#making-mods-general

1 messages · Page 373 of 1

lucid comet
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SDVpufferlurk just for my curiosity: why would you not want your destination be available from central station?

reef siren
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It should only be accessible from when the boulder is removed on Summer 3, if it’s accessible from Central Station it wouldn’t make sense to have it just not exist in CS until summer 3, yknow? I want the road block to my location to literally BE the existing road block (the boulder) :0

lucid comet
#

i think i would add a line about there being a roadblock on the tracks to your location as well (someone muttering about joja doing joja things) and then make it available after the boulder is gone via both train station and CS ^^"

brittle ledge
#

Can't you keep CS locations conditionally locked?

devout otter
brittle ledge
#

thank you for validating me Dolphin SDVpuffersquee

lucid comet
#

(or even add a small bundle in the railroad area that you have to finish to unlock your location and have that be the unlock criterium for both, but that is my scope creep side sneaking in)

lucid comet
reef siren
#

Ahhh I guess that could work, I hadn’t considered that actually! I had my tunnel vision on “Must be from Stardew train station only” to even consider I could just condition the station to not be accessible from Central Station until then haha!

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And so to double check (I haven’t played with CS ever before my mod idea has been on the back burner for like 2 years) I can go to the train station and travel directly to my location without the need to go to CS first? And the location will also be accisible from CS too? Or can I only make it accessible to Stardew Station only

devout otter
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You can make it accessible from Stardew Station only.

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Or you can make it accessible from CS too.

stark spindle
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Sadly I can't find any example in there that is just replacing a substring but thanks so much all the same.

devout otter
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If you want, you should also be able to use trigger, so that it would be available from CS only after you get there from the Stardew Station.

reef siren
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HUZZAH! Wonderful news! I think for the first time going ill make it accessible only via Stardew but once you’ve been there it is accessible to CS maybe like some landslide or something between CS and my location lol

reef siren
#

Thank you all so much for the guidance! Time to download CS

gloomy wagon
#

helloo, is there a way to combine seasonal options and dropdown variants with furniture framework? say like a spring tree but the variants are different colors/details for that season @woeful lintel (forgot to tag)

golden basin
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would anyone be interested in help me with the museum framework thing? im feeling very overwhelmed by the information

hallow prism
#

if you explain the issue i can see if i have clue but i don't do more than that

golden basin
#

I guess i just dont know where to even start learning how to use the mod. hmm i might need to step away from it actually and come back

brittle pasture
#

Button has a thread here if you need to ask her questions directly

hallow prism
#

the documentation is pretty good with entire examples to copy and a demo mod

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if you want to take it slow look at the demo mod, sleep a couple of day and return with questions

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my experience is that stuff i find overwhelming is easier to deal with :

  • in smaller bits
  • with some good rest so it "clicks"
echo sand
#

i tried to run it just to test and pinkie won't spawn. my SMAPI log is in the link; just scroll down a scootch

cold marsh
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On a scale of "none at all" to "same as a CP OnTimeChange patch", how resource intensive is it to use a SYNCED_CHOICE GSQ set to a tick interval?

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I need it for an item that gives you random buffs when consumed.

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I assume it would be better than using {{Random: a, b, c |key={{Time}} }}?

opal tendon
#

how do you put things on top of the bus like this

reef siren
#

New question, can a tile action ask a question? So in game you click on the tile and it asks a question and then requires a response—is this a thing?

pine elbow
#

hi

royal stump
# cold marsh On a scale of "none at all" to "same as a CP OnTimeChange patch", how resource i...

Assuming that's in Data/Objects, it's probably better to use a GSQ, though performance is hard to compare without testing. Invalidating a large often-edited asset usually means more work for CP, while food buff conditions should only be checked when the player eats that specific item.

And for what it's worth, "tick" is as efficient as the other intervals in those random options. They just change which number the RNG uses, not how often any work happens.

cold marsh
royal stump
golden basin
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which part of a special order is the ID?

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im getting a error saying my Id doesnt exist is why im asking

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so im just confused

royal stump
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it should be the entry key before the data model, as in Willy for the first vanilla one

golden basin
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my code*

royal stump
#

so {{ModID}}_ArcanianMuseumBuild in that one, with whatever your mod ID is of course

golden basin
#

i wonder why its saying it doesnt exist...

royal stump
#

it'd help to see the log, it could be referring to another list/object inside that or something

golden basin
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ill get that for you one sec

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 35 C# mods and 17 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

royal stump
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so I'm pretty sure the ID itself does exist there, though you could check patch export Data/SpecialOrders to make sure you see it; that error can happen if anything is null in the GetSpecialOrder code, which loads pretty much the entire thing
(anything that shouldn't be null, to be clear; it's okay in some fields, just unclear which)

golden basin
#

oooo

royal stump
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the other errors about your NPC might've made that code miss something, or one of the other fields might have an issue, it's hard to tell

golden basin
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so if i do use something do a ""

royal stump
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...oh, yeah, some of those can't be null for whatever reason SDVpufferdizzy

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OrderType and SpecialRule should be "" instead of null, at least

stray trellis
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So I tried putting toilet texture over an existing rug texture with no luck, couldn't find it in the catalogue. I'll probably try again. I am, hower, finding ways to amuse myself.

hallow prism
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i tend to remove all the null field when i can because, as i often say, "null is nul" (nul means lame in french, roughly)

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(not to be confused with french "lame" which is blade)

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(luckily there's no "blade" word in french)

golden basin
#

AAAAAAAYYYYYY

stray trellis
golden basin
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hey at least its working

stray trellis
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No, I meant the ayyyylmao like in my name

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You said aaayyyy, so I said lmao, lol

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From an old meme

golden basin
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oooooo ok

pine elbow
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hi

golden basin
#

GUn

pine elbow
#

He is locked and loaded

golden basin
#

hes ready for vilence

wanton pebble
#

Is there a relatively simple way to string compare several names into a list in Content Patcher? Trying to create a list of potential people who can show up in an event but I have to make sure a (variable) NPC isn't part of that list

#

Example: I'd like to have four pools of names, but if the player's date is Leah, I can't add Leah to any of the lists. I know that in a vacuum I can do something like

{
         "Name": "VanillaIslander",
         "Value": "{{Random:{{VanillaIslander}}, Leah}}",
         "When": {
             "Date |contains= Leah": false,
         },
    },

But that only works on a static value of Date, and I need it to work on a lot more than just the vanilla 12 romanceables (since I know some people make Gus, Sandy, etc. romanceable, and that's not counting modded characters)

opal tendon
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so i made a cat and it shows up when I use the alternative textures thing on it but its not showing up in the character creation screen and I made it with the content patcher method (theoretically) so idk what's going on with that does anyone know?

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(the cat in question)

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using the AT scissors I can get it to show up

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but when I am in character creation it just shows as the normal cat/doesn't show up

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does that mean I accidentally made an AT mod?

hallow prism
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it would be pretty hard to accidentally make an AT mod

opal tendon
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oh also this is the content thingy

opal tendon
hallow prism
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you are just editing the sprite so of course the icon in main screen isn't changed

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if you don't change it

opal tendon
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oh

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how do I change that too?

hallow prism
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i believe it's in cursor

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i also think it's cleaner to add a new animal entirely but i never did it

opal tendon
hallow prism
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i prefer no ping

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and yes

opal tendon
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oh sorry

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do you know how to do it?

hallow prism
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i know the general stuff : you unpack game file, look at how they do it, look at the wiki, and do the same, but i will not be able to guide you neither i want to

hard fern
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SDVpuffersweats i had a really weird nap, now time to get back to modding

sturdy lava
#

Hii, really sorry to bother everyone. I'm not a modder or anything, but I'm a digital artist who's super interested in making some mods (mainly portraits and character sprites, rlly just cosmetic stuff atm). I'm totally fine on the illustration side of things, but I know literally nothing about modding.

Would it even be possible for me to start learning now? Or are there a bunch of skills I'd need before I can even think about doing a project like this? I'm not very techy at all but I really wanna try!

If anyone knows any good beginner friendly resources or wouldn't mind dming me to help point me in the right direction, I'd really appreciate it! Sorry if this sounds kinda naive, I've just always wanted to get into modding in the games I play but never knew where to start. Thank u sm ♡

torpid sparrow
#

It’s not too hard to make a new pet if you want it to behave exactly like the cat just copy paste the code from the game

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That’s what I did

round dock
ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

torpid sparrow
#

Anyone can learn how to mod SDVpuffersquee

sturdy lava
torpid sparrow
#

And it’ll never be too late unless CA nukes the game

sturdy lava
round dock
#

Also, the server is full of mod authors who excel at making sprites and portraits. Feel free to ask here! (not to me tho as it’s unfortunately not my niche SDVpuffersquee)

round dock
torpid sparrow
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Like a lot of questions

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But you make it through cause there’s so much help here SDVpuffersquee

hard fern
#

i too had absolutely 0 experience

round dock
#

But this community is wonderful at guiding and redirecting people at the right path. Not to mention resources and documentation so you know the basics.

