#making-mods-general
1 messages · Page 376 of 1
I probably will soon I just need to stop looking at ftm for now my heads hurting
Is there a way to spawn things without seasonal conditions
Like forage, I'm doing a custom mine full of like fossils and I'm trying to figure out a way to spawn things
forage always uses seasonal lists (it's a very old formatting mistake), so you'll need to copy-paste the same items into all 4 of them for year-round stuff
Oooh I didn't think of that actually
ironically that's slower in the HTML editor than just opening the text file, but you can mix and match at least 
Have you ever considered simplifying ftm?
yep, currently working on a whole CP-based setup with a new format
Oh shit that's awesome
which I'd intended to do for like 3 years but am actually writing now
currently it can spawn simple objects via trigger actions, but I've still got some code setup and other actions to do (furniture placement, every aspect of monsters, etc)
but here's a silly test from a few days ago
"Action": "EditData",
"Target": "Mods/{{ModId}}/FTMTestStuff",
"Entries": {
"Example_Entry": {
"Trigger": "Esca.EMP_OneSecondUpdateTicked",
"Condition": "Esca.EMP_IS_PLAYER_FREE",
"CustomActions": {
"Example_Action": {
"ActionId": "SpawnObject",
"Settings": {
"Location": "Farm",
"TileCondition": "CAN_PLACE_ITEM",
"Item": {
"RandomItemId": ["(O)420", "(O)206","(O)16"]
},
"MinTimes": 100,
"MaxTimes": 100```
That's great omg
Honestly ftm as it is now is so detailed that I struggle seeing the text. I've poor vision so after a while things start wiggling hehe
I like this new one a lot more it's so compact
yeah, the old format has a bunch of limitations, mostly because I didn't know what a content pack was for like 6 months 
You still did amazing work though
I should still make it stop auto-updating files on load, so people can use comments & exclude unused settings like CP, but the code's messy
does anyone know how to add Item Extension ore nodes to a custom location using content patcher? I can't find any documentation on it.
!vmv
Visit Mount Vapius (https://www.nexusmods.com/stardewvalley/mods/9600) is an expansion mod that adds a new region in the mountains. Accessible by train, you'll enter the hamlet of Glimsap, with its tight-knit group of villagers, that holds a market twice a week. You'll get to explore new places, fight monsters, get new crops and forage, trade local coins for exclusive goods, and complete tasks to unlock special items, including machines, buildings, and animals.
I spawn several nodes this way
Some i spawn with ftm
thank you sm!
guys, how hard would it be to make a machine or something of the sort that collects items on the ground? Like any item
(forgot to reply)
let me check this one
oooh I had never seen this one!
I'm gonna test it and see if it works to what I wanted to do
oh, ugh, it doesn't collect what I need sadly
back to squad one
square*
what do you need it to collect? it collects pretty much everything afaik
How to check if the player can go to the desert? (C#)
Was it a mail flag?
Doesn't Deluxe Auto Grabber?
@gentle rose I will send you a screenshot, I'm working on a chest sort system with the mods I have, I use Junimatic to collect items and take them from machines to chest and Stardio to get them from outside the house to inside
Please insert the "it's always a mailflag" meme
I tried, it only grabs farm type items
Is it ccVault flag or is there something better?
I might try to go from Deluxe Grabber code, maybe I can modify it to work
I'm sure it just filters by item category or type
If you just change the filter it should be easy to modify
ya that's why I was asking, I'm thinking of trying to read the code and find out how to modify it
As far as the game is concerned, all placed items are just entries in GameLocation.Objects.
Indeed I found it
if (Game1.MasterPlayer.mailReceived.Contains("ccVault"))
I'm trying to read the deluxe and understand the logics, I'm a little slow so it will take time, sorry to bother you guys
this is the example of the items. I'm not sure if when they are in belts they count as a "machine item" or just the same as an item on the grouns
ground*
when I try to grab the items I get this error so Ithink it needs code change
oh this is vacuum grabber btw, I also tried deluxe, no results either and the code for it is closed I think
that's presumably happening here because a Tool is an Item, but it's not a StardewValley.Object
I have no clue why it's trying to grab a tool to be honest
apparently shears, which are not even in this building
the utility methods like "for each [thing]" tend to be overkill, e.g. that one's probably finding shears in your inventory or a chest
I see, but then ya, the items on the belts are probably not normal then but specific from that mod since the grabber didn't register it, I will keep trying some other way then
thank you, sorry to bother you all with stupid questions 🥲
is there a content patcher method to spawning monsters
they never despawn tho
and they keep spawnin
from what ive saw I tried hard to figure it out
Ftm is still best option atm then
Hello everyone. I need a bit of help. How do I make this translation section show up on my mod page at Nexus?
Do I need to do anything or will it automatically appear once a translation mod pertaining to my mod is uploaded by someone else?
This is the translation section/tab of SVE, as an example
It will appear when someone uploads a translation for your mod yes
Okay, thank you! I asked because someone uploaded a translation mod but it didn't get linked. They are pretty new at translating so I think that's why. We'll look into it, thanks!
having recently helped someone with one, it can take several hours for nexus to actually list a new translation in that tab
I see, thanks for the heads up!
Also now that you're here, I'd like to thank you for your mods. They are amazing 😄
glad to hear it
okay i might need help how do i make a dungeon with spacecore? im struggling with making the like elevators work
actually nevermind i got a different idea
i haven't looked into this like. at all yet. but what frameworks would i be looking at if i wanted to make a museum area to donate items/artifacts to? or is this gonna need C#.... 
button has a mod for that! https://www.nexusmods.com/stardewvalley/mods/34530
Kath has a small mod using it should be good sample
Besides cmf there is also option of unlockable bundles
Just depends on what kind of ux you are looking for
hmm... i dont really have any plans for bundle stuff, i think cmf is gonna do exactly what i need 
There's also an example museum in the optional downloads for CMF
i seeee
tyty
(Which I made, so if you download it and find any part of it confusing please feel free to ping me about it)
of course!! i probably won't be working on this for a little while, just wanted to know what my options were! 
It's a great framework! I'm working on an actual mod for it as well as the example one I made.
why am i in map string hell now
Why is it hell? /gen
there are so many
so so many
it's all on me though bc im the one making these maps
it just never ends lol
Ah I see. At least with copy and paste it's just a case of copying the object and adjusting the ID slightly
i like when you can click on stuff around the house and learn a bit more about the people living there
Hi! A quick question: What’s the maximum length a sprite sheet can have? I mean, the highest value for the sprite index, I’m not sure if I’m being clear.
I don't know that there is a hard limit we know of. What's the sprite sheet for?
Doesn't content patcher have some image size limit
4096x4096 is generally considered the safe upper limit
its what the game defines as the max size
the actual max size depends on the users hardware
🤔 so if you ran stardew on a nasa Supercomputer....
For a 16x16px spritesheet, that gives a max index of 65,535
My question is because in the Wildflour’s Atelier Goods mod, the sprite sheet for objects is 16 slots long, meaning there are 16 objects, while in the Cornucopia Artisan Machines mod, the sprite sheet is 20 slots long, meaning 20 objects.
