cache. I think.i may be very wrong)
Added it; I'll run a test and send a log
Maybe I should have made a thread for my issue here
Not sure how SSS is used, but here's a log with it installed:
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 20 C# mods and 5 content packs.
Update: @spice inlet has helped me solve the wallpaper issue!!! ❤️
Many, many thanks!!!
@acoustic summit Hey, I was poking around at some NitV stuff and had a couple questions I hope I'm not missing in your docs 🙏
- Can you limit spawns so the player can only have one in their inventory at a time?
- Can you stop spawns if a creature is already donated?
- Can you have a donation point aside from the Insectarium?
am i able to set my own mail flag using CP?
youre already doing that any time you send mail
No worries!
2: Yes that for sure can be done using a creature GSQ with "!NAT_NIV_DonatedSpecific <that creatures name>"
1: I'm not sure if there is a GSQ for whether the player has an item in their inventory, if so then yes, otherwise still yes but you'd have to do some harmony patches which is muddier and c#.
3: With c# yes, otherwise if you want pure CP you can make a creature undonatable and use the "NAT_NIV_CaughtSpecific <string>" GSQ in combination with a trigger action to spawn that creature when the player say enters a location if its already been caught. I could expand this to spawning static creatures like in the insectarium.
so would it be possible to set a when condition that says HasFlag mailID true?
yes
yay okay ty
the only difference between "mail" and "mail flag" is that usually when people mention the latter, they colloquially mean letters that go straight to the received inbox that the player never sees. thats all a flag is. but any mail ID added via any means works as a mail flagf
mail flag = "did this player receive this mail, yes or no?"
ohh okay thank you!
im looking at the decompiled code and if im reading this right, golems are bats?
several types of enemies are bats, but i don't think golems are one. i think it's just a recycled sound effect?
dont give sound effect names too much importance
a lot are reused in a lot of places
What size should portraits be?
64x64
Does anyone know how to add custom tracks to the in-game Jukebox? Like, the one we get gifted? (forgot how and by whom, but iykyk)
Data/JukeboxTracks
gus, when at 5 friendship maybe, for the obtention
no worries, i just thought it was funny
Is there any way to activate an NPC's sleeping state on the schedule and have him wake up immedietly after?
I'm trying to do it with Alex, but after going to sleep all of his dialogue is locked to 'zzz'
no, you'll need to use a diffferent sleeping anim
this one is hardcoded to have this zzz thing after
damn
Thanks!
so doing alex_sleep at any point in his schedule will force him into that dialogue for the rest of the day?
yes, try defining an animation as alex_nap or something like that
I see I see
Is there any way to just change his avatar during the schedule then?
without the animation?
Nah I'm just rewriting the base schedule
I want Alex to walk around shirtless and work out at random points in the day
are there any tutorials/guides for modding in custom portraits that are bigger than the 64*64 size? 
you cant without a framework dependency
i see mods on nexus that give the characters portraits in an more anime/smoother style, how did they do that?
using a framework dependency
HD Portraits, Portraiture, SpaceCore, probably another one or two im forgetting
take your pick and follow their docs
awesome, thanks <3
what do you guys use for pixel art! i’m settling in rn to get some pixel art done and maybe there’s a better option to work with
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
is there a way to assign an object to be universally hated?
how
I just wanna escape from the .NET landscape
yet
It just keeps popping back
anyways
what IDE do you guys use?
vs code 2022 is the worst IDE I've ever seen
nvm found it
getting notepad++ with a c# lsp seems like a better dev exp tbh
Rider is free now
Okay nvm i cannot figure out what to put in the "target" to edit universal feelings
"Target": ["Fields", "Universal_Hate", "0"], what goes in the "0" section"?
VS Code isnt really meant to be an "IDE" anyway
newbie take but what if that's a boolean
the bloated 22' old one?
there is a difference between Visual Studio Community, which is a full fledged IDE, and Visual Studio Code, which is not
It feels bloated though, It has data overflowing all over the screen
I feel miserable using vs code 2022
where did you get this example from
It feels slow
i didnt theres no example
well idk where you got any of that from then as there shouldnt be a "Fields" or "0" at all
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/text-operations.md#append
ohh okay
Quick question: How do I get a machine to accept poisonous items (edibility -1 to -299) since "poisonous_item" isn't a vanilla tag. I can't find anything in the docs.
"Id": "DraconicArcher_Poison",
"Triggers": [
{
"RequiredTags": [
"poisonous_item"
]
}
],```
well i was doing regular gift taste stuff and there wasnt an example on the modding wiki
well yes there is
i forgor to check CP
otherwise how do you target the universal ones rather than abigail?
oh hmm
yes my bad, universal ones are formatted differently
because of course
yus
but normal npcs use target fields
i was modelling the universal one after the npc ones
i wonder if the npc taste was suggested as candidate for change on 1.6.16 by the way
is there a specific trigger that targets edibility?
the item_edibility query seems like it should work there:
"Triggers": [
{
"Condition": "ITEM_EDIBILITY Input -299 -1"
}
],```
(just speculating based on the [machine](<https://stardewvalleywiki.com/Modding:Machines#Item_processing_rules>) and [GSQ](<https://stardewvalleywiki.com/Modding:Game_state_queries#For_items_only>) pages, though)
Thank you, I'll test it out!
studying the decompiled code like im a phd professor
Everything in the docs you linked says that should work. Maybe kegs are just hardcoded not to accept poisonous items. Oh well, thank you for pointing me in the right direction.