#

Don’t be afraid to ask questions and to ask for help. We all start somewhere.

sturdy lava
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Do you know how I could find someone who is experienced in making sprites and portraits like you mentioned?

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Or should I just ask around

hallow prism
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if you find a simple content patcher mod doing what you want (like, i don't know, changing elliott portrait) it's ok to look at it to see how stuff is done. I say "simple" because mods like DSV for ex are both pretty complex and using code that took a long time to create so they would be a different case

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but for most basic stuff people don't usually mind being taked as example because they know there's no 50 ways to do stuff here

sturdy lava
#

DSV?

torpid sparrow
#

Diverse stardew valley

round dock
#

Diverse Star— damn it Wem SDVkrobusgiggle

torpid sparrow
round dock
wanton pebble
#

!dsv

sturdy lava
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hm interesting

ocean sailBOT
#

Diverse Stardew Valley (https://www.nexusmods.com/stardewvalley/mods/17059) is an expansion mod that adds extensive seasonal, festival, and location-specific outfits and alternate diversity redesigns for NPCs supported by dialogue, event edits, and map edits. Outfits are available for either the vanilla or alternate character designs and nearly every aspect of DSV can be configured individually. See the DSV website for more details, including a list of mods with special compatibility: https://diversestardewvalley.weebly.com/

opal tendon
#

to add the icon replacer in character creation what else do I need to add to this?

hallow prism
#

yes sorry i managed to not abbreviate Content Patcher (CP) then immediately forgot my resolution to avoid acronym with new users out of habit

torpid sparrow
#

!cp

ocean sailBOT
torpid sparrow
#

content patcher easily enables you to change portraits and sprites

wanton pebble
# wanton pebble Example: I'd like to have four pools of names, but if the player's date is Leah,...

Also I hit upon a much simpler way of doing this after a bit of hemming and hawing - I remembered after perusing my personal Date Night file that I had a section to get a different islander picking like so:

{
         "Name": "Islander1",
         "Value": "{{Random:{{SVEIslander}},{{RSVIslander}},{{ESIslander}},{{VanillaIslander}}|key=BeachDate}}",
         "When": {
             "FarmName": "Fortune",
         },
    },
    {
         "Name": "Islander2",
         "Value": "{{Random:{{RSVIslander}},{{ESIslander}},{{VanillaIslander}},{{SVEIslander}}|key=BeachDate}}",
         "When": {
             "FarmName": "Fortune",
         },
    },
    {
         "Name": "Islander3",
         "Value": "{{Random:{{ESIslander}},{{VanillaIslander}},{{SVEIslander}},{{RSVIslander}}|key=BeachDate}}",
         "When": {
             "FarmName": "Fortune",
         },
    },
    {
         "Name": "Islander4",
         "Value": "{{Random:{{VanillaIslander}},{{SVEIslander}},{{RSVIslander}},{{ESIslander}}|key=BeachDate}}",
         "When": {
             "FarmName": "Fortune",
         },
    },

So I realized I could utilize that for my purposes above and "shift" to a different token by reordering the people for the generic Island Date if the date was exactly one person in the pool, rather than iterative

#

Much simpler and easier to utilize for my purposes SweatSmileIan

round dock
sturdy lava
#

Hm. I'm kinda interested in frankensteining a few portrait and sprite mods together (just for personal use), but I'm not sure if that's even possible? One of them has seasonal outfits, and I thought it could also be fun to make my own portraits and tweak them a bit based on my personal hcs. I’m guessing the seasonal one probably uses some complicated code though, like what was mentioned.
Also I have no idea if doing stuff like that is frowned upon lol, I hope it’s not. If it ends up being too messy or if I can’t get it to work, I’ll probably just make something original instead so I can share it anyways.

torpid sparrow
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If it’s personal and not uploaded I think it’s fine(?)

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The code isn’t terrible either

wanton pebble
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Speaking as the person who's coded a lot of Seasonal mods (somehow... XD ) - they're not super complicated unless you're doing more than just the four seasons

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Like, _Spring/_Summer/_Fall/_Winter? Ez

sturdy lava
torpid sparrow
#

Jonghyuk has like a million outfits

wanton pebble
#

And then you have exactly what wem said XD

torpid sparrow
#

Arknir is a whole different beast

wanton pebble
#

I wonder if I have the example seasonal thing I made for Poltergeister a while back tucked away somewhere

opal tendon
#

is this still not right?

royal stump
# opal tendon to add the icon replacer in character creation what else do I need to add to thi...

I'd recommend to look at how EditImage's other settings work, and make sure you're replacing the right section of the right image (the cat icon is a small part of LooseSprites/Cursors_1_6)

but anyway, I think what you want for the second EditImage is something like this
(based on the area numbers in Data/Pets for that cat breed)

"Action": "EditImage",
"Target": "LooseSprites/Cursors_1_6",
"FromFile": "assets/spectralcaticon.png",
"ToArea": {
    "X": 256,
    "Y": 381,
    "Width": 16,
    "Height": 16
}```
#

FromArea/ToArea should only have integers (whole numbers), so what you've got will probably show CP warnings

round dock
#

(also please don’t be ashamed to ask for help or for not having any experience. we all start somewhere and yours starts here SDVpufferheart)

sturdy lava
#

That's very kind, thank you!

#

I don't know why I was worried I'd piss people off with my questions at first lmaoo. It's actually very nice here tho

opal tendon
royal stump
#

there's a json error on line 19 of your file, uploading it to https://smapi.io/json with the CP option should help in more detail

opal tendon
royal stump
#

probably not, it's just a validation thing; after you upload there, you can post the new URL here for other people to see

opal tendon
royal stump
#

yep, like that
usually those errors are stuff like "missed a comma" or "used ] instead of }"

wanton pebble
#

blinks

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I don't think I've ever seen someone try and use decimals in those fields

ocean sailBOT
#

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

wanton pebble
#

Well you now know what you're doing more, Cowpoke SDVkrobusgiggle

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But in all seriousness, I don't think you can use decimals

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since I think those widths are pixels and I don't think it's possible to use a fraction of a pixel

opal tendon
#

I tried taking that part out too 🥲

wanton pebble
#

Well, you do need FromArea

royal stump
#

so here's what I'd recommend instead: https://smapi.io/json/content-patcher/6609b39a5f504e91a086299a22a5bb17

  • you want Cursors_1_6 and these different ToArea values, from my earlier post
  • yeah, these are pixel numbers, so decimals don't work (or get read by CP correctly)
  • if spectralcaticon.png is a 16x16 cat image, you don't need FromArea (it uses the whole image by default)
wanton pebble
#

oh, except in that last case, esca's right

royal stump
#

(the first image is spectralcat.png, so I assume it's just the icon, at least SDVkrobusgiggle)

wanton pebble
#

(You can tell I do art changing mods that aren't seasonals a lot SDVkrobusgiggle )

royal stump
#

yeah, CP wants the image size to match, but you can use transparent pixels as needed

wanton pebble
#

It's generally best with this stuff to always match the standard size of things - images like 15x14 will be weird since SDV standardizes stuff to be multiples of 16

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e.g. 16x16, 16x32, 64x64, etc.

