#making-mods-general
1 messages · Page 373 of 1
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
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 ^^"
Can't you keep CS locations conditionally locked?
You should be able to do it with the Condition field in Central Station.
thank you for validating me Dolphin 
(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)
i thought so too, so that's why i figured it would have to be a story related issue? that it wouldn't make sense lorewise if you cant get there via cs^^"
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!
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
You can make it accessible from Stardew Station only.
Or you can make it accessible from CS too.
Sadly I can't find any example in there that is just replacing a substring but thanks so much all the same.
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.
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
Aha exactly as I was imagining !
Thank you all so much for the guidance! Time to download CS
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)
would anyone be interested in help me with the museum framework thing? im feeling very overwhelmed by the information
if you explain the issue i can see if i have clue but i don't do more than that
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
Button has a thread here if you need to ask her questions directly
the documentation is pretty good with entire examples to copy and a demo mod
if you want to take it slow look at the demo mod, sleep a couple of day and return with questions
my experience is that stuff i find overwhelming is easier to deal with :
- in smaller bits
- with some good rest so it "clicks"
can i get some help with this mod? https://www.nexusmods.com/stardewvalley/mods/35810?tab=posts
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
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?
I need it for an item that gives you random buffs when consumed.
I assume it would be better than using {{Random: a, b, c |key={{Time}} }}?
how do you put things on top of the bus like this
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?
hi
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.
That's exactly the kind of answer I've been looking for, thanks. Guess I'll bite the bullet and use it since I really wrote myself into a corner with needing it.
I think the whole bus sprite is pulled from this part of LooseSprites/Cursors. Or if you mean the tail/ears specifically, they probably made the bus a little shorter 
which part of a special order is the ID?
im getting a error saying my Id doesnt exist is why im asking
so im just confused
it should be the entry key before the data model, as in Willy for the first vanilla one
my code*
so {{ModID}}_ArcanianMuseumBuild in that one, with whatever your mod ID is of course
i wonder why its saying it doesnt exist...
it'd help to see the log, it could be referring to another list/object inside that or something
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
what do you think?
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)
oooo
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
so if i do use something do a ""
...oh, yeah, some of those can't be null for whatever reason 
OrderType and SpecialRule should be "" instead of null, at least
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.
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)
(not to be confused with french "lame" which is blade)
(luckily there's no "blade" word in french)
lmao
hey at least its working
No, I meant the ayyyylmao like in my name
You said aaayyyy, so I said lmao, lol
From an old meme
oooooo ok
hi
He is locked and loaded
hes ready for vilence
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)
yeah the ears/tail itself that makes sense ty!
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?
(the cat in question)
using the AT scissors I can get it to show up
but when I am in character creation it just shows as the normal cat/doesn't show up
does that mean I accidentally made an AT mod?
it would be pretty hard to accidentally make an AT mod
oh also this is the content thingy
maybe I'm just that skilled 
you are just editing the sprite so of course the icon in main screen isn't changed
if you don't change it
i believe it's in cursor
i also think it's cleaner to add a new animal entirely but i never did it
would that work by doing something else in the content code file thing?
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
i had a really weird nap, now time to get back to modding
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 ♡
You can probably just sprite over the cursor as well
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
That’s what I did
!startmodding as a general guide
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.
Anyone can learn how to mod 
thank you!
And it’ll never be too late unless CA nukes the game
I'm just really embarrased bc I don't know anything about coding haha. I appreciuate you.
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
)
If it gives you any sense of relief, before I started modding, I had neither inkling nor experience with coding all my life.
It’s okay I asked a bunch of questions when I started modding
Like a lot of questions
But you make it through cause there’s so much help here 
i too had absolutely 0 experience
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.
Do you know how I could find someone who is experienced in making sprites and portraits like you mentioned?
Or should I just ask around
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
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
DSV?
Diverse stardew valley
Diverse Star— damn it Wem 

!dsv
hm interesting
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/
to add the icon replacer in character creation what else do I need to add to this?
yes sorry i managed to not abbreviate Content Patcher (CP) then immediately forgot my resolution to avoid acronym with new users out of habit
!cp
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
content patcher easily enables you to change portraits and sprites
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 
I reckon you would really have to start with learning the basics of making Stardew mods, especially when it came to making resprites and portraits. I would suggest starting simple mods first? As Lumi mentioned, maybe a simple mod that changes someone’s portraits. Generally, just to gauge how CP works and does wonders.