(also i should clarify when i say "its what thje game defines it as" that doesnt necessarily mean it enforces it. theres just a (practical) const somewhere that has that as the number set, just not used for anything as far as i can tell. but im sure there must have been a reason for it at some point)
So we could say that the length in slots doesn’t really matter.
The game's own Maps/springobjects is 624px tall so it's 39 rows of 16x16px tiles
Well there is a limit as Button mentioned but you'd have to be putting a lot of stuff on a single image before it started to matter, I think
Ok, I understand, thank you very much!
Any idea on 4x4 map that's relatively safe to patch for a trailer? 🤔
Uhhh honestly
No clue
😔
There's so many npcs and stuff that like to patch part of the map
and ive kinda claimed a little spot for my future npcs too
@uncut viper i tried working on something for the BETAS feature I suggested. Made PR and hopefully it could be of use ✌️
so many indeed... then there's map rework but that's mostly SVE
Idk but this is very eenie and cute
i was gonna put a house in that fenced area right when you walk into pelican town so thats a good place i think
Harvey stands in there
Harvey: 
i think theres still space
was bout to say but u gonna use it
and there's harvey
idk i was using wickedy's paths thing
I think if you remove the big tree then yeah
and theres a good chunk of space
Sometimes i think about stealing the vanilla trailer cabin to make an npc who visits town every now and then lol.
pretend compat doesnt exist
Are we all campers here because my NPCs own a camper
sage is around the bend the name of margo's mod 
is the back wood off limit for npc?
Yes!
Inspired by the Pearl Jam song by the same name 
Like, the secret woods?
the real estate market in pelican town is dire
yeh that's why many expansion mods
This is why joja is the future. They have ideas, plans /j
booo booo
Central Station 🌈
wem r u making ginger island expansion of sort?
yes
Make every season construction season!
This is also a solid option!
they go treasure hunting?
Central station ✨
some of them
idk im still trying to plan what i want their schedules to be like
cause theoretically they should be out and about
but thats not very conducive to gameplay
🤔 ngl im just gonna start patching in my maps into the game so i know they're there and they work
right now ive got 3 crewmates who regularly go out and come back to the island occasionally
I'd patch in my map............if I had one
like the existing bushes?
yep
i think people use the
that mod im forgetting the name of
it clears all the stuff
i mean like say i want allow ppl to add mod on existing save but it'll patch bits of map
and likely there'll be bush
can it be cleared somehow in background without C# magic?
BETAS for mod authors, RTF for players
yes
huh BETAS have feature for that?
yep!
dang i need to read the documentation again
oh yeh clear object, so nice
my day is made
I want to mod but I also am falling down the "nothing is fun" rabbit hole 
i used to be a NYT crossword truther but i havent done it in months :(
this is how i ended up with like seven different wip mods/updates
yeah i have about 6 notion pages for all my wips
can relate
I'm trying to avoid this trap of infinite WIPS 
its fate
I want to add my dune area to the game so I can work on schedules (my beloved), but I can't make the tiles necessary and have it look good but having someone else do it costs money 
if i could materialize all the art assets i would be so much faster with mods
you LIKE schedules??
Yes!
is exactly what i'm doing
I love watching my guys move around
patch reload sleep patch reload sleep patch reload sleep patch reload sleep
stalker
let your friends test the schedules for you 
im the exact opposite i love making maps
maps are so fun!
i love clutter
I would trade a whole bug-tested schedule week for an exterior map lowkey
Interior maps are awesome. I can't do exteriors
that g island map u made is cute, loves the vibe
thank you
im having a hard time with filling it up
i need to properly learn mapmaking. ive messed around in tiled a bit but.
man im gonna. need. maps...

have u done exteriors
it gets better with practice
Most I've ever done is edit existing farm maps for personal use
for me it was all trial and error 
its not horrible but the pathing is a bitch to get a hang of
i feel like map making is something id like if i got more practice with it
took me forever to figure out how to not make just completely straight paths
like making natural looking paths is difficult
I might try to make an exterior area and commission custom tiles for it later (fingers crossed on the birthday money front)
oh yeah i frown at making custom tilesheets
but i feel like im decorating a dollhouse or something
Thankfully my map is a dune-y area, so paths don't really exist 
Paths are my mortal enemy
But ive also spent a ridiculous amount of time laying down paths in animal crossing NH
Hiria's home xD
turn pelican town into an RV park
hey someone should make an RV park
does tent count
all new npcs must have a camper and a parking spot
I have this mini-vision in my mind of a small, "off-road" area with lots of prairie grass and then Margo's convenience store + camper van in the middle of it
most definitely
a park for all the trailers would be so funny lol
Unironically
tbh once you get over the learning curve it can be really fun
oh shoot sorry I forgot to turn off the @
YEAHH i can see how it'd be fun
unfortunately i am losing my mind enough with other stuff
curse of wanting to make a whole expansion
Yeah mood XD
doing maps so i dont have to do anything else
maps are self contained...mostly.....
Hiria's is in her own section in the Cindersap National Park as part of her job as the Park Ranger so she would not be able to join in on an RV park I'm afraid
The thought of doing walk sprites makes me nauseous so I might do some mapmaking
That’s exactly what I’m doing rn too lol
are you making a map of the national park?
that would be an impressive map project
i was working on sprites until our power briefly flickered and now i should probably try to eep
the beauty of map is that the satisfaction is instant though
not like schedule, dialogues, and so on
You need to have an area for all the new things you’re adding to exist in! That’s my logic for doing as many maps as I can stomach doing first XD
yeah i dont have to test that much thank god
Only the entry area. The rest of it the farmer always decides not to go tramping (hiking) along lol
yall doing maps first meanwhile i just crank out portraits
then cry doing sprites
Smart 
I’ve got a friend doing portraits and sprites, thankfully XD otherwise I would be in my own personal hell lmao
sprites feel like such a chore even though theyre so teeny
its precisely bc theyre teeny
i always just edit a vanilla npc
I think of doing walk cycles then remember I want to do seasonal outfits and then suddenly I don't do walk cycles
yes
i dont know how i survived seasonal outfits for peeta
i cranked the mod out in 3 weeks
i always say this every chance i get: seasonal outfits should always be low priority
I was tryna figure out how the hell to add glasses to a sprite before the power flicker scared me . Pain
no glasses for sprites for me
It's worse because I had full seasonal outfits for Margo.......before I revamped her
even the base game level rn is kinda plenty with beach and winter
theyre nice to have yes and u can certainly do them when youre nearing the end of the project but its ultimately just a way of procrastinating on more essential parts of the mod
oh for sure
speaking from experience here lol
procrastinating is an essential part of modmaking
I do it when I want mostly. But I do get upset with them lol
for npcs the meat is prolly heart event
yeah that’s a lot of writing
i love events now that i have discovered wrap text
and im not looking at an ungodly long line
what's wrap text?
why did i not find a solution to that
like all my portraits ive just got. one main outfit for now, tho i did keep some parts separate for possible seasonal outfit combos
I've been meaning to sniff out feedback for my intro cutscene...I can't work without my precious feedback
Oh please share your knowledge
wrap text uhhh it uhhh how do i explain it
its late uhhh instead of being one continuous line it goes to the next line
thats not a good explanation
I can visualize it
it just makes it so much easier to see and track what im doing
so would anyone understand the drop box thing for special orders? i cant get mine working
you can also do linebreaks either immediately before or immediately after slashes
"$b# ?