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(Well, not too sure about that last one, I'm incredibly rusty XD )

royal stump
#

I assume there's a 4x4 tile sprite somewhere, but I'm not sure offhand SDVkrobusgiggle

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but yeah, the way the game actually loads those icons is like this, including the transparent space

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you can use those or not, but the image should be big enough for that

opal tendon
#

IT WORKED TY SO MUCH!!

halcyon ivy
#

im working on a small mod and it’s my first, just wanted to ask if u can modify the prices of all the items in one shop or you have to actually target item per item

wanton pebble
#

99% positive there's a field to modify all the items

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[[Modding:Shops]]

wanton pebble
#

e.g. multiply them by 2, add 500 gold to each, etc.

twilit quest
#

I'm guessing the whole Intro to the game is very, very hardcoded?

wanton pebble
#

I guess the question would be what part of the intro are you trying to change?

twilit quest
#

But I don't think I've ever seen any mod do that

wanton pebble
#

oh that shouldn't be too hard, I think that'd be simple

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let me try and make sure that it would be by finding where that text exists

tribal ember
#

ahhhhh hi there! amazing! thank you so much ❤️

wanton pebble
#

Because I swear that's just part of something like StringsFromCSFiles, even if the intro itself is in C#

twilit quest
uncut viper
#

all user facing text should exist in the strings folder or somewhere, otherwise it wouldn't be translatable

halcyon ivy
uncut viper
#

(with some very scant few exceptions that are not very important I believe maybe)

wanton pebble
#

AHA

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sorry, took a moment

#

Wanted to make sure my ducks were in a row for glymr. In the code, it's GrandpaStory. the lines, however, are in StringsFromCSFiles

hard fern
#

is there a chart of like, vanilla + modded npc birthdays

wanton pebble
#

"GrandpaStory.cs.12026" and such around there will be the intro lines. The letter itself is 12051 or 12055.

#

The code takes it from those lines:

public void receiveLeftClick(int x, int y, bool playSound = true)
{
    if (!this.clickedLetter && this.mouseActive && (this.clickableGrandpaLetterRect().Contains(x, y) || Game1.options.SnappyMenus))
    {
        this.clickedLetter = true;
        Game1.playSound("newRecipe");
        Game1.changeMusicTrack("musicboxsong");
        this.letterView = new LetterViewerMenu(Game1.player.IsMale ? Game1.content.LoadString("Strings\\StringsFromCSFiles:GrandpaStory.cs.12051", Game1.player.Name, Game1.player.farmName) : Game1.content.LoadString("Strings\\StringsFromCSFiles:GrandpaStory.cs.12055", Game1.player.Name, Game1.player.farmName));
        this.letterView.exitFunction = onLetterExit;
    }
    this.letterView?.receiveLeftClick(x, y);
}
#

that code may be sliiiightly outdated, I haven't re-unpacked the game

#

but roughly that, so you know where the lines are taken from. A regular Content Patcher edit to the stuff in StringsFromCSFiles should do the trick.

wanton pebble
halcyon ivy
wanton pebble
#

Ye I got that part

#

I meant mathematically

torpid sparrow
#

oo i wish i had thought of editing grandpa's letter text. my friend played stardew for the first time with me and a couple other seasoned players and it would've been funny to prank him

wanton pebble
#

what specific math are you trying to do on the shop overall - you said you wanted to increase the prices, but how. Do you want them to be 500 gold more? Do you want them to double in price? Do you want them to be increased in some bizarre extra way?

halcyon ivy
wanton pebble
#

Hm. That first part may not be easily possible, someone else will need to chime in on how simple it would be content patcher wise to get the previous day's weather

#

But increase at the end of the season? Easy. Say you want to double the price in the last week of the season. In Data/Shops, in the definition of the shop, simply add something like:

    {
        "Modification": "Multiply",
        "Amount": 2.0,
        "Condition": "DAY_OF_MONTH 22 23 24 25 26 27 28",
    }
]```
#

not to an individual item, but in the shop definition

#

If you're applying it to an existing shop it'd be some field edit or something and I'm not writing that right now, I have a hard enough time writing that plus juggling my dynamic tokens for the mod I'm writing - someone will probably have a good example

halcyon ivy
#

Okay I understand thank you

shy harbor
#

Hopefully I'm not interrupting anything but I figured I'd ask here. Is there any "easy" way to change the color of the dark font in the game? (like the one in the options menu) I made a UI mod and I really like the colors I have but that dark font with the yellow shadow behind it is a little hard to read

twilit quest
#

Thank you so much for hunting that down, @wanton pebble! There's so much text in SDV that I had no idea where to look. I'm excited that this is something I can edit!!!

wanton pebble
# halcyon ivy Okay I understand thank you

Things I think of while idly thinking through tokens: if there's no easy way to acquire the previous day's weather, you can make it yourself. Trigger actions can send a mailflag at daystart of a rainy day, then your shop can detect if you have that flag and it's sunny weather (or just if you have that flag) and a dayending where the weather was sunny and you have that flag could remove it, and just make neither get marked as complete so they repeat

#

Bit of a complicated system way to do it, buuuuuuut if there's no better way, you can put it down as such

halcyon ivy
#

Using content patcher may be easier in this case idk lol idk I’ll have to ask

#

But thanks for ur input

#

That helps SDVpufferheart

hard fern
#

SDVpuffersweats sigh uh oh i think i scope crept myself

twilit quest
#

IT WORKS! @wanton pebble

hard fern
#

my original idea was for my npc to not be marrigeable, but dateable, because she's not ready to get married, and i thought maybe like, 5 or so years would be a decent enough time to wait. but then that means i have to come up with stuff to do in that 5 year time span...

twilit quest
hard fern
#

yeah, i know

wanton pebble
#

Hell yeah! I'm glad everything worked out - good luck on the mod idea!

hard fern
#

i guess i can tell the player to install that mod where you have to get 4 candles to get the spouse stardrop

tiny zealot
reef siren
#

When an event ends, is it possible to make it change the time? My event is supposed to last like 3 hours, so the event should advance the time by 3 hours

tiny zealot
#

not with just content patcher, no

reef siren
#

Nooooooooooo 😪🥲

hard fern
#

just play in multiplayer and have everyone wait 3 hours for you to finish

reef siren
#

Literally was gonna do that hahahaha

tiny zealot
#

a mod could implement a trigger action to advance the global time in such a circumstance, and if it did you could use that action from the event code with no further requirements

uncut viper
#

(dont look at BETAS)

tiny zealot
#

(i did this for my NPC mod, but it's not available in a framework or anything. if you had my mod installed, you could use it though!)

uncut viper
#

seems bad for multiplayer

tiny zealot
#

i'm pretty sure mine aborts harmlessly in multiplayer

uncut viper
#

seems bad for a mod author who wants to rely on it working SDVpuffersquee

reef siren
reef siren
tiny zealot
#

if i ever make my vaporware event framework, it will be in there. but no guarantees 😅

uncut viper
#

it was me saying im not going to add it to BETAS

reef siren
#

Lmaoo icy icy

#

Well no worries :0 I can come up with a workaround I’m sure

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Currently making an event warp you to a different location by just moving you off screen when it ends to a tile that tps you to the location

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Unless I’m being silly and an event can just warp you anyway

#

Omg wait

#

WarpOut

#

Eh mine works no point changing out now lmao

hard fern
#

SDVpufferthinkblob does the map fixer run on a specific time?

#

i noticed after putting my map through it it jumped ahead in date

uncut viper
#

UTC i imagine

copper egret
#

i cant type in smapi console SDVpufferwaaah

lucid iron
#

I believe you are able to early end the day with spacecore but ppl didn't like that very much

reef siren
#

I think there is end newDay in event data which also ends a day early vanilla

tiny zealot
#

it is extremely fun that you can take an entire bus ride to wherever, see the concert, then ride the bus home and arrive exactly when you left. events occur in a pocket dimension

gentle rose
#

you can also just deal 1000000 damage using spacecore which will also make the day end early SDVpuffersquee

reef siren
#

Literally tho lmao

outer verge
#

im trying to make an event where halfway through, my character switches clothing, so I made a new spritesheet just for that. I think I understand how to load it into the event (changeSprite), but how do might I load it in content? I currently have this down, but he doesnt change in game lol

opal tendon
#

MY NEXT MOD ADVENTURE SHALL BE TV CHANNELS

tiny zealot
opal tendon
#

where are those I FOUND THEM

outer verge
#

oh would it just be like changeSprite Phainon Phainon_Tunic

tiny zealot
#

i think you just want changeSprite Phainon Tunic, but double-check the wiki

outer verge
#

fire, thank you so much

tiny zealot
opal tendon
#

Now if I do the tv channels do I erase all the stuff in this photo that isn’t the tv channels?

obtuse wigeon
#

What's the _MACOSX file people include in the mods? They seem to work fine without it, is it for another mod I don't have? It also includes a .DSstore file,

hard fern
#

well all of that is part of the TV channel im pretty sure.

tiny zealot
hard fern
#

the little weather icons are for the weatherman and his little box

tiny zealot
#

usually it just means a macos user didn't clean up their zip when they were publishing, lol

obtuse wigeon
opal tendon
#

did I crop out stuff I wasn't supposed to too then?

hard fern
#

uh, well technically you dont have to change it

#

but it does all go with the TV channels

opal tendon
#

oh

#

I see some mods have the channels and icons in separate pngs is that recommended or just how they did it?

hard fern
#

depends on how much you're changing

#

if it's just a recolor then you can overlay the whole thing

#

uh, also depends on how you write the json

opal tendon
#

I see yes...

