#making-mods-general

1 messages ยท Page 375 of 1

foggy marsh
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should i replace it with that instead

devout otter
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Yeah, you character internal name, not its display name.

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So Portraits/cheembs.KeithMod_Keith

foggy marsh
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thank you ๐Ÿ˜ญ i definitely wouldnt have figured that out on my own

devout otter
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The example the tutorial gave is { "LogName": "Base Portraits", "Action": "Load", "Target": "Portraits/{{ModId}}_NPCName", "FromFile": "assets/images/npcname.png", },

foggy marsh
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wait

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i think i did that wrong hold on

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yay, he exists!! his dialogue isn't working and he's not moving but i need to go to bed lmao

hallow prism
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Sleep one day for schedule to quick

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So after sleeping irl sleep in game ๐Ÿ˜„

foggy marsh
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i'll try that tomorrow, still need to figure out dialogue though

vernal crest
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You may have added his dialogue to Characters/Dialogue/Keith as well, perhaps?

foggy marsh
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ooh possibly

vernal crest
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If you are referring to your character anywhere in the code, it needs to be with their internal name, in your case {{ModId}}_Keith (I hope you kept the token rather than replacing it with cheembs.KeithMod!)

whole raptor
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Just woke up and found out there's a markdown testing ground for Nexus mod descriptions... finally SDVpufferblob

obtuse wigeon
whole raptor
obtuse wigeon
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Love that they have a Stardew modding video as their default example

whole raptor
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I'm guessing their latest one, since I feel like Stardew is their testing ground for some reason SDVpuffersquee Not that I'm complaining

obtuse wigeon
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I also agree stardew is their testing ground, probably due to how easy it is to make mods, install them, and how little they interact negatively with each other, much easier than skyrim mods which used to be their go to

lucid iron
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Less bandwidth usage DokkanStare

obtuse wigeon
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also a very good point

humble timber
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lmao

astral eagle
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Thanks decidedly. I ended up writing a script to package game assemblies and host them in a private github repo behind a PAT. Fetching those reference assemblies instead will definitely be easier on the billing.

blissful panther
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Yeah, the reference assemblies are the one missing piece of the puzzle. And in case you weren't aware, something I learned about MSBuild doing this:

Passing in something with -p:PropertyName="foo"? That's a hard override of anywhere it might be set elsewhere during the build process.

bleak spade
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Okay so I've been modding my vanilla Town.tmx map because I wanted to include some designs from the Expanded mod. Right now I have a map that is basically vanilla with some added assets from both the SVE tilesheets and the Way Back Pelican Town tilesheets.

I've managed to stumble my way through making it work through Content Patcher, but I'm currently struggling with making new lampposts light up at night

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I've tried editing the NightTiles and Lights coordinates in Tiled but it just crashes my game whenever I try and enter the town square

bleak spade
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I just want these to be lit once it becomes night, but I can't figure out how

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(I'm on PC, using Tiled and Content Patcher)

vernal crest
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!log And if it's crashing there should be an error log. Can you upload it and share the link please?

ocean sailBOT
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Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

bleak spade
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These are what are in the properties from the vanilla map. I've tried adding coordinates in the past but it crashed the game so I undid it and it went back to working fine

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I've recreated the crash to get a log

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 6 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

bleak spade
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Hang on I need to update content patcher

calm nebula
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One of your lights is malformed

astral eagle
# blissful panther Yeah, the reference assemblies are the one missing piece of the puzzle. And in c...

@blissful panther saved you some $:

env:
  REF_DLLS_REPO: StardewModders/mod-reference-assemblies
  REF_DLLS_PATH: ${{ github.workspace }}/reference-assemblies # a.k.a GamePath
  SDV_VER: 1.6.15
  SMAPI_VER: 4.2.1

# ...

      - name: cache_ref_assemblies
        id: cache_ref_assemblies
        uses: actions/cache@v4
        with:
          path: ${{ env.REF_DLLS_PATH }}
          key: ref_dlls-${{ env.SDV_VER }}-${{ env.SMAPI_VER }}
          restore-keys: ref_dlls-

      - name: checkout_ref_assemblies
        if: steps.cache_ref_assemblies.outputs.cache-hit != 'true'
        uses: actions/checkout@v4
        with:
          repository: ${{ env.REF_DLLS_REPO }}
          path: '${{ env.REF_DLLS_PATH }}'
          ref: 'SDV${{ env.SDV_VER }}-SMAPI${{ env.SMAPI_VER }}'
          fetch-depth: 0
bleak spade
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And how do I unmalform it?

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Here is the crash data now I've updated Content Patcher

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 6 C# mods and 5 content packs.

bleak spade
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All I added to the NightTiles property is highlighted

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Same with the Light properties

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Btw this is me flying completely blind, I'm not usually a modder or a coder. The reddit has already saved me on a few occasions!

vernal crest
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Going just off memory due to being on mobile but your Light entry needs to be 3 numbers: light type, X coord, y coord. If you've only added two numbers then you're missing one.

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Okay I checked the wiki and light type comes last but I was right about it being a set of 3 numbers

bleak spade
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Oh so the above screenshot '4' isn't a coordinate its a light type

vernal crest
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No, in the above screenshot the game is going to read that as being a light type of 24 (which doesn't exist) at the coord 4, 50

bleak spade
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The 4 50 was what I added to purposefully crash it hang on

vernal crest
bleak spade
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This is what it looks like in the vanilla

vernal crest
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Why did you need to crash it on purpose?

bleak spade
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To recreate the thing I did before, which was the same thing

vernal crest
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So if what you had before was that 4 50 at the front, that's what broke it

bleak spade
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So I could give you guys the same crash log

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Yep!

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But to fix it should I have put 4 50 4

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with the last 4 being the light type?

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(Again you're being so so helpful sorry if I'm being stupid)

vernal crest
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You're fine!

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If you're wanting the light to be at 4, 50 then yes, just add that extra 4 afterwards.

bleak spade
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I just tried it and it worked!

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Let there be light!

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Also can I ask what the NightTiles AlwaysFront coordinates are about?

vernal crest
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DayTiles and NightTiles are used to change the actual tile from the tilesheet that's present on the map, while the Light property only adds the glow (which is actually present all the time, it's just hard to see during the day). An easier to see example is windows in the buildings. They go dark when it's nighttime because their NightTiles are set to a dark window tile. The AlwaysFront bit is which map layer they're placed on.

bleak spade
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Oh! So if I added something to the AlwaysFront layer and put those coordinates in the NightTiles property it would only show up at night?

vernal crest
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Not quite. What you put on there would be visible during the day (and you'd write a property for it in DayTiles) and then the tile ID you put into your NightTiles property would be visible at night. See the 908 in your current NT property? That's because tile ID 908 on your tilesheet is the lit lantern for the top of the lamppost. If you look at the DT property it will have the same numbers for the tile coords but will show a different number - that other number will be the unlit lantern for the lamp.

whole raptor
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What's the GSQ for checking flags? SDVpufferthinkblob Specifically I need one to check if the Resort has been built

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The only one I can find is WORLD_STATE_ID, but not sure if it's the one

brittle pasture
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those are just mailflags right

vernal crest
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Player has mail

whole raptor
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Oh, that simplifies things

brittle pasture
bleak spade
whole raptor
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Forgot HasFlag refers to a mail flag ๐Ÿ˜…

vernal crest
bleak spade
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The tilesheet I'm using has an unlit and a lit lampost, and I was wondering if there was a way of setting the unlit tile to DayTiles and the lit tile to NightTiles

But that might be me making things way too complicated

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Update: Just tried it and nope doesn't work!

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Haha typical me trying to overcomplicate things

vernal crest
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I'm slightly confused. Everything I've just been telling you is doing exactly that. It's the purpose of DayTiles and NightTiles.

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DayTiles = tile 907, unlit lamp
NightTiles = tile 908, lit lamp

They should swap around 7pm-ish, I think it varies slightly by season or something.

keen seal
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You should only have one version placed on your map in Tiled. You put in whatever layer youโ€™ve placed it on into the Day/Night Tiles field

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The only difference in the entries for NightTiles from DayTiles is the tile ID, the layers and coordinates should match for each object

round dock
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Hi, just wanted to ask, how do I make sure music plays continously thru the event? Thank you!

iron ridge
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if i'm making a config toggle for a hud element, is it best practice to check the config value in entry or is it better if I check every render so that mid-game modifications work?

calm nebula
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It's fine to check every render tbh

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You're following, what

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Two pointers?

iron ridge
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true

blissful panther
blissful panther
sand timber
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Does anyone know which attribute affects the weapon's right-click effect? Also, what do Precision and Defense influence exactly?๐Ÿฅบ

iron ridge
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how would I force one of these onto screen without an interaction?

torpid sparrow
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cant help just curious, but just by passing it?