yes
like it works but its not accepting my objects
json pls
Do you not do multilined because of wanting error checking?
no like the actual text in the text editor
No it's for text wrapping in your text editor
so its a paragraph instead of one line
what error checking?
im scared of multiline because im afraid ill mess something up
Ohh
wrap text works well enough for me
i do wrap text too
It's the same thing as single line except you press enter after a command lol
yeah theres not much to mess up honestly
i wanna say its item_ID
cause its a context tag
so its not just the object id but item_ObjectId
Word wrap is the second image instead of the first. No sideways scrolling to read things.
those are context tags
no i mean
item_{{ModID}}_WarriorOfPeace
instead of just {{ModID}}_WarriorOfPeace
item_<name> is what it says in the documentation
oh.... gotcha
i dont believe so
i didn't do that and its not in the vanilla objects json
u can sniff it out here with plenty now active and about
I was about to ask if anyone is available to do a writing feedback/brainstorming session with me 
i would if weren't nearly 1:30 am 
u def should sleep wem 😅
i will.....soon....if clown reports back that their special order is working...
and if they never return then i will never sleep again
Wem, would you be down to do a writing session when you're rested? No worries if not 
still not working

yes but probably wont be for like 16 hours?! i study in the mornings
Feel free to ping me when you're available 
it is lower case?
actually when i played stardew years ago i had it on the OS cursor only option, i had no idea you could click things around the world since there wasn't a hand cursor hahah
"They're usually case-insensitive, but custom tags should be lowercase to be safe."
so maybe...that...
Can you share your objects.json too clown?
Oh yeah i forgot os cursor was a thing
Im just nosy and love to snoop
In any game, really
I cant remember a mod off the top of my head that requires donation box of custom items
i would say SVE and RSV just cause theyre so big they might have it
RatA?
What is RatA?
Rsv has one yeah
figured it out
what was it?
Rage Against The Aquamarine
VMV also does, so does S&S (at least v2, not sure about v3)
just the wrong item nname
Oof
Nitey wem
goodnight 
(rose and the alchemist)
Ah, thanks ^_^
Whats the grave in back wood? Just noticed it on the map folder
It's from one of Abby's events
tis a monster
im the monster
Thank you, I'll check
scary
It might be her 14h I get hazy since I have mods allowing me to see all the heart events without romancing them
Interesting does the grave stay after the event?
Yup
thats such a nice detail
oh!! Aba! do you recall how to spawn monster via spacecore?
I was trying to find it here in the chat and failed
Yup I still have my test mod
Yeah it's her 14heart. I know because ive never married her XD
omgohs can i have it please
also happens to be the only event that takes place in the backwoods
Here's the start of the conversation (basically): #making-mods-general message
thank you!
Weh heh heh
Duck P
i just recalled ic ouldnt despawn them so imma use ftm for now
I need some advice and help.
Content Patcher is not being recognized as a mod, and I’m being told it’s incompatible.
Here are the mods I currently have installed:
■ Mods
- Content Patcher 2.7.4
- SMAPI 4.3.2
Here’s the log:
I really want to play SVE, so I’d appreciate your help!
!mh Head to the support forum and someone in there will be able to help you. This channel is for helping making mods :)
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).
Thank you very much!
I sent it to the wrong address. Thank you very much. I will consult with them.
Alas, my course has been officially canceled, so I guess I won't be designing a game anytime soon. Not that I really expected to learn enough in 14 hours to do so!
There are plenty of MOOCs on game design if you feel like doing a more self-paced one!
Yet I Was wondering if I could maybe do that instead.
I haven’t heard the term MOOC in ages… is futurelearn still a thing? or are they mostly on coursera etc now 
If I did make a game it would be about either birds or lemurs.
I have never heard of futurelearn
it was the website my school pressured us to do moocs on
I think they had some kind of bulk license
Massively Open Online Course
Ah
basically, anything on coursera etc haha
My uni had a different MOOC platform, I don't remember what it was
my school was convinced they’d help us get into uni
I did a bunch of psych MOOCs before committing to going to uni for psych which was a great idea.
I (nominally) did some crypto moocs to put on my personal statement lmao
do yall think 55 artifacts to collect to unlock a museum is too many....
(and then didn’t because they made me realise crypto was weird)
Do you mean that someone would have to collect 55 artifacts before they could even access the museum?
yeah youre helping to build it
i could down size that
I was thinking maybe I could have mmost of this being sold as like replicas at the gift shop instead
If you're actively doing something with the artifacts rather than just being expected to know to hold onto them on the off chance they might have some use some day, I have no issue with that. Though I suppose having to wait until you've collected all 55 before you can progress to some next part of a story would really stall things because it is a lot.
Have the museum open from the start? and instead you would unlock the statues
I think it helps to be rewarded throughout the process, yeah. Like the way the CC bundles reward you for completing each bundle as well as for the entire thing.
If I can chime in, I feel like it also depends on how you get the artifacts/how rare they overall are. There's some finnicky game balance in there
okay okay so heres my idea
the museum is open from the start, there are missing statues, eachone is a bundle? or maybe a special order?
reward is a replica statue and a money reward?
If you're open to having UB as a dependency I think bundles work better because then players don't have to progress in a linear fashion - though if you have a linear story planned for their completion that is of course okay too.
can u just make the story progress once you have these specific guys
hmm ill just do the bundles actually
4 is a minute number of dependencies imo
ub basically gives u the prof snail flavor of museum 
u complete stuff and the map patch the bones in
I have three dependencies so far for a mod that just adds one museum to the game
And once I inevitably have a map issue that chu can fix I will have MMAP too xD
u know i had a similar sort of weighing recently
Whether to add dependencies to MMAP? /lh
i am convert some more furniture of other ppl and bc it was an AT pack, i saw that i can do basically everything in spacecore
the only exception is custom tv
which i figured i might as well add to mmap with understanding that ill deprecate it in a year/whenever 1.6.16
so my choices r like
- do most of it in spacecore, custom tv in mmap
- do all of it in mmap
- do it in a way that would choose which dependency to use

it is kind of silly that there r 3 different frameworks providing furniture tile actions atm
Haha yes
ill prob do 3 for reasons of being extra ✨
Just want to jump in and offer a suggestion, what if as you help build the museum room by room you unlock different catagories each allowing you to find different things? i.e the first room relates to palentology allowing you to find bones and only bones, the second room relates to excavation so you'd start finding pottery and statues along side the bones unlocked from the palentology room
Sorry I haven't checked out the revamped GIMA yet... I've been playing Bear and Breakfast and trying to write marriage dialogue.
