#making-mods-general
1 messages · Page 381 of 1
your grid is misaligned it needs to look like this so each object fits
welp I will try a different program I guess what's good ones to try
Does the game have a known memory leak?
cant you move the grid in your program?
idk how but I found a thing called Piskel that works!
now I just count down and over and stuff right?
that would give you the sprite index, but you would have to multiply by 16 to get pixels
like what
be ware piskel cant use alpha channel
aseprite is recommended btw it’s $20 or free if you compile it yourself
libresprite also works
if I am using it purely just for the grid is it fine?
its free and nearly the same
and yes multiply the x and y by 16
also in case you didn’t know make sure to start counting at 0
Did I do it wrong is this not right the wild bait?
I know let me check the fancy things I keep forgetting to do first (it didn't work)
put it in a program like Visual Studio code and change the language to jsonc
Untested because I'm just typing this outside of an IDE, but it would be something like:
public void AutoPetAllAnimals()
{
Farm farm = Game1.getFarm();
foreach (FarmAnimal animal in farm.getAllFarmAnimals())
{
animal.pet(Game1.player, is_auto_pet: true);
}
}
but i think its not wrong in the syntax department
how do i do that
doesnt it also need the FromArea
OH
Once you save the file you've been working on, just add ".json" (without the quotation marks, ofc) at the end of the file's name!
makes sense when theres also a ToArea
FromArea is not required if it's meant to use the entire source image, as long as the size of the ToArea matches
FromArea is not always required (for example, in this case, if you have a 16x16 pixel PNG that only contains the object sprite you are replacing the original with), but it doesn't really hurt to include it if you aren't sure.
still need a opinion on my custom farmmap
Too big, not enough shape/detail
wdym mean with shape/detail?
The forest exit looks nice
dont grant me on that, its jsut a upsacled 4 corners map
Thank you, I'll get to work on this when I get home
also, how can i animate a waterfall in Tiled?
or is there a animation already existing in the files?
Aside from the basic default farm type, all the maps use terrain (grass, water, cliffs, foliage) to break up the outline of the map and separate it into pieces.
Yours has those things, but they're mostly big rectangles with nothing inside them. It's "blank space". That can be useful but personally I think it makes it less interesting to look at and gives me less direction when laying out my farms
You can do that by editing the tilesheet. (NOT the image)
I believe [[Modding:Maps]] describes the process
i personally mostly play 4 corner farm and the cliffwalls are good for seperation, but imo kinda annoying to gp around, especially those 2x6 pools they randomly added
no pools
and clifss, yes but not as high as in 4 corners
you asked for opinions, and those are mine. They don't have to be yours. ¯_(ツ)_/¯
yes
what does <nowiki> meanin content patcher?
that's not content patcher, that's mediawiki syntax
huh
you shouldn't be seeing it
oh
you can always patch export it to see what’s changed
what is a patch export
exporting spring objects will let you see
have you been able to see every patch except for one
I'm not sure I understand
Where did you see that?
(Probably something I need to fix)
you run that command in your SMAPI console
ohhhh
like I copy paste that bit under the "for example"?
cause it said that was an unknown command
did you accidentally copy the > as well
look at the "patch export" folder in the game directory
go to the location it exported the file to and open the file
WAIT
something has
well that is one row and one spot over from where its supposed to be...
did you count from 0 or from 1
I don't see the other stuff I did
I must have done from 1? you count the first thing as 0?
yes if you’re going to be multiplying then you need to start at 0 since the first object will be 0,0
Ah
also in general things are indexed starting at 0, like portraits
There's 3 or 4 other images that didn't apply to anything is that normal?
check your coordinates on those too
the bug steak was supposed to be replaced but nothing near it (but the others are close to where they were supposed to be yes... hmmmm
oh wait nvrm yes it was
its right there god that is ugly I need to redo that lol
I thought it was paper
ohhhh
i don’t know what type of item bug steak is, but you would edit its data and change the display name. make sure you don’t replace the whole item, just target the display name using target fields
Does anyone know what could be blocking me from walking over these two tiles? 
I am so confused what would I be doing if I am changing the name? Fields? or Entries? or?
I'm working on pif and I can provide the files if needed
this is as far as I got before I got lost
you most likely put some invisible tiles on the building layer?
and its probably not even right actually
look at target field in the documentation that kat linked
search the unpacked files for bug steak to find out what to target
This might help https://stardewmodding.wiki.gg/wiki/SpringObjects_Coordinates
This is a table with co-ordinates for every sprite in the springobjects.png file. To use, reference the X and Y values in the row and column headers - eg: leek has a column header of 320 and a row header of 0, so its co-ordinates are 320,0.
(note that vanilla items in Data/Objects usually reference Strings/Objects for the object names, so you can edit either Data/Objects or Strings/Objects)
(the latter is easier since it's just a dictionary of strings)
this is life changing ty
like this? maybe?
you don't need TargetField if it's Strings/Objects
what do I do then
first look at the unpacked file
yes?
it's basically just a dict of string keys to values
you can use Entries to edit them directly
"Entries": { "BugMeat_Name": "Bread Chunks", }
oh yes..
you can put multiple entries
Feel free to ping me if you run into any more problems! It'll be tomorrow for me at this point, though.
yes

(also BugSteak is missing " before : )
is there a way to make crops that are automatically large?
giant crop data has a Chance field
(Are Arcanian crops big, too?
)
well I recommend testing it 🙃
some are very big yeah
Im wanting to do a growth cycle where it ends with large
I'm not sure if CP/the game data has a way to do that, especially with just a single crop... but with a square of 9, Selph's idea is probably the way to go?
that’s exactly it! No idea how I managed that, thanks
How hard would that be to code in you think?
Hmmmmm...
/// <summary>If set, the qualified object ID to spawn on the crop's tile when it's full-grown. The crop will be removed when the object is spawned.</summary>
[XmlElement("overrideHarvestItemId")]
public readonly NetString replaceWithObjectOnFullGrown = new NetString();
I suppose you could make some special object that goes in its place, and just spawn a giant crop on top of that on day start. So theoretically, maybe not difficult?
itd be a cool frame work mod...just being able to make large crops
I'd just do "plant this seed in a 3x3 square to make it large otherwise you'd just get a regular stunted version"
Ooh, that's actually a fun idea.
The stunted version sprite could look kinda sickly or something.
hmmmm thats true! and maybe it gives you shitty versions of crops
(custom bush 2.0 will also have support for plantable large bushes, though its release date is still Soon™)
Is that sata accessible
those are only used for the wild seeds
which is all hardcoded
also it's strictly for (O) objects
Aww, shame. Horribly brute-forcey, but it could still be done similarly, at least.
I nerdsnipe DH
hi everyone! I made a stardew tilesheet unfudger tiled extension and it is now ready for some final testing.
It helps avoid having to copy and delete tilesheets or edit your maps in the maps folder.
Please do test it out and tell me how it goes! if nothing is broken, I will be releasing it... soon(?).
How to use:
Installation
In Tiled, open Preferences (in the Edit menu on windows, Tiled menu on Mac, ? on linux) > Plugins > Open... and save the extension into the folder that opens (or a folder inside it.)