Iirc it is not.
post your code
and what happen when you try to put an item?
"Changes":[
{
"Action":"EditData",
"Target":"Strings/Objects",
"Entries":{
"DraconicArcher_Poison":"{{i18n: poison_wine}}"
}
},
{
"Action":"EditData",
"Target":"Data/Machines",
"Entries":{
"(BC)12":{
"OutputRules":[
{
"Id":"DraconicArcher_Poison",
"Triggers":[
{
"Condition":"ITEM_EDIBILITY Input -299 -1"
}
],
"OutputItem":[
{
"ItemId":"(O)348",
"ObjectInternalName":"{0} DraconicArcher_Poison",
"ObjectDisplayName":"[LocalizedText Strings/Objects:DraconicArcher_Poison %PRESERVED_DISPLAY_NAME]",
"PreserveId":"DROP_IN",
"CopyPrice":true,
"CopyColor":true,
"PriceModifiers":[
{
"Id":"Poison",
"Modification":"Multiply",
"Amount":2.5
}
]
}
],
"MinutesUntilReady":60
}
],
"LoadEffects":[
{
"Sounds":[
{
"Id":"Ship"
}
]
}
],
"WobbleWhileWorking":true
}
}
}
]
}```
Trying to put in an item just doesn't work (Asks me if I want to eat it)
(pls use the smapi.io/json parser next time)
I apologize
if you're just trying to add an extra input/output for the kegs, I think you're erasing all the other settings by using Entries and no target
Just trying to make poisonous wines, that's all
(this is effectively resetting all of the kegs data to default machine data before applying your edits yeah)
This is the exact same code I use for my floral wines mod, with only the names and triggers changed. The other mod works fine.
if this is what you're doing in your other mod, it aint fine
Okay, I should have tested more.
doing it this way is erasing not only every other mods output rules but also every vanilla output rule as well (and same for the working effects, and same for any other field you didnt change)
there's an explanation of TargetField here that you'll probably want to use, and just edit OutputRules specifically
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#target-field
I feel stupid now. Sorry
(addendum to that is that sometimes the default is whats used anyway so it may not be immediately apparent)
its a common mistake with Entries/Fields so nothin to feel stupid about, just something very important to learn
what are you trying to put in the keg?
(oh hey I get to use this thing now: https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_New_Machines_(Or_New_Rules_To_Existing_Machines)#Use_TargetField_to_perform_targeted_edits )
Omg thank you! I learn best by example, and that's exactly what I needed!
Just poisonous flowers/mushrooms.
so
they can't go in the keg
this may be the reason why you can't put them in a keg
which is why it's important to have custom rules when you can accept the context tags you need
though hmm, if they wiped all the machine rules with their initial approach it should work
so possibly yes
and the issue may lay elsewhere
we'll see clearer with a proper approach anyway
i wonder if RequiredItemId/RequiredTags is needed (at least one) despite being optional, like, if it's optional in absolute but needed for some cases
I'm wondering if the issue was using two mods that both override the whole rule. The last loaded would take priority, no?
that would likely do it indeed
What's the other mod that override whole rule
the flower one that is working
"working"
i mean you said it worked fine
anyway we'll know more once it's on the proper format
Ladder Chance Framework has been updated to 1.1.0
This version introduces three new conditions: ConditionPolygon (passes when inside a polygon you define) ConditionNotPolygon (same but outside), and ConditionVanillaChanceBetween (passes if the current vanilla chance of a ladder is between two numbers.
This version also introduces an easy way to draw a polygon in game and let LCF handle the conversion to a string in the console. See the docs for details.
hi i’ve never done coding but i wanna make a mod 😔 can i get some help on how to get started and what i should use? i looked a few things up but still confused
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Feel free to let us know what kind of mod you're interested in making and we can provide some more guidance!
Okay, so things are actually working fine without overriding anything else! Fruits, flowers, vegetables and poisonous items all get accepted as inputs. Thank you all. How do I credit you on the mod pages?
The only issue is my poison wines have the edibility of regular wine. Again, I don't know how to set those values. I'm gonna research the docs more.
if you use the item as base it may not be easy to change, i don't remember a field to use the base item for edibility...
althought i would look at how stuff is for some of the new 1.6 recipes in case one exists
credit by name is fine for me, if you feel fancy a link to my nexus profile ( https://next.nexusmods.com/profile/Lumisteria?gameId=1303 ) but i would say it's unecessary since i didn't contribute much
if you use the FLAVORED_WINE item query it should have proper scaling edibility
specifically "if input edibility is positive multiply by 1.75, if negative inherit it, if the item is inedible set it based on the price"
look at the vanilla wine output for what it looks like
where do you get the bus photos to make a recolor/edit for the bus?
cursors I think
okay THANK YOUU, i’m just looking to add new characters, like 2 or 3 
where are cursors at?
loosesprites/cursors.png
"if you can't find it, it's in cursors" is our unofficial motto
oh perfect I found it would I edit that photo and then have it replace just the bus in the text stuff or?
yes, you can specify just patching a section of the image with EditImage
!npc - Others here will be able to answer questions about making an NPC better than I can, but keep in mind that even just one NPC is a big project - you can do it if you work at it, it's just a lot to do
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
I don't think I know what you mean here
take a look at the EditImage documentation for how to do that https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editimage.md
thank you!
where is this windmill used?? Im trying to rack through my mind files I canny remember
im scared to do it but i don’t wanna give up before starting it 😭😭 ALSO THANK YOU SM FOR HELPING
just to clarify I would just recolor the bus in the entire cursor image and then do the codey text thing and it would know where the bus it to replace or would I isolate the bus in the photo like crop the rest out or?
the png in your mod folder will just have the bus
then in your CP mod you specify the area of cursors you want to patch over with that png using ToArea
just to clarify its this photo and I would do the bus on this photo then put the entire photo in with the mod?