#

idk yet

#

I was just gonna draw directly on top of the boxes of the channels

lucid iron
#

Yeah that's fine

#

Some mods might split them up because of config

calm nebula
#

Damn

ornate locust
#

man I can't even get a bus that passes time over where I am

opal tendon
brittle pasture
#

honestly I recommend learning how to find the xy coords for ToImage yourself, so you're no longer at the mercy of "someone else made a mod that targets the same area"

brave fable
#

it's not particularly hard, you just need to know where to look in your art program of choice. even Paint on windows will tell you the pixel coordinates under your cursor

#

photoshop hides it in the Info panel, etc

opal tendon
#

I am using procreate I will look up how to do it in there ty ❤️

brave fable
#

it only really gets tricky when you're working with odd spritesheets like Cursors or TemporarySprites, since sprite frame xy coordinates aren't likely to be multiples of any number, whereas other spritesheets generally use multiples of 8, 16, 24, 32, etc

calm nebula
#

And Mr. CA does fun stufd

brave fable
#

in those cases, the only sure way to know is to decompile the game, or guess-and-check until it works

calm nebula
#

My favorite is the white pixel in the moon used for the drinking animation

#

And also the sky being one thin line

#

Hi ichor

tiny zealot
calm nebula
#

I've been around too long

#

I'm gonna go dance to your idol instead now

hard fern
#

the

#

the

hard fern
#

the moon???

brave fable
#

i still don't know why he didn't use staminarect for that SDVpufferthinkblob

tiny zealot
#

the little water particle effects when you drink!

hard fern
#

why did CA do that

calm nebula
#

He needed a texture with a path

#

Staminarect is a generated texture

#

anyways

#

I'm actually considering onions suggestion that I become a kpop themed fitness influencer

#

Which will last exactly until I have to watch myself back on camera

hard fern
#

ok random q i have not talked to this npc a day in my life why is she in the menu as if i have

urban patrol
#

SocialTab i mean

tiny zealot
hard fern
#

ok yeah

#

my mistake SDVpufferflat

#

... and i screwed up the warp

#

ok

#

i need to fix that

hard fern
#

somehow i managed to mess up the door? how do i make my door not transparent...

twin wadi
#

the door action property's probably not working...

hard fern
twin wadi
#

what about the doors map property?

tiny zealot
#

🎵 writiiiiing inconsequential dialoooooogue for an inconsequential npcccccc 🎵 (shoot me)

hard fern
hard fern
# hard fern

for the record in this screenshot it was working fine

#

i dont know why it's suddenly not??

twin wadi
#

you need the layer name i believe?

#

wait

hard fern
#

wdym layer name

twin wadi
#

disregard that

#

i accidentally looked at nighttiles 😅

hard fern
#

i copied this off of clints bedroom door SDVpufferchicksweatsip

twin wadi
#

are you using a custom tilesheet for the door?

hard fern
#

nope

#

vanilla door

#

i was just using a recolor to test compatibility

twin wadi
#

ohh okay

twin wadi
hard fern
#

uh yeah

#

uh no

#

door's still screwed

#

ignore the wallpaper change

twin wadi
#

hmm idk what's wrong, the syntax and everything seems correct and stuff. are you sure the action door tile property is on the correct tile?

hard fern
#

?

twin wadi
#

does it work?

hard fern
#

the

#

no

#

😅

hard fern
#

how on earth did i get it to work fine the first time

#

yes it is

twin wadi
#

just thinking of ways why it might not work 😅

hard fern
#

no it isnt

#

h-

#

it wasnt like this before

#

how is the

#

...

#

it's on Back2???

#

???

#

it was working fine earlier...

twin wadi
#

it decided to escape

hard fern
#

i mustve accidentally moved it somehow

#

this things cursed i dont wanna look at doors anymore

twin wadi
#

i hate doors

hard fern
#

i take everything back

#

it doesnt work

twin wadi
#

oh god

#

now the tile property is on the buildings layer, correct?

hard fern
#

yeah

twin wadi
#

(this is why i do things manually in vsc because tiled is imo cursed)

hard fern
#

but then somehow the coordinates were wrong again

#

SDVpuffersweats e

#

oh my god

#

i figured it out

#

i somehow moved the ENTIRE object data layer??? off by one tile???

#

so no matter what i did it wouldnt have worked anyways

twin wadi
#

if you click m then drag in anyway the entire layer moves

#

anyone know where a filled pet bowl asset is in?

#

just want to reference it

keen seal
#

I believe it’s in townInterior

hard fern
twin wadi
#

thanks!

pine elbow
#

I think I'm approaching mod burnout SDVpetcatangy I can feel it in my bones

twin wadi
#

when i feel im close to burnout i just try my best to take a break for at least a day and i find that it helps

pine elbow
#

Yeah, I'm gonna try that. I'm in that weird limbo where nothing seems to interest me haha

twin wadi
#

i 100% get that, i just hyperfixate on something to the point of burnout and i refuse to take breaks because nothing feels interesting enough... burnout sucks

pine elbow
#

When the audhd is audhd-ing SDVpetcatsad

hard fern
#

im working on npc stuff for my mod but the thing i actually want to make (jewelry) i have no motivation to do...

hard fern
#

SDVpuffersweats what if i made a giant background the size of my map.. what then..

torpid sparrow
#

certain death

hard fern
pine elbow
hard fern
#

i do have to make a nighttime version

#

bc well

golden basin
#

is there a wild animal frame work? to add critters

hard fern
#

SDVpuffersweats i dont know how im going to make the sky change with the time of day

#

considering in stardew you never see the sky

pine elbow
golden basin
#

You can make the sky change by image editing it with a wehen condition

#

when*

#

just change the tilesheet

hard fern
#

🤔 i guess i'll have a couple different versions then

#

dawn, daytime, sunset, and nighttime

sudden estuary
#

Do different FS addons go in the same or different folders?

obtuse wigeon
sudden estuary
#

trying to do the fs_reload and the addons aren't showing up SDVpufferwaaah

#

Do I need to do anything else?

obtuse wigeon
#

however you can have something like a folder called [FS] Content packs then in that folder have [FS] Example Pack 1, [FS] Example Pack 2, [FS] Example Pack 3, each example pack having its own manifest

outer verge
#

I want to make an event where the farmer will be in their bathing suit, would that just be a simple changeSprite farmer bathing? I can't find anything online where something like that would be, but I know its possible since Penny has a event in the spa

sudden estuary
#

Like this?

#

I tried moving it out of the extract file but that presented different problems in reload lol

hard fern
#

ugh i think im going to commit season/weather crimes

#

🤔 alright now i... have no clue how im going to do this

#

first i need to actually put this map into my game

obtuse wigeon
#

Am I able to change the stacksize of furniture added using Content Patcher? Really don't want them stacking to only 1, I'd prefer it to be the regular stack size of items of 999

uncut viper
#

content patcher cannot change game mechanics

obtuse wigeon
#

That's really annoying for furniture made of multiple peices, ahh well

brittle pasture
obtuse wigeon
proven spindle
light bramble
#

how would I go about testing to see if an input given to me in a config is a number? Like if I want people to have the freedom to type any number they want for something in my config schema?

#

Or is there a way to make a slider that has numbers between 200 and 50000 without listing the in-between values?

brittle pasture
#

hmm don't think so (with CP only)

twilit quest
#

I will get you a link

brittle pasture
#

you can have your user input a number, and a dynamic token to 'clamp' it (e.g. make it 200 if the config value is < 200)

twilit quest
#

I can't remove the embed on my phone, sorry

#

I didn't know you could clamp the number- you can look at my content file to see how I made it enterable, then ask @brittle pasture how to clamp the number to a certain maximum. I will probably come back and ask how to also, so I can update my mod at some point! 🙂

light bramble
brittle pasture
uncut viper
#

validated

light bramble
brittle pasture
#

thank u frieren

#

yes

light bramble
#

and I'd be able to do that before the changes if need be

#

or I HAVE to do it before the changes

#

I'm tired...Imma sleep

lucid iron
#

Is a tick the same thing as a rendered frame in sdv/monogame?

obtuse wigeon
sudden estuary
#

are there other command for FS in SCAMPI

lucid iron
#

Scampi 🦐

hard fern
#

hi

sudden estuary
#

what does fs_reload_continuous do

lucid iron
#

You can type help to get the list

#

And help <command> to get docs

sudden estuary
#

for fs specifically or scampi in general

lucid iron
#

For SMAPI mods in general

#

(what does scampi stand for...)

sudden estuary
#

Stardew Mod Application Programming Interface?