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.
sounds solid!
If it’s personal and not uploaded I think it’s fine(?)
The code isn’t terrible either
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
Like, _Spring/_Summer/_Fall/_Winter? Ez
i assumed as much, but I didn't want to offend anyone haha
Jonghyuk has like a million outfits
And then you have exactly what wem said XD
Arknir is a whole different beast
I wonder if I have the example seasonal thing I made for Poltergeister a while back tucked away somewhere
is this still not right?
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
If it does come down to it, feel free to ask here or at #making-mods-art (the latter for art feedback if you want). But the documentations above will atleast inform you how CP works for.
(also please don’t be ashamed to ask for help or for not having any experience. we all start somewhere and yours starts here
)
Thank you! I'm also considering the possibility of finding someone with experience making mods to collaborate with.
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
when I do this I get this error
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
oh dang that's pretty fancy and I tried copy pasting what it said (was I supposed to do that) but it gave me more errors
probably not, it's just a validation thing; after you upload there, you can post the new URL here for other people to see
yep, like that
usually those errors are stuff like "missed a comma" or "used ] instead of }"
idk what I'm doing 
@opal tendon You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
Well you now know what you're doing more, Cowpoke 
But in all seriousness, I don't think you can use decimals
since I think those widths are pixels and I don't think it's possible to use a fraction of a pixel
I tried taking that part out too 🥲
Well, you do need FromArea
so here's what I'd recommend instead: https://smapi.io/json/content-patcher/6609b39a5f504e91a086299a22a5bb17
- you want
Cursors_1_6and 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)
oh, except in that last case, esca's right
(the first image is spectralcat.png, so I assume it's just the icon, at least
)
(You can tell I do art changing mods that aren't seasonals a lot
)
do I need to make it bigger?
yeah, CP wants the image size to match, but you can use transparent pixels as needed
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
e.g. 16x16, 16x32, 64x64, etc.
(Well, not too sure about that last one, I'm incredibly rusty XD )
I assume there's a 4x4 tile sprite somewhere, but I'm not sure offhand 
but yeah, the way the game actually loads those icons is like this, including the transparent space
you can use those or not, but the image should be big enough for that
IT WORKED TY SO MUCH!!
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
Okay, yeah, now 100% positive, though I'd probably want an example to show you from some mod (or the examples on the above page or this one https://stardewvalleywiki.com/Modding:Common_data_field_types#Quantity_modifiers). What specifically were you trying to do to all the items mathematically?
e.g. multiply them by 2, add 500 gold to each, etc.
I'm guessing the whole Intro to the game is very, very hardcoded?
I guess the question would be what part of the intro are you trying to change?
I was thinking about altering the text of grandpa's letter a little bit
But I don't think I've ever seen any mod do that
oh that shouldn't be too hard, I think that'd be simple
let me try and make sure that it would be by finding where that text exists
ahhhhh hi there! amazing! thank you so much ❤️
Because I swear that's just part of something like StringsFromCSFiles, even if the intro itself is in C#
Wow, that would be very cool. I hunted through the unpacked game files, but I couldn't find it. I don't know where to look. ^_^;
all user facing text should exist in the strings folder or somewhere, otherwise it wouldn't be translatable
I wanted to basically like increase the prices of all the items in the shop depending on some conditions (that I already established) but I just want to know if I have to multiply the prices item per item or if there is something that’ll help me increase them without doing it item per item (im sorry im a beginner so maybe it would be a dumb question to ask lol)
Ooooh, good point!
(with some very scant few exceptions that are not very important I believe maybe)
AHA
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
is there a chart of like, vanilla + modded npc birthdays
"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.
You can do any type of math on individual items or on the whole shop, so it depends on what you want to do
I want to do it on the whole shop
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
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?
I basically want them to decrease by a certain percentage after a rainy day for example or like to increase at the end of the seasons if u know what I mean
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
Okay I understand thank you
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
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!!!
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
Using content patcher may be easier in this case idk lol idk I’ll have to ask
But thanks for ur input
That helps 
sigh uh oh i think i scope crept myself
IT WORKS! @wanton pebble
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...