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touchaction comes to mind but idk enough about that

bleak spade
keen seal
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Do not place the lit lamp on your map

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You donโ€™t need to

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The function of Day/Night tiles is that it will switch the unlit tile on Front to the lit one

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You only need to place the unlit version

iron ridge
torpid sparrow
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ohh

gentle rose
torpid sparrow
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yeah i would still say textaction

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touchaction*

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although i dont know what action it would bring up

brittle pasture
iron ridge
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ah its Game1.drawDialogueNoTyping

bleak spade
sand timber
keen seal
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it should be
DayTiles: Front 1 1 205
NightTiles: Front 1 1 206

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as an example

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insert your coordinates and the file IDs for you unlit/lit versions

urban patrol
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are you doing EditMap or loading the map?

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map properties donโ€™t transfer from tiled when using EditMap

bleak spade
urban patrol
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ok carry on ๐Ÿ‘ check that you have it like quinn said

sand timber
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I saw on the wiki that weapon types are listed as 0 (stabbing sword), 1 (dagger), 2 (club or hammer), or 3 (slashing sword). I have two weapons both marked as type 2, but only one of them is a hammer. Does anyone know why this is?SDVpufferwaaah

brittle pasture
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!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.

brittle pasture
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and what weapons are those/did you spawn new ones to test

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side note: I see you loaded your weapons texture into Mods/SplatoonWeapon. you should use that as the Texture field instead of the InternalAssetKey thing

bleak spade
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I managed to make it work!

brittle pasture
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site note 2: your item Name should be identical to the item id

reef siren
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How do the stationery fireplaces work? Like the one in Pierre's? I have checked on SeedShop.tmx and it doesn't have a fire in it, nor does it seem to have any tile data nor tiel properties on the tilesheet... so how on earth is there a fire in there when I go in in game???

urban patrol
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the fire sprites are in cursors and iโ€™m pretty sure their animation inside fireplaces is hard coded

vital lotus
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is it true that talking to npc when they're performing schedule animation grant less friendship point?

brittle pasture
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yes no

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but you can talk to them beforehand/afterwards

reef siren
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ah shoot... guess I could just throw it in myself from the tilesheet maybe ๐Ÿค”

brittle pasture
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dont think that works sadly
every location has a hardcoded set of fireplace coords in C#

reef siren
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I guess that fireplace will never be lit then...

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oh well

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Guy who lives there can just use blankets

brittle pasture
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whoops somewhat wrong link

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if you have space for a dependency EMA adds support for custom fireplaces

reef siren
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Thank you ill look into it!

sand timber
brittle pasture
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and you trashed all the old ones and spawned new instances?

sand timber
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yes

urban patrol
brittle pasture
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weird
do it again just in case, and if they still act up run patch export Data/Weapons and post the json file it generates

restive crag
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guys, could anyone give me some help modding my own CC bundles? there's this harder CC bundles mod i used to use that was apparently taken down and I don't really like the other ones i've found so far so i wanted to make my own but i have zero experience with modding and coding

twin wadi
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!gs

ocean sailBOT
twin wadi
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whoops

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!startmodding

ocean sailBOT
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Making mods can be broadly divided into two categories:

Usually itโ€™s easier to start with making content packs, since you don't need to learn programming.

twin wadi
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tho if you dont have any experience, this is the best tutorial to start off with https://stardewmodding.wiki.gg/wiki/Tutorial:_Your_First_Content_Patcher_Pack

Stardew Modding Wiki

Welcome to creating your first Content Patcher Pack. I wanted a quick and easy way someone could copy, paste, and run their first content patch to prove to themselves everything's working as expected. I always find that creating my first, simple, working code gave me the confidence that I could tinker with things slightly and watch as my code gr...

fossil osprey
restive crag
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the most popular on nexus rn doesn't actually use content patcher, and i think i've seen one other person use their mod as a base, but i'm not sure how

brittle pasture
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if you're talking about Challenging Community Center Bundles, they do roll their own format, though I think that's because the mod was made before the game/CP supports custom bundles

sand timber
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I got it working! Big thanks, SelphSDVpufferheart

restive crag
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i actually managed to find the older mod i used to use (it was minerva's harder cc bundles, was removed from nexus but is still on moddrop) but it hasn't been updated in ages and either way i also wanted to include items from sve and cornucopia

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k so i tried going by date published and it seems pretty much every cc mod uses custom/challenging cc bundles as a base

rigid oriole
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i don't think you need that mod tho if bundles are content-patcher-able?

restive crag
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idk how to mod tho so i wanted to see how other people do it

ocean sailBOT
#

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

rancid vortex
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Is there an easy way to look through the game files to find like

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event IDs?

brittle pasture
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!unpack

ocean sailBOT
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Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

rancid vortex
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Ah thank you

restive crag
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in theory do i just edit the content.json of one of the challenging cc bundles to get the bundles i want for personal use?

brittle pasture
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yes

hallow prism
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@acoustic summit hi! i saw you pushed an update that should fix the item drop behaviour, but i still can't manage to drop one, which may be because i'm unsure of the exact format to follow. Would you be able to provide an example or look at my patch export to see what could be wrong?
https://smapi.io/json/none/62fec8f427e647a18d8b5f687a994342
This is the data of the bug once patch exported.

rancid vortex
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I wanna make a mod where the Wizard sends JojaMart to the shadow realm

twin wadi
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wait how do you do cooldowns between events?

urban patrol
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conversation topics

twin wadi
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ohhhh okay

urban patrol
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and then set the event to only play when itโ€™s not active

twin wadi
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thanks!

signal sundial
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I have uploaded my first mod ever! HYPERS couldn't have done it without some lovely helpful people in here ๐Ÿ’œ

urban patrol
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congrats!

torpid sparrow
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yay congrats!

signal sundial
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thanks blobuwu

urban patrol
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if you'd like a showcase just let one of us know

signal sundial
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ehm

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yeah sure, why not? ๐Ÿ˜„

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should I link it here? what do I do

urban patrol
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yeah, just a link with a short description if you'd like

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your message verbatim is what leah sends

signal sundial
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The Woolly Goat! This mod adds the Woolly Goat to your game! This fluffy friend can be milked for goat milk, just like the regular goat. In addition, it may also shed wool once a week, once enough friendship is achieved!

https://www.nexusmods.com/stardewvalley/mods/35935

Nexus Mods :: Stardew Valley

This mod adds the Woolly Goat to your game! This fluffy friend can be milked for goat milk, just like the regular goat. In addition, it may also shed wool once a week, once enough friendship is achiev

#

I just copied what I wrote in the mod description

brittle pasture
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I see you didn't go through with EAC Milk/Shear thing SDVpufferwaaah

signal sundial
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yeah lol, it was giving me a headache, but I found a workaround for at least the wool happening less often

urban patrol
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@outer glacier i'm sure this is inconsequential, but i got a message from leah saying "the application did not respond", but it still got showcased, so ๐Ÿคท

signal sundial
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I put in a "condition" that it can only do wool on monday / tuesday

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oh, thanks for the showcase blobuwu

haughty charm
urban patrol
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will do!

fathom rapids
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wooly goat ๐Ÿค milkable sheep

signal sundial
signal sundial
torpid sparrow
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theoretically, would i be able to make the NPC the player is married to not return to the farmhouse at the end of the day/start in a different part of the world at the beginning of the day?

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my intuition says yes since marriage schedules

hallow prism
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no

gentle rose
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not really

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zero schedules don't work on spouses

hallow prism
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marriage schedule don't allow for 0

torpid sparrow
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nnnooooooo

hallow prism
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i don't remember what is the reason, and if 1.6.16 can possibly solve that

torpid sparrow
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i dont see anything in the changes for scheduling

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that's a bummer hmm

brittle ledge
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You could try Custom Schedule Keys since they activate before vanilla schedules, but the mod author does say they may be odd with marriage.

hallow prism
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it's understandable as schedules as whole are scary

torpid sparrow
deep cypress
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With farm animal sprites: do height and width need to be the same? And do they both need to be divisible by 16? (16, 32, 48?)

brittle pasture
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I think they can be any size, but:

  • animals wider than the door of their animal house will get stuck (unless you have a certain mod of mine)
  • animals larger than 16px but smaller than 32px will get stuck for a different reason
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(for the second case just make them 32px and add whitespace)

deep cypress
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Whitespace? As in, cause tje bounding box to be only 32, but the sprite be greater?

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Cause foxes are my kid's fave animal, and foxes are long.... and 32 px is defeating my skills of an artist.

brittle pasture
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ok so you want bigger than 32px, hmm

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you can't change the bounding box

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try adding your fox in game anyway and see if they can get through the barn door

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if not then, well, Animal Squeeze Through time

deep cypress
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The hitbox tile size? What is that?

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I will recall Animal Squeeze!

brittle pasture
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that's for when you click on them

deep cypress
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Oh....

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That explains a lot.

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THx

acoustic summit
# hallow prism <@800304016377774090> hi! i saw you pushed an update that should fix the item dr...