Set Vanilla Maps Folder
Click Ctrl+Shift+. or Map > Choose Unpacked Maps Folder. Once you set it, it will be saved in a config file in the same folder as the extension, so you only have to set it again if you need to move it or you deleted the config file.
Fix Missing Tilesheets
Click Ctrl+. or Map > Fix Stardew Tilesheets to load the tilesheets in. This won't affect the map permanently so it's perfectly safe to save after doing this.
Add Vanilla Tilesheet
Click Ctrl+, or Map > Add Vanilla Stardew Tilesheet to correctly add a new vanilla tilesheet manually. Remember that manually adding tilesheets will add them without any animations/preconfigured tile properties.
Adding tilesheets from outside the Maps folder will add them using Arbitrary Tilesheet Access syntax.
Manage Tilesheet Mods
Click Ctrl+Shift+, or Map > Manage Stardew Tilesheet Mods to open the tilesheet mod menu.
Add the folder the actual tilesheet images are directly in using the browse button.
Click the right arrow button next to any mod's line to add a tilesheet from that mod.
Advanced: If the asset names have a prefix like Prefix<filename>, Prefix/<filename>, Prefix_<filename>, add that prefix to the prefix textbox. e.g. if a tilesheet mod had files tilesheet1.png and tilesheet2.png and loads them to Maps/ModId/tilesheetX, put ModId/ in the prefix box.
(see thread)
(some screenshots)
In C#, is there a way to check if a Location and/or LocationContextId has any instances of a specific Farm Animal?
this coming after my nightmare last night is both very amusing and also a godsend thank you i will be testing it 
You have to iterate the list and check yourself
oh vanilla shed maps how you hurt me
let me know how it goes! (and ping me if you do)
oh oops, meant to turn off ping, sorry kat
no worries 
im a lot more okay with them in making mods areas than in the sdv chats bc usually the replies in here are relevant to me 
would anyone help me make a personal mod patch? (ik passerby's stuff is being incorperated into other mods, im just using the base mod till the majority of it is ported), I just need to shift the new area it adds down by 1 tile on spirits eve
ive only ever moved npcs lol, not really too familer with map patches
On this
{
Farm farm = Game1.getFarm();
foreach (FarmAnimal animal in farm.getAllFarmAnimals())
{
animal.pet(Game1.player, is_auto_pet: true);
}
}```
Can I make it check any location instead of specifically the farm? Closest I can get is `GameLocation gameLocation = Game1.getLocationFromName()` but then I don't know how to get it to just check all Locations
Use Utility.ForEachLocation
So like
{
GameLocation gameLocation = Utility.ForEachLocation();
foreach (FarmAnimal animal in gameLocation.getAllFarmAnimals())
{
animal.pet(Game1.player, is_auto_pet: true);
}
}```
Nah, no need to apologize
having no knowledge of somethin aint somethin to apologize for, it just changes the way help/instructions are given
It's just starting to feel like you're rough guessing at syntax and perhaps starting from a more solid foundation may be easier
I've been looking into the foundations, but struggle with the textbook examples because I have little to no context for what they mean when they're just throwing math problems at me
that would take a lot of editing actually and wouldnt really b ea possible fix unless youre ready to do a lot of map editing?
personally...I would uninstall it, those npcs may never be ported over to other mods it depends on the people i have given them to. And ive already moved one into a stand alone thats on nexus
actually fixed it, wasnt too hard, ill prob stop using it after I do one run with it(I never had the time to do it when it was still new)
really hope you are doing well btw ♥️
im doing better, though i wish people would play with my new creations instead of something i have deleted jdfghsdfgsdf
ill def be using the wayfarer in the future
anyone that is familiar with Extra Animal Configs? I'm trying to make some produce drop as iridium quality when the player has the botanist profession. I thought I had it down but now my test save crashes when I sleep 😭 I cant figure out what is wrong
https://smapi.io/json/content-patcher/9d79befed35b411aa5ad42067efe8386
waaaaiiiit how do I change the monsters themselves names?
there are things very very wrong
why can i move around
he's no longer invisible but
?
did he possess gunther
I dont knowwww

oh well i kinda forgot to put gunther on the map
lol
but why the hell is the farmer there???
Farmer always shows up to the party unless you move them into the void
yeah, i figured that one out lol. i was just confused bc they didnt show up in the other event i made. or maybe they did and the viewport had locked onto a spot where they were out of frame
can you post the crash log
ok the first thing I see is that the item IDs in the patch that adds to ExtraProduceSpawnList must be unqualified (ie. without the (O) part)
(because that's how the vanilla produce "slot" works)
SinZ are you planning on making an event debugger that allows for pausing and rewinding and hot reloading events
(I'm not either but I'm curious)
still it shouldn't crash, so do post the crash log regardless (I hate NREs raaah)
it would be in scope for my debugger mode, but doesn't sound fun to implement
rewinding state in the Event class does not sound fun, unless I just deep clone state every command or something
Yeah, that was my game plan lol
Which doesn't work with certain mod added event commands but godspeed
and hot reloading an event has the complex task of figuring out where you left off
as its all index based so if you added or removed event commands getting them in sync wont be fun
Could restart the event and fast forward to that point
For definitions of that point that aren't fun either
fast forward gets spicy with quickQuestion/fork and upcoming goto/choose
I can remember decisions taken
i use debug rte when i'm writing/workshopping events so hot reload is not much of a problem. but i think some kind of rewind would be cool
but if the hot reload changed the question/routing
i'll make a note to play with it for event timecube, if i ever get around to that one
Hot reload will try to go as deep into the tree as it can get
And stop if it can't figure it out
We love you, ichor 
Hey guys, I'm updating one of my mods with a big update. How do you make events that trigger a quest that you can only see if you have visited a certain map?
in terms of event debugging, my preferences right now is to get more static/runtime analysis of the event itself shown back in the editor
Awesome. 
but my attention is still mostly in runescape, and when it is in the debugger its getting the general content patcher support at all going
the game automatically creates a conversation topic the first time you arrive at any map. you can use a DayEnding trigger action to check for that CT and set a mail flag or add the quest or do whatever you need
K thanks!
Use a gsq precondition on the has visited location
Alr
oh i guess that works too
ok one more thing - if you already have the mod and have visited that area, will it still trigger the event?
like after the update comes out with the event
ah, no the CT only generates the first time and lasts 4 days. so atra's method is probably better
ok. thanks for the help
but you can still use that GSQ in a trigger action if you need a trigger action, or you can just use it as an event precondition
Yup
Alr
here is the crash log, thank you for looking ❤️
https://smapi.io/log/4cb2283ea4e549f281273228fb23a401
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 106 C# mods and 262 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Sooo Desert.boughtMagicRockCandy has disappeared... is there some replacement I have to set for some reason or is it just not necessary anymore?
thank you for your help Selph! checking if fixing the item ids helped 
hmm what was that even for (only started modding in 1.6)
I JUST REALIZED I FORGOT THE ARMORED BUGS AHHHHH
where even are they
like when do you even see them
Ive never seen an armored bug
skull cavern?
ohh maybe
i've seen them there
but the iridium
who even needs it
I'm hitting an issue where 50% of the time, the mail loads fine, but the other 50% of the time I get an can't be parsed Index out of array red smapi text
there seems to be no rhyme or reason to it
((should I share my mail.json or content.json?))
both? maybe
both jsons would be helpful!
https://smapi.io/json/none/8dd6e7776524468f9c4a30c11c0d2b9a is the content.json
https://smapi.io/json/none/2e5385f4f2b34d029825835c215ee075 is the mail.json
and maybe a smapi log if you can?
yeah, I can grab a patch summary too?