A lot of people don't play the game past year one or two - not trying to discourage you, but you may want to keep that in mind
yeah, i know
Hell yeah! I'm glad everything worked out - good luck on the mod idea!
i guess i can tell the player to install that mod where you have to get 4 candles to get the spouse stardrop
That's a neat idea
grandpa's stardrop mentioned
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
not with just content patcher, no
Nooooooooooo 😪🥲
just play in multiplayer and have everyone wait 3 hours for you to finish
Literally was gonna do that hahahaha
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
(dont look at BETAS)
(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!)
seems bad for multiplayer
i'm pretty sure mine aborts harmlessly in multiplayer
seems bad for a mod author who wants to rely on it working 
Devastating that it isn’t in fw ;-;
((Was this a recommendation or an unrecommendation lmao 🙈))
if i ever make my vaporware event framework, it will be in there. but no guarantees 😅
it was me saying im not going to add it to BETAS
Lmaoo icy icy
Well no worries :0 I can come up with a workaround I’m sure
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
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
does the map fixer run on a specific time?
i noticed after putting my map through it it jumped ahead in date
UTC i imagine
i cant type in smapi console 
In vanilla sam's concert costs zero time
I believe you are able to early end the day with spacecore but ppl didn't like that very much
I think there is end newDay in event data which also ends a day early vanilla
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
you can also just deal 1000000 damage using spacecore which will also make the day end early 
Literally tho lmao
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
MY NEXT MOD ADVENTURE SHALL BE TV CHANNELS
you want Tunic instead of G_Sprites in your event command (you are specifying a suffix on the asset (Target) name)
where are those I FOUND THEM
oh would it just be like changeSprite Phainon Phainon_Tunic
i think you just want changeSprite Phainon Tunic, but double-check the wiki
fire, thank you so much
also this is as good a time as any to tell you that it's good form to prefix your NPC's internal name with your mod id instead of it being just plain Phainon
Now if I do the tv channels do I erase all the stuff in this photo that isn’t the tv channels?
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,
and is it cropped right?
well all of that is part of the TV channel im pretty sure.
these are resource fork sidecar files that macos puts on non-apple file systems to preserve information from the resource fork. you don't need them
the little weather icons are for the weatherman and his little box
usually it just means a macos user didn't clean up their zip when they were publishing, lol
Ohhh gotcha, Mac OSX, no wonder I didn't recognise it, never used a Mac system and read it as MA Cos X. Also explains why the files were garbled when opened
oh
did I crop out stuff I wasn't supposed to too then?
uh, well technically you dont have to change it
but it does all go with the TV channels
oh
I see some mods have the channels and icons in separate pngs is that recommended or just how they did it?
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
I see yes...
idk yet
I was just gonna draw directly on top of the boxes of the channels
Wait is that not how real life works
Damn
man I can't even get a bus that passes time over where I am
oh. Is it bad to take a mod that already has everything split up and then draw over that so its completely different but they already did the work of cropping and writing the main text file stuff?
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"
that's fair 🥲
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
I am using procreate I will look up how to do it in there ty ❤️
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
And Mr. CA does fun stufd
in those cases, the only sure way to know is to decompile the game, or guess-and-check until it works
My favorite is the white pixel in the moon used for the drinking animation
And also the sky being one thin line
Hi ichor
atra no how dare you remind us of this curse
... what?
the moon???
i still don't know why he didn't use staminarect for that 
the little water particle effects when you drink!
why did CA do that
Because it's a broadcast animation
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
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
check if it's set to AlwaysShown
SocialTab i mean
ok yeah
my mistake 
fixed
... and i screwed up the warp
ok
i need to fix that
somehow i managed to mess up the door? how do i make my door not transparent...
the door action property's probably not working...
what about the doors map property?
🎵 writiiiiing inconsequential dialoooooogue for an inconsequential npcccccc 🎵 (shoot me)
for the record in this screenshot it was working fine
i dont know why it's suddenly not??
wdym layer name
i copied this off of clints bedroom door 
are you using a custom tilesheet for the door?
ohh okay
just to double check, are the coords correct?
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?
?
does it work?
did you check this?
no it isnt

h-
it wasnt like this before
how is the
...
it's on Back2???