The itemList system is meant for when you want multiple other items to possibly drop; when you have only one item you can use the alternative drop creature options with only alternative drop set to false, or I suppose you could also add on an extra item to the list for itemIDs. For example I was able to make the creature in what you sent me drop the item correctly by changing itemDropItemIds to ["378", "a"]. I'll make note of this in the documentation, also I am working on a modern CP example pack right now; sorry that there isnt one available atm.

hallow prism
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(extra appreciating the ability to add creature via CP editing, by the way)

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(it's so convenient to just have to add the relevant fields)

vocal osprey
#

hi all, I've been facing an issue with Content Patcher and my Patch which adds Arabic language as "Custom Language" to the game but for some reason I have a very confusing error that I'm loading the png file with the .xnb extension even though I don't!
any idea what could be causing this? https://smapi.io/log/0a474fe233d6478f88a8e699d44eaf34

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 5 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

hallow prism
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sometimes the log mentions xnb because it's what the game is looking for

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can you provide a json too?

vocal osprey
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content.json

{
    "Format": "2.7.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/AdditionalLanguages",
            "Entries": 
                {
                    "MoMaqbol.ArabicLanguage": {
                        "ID": "MoMaqbol.ArabicLanguage",
                        "LanguageCode": "ar",
                        "ButtonTexture": "Mods/MoMaqbol.ArabicLanguage/Button",
                        "UseLatinFont": false,
                        "FontFile": "Fonts/MoMaqbol.ArabicLanguage/Arabic",
                        "TimeFormat": "[HOURS_24_00]:[MINUTES]",
                        "ClockTimeFormat": "[HOURS_24_00]:[MINUTES]",
                        "ClockDateFormat": "[DAY_OF_WEEK]. [DAY_OF_MONTH]",
                        "UseGenderedCharacterTranslations": true
                    }
                }
            
        },
        {
            "Action": "Load",
            "Target": "Mods/MoMaqbol.ArabicLanguage/Button",
            "FromFile": "assets/Button.png"
        },
        {
            "Action": "Load",
            "Target": "Fonts/MoMaqbol.ArabicLanguage/Arabic",
            "FromFile": "assets/Fonts/Arabic.fnt"
        },
        {
            "Action": "Load",
            "Target": "Fonts/MoMaqbol.ArabicLanguage/Arabic_0",
            "FromFile": "assets/Fonts/Arabic_0.png"
        },
        {
            "Action": "Load",
            "Target": "Fonts/MoMaqbol.ArabicLanguage/SmallFont",
            "FromFile": "assets/Fonts/SmallFont.ar-AR.xnb"
        },
        {
            "Action": "Load",
            "Target": "Fonts/MoMaqbol.ArabicLanguage/SpriteFont1",
            "FromFile": "assets/Fonts/SpriteFont1.ar-AR.xnb"
            
        },
...
hallow prism
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so people can check you have all that should be in proper place?

vocal osprey
hallow prism
#

hmm

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i remember someone having issue with the docs but not if it was similar

red egret
#

Whats wrong with this code?
"Action": "EditMap",
"Target": "Maps/wallpapers_2",
"FromFile": "assets/wallpapers_2.png",
"FromArea": { "X": 0, "Y": 0, "Width": 256, "Height": 96 },
"ToArea": { "X": 0, "Y": 0, "Width": 256, "Height": 96 },
"PatchMode": "Replace",

hallow prism
twin wadi
red egret
#

ok but that gave me red sea too

hallow prism
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then maybe share it, moise

twin wadi
#

!log maybe

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 18 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

red egret
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oo CP is updated again

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but it worked a while ago just fine before i added the part with the wallpapers

hallow prism
#

it's not a CP problem

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it's a wrongly formatted json

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which the log tells you, and

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!json would likely tell you too

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.

hallow prism
#

you may have missed a comma, or have extra character, or misplaced stuff

red egret
#

ahh a comma i see

#

ty

vocal osprey
vocal osprey
#

I figured out the solution, looks like I had to trim the extension of .png from the .fnt file. I believe BMfont exports it that way and I feel if docs mentioned that explicitly alongside
Make sure the target for the .fnt file matches what you specified via FontFile in the language data, and the target for the image matches what you specified via pages in the font data. would be ideal, anyways I still don't know how to change smallfont + spritefont

brittle pasture
#

(this is a tangent but is that an RTL mod I spy?)

gentle rose
#

rtl support???

#

that would be sick

vocal osprey
#

don't get your hopes high, it's very tricky but I'm working hard on it

gentle rose
#

what language are you doing it for?

vocal osprey
#

Arabic

gentle rose
#

nice, good luck!

hard fern
#

Oh, right to left language sounds tricky

vocal osprey
#

a new version of Monogame supports an additional bool parameter for DrawString that renders text rtl, the only issue is the game uses older version of the lib. not sure if the dev is going to ever update but in the mean time maybe doing it through harmony is possible?

gentle rose
#

updating monogame seems very unlikely tbh

#

have you decompiled the game yet?

vocal osprey
#

I did using dnspy, haven't really dipped my toes too much in

gentle rose
#

worth having a look because the game does a lot of custom stuff in unexpected places (for example, certain punctuation marks in a lot of contexts get replaced with other symbols)

brittle pasture
#

oh fuck it is

uncut viper
#

selph spreading misinfo smh

brittle pasture
#

spread misinfo again whoops

opal tendon
#

what am I doing wrong its not showing up in game ๐Ÿ˜ญ

twin wadi
#

if you're trying to replace the entire image, you need to "load" i believe?

#

nvm

uncut viper
#

Monsters/Fly isnt an asset

#

Characters/Monsters/Fly is though

opal tendon
#

OH

brave fable
#

nope, the default area is the whole source image, and the asset would already be loaded

calm nebula
#

Hi bluebs!

twin wadi
opal tendon
brave fable
#

share a log with a patch summary โ˜€๏ธ

opal tendon
#

how do i do that

brave fable
#

!patchsummary SDVpufferthinkblob

ocean sailBOT
#

Can you do these steps to provide more info?

  1. Load your save and view the content that should be patched.
  2. Type patch summary directly into the SMAPI window and press enter.
  3. Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
  4. Post the log link here.
brave fable
#

oh wonderful

calm nebula
#

Hi bluebs! Long time no see

opal tendon
#

huh I don't see it

brave fable
#

hELLO

#

don't see what?

opal tendon
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 41 C# mods and 111 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

opal tendon
#

should I only have my mod in the game while I am testing it or is that huge list okay ๐Ÿฅน

still marlin
#

Guys I need help

brave fable
#

ideally you should only have your own mod to make things simpler for everyone

still marlin
#

When ever I try to launch stardew valley after installing snapi it always does this red text thing

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

calm nebula
#

Is there a reason why fly bread thinks it's Sakura bus

#

Hi selph! Long time no see.

opal tendon
#

I realize what the issue was I had a mod that changed all the monsters

brave fable
#

SDVdemetriums !modgroups

#

oop

#

!modgroups SDVdemetriums

ocean sailBOT
opal tendon
#

rather than make a whole new file I just change the text ez pz

gentle rose
opal tendon
hard fern
#

i do keep around a handful of mods while im testing things myself, mainly just to see if i should change something to work better with mod xyz

restive crag
#

how do i send a whole file of code here? i want someone to check if i edited this content.json right

whole raptor
#

!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.

twilit quest
#

Is it possible to nest tokens?

restive crag
#

i don't think this is working

twilit quest
tender bloom
#

It doesnโ€™t look like it has the whole file

twilit quest
#

(If it's a Content Patcher mod)

tender bloom
#

Unless thereโ€™s more hidden below

uncut viper
twilit quest
uncut viper
#

also the validator likely hjas the whole file

#

but it has a comment at the top

restive crag
#

it's an edit of the content.json file of Challenging CC Bundles

uncut viper
#

click "Edit this file" and you'll probably see the rest

calm nebula
uncut viper
#

starting a json with a comment breaks the validator

calm nebula
uncut viper
#

so just resend the json in the validator but without the comments at top

#

it should start with the first {

restive crag
twilit quest
brittle pasture
#

no, they're actually using CCCB as a base

twilit quest
#

Ohhh, so they are, my bad

restive crag
#

i'm just editing the files cause idk how to code

brittle pasture
#

in which case that format looks good, but the best and quickest way to know is to test in game

twilit quest
brittle pasture
#

(cuz I'm not checking that you're not missing a number lol, there's too many)

restive crag
#

i'm mainly confused about like the numbers at the end

twilit quest
#

Yep, or a slash - having made a bundle mod myself, they are a pain in the ass to test

restive crag
#

these ones

twilit quest
#

Looks like the final number represents the sprite, or icon used on the bundle page.

brittle pasture
twilit quest
#

Lookds like it

restive crag
#

i guess i'm gonna go make a test file and sleep a few days/cheat in a rain totem

brittle pasture
#

in which case it's color/distinct item count/display name

twilit quest
#

The last number is the sprite used - you can tell becasue the Garden Bundle uses /LooseSprites\BundleSprites:7", which is from the new sheet

#

Color is the color of the present box that you click on

#

Item count is the number of boxes you have to fill (so you can have 10 items, but only 3 boxes you need to fill, for example)

restive crag
#

gonna test things out with 200+ folders in my mods folder cause i don't want to check which mods the important ones depend on, wish me luck

twilit quest
#

Good luck

#

Color, Number of items required, sprite. It looks like Display Name is moved to the beginning, normally it would be at the end.