#

wait

#

wrong acronym

hard fern
#

shrimp cooking and making pasta indefinitely

sudden estuary
#

is there anything special I have to do to load new fashion sense mods in

#

rather than just modifying them

#

do I reset for that

hard fern
#

yeah

sudden estuary
#

okay cool

lucid iron
#

You would make your own manifest.json

#

So that it's an independent mod

#

Can just copy paste existing and change the fields

sudden estuary
#

can I add the sprites over the example

#

oh lemme see

#

These mods could not be added to your game.

[SMAPI] - Rhythm Heaven Testing Set 6.7.0 because its dependencies have a circular reference: Rhythm Heaven Testing Set => Rhythm Heaven Testing Set).
oh nooooo

#

"Name": "Rhythm Heaven Testing Set",
"Author": "Welkamo",
"Version": "6.7.0",
"Description": "Experiments in Fashion Sense modding with Rhythm Heaven.",
"UniqueID": "Welkamo.RhythmHeavenTestingSet",
"UpdateKeys": [],
"Dependencies": [],
"ContentPackFor": {
"UniqueID": "Welkamo.RhythmHeavenTestingSet",
"MinimumVersion": "6.7.0"
How do I do the coding thing SDVpuffergasp

brittle pasture
#

your content pack for is wrong

#

if this is a CP mod put CP's id in there

#

oh wait it's FS

#

then put FS's id in there

sudden estuary
#

epic

devout otter
#

If I have several different locations, but with the same exact appearance and layout, but with different warp-out points... Is it possible for them to load the same MapPath?

lucid iron
#

Afaik no

#

You need to Load the same tmx to 2 different targets and then do EditMap on each

latent mauve
#

If it's the same tmx though, you could load it to different targets and then... What chu said

lucid iron
#

Then u can use these different targets for whatever purpose

golden basin
#

chu!!!!!

latent mauve
#

(I do that for the apartment floors in Pelican Valley Loft NPC Apartments)

golden basin
#

I have an idea for your consideration

#

a collaboration with decidedly human, where your properties can be applied to animals that are spawned via meeped

#

so animals that attack....

lucid iron
#

Which properties NotteThink

#

I think you confused me with selph (extra animal configs)

golden basin
#

OH! Im so sorry

devout otter
lucid iron
#

But hm does eac stuff not work out of the box rn?

golden basin
#

which is your mod again im so sorry i cant remember suddenly

#

i may have just woken up

lucid iron
#

Non zero chance that they already work 3sSmolMiku

devout otter
lucid iron
#

Ah i see the confusion

#

So i guess u theoretically could but can u not just for me

#

It'd need onlocationchange

#

B4 appearances there was no choice but to editimage one target

#

After appearances you can provide multiple targets

#

Locations generally take different maps so creating more than 1 target is better imo

devout otter
lucid iron
#

I also think doing locationchanged editmap will fuck with pathfinding

lucid iron
uncut viper
#

custom menu controller support my fucking beloathed

#

i am dying

lucid iron
#

Are u having fun with neighbors

uncut viper
#

im having a terrible time with neighbours and my components not getting added to the allClickableComponents list apparently

lucid iron
#

What menu is this one

#

I remember the allClickableComponents list is populated by some reflection stuff

uncut viper
#

i copied a buncha the code from the regular menu :v

#

even reusing the same list

#

of components that is

lucid iron
#

Oh if it is ur own IClickableMenu then idk why it borked

uncut viper
#

it is my own menu

stark spindle
#

it looks cool

uncut viper
#

it would be cooler if it werent controller broken orz (thanks though)

sudden estuary
#

Last question of the night: if I have a fashion item taller than the 16x16 base size, what do I change to fix only the height

#

The values are width and length which aren't helping lol

uncut viper
#

oh my god i fixed it

#

the problem was that i got rid of the green squigglies that Rider was giving me aka i made the clickablecomponent lists private

#

i did not know they could not be private

lucid iron
#

mmg rubber ducking always works

uncut viper
#

i assumed since i knew it was reflection based anyway that it wouldnt need to be public

stark spindle
#

hmm TIL good to know

lucid iron
#

How many B is the name at

uncut viper
#

im just gonna call it Bebber Bobbers

#

in the title anyway

stark spindle
#

gotta love alliteration. did you have a longer name before?

uncut viper
#

just various amounts of B words

#

Button Bresents Bebber Bobbers Betta etc etc

stark spindle
#

haha bresents is wonderful

lucid iron
#

B5

drowsy hemlock
#

Guys, What version of stardew mobile does SMAPI support?

ocean sailBOT
#
Android SMAPI

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.

inner harbor
#

Weird issue I"ve had reported: Hi! My online co-op player/farmhand is having issues with seeing East Scarp NPCs (particularly ones from the add-on packs: Nora, Mateo, Sen, Eli & Dylan etc.) so I figured I'd ask here, sorry if this isn't something from ES specifically but I'm stumped. She can't see any of them at the Flower Dance Festival but I can, I asked her to send me her SMAPI Log in hopes that someone could help us? She's also married to Mateo and we are in Year 2 - (If this is important!) Thank you in advance! :)

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 68 C# mods and 90 content packs.

lucid iron
#

Can you direct them here i think it'd be good to get a patch export Data/Characters

obtuse wigeon
#

Can Content Patcher climb directories to access a texture? I have this file tree:

AoMF
├───[AT] AoMF
│   │   manifest.json
│   └───Textures
│       └───Furniture
│           ├───Table
│           │   ├───Birch
│           │   │       texture.json
│           │   │       texture.png
│           └───Testing
│                   texture.json
│                   texture.png
└───[CP] AoMF
    │   content.json
    │   manifest.json
    ├───Furniture
    │   └───Table
    │           Tables.json
    │           Tables.png
    └───i18n
            default.json

I would like to know if instead of using [CP] AoMF>Furniture>Table>Tables.png for the Content Patcher pack, it uses [AT] AoMF>Textures>Furniture>Table>Birch>texture.png instead

hard fern
#

🤔 i dont know if it can do that

obtuse wigeon
#

Ye I expected as much, ah well, I'll just modify the python script

hard fern
#

wow new hxw tilesheet update right as i was lamenting the fact that i didnt have any good flowers i could put on my map...

#

im saved.

obtuse wigeon
#

Praise HxW, their mods are always a staple in my game

inner harbor
hard fern
halcyon ivy
#

im a beginner in all this modding thing lol so sorry if my question is dumb or something. I just wanted to ask how can you compile the cs files into a dll cause I put all in one folder but didnt compile the cs files

hidden condor
#

is there not a modding discussion channel anymore??

#

or am I missing something

lusty sail
hidden condor
#

ahh it got moved

#

ive been away for a while

#

mbmb

lusty sail
#

No worries

obtuse wigeon
brave fable
obtuse wigeon
#

I made a python script that handles it all automatically anyway, I just have to make a colour pallette based off vanilla furniture and it modifies the grayscale texture I made and makes the necessary .json files

brave fable
#

you might want to read over the AT-CP integrations page and see if it covers what you need

GitHub

Framework which allows for placeable objects, buildings and entities to have texture variety in Stardew Valley. - Floogen/AlternativeTextures

obtuse wigeon
#

What services do people use for translations? Google Translate doesn't translate my native language well at all so I'm not sure what its like for other more widly spoken ones

obtuse wigeon
golden basin
obtuse wigeon
#

I'll add that i'm open to translations in my mod description then ( I was already open but just didn't add it to the desc)

golden basin
#

I think adding that to your mod desc is the best thing to do honestly

#

the translatioon community is really awesome

opal tendon
#

How hard would it be to change a cut scene event thing

#

Also if I wanna make a ui mod can I just start drawing on top of the ui stuff and figure out the rest later?

lusty sail
#

Kind of

#

There are a few UI things that would require a C# mod

#

Mostly colorizations of things

#

Depends on what you want to change

opal tendon
#

Hmmm I would want to make like the main ui menus like a pink flowery cottagey theme

#

Like inventory menu

#

And title screen

#

That kind of stuff

lucid iron
#

That's a normal kind of ui interface editimage mod

#

Mostly doable by cp + theme manager for some hardcoded colors

vernal crest
vernal crest
#

Hello iro lol

fading walrus
#

I usually let people upload translations but am also not averse to including translations from trusted translators in my own files if I know they wouldn't bungle it