???
it was working fine earlier...
it decided to escape
i mustve accidentally moved it somehow
this things cursed i dont wanna look at doors anymore
i hate doors
yeah
(this is why i do things manually in vsc because tiled is imo cursed)
but then somehow the coordinates were wrong again
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

ohhh that happened to me once, where i did an entire layer offset
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
I believe it’s in townInterior
springoutdoors
thanks!
I think I'm approaching mod burnout
I can feel it in my bones
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
Yeah, I'm gonna try that. I'm in that weird limbo where nothing seems to interest me haha
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
When the audhd is audhd-ing 
im working on npc stuff for my mod but the thing i actually want to make (jewelry) i have no motivation to do...
what if i made a giant background the size of my map.. what then..
certain death
is there a wild animal frame work? to add critters
i dont know how im going to make the sky change with the time of day
considering in stardew you never see the sky
Not that I've seen
custom companions comes close but I don't think that's what you're after
You can make the sky change by image editing it with a wehen condition
when*
just change the tilesheet
🤔 i guess i'll have a couple different versions then
dawn, daytime, sunset, and nighttime
Do different FS addons go in the same or different folders?
As long as each manifest.json and the files that go with are in seperate folders then that's fine
trying to do the fs_reload and the addons aren't showing up 
Do I need to do anything else?
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
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
Like this?
I tried moving it out of the extract file but that presented different problems in reload lol
found it we ball
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
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
content patcher cannot change game mechanics
That's really annoying for furniture made of multiple peices, ahh well
there's this: https://www.nexusmods.com/stardewvalley/mods/32562
Good to know, I'll add it as a recommended mod for users to download but not essential, thank you
SH's Wild Animals uses Custom Companions to add them, you could check how that mod does it. Alternatively if you want to them to be catchable you could use Nature In The Valley
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?
hmm don't think so (with CP only)
I did enterable values with one of my mods. I don't remember how I did it, but you can look at it and see
I will get you a link
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)
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! 🙂
How would I 'clamp' the number, and how do I ensure it's a number. Because with what glymr showed, it still seems like somone could input a word rather than a number
something like have a config named Number and then these in DynamicTokens:
{
"Name": "NumberActual",
"Value": "{{Number}}",
},
{
"Name": "NumberActual",
"Value": 200,
"When": {
"Query: {{Number}} < 200": true
}
},
then use NumberActual as the actual token. You still can't limit the input to numbers only yeah
(someone validate my post pls)
validated
So with this being my field in my config:
"Silo Capacity": {
"AllowBlank": false,
"Default": "10000"
}```
I would need to make a variable just like how you have it? (but obviously replace `"{{Number}}"` with `"{{Silo Capacity}}"`)
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
Is a tick the same thing as a rendered frame in sdv/monogame?
I want to say no as the speed of the game isn't tied to the framrate however this is entirely a guess and needs confirmation
are there other command for FS in SCAMPI
Scampi 🦐
hi
what does fs_reload_continuous do
for fs specifically or scampi in general
shrimp cooking and making pasta indefinitely
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
yeah
okay cool
You would make your own manifest.json
So that it's an independent mod
Can just copy paste existing and change the fields
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
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
epic
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?
Afaik no
You need to Load the same tmx to 2 different targets and then do EditMap on each
If it's the same tmx though, you could load it to different targets and then... What chu said
Then u can use these different targets for whatever purpose
chu!!!!!
(I do that for the apartment floors in Pelican Valley Loft NPC Apartments)
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....
OH! Im so sorry
I was hoping I can do AddWarps with When LocationName conditional or something. 😔
Well u can't editimage like that either, same idea
But hm does eac stuff not work out of the box rn?
which is your mod again im so sorry i cant remember suddenly
i may have just woken up
Non zero chance that they already work 
We can do EditImage like that right? That's how Joja uniform in Joja worked before the Appearance feature was a thing.
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
sigh I guess I need to actually create a Wait Room instead of using Maps/Coop like I was doing all these time...
I also think doing locationchanged editmap will fuck with pathfinding
I made several mods but u r perhaps thinking of livestock bazaar
Are u having fun with neighbors
im having a terrible time with neighbours and my components not getting added to the allClickableComponents list apparently
What menu is this one
I remember the allClickableComponents list is populated by some reflection stuff
babbers
i copied a buncha the code from the regular menu :v
even reusing the same list
of components that is
Oh if it is ur own IClickableMenu then idk why it borked
it is my own menu
it looks cool
it would be cooler if it werent controller broken orz (thanks though)
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
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
mmg rubber ducking always works
i assumed since i knew it was reflection based anyway that it wouldnt need to be public
hmm TIL good to know
How many B is the name at
gotta love alliteration. did you have a longer name before?
haha bresents is wonderful
B5
Guys, What version of stardew mobile does SMAPI support?