#

Fun fact, if you leave number of items blank (like //) it will automatically require all items

restive crag
#

is there any problem if i complete all bundles in one day?

#

ok so exotic foraging has the wrong reward

#

it gave me a aquamarine. i probably forgot something

#

looks like i forgot a B

#

also appears i put a _ where there shouldn't be one

lucid mulch
#

only one cutscene will play but the mail flags will get correctly set

glossy moss
#

how do i do that? open the file with notepad++ and put in the line?

#

Ps: i have no grass growth at the giga farm extended maps and wanna enable it

restive crag
#

ok this one i'm not sure what i got wrong

#

oh seems it actually needs a "smelly" in the name

brittle pasture
#

yep

restive crag
#

i'll need to double test that one tho cause apparently cornucopia slightly edits the sve rafflesia as well

brittle pasture
#

the item id is the same

restive crag
#

oh wait i can check item ids with lookup everything, neat

#

four leaf clover has the wrong id too, rip

#

lucky four leaf clover. make it harder for me, will you?

brave fable
#

it's not worth trying to guess item IDs hahah, always reference the original files

restive crag
#

worked for most of them!

#

also as a non-native english speaker, what do you mean cotton boll is the correct spelling?

tiny zealot
#

as a native english speaker, sorry english is just Like This All The Time lmao

restive crag
#

i'll at least assume it doesn't have some weird spelling like some words dare to have

#

no not spelling, uh, pronunciation

tiny zealot
#

boll sounds like "bowl"

restive crag
#

sounds fair

#

ok completed cc, i got three IDs wrong and missed one B

#

stardew has apparently decided that if you complete the entire cc in one day, the cutscene that should play is the greenhouse one

#

and the missing bundle is fine!

patent lanceBOT
devout niche
#

Does anyone have an example of a basic reskin mod? I am making a small reskin of another mod and want to see how the code is structured

brittle pasture
#

which mod are you editing? if they're using a custom asset name one mandatory step is finding out which one to target for editing

devout niche
#

I'm editing grapes of ferngill. I think my naming convention is off

#

{
"Action": "EditImage",
"Target": "StunkyMcDoo.GrapesofFerngill.cp/crops_summer",
"FromFile": "cropsfinal-wip.png",
"Update": "OnLocationChange"
}

brittle pasture
#

that looks fine to me, though you don't need "Update": "OnLocationChange"

#

(assuming the Target name is correct and you indeed have a cropsfinal-wip.png in the mod folder)

devout niche
#

the original mod author is updating theirs on location change for specific seasons - i wasn't sure if that would impact how i need to write my code:

#

Here is the original author's code:

#

"Action": "EditImage",
"Target": "StunkyMcDoo.GrapesofFerngill.cp/crops",
"FromFile": "assets/{{TargetWithoutPath}}_{{season}}.png",
"When": {
"Season":"spring, summer, fall, winter",
"IsOutdoors": true
},
"Update": "OnLocationChange"

tiny zealot
#

(hermes voice) that just raises further questions!

calm nebula
#

Sometimes it's spring 2

#

You don't need to btw

devout niche
#

so I can just remove the Update: on location change and call it a day?

#

is my syntax onthe target correct?

brittle pasture
#

if you're not using dynamic tokens that can change over the source of the game (like {{Season}}) you don't need to specify an update rate

#

(technically you don't need to even if you're using tokens since the author already did that, but...)

brittle pasture
#

"Target": "StunkyMcDoo.GrapesofFerngill.cp/crops", (remove the _summer)

tiny zealot
#

i am confusion about why stunky did many of the things in their patch

brittle pasture
#

well the season line is definitely unnecessary

devout niche
#

So just this?
{
"Format": "2.7.0",
"Changes": [
{
"Action": "EditImage",
"Target": "StunkyMcDoo.GrapesofFerngill.CP/crops",
"FromFile": "cropsfinal-wip.png"
}
]
}

tiny zealot
#

since it's their own image target, surely smarter division of items could have avoided IsOutdoors and UpdateRate too (if they are even necessary at all)

brittle pasture
calm nebula
#

Do crops remember their texture?

tiny zealot
#

i don't know, i'm struggling to imagine why you'd un-edit your crop images when you go inside

foggy marsh
#

i'm so happy, my npc has basic functionality :,) he walks, he talks, he accepts gifts, his animations work ... i can rest now

thank you to everyone who's helped me so far <3

brittle pasture
#

well maybe they have an indoor variants in another patch

devout niche
#

I have dependencies:
},

    "Dependencies": [
    {
        "UniqueID": "StunkyMcDoo.GrapesofFerngill.CP",
        "IsRequired": true
    }
]

}
within my manifest file
Will i need to do a new save to see if this works? or should this work in an existing save?

devout niche
#

the mod author has four different sprite files for the seasons

brittle pasture
#

existing save is fine, worst case scenario you can destroy the crop and plant again

restive crag
#

cc mod update: everything is working now!

#

idk if i'll share it or if i'll keep it for personal use since i just edited a different mod tho. not sure if i need to change more to post on nexus

brittle pasture
#

I think posting it as a content pack for CCCB is fine
do change the manifest and give your preset a different, unique ID (and tell users to use that ID in their CCCB config)

devout niche
#

my sprite index order is the same, i think - not really sure how these sheets work tbh

brittle pasture
#

feel free to elaborate on what's happening if you need help

devout niche
#

Yeah, sorry for not being specific. Just confused overall. I have a manifest which should work, with the dependency. I have the .png in my main folder. I have my content.json file:
{
"Format": "2.7.0",
"Changes": [
{
"Action": "EditImage",
"Target": "StunkyMcDoo.GrapesofFerngill.cp/crops",
"FromFile": "cropsfinal-wip.png"
}
]
}
really not sure what I'm missing

vernal crest
#

You haven't explained the problem

devout niche
#

loading existing save, assets I'm trying to reskin are not reskinned

vernal crest
#

Did you destroy them and plant new ones like Selph said?

vernal crest
#

If they look exactly the same as in the OG mod, yours is not being applied in some way. Either your Target is wrong or your mod is not loading at all.

#

!log Could you share the log so we can check?

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

calm nebula
#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

calm nebula
#

Dammit

hard fern
#

Log

vernal crest
#

Bit slow there atra lol

devout niche
ocean sailBOT
#

Log Info: SMAPI 4.3.1 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 12 C# mods and 13 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

devout otter
#

Which one is your mod?

devout niche
#

currently called 'grapes of ferngill reskin'

vernal crest
#

There doesn't appear to be a StunkyMcDoo.GrapesofFerngill.cp/crops asset according to this log.

devout niche
#

ah so my target is wrong

vernal crest
#

There's ancient, common, teabushes, deep_envy etc

#

How did you land upon StunkyMcDoo.GrapesofFerngill.cp/crops?

tiny zealot
vernal crest
#

Hmm

#

I wonder why that wasn't loaded

#

(Thanks ichor, I backread a few times but still managed to miss stuff apparently lol)

#

Okay so that is the right Target

devout otter
calm nebula
#

I wouldn't be surprised if there was unused code tbh

devout niche
#

it is the common grape crop

#

assumedly this one: StunkyMcDoo.GrapesofFerngill.cp/common

#

there is a crops.json as well, but it references sprites from the crops.png spritesheet that I am trying to edit

devout otter
#

Yar, according to the code in crops.json, the common grape doesn't use StunkyMcDoo.GrapesofFerngill.cp/crops.

#

I think it uses the game's vanilla crop?

vernal crest
#

The only one I can find called common grape is a bush

#

Oh you can change between them being bushes or not? (I have never looked at this mod before I am so confused lol)

devout niche
#

theyre bushes so they dont need to be watered and dont die seasonally

devout niche
#

maybe i have to overwrite the sprite from the base game

devout otter
#

You Target the vanilla asset.

vernal crest
#

If you are editing the bushes, you want to edit the "Texture": "StunkyMcDoo.GrapesofFerngill.cp/teabushes" texture

devout niche
devout otter
#

The "Common Grape" in Grapes of Ferngill is just a retexture of this.

vernal crest
#

It looks like it uses the crops.json if bushes are set to false but youngdollarsign said they do want the bushes

devout niche
#

ohhh so i need to be looking in teabushes.json

#

i got it now thanks yall

vernal crest
#

Dolphin and I are in disagreement on this and I'm not sure which of us is right haha

#

However if you install Lookup Anything you should be able to inspect the crop and see its texture path in game to confirm

devout niche
#

tysm

#

that is incredibly helpful

#

thank you all!

foggy marsh
#

how do i give my npc different sprites/portraits in winter?

rigid musk
#

You should use the appearance system for NPCs

rigid musk
foggy marsh
#

thank you, i'll try that

devout niche
#

@vernal crest @devout otter thank yall both for your help, I got my mod working!