Too much work.......cause everything also has very detailed description placks
Ahhh gotcha fair enough
I like my statue idea a lot cause it's a smaller goal the idea was to down size the labor on the players
Cause I don't know...55 artifacts is still a lot to find right?
will take time for sure
well there are 40 odd artifacts and 50 minerals in vanilla stardew, and I'm just on summer year 2 and only have like another 10 or some to find to complete the museum
True
do u make the artifact spawn locked to certain area clown?
coz if so, how often player go there will really affect how long it'll take
so it will defo be like a decent amount of time to complete, I do love museum collection mods for other games like LOTD from skyrim, so I'm used to spending a good 100 + hours (IRL) finishing them, so I am an outlier
my museum took forever coz i don't like going mining
I wasn't even planning on having things be unlockable it was just supposed to be a museum for information dumping
Maybe I should return to that concept....
Honestly the only reason it's not on a vanilla map is cause it didn't make sense to me to have a culture specific museum in a area that has nothing to do with said culture
I think u can do it somewhat limited like
The museum is mostly filled
But u can donate a few more missing items
interesting idea
That's what I was doing chu
ello sorry to interupt, does anyone know if when using alternative textures to change the text sign craftable's texture is there anything extra you need to do to ensure the text bubble still works? the text bubbles don't seem to show up when the texture is applied in game. had a look at the AT github wiki but dont see anything on it unless im blind lol
yeh the pelican town museum losing everything doesn't really get explained isn't it?
Not other than "the last guy ran off with everything"!
Hey dh!
Currently playing with Sword and Sorcery East Scarp expansion and it gives a bit more lore to it but still not fully explained
I have a idea
For u
👀
Remember the concept you played with, a interactive object you hold to bring up text or a photo?
It would be good to actually finish that...
Spacecore sort of has something like that a guide book thingy maybe y'all can work together
Because 👁️ 👁️
A framwork that does that would be fantasic
I wanna write a in game mock educational book
Idk if anyone would be interested in it though xD
You entered actual text?
yes
ahh okay, thanks
Hi, I'm trying to use CPConditions and use a config token to enable an specific item to spawn in the farm, but it just doesn't work, I added required dependencies on both CP and FTM content packs, they are required each other, F1_Enabled is my config token.
"Years": [1],
"Days": [1],
"CPConditions": {
"HasMod": "LyzzCL.MultiplayerFarms",
"F1_Enabled": true,
"StarterItems": true
},
"LimitedNumberOfSpawns": 1
} ```
D: I always try to do stuff that can't be done easily, btw I did the stuff where now trees wont always grow each day thanks to your recommendations, I made tons of tmx files with just the paths layer and added some kinda randomization to select a random file each day : p
So the CPConditions field is only for existing tokens? not ones I create like Config tokens? :c
Another question, when spawning a chest or destroyable with FTM, is there like an easier way to put big quantities of items or do I just put the same ID over an over? I tried this: I repeated parsnip ID so i get 3 but on Tapper i did "quantity": 3, it didn't work :p
"SpringItemIndex": [
{
"category": "Crate",
"contents": [
472,
472,
472,
{
"category": "Big Craftable",
"name": "Tapper",
"quantity": 3
},
{
"category": "Big Craftable",
"name": "Dehydrator"
}
]
}
],
The problem is more that a cp mod's config tokens are not accessible outside of itself
wouldnt you need cmct for being able to use another mod's configs
it does work, thank you!
I'm so stubborn to make the config on C#, I wanted to keep it as simple as possible just with CP haha, might review this when I make sure the mod is fully finished
On the wiki it says not to make a map from scratch, only edit a vanilla one, what type of map would be best for an indoor non-editable (i.e. not wallpaper or flooring compatable) location that won't have npcs only the player/s, I was thinking one of the town homes?
Sounds good
perfect, do any of the homes have hardcoded properties that should be avoided? I don't know if any do but I just want to make sure
Don’t think so
I haven’t used all of the houses before but I’ve used Leah’s
And had no problems except remembering to change/delete the warp in map properties
if it's defined in the map file, it's not hardcoded by definition. you can just remove it without editing the game code
Hi, I need some help. I'd like to make some humanoid npc play this kind of animation using C#. Is there any way to do that?
Resize is fine
Perfect Thank you!
do you have the animation drawn out for that NPC?
Not yet. Do i have to draw it myself?
well, you'd need the frames to work with
Also why C# and not CP? 
I already have a mod but I’d like to update it with a new feature that plays animations based on conditions in my mod. I don’t think Content Patcher can handle what I’m trying to do.
yes or commission but you have to have the frames for sure
I feel like CP is pretty good with conditions and animations (as long as it fits into the NPC frame), but stuff like fishing with a rod are harder
Up to you
So, I have to draw the animation myself and then use CP to play it right?
yeah, you can animate npcs during events with cp
Kayy thank you
Is there actually any functional difference between Front and AlwaysFront tile layers? besides AlwaysFront being layered on top of Front
doesnt that count as functional difference? 🤔
chat teach me how to make mdos
!startmodding
wouldn't that be classed as visually?
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
read up the wiki first
... and I was wondering what "mdos" is 😆
lol
mhh ig? theres no functional difference then :p
yeh always front just gets layered on top everything .. thats about it...
Gotcha, thank you!
Making a map with a warp in it, I want to warp the player to the farmhouse door, how do I set the warp up in tiled so that it changes depending on where the house is and not hardcoded to where the house usually would be if it wasn't moved?
Also how do I actually place an Action Dialogue property on the map, I can't place anything while the not tile layers are selected
you need to go to the object layer
the pink thing
sorry let me get an image
I am, but I can't place anything while it's selected
click rectangle, the blue one
the other button is for selecting (the pink)
No wonder I was confused, the rectangle button was hidden away, probably caused by all the resizing of the window I do
does CP patch reload command no longer invalidate assets? I think it did a while ago but I've only realized now it doesn't? unless I'm wrong
er, or maybe it still does... I have a weird situation of cache caching caches right now
it still invalidates assets
I was doing my secondary cache invalidation in AssetRequested instead of AssetInvalidated so the reload command never cleared it because there weren't any new asset requests
should be fixed now 😅
@dusk terrace i have quick question about ddfc, does it support odd sized portraits?
odd sized how..?
like if i wanted a character's long wabbit ears to peek out above the portrait box
s.t. the actual size is like 64x96
ye that's not a problem
I'd have to just do it only for that character tho is that possible
even easier with just one character actually
Yay ok 
I have a mod that extends portraits already if you want a sample code
one sec
as a regular CP patch entry:
{
"Action": "EditData",
"Target": "aedenthorn.DialogueDisplayFramework/dictionary",
"Fields": {
"NPCName": {
"packName": "ModID",
"portrait": {
"xOffset": -394,
"yOffset": -48,
"h": 84,
"w": 84,
"right": true,
}
}
}
},
just gotta adjust the sizes a bit... I won't attempt to math that out right now 😅
then you'll need a different patch with updated values and a condition checking if the mod is installed
Ah ok good thing there's just one of those rn
or you might be able to change only the h/w values... I forget if CP allows that
might not need to change the pos if it's anchored properly
CP lets me target field into there yep
But only if make entry first
Is there a way to make it so, instead of a warp zone, you click on something and it pulls up a text box asking if you want to visit x location? In content patcher
Like a door i guess?
if copyFrom worked properly and created the fields on asset request, then this would work I think...