!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.
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! :)
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.
Can you direct them here i think it'd be good to get a patch export Data/Characters
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
🤔 i dont know if it can do that
Ye I expected as much, ah well, I'll just modify the python script
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.
Praise HxW, their mods are always a staple in my game
I"ll mention it. IT's really weird because the person with that log is apparently married to Mateo.
im holding off on making some of my buildings until the tilesheets ive been waiting for are added to the mod, lol. it would save me so much time
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
is should be part of the IDE you use, somewhere there will be a build function, in VSCode I think it's ctrl + shift + B
no, this isn't possible -- but you can instead use CP as intended and load your texture asset to the game content:json { "Action": "Load", "Target": "{{ModId}}_texture", "FromFile": "texture.png" }
and then, if AT allows it, use that Target value as your texture path
I'm not sure that AT does allow Target values? I think the texture can only be in the same file as the <furniture>.json
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
you might want to read over the AT-CP integrations page and see if it covers what you need
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
I didn't know about this, it seems like it's the right thing for my case, I'll keep it in mind and use it for another mod to test it out, thank you
people usually translate themsevles or ask someone else to
oh okay
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)
I think adding that to your mod desc is the best thing to do honestly
the translatioon community is really awesome
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?
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
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
That's a normal kind of ui interface editimage mod
Mostly doable by cp + theme manager for some hardcoded colors
If you download an existing UI mod it will show you what's possible to change and how to find it all.
Depends on which event you want to change and how. Also how much you care about compatibility with other mods, because that can be tricky with changing vanilla events. What are you interested in doing?
Hello iro lol
Clown already answered, but to add on, I add i18n support to my mods and give community translators carte blanche to translate my mods into their languages. I prefer human translators since they pick up on context far better than any ML translator ever could.
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
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
you may need to explicitly set your game path:
https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/mod-package.md#detect-game-path
my VS and SDV installs are on different drives, which is likely why i had to do the same
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 😭
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)
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
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)
- are you using windows?
- what do the file contents look like right now?
- does the file explorer show it as a
Project Targets Fileunder theTypecolumn, or something else?
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
im using windows, and it shows the folder as Project Targets File under the type column
@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.)
and the file contents? for example, mine:```xml
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<GamePath>D:\SteamLibrary\steamapps\common\Stardew Valley</GamePath>
</PropertyGroup>
</Project>
if yours isn't similar, you might want to reformat it
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 😭
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)
@lucid iron I'm going to experiment some more. I just set the argument to 5 to see what happens. I'll report back
hm good luck i guess, ill be able to test further in a weekish
@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
dw im still recovering from tourism
Oof, I feel that. Any jetlag? Or just the shock of coming back to real life?
no im still not back irl yet 
very
Yay! I'm glad. You deserve to have fun!
They have been seeing majestic chimken statues
And very expensive sticc
But no dragon 
You'd know whether the stick is capable of properly bonking dragons, though! Sounds like a worthy tradeoff.
anyone in here that has done worldmaps before? i am struggling to even get my worldmap into the game for some reason
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?
cant i jsut add world maps?
i am standing on my island for which i made one and its not displaying
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 !
Yeah [LocalizedText Strings/stringsfromcsfiles:NPC.cs.4511]
(but with the right spelling/casing sorry im phone)
Great I'll be trying that !! Thank you so much 😄
You can generally fetch whatever string with this
They work in dialogue psure but not some places like mail
I forgot to mention I'm working on a Content Patcher mod and not a C+ one, does it still apply ?
This is just what u put in the dialogue key
im p lost at this point since the log isnt giving me anything either, hm
I assumed content patcher but it doesn't actually matter
ok great, thanks again !