#

it was the teabushes

latent cape
#

Does anyone know how to animate a sprite and then freezes in the last sprite while also talking until the next command that tells it to stop?

rigid musk
#

so like an animation of a few frames and then you want the last frame to stick?

latent cape
#

Yeah

rigid musk
#

during an event right?

latent cape
#

Yep

rigid musk
#

you could do the animation for those frames and then do a quick stop animation and then start another animation thats just the last frame looping, continuing on with your dialogue and such until said animation needs to stop

#

although

latent cape
rigid musk
#

really?

latent cape
#

Unless there's other command than stopAnimation that i don't know

rigid musk
#

could you show me the string of commands you did for that

latent cape
#

Wait

#

Wait let me play test this real quick to see if it still won't work, i kind of experimented a while ago

#

Nvm it still won't work, let me do the smapi json

outer verge
#

do you think theres a mod out there thats like

#

adjustes stardew crops in random to inflation /actual economic changes

#

like one day ur turnips r 60 g and the next its like 5 and u just cry because ur life is going downhill becasue of the economy

rigid musk
outer verge
#

REALLY

rigid musk
outer verge
#

omg i cant wait to simulate the real life economy in my imaginary economy

rigid musk
#

it might be so quick that it doesn't last very long?

#

I know I've definitely done something similar to this in at least one of my events, let me check

#

Hi Aba :]

vernal crest
#

Can't open the json right now but couldn't you use showFrame to just show one static frame of the animation?

#

Hi Lily! I haven't seen you for ages!

rigid musk
#

Yeahh I've been really really sick so I haven't really been doing much of anything at all :L

latent cape
rigid musk
#

the commands /animate NPC false true TIME [insert sequence of frames here] should work while they're talking.. hmm maybe try (one sec let me c ount)

#

you could try doing a pause command for ~3150 seconds between the two animations, but that wouldn't work if you want them starting the initial animation and then pausing at the last frame all while talking

#

Not sure why showframe stops working when the dialogue continues though

latent cape
torpid sparrow
#

oh god

rigid musk
#

๐Ÿ˜จ

glossy moss
#

I'm playing on Giga Farm currently, that have a farm extension, but grass don't spread there, any idea how to fix this?

torpid sparrow
#

to be clear, you're trying to get them to stop the animation while talking and then start the animation again?

rigid musk
glossy moss
#

oh thy ๐Ÿ™‚

torpid sparrow
#

assuming that dialogue/text whatever still works while the animation is playing until stopAnimation is used, I would just repeat the frame you want to stop on for the duration of time it takes to say the text although that is very very annoying

latent cape
rigid musk
#

not sure why the animate command would have anything to do with your farmer when it clearly references your npc SDVpufferfear so thats new

latent cape
rigid musk
#

so you want the animation to start (while talking) and freeze at that frame (still talking) and then when the text ends the animation stops

torpid sparrow
#

oh hmm

latent cape
torpid sparrow
#

what i said would technically work but again would be sooo annoying although i cant think of another method off the top of my head

#

is he talking as in a dialogue box?

#

or the textAboveHead

latent cape
#

dialogue box

torpid sparrow
#

is there any break in the dialogue

#

idk i would put a break in the dialogue and stop the animation there

rigid musk
#

hmm you could try begin simultaneous command, since, with the way commands work, the first part of the animation is going to play before the NPC speaks

#

(at least to get the first part to actually happen)

#

getting the npc to stop the animation mid way through would probably require a small break in the dialogue where you stop the previous animation, and then start the animation with the singular frame, then continuing the dialogue

torpid sparrow
#

yeah i cant see a way out of a break in the dialogue

latent cape
calm nebula
#

Are you doing a facedirection left first

latent cape
#

Im going to test the pause 3150 again to see if the farmer glitches out again

torpid sparrow
calm nebula
#

Because otherwise you get faceless farmer when you call a farmer animation

#

And don't make them face the right direction

rigid musk
#

they arent animating the farmer :L

vernal crest
#

I don't think they're trying to animate the farmer at all?

calm nebula
#

The farmer is a paper doll

hard fern
rigid musk
#

yeah...

latent cape
hard fern
#

They're not animating the farmer?

torpid sparrow
#

farmer corrupted itself

calm nebula
#

Hmm, what are you doing then

rigid musk
#

they are not, in fact, animating the farmer, they're animating their npc

hard fern
#

SDVpuffersweats x2

latent cape
rigid musk
#

none of the commands have the farmer animated from waht i can tell

calm nebula
#

Because that is exactly what happens if the farmer gets misanimatef

torpid sparrow
#

actually i dont know how exactly stopAnimation works

#

does it immediately end on the current frame or go until the last one

latent cape
#

WAIT, omg i fixed it, the pause did work but with a combination of what Lily suggested

rigid musk
#

stop animation completely stops the entire animation +frames and resets the npc back to normal unless you have another animation after it

#

:D yippie im happy to help!

#

I don't know why your farmer got cursed

torpid sparrow
#

on whatever frame it was on when stopAnimation occurs?

latent cape
latent cape
torpid sparrow
#

last as in the last in the animation loop or the most recent frame

torpid sparrow
#

oh interesting

#

thats good then

rigid musk
#

'your mod isnt working'
their smapi log:
someone save me please /mostly silly

hard fern
rigid musk
#

i aint got the enrgy to read through allat i am going to sleep now :)

vital lotus
pine elbow
gentle rose
vital lotus
gentle rose
#

I'm thinking some kind of either logarithmic or arctan-ish reduction in points, so you lose points very slowly initially then speed up as you receive more (and then possibly slow down again once you start actively disliking them?)

#

which should feel more like the NPC just becoming very fed up with you over time SDVpuffersquee

hard fern
#

๐Ÿค” speaking of friendship

#

i dunno if it's already covered by another mod but

#

i thought about like, a mechanic where npcs would "tell their friends" about you if you made them upset and stuff

fathom rapids
#

idk if there's more ways

#

not talk to them for a long time i guess

lucid iron
#

I was asking specifically which way forsy wanted

#

Like if it's a minus friendship choice in event then u can start convo topic

hard fern
#

oh i was just thinking of minus friendship

vital lotus
#

Can we attach conversation topic on the gift taste dialogue? Or maybe the item specific/context tag one?

#

Marnie: Shane has been drinking more beer again. Got a clue who is enabling him?

hard fern
#

๐Ÿค” hmm i feel like i saw something like that

#

SDVpuffersweats sorry marnie shane's birthday is in spring

#

where am i supposed to get hot peppers

fathom rapids
#

shane loves pizza

#

its like 100g more expensive than beer in the saloon

#

v easy :P

#

(Pam loving parsnips is the biggest lifehack in the history of the game i gotta say)

vital lotus
hard fern
#

๐Ÿ˜” you know i never buy pizza. specifically because the beer is cheaper

#

it's like 200g

fathom rapids
hard fern
#

pizza is 600 im pretty sure

lucid iron
hard fern
fathom rapids
#

oh no, how expensive :\

hard fern
#

๐Ÿคท

#

i was just stating the price

fathom rapids
#

no yeah ty

#

i just. buy pizza for shane. its his bday he deserves it

#

sam, too

gentle rose
gentle rose
cursive pike
#

How can I make it so that people can reach my map by bus?

vital lotus
#

people here being npc?

#

npcwarp map property?

fossil osprey
#

I guess people as in player

fathom rapids
cursive pike
#

!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.

lethal wadi
#

https://ko-fi.com/s/90573f9523

ok so,, i want to make a personal edit to this farmhouse to add a childrens room and place for the cellar, how can i do that? i have tiled but i have no idea how to use anything here T_T please explain like im 5 lol
im comparing to a dif mod and it looks like i need to have separate tmx files for each upgrade?

Ko-fi

Home is where the hearth is ๐ŸŒฟ

This mod reworks the interior. It aims to make it a little more comfy and compact, without it being too large to decor...

brave fable
#

you were WRONG. i will NOT use nullables

lethal wadi
#

ok so,, i want to add the childrens room here, but its not letting me put down any tiles
i also think i should extend the map boundary(?) but idk how,,

lucid iron
#

So you can't actually change where the crib is without a mod

lethal wadi
#

oh right, forgot abt that

lucid iron
#

This is because it is a hardcoded renovation

lethal wadi
#

yeah

lucid iron
#

You can use mmap to do it though, works by setting map prop

lethal wadi
#

sorry, ive never worked with maps before so i understand little lol

lucid iron
#

Farm house is tricky yep

#

I think you can change the cellar entrance without another mod tho

#

Just gotta edit the map asset that has the entrance

tardy lagoon
#

I'm new to content patcher and was wondering if someone has a link to explain the concept of blank loads? I've noticed that in a lot of manifest files, such as SVE, they start with a "load" action of a blank JSON file. Then they "include" the actual file, which will contain an "EditData" action. I'm not sure why they don't instead load the correct file right off the bat. Happy to provide examples if I've explained it poorly.