...this has made me notice there's a third kind of bug 
(desert festival thing, I guess)
if (specialType.Contains("Assassin"))
{
this.Sprite.LoadTexture("Characters\\Monsters\\Assassin Bug");
base.DamageToFarmer = 50;
base.Health = 500;
base.speed++;
}```
ig people can recreate that in FTM without specific support, though
(but anyway yeah, bugs become armored only in the skull cavern or with mods)
https://smapi.io/log/8a2031a207c44688bcaacb0b8b213cff here's my most recent SMAPI log
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.8.0.64, with 30 C# mods and 12 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
and then I quit, and reload the save, and the exact same mail that worked before (cutewhencold) suddenly gives an error https://smapi.io/log/3a54573ceb05496bb3c2e10a745bd9ba
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.8.0.64, with 30 C# mods and 12 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
(C#) what's a sane assorted-polyamory-mods-safe way to check whether an NPC is married to a given Farmer?
should i expect any such mod will have patched NPC.getSpouse()?
or should i just check the friendship object for the married status, like the relationship token (presumably) does
going with the friendship object for now. let me know if there's a better solution, i guess
Free Love seems like it checks the farmer's relationships for Married status + not being the first/main spouse. It provides an API with a getSpouses method, but I don't see an interface to copy over, so you'd want to make one from this, I guess?
https://github.com/aedenthorn/StardewValleyMods/blob/master/FreeLove/FreeLoveAPI.cs
what is the 0 meant to be in CuteWhencold for in item id 260 5 0?
because thats whats causing the issue
oh, it's supposed to be the quality
it does also patch getSpouse, so that probably works there
not sure about polysweet or other(s) yet
edit: same case for PolyamorySweet, it patches getSpouse but also returns an API, and I don't see an interface there either
https://github.com/ApryllForever/PolyamorySweet/blob/master/PolyamorySweetLoveAPI.cs
you cant do that
the format for that mail command is %item id [item id count]+ %%
there is no quality modifier
whats happening is it is treating the 0 as the next item id to randomly choose from. and then there is nothiung after it when it tries to check the count
if you want to adjust the quality, switch to the %action mail command and use the AddItem trigger action
this will also limit you to just one item in the mail
okies, that makes sense. I'm not sure how I got there (as far as the item quality thing) but that makes sense. TY!
(but also, the default is 0 anyway. you can just remove the 0)
I cleared out all the '0's :3
well I managed to make it not crash but now it doesn't seem to be working ? running some more tests 
https://smapi.io/json/content-patcher/3492a3173ead445c8598ddf471654f15
the key of AnimalProduceExtensionData should be the qualified item ID of the original spawn item
e.g. change BasicBat_BatWing_Quality to (O)767
are you getting the extra spawns at least 
(also keep in mind that animal produce is decided on day's end so when you update your mod you need to sleep for it to take effect)
how does that work with random item queries?
basically whatever the original item would be via vanilla data's ProduceItemIds or the extra spawns
for example, a pig is set to produce truffles 430. the key would be (O)430
got it, that's what i had originally but i had changed it 🫡 working on fixing and then more testing
(and thanks for helping me (potentially) identify the crashing bug!)
(I say potentially since knowing my luck it might be something else lmao)
😭 it crashed again at new day
okay im taking a small brain break before I look at it again lol
dangit
I'll try to post a fixed version of EAC to see if it fixes it
once I'm done debugging my PC
pls try this version
oh you're amazing! let me finish my snack 🍪
okay so I tested again. it was not crashing with "normal quality bat wings only" turned off, but it crashed again on new day when i turned it on.
log: https://smapi.io/log/6b4e219fce5a4103ba5b9789ea7e3f26
.json file: https://smapi.io/json/content-patcher/02753cee19d74368ba0f8afbb68cf304
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 15 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I'll take a look, it's getting late here though so I'll have an answer tomorrow
no worries! I appreciate you taking the time to help me 😄
on a scale of 1 to 10 how hard is it to mod a ui?
mainly i want to make this
into this
the author doesnt want to make it pretty becasue its a pain in the ass
ui isn't fun
or even making it as tabs on the top would be fine
I don't think it's hard but I do think it needs C# knowledge
And also this mod's closed source
i think it'd be a very simple precise harmony patch, but patching a closed-source mod is more of an ethical question
you likely wouldn't even need to think about UI considerations; just find replace whichever value it's comparing against when deciding to wrap tab clickables
Does anyone know what is causing this?
I've added a bridge but it's still got some kind of water layer there
But in Tiled it shows this
You may have tiles on back+1 covered by the overlay
Try having some on buildings-1
And see if it looks better
the water overlay is decided by Back layer tiles specifically; you need to replace that tile with one that doesn't have the Water property
Also can you reload the map without having to exit out of the game?
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
Relaod
I've found the tile but it won't let me edit it. It still says it even if I erase the tile
because the property is shared and is edited on the tilesheet
frankly i don't see the point of changing that because the overlay is great for consistency with the other tiles, it's just a question of having stuff on the proper layer, which i find easy
however each person will have different opinion on what's easy/better 🙂
yeah, you don't want to edit the properties of that tile in the tileset, you just want to replace it with a tile that doesn't have the water property
you can pick one of the tiles under an existing bridge to use, since ofc you're drawing more bridges
i have a new weapon in my mod,i wanna when player take this weapon,max hp+35,how to write the code?
@outer glacier can I get the mod author role? I've published two mods to Nexus
Have you added yourself to the wiki? And there's a level requirement too i think
I have made an account on the wiki page. How does one add themself?
(ignore the level part, you're high enough level)
You have to edit the wiki page
On the mod authors section
I made a new tile copying the water one so it wouldn't have the water property, but now there's black behind it
What is should look like
There is something at the back tile, but the black is coming through regardless
The back tile doesn't have any properties though, if that makes a difference?
when you say you made a new tile, do you mean just used the stamp tool to paste a non-water tile in, or actually cobbled a new one into the tileset
Cobbled
oh my god i finally get lumina's point
okay yeah i'm very slow
so i've been giving Misinformation and there aren't any water tiles that aren't marked as Water T; i was confusing them with the Passable F water tiles used nearby
okay on the modauthor wiki I have my entry ready, but there's a warning that I need the role before I add myself?
your shoreline tiles are on a Back+X layer right? typically the shoreline tiles are on the Buildings layer so they're drawn above the water overlay, like here in the Forest map:
Ooh, a public cheeto-ing! Feel free to add yourself to the page now.
done!
Okay I've fixed it! Now hold do I avoid walking off the side of the bridge and do a jesus?