(I've never made a mod before)
yes, it must match the original dimensions of the bus
is there an easy way to know what those dimensions are?
or do I just erase everything else in the photo or
easiest would be to just crop to the bus and then erase the bus. then draw in the now invisible space
then the dimensions are just the size of your image
like screenshot it and put the ends to the ends of the bus?
no. open it in your image editor.
(sorry I am a little loopy from procedure earlier)
what's an example of an image editor
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
ignore the c# section
ur art program lol, like photoshop or csp
I am using procreate and like I just crop it like this ?
For dialogue how would you write something like "Who're you?" and then another box that says (like the box without the portrait in it) "He looks skeptical of you even as you give your name."
yes that looks good
(though you may also want to include the door animations + Pam below)
okay thank you so much!
% is the text box without portrait
humble query, where are cursors? genuinely can not find (i cant find magma sprites with the rest of the monsters so im wondering if they are in there)
tilesheets looseprites/cursors
though magma sprites should have their own monster sheets, hmm
what folder tho
So:
"Who're you?#$e#$no portrait"
Maps
yeah I see Characters/Monsters/Magma Sprite.png
LooseSprites/Cursors no?
this looks quite blurry and is not the same size as the bus in cursors.png. you are opening cursors.png from your unpacked files and not from the one you sent in discord, yes?
ah yeah mb
oh you're right
I'm doing this on my phone so I didn't notice 
I don't recommend using procreate for pixel art
strange, i'm on my phone and i noticed 
look at blueberry over here with their fancy 4k phone
that's because I zoomed in 🥲
weird, the decompiled code i found in github from 1.5 has the other volcano monsters but not the magma sprites. thank you for checking. (also doesnt seem to have a maps folder but maybe i'm blind or totally the wrong place 😅 )
zoomed in on what? if you zoomed in when inside an image editor, it shouldnt change the actual size
!unpack dont use that
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 mean aside from an unofficial unauthorized repo being the wrong place in general, why would you expect a 1.5 repo to be the correct place when we are on 1.6.15)
So how would I write that? Or is there a wiki pagethat explains all the options you have with dialogue?
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide...
@rugged torrent
Ah ty I didn't see that
idk im new here and they had the rest of the volcano monsters ¯_(ツ)_/¯
when I zoom in the photo editor the image overall stays the same size so I don't understand 😭 and I feel like I am being really stupid right now 😭 idk how to crop things outside of screenshotting them
you crop them inside your image editor
idk how
why not?
I FOUND HOW TO CROP IT
It doesn't have an accurate 16x16 grid by default. There's lots of free pixel software/websites out there :3
it's probably best you look up a how-to for your art program, most people here aren't artists, and the rest use a whole bunch of different programs 
is this cropped right now
I really like the seasonal floral bus recolor but I wanna make my own version of a seasonal bus cuteness
I ideally want to do a texture of everything in the game
someday
(I am working on NPCs right now and finished Haleys main outfits but need to do her winter ones still)
a lot of people do, but it's a big big game hahah. always start small
perfect ty!
yes def I am taking a break from the npcs and trying the bus first cause its easier I think
oh 
Wiki page about dialogue: https://stardewvalleywiki.com/Modding:Dialogue#Special_tokens
Okay so I just closed my laptop butttt
My map is basically just the bus stop that I wiped over. The file was copy pasted from the bus stop so I didn’t have to worry setting up my own file. Does the bus stop have a fixed view? Coz when I go to my location, my view is fixed to the left? If this isn’t like a fix off the top of someone head then dw :] I’ll bring it back up tomorrow when I’m back on my laptop
the bus stop map has a map property that clamps the viewport
you probably didnt clear that
yeah, delete ViewportClamp probably
Is there some weird obscure risk to making unique items in my mod Litter type? I use Spacecore to change the title+color of their categories and they're not giftable so that's not an issue
If you are going to use spacecore categories anyways you can just leave it at Basic
@tribal ember hi, nexus is being a butt ☀️ feel free to make & publish a CP LOC recolour in your style
wow the mod page numbers are high these days. i thought desert bus was a newish page at ~10000
How many more sub 20k numbers do you have
On sign posts is there a symbol for a down arrow?? ` is up, > is left, idk what down might be. I used = thinking that but it was a star instead
I dug through other mods for those idk what page they would be on on the wiki
nope sadly
SVE patches = to be uparrow on the farm only sometimes 🥳
means my mods tell you there's new powers in your ☝️ Special Items tab
maaaan… i haven’t dug into sve patches yet 😭
just 3 more: windmill mod, shrine mod, and rings mod (desert bus paved over the horse framework mod)
Well it's a mode of transportation
oh sorry down arrow
What does windmill mod and rings mod do
Lmao was confused, well I may have to look into that patch nonetheless. Might be beyond me but we will see
well the windmill was mostly just a tile animation test, I was thinking of turning it into a sort of windmill framework but then Miller Time came out lol
rings mod was my 2nd mod after sailor moon hair, but naturally when you're learning c# with harmony modding on a brand new codebase it's an uphill battle
it's less impressive looking back at it now lol
very brown mod
oh no it was basically just the new rings we got in the last game update, phoenix thorns fire and all that
surprisingly overlapped some of the trinkets too
Wow the trash farmer was there
Big Bill's been in it for the long haul
10k mod number👀
i doubt i'll ever go back to the rings mod, i lifted most of the ideas into LOC as food buffs (slow aura, coins on kills, aoe fire) or into shrine mod (fire/blast damage/resistance, death safety), and the rest are basically vanilla now as rings/trinkets
Slow aura?