I want to change the scene where Pierre and Morris fight to instead have Pierre cast a magic spell at Morris then have him turn into a frog be shocked and then hop away never to be seen again
Does the map still not display when you go into the Mermaid Home?
it does display inside the house
I added the beach map to the worldpositions too now and its still not displaying
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 :/
what do you mean by events in this case? C# stuff?
yes well they are events too
you may want to provide a log of the crash
and maybe code of the events
It didn't indicate a crash anywhere it just froze :((
Heres the cut scenes
https://smapi.io/json/content-patcher/a116a246e06c4b4d8f0d42989bc9c03d
(Don't worry about the error this is just the two that are being of annoyance)
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?
That is just a fully empty location that I put some of my edits to other maps in as well
@lucid iron Interesting - when I set the argument to 3, Robin was outside fixing my house the next day. ^_^; That didn't happen before.
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
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?
Yes I can debug warp there and I can run around the black screen mhm
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
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
hey
I'm trynna make a stardew map from scratch
its to house several houses in it (modwise)
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?
what settings do i use
!mapmaking
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
the town key shop entry is hardcoded so you don't buy an actual item, just the mail flag
you can put it in another shop or set the town key flag in non-shop ways if you like
you can use PeliQ to replicate the fake item logic: https://www.nexusmods.com/stardewvalley/mods/31832
How do i open SMAPI
I think that's exactly what I needed. Thanks!
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
chu wins the thumbnail game every time
.... I am once again potentially answering my own question by rechecking my breakfast work. Are you able to use multiple (breaks) in quickQuestions?
not sure it beats BETAS' though
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
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?
Island_Resort and Island_UpgradeHouse, from what I can tell
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! 
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
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
guys, waht does FileNotFoundException in a smapi error mean again...
that a specific file isn't found?
We'd need to see the log if you want more exact context
ime that usually means a typo somewhere lol
shakes fist at sky Typooooooooooooooos!
oh im trying to help someone else with their npc but im an chronicly bad in reading smapi errors lol
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
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
i see
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?
mod author
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
Thank you Si and Lyoko! 
Just to clarify, if the player picks the latter choice "read later', the event would generally still be considered used and seen but if I want the event or the prompt to reappear until GrandpaRead is chosen, I can use a triggeraction like what Lyoko suggested? Thank you!
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
Thank you both! 
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
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
okay
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
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
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
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.
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
oh wait content.json is the thing i use to "load" the file right
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
basically i just have a separate workshop folder for my map mods
it has the tilesheets in it and i copypaste the file from there to the actual mod folder ill then zip up and publish
Glad the flower update was just in time
They're so cute....
Can anybody give me a shoutout in the mod showcase?
Thanks to Lumina, Button, Selph, and Esca on the SDV Discord for helping me with my code.
Thanks Void | The Fishmonger!
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?
yeah you need a harmony patch
Two content patcher mods conflict. Is it possible to introduce a third mod to resolve the conflict or something?
can you elaborate? what is the conflict exactly?
Yeah, it depends on the nature of the conflict.
nope, its easier to edit the mods to not conflict
well what easier depends of the situation
like mods with both authors being not around
They're competing over a sprite
hence the need for details
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
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
If this is for personal use, you can just make your own mod that have your sprite preferences overriding them all.
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
No
nope
So neither SMAPI nor Content Patcher support a mechanism for mods modding mods, presumably?
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
Hey, this modding experience is a dream come true, so not complaining
oh sameeee
I didn't know about reading other's config, that's pretty neat
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
oh! but i do have something to offer you
Oh, interesting. Can you overwrite a mods assets then from another mod? The asset image is wrong, if I could just mod the asset...
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
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
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?
???
"you can edit assets after another mod, but the mod edits a vanilla asset, so you can't edit the mod version"
mod can't be a dependancy of itself
if you want mod B to edit what mod A did, you make mod B depend on mod A
the other way around
Yes, exactly
if you edit mod A then it's not a third mod
That's what I meant to type
dependencies load after what they depend on
Ah, sorry, switched what I wanted
i think i'll step out because the lack of proper example is confusing me
Thank you this has been tremendously helpful and I've learned a bunch
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?
I'll walk away at this point so I don't detract from others getting help
(There's no official way for mods to change other mods. That's by design, since the SMAPI/CP design philosophy considers that to be a fragile bad practice. There are lots of ways for mods to interact without directly changing each other though, like two mods editing the same game asset with edit priorities.)