You did the sprites in Vegan Fish too, I assume? If so, get pixels added to the community page, because that gets you pixelsmith as well if you want it.
oh, yes please!
invisible tiles on the build layer, I think
When i update a mod, should i go from version 1.0.0 to 1.0.1, 1.1.0 or 2.0.0? What's the difference?
this is where my incredible water tile knowledge finally comes into action
this specific Back layer tile is marked as Passable F Water T
nvm, listen to blueberry (famous author of definitely not ui mods) because I know literally nothing about water tiles 
which completely destroyed my memory of how shorelines work and caused my unbelievable downfall earlier
or completely believable if you're a hater. respect to the haters, they were absolutely right
you can 100% also use invisible buildings tiles, since the Beach farm does and that works fine
where can I find the spot for the pixels on the community page :3
New quote added by irocendar as #6517 (https://discordapp.com/channels/137344473976799233/156109690059751424/1400091353274122321)
They're just separated by commas where you make the edit! Like |mod types = content, pixels
how long until someone rewrites stardew as a tui, anyway
i've famously never actually released a map mod so take this advice with a litre of saltwater
or a water mod for that matter
I uh, I made a private beach but there's a LOT of just kinda copy and pasting and tweaking from the OG beach map
I cried enough tears to supply the ocean I had on the map
XD
at this point I don't know if that means you have or you haven't lmao
You've been working on that really nice looking map (or maps?) you've been teasing us with for years, though!
i'm proud to announce that map (or maps) has absolutely no water whatsoever

basking in the cheeto glow
kicking my feet and giggling as I make abomination cream cheese
which I should get around to actually publishing
dh out of curiosity, are people eligible for cheetodom if they've released modding tools but not mods? 
We did decide at some point that would count in spirit for blacksmith!
I think?
So I should avoid using that tile if I don't want to walk off bridges?
nice, it does make sense that it would!
you should use that tile if you don't want to walk off bridges! Passable F on a Back layer tile means you can't pass over it, so it has the same effect as a Buildings tile
And just to cause confusion, if I remember correctly, Passable T will do the same thing, because Passable <anything here> just inverts the default collision for the layer.
If I'm reading it right,
tiles are passable by default unless the back layer has the Passable property. Or if the building layer has data and is missing both shadow and passable properties
(and 'has' doesn't care about the value, just that it exists)
What is this specific image scam nonsense
This one's Mr. Beast themed!
If u r lazy like me it's ok to use whatever tile and then put in a TileData with Passable prop
does the game support maps having multiple tilesheets with the same name?
Oh, mr beast was here again
apparently yes, but why
Map.GetTileSheet(string id) will only pick the first if it's ever called, though
oh I was messing with something in my extension and realised it's unnecessary anyway 
need help!i dont know how to write this code
which do yall think is better?
she could also not be winking but i liked the wink
seems like the big smile wins
1 is also nice. but 2 is more leah
when making a custom farm, what determines the spawnposition of the farmhouse?
the map property FarmHouseEntry, or just 64,15 by default if that doesn't exist
and thats the door coordinate not the upper left point of structure?
the wiki says so, yeah, though I'm not familiar with it personally; this seems to be the corresponding tile on the base game's farm type that uses it
a bit weird, cause when i load up the tmx files of the farms, i am neither seing the markers or the map property for this existing
the property was only added in version 1.6, iirc; only the meadowland farm uses it (Farm_Ranching)
(checking in-game, I suppose it correlates to the floor tile in front of the door)
so i should use meadowland farm to help me with making this, as it seems
so i want to work on the seasonal outfits for the nyapu sprites, but obviously thats a lot, is there somewhere to be putting the ones ive done, and to see which may already be done? im also messaging the mod maker
https://www.nexusmods.com/stardewvalley/mods/22938 this mod and potentially adjacent mods
AhCuteArt is currently working on doing seasonal portraits for vanilla. You can take a look at her progress here: https://www.deviantart.com/ahcuteart
She also has a lot of planned portraits. You may want to take a look at this, if you want to potentially join forces: https://next.nexusmods.com/profile/AhCuteArt?gameId=1303
is this the chat to ask for modding help?
Making mods, yes. Using mods, here: #modded-stardew
Is it at all possible to have my custom farm maps have an option to move Grandpa's Shed into my farm if SVE is installed? Or would I have to hijack too much of SVE to do that
I spent several hours last night researching C# syntax but I still don't understand how to properly use the Utility.ForEachLocation to get my auto pet mod to check for animals at all locations not just the farm:
{
Farm farm = Game1.getFarm();
foreach (FarmAnimal animal in farm.getAllFarmAnimals())
{
animal.pet(Game1.player, is_auto_pet: true);
}
}```
Could I get some explanations for how it works? I get it needs to be a public static class, and I think it needs to eventually distill down to a `return true` before you can close the parentheses. I believe the `.getAllFarmAnimals` needs to be on the outside of the parentheses (or maybe in a separate class?) because that's a non-static command. What's the difference between `Utility.ForEachLocation((loc)=>` and `Utility.ForEachLocation(delegate(GameLocation location)`.
Would it be possible while within the Utility.ForEachLocation parentheses to check if each location has a specific type of animal or else returning false, or would that be something separate? I have the command for checking for a specific mail flag, but I can't find any options in the dropdown menu that looks like it checks for a specific Farm Animal.
someone asked if I can replace the sound my bread bugs make how hard is that?
(my bread bugs are all the bugs into bread)
Its not incredily hard IIRC. I think https://stardewvalleywiki.com/Modding:Audio should outline it
Owen Wilson saying "Wow"
definitely not that fourth one, it feels very unpleasant for some reason
bumping for people who didn't see it the first time - just download the latest file from the thread rather than the one in this message
Im intrigued. Im not sure what its actually for.....?
hmm what if I do the sparkle sound for when you kill a monster and the shimmering sound for the baguette fairy
when you make your maps, do you copy vanilla tilesheets into your mod folder and then delete them when you're done?
Typically yes. Makes it easier for testing
this makes it so you don't have to
ohhhhhhh. Gotcha
the tilesheets just work even though they're in a different folder (or several different folders, for modded tilesheets)
ok. That actually will be helpful.
feel free to test, and please message in the thread to let me know if it works or if you found any bugs!
That's awesome, I usually separate tmx files in a ton of different folders and it's really annoying having to copy paste all timesheets everywhere then remember I need to delete them before release x.x
@strange dew pls try this
(turns out I missed an interaction between two features that exploded when used together)
Silly question. I tried to answer this myself throught googling and such but I figure I'll actually ask someone. On my first farm map I hardcoded forage spawns, fish, etc. On my second farm map I learned about and implemented use of FTM. Is there any beneficial reason outside of cleanliness and ease of updates that I should reconfigure the first map to use FTM? Or is that just busywork at this point for myself
FTM allows more configurable spawns
Iirc vanilla is limited in terms of how many spawns you can get
I think Draylon talked about this once, but 1.6 may have improved the vanilla spawn options
But basically, FTM is more flexible. Maybe you need it, maybe you just want it, maybe you don’t.