#

Or if they just don't wanna upload them

halcyon ivy
#

Im trying to compile my mod but VS says that it can’t find my game folder and idk how to specify it lol does anyone know

brave fable
#

my VS and SDV installs are on different drives, which is likely why i had to do the same

halcyon ivy
#

yeah but where will I create the stardew valley.targets file

#

Cuz that’s where the problem is lol sorry if I didn’t ask the question in a logical way 😭

brave fable
#

oh, it's not explicit - you create one in your computer's home folder

#

on windows, you can use win+R or the explorer address bar and type %userprofile% to go straight there

#

(as explained in the links on the page above)

halcyon ivy
#

i did that and created the file then I put the code in the website and I included the path to my game folder there but still the same error

lucid mulch
#

If you just want to get it working you can also just put it directly in the csproj, but setting up the user profile one is better long term (though I personally never did)

brave fable
#
  • are you using windows?
  • what do the file contents look like right now?
  • does the file explorer show it as a Project Targets File under the Type column, or something else?
vernal crest
#

I just do mine in the csproj because I don't do enough projects yet to bother with the targets file and also because I tend to change the content between projects anyway

halcyon ivy
twilit quest
#

@lucid iron I finally got a chance to test the Upgrade trigger action - I hate to say it, but I think the argument makes the issues worse.
Before, the behavior was this:
I would trigger on DayEnding. Sleep 2 nights. On the morning after the second night, I would receive the upgrade message, and anything that was dependent on the upgrade would apply. For example, the farmhouse map would be different.
Now, even without using the argument: I trigger on DayEnding, Sleep 2 nights. On the morning after the second night, I receive the upgrade message, BUT dependent upgrades don't show. I need to sleep one more night and exit and re-enter the farmhouse for it to show. (The exiting and re-entering necessity might be caused by UB - I'm less concerned about that right now.)

brave fable
#

if yours isn't similar, you might want to reformat it

halcyon ivy
#

I changed it and the error changed 😭 they say that element "#text" under the element <Project> is not recognized

#

At least it’s not the same error 😭

brave fable
#

oh, that's just complaining about the xml schema in the Project tag, you don't need it and it won't affect the outcome

#

the important part is your GamePath value

#

(while still following the template given in the SMAPI mod package docs)

twilit quest
#

@lucid iron I'm going to experiment some more. I just set the argument to 5 to see what happens. I'll report back

lucid iron
#

hm good luck i guess, ill be able to test further in a weekish

twilit quest
#

@lucid iron Sorry to bug you about it 😅 I had promised I would test it, but I was chasing down some other bugs and only just got the chance

lucid iron
#

dw im still recovering from tourism

twilit quest
lucid iron
#

recovering from lack fo wild baby encounters SDVpufferpensive

twilit quest
#

That baby should definitely be your priority!

lucid iron
#

no im still not back irl yet kyuuchan_run

twilit quest
#

Ooooh, gotcha

#

Well, have fun! (More fun? I hope XD)

lucid iron
#

3sSmolMiku very

twilit quest
vernal crest
#

They have been seeing majestic chimken statues

lucid iron
vernal crest
#

But no dragon SDVpufferpensive

lucid iron
#

If i bonk this I'll go to jail i think

#

For destruction of historical artifact

unreal spoke
#

You'd know whether the stick is capable of properly bonking dragons, though! Sounds like a worthy tradeoff.

ornate trellis
#

anyone in here that has done worldmaps before? i am struggling to even get my worldmap into the game for some reason

lucid iron
#

The dragon will bonk me with the larger sticc

#

Uh do u have world maps anywhere

#

If you dont then u need to be in the actual location context i think?

ornate trellis
#

cant i jsut add world maps?

#

i am standing on my island for which i made one and its not displaying

acoustic trench
#

Hi ! I'm working on a mod that adds dialogue and I wondered if there was some kind of command that calls back to the stringsFromCSfiles.json. In my example, I want the NPC to use a spouse nickname used in the game, and they are stored in stringsFromCSfiles.json under keys that go like "NPC.cs.4511". How can I insert "NPC.cs.4511"'s value inside my dialogue ?

I hope that made sense haha !

lucid iron
#

Yeah [LocalizedText Strings/stringsfromcsfiles:NPC.cs.4511]

#

(but with the right spelling/casing sorry im phone)

acoustic trench
#

Great I'll be trying that !! Thank you so much 😄

lucid iron
#

You can generally fetch whatever string with this

#

They work in dialogue psure but not some places like mail

acoustic trench
#

I forgot to mention I'm working on a Content Patcher mod and not a C+ one, does it still apply ?

lucid iron
#

This is just what u put in the dialogue key

ornate trellis
#

im p lost at this point since the log isnt giving me anything either, hm

lucid iron
#

I assumed content patcher but it doesn't actually matter

acoustic trench
#

ok great, thanks again !

opal tendon
devout otter
ornate trellis
#

it does display inside the house

#

I added the beach map to the worldpositions too now and its still not displaying

reef siren
#

Does the game struggle with "end newDay" events? I have an event that ends the day (after giving a conversation topic), the next morning when you wake up because of that conversation topic, you enter a new event right as you wake up. Problem is. That event always just freezes the game. You can close and reopen it and it will work perfectly fine though... not quite getting it :/

hallow prism
#

what do you mean by events in this case? C# stuff?

reef siren
#

Oh no sorry

#

Stardew events**

hallow prism
#

yes well they are events too

#

you may want to provide a log of the crash

#

and maybe code of the events

reef siren
hallow prism
#

hmm

#

but those events are in railroad, how do they trigger right after night?

#

ah sorry, only the first is

#

what is the location {{ModId}}_TravellingBetween

#

can you also give more details about what you're trying to do exactly?

reef siren
#

That is just a fully empty location that I put some of my edits to other maps in as well

twilit quest
#

@lucid iron Interesting - when I set the argument to 3, Robin was outside fixing my house the next day. ^_^; That didn't happen before.

ornate trellis
#

omg i fixed my worldmap issue

#

yeehaw

reef siren
# hallow prism can you also give more details about what you're trying to do exactly?

Yes :]

So, you get given a train ticket, you go to the rail road and interact with a tile there on the platform and the event plays. currently a stone is taking the place of the ticket. A 10 second event plays of the train going down the tracks. The day ends because the destination is a good long time away and you sleep on the train. You wake up on the farm of course, but the event SHOULD play before you see the farmhouse. It literally should just be a black screen that opens and closes and bam you're warped out to my other location

hallow prism
#

ok

#

i'm not sure what you mean by "fully empty location" earlier

#

does it properly exist? is the event working when you test it in isolation?

reef siren
#

Yes I can debug warp there and I can run around the black screen mhm

hallow prism
#

the whole thing looks like a very specific tricky approach so i don't feel the energy to figure it out, hopefully someone will have clue

reef siren
#

Haha no worries

#

I am being a little bit too creative with it tbh

undone kelp
#

I have been reminded of seasonal stuff and now i realize i have to make a million portraits for seasonal... but we'll see if i can even do finish portraits first

wheat sundial
#

hey

#

I'm trynna make a stardew map from scratch

#

its to house several houses in it (modwise)

unreal spoke
#

How exactly are things like buying the key to the town from Qi's shop handled? Lots and lots of hardcoding, I assume? Alternative question: I'd like players to be able to buy a special power item from a shop. Is there a better way than making an actual item and using ActionsOnPurchase to remove it from your inventory as well as add a mail flag to then display the power?

wheat sundial
#

what settings do i use

unreal spoke
#

!mapmaking

ocean sailBOT
#

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

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

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

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

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

wheat sundial
#

how do i get content patcher

#

nvm

#

clicked

#

the edit map

brittle pasture
wheat sundial
#

How do i open SMAPI

unreal spoke
wheat sundial
#

Also, it isnt letting me download the mod via Nexus

#

hhhh lemme restart my laptop

wanton pebble
#

I swear I've asked this before, but: Is there a way to set a dialogue answer and then immediately get the value of that without switch-eventing?