{
"Action": "EditData",
"Target": "aedenthorn.DialogueDisplayFramework/dictionary",
"Entries": {
"NPCName": { "CopyFrom": "default" },
},
"Priority": "Early"
}, {
"Action": "EditData",
"Target": "aedenthorn.DialogueDisplayFramework/dictionary",
"TargetField": [ "NPCName", "portrait" ],
"Entries": { "h": 96 }
},
maybe I can squeeze that into today's patch release, but I'm not sure if it's worth it really since CopyFrom will get nuked in the rework :S
Do u have a default model maybe
In some of my mods i check value on the specific key and then default key
iirc the default key is the only key that exists in the dict by default
and it has these values: https://github.com/MangusuPixel/DialogueDisplayFrameworkContinued/blob/main/docs/defaults.json
Minecart maybe
wouldn't work either way; you'll always have to change the position because images are anchored on the top-left corner
would need a new anchor field and have all mods updated 
I’m trying to make a warp, but it says there is an error and I don’t know how to fix it. Line 63 is where the issue is. This is also in content patcher
I don't know if I can help, but sharing the url instead of taking photos of the results would help
also why do you have undefined patch entries? 😅
Probably extra commas in the original before it was uploaded
does the validator do that? I didn’t think it changes the json
You know... you may be right
https://smapi.io/json/content-patcher/a42e2a46141941db89bdcef0026dca95
it’s my first time making a mod, and that was just copied from a template
can we see the template you were using please? just for our reference
thank you for the URL, much easier to read
It’s the one from the wiki under modding:location data, examples, simple location
I don’t think that has undefined in it though. Did you add those?
I didn’t add them. I don’t know why they are there
ah okay, so it probably is the validator
did you test it in-game or are you only getting errors from the validator? the wiki example gives the same error
mangupix mentioned this earlier but I think deleted the message, but what’s your mod ID?
The SMAPI console says, when walking into the warp, [game] Warp to WELH123456789 .PrairieIsland_PrairieIslandEntrnace failed: location wasnt found or couldn’t be loaded
there’s a space there after the author name. Is that there in your mod ID too?
deleted it because the validator doesn't know the modid, obviously... 😅 would only make sense if the error was in-game
oh, right 
...but looks like I was too quick to delete it 😅
No
care to share your manifest.json?
oh weird, the validator is getting confused by the {{ModID}} token
if you remove the modid token the validator says there are no errors
Data/maps/Location is wrong, should just be Data/Locations
oooo there’s a mistake in the schema I think
Yeah, ignore. Schema issue more likely than not
So what do I do?
yeah, found the issue in question. schema assumes no tokens in addwarps field (and several others)
Congratulations!
ignore that specific error in the validator for now and in general, try testing by running the game first and only check the validator if it’s incorrect
god what repo are the schemas even in, actually. would the content patcher schema be in the content patcher repo…
I'm not a reliable modder you know that
and I am? 
The SMAPI console says, when walking into the warp, [game] Warp to WELH123456789 .PrairieIsland_PrairieIslandEntrnace failed: location wasnt found or couldn’t be loaded
oh right pathos does a monorepo
@timid helm did you do the fix Selph mentioned? #making-mods-general message
there are fields that can’t contain tokens?
never mind, Custom Locations were never removed from the schema 
@calm nebula so would you agree generally that the way to support tokens in the warps field is to completely remove enforcement if there are tokens present?
because theoretically,
{{Warp}} is a perfectly valid value if the token Warp is set to 1 1 Town 1 1
Should I just delete the location data and restart?
@ivory plume is decider
Now the SMAPI console is saying it couldn’t create the location, and asking if it’s invalid. How would I know if it was?
what's the exact error please?
Can I just upload the log?
post your log + your new json again
not only can you but the answer is "you always should"
The content patcher error I don’t need help with, it’s the one that says game
the game error doesnt come from nowhere. its because of your content patcher data. when talking about an error with a content patcher mod, a json and a log should always be sent together
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 4 C# mods and 1 content packs.
No it’s a sperate error rhat I know how to fix, I just haven’t got around to it. They aren’t related
this game error is also related to what you've written in your content.json
Does anyone know if there is a way to make spouce cutscenes in a farm building? Thanks 😄
line 45: should be or vice versaassets/Maps/{{ModId}}_PrairieIslandEntrance I think?
line 54: should be Maps/{{ModId}}_PrairieIslandEntrance
take assets out of your target for the map load
I think just doing it like you'd any other location (blank load the event asset + editdata) works?
gotta deal with mods that change the interior though, and to say there are plenty of those would be an understatement
(we discussed some time ago whether events in instanced locations work, and apparently it does?)
How do I fix the game error?
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 4 C# mods and 1 content packs.
did you fix the map load per this comment?
I copied the template straight from the wiki
the question was whether you applied the fix that people told you would fix your error
then what is your current json
Anyone good with portrait mod issues? I created a tech support post- could really use some help 🙏
smapi.io/json/content-patcher/b114781599af467a81baa99ebdc2bd8a
I also deleted the entire json and recopied the wiki template back into it
Is that the only issue?
I think that's really the only option; there's no way to validate the text format when tokens are involved.
the wiki template has the underscore in both places
That’s what I was thinking. Is it worth making a PR just to fix that one regex, or should I just send the new regex here?
(theoretically, since the current regex enforces only one space between arguments, we could have the regex ensure there are no more than four spaces outside of tokens other than trailing/leading and no two spaces in a row other than trailing/leading I suppose, but I’m not sure there’s a way to make an error message for that helpful)
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 4 C# mods and 1 content packs.
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
Sure, feel free to submit a PR! I don't think we really need to worry about extra spaces anymore; in 1.6+ the game will just collapse multiple spaces into one in space-delimited fields like that.
while I’m at it, is there anywhere content patcher can’t evaluate tokens now other than token name definitions themselves?
for example, could load priority be a local token? (note I’m not asking if it should, just if it could
)
Thanks a lot everyone, it’s working now!
customlocations
There's a number of fields that don't allow tokens, mainly patch metadata (e.g. Priority, Update, LogName, etc).
I’m not touching that part of the schema anyway 
tangentially related, does the Weather token still really only let you select the weather for current location, ginger island, and the valley? i tried peeking at its code just now but to my very unfamiliar reading it seemed like it should work with any location context id i thought, but the docs say otherwise
Also tangentially unrelated, Pathos, what say you about a LocalSeason token
And PassiveFestival token
tbh until just now i thought the Season token already took a locationcontext argument like Weather did
Weather does seem to take a LocationContext key instead of the listed current/valley/island stuff now
(and just returns Sun for unrecognized keys)
patch parse "{{Weather}}
Parsed value: "Rain"
patch parse "{{Weather: Lumisteria_MtVapius_Main}}"
Parsed value: "Snow"
patch parse "{{Weather: Not_a_real_place}}"
Parsed value: "Sun"
patch parse "{{Weather: current}}
Parsed value: "Rain"
patch parse "{{Weather: valley}}
Parsed value: "Sun"
outdated docs, then does anyone even remember the very bottom of token docs exists anyway
urhh,,,.
i wanted to update an old mod so i could play with it but i loaded it up in tiled and the tiles are being funny? its this mod btw https://www.nexusmods.com/stardewvalley/mods/4200?tab=files&file_id=18314
hello. sorry, my english is not good. quick question. i am now updating my mods to 1.6. i am using a translator while doing all this...