I did all the coding for the spawns in the Content file. Sorry.Should have been more clear
and it is messy and a pain
As far as Grandpa's Shed, I would look at how SVE does it with the SVE-specific maps that include Grandpa's Shed in them (the ones downloadable from SVE's page - Frontier, Grandpa's Farm, etc). There's probably a check to see if one of those maps is in use before creating/including Grandpa's Shed separately. It might be possible just to tweak that to add your farm to the list.
On the other hand, a moveable shed sounds difficult. If I were doing it, I'd have two different map versions, one with it and one without it (with the coding modified accordingly), and one of them would be an optional download.
By definition if you can edit something via content it is not hardcoded
Personally I wouldn't worry about it until you feel like giving the mod a refresh in general
I personally wouldn’t go back and change it, unless you’d enjoy doing it, but it’s really up to you!
I didnt want to. Im just making sure its not a problem if I didnt. Thanks all
Perfect. Thanks. 🙂
yup, there's even a menu that lets you manage where all the tilesheets you use are stored so it can grab modded tilesheets etc
also please let me know if you've used it even if everything worked fine! it helps me know how many people have tested it so I know if it's relatively safe to release
(safe for me, mostly. Nothing it does should ever cause any loss of data)
Im actually mid map development. So I'll tinker later
it should be perfectly fine to add mid map btw, if anyone is wondering
Well. If anyone can break it from making dumb mistakes and being slightly incompetent, it will be me. 😝
yes please, I need it broken in as many different ways as possible before I release it! that's how you find bugs
It looks like Annosz has been absent for a bit, yall think i should release my minmax-tweaks mod and promote it as a replacement for the now-broken RememberFacedDirection? It can do a fair bit more than that though, and those optional features are much more likely to be considered cheats
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
yay no more crashing! quality changes are working as intended too 😄 I didnt see any extra spawns but ill take another look at that when im off of work for the day.
thank you so much for the help/updates!! ❤️
I could also just post an unofficial update cuz GPL, but its not marked as broken on smapi.io/mods yet
I mean if you just did the same qol idea but wrote all new code for 1.6 i think that's fine (but open source your mod anyways)
What did remember faced direction do
Yk how you always face down after eating or receiving stuff
RFD just restores your previous orientation when that happens
Its 4 oneliner harmony patches, a single tracking dictionary and some error handling and logging
(Yes im almost definitely worrying too much about it)
I did not know this
But hm is it actually broken? Might be fine if it is so simple
If it is loading but error in game you should send in a PR to the compat repo
When i update a mod, should i go from version 1.0.0 to 1.0.1, 1.1.0 or 2.0.0? What's the difference?
for most stuff like mods it really doesnt matter. it doesnt really do anything like, coding wise, more just for your own reference. but generally the way people treat it is 0.0.x for bug fixes/minor additions, 0.x.0 for new content, x.0.0 for big stuff like major coding overhauls
(as long as it is at least parseable as some kind of semantic version ofc, so that SMAPI can still do update checks properly)
okay and where do i find the UpdateKey?
it's just "Nexus:?????" but replace the question marks with your nexus mod id
It's usually Nexus and your mod ID. Ex:
["Nexus:30430"]
from the url?
yup
the first one
The first one
okay ty
Crash on load because of an ambiguous harmony patch, the fix is trivial. Imma just PR an unofficial update based on the PR i already submitted to the original repo
Should I base the unofficial patch ver off the manifest, or the version indicated by the nexus page
Cuz it aint consistent
ik, ik
The convention is 1.0.0-unofficial.adro.0 i think
(or whatever the actual version is)
Thats exactly what im trying to find out :D
Top of nexus it sais 1.0.0, Latest file version however is 1.1.1 and the manifest for that latest version sais 1.0.1
Imma use what smapi reports as the latest version on launch: 1.1.1 (incremented ofc as per the guideline)
Donezo
Ive been looking at the wiki and trying all sorts of things (been trying for like 2 hours) and I cannot figure out how to get the sound to work in game can someone please help me 🥲 I just want to replace the bug sounds with my sounds I downloaded (they are in wav format and 15 or less seconds each)
~json
!json pls
welp governor's taking a break
anyway I'm assuming you're following the wiki example
pls post what you have
idk if this is even close to right idk what I am doing
where did you get that code from
a frankstein creation of what I know, the wiki, and ai
don't use ai pls
it knows nothing
just copy the example on the wiki and tweak it
I feel bad asking all the time 🥲
(if we don't want to answer we wouldn't)
Yeah people help cause they want to not because they feel obligated to
you can look at an example here for code that replaces the game's spring1 track with something else: #making-mods-general message
the example it gave is music related tho does that matter when I am trying to replace a sound?
change it to "Sound"
you can read the fields' description as to what they mean: https://stardewvalleywiki.com/Modding:Audio#Audio_data
(also tbh you still using notepad is way more bothersome) /s
seriously though I recommend switching eventually
~~I have 2 other things I can't figure out how to set them as default still someone said just open with set as default but I don't see that 🥲 ~~JK I FIGURED IT OUT
does this look maybe sort of starting to be right and what do I put in file paths like just assets/whatevermythingiscalled?
the key/ID should be the cue name of the sound you want to replace
flybuzzing in this case
(the one thing the AI got correct, even though literally every other line is wrong)
also you probably don't want Looped since it's an audio cue
actually the ai got that wrong lol I put that there it said mosquito at first lol
obviously replace assets/music.ogg with the actual filepath/name of your audio
it's a wav right, if so remove the StreamedVorbis line as well
Whether the audio should be streamed from disk when it's played, instead of being loaded into memory ahead of time. This is only possible for Ogg Vorbis (.ogg) files, which otherwise will be decompressed in-memory on load. Default false.
AI is only good sometimes if you can use it to more quickly generate something that at a glace you can tell is correct or not
Speaking from experience as a pro dev with a boss who keeps insisting id get more done if i leaned on AI more
AI is only good at fooling you into thinking AI is good... and even then
like this?
Absolutely. Those statistics about how AI only gets 10% wrong or whatever are actually about how easily you can tell that its wrong
what does that mean
- change both the key and the ID to "flybuzzing" and just that string
- you forgot the AbsoluteFilePath part
{{AbsoluteFilePath: assets/baguettefairysound.wav}}
it has to be like this because the game's loading the audio file directly instead of CP loading the file into an asset and the game reading that asset like with images
like this?
in both spots?
yes
thank you so much for all the help all the time 
also does anyone wanna help me with one more request I had in which my animals don't replace each other?
I have 3 bunnies and 2 cats and you can't have more than 1 at a time
Thanks for reminding me, I should really work on i18n for fishbot
@everyone Hi guys, I'm making a update for my mod. Is this how the tile properties should look for a locked door with GSQs?