I know I'm misunderstanding but I'm struggling to find an answer online ๐Ÿ™‚

vernal crest
# tardy lagoon I'm new to content patcher and was wondering if someone has a link to explain th...

It's because CP passes the content of a Loaded file directly to the game without editing it in any way, which means you can't use CP tokens of any kind because they'll be passed through as-is instead of being replaced with the desired content. It's strongly recommended practice to use the {{ModId}} token as a prefix for all IDs in your mod (including an NPC's internal name). We also strongly recommend the use of i18n files to allow for easier translation, which also rely on CP tokens. Since both of those things are recommended practice, a blank load is required to allow the tokens to work.

#

I can show an example of what I mean if my explanation wasn't clear enough ^_^

tardy lagoon
#

Ah! That makes so much sense. So an initial load doesn't have token replacement, but an edit action does?

vernal crest
#

Yup that's right.

vital lotus
vernal crest
#

The blank load allows the asset to exist in the first place and then the EditData patch adds the actual content to the now-extant asset.

vital lotus
#

and CP tokens r sweetie pie

hard fern
#

dont use includes at all and just shove everything into the content.json directly

#

i jest

tardy lagoon
#

Thank you very much for the help ๐Ÿ’œ

vital lotus
#

fair for smaller mods tho

vernal crest
# tardy lagoon Thank you very much for the help ๐Ÿ’œ

Oh and just to clarify on Includes - they aren't actually a necessary part of the "Load blank -> EditData" cycle. You can Load your blank json and then do the EditData patch all together in the content.json. The purpose of Includes is merely* to let you split your json into more human readable files rather than having thousands and thousands of lines in the content.json. When CP reads an Include patch (where the Action is Include) it just runs the content of the listed file as though it were in the content.json.

* you can actually do cool templating stuff with LocalTokens using Includes too, but that's much more advanced so I won't explain it right now.

#

I am making an NPC whose json will be entirely contained within the content.json. No Includes.

brave fable
#

the content equivalent of dumping every class in modentry.cs

vernal crest
#

Which I also do ๐Ÿ˜Œ

#

In this case all her json will be in the content.json because she is intended as an example for newbies and a lot of newbies get very confused about Includes and make life difficult for themselves by trying to do them when they don't understand what they actually are.

vital lotus
#

or dynamic tokens

tardy lagoon
#

Nice, understood - thank you again ๐Ÿ˜„

I'm a programmer by trade so understanding everything hasn't been too difficult, it's just finding reasoning and deciphering if something is just a standard/pattern or if there's a processing reason for certain things.

#

Out of interest, are there any good places to look for documentation on the more advanced topics? Aside from the SDV modding wiki.

vernal crest
#

Outside of those places, some of the modding servers have a resources channel where we share tips, resources made by the community, resources from outside the community, etc. Off the top of my head I know that Stardew Modmaker Community (SMC), East Scarp (ES), and Krobus have said channels but there are probably more.

devout otter
#

Where do you plan for Valya to live, Aba?

vernal crest
#

Haven't made a decision yet but probably looking to use fireredlily's apartment mod or the Saloon top floor mod. I'm happy to make her a bedroom but not wanting to get any more complex with the map situation than that. If all else fails she'll get a stop from Central Station that weirdly arrives right in her house lol

foggy marsh
#

his winter sprites are not working, i'm not sure if this has anything to do with the error it gives me when i try to validate the json (but that error doesnt come up in smapi when i launch the game)

i'm using this tutorial https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Seasonal_Outfits_via_Appearances

and this is my json https://smapi.io/json/none/174257859071479d82e429767b56b940

Stardew Modding Wiki

If you want to add seasonal outfits for your NPC, there's two ways you can do this: the token way or the Appearances way. Appearances is a new code structure added in SDV 1.6, so if you're looking at an older NPC's code for reference, they'll most likely be using the token way. The main difference between the two is that the token way is simpler...

#

i'm very tired so it's possible i missed something

vernal crest
#

Is there a reason that you're adding a separate patch for appearance rather than just putting it in his original Data/Characters entry?

#

Oh it's because the tutorial shows that. WHY

foggy marsh
#

๐Ÿ˜ญ i don't know anything

wanton pebble
#

My guess is people take seasonals as separate mods

vernal crest
#

I must take this up with Airyn

wanton pebble
#

Also data/Characters is a block of code as is

vernal crest
#

It might be because he's used to editing vanilla characters

foggy marsh
#

as i've said before i've literally never made a mod more complicated than replacing a vanilla character's portraits so i'm kind of just blindly following tutorials and hoping it all works

vernal crest
#

Okay putting that oddity aside, what is actually happening? Is he just wearing his normal outfit?

foggy marsh
#

yes

#

i did try doing it this way from the tutorial, but that made him wear the winter outfit all the time

vernal crest
#

Okay so your winter outfit loads aren't actually happening because you have them nested inside his Data/Characters patch

foggy marsh
#

what should i do instead?

#

(i'm also not really sure what that means ๐Ÿ˜ญ)

vernal crest
#

Let me try drawing on it to show you what I mean

vital lotus
#

isn't it better to make NPC change appearance using the appearance system?

vernal crest
#

They are trying to

glossy moss
#

So another try: I wanted to edit the giga farm mod and add the EnableGrassSpread: T
to the map, since it's annoying that grass don't grow on the extension of this map... how do i do that? (already downloaded and installed tiled)

vernal crest
# foggy marsh what should i do instead?

Sorry, I am finding this extremely difficult to describe haha. I ended up just putting the Load patches in the right place and hopefully you will be able to see from that how it should look.

A patch, by the way, is a section of code that's between curly braces and has an "Action" field inside it. You can only have one Action per patch which is why yours isn't working - you're putting three Action fields inside the same set of curly brackets (which I have circled in red in the screenshot of your json to show what I mean; the two extra Actions which should be within their own patches are inside the yellow and green rectangles).

foggy marsh
#

i'm pretty sure i put those brackets there before, but when i did that it was telling me it was invalid so i removed them ๐Ÿ˜ญ

vernal crest
#

That means you had them incorrect in some way before.

#

Like possibly not putting your commas in the right place, or not having the right number of brackets.

foggy marsh
#

seems to be good now, i'll try testing it ingame

#

thank you for explaining that ๐Ÿ™

#

it's working!!! :D

vernal crest
#

What text editor are you working in, by the way?

foggy marsh
#

uhhh notepad ๐Ÿ˜ญ

fathom rapids
#

not even notepad++?

#

i rec that

brave fable
#

sublime text is my rec, or vscode if you're after something a little extra

vernal crest
#

I am not a fan of N++, but it'll do better than Notepad. I suggest getting a text editor that has auto-indenting and the ability to auto-format your json (which N++ doesn't do well imo) because having everything indented correctly makes it a LOT easier to tell whether you've got things nested incorrectly.

foggy marsh
#

i'll look for smth tomorrow lol

vernal crest
#

!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.

vernal crest
#

Links to the three text editors we just mentioned above ^

calm nebula
#

Hi bluebs!

#

||yes this is a bit now||

vernal crest
#

Okay time for some verbose logging

#

Wow that sure is verbose

lucid mulch
#

at some point I need to get around to resuming my debugger project

#

but I also need friendly volunteers that actually make cp packs and use vscode to test it with

vernal crest
#

I am not always a reliable volunteer but I am friendly!

#

I assume using VSCodium is acceptable?

lucid iron
#

I'll do it i write other ppl's cp often

lucid mulch
#

I wont be publishing on the marketplace(s) until its generally available

vernal crest
#

Yup it can

brittle ledge
vernal crest
#

I found so many pages through All Pages that I'd never seen before going through the categories so step it up Tia :P /j

brittle ledge
#

Do you have any suggestions for making it more navigable though? It's something I'm trying to improve SDVpufferthinkblob

vernal crest
#

One thing that confuses me is that pages inside subcategories don't show up on the main category page. For instance in the Templates Category it says there are 6 pages but then there are 42 more pages across the various subcategories. When I first started using the wiki I thought the subcategories were just for more granular organisation and that the pages listed in the main category were the total of all pages in that category.

lucid iron
#

is just vsix right

vernal crest
#

I'm assuming that's default wiki behaviour and am not sure if it can be changed, but even just requiring that all pages be inside a subcategory would probably make that less confusing for me. My ideal would be that the categories are not actually user-facing at all but that we have more of an index page like the official wiki - however unlike the official wiki it'd have to be much more dynamic because of new pages being added frequently in comparison. I don't know if it's possible to set up a page that automatically pulls links into a sort of table of contents?

lucid mulch
uncut viper
#

(fwiw I also find the modding wiki difficult to navigate/find things for similar reasons but I rely more on Google than the AllPages)

gentle rose
vernal crest
uncut viper
#

i mean for me that's also kind of part of the problem in that it means I have no idea where to look if I want to find something about a certain topic. who knows what category or subcategory I should look at

gentle rose
#

basically categories are a weird cross between tags and folders ig

I do think the modding wiki desperately needs an actual index

calm nebula
#

Tbh my general issue with thr modding wiki is there are sometimes things out of date and frankly as a c# knower it is faster, 99%, for me to pop open the decompile and check it myself

#

And then I'm not a good person and don't share the knowledge

vernal crest
#

I am not actually speaking from the perspective of a modding wiki user for the most part. I am speaking from the perspective of a contributor and a frequent linker of tutorials for others.

uncut viper
#

tbf wiki editing especially for complex knowledge is annoying

#

took me a good couple hours to do the quests page on the official wiki

gentle rose
#

tbh I think the reason I personally don't use the modding wiki is that I'm kind of unclear on what it is/what belongs in it, so I never end up thinking "oh, that's something the modding wiki would have, I should search there" when I'm looking for answers

calm nebula
#

Iro, I'm too busy looking dumb and being pretty

patent lanceBOT
vernal crest
#

Except for a couple of pages that I already know about (roku's list of all the mail flags, the sprite indexes for springobjects) I only look at the modding wiki for the tutorials as that's what I think of it being for.