yeah! lasagna makes all non-flying enemies around you slow & fat
I finished the bus but I am confused on what to put in the target section
it's realistic
it takes goat cheese & fiddlehead to make so a little prohibitive but makes the mines super simple
I want to see the inside of mill somewhere 
Tho hrm it'd be annoying as building if that's 3 different locations
yeah exactly hahah
and you'd need a new location entirely if you wanted a brand new mill which isn't worth it
Well u can just not warp
you target LooseSprites/Cursors
however (this is important) you also need to specify the rectangle of Cursors you want to patch over with your bus
Make it 1 map
are there any good youtube tutorials on how to make a custom npc?
how does one do that
are you allowed to copy paste from another mod or is that a nono
find the coordinate of the top left pixel of the bus in Cursors
depends on your image editing software, but most of them should show something with the rectangle select tool
guvnor got poisoned by red mushroom luau soup
if it's basic CP image patching code where there's literally only one way to do it, sure
!npc (hopefully it works now)
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!
well darn it
uh,
you're missing files it seems
is the rest of your mod there
you have a content.json and a manifest.json?
yes
are they actually text files by chance
yeah those are actually .txt, you can enable file extensions on windows to be able to see what type of file they are
an actual json file will say this btw, for future reference
in whatever text editor you were using (we recommend notepad++ or visual studio), save as .json
if you want to turn on file extensions you unckeck the boc
"hide extensions for known file tyoes"
this means you can now just edit the file in file explorer to have a different extension
but it will warn you since it doesn't always work to change just any old file
.txt to .json works fine though, from what ive found
how do I get the box
and then how do I save them cause I tried 3 times and they are still text files
if you go back into the text editor you were using you can do "save as", and when it pulls up the folder, you change the type to json
this is probably the easiest way
just select all files
I did try that
if you select "All files" and manually name it with a .json suffix, it will work
but also you should be using something that is not just normal Notepad
as other text editors like Notepad++ can just save to JSON directly
Thank you! That should be good 👍👍
does the version of notepad++ you get matter?
just download the latest version
it is 1 map! it's still 2 warps up and 2 warps down though lol
hmmm I've decided this is too hard atm does anyone want to upload it for me 🥲
and or does any kind soul want to write what I need to put in the thing
You already wrote the right things it's just the file extensions
I need to do the the rectangle of Cursors thingy
I think
and then I think its all done
but idk how to do that
I read it all but I am confused (I am also probably still loopy from anesthetic earlier today)
I will look at my program more for the image stuff right?
you find the top left x y coordinate of the bus in the original Cursors image
using Load is fine if im editing enough of a map that it probably wouldnt be compatible with other mods that also change said map right..?
I cannot figure it out but can I cheat by looking at another mod like this one would one of these numbers theoretically be the location of where it is?
(its a bus mod)
sure
though you don't need FromArea since it defaults to your entire source image
so I would just do to area?
perfect ty
you only have the bus right, not the doors and pam
delete the second patch and fix the first patch's FromFile
(it should be assets/Sakurabus.png)
(also pls use another text editor)
I have to find where the new one installed because its not showing as a program that I can choose I have to dig for its path 😢
did I do it wrong
change width and height to be the width and the height of your bus image
seems like the mod you're using split their patch in half so they can also cleanly patch the door animation and pam's image
128 and 102 per the error message
ohhhhhh
YAY IT WORKED THANK YOU SO MUCH!!
That bus is adorable omg. I love it
thank you 
can one Include patch list multiple files at once?
yep, of course
e.g.```json
"Changes": [
{
"Action": "Include",
"FromFile": "assets/base.json, assets/game.json, assets/other.json"
}
]
sick thank you
i'd been doing them all individually and suddenly was like this is stupid hang on
internally content patcher is splitting it out for you when doing that
i love that there are all these shortcuts built into it
how do i write a config token into the "condition" key of appearances? i have a character and i want players to be able to choose which version of him they prefer
i know how to do it with a when condition but that's different i'm pretty sure
im not 100% sure but this might be helpful? i think it'd work as long as its a toggle between true and false
so if this is my config:
"AllowValues": "Orange, Black",
"Default": "Black",
},```
the token would look like this? `"Condition": "{{Cat_King_Appearance |contains=Orange}}",`? i'm not sure about the "contains" being present
yep that should work
cool thanks both of you
Hi, I've just moved over to Linux to mod stardew and reinstalled Tiled, However I don't see TMX support with in Tiled on Linux, it's the same version of Tiled just for a different OS, Is there somewhere I have to download the TMX plugin from and just completely forgot? The attached picture is the plugins available on the fresh linux version install
it should just support tmx out of the box?