Sorry for ping
i believe the solution to this would be adding them as new pets/breeds instead of replacing them
how do I do that again
Oh I do have your cat thing you said I could copy paste from but I am confused on some of it
what are you confused about?
you can just give your bunnies separate IDs since IIRC you copied from a template
and didn't change the ID that came with it
your cats can be breeds of the vanilla cats
basically this point and beyond
the wiki page for pets explains what each key means
i straight up copied that from vanilla cats
yeah go to the wiki
does anyone know
which part is the ID that I would change again? the adoption event ID or something else?
the key under "entries": {
OH
so like "rabbit" I would change to like Ghost Rabbit or Cinnabunny or etc depending on the bunny?
yep
yeah, ideally prepended with your mod id
what you're doing right now is replacing vanilla rabbits
oh does it replace all the bunnies even the coop ones?
rabbits are not vanilla pets
oh wait ignore me i got confused
@everyone Hi guys, I'm making a update for my mod. Is this how the tile properties should look for a locked door with GSQs?
nobody here knows right now. you can wait a little bit and later hopefully someone who knows will be online
ok my bad for spamming it lol
also note that when you update your mod to change the IDs any existing rabbits your players have will become error animals
just something to tell users when they eventually report it
i understand feeling like you were glossed over, it's convention here to not reply with unhelpful messages like "i don't know" when someone asks for help
oh
(also why in the world are you trying to @ everyone)
idk
yeah
just to confirm would I only change this part or all the parts that have rabbit to Ghostbunny?
for consistency i would change them all so that you can keep track, but you have to make sure you change ALL references to rabbit (so in strings, your png name, etc)
(also make it {{ModId}}_GhostBunny)
Should I fix the current issues with my mod and leave it as is, or should I start making new characters?
i18n tokens dont work in Tiled
w/ what mod
yeah i forgot lol
CP tokens dont work in general
CtrlAltZero
follow your heart, if bug reports are annoying you then fix them, if that sounds painfully boring then work on whatever you want
the key of Data/Pets (in your Entries)
like this?
yes
perfect ty
if you want a customized door message you need to first load it into a string-string asset, and then reference the path to that asset + the key
https://stardewvalleywiki.com/Modding:Maps explains it in LockedDoorMessage
k thanks 
in Modding:Dialogue?
that page is for how to format the string itself when you load it
what you is something like
- edit Strings/Whatever to insert a new string, like
"MyLockedDoorMessage": "lol" - reference it with
Strings/Whatever:MyLockedDoorMessage
kk ty for the help
so like this?
(i already added ThisModId as a dynamictoken)
prob unneccesary though
I know i dont know why I did that. I did it when I was new to modding
Also ok
ty
If you're trying to add a modded item in the mail, say "{{ModId}}_XYZMail": "{{i18n:XYZContent}}[#]{{i18n:XYZMailTitle}}" do you just insert it in the content itself or use %item id [<item id> [count]]+ %%? Thank you!
I try to keep game logic outside of i18n as much as possible
wait did I misread your question
I... don't think so hehe I'm trying to attach a modded item (a necklace) in my mail
yeah I'd do "{{i18n:XYZContent}}%item id [<item id> [count]]+ %%[#]{{i18n:XYZMailTitle}}"
Thank u selph 
Also tmi I had a dream of a sneazy cat a couple of days ago and I have a feeling it was your pfp

I cannot recall my dreams but I swear when I woke up, I was like, "....was that Selph" (it was a sneazy cat)
Hi...um I'm wondering like would anyone could help me make a mod? I recently downloaded that Portraiture, and I'm thinking if it's possible for someone adding a switch in menu so people can turn on or turn of that mod in game...because I found two different portrait for one character but I like both of them, one of the portrait requires Portraiture.
I thought you can do that with Portraiture already
Hi there! I am not a Portraiture user so could be wrong, but I thought the whole point of that mod was to be able to swap between portraits. The mod description says to add portrait sets you Create a folder in "Mods/Portraiture/Portraits" that you name however you like, for ex. "DCBurger Hi-Res" and extract the portrait files inside it and You can create as many folders as you like to switch between and fill them with downloaded Portrait Mods or mix your own
thinking out loud - wouldn’t it be great if we could export an in-game map (indoor & outdoor) to a working Tiled project..
that sounds cool, but the problem is the other portrait for the character is more likely a entire mod, it gives specific hair, wearings and portrait, and for what i've been tested is Portraiture is more likely "covered" the portrait part, so as long as I have Portraiture in my mod folder, it will cover the portrait for the character
sorry I don't know a lot in these, it's just my guessing I'm not a mod creater >_<
If you only want the portraits from that mod it should be doable, but otherwise I am not sure. Are you able to share which mod(s) we are talking about?
sure! It's about the portraits for Romanceable Rasmodius Redux Revamped. And there are two different portraits, and I like them both. One is [CP]Jello's Vanilla-ish Wizard Config Edition, the other is [CP] Wizard Portraits RRRR[32] and this one requires Portraiture. I'm always curious about how different portraits perform in the same storyline, so I'm constantly having to exit the game, take the Portraiture mod out of its folder, and then reopen it. So I'm wondering if adding a Portraiture toggle is possible. But I don't know any coding or programming, so...
I'm not sure about does Portraiture has this function that turn on or off in-game, but I don't find it in my menu
im not sure what you mean by this. does opening the map from your unpacked files not suffice?
So this sounds a bit like a misunderstanding of Portraiture to me 🙂 For both of the mods you mentioned, when you unzip them they have a folder called "assets" and then inside of that there is a folder called "Portraits". In there, for both, there is a file called "Wizard.png". What you want to do is go under your Portraiture mod, then under the folder "Portraits" you create a folder for each set you want. I'd name them in a way you'll remember - could be just the name of the mods you just shared. Then, you want to copy just the Wizard.png file for a mod into the folder you just made. That adds it as a valid portrait option for the wizard that you can swap between for Portraiture, no need to install / uninstall.
Wow, that sounds reasonable, I'll try it.
You should end up with folders like this:
Mods/Portraiture/Portraits/Jello's Vanilla-ish Wizard/Wizard.png (copy from [CP]Jello's Vanilla-ish Wizard Config Edition/assets/Portraits/Wizard.png)
Mods/Portraiture/Portraits/Vanilla Wizard 32 Portraits/Wizard.png (copy from [CP] Vanilla Wizard 32 Portraits/assets/Portraits/Wizard.png)
(based on mod documentation at least ahah, as I said I am not super familiar with Portraiture)
Then you don't want either of those mods in your folder, since you stole the asset you wanted from them / don't want them to do the same thing twice
yep, I also find these in a document called config...should I make any changes to it?
Is this the config for Portraiture?
yeah
I didn't put the name of the portrait there, I guess is my friend who help me fixed it
Oh wait, I found the way to change it...I have to press M when I'm talking with the character...
Honestly I'd delete it - config files are generated when the mods load up in SMAPI iirc so it would reset to defaults but be less likely to be angry
but it dosen't seems working..
You should hit 'P' not 'M
I think
it shows this when I press M, but it will change back to the second one even if I choose the third one
Also if anyone else is here, I have a quick q - is there a good example of a mod that overwrites a sprite sheet for another mod, but where it is in a folder of its own / it doesn't require overwriting the actual png files? I want to recolor my pans for Love of Cooking but I don't want it to be overwritten if I update my mod files.
hey guys! how do I exactly use the lockeddoormessage + conditionaldoor actions? do I put them both on the same tiledata? different ones? and do I use them on actual doors or just spots? help pls
Do you have Generic Mod Config Menu installed? If so, can you go into your mod settings there and show what the settings look like for Portraiture? And verify the other portrait mods are not shown
Hello i can't mod for the life of me and i want to make a joke mod where i voice every single sound effect, how do i access the game files/make a working copy i can upload?