so, in my 1.5.6 game, i had dga and cf mods. is there a way to convert these to a format that would still allow the furniture to be used outside the farmhouse? i am not experienced in this particular field. 
if i convert either to cp, would the furniture be allowed to be used outside? also, doesnt cp replace vanilla furniture? i have so many for example, chairs. i was able to have separate chairs with no compatibility issues using dga and cf. would cp cause them all to be replaced if all are trying to replace the same furniture piece?
cp can make new furniture now so don't worry about it replacing
that said i believe there are converters for both DGA and CF
!converters
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
okay maybe not dga hmm
ohh, that is good! i would have to specify in the concent.json to add, i think?
yeah you basically just make new data entries
theres a documentation page on how it's done i just dunno where exactly it is atm
i usually make backups of my game so i have furniture that i didnt convert to dga, and those that were originally dga. i can convert cf to cp but i am unsure for dga mods to cp
a
no worries
have you already checked the old mod pages to see if anyone posted conversions in comments?
because some mods may have already been converted
the ones on nexus, yes. but too many are from naver and many of them haven't been converted yet 
ahhhh yeah that'd do it, rip 
yea 😔
yaayyyyy
That bus looks fire btw
@royal stump on FTM is it possible to put big quantities of items in a crate spawn? I currently just repeating the ID many times haha
Tried this by adding "quantity" but didn't work :p
"SpringItemIndex": [
{
"category": "Crate",
"contents": [
472,
472,
472,
{
"category": "Big Craftable",
"name": "Tapper",
"quantity": 3
},
{
"category": "Big Craftable",
"name": "Dehydrator"
}
]
}
],
So frustrated with myself. I keep thinking I'm done with a mod, publish it, then the next day see a bug I missed and have to update. I'm mostly upset for my downloaders who have to update the mod multiple times.
Guess that's mostly normal... You (including us all) just have to roll with it 😔🫠🤷🏾♀️
But ey, you managed to turn your ideas into reality, that's something you should be proud of! 🗣️🔥😌
-# (not like me who just does shit whenever she actually feels like wanting to do something 😔✋🏼)
Thank you, that helps /gen
:)
Speaking from experience, it’s okay. I know it can be a little frustrating, esp since you feel like you’ve checked everything there is to it and there’s still a bug you haven’t addressed, but know that a lot of authors, from amateurs to experienced ones, have gone through the same.
(recounts the time I had to update within minutes because of my manifest lol) 
It's the same for every other hobby (or similar) :/
Like weird spelling among hundreds of words in a novel draft 💀
Something I always forget until I'm in the middle of updating, then have to pause and fix it.
Don’t be too hard on yourself, friend. If you feel like you don’t wanna push for another update, it’s also okay. Rest gives you a fresher perspective and even places you at a better spot to review your files.
This community is so nice and helpful. You guys are great!
That's what we're here for :D
(and if someone is being mean to you, block and report.)
I was worried when I came back to SDV from modding minecraft, that the community might be rather cliquish as it's smaller, but so happy to find out otherwise.
I'll shut up now.
The fact that you made a mod you worked hard on already suffices for you to be part of this community. 
use stack instead of quantity: https://github.com/Esca-MMC/FarmTypeManager?tab=readme-ov-file#item-settings
Thank you so much, I was sure I read everything there, I'm so blind ;-;
Manifest is my worst enemy
real
anybody else having issues with GMCM on Android? Did the usual setup for PC and I can see the menu just fine but apparently Android users can't..?
wondering if there's a different setup I need to use or if it's just broken 
It does work fine for me, just scrolling's a little unhandy sometimes 🥲😅😂
hey friends. can anyonme help me out using the bustling valley mod pack ? I am unsure if its actually working when i load into the game
!mh
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).
feel free to post a thread there with you log!
mind checking Dialogue Display Framework Continued if you got the time? 🙏
there should be 4 int fields but people are reporting only seeing the checkbox
woops soryr
Oof... I'll have a look later then, too late for me now. Thanks for asking though! (Taking a ss so I don't forget btw.)
Oohhh, that's one of your own mods! Cool :D
no worries
thanks for considering
Oh, interesting, I got a report from an Android user earlier about the config not loading but I have no idea if my mod works with Android at all so I assumed it was an issue with my mod's incompatibility and not a possible GMCM related issue (if the user was even using GMCM...)
interesting indeed 
World Navigator, for reference
probably its not working on android, GMCM works perfectly fine for me but many mods are not loading on android so config wouldn't load either
Well I do have GMCM and DDFC now, so I'll see how it works
I mean my mod loads fine, but only the checkbox shows up and not the number fields, which makes it even weirder really 
maybe "config is not working" is just functionally equivalent to "the mod doesn't load on Android"
hmm...
(also, does anybody know if SMAPI 4.2.1 is out for Android already? it keeps telling me to update 😔)
I don't even know where Android SMAPI info exists on the internet...
(so, a not helpful reply)
Probably at their discord server tbh
😔👍🏼
those emoji send conflicting messages lol
aw, so same issue huh
does DDFC work with Android otherwise or does this lend credence to "config doesn't load" implies "mod doesn't work on Android"
does the config.json get created and look as expected
does the number field show up on any other mod at all? somebody suggested I use a slider instead 
and what about text fields?
-# you're not even talking to me, so sorry
no, I am - you're the one with Android and the testing abilities here
noooo why delete 😅 you were correct
you're providing very valuable info here
i was so confused rn
the curse of the mod author color...
you know when you're eating so much cheetos and it gets all over your fingers... yea.. 
Checked a few others and, yes, number field are being shown. Configurable text fields too.
for reference, my config is a single keybind (keybindlist, technically)
Yeah idk shi about keybinds and all that (at least not yet)
example of a mod with number field please? 
also really appreciate you checking it out despite it being late for you
Wait, just so I understand this correctly - number fields, do I have to switch the numbers manually? Or can that happen via sliders?
c# learning
example of number fields (and how it looks on PC)
looks like text field but only allows entering number
I have no idea how the input fields look like for android 😅
hmm... so no number input support for android 🧐
does it let you enter a specific number for sliders?