So it does, I thought I had to enable a plugin for it to support it? hmm odd
Following on from a previous convo where someone said the Joja route adds pavments(sidewalks) around stardew, I can't find any info on that, does anyone have an image or the location of the files that are responsible for this? I can't find anything on it anywhere
It only happens in SVE as far as I know. SVE expands the Joja route a lot and adds more events, one of which is when ||Morris becomes the Mayor and paves over parts of the town||.
Oh it's specific to SVE gotcha, that makes compat easier then, I thought it was Vanilla but glad it's not
I'm pretty sure that's correct; someone else can confirm ^_^;
|| "Election.Leah": "I don't want paved roads by my house...$2", ||
I couldn't find it anywhere exactly, but leah does complain about it lol
Is that from SVE?
yeah
i might make the one time i play the joja route be a sve playthrough just bc im curious as hell lol
It was something I appreciated when I did the Joja route in SVE -||it did a good job of making you feel the difference. Some characters wanted the paving, others didn't. But I know I felt bad when I saw how the roads had gone in. You trade a small benefit to yourself (small increase in speed which all paved areas give) for permanently altering the landscape, regardless of how any of the townspeople feel about it. ||
I do recommend it if you're going to play the Joja route, it adds a lot and has a more nuanced take on it than the original, IMO
I also recommend the Marry Morris mod - you don't have to marry him, but it lets you befriend him and gives more events with him. It works well with SVE
fantastic find, I've been debaiting adding paving by there cause I do want it to fit into the "lore" of the area, like pam's being a trailer so probably would have paving ||Until the upgrade||
wait paved areas do actually give you a speed bonus? so I don't have to have the mod that adds a speed bonus?
if i go joja route i might as well marry the guy XD
so im using a character creator instead of the regular way and for some reason, the add spritesheet option is greyed out
!npc i recommend making an NPC the regular way. the NPC creator is woefully out of date and will teach you wrong things
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!
ok
To be specific, certain tile types give you a small speed bonus. You can see this even in vanilla; the character moves very slightly faster on stone tile types than dirt, for example. But the bonus is very small.
Today I learned, is there a specific property pavements on custom tilesheets need to get this bonus? the only property I see on vanilla pavement is "Type": "Stone" so I'm hoping that is the only property needed
There's a mod I like called Faster Path Speed that adds a boost to placeable paths and lets you adjust map path speed boost
Yes, I believe so. I know I've read about it; let me see if I can find it
i understand that the path speed boost exists but it's so small i have never been able to discern it. feels a bit pointless tbh
I think that's the one I have installed, I thought it just added a bonus, not increased it, guess I didn't read the description
For crafted pathing, "All types of pathing provide a +0.1 boost to Player Speed"
I notice it
I can always tell when I'm on stone vs. dirt
I can't
It's slight, but if you run everywhere it has an effect
Hence mods
Yay mods!
Secretly I'm hoping to reach 1000 mods
You can do it!
You're close!
I can't find it, but I'm pretty sure it's in the code somewhere that if a tile is defined as stone (and possibly wood?) that you get that tiny speed boost. It also makes a sound when you walk on it: the clop sound on stone and the hollow sound on wood (I'm not good at describing them, but you know what I mean)
i got the seb half of the mod done https://www.nexusmods.com/stardewvalley/mods/35845
I'd use the exact same descriptors for the sounds, that's the one thing my paved mod lacks because everything is on the Back20 layer, so I'm modifying it to overlay on the Back layer with modularity for mod compat
funny enough ive been able to tell when im moving faster on a path. it feels a little uncanny though ngl, l
nods I'm not familiar with your mod, but if you're putting any water in, be careful with that, too. It won't get the overlay if it's not on the right layer, and that can look weird. It can also mess with Dynamic Reflections.
This mod is just for paths, I won't be adding water at all, the closest I'll be coming to is the walkable connections between bridges and land
I didn't know about Dynamic Reflections, I'll keep it in mind and make sure its compatable
I ran into that with my farm map - some of the stuff looked fine except if DR was installed. Easy enough to fix, though. ^_^
Sounds like you should be good though, @obtuse wigeon
I've been making a list of mods for my next save - I want to make a very Farm-Focused save. I've got Fresh Produce, Immersive Manure, Chicken Feed, Animal Husbandry, Questable Tractor, Aquaponics, maybe Weeds, and a few others.
I'm looking forward to it ^_^
I read "Questable Tractor" as "Questionable Tractor"and thought it was the Pam tractor mod
Hahaha
Have you played with Questable Tractor? It's a great mod; makes getting the tractor less expensive, but still work
I haven't, I dislike how much it costs but feel reducing the cost is too cheaty for my taste, so that's the perfect mod to solve my issue! absolutely love quest adding mods to, gives me a direction and makes discovery very fun
Oops, wrong link, one sec
There we go
The same mod author did Junimatic, which is an alternative for Automate that has a similar quest-based setup
Good stuff
it also comes with a separate size setting for each tool?! even though I've already got the tractor in my playthrough I am adding to my game immediately
Hey guys, why is this not working? 😦
{
"Format": "2.3.0",
"Changes":
[
{
"Action": "Load",
"Target": "Characters/Caroline",
"FromFile": "assets/Caroline_Sprites.png",
}
]
}
:c
I need more configuration?
are you getting an error message?