!unpack
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!
Thank you 
Just use stardewxnbhack for the content files, and for the actual files use ilspy
or just look at that
actually, the problem is I never find Portraiture in my Generic Mod Config Menu, thats the reason I'm wondering would it be possible if I asked someone who could program to add a switch for Portraiture
are you sure it is installed correctly?
no I'm not, I installed it and it shows a lot of errors in SMAPI, so I asked my friend to help me with it, she fixed it but idk how she fixed it.Since I'm a computer idiot, I have no idea why some mods sometimes don't work or what the errors mean.
what do you mean by she fixed it
there's no more errors about Portraiture when I start the game in SMAPI, and the portrait is loaded correctly
oh
does anyone know its fine if not
hm ok
o maybe I don’t have enough context - I was envisioning being able to decorate my home in a save file and being able to open that in Tiled with the furnitures. this isn’t currently possible right?
not currently and never will be. Actual furniture isn't tiles and cannot be put in Tiled
you can put the images of the furniture in it but it won't be functional furniture
You can do sit tiles
Chair tiles
But that’s sort of coming at it the other way around
that's also not in Tiled
Sure, though the tile placement is
they wanted to export a map into a working Tiled project
Yeah, that is not possible
if it dont work without a CP mod to go with it, i wouldnt call it a working tiled project
(I'm not a really a map modder but) yeah I think a 1x3 area should work, if it doesn't try 3 1x1 squares
Fair, I guess I have modding brain and think of CP as practically a given
so like this?
or did I write those wrong
is it really that bad to mod a closed mod when its just for yourself?
like when i come here its just for personal use
yeah, though to reiterate you can't use i18n tokens)
wait
LockedDoorMessage must be the key
yeah I know that was an image from earlier, remember?
ohhhh ok
wdym the key?
the property
oh
Tbh i would say you can mod a closed source mod if you want regardless 😦
instead of action?
see this example in the adventurer guild map
As long as you're not sharing source/builds
Anyways. Somewhere in my repo there is a dresser mod lol

There are furniture tiles tho; they just need code piece associated with them to “work” right? It’d be great even in terms of just images, so then you could edit them with code.
no
what you are thinking of and what Classical Mathperson is talking about is an asset in stardew valley. you edit that asset with Content Patcher. nothing to do with Tiled directly and it cannot be done with Tiled directly
and even if you did, it is still not functional furniture
you cannot then put the map in game and be able to move or rotate or pick it up
you cannot code anything in Tiled to make something be furniture
Yeah I’m not expected to pick it up or move it; say I’m designing a NPC home interior. I’ll need to go into Tiled, find all the furniture tiles, put them in. I was saying that it’d be great if I can load up an empty map. Decorate in game, and export.
Maybe not possible but just the hope lol
Tiled is, practically speaking, a fancy image editor. it can attach some data to some images, but they are still just images. once they are in game, they are still images, and cannot be turned into actual Object like items
in that case that is something that is more possible but the difficulty still lies in the CP asset editing
You could make a chair sittable in tiled no?
no
that was the extent of furniture I was thinking lol
you put a picture of a chair in your map. you use CP to edit an asset to make the game think that tile in game (which may or may not have a picture of a chair on it) is sittable
ah
i was gonna be like "i swear i saw smth in modding maps about that"

just casually lurking this convo to learn more about tiled
It's a neat idea but unfortunately the images for placeable furniture are in a place where maps can't reach them. Even if you wrote a Tiled plugin to read save data and import furniture objects as tiles (which to be clear would probably be quite difficult in its own right), it wouldn't work in game without making a copy of the furniture image
that is also true. to work around that would require abandoning all hope of recolour support
and would also prevent the use of modded furniture
unless that mod had open permissions for redistribution
also for modded furniture you would somehow need to extract the furniture data from the mod
with vanilla stuff you could at least hardcode the data
thats less of an issue for the hypothetical person writing this exporter though who probably knows their way around getting that data via C#
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Sitting_to_Custom_Map_Chairs ur right button! I thought I saw some code additions to tiled when watching a tutorial lately. But now thinking back I think it’s lights? In any way, I hope there’s a easier way to “decorate” in Tiled. It feels “piece-ing together” atm and would be great to at least have plug-ins that chunk Stardew vanilla assets (trees, table, bench, etc)
[This tutorial is a WIP by Majickian and should not be considered a finished product at this time.]
This is a tutorial for adding the ability to sit on custom chair tiles place on a custom map.
side note, but for modded furniture, it is possible to put the furniture textures in the maps folder so they can be reused as tiles, though I don't think anyone has actually done that (?)
there's a few interior tilesheet mods with furniture in them that are available for use IIRC.
well theres already lots of trees and tables and other outdoorsy things available
Himetarts also has a furniture tile sheet
maybe the real solution is to just add a way of spawning furniture into a map
Ftm
doesnt FTM do that
For sample a tree right now is in like 8 tiled? Saying I wish I could just type “tree” and have it give me the 8 tiles..
huh, didn't know it supported furniture, though that makes sense
Hey family, anyone can help me out? I’m trying to show my mod though a gif on Nexus page. In the BBCode it shows up fine. But when viewing the page normally it’s just an empty space where it should be.
Nexus officially doesn’t believe in gifs iirc
Unofficially it seems to show up fine when you upload gifs to the images tab
you can put them in the showcase but not sure about the description
just to make sure, are you aware you can select multiple tiles at once and do not need to place them individually. i only ask bc this example makes me unsure if you knew that,
But I’ve swear I’ve seen people showcase it in their page
It’s not clear to me how they’d work in the description, yeah
Maybe nexus changed something since then? I’m not sure
Yup I do, just hard to look for them
They have some long term goal to switch to markdown format
Ok I’ll just settle with the media page, thanks though
like I want to search “tree” and see all Stardew trees, haha (wild dream)
Which may have some effects on the backend
a bit xkcd 1425 i think
Similar to how decoration is so easy and intuitive in game (with catalogues and home furniture mod) I was just saying it would be great if that experience is transferred to decorations in modding
I don't think the convenience payoff would outweigh the development effort
i wouldnt envy the person tasked with identifying and writing down what every 16x16 square is in every single tilesheet in the Maps folder
Haha, true!
Speaking of that- do modding at least have reference sheets to vanilla tiled assets? If not I could start one since I’m working through it anyway
i might be misunderstanding what you mean by reference sheet, can you elaborate
If i understand correctly, I think the answer is no
if you're using vanilla tiles it is best practice to reference the actual images because it makes your map compatible with recolors
you can add custom sheets that aren't in the game normally
“Where is this particular pot decor” usually people look for them manually
if thats what you mean then i would alos say no and that i dont think theres really any demand for it
eventually you get used to where things are
Like a “how to find xxx”. If I want to find, say, that coconut tree in ginger island, it’s be great to have a reference to find that (right now I go through the files)
!cursors
im not sure how you'd even do it
I open a map with the tree and then right click it
Yeah no one has put that together
like, its easy for you to say "that coconut tree" but if i want to find "this coconut tree" how do i know where you've put it in your reference?