No text input support in general, I just tried it with my own mod, this is how it looks on PC
Android
that's sad
And SVE android config:
on all configs I see text inputs are gone, have never realized that lol
sliders won't do either since it needs fine-tuning... so if it doesn't allow keyboard input either then only hope is for an update
so much for this update meant to fix a separate issue with android users lmao
Yeahhh, it's like that most times it seems (side-eyeing all the cool expansion mods I'd have IF THEY WERE PROPERLY COMPATIBLE WITH ANDROID)
yeah, unfortunately getting my mods to work on Android sounds like a very big task since I don't have a development environment for doing any sort of testing (and have never played the game on Android to have any of that context, which is relevant for the UI side of the mod that I got that report from)
Welll.... If you'd ever need anybody for testing stuff (if it's ready, cuz first I really NEED to figure out how to backup my save 😭😔)...
still hoping somebody updates the code repo so I can look at android, since I can't run python scripts 
Same for you @half tangle :)
What d'you mean with "look at Android", exactly?
look at the decompiled C# code, so I can adjust my mod based on the differences between that and PC
(decompiled meaning "pieced back together from the assembled game code")
the main dev guy gave me the dll when I asked about it
...Oh, if only I spoke ✨Code Magick✨ 😔✋🏼
-# aka I don't get it at all 😭
Android compat updates are basically 99% the SMAPI Android dev doing it themself, optionally pinging mod authors for questions about their code base
I don't even have an Android phone let alone play SDV on it 
in my case, the compat change was "turn off the non-sleep save options if FTM is installed" 
I imagine one of the "clean up subclasses" events isn't firing, but idk where or why
✨PARTIAL Problem solver's right here LMAO✨ (emphasizing "partial")
only thing that actually sucks is - running the launcher means I can't save during the day anymore 😭😭
New quote added by atravita as #6511 (https://discordapp.com/channels/137344473976799233/156109690059751424/1398087949316522034)
in simple terms, the code is a bunch of text like this, and some of it is different between PC and Android
so if a mod says do the Crop(blah blah) thing please, the PC game knows what that means, but Android might not
looking at the android version would mean I know what they renamed stuff to, etc
I didn't even parse that, but ig so 
what if i want to make a sword plant that grows swords :( /j
Oooohhhh, okay.... Dang that's mean 😔
oh you know what this dialogue is easy.. (top ten words said before disaster)
🤔 but actually i wonder if it just makes that much of a difference when i have a clear "voice" for my character this time
Uhmm so since the blacksmith doesn't have any event data already, if i want to add my events there, would i load a blank with a priority "low" ?
Oui
Merci
Okay so, just had an in-game run; this is what came out :|
-# (Language? German.)
Also there's a short visual glitch when tapping on the screen so the dialogue continues to "flow" (aka "to progress"????)
not sure what you mean about the flowing, is the whole box moving?
the off-centering is normal though, you have to configure that in the config file so it matches your display
hence the update, but GMCM said no 
[[Modding:Maps]] @ruby pawn
what you want is Action Door
Okk, i'll take a look at that, also, I know the game check if you enter the room or not (because it needs to throw the message if you can enter or not) do you know if with SMAPI I can get that function? Or is there a function that you recommend for it?
what do you want to achieve
My idea is to make a mod that lets you knock a door that you cannot enter yet
so for that, I believe first I need to know when the player is trying to enter in a npc room
aah
(I think someone was working on that too, or at least thought about working on it)
it's a map action, so you can patch the function that handles the Door action
what do you want to happen next? since that's the actual hard part
(Or register into the dictionary i think it takes precedence)
Tbh it'd be fun if at least LocalTokens were allowed in LogName 
a lot of things come to my mind, but I believe to make things easier in the first version, I wanted to prompt a text saying that you still dont have permission to enter and sking if you want to knock, if you say yes, the npc has a percentage of chance of letting you in. (first I thought of always letting the player enter the room, but then I thought that the npcs have different humors, so maybe this chance could be different depending on its personality)
maybe add that "chance" part in a future version as well
first I want to learn how to mod it lol
yeah that sounds straightforward enough
I was thinking stuff that's messing with pathfinding, which ia definitely more challenging
!startmodding follow the C# guide
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
this would make the npc go to the door or something like that?
I followed this guide already, I was looking for something more specific for my problem
!decompile have you decompiled yet
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
is there something that lets me hear each sound you can play with playSound so im not adding weird fish noises in my event by mistake
ok, I did not yet
Hello! I need help... Yes, I know I always need help, but today I truly need it more than ever. I need to learn (or rather, be taught, haha) how to properly use Extra Machine Config (EMC) for two reasons. The first is that I want to make something in my mod dedicated to framework creators – Selph knows what I'm planning but has to keep quiet, haha! The second reason is that I want to give more advanced functionalities to my machines, especially my Dairy Processor.
So far, I've managed to make it produce smoothies, cheeses, yogurts, and cream. I'm not sure if my current code could be cleaner (I think it's decent overall), but I'm running into an issue. 6480 from the Cornucopia team explained some general machine concepts to me, which were very helpful, but I have a problem:
My idea is for my Dairy Processor to make smoothies of different flavors based on the fruit I put in the machine. However, I haven't been able to figure out how to do that because I'm clearly missing something. Right now, it can only make a multi-fruit smoothie (milk + 3 fruits + sugar). I have the same problem with yogurt (my current recipe is cultured milk + 3 fruits + milk).
My goal was for it to only need one fruit, but I don't know how to make the sprite take on the color of the fruit and have the name appear as "[insert fruit here] Smoothie ". Otherwise, the only other option is to create a sprite for every fruit in the base game and from popular mods (looking at you, Cornucopia and Wildflour!), and that's going to be a lot of work. I've looked at other similar machines, but I can't figure out how they work. I've read the EMC documentation and checked the SDV wiki (which, by the way, is quite hard for me to read due to my poor eyesight), and I just can't get it to work.
By the way, how do I search for my own replies on Discord? Just in case someone answers and I'm not near my PC, or I don't hear my phone, or anything else happens, that way I can look up my messages and see if I've been answered.
Apologies for the long message, but I wanted to be as clear as possible!
theres a debug command to play sound
woah a soundboard
that too
to start, can you post the code you already have?
@brittle pasture I'll decode the game and take a look in the files, thank you for the help!
from:yourusername
oh if you want mentions then mentions:yourusername
okay, this is somewhat tricky because the item you want to copy the color from is a fuel instead of the primary input
quick question one: would you be fine with flipping it around so the 3 fruits is the main input item? it does mean it is harder to control whether you get yogurt or smoothie
(though with your current approach it's harder to control which fruit gets used instead)
So, as the main ingredient, I should put the fruits instead of sugar for the smoothies, right? Did I understand that correctly?
Yes, of course, but is there a way for it to produce yogurt like that? Since yogurt will also need fruit as a main ingredient, right?
so 3 fruit as main input + milk + either sugar or buttermilk. if buttermilk gets used you get yogurt, if sugar gets used you get smoothie
then you can just CopyColor + CopyPrice + set display name and it will work
Ok, I tried something similar but it wouldn’t accept the ingredients and I couldn’t process anything, but I can try it the way you’re telling me if you want, maybe I wrote something wrong in the code
Ok I can try that, but could you give me an example of the code written correctly? Just to make sure I don’t mess it up when I write it? hahaha
sure give me a sec
Ty
https://smapi.io/json/none/a9439acfa2794b2ab89348bebb2054cf something like this
the rule will accept 3 fruits, and if the player has milk and buttermilk as fuel it makes yogurt, if not, if the player has milk and sugar as fuel it makes smoothie
Now I understand where my code failed. The sprite that will be tinted — how should it be? White? Transparent? And how should I handle the name? @valid folio
I´ll be back
look at what the vanilla juice/wine/etc. sprites in TileSheets/Objects_2
they have a transparent overlay on the right that gets tinted and put on top of the main sprite
as for display name, look at ObjectDisplayName on this page: https://stardewvalleywiki.com/Modding:Item_queries#Item_spawn_fields
Thanks for the detailed message!