It only say that isnt a mod made for stardew valley 1.6
Idk why
try making your format 2.7.0
are you trying to mod on android?
ah ok i can't help with that, sorry

Oh, there's an android smapi discord?
!androidsmapi
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
This looks like your manifest json is wrong
working on the heart events but i got my phainon mod out
for my first mod im pretty content, even if i did belatedly realize i messed up the gift tastes https://www.nexusmods.com/stardewvalley/mods/35811?tab=description
why are heart events so hard ive been fight ts for like 6 hours
congrats!
and don't feel bad, everyone messes up
would you like it to be showcased?
thatd be amazing :0
nasa did just discover a new infinity shaped system
YEAH he's here
Congratulations on your mod release!
I saw the animation for your NPC and it was really good 

😔 i just cranked out gift taste dialogue for another npc
why is that all i seem to do nowadays
YAAAAAYYYY OMGGGGG- CONGRATSSS 🥰🥰🥰 (I am SO HERE FOR IT, NUMBER 1 PHAINON MOD DEFENDERRRR LESSGOOOO ✨😤😤❤️)
I'm adding recolour support for a custom tilesheet but I'm not sure how to implement it into a .tmx file, I'm guessing you can't use local tokens inside a .tmx file. Do I have to make a different map for each recolour?
uhh no you dont
Oh wait actually can I just use the vanilla one, then edit image it with the recolour?
basically yeah, you have your original tilesheet, then editimage with a condition for if they have the recolor config/ or if you auto recolor by checking if they have the mod installed
how do i do the leah bot
or you can just load separate versions of the tilesheet using that
im a tilesheet
Someone else has to do it for you for now
😔 are you a tilesheet?
yeah :(
oh. well does anyone have the time?
i wanna promo this https://www.nexusmods.com/stardewvalley/mods/35845?tab=files
i can do it
fanku
do you have any kind of message you want to say?
just the existing description i guess
ok
tyty
posting on behalf of @echo sand, giving seb a nicer looking bike :)
https://www.nexusmods.com/stardewvalley/mods/35845?tab=files
huh wait seb's eyes are green?
You can publish things directly now, btw! Don't have to make a message yourself anymore
they look purple to me
Woop, ping
oh thats nice to know :3 i'll remember next time
Oh perfect, next question is about seasonal tilesheets, do I have to add any special logic for changing the tilesheet for a different season or is prefixing the image with spring_ enough?
(and dw i dont mind the ping)
the game will auto change season if your map is outdoors iirc
They're green to me as well 
sometimes you can write {{season}}_ and it'll automatically pick the right season
New feature new feature new feature woooooo
either the colour settings on your screen are wrong, or you're colour blind my friend, the struggle is real
i have turned off my blue light filter and they are indeed green. wild
this is just like sam
That wouldn't work if the tilesheet is embeded in a .tmx file though right?
for whatever reason seb's portraits and sprites eye colors dont match... sigh
oh ur right, it wouldn't
Eh I'll just write some logic for it to change
i am so not looking forward to making the front and back sprites for my stupid bike
it'll be so worth it tho
What's the best way to offer recolour support? as a config option or automatic by detecting whether they have a specific recolour mod
i prefer a config but most ppl like autodetect iirc
Do you have completely custom tiles?
I do, currently only vanilla, but I'm going to make ones in the styles of recolours
Ok so you probably want to match earthy and vpr at least
I plan on making an earthy, starblue(i think its called), vpr, and witily, plus others I may not have thought about
To do auto matching you can use a dynamic token
is it possible to do both config and autodetect? so you have the options autodetect, vanilla, earthy, etc?
Yeah
I am indeed, they are exterior
my memory is failing me
Have a config option with 1 option called auto
Then, using the config token, make a dynamic token that does hasmod on each supported recolor
Oooooo this looks very nice
I shall do that then and have it as detect by default
Can summon mounts using custom "flutes" and have them eat custom "carrots" - Pinkie is summoned using an ancient drum and is partial to ice cream.
Really cool 🥹😤 yet is it just me or does Pinkie look kinda fat facing foreward? 😅🤨
really partial to ice cream
Excited to feed my broom some wood
I just added a field set a custom speed boost value too, the vanilla value is 0.4
i’m using that mod for my bike mount
i’m 100% gonna fuck up the code but the art will be solid af
carrot eating animation is still broken for oversized mounts
Quick question, is it actually possible to start a heart event in a custom location? If so, is the template still uses Data/Events/Location ?
Yep it is possible. You have to load a blank json to the location first (if it's not your mod's location, make sure it's not an Exclusive priority Load in case someone else also tries to Load a blank json for it), then do your EditData patch Targeting the location, which is Data/Events/<LocationName>.
Can i ask how one does that 😔
It's gotta be the internal id
Make a json file named blank.json and put {} inside it. Write a Load patch where you have that blank.json as your FromFile and your desired location as your target (as chu said, it's the internal ID for the location, not its display name). Then write an EditData patch also targeting that location but with your actual event in it (using {{ModId}}_<DescriptiveStringNameHere> as your entry key because we like a unique, descriptive event ID).