#

Context: I have several drinks for a farmer to choose from. On my own file I just randomize the drinks, but since I'm generifying it I have to make sure people can opt out of alcohol for obvious reasons. I can do the switch-event for it, but that will potentially be a long-ass code session for that

gentle rose
wanton pebble
#

.... I am once again potentially answering my own question by rechecking my breakfast work. Are you able to use multiple (breaks) in quickQuestions?

brittle pasture
wanton pebble
#

quickQuestion {{i18n:BreakfastDate.PayChoice.Intro}}#{{i18n:BreakfastDate.PayChoice.PayAnyway}}#{{i18n:BreakfastDate.PayChoice.FreeBrunch}}(break)speak Gus \"{{i18n:BreakfastDate.Gus.Pay}}\"\\money -1700\\pause 500(break)speak Gus \"{{i18n:BreakfastDate.Gus.7}}\"\\pause 500/ was some code I've been looking at from PoaSB and I'm thinking I can use that instead of super switch eventings

wanton pebble
#

Does anyone know off the top of their head what the flags are for the player having built the Island Resort and the Island Farmhouse?

royal stump
#

Island_Resort and Island_UpgradeHouse, from what I can tell

round dock
#

I'd like to ask a question, too. I'm trying to make an event mod where the event is prompted in the farmhouse with a yes/no and the latter ending the event. If the player chooses I'll read it later., will the player still have the opportunity to watch the event again? Thing is, I wanted it to be a one-time event, not a recurring one.

#
    "Action": "EditData",
    "Target": "Data/Events/FarmHouse",  
    "Entries": {
        "{{ModId}}_GrandpaIntro/!FestivalDay/e {{ModId}}_LewisIntro/t 1900 2600": "nightTime/-1000 -1000/farmer -100 -100 0/skippable/playSound doorClose/pause 250/quickQuestion It's quiet tonight. It feels like a good time to read one of Grandpa's letters. Should I read it now?#Yes, I want to!#No, I’ll keep it for later.(break)playMusic nighttime\"\\switchEvent {{ModId}}_GrandpaRead(break)playMusic nighttime\"\\switchEvent {{ModId}}_Grandpa_end", 
        "{{ModId}}_GrandpaRead": "xyz",
        "{{ModId}}_Grandpa_end": "pause 100/globalFade/viewport -1000 -1000/end"
    }```
#

Thank you! SDVpufferheart

proven spindle
#

If you mean rewatch {{ModId}}_GrandpaIntro, you might be able to use the MarkEventSeen trigger action to mark it unseen so it reoccurs until the letter is read. If you mean rewatch {{ModId}}_GrandpaRead, I would think you can switchevent to that event from any other event later since they're all entries in events/farmhouse, but I'm not 100% sure

wanton pebble
#

So, initially, no - once it's seen, it has to be marked as unseen to be seen again

#

If you mean "same day", I don't see a way to initially cause it, but if you don't mean same day, then Si's correct - just triggeraction it to be unseen on dayend, and make sure MarkActionApplied for that trigger is false

ornate trellis
#

guys, waht does FileNotFoundException in a smapi error mean again...

wanton pebble
#

that a specific file isn't found?

#

We'd need to see the log if you want more exact context

proven spindle
#

ime that usually means a typo somewhere lol

wanton pebble
#

shakes fist at sky Typooooooooooooooos!

ornate trellis
#

oh im trying to help someone else with their npc but im an chronicly bad in reading smapi errors lol

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 11 C# mods and 10 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

wanton pebble
#

two immediate issues

#

First, test's savegameinfo is corrupted

#

But second, and probably more relevant to the person, is that the NPC Helaena didn't load any portraits, even though the content pack edited Data/Characters

ornate trellis
#

i see

wanton pebble
#

Given there's no load on Portraits/Helaena, the NPC essentially has character data but no way to spawn because they need sprites and portraits to spawn

#

Is that the mod author you're helping or just a player?

ornate trellis
#

mod author

wanton pebble
#

Okay, yeah. Baseline for testing an NPC: Get those portraits/sprites in, even if it's just a placeholder

#

e.g. you can make them Abigail visually if you need

round dock
#

Thank you Si and Lyoko! SDVpufferheart

round dock
proven spindle
#

Yeah, {{ModId}}_GrandpaIntro would be considered seen/used, and you can mark it unseen/unused after the event plays with the trigger action so it plays again the next time the conditions (map/time/etc) are met by the player. You can set up the trigger condition so it marks the event unseen as long as GrandpaRead hasn't played.
And as Lyoko said, set MarkActionApplied for the trigger action to false so it also doesn't get used up the first time it triggers

quasi summit
#

hi i have a question i wanna make a new farm type mod for the first time and on the wiki guide it says when using tiled dont use save as to save to another folder bc it will have the wrong path for tilesheets or something like that it says to copy and paste it instead but when i do that it also gives me the error message

#

does that mean when making the mod i have to keep the entire content folder

wanton pebble
#

Assuming I'm understanding the question right: While making the mod you need all the tilesheets from vanilla that you're using in the same folder, yes

#

But for releasing the mod, you don't and in fact should not

quasi summit
#

okay

wanton pebble
#

because when the map is finished, you can have the game use the vanilla tilesheets instead, so having the content folder in your mod would both be distributing SDV files (not great) and would cause recolor incompatibilities

quasi summit
#

oh that makes sense now

#

so i should only save the file when it's finished

wanton pebble
#

Yep

#

well, saving the full mod, anyway

quasi summit
#

do i just put it in the mod folder with the manifest.json? it says i need a content.json as well idk what that is

wanton pebble
#

the actual file can be saved and tested with all the tilesheets in it, you just gotta yeet all the tilesheets that are vanilla and test it once the map's done too

#

!sm

#

... okay, that's not the abbreviation

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

wanton pebble
#

I would see that for content.json stuff, since that's basic mod stuff. You need content.json to actually add the map to the game

#

you CAN put it in the folder with the manifest, most people put them in subfolders though

quasi summit
#

oh wait content.json is the thing i use to "load" the file right

wanton pebble
#

pretty much

#

all content changes come from content.json... just might be separated into includes and such

#

But all roads eventually lead through content.json

fathom rapids
#

it has the tilesheets in it and i copypaste the file from there to the actual mod folder ill then zip up and publish

orchid acorn
floral stratus
#

Thanks Void | The Fishmonger!

crisp drift
#

Hello all, is it possible to have an object that cannot be held over head? I see the function "IsHeldOverHead" in the Object class but is it possible to set it somehow like with a Content Patcher field? Or it must be done with a postfix patch?

brittle pasture
#

yeah you need a harmony patch

woeful iron
#

Two content patcher mods conflict. Is it possible to introduce a third mod to resolve the conflict or something?

hard fern
devout otter
#

Yeah, it depends on the nature of the conflict.

fathom rapids
hallow prism
#

well what easier depends of the situation

#

like mods with both authors being not around

woeful iron
hallow prism
#

hence the need for details

woeful iron
#

NPC sprite

#

several, but let's say Haley in a couple circumstances

#

I've fixed this before by commenting out the mod I wanted to lose

#

but I was hoping there was a maintainable way of modding the mod so to speak

#

instead of just keeping track of it locally

hallow prism
#

can you give useful details like the mods involved, and ideally a log?

#

because there are a lot of mods out there changing haley sprite

devout otter
#

If this is for personal use, you can just make your own mod that have your sprite preferences overriding them all.

woeful iron
#

I'm more interested in the general case? Given mod A and mod B that patch Haley, in the past I have updated the config of mod A to remove the patching of Haley. Is there a way to introduce a mod C, that performs this removal of config?

#

Right now I just edit the mods locally and track the changes in git

woeful iron
#

Thank you!

#

That's exactly what I wanted to know.

woeful iron
#

So neither SMAPI nor Content Patcher support a mechanism for mods modding mods, presumably?

fathom rapids
#

we only just barely got ways to read each other's config

#

i guess you can technically make a c# mod that would mess with other mods? but that seems ill-advised

woeful iron
#

Hey, this modding experience is a dream come true, so not complaining

fathom rapids
#

oh sameeee

woeful iron
#

I didn't know about reading other's config, that's pretty neat

hallow prism
#

there are ways to edit content of other mods, or make compat patches by a third mod, but the specific case you asked for isn't one of those

fathom rapids
#

oh! but i do have something to offer you

woeful iron
fathom rapids
#

you can edit assets registered with the game

#

just make a dependency to make sure your mod loads after the one it wants to patch

#

see: all the "seasonal outfits for a modded character" mods

hallow prism
#

you can edit assets after another mod, but the mod edits a vanilla asset, so you can't edit the mod version, since it's undistinguishable of vanilla for the purpose of your edit

#

it depends of the issue and may not be enough to solve it

#

with just theory, this may work or you may waste hours

woeful iron
#

hmm! did not know about specifying dependencies. So if mod A edits asset a and mod B edits asset a, then I declare mod A dependency of mod A and B wins?

hallow prism
#

???