#

Anything related to playing the game does not exist to me (and in fact I would like it if we could have a more clear delineation between the playing vs modding sections).

gentle rose
#

the main wiki (both the main namespace and the modding namespace) has fairly clear and narrow scope, so I know if I need to look up the structure of a data model for example, I go there.

#

it would be cool if the modding wiki could be that for specific mods that aren't content patcher ig, but mods tend to have their own documentation

vernal crest
#

@ivory plume I'm trying to ascertain the differences between the regular SMAPI download on Nexus and the SMAPI for developers. Everything I can find (basically going back through your messages here lol) points to the only difference being that the developer version has DeveloperMode set to true in the config.json by default while the regular version has it set to false*. Is that correct or are there other differences between them?

* though it's possible to create a user config to set it to true in the regular version.

brittle ledge
brittle ledge
#

Or you can even post about it in SMC and I can tag it if you tell me what's outdated.

brittle ledge
brittle ledge
lucid iron
#

I am doing some testing on drawing loads of furniture

#

For some reason the draw is much slower if farmer overlaps with the furniture

#

Why is that blobcatgooglyblep

brittle ledge
#

(I'm back at work so please feel free to ping me about modding wiki discussions if I don't respond right away SDVpufferheart SBVHappyPing )

vernal crest
lucid mulch
#

yeah

#

it makes the main folder and sets it up, and then copy+pastes it for the dev mode, and then changes the main config to no longer be developermode
as when running builds of smapi from source its by default developer mode and it has to be turned off

vernal crest
#

Do you know what's meant by the "includes intellisense" bit?

sand timber
#

wondering SDVpufferwow Is it possible to use ScaleUp to create a high-resolution version of companions?

gentle rose
#

I think that might be best done with Sprites in Detail maybe?

uncut viper
gentle rose
#

(I did, sorry I'm making lunch and forgot to reply)

uncut viper
#

unforgiveable

ivory plume
inland rain
torpid sparrow
#

oh i need to make use of that expeditiously

gentle rose
#

@ivory plume, while you're here, is there a chance the main wiki could enable the RenameUser extension? (it actually comes bundled in with the version of MediaWiki the wiki uses, so on the practical level it just has to be enabled and set to allow people to rename themselves)

I'm actually not sure who the sysadmin is for the wiki so I figured I'd ask you haha

lucid mulch
#

margotbean iirc

ivory plume
#

(Margotbean is the moderator, not the server sysadmin.)

gentle rose
#

I knew that much but I didn't know who actually is the sysadmin, though my guess was you or CalicoCole SDVpuffersquee

ivory plume
#

I don't know if we want to let anyone rename their account on the fly, but I can ask about enabling it so users can request a rename from the wiki's local Margotbean.

gentle rose
#

maybe for example if someone made their wiki account over a year before becoming a mod author and choosing the name they use for stardew stuff... SDVpuffersquee

ivory plume
#

It was bundled in MediaWiki 1.40 though, and the wiki still has 1.35.1. So if it happens, it'll probably be after the upcoming planned MediaWiki update.

gentle rose
#

so it's there but it's an extension that has to be enabled rather than being a native feature

#

(I was way off, it was 1.18)

lucid iron
ivory plume
#

(I added an internal ticket to consider enabling renameuser.)

glossy moss
#

I wanted to edit the giga farm mod and add the EnableGrassSpread: T
to the extended areas of the map, since it's annoying that grass don't grow there... how do i do that? (already downloaded and installed tiled)

vernal crest
lucid iron
#

Look at the MapProperties field

glossy moss
ivory plume
#

(EnableGrassSpread is a map property which applies location-wide though, not a tile property.)

lucid iron
#

Ah yeah if u want tile prop stuff I'd just edit the tilesheet and make the grass diggable, this u can do via tiled yep

#

[[modding:maps]]

glossy moss
#

so i open the tmx file with notepad and insert EnableGrassSpread: T ?

#

just want the gras there so my animals don't starve ๐Ÿ˜ข

lucid iron
#

Well u should use tiled unless u are very familiar with the tmx format

vernal crest
#

I disagree

glossy moss
#

XD

vernal crest
#

Easier to open in a text editor than explain all the tilesheet stuff

glossy moss
#

yeah tried that tile program but only gave me errors and made the map crash XD thats why i'm looking for help ๐Ÿ˜„

vernal crest
#

If you open it in notepad and copy the <property name="Outdoors" value="T"/> property to the line below it and then change the second one from "Outdoors" to "EnableGrassSpread" you should be okay. Make a backup first though.

glossy moss
#

the only problem that i have... dont know where to add the line in the text file... there is so many stuff XD

vernal crest
#

I just said where

lucid iron
#

the reason why i said tiled is cus u may actually need to edit the tile properties

#

if it was just map prop then i recommend doing it in content patcher AquaThumbsup

vernal crest
#

It is a map property

glossy moss
#

ok looking for the outdoor property XD

#

ok trying that...

vernal crest
#

Have you got the grass version or the dirt version?

glossy moss
#

dirt version ^^

vernal crest
#

Looks like all the tiles already have Diggable T

glossy moss
#

hmm just curious, you need diggable for grass spread?

vernal crest
#

Yup

#

That's why chu mentioned the tile properties. But I have been checking and almost every tile on all three maps has the diggable property.

torpid sparrow
glossy moss
#

thyvm ๐Ÿ™‚

oblique meadow
#

Silly super general question. If I wanted to have all of the furniture in a farmhouse shift a specific amount of coordinates (Ex on upgrade shift 10,12) is that Content patcher or would I need a C# code to do that

brittle pasture
#

that's a thing in MMAP now

uncut viper
#

C# but i believe chu's MMAP thing can do it

oblique meadow
#

ohhh neat. I'll check out MMAP

lucid iron
#

you can check out kisaa's farmhouse for usage

#

it is a traction

vernal crest
#

By which chu means trigger action action

uncut viper
#

we're trying to make traction happen SDVpufferpensive

brittle pasture
oblique meadow
#

ok awesome. Thanks. I think i can fix my farmhouse now

lucid iron
#

selph since u r here

#

what if context tag based machine rules

brittle pasture
#

uuuuhhh elaborate?
I'm assuming this is for something other than the input item

lucid iron
#

well u know how we still need AT for big craftables like keg

#

partly bc when people add rules they only target (BC)12

#

what if i can tag a new big craftable with idk, data_machines_(BC)12 somehow

#

and have it use keg rules instead of own rules bolbthinking

#

im not sure if it is easy to do this or if this is a patch 13 distinct locations problem

brittle pasture
#

well thankfully that should be dead simple since Object.GetMachineData is a thing

#

any mods that use DataLoader.Machines directly is doom, but there aren't many of those around hopefully

#

LA does iterate over it so a PR is needed

lucid iron
#

Ah me too

uncut viper
#

prefix the DataLoader

lucid iron
#

It's ok i would just add special support for this lol

calm nebula
#

It sounds like a great idea ๐Ÿ’–

lucid iron
#

I dunno if it should be context tag or custom field

#

Probably custom field NotteThink

#

A zero harmony way could be a very late edit on Data/Machines

#

Where u look for CustomField "basedon": "(BC)12" and then just copy the rules over

#

Then u r compat by default cus u changed the data for reals

brittle pasture
#

hmm yeah that's a much better idea tbh

#

no need to worry about mod compat

uncut viper
#

what if i do an even later edit

lucid iron
#

Not supported

uncut viper
#

wow

lucid iron
brittle pasture
#

Priority Int32.MaxValue

lucid iron
#

I dunno i feel like this is a valid choice like, my machine rule is super special donut steel plz

uncut viper
opal tendon
#

how do you make a pet mod a standalone thing kind of like how Elle's cats you can have multiple options like they are standalone cats not replace any existing cats and you can have them all at the same time?