Ah alright, I'll try to do that, thank you 
Good luck! Let us know if you get stuck anywhere ^_^
@stark spindle hi i want to ask if mayor mod have any text in the dll component
I will check now. There should be minimal amount if there is.
Is there anything in particular you're looking at?
Ooookay I think I've royally messed up somewhere
... how can I show a file I've been working on? Because I think I've converted it wrong
.
I've been trying to update an old mod that allows you to buy almost anything from npcs (Buy more materials is the name). However, when I converted it, it looked like half of the npc shops got chopped out D: . I don't know if that's meant to happen or if I've missed a whole lotta things 
You can upload your json here and share the link: https://smapi.io/json
I'm ask on behalf of ppl doing zh translations
Ok I've went through it and I can't find anything. I know I was worried about some of the menus when it released but I think I was a good boy. If you have any issues I'm happy to hunt them down and fix em.
They did zh.json on the cp half but still have some random eng text
It's probably just mistek on their end then ty for checking
If u do end up putting some text in the dll half u can i18n that too 
no it's probably my fault. I was possibly overly cautious when they were asking about the translates. Its been on my list all week to check for them
Thanks. Yeah I've used it for a few now but when I made the menu originally for the council stuff I hadn't figured that out yet and I was worried I had missed some.
Wait so is there text left in dll or otherwise not i18n'd 
Or is it probably tl side mistake
I don't think you can have !None as a condition (lines 16, 84, 121), you've misspelled Portrait as "Portait" (lines 17, 85, 122), having a closed owner with no condition when the open owner is "AnyOrNone" will never show the closed message I don't think, and you've not given Linus or the Wizard any items to sell. In total, this mod sells 6 items, all Big Craftables and all sold by Leah.
There shouldn't be but if you have an example I'll look into it.
Ok I'll let you know 
Thanks so much.
what the hell happened there D: so that's why it didn't load properly 
I'll have to read around again then 
Yar, they are using an STF - CP converter. The original STF json does have everything properly so probably something happened in the conversion process.
What converter were you using?
The STF2CP converter https://github.com/AnotherPillow/STF2CP 
(from zh tl people) some of the letters became english
the mod I'm working on has both an STF section and a CP section 
Hm are you doing edits to these in AssetRequested? Possible that you are editing all locale
Looks like the CP bit is for the maps and STF is for the shop stuff
Yar, the CP section is fine. You just need to merge them at the end.
I always forget the converters exist.
OOOOOOOOO sugar. Yeah that's my fault. It's the content patcher updates for places where they mention 'mayor' Lewis.
I'd suggest to just do it manually, but whew there's a lot huh.
Yeah there is
. But I'm still gonna give it a shot. 
One more thing before I go. When you say merge them at the end, do you mean drop them all in one folder or...? Cuz current end product is this: (output is the conversion I did earlier)
Ah that is a little tricky to deal with 
Gotta do per locale edits basically
Some u can perhaps do via LocalizedText but not mail
eya, i have a question regarding the grass tilesheet. i'm trying to figure out what row is used in which season/location. some are pretty easy to guess (blue grass, first 3 rows) but the middle has me stumped. can someone point me to where i can find some info on that?
Basically move the contents of the assets folder in the STF section into the assets folder in the CP section.
I think some of them are partially cut
Re this i mean
Yeah just completely didn't think of it. I feel dumb. I need to find a cleaner way to do it. It doesn't scale great since I've been looking more at compatibility issues. I'll move all of it to be Localized. Thanks for this.
And then
Move all of this into the content.json in the CP section.
SO you'd only have one main folder in the end.
I don't know how the converter work, so I can't give any advice for that. But if you really want to do it manually, you should be able to surmise the format by comparing.
that would make sense, guess it's time for some bright pink recolors to figure out the details ^^
It should still be possible to do the auto replacement, but you need to check the other languages to see what word they used for mayor
If it is even consistent
For those simple ones ("Mayor Lewis" -> "Lewis") I'm going to try make the search string and replace string localizable. Hopefully that will kinda work but ill send a message to the translators. For the complicated ones I guess I just have to move the whole thing to be localized again.
Sounds good and good luck 
Thanks 🤞
https://smapi.io/json/none/5fc61361194148a8a8aeb909efa572a9 Another question
. Leah, Linus and the wizard's shops all get converted when I convert, but not the vanilla shops. Is this cuz they're too old or something? 
For vanilla shops you need to targetfield into the Items list
Otherwise you be overwriting whole shop
Has anyone had any experience creating mods using More Grass? I'm having issues where grass will not spawn outside of the farm
i dont believe more grass is changing that
how are you trying to get the grass to spawn?
At first I didn't have anything specified in the Whitelisted Locations, but now I've got multiple areas using the location names from the stardew wiki for modding: location data. I even have tested having one grass type whitelisted specifically for the town, but it isn't showing up either
ok so
more grass is a framework to change the appearance of the grass (having more sprites for grass), i don't believe it does SPAWN grass
so how are you trying to spawn it?
Ohhh I getcha, my bad. As far as I know I don't have anything removing grass, but thank you for actually helping me figure out where to look properly
Like as far as I know, the grass should be present like usual, but it just isn't showing anywhere other than the farm
there are some properties on maps that allows grass to spawn, usually coupled with proper path property, but just using grass starter can be enough
well vanilla location don't have grass unless a mod changes that
or you plant it yourself
only some modded locations have grass
I might've been playing modded too long to remember that 😅
Thank you for the help!
sure, sorry it wasn't the help you needed!