They both give her a dress, I want Mod B to win
That's fair
dependency is an earlier way of establishing what overwrites what
configuring mod A to not edit the dress is honestly best practice, but you CAN also give mod B higher priority (in its code)
(people can have cross discussion, you are ok with continuing asking for help)
I could write a good ol patch file
why would you need to?
you can literally edit A's code directly to remove the Haley dress patch
it's CP
The patch file is tracking what I changed. It was partly a joke as it's outdated method. Trying to be funny
(not to mention config)
But I want to get back to gaming. I get it now.
If Mod A gives Haley blue dress, and mod B gives Haley red dress, and you want her to always have the red dress. The only way to "resolve" that conflict with a mod C is if mod C also has the red dress with higher priority.
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
i feel like you might want furniture framework for that
Gotcha, that might've been where I saw it and I just forgot what it was called
Thanks again friends!
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?
maybe it's possible with enough temporaryAnimatedSprites
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
fun fact, parrot express and willy's boat animatiosn are currently not working for me. i suspect fashion sense
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
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)
Sometimes I have weird buildings tiles
make sure there's nothing on the buildings layer! for that spot! sometimes i have some invisible buildings layer - yeah what wem said
😰 i see... ghost buildings
ill try that lol thank u
something that's helpful is hovering over, and in the corner it says whether it's [empty] or a specific id
is there a way to make map edits to the farm without having to start a new game to see the changes?
like that
patch reload yourmodid in console
theres a mod but im not sure if its up to date
ooh yeah that sounds like a better plan lmao
ugh wrong screenshot
actual screenshot i meant to send:
@twin wadi and will this effect the farm anywhere but the edited tiles?
replying to the wrong message... my brain fog is back in full force 
it'll just essentially update your mod data to be up to date
didnt seem to work
oh i see
i should have specified then, so is there a way to edit objects without making a new game?
yea
hold on ill find the correct mod
basicallly do the same thing, then also do the reset terrain features thing
Does the When field in Content Patcher do "OR"? Like, When either This OR That is true?
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
why wont it load
Log found, uploaded to: https://smapi.io/log/b3664c20fdb6420cb843eb5bd7b7c9ce
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.
show your content.json
im everywhere
"Format": "2.7.4",
"Changes": [
"Action": "Load",
"Target": "Maps/Farm",
"FromFile": "assets/SmallLandsFarm.tmx"
]
}
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?
sure
idk this is my first time making a mod
its just supposed to replace the standard farm
you can do whatever but since it's someone else's oc maybe check with the original author
Not directly, but you can use dynamic tokens, queries, or just invert all the When conditions. For example, a dynamic token can have the value "false" if two When conditions are true, but otherwise have the value "true".
im not super good with tech and stuff so i have no clue what it means
Oooh, I see. Thank you; I will think about how to make this work.
this is the full file in its entirety?
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
oh wait there is a { at the start i just didnt paste it by accident
(next time use the json parser at smapi.io/json, it helps catch these issues)
Log found, uploaded to: https://smapi.io/log/38992f4ef6a443a681270429aad1c0b8
did you apply the fixes I suggested
Did you add the { before the action line and } after the FromFile line like Selph said?
Waaaaaah
What is my colour?!?!?!?
then post what you have again
~~congrats on being the server's top yapper™ of the week
~~
woops, I should have clarified: you want to keep the []
just put the {} block in it as well
oh
!json Please use the json website in future
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.
Which tutorial?
(Changes is a list, hence the [], which can contain one or more {} blocks)
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.
I know that. I mean which tutorial would be followed after the creator says yes.
We don't have one I don't think
i mean there's the event making tutorials
but
there's not a tutorial for "specifically adding content to someone else's npc"
there's tutorials for some things, but not everything
(dont forget Merge!)
often you need to read a tutorial and then extrapolate
Oh yeah I was thinking they were going to be editing an existing event, which we don't have a tutorial for
Here's an event tutorial. If you search for "event" on this wiki you'll find more. https://stardewmodding.wiki.gg/wiki/Events_for_Everyone
oh, not sure if I've ever seen Merge before 
"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
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.
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
maybe i miscounted the tiles and put it clipped thru a fence
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)
omg
bruh
i accidentally set the y position to 33 instead of 13
im so dumb lmao
thank you for that
my map is actually inspired from that
i wanted to play on a small farm but i noticed its a lil broken in 1.6
just for my curiosity: why would you not want your destination be available from central station?