I've actually found my way around generating a font for every type and it was trivial thanks to the font settings mod
https://www.nexusmods.com/stardewvalley/mods/12467
It allows you to visualize the differences between every type of font and compare to the game's original (all within game!) to eventually export it to either xnb or .spriteFont or fnt + png depending on your needs.
There's another way which is less approachable as you have to have a bit of knowledge in programming and it is to use the game engine (monogame v3.8) and generate xnb fonts using it, here's a tutorial on how to go about it this way
https://youtu.be/sPH-sNTSrhw
importing assets and printing text chapters is all you need from the video
As for DMing you, I'd rather we take this opportunity to create a thread so the community learns from our findings easily 😄
This video outlines the basics of installing and working with the popular game-development framework MonoGame. The assets for this game can be found here:
https://drive.google.com/open?id=1h-rGRAsxVMY0tUUaBVRegB6t-eRdVMm4
Check out the full course on Udemy! Use this link to automatically apply a discount:
Oh looks like I don't have permission to create a thread
I can make one if you want
Yes please
Custom Language/Font Thread
Thanks Selph, I’ll see if I have time now to do a quick test, you really cleared my head with all of this. One more question: if I want to allow an item by tag, for example milk_item, but I want to exclude a specific tag, like buttermilk, I should use !buttermilk, right? But how would I put that inside the code format you gave me?
"milk_item,!buttermilk_item"
Ty, the only thing I won’t be able to make in the dairy processor is flavored milk, right? (fruit + milk)
What does this do?
It one of the secret statue collectibles
??HMTGF?? is a secret piece of furniture obtained by placing a Super Cucumber in the brown box located north of the Blacksmith's shop, inside the fenced area. A hole in the fence allowing access to the box is hidden behind a tree on the right-hand side of the enclosure. Once placed, the statue can be moved by holding left-click, or by using a tool.
ah, ok
working on retouching the maps and was debating putting a pond or something there
but i think i'll just leave it be
It is possible to move it but idk if it would cause other issues
i think it's safe to move as long as you keep it on the Town map (or as long as you update the lost book with the clue)
and if you do, i would document its new location somewhere that players can look it up
if you want to you can make that as well
add a 3rd product that just takes milk
(imo you should make a new machine)
I figured it was like that, but I wanted to be sure. It’s just that I want to have a multi-purpose machine. Anyway, I know I’ll have to make a detailed guide about how to use my machines. I want to achieve something new with my mod, break away from the standard a bit. Besides, it doesn’t really make sense to have two dairy processors that, even if they do different things, would basically be the same machine. Also, the animation for the dairy processor turned out really well! Everyone who’s seen it has complimented it.
I haven't played around with the Mod Data field in Content Patcher before, but does anyone know if/how to use the ModData item spawn field from a building ItemConversion to affect the Player Mod Data that can be picked up by a Condition?
Or will the ModData item spawn field only affect the item being produced?
I'm struggling to parse the ask here but afaik that ModData field just adds whatever you put to the item modData
Ultimately, I'm trying to make a Building with ItemConversions that has multiple conversion rules but only processes one a day (normally it processes all conversion rules, rather than picking one). I was curious if I could make that happen with ModData
i think they mean picked up by a condition like the PLAYER_MOD_DATA GSQ can detect it
but yeah it just goes on the item
Thwarted at every turn
You can limit the number of items converted a day
I wanna say you can do stuff with EditData/tokens but dunno tbh
That limit only applies per conversion rule; if you have one rule that turns Wheat into Flour and one rule that turns Beets into Sugar, the limit applies to each rule separately, so it will at the lowest result in 1 Flour and 1 Beet but not one or the other
Yeah so the suggestion is to only edit in the rule on Monday
I am not sure what the order of operations is here
I've been playing with the Conditions all day to see if they can block each other off and I can sort of get it to work, but I need something that can be triggered by a process going through that the Conditions can check
is it possible to make a conditional schedule? for example, i want to make teddy have a different schedule after viewing an event. should i do a conditional include?
Sure
patch with a when
You can use a stat maybe
Increment it every day and then reset to 1 at some value
Is that possible? I haven't figured out much about adding stats, but that sounds like it should work
Do you know how to increment the stat when the building converts an item?
That's the part I'm trying to figure out if the Building can do
I was gonna ask if i should do seb or sam first for my portrait mod but i do NOT wanna do seb's motorcycle fixing portrait rn so sam it is
LOL
Gotta make things easier for me
Hrm my suggestion was gonna be day ending trigger
I don't know if mill supports running an action on item convert
afaict, there's no action taken by buildings' item conversions that's detectable with CP or GSQs*, even with the frameworks I know
(other than stuff like BETAS' "detect # of items anywhere in the world", which isn't ideal for this)
I don't see that it does, that would solve this
if you could theoretically run an action or set a flag when the building processes items, you could detect that with GSQs, if I understand that correctly to be the goal
but so far it looks like C# is needed
And unfortunately I am not there yet
I managed to get SYNCED_CHOICE to make it choose between multiple entries, but those only work when one of those entries is definitely going to go through; I can make three entries for the same conversion, with each applying a different color tint and make it choose only one of those entries, but that's because the choice only really matters if the item is in there to convert in the first place. I can use the same method to force it to choose between different item conversions, but then it's locked into one of those conversions whether that item is available to convert or not, so you'll have two items out of three it could convert but two will just sit there because it tried to convert the third.
This is driving me crazy because it feels like one of these tricks should somehow work, but nothing does
The answer is just no one made a mill extend framework yet 
it feels weird that the mill is a building, anyway
like it just seems more like a machine 
🤔 ok this is a little funny. does the shipping bin only allow placement on a tile marked "diggable"
would you prefer that the mill was 1x2 tiles large 
it'd take a lot longer to mill ur items tho
I like the idea of there being tasks that work for machines and tasks that are bigger and require a whole building. Plus, the buildings give you more space to work with design-wise than a two tile machine. The problem is that the building's are so limited because the game only ever really made the item conversion aspect for one relatively simple task and had no other buildings that worked like it (or if they did, they ran on their own logic that I can't replicate without C#)
It's my dream to wire up some machine rules to mill
isn't that what Miller Time is for?
My dumbass plan is that i put keg in the indoor map
And then make bootleg automate work 
I don't think so? I'm pretty sure buildings don't have any specific restrictions on tile placement, and diggable shouldn't be a rule
specific to a building type, that is
I thought millar time doesn't work in 1.6
Atm ppl are adding mill rules directly to data/buildings
so.... now's my chance to push mill mod...
their listed settings seem covered by ItemConversions now, yeah
so..... i can trash mill mod...
depends on what it does, I guess? 
Miller Time just provided a list of input/output/amount fields for them, basically, which 1.6 does now
but 1.6 can't trigger actions on production or anything, so a mod could do fun things with modData/etc
n o
I want to climb 2 stories and load the wheat by hand
what's the fun in that
I would like to explore an old mill
@ivory plume PR submitted, new schema allows tokens and/or multiple spaces in warps fields
chat
i would like to update* or recreate this mod
https://www.nexusmods.com/stardewvalley/mods/4771?tab=posts
how would i go abt doing that?
!startmodding
and if/when you're familiar with packs in general, this tutorial would probably help to make new furniture with those sprites
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Custom_Furniture_With_CP
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
ah thankyou :]