woeful iron
#

"you can edit assets after another mod, but the mod edits a vanilla asset, so you can't edit the mod version"

hallow prism
#

mod can't be a dependancy of itself

woeful iron
#

Sorry missed that

#

Mistype

#

declare mod A a dependency of mod B

fathom rapids
woeful iron
#

and B wins

#

is what I meant

fathom rapids
#

the other way around

woeful iron
#

Yes, exactly

hallow prism
#

if you edit mod A then it's not a third mod

woeful iron
#

That's what I meant to type

fathom rapids
#

dependencies load after what they depend on

hallow prism
#

it's just, an edit of mod A

#

entirely not what you asked

woeful iron
#

Ah, sorry, switched what I wanted

hallow prism
#

i think i'll step out because the lack of proper example is confusing me

woeful iron
#

Thank you this has been tremendously helpful and I've learned a bunch

fathom rapids
#

I get it. Mod A gives Haley a nice dress, and mod B adds a ribbon to it. Mod B depends on mod A, so the ribbon is added as an overlay patch after the dress. Right?

woeful iron
#

I'll walk away at this point so I don't detract from others getting help

ivory plume
woeful iron
fathom rapids
#

configuring mod A to not edit the dress is honestly best practice, but you CAN also give mod B higher priority (in its code)

hallow prism
#

(people can have cross discussion, you are ok with continuing asking for help)

woeful iron
#

I could write a good ol patch file

fathom rapids
#

why would you need to?

#

you can literally edit A's code directly to remove the Haley dress patch

#

it's CP

woeful iron
#

The patch file is tracking what I changed. It was partly a joke as it's outdated method. Trying to be funny

fathom rapids
#

(not to mention config)

woeful iron
#

But I want to get back to gaming. I get it now.

devout otter
obtuse wigeon
#

I feel like I've read this before but I can't find it again, is there a way to offset where objects are placed on furniture using content patcher? All I need is to shift where objects are placed up by maybe 4 pixels

fathom rapids
#

i feel like you might want furniture framework for that

obtuse wigeon
#

Gotcha, that might've been where I saw it and I just forgot what it was called

woeful iron
#

Thanks again friends!

wanton pebble
#

Just to confirm something - the Parrot Express on the Island is hardcoded and not an "event", so there's no Content Patcher way to have the exact thing happen (e.g. in an event, have the Parrot Express lift the player and an NPC), correct?

brittle pasture
#

maybe it's possible with enough temporaryAnimatedSprites

wanton pebble
#

of just the parrot express or of the NPCs, too?

#

Trying to prototype the third fork and the potential events therein (probably doing an Island tour, since I can't volcano fork, ending on the overlook near Joja Parrot) but needing to figure out how to get from point A to point B. An idea that I'm probably scrapping because of this particular issue is having both the date and the player get lifted up and away to Island North

#

I can, of course, fade to black, but that might be a little on the nose XD

fathom rapids
#

fun fact, parrot express and willy's boat animatiosn are currently not working for me. i suspect fashion sense

hard fern
#

🤔 why would it be fs?

#

im crious

fathom rapids
#

well it affects the rendering of the farmer's sprite

#

and i have no other suspects

#

i think it might also have updated right before this started happening to me? i had a specific reason to suspect it

sinful reef
#

im sure this is a dumb question but is there something im missing that checks for the player being 'out of bounds' or something? the path i added (aswell as the stairs) are on the back layer so it shouldnt be enabling collision, but i cant go past the end of the stairs to get to my warp :'3...

#

(first pic is the map and the 2nd is every layer hidden except for back)

torpid sparrow
#

Sometimes I have weird buildings tiles

twin wadi
#

make sure there's nothing on the buildings layer! for that spot! sometimes i have some invisible buildings layer - yeah what wem said

torpid sparrow
#

I don’t see them but apparently they’re there

#

It’s so weird

sinful reef
#

ill try that lol thank u

twin wadi
#

something that's helpful is hovering over, and in the corner it says whether it's [empty] or a specific id

sharp marsh
#

is there a way to make map edits to the farm without having to start a new game to see the changes?

twin wadi
#

like that

twin wadi
fathom rapids
#

ooh yeah that sounds like a better plan lmao

twin wadi
twin wadi
sharp marsh
twin wadi
twin wadi
sinful reef
#

THANKS BOSS 🫡

sharp marsh
fathom rapids
#

did you literally put 'yourmodid' in there

#

just checking

sharp marsh
#

no haha

#

it said "content pack reloaded"

fathom rapids
#

yea

#

it wont update objects

#

but it WILL update terrain

sharp marsh
#

oh i see

#

i should have specified then, so is there a way to edit objects without making a new game?

fathom rapids
#

yea

#

hold on ill find the correct mod

#

basicallly do the same thing, then also do the reset terrain features thing

twilit quest
#

Does the When field in Content Patcher do "OR"? Like, When either This OR That is true?

finite willow
#

pathfinding in terraria

#

oh mb I keep mixing them up

twilit quest
#

I know if it's part of the same statement, it's possible with commas, but I don't know if it can be done if the two conditions are different enough to require separate statements

quasi summit
ocean sailBOT
hard fern
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

hard fern
#

show your content.json

twin wadi
#

can you send -

#

you're fast 😅

hard fern
#

im everywhere

quasi summit
clear bough
#

I was wondering is it possible to create custom heart events for an already existing custom NPC added by another mod, without altering the original mod itself?

lucid mulch
#

sure

quasi summit
#

idk this is my first time making a mod

#

its just supposed to replace the standard farm

lucid iron
royal stump
quasi summit
twilit quest
brittle pasture
quasi summit
#

yeah?

#

i just copied it from the wiki guide

brittle pasture
#

you're missing some brackets when pasting then

#

first you need a { to match the final }

#

next wrap all the lines in Changes 's [] block in a {} block

quasi summit
#

oh wait there is a { at the start i just didnt paste it by accident

brittle pasture
#

(next time use the json parser at smapi.io/json, it helps catch these issues)

quasi summit
ocean sailBOT
brittle pasture
#

did you apply the fixes I suggested

vernal crest
# quasi summit

Did you add the { before the action line and } after the FromFile line like Selph said?

#

Waaaaaah

#

What is my colour?!?!?!?

quasi summit
#

yea

#

i did

brittle pasture
#

then post what you have again

brittle pasture
brittle pasture
#

woops, I should have clarified: you want to keep the []

#

just put the {} block in it as well

quasi summit
#

oh

vernal crest
#

!json Please use the json website in future

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

brittle pasture
#

(Changes is a list, hence the [], which can contain one or more {} blocks)

vernal crest
# clear bough Which tutorial?

What do you mean about a tutorial? Chu was saying that if you're planning to add content for someone else's NPC it's recommended that you ask for their permission.

clear bough
#

I know that. I mean which tutorial would be followed after the creator says yes.

vernal crest
#

We don't have one I don't think

hard fern
#

i mean there's the event making tutorials

#

but

#

there's not a tutorial for "specifically adding content to someone else's npc"

tender bloom
#

there's tutorials for some things, but not everything

tender bloom
#

often you need to read a tutorial and then extrapolate

vernal crest
#

Oh yeah I was thinking they were going to be editing an existing event, which we don't have a tutorial for

vernal crest
royal stump
uncut viper
#
"When": {
  "Merge: {{HasMod |contains=Author.Mod}}, {{ConfigToken |contains=SomeValue}}": true

this for example is an OR that will make the When pass if you either have Author.Mod installed OR you have chosen the SomeValue config value

quasi summit
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.

quasi summit
#

😭

#

i think my entire map is broken

#

four THOUSAND errors

tender bloom
#

generally when there's 4000 errors it's at least the same error 4000 times

#

your spouse patio area is off the map I believe

#

I recommend setting the relevant map property

#

SpouseAreaLocation I think

quasi summit
#

maybe i miscounted the tiles and put it clipped thru a fence

tender bloom
#

it seems to think it is entirely off the map

#

(index out of bounds error)

#

I specifically suspect the spouse patio due to StardewValley.Farm.ReapplyBasePatioArea() and because I saw this exact issue in a different map a long time ago (Harvz' tiny farm, I think right when 1.5.6 came out)

quasi summit
#

omg

#

bruh

#

i accidentally set the y position to 33 instead of 13

#

im so dumb lmao

#

thank you for that

quasi summit
#

i wanted to play on a small farm but i noticed its a lil broken in 1.6

tender bloom
#

that'll do it! i enjoyed that map a lot, someday I'll go back to that farm

#

i got to like 90% perfection and then kind of stopped playing it

quasi summit
#

it worked now

#

it actually loaded

#

tysm

#

i just have to thouroughly test and debug it now since its quite glitchy