It's still exactly what I needed, at least I know I'm not crazy now!
yeah not knowing why stuff isn't working is infuriating
Hey, if you don't mind a couple of compat questions re: this, do you have some sort of field other mods can read for when Lewis isn't mayor? Also, when the farmer is mayor, what position do you have Lewis in?
(Also requesting feature where if you're mayor, you sometimes start the day at noon because your first six hours is spent on paperwork
/j)
sure so "EmuEngine.MayorModCP_ElectedAsMayor" is the key for when you're elected so that. I'm not sure what do you mean by position?
That feature is hilarious! Ha maybe I can put it in as a configurable thing.
I do apologize. I have been planning to put all of the source for this up on github I just haven't gotten around to it yet. All of my project tracking is in my forgejo instance so I need to look into moving that stuff with it.
Edit: I misread
Like, I have an event in one of my mods where Lewis is handling the municipal business tax - will it still make sense if he's not mayor?
so he doesn't really have any job i guess. I still leave him in charge of festivals at the moment.
Hmm maybe we could make him an assistant or something. Ha i dunno if id trust him with tax if i was mayor though
OK, I won't worry about that event for now then. Not sure how much you want to go into the lore but I think it'd make sense if Lewis either handles some of the bureaucratic paperwork, like taxes and licenses, or teaches the farmer how 
I assume you edit some of his dialogue - do you edit any of his Saloon strings?
Yeah more integrations in the future would be cool.
So i do try to edit any dialogue that refers to him as Mayor but I learned today I don't do a great job of it for when people are translating so im trying to make that better at the moment.
I actually might be doing something silly now and I was half thinking of asking you all if its a really dumb way to do it.
Go for it 
I'm actually working on an update to my saloon dialogue mod and I've already got some edits for No Town No Mayor that I can add your mod in on. If you wrote anything new for his Saloon lines I'd need to integrate that though.
so the im trying to cut down on the amount of strings you'd have to update for simple changes ("Mayor Lewis" -> "Lewis") and have those update on the fly in the AssetRequested in c#. The idea is you have a list of the keys which you know has that and you just have a find/replace for those assets. Then all you'd have to translate is the searchString ("Mayor Lewis") and the replaceString("Lewis"). Mainly im worried that much editing in the AssetRequested is just super inefficient. Maybe there is just a standard way to do this and I haven't seen it yet?
ill make sure to check for you
I don't know enough C# to know if that's a good approach or not, but you could see how Ichor implements J Club, I trust them to have a good approach
https://www.nexusmods.com/stardewvalley/mods/28276
O thanks cool Ill have a look through it
One of these days I need to put together a rec list for high quality shitpost mods 
that would be a fun collection
i NEED 
Hi gang, is there any way that doesn't use central station mod to make a warp from the stardew station that costs money?
Oh, are you talking about the train station?
Yes yes :]
Visit Mount Vapius (https://www.nexusmods.com/stardewvalley/mods/9600) is an expansion mod that adds a new region in the mountains. Accessible by train, you'll enter the hamlet of Glimsap, with its tight-knit group of villagers, that holds a market twice a week. You'll get to explore new places, fight monsters, get new crops and forage, trade local coins for exclusive goods, and complete tasks to unlock special items, including machines, buildings, and animals.
Aye aye captain! Thank you!
How Can I make my Pond in my map fishable Yes I Can fish but its mostly trash
you need to add the fish via location data
for example, if you want to add the same fish that are available in the ocean, you would copy the entry (off the top of my head, it’s something like FISH_OCEAN)
Ah as far as I can tell looking through the files I dont think that is how I want my trains to run 🤔 Hmmm I'll figure something out
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
Damn I thought for a second I could do this with text operations and content patcher but the only thing I can find in the docs is the "ReplaceDelimited" operation and that's not for substrings. Anyone know if there is something in content patcher for substring replacement and I just can't see it in the docs?
i'm using minecarts and :
{
"Id": "Lumisteria.MtVapius_TrainStationTrain",
"DisplayName": "[LocationName Lumisteria.MtVapius_TrainStation]",
//"Condition": "LOCATION_ACCESSIBLE Railroad, {{RailroadMinecart}}",
"TargetLocation": "Lumisteria.MtVapius_TrainStation",
"TargetTile": {
"X": 6,
"Y": 32
},
"TargetDirection": "down",
"Price": 250,
},```
This format
Ah minecarts!! That’s why I could t figure it out! So you just use the new railroad mine cart and warp to another mine cart in mt vapius?
iirc (and understand what you want to do correctly) not a farmer - not a clinic does (https://www.nexusmods.com/stardewvalley/mods/26291?tab=files&file_id=109077) does replace only certain words/substrings from the dialogue
so you could take a look at how they are doing that and if that fits for your issue as well?
Hmmm well I could use mine carts (I keep misspelling it as Minecraft smh) but I fear lore wise for my mod that wouldn’t be the best haha! My location is like a super long way away, like if Stardew was east coast America, my location is like montana 🤔 I’m thinking I gotta just get creative
Or learn c#
Im putting my money on the first
(Just because it's called Minecraft doesnt mean you need to skin it as minecarts
Unless you want like a plane animation you could do it
Also doesnt central station support boats
But yeah, you could also do your own c#
O neat Ill take a look

no wonder...