brittle pasture
#

you use EditData to edit Data/Pets to add your own entry

#

(optionally with TargetField if this is a breed of an existing cat)

opal tendon
brittle pasture
#

welcome to the next step of learning Content Patcher SDVpufferwoke

#

you'll be editing game data itself, specifically pet data

#

[[Modding:Pets]]

opal tendon
#

thank you! that looks really complicated so I am gonna come back to it ๐Ÿฅฒ

brittle pasture
#

(ah we dont have a tutorial for pets yet, unfortunately)
good luck! once you learn how edit data works you can literally mod anything in the game*

#

*well not mods that require C# but you get it

#

also quick question, is this about your rabbits mod

opal tendon
#

both of them replaced a cat (the same cat) and people want to be able to use both/all the cats

brittle pasture
#

at a minimum you want to:

  • Load your cat textures into a new asset
  • EditData + TargetField the cat's Breeds field to insert new breeds
#

You can use Elle's cats' code as a reference too

latent cape
#

Anyone know where or how i could see Maru's 10th Heart Event json file? (assuming you already unpacked the xnb file)

hallow prism
#

look at the file named after the location in which the event starts

latent cape
bleak spade
#

Oops I broke something

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 5 content packs.

bleak spade
#

Whenever I try and walk into a certain area of the map it does this

#

(Which then causes the game to completely crash)

#

I have no idea what I've done

oblique meadow
#

You found Narnia

craggy goblet
#

What the actual fuck

#

Have you cleared the launcher's Cache? And restarted your device, perhaps?

bleak spade
#

(If it helps, it only happens when I go into a certain area of the map)

craggy goblet
#

I knowww

#

That doesn't really help ig

wanton pebble
#

No that's a common thing

#

When you walk into that area the game attempts to draw something it can't, which forces a crash

#

Give your smapi log of the crash

bleak spade
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 5 content packs.

hallow prism
#

what mod are you making?

bleak spade
#

I was just editing the vanilla map of the forest

wanton pebble
#

Divide by zero eh?

grizzled rain
#

Hey guys, does anyone know how ItemExtensions MineSpawns works? I'm trying to figure out what it does and how to use it, it's just kind of confusing

wanton pebble
#

Yeah I think that map edit did a bad with tilesheets somewhere

hallow prism
#

yes i know a bit, sir ritz

wanton pebble
#

Now how... I would leave to lumina and co

grizzled rain
hallow prism
#

give me example of what you want to do/know

#

sorry lyoko, i don't know that much about map trouble like that

#

it is worth trying resaving the map and retesting

bleak spade
#

I have fully restarted my computer and will go back into the game and see if that's done anything

hallow prism
#

restarting computer can solve lot of issue but i have doubt about this one

grizzled rain
wanton pebble
hallow prism
#

it's for the specific node you created

bleak spade
hallow prism
#

if you want to spawn forage it's more a job for FTM

wanton pebble
#

Not what I meant SweatSmileIan

bleak spade
#

Aaaaaand yeah same thing happened okay I'll resave the tilesheet

wanton pebble
#

I mean what are you doing to the forest

hallow prism
#

and you put it on the field of the node you created, IE has some example

#

but let me grab one

hallow prism
#

part of a larger json so there's missing chars

#

but you can see the diamond use it

#

(also i put 773767 instead of 77376)

grizzled rain
hallow prism
#

i will not be around much soon, however

opal tendon
#

how is a good way to draw steam?

hallow prism
opal tendon
#

its supposed to be "baking"

#

its dough grub/worm "baking" into the baguette fly/fairy

#

maybe like this?

urban patrol
torpid sparrow
#

where are the winter island tilesheets used?

#

Ginger island doesnt change with season does it?

opal tendon
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can I copy paste sections from it is that an allowed thing when modding?

urban patrol
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even if it isnโ€™t i give you permission, mine is mostly copy pasted from vanilla. when youโ€™re in CP thereโ€™s only so many ways to write things

opal tendon
urban patrol
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i do recommend also having the wiki open next to it though so you know what the fields are and their defaults

oblique echo
urban patrol
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can we see the actual schedule and dialogue json as well?

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also, have you tried sleeping a day in game?

opal tendon
oblique echo
urban patrol
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are you seeing your NPC in game? have you given them gift tastes?

urban patrol
oblique echo
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He just doesn't move at all.

urban patrol
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600 schedules i believe are weirdโ€”try changing it to 610 for me?

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also keep in mind that for most places it takes NPCs several hours to walk places depending on how far apart they are

oblique echo
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ooh okay!

urban patrol
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oh wait includes donโ€™t take a target

fresh prairie
# vocal osprey unfortunately I couldn't fix it that way, seems like I have to generate/pack fon...

Hej @vocal osprey .
There are three different font in SV. I added the first one with a png- and a fnt-file. I just used and edited the Russian one.

I added it with the following code:
In the Language Entry:
"UseLatinFont": false, "FontFile": "Fonts/Esperanto", "FontPixelZoom": 3.5,

In "Changes":
{ "Action": "Load", "Target": "Fonts/Esperanto", "FromFile": "assets/Esperanto.fnt" }, { "Action": "Load", "Target": "Fonts/Esperanto_0", "FromFile": "assets/Esperanto_0.png" },

I added the other two fonts diffently in a more complicated way:

  1. I looked at the code of a Vietnamese Translation mod: https://www.nexusmods.com/stardewvalley/mods/8409
  2. I used this tool to unpack the Vietnamese xnb-files: https://steamcommunity.com/sharedfiles/filedetails/?id=1709011717
  3. I added the esperanto letters to the png
  4. I added entries for the esperanto letters in the yaml-files. It is a bit complicated becose all letters have to be in ascending order (according to unicode) and all the crop and vectors variables have no id, so you have to add the new ones in just the right space. I attached an excel file I used to figure out what has to go where.
  5. Then I repacked everything and included them in my mod

{ "Action": "Load", "Target": "Fonts/SmallFont, Fonts/SpriteFont1", "FromFile": "assets/{{Target}}_vi1.xnb", "When": { "Language": "eo" }

I know it all sounds quite complicated and confusing, but honestly what takes long is figureing out how to do it. Once I had done the Sprite Font it took me only an hour to add the small fonts as well.

Feel free to PM me if you have questions

Nexus Mods :: Stardew Valley

Stardew Valley - Viแป‡t hรณa 1.5 . Bแบฃn dแป‹ch 1.5.4 ฤ‘ฦฐแปฃc K lร m tiแบฟp vร  hoร n thiแป‡n dแปฑa trรชn bแบฃn dแป‹ch version 1.4 cแปงa Luxanna Crownguard. Mod hแป— trแปฃ cho SMAPI vร  C

A guide to help you open edit and then repack XNB files....

urban patrol
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in your content.json youโ€™ve included the schedule with a target when it should just be fromfile

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same with dialogue

oblique echo
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wait, like how do I put it? (sorry i'm a first timer)

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I delete the target part?

urban patrol
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look at the way youโ€™ve included gift taste

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yes just delete the target line

oblique echo
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oky! I'm trying again!

urban patrol
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only loads and edits take a target which is sort of like telling it where to store the data

oblique echo
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I got another error:

(And he's still not moving)

[Content Patcher] Error loading patch 'Ramuda > NPC Dialogue': file 'assets\Dialogue\dialogue.json' doesn't have anything in the Changes field. Is the file formatted correctly?.

unreal spoke
urban patrol
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you also need to have Changes: [ at the beginning of each file you include

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(with a corresponding closing bracket ])

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for an example look at how your content.json is formatted, with all of the patches inside of the Changes

oblique echo
urban patrol
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did you do the same for the schedule file?

oblique echo
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yep!

urban patrol
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did you try sleeping a day

oblique echo
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yes, but he's still just there

calm nebula
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Install lookup anything

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See what it says

oblique echo
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oky!

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I've found the problem! I set his first location wrong SDVpetcatsad

golden basin
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Does anyone here understand farm type manager really well? and are you willing to join me in creating a content json for my mod?

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I will pay you in art assets?

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I come with my only skill, art

craggy goblet
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I'd say having any form of art as your only skill... is at least something not too many people on this planet can call themselves good at. ๐Ÿ˜”โœ‹๐Ÿผ
-# which is a compliment btw

analog flower
# golden basin Does anyone here understand farm type manager really well? and are you willing t...

i cant help with that, but i recently found out that esca has an html editor that makes it super easy and convenient for making the content.json for it! https://www.nexusmods.com/stardewvalley/mods/3231?tab=files its under optional files. i wish i had known about it sooner lol

Nexus Mods :: Stardew Valley

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

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it looks like so

golden basin
golden basin
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oh lordy i dont understand any part of this XD

royal stump
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(I'm also here, feel free to @ me whenever SDVkrobusgiggle)

calm nebula
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@ esca how are you

royal stump
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pretty good, you? SDVpufferchickmorning
think I finally figured out how to rewrite my tile condition thing

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(as usual I was using entirely too many statics)