If you want to figure out how to, I would consider putting this sort of thing on the wiki
or whaty you've even called it?
IMO easiest way to do it is to just look at vanilla maps and see what sheet they're using
like, the best way to show what tree im looking for is to show you the tree im looking for. at which point, ive just found it
Yea the point is to have a wiki /doc with image of item -> where item is
There’s a looooot of sheets
but then you still have to look across a whole bunch of images until you find it
It would turn out the same
you may as well be looking at the tilesheet images themselves
but if you're looking at images just look at the sheets
The wiki has some useful documentation but anything particularly tedious or complicated is only there if someone put in the time to document it
That’s when u type “tree” and press next LOL
how am i supposed to know what you labeled it
I mean nobody is stopping you from making something like that
What if you and I have different names for something
I’m saying you can’t refute the helpfulness of such doc. I agree it’s hard to make tho
i am refuting it, personally speaking
I mean I can /lh /nbr
🤦🏽♂️, Just for your benefit. You can use the [img] your_url.gif [/img] , there just can’t be a space after [img]
@brittle pasture not working still 🙁 pretty sure I have it written correctly, is it bc I dont have it on an actual door and have it on a regular tile that is gonna act like a warp?
(similar to wem though with the /lh (i dont know what /nbr is))
I think it’s not being rude
thatd track
isn't that kinda for other people to decide?
Interesting! Thanks for reporting back 
Being rude?
yeah
It’s more to say my intention is not to be rude
As opposed to you are finding this rude
oh like /gen
could say the same for /j or /lh too, you might mean it lighthearted or jokingly but the other person may still find it upsetting
Yeah but I usually use that to differentiate sarcasm/joke
I pretty much only use /gen /jk and /s
I think the “learning curve” for knowing where things are in tilesheets is generally pretty flat. It’s different for everyone of course but usually you can remember where things are or get an inkling after just a little bit
can you post a screenshot
of the properties?
yes
kk
tbh I'm just here bc I'm procrastinating on my map
New Wren map??
Im using the guild message as a placeholder
do you need 4 \? shouldn't it be just one?
should be TouchAction, not Action
Ok
This last one was a massive pain to implement, none of the older source-available methods seemed to work and i had to resort to smapis internal OverrideButton method again
And for the slashes, it might be a bug in tiled. Every time I try to put one, it gets rid of it. Or it tries to double. When I try to enter 2, it puts 4.
hm
i know. idk
Can you put the slash in the opposite direction
Yes, but thats not how it is written in the adv guild. ill try tho
will the game read that correctly?
(LoadString will)
hm idk. tried it, didnt work still. im just using patch reload though, not reloading my game. should I try restarting?
(to wren)
This is embarrassing but what is loadstring again? 
OHH wait is it bc I dont have a warp on it?
Hello everyone, I’m working on a mod with Content Patcher to add a new building, but I need to know if there is any way to detect if the building is already created on the farm.
@brittle pasture I just wanted to let you know that everything is working as intended from EAC now
thank u again!!!
Yes use the BUILDINGS_CONSTRUCTED GameStateQuery
Hello I need help because my bees have been revived and demanding that I make a radio version of the TV. I dug through the code and the TV properties seems hardcoded, how would I go about this....
TV is pretty hardcoded
Did I fall into a dangerous hole
But u can make radio channels with furniture actions n stuff
Just won't be queen o sauce per say
I also made custom TV a thing recently so u can use that and make the screen real tiny
oooh
oh well for personal use is free game; nobody can police what you do on your own computer for your own game
per se* 
Thanks for replying, I'll read through that documentation.
The 3rd number is the scale
it's latin, chu
Bye
hello,, first-time mod maker here and i have trouble with the manifest.json file,,,, the tutorial im watching said to create a text document named manifest.json, and in his video, the text document immediately changed to a json document. mine hasn't😔 the tutorial was from 2022 so perhaps it's outdated but erm yeah i don't really know what to do here eep
!fileextensions
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
I think I'll do that thank you!!! 
ohhh ok let me try this
again i am very very new to modding like first time ever nor do i talk in this server much so i don't really know the . erm . way around all this stuff
if that makes any sense
ok this worked Yippee tysm
Also I find it useful to always manage files directly from visual studio code, you won't have issues with file extensions there as it automatically detects and converts the file to the corresponding extension
it should be the same for all other editors, some use sublime text
Ngl im surprised nobody asked me what the hell a superhot mode is :'D
Zed reigns supreme these days
isn't it a fork of vscode with AI?
zed is entirely separate
No, I think you're thinking of cursor. Zed does pride itself on and heavily markets its AI features, but I think its main selling point is that it's GPU-rendered and written with low-level performance in mind (yes that means rust) while still supporting extensions, and having the best automatic setup for language servers and other tooling
could be any multitude of things, not just cursor, that are vscode forks
oh okay, I stopped looking at alternate editors when tons of forks of vscode started appearing x.x
That's fair. VSCode is hard to replace if you rely a lot on its extension ecosystem, which is its greatest selling point, but I think it has some really major underlying technical issues
(mainly being electron)
mmm maybe :p
The only thing that really bugs me about zed right now is that extensions cant embed webviews. So custom previewers for markdown or code-cad models are a lot harder
I definitely dont miss vscode, its horrendous start times and weird bugs though. It was my main editor for a long time.
I use it for literally everything, web design, modding, java, it hasn't caused any issues for me. But idk, maybe when I change my PC will think about making the change.
Cant hurt to try. Unless you need a C# debugger, which Zed cant do yet :'D
The debugger they do have does work very well in the languages it supports tho, i mainly use it for Go at work
Oh yeah i should really mention that Zed isnt officially out for windows yet, im using unofficial builds on my home systems, at work its linux
hi, im making a content patcher npc mod and i added my npc to event but i don't know how to make him participate in the events, i want him to be in the festival of ice and egg festival
you need to add them to both set up and main event for some events. see the template here https://stardewmodding.wiki.gg/wiki/Adding_a_Custom_NPC_to_Festivals_template
I put together a template for adding your NPC to custom festivals, mostly because I don't feel like coding everything from scratch each time I do an NPC. Just change the positions and add your dialogue and you'll be good to go! If anyone wants to add in code blocks for the festivals I haven't included, go right ahead!
Custom NPC Tiles is a gre...
Do you mean walking around during the egg festival and actively fishing during the winter festival?
Because those portions may be hardcoded C#
To show up and stand there is easy
Walking around aimlessly is also doable (like Harvey during egg festival before the hunt)
do be careful that festival of ice (winter8)'s main event setup key is inexplicably named differently than the others (it's called Main-Event instead of MainEvent), and if you type it in wrong, your patch will succeed but silently not have the desired effect
(why is it just that one....)
hello what is the way to escape parentheses in i18n?
"ThirtyThree.DisplayName": "'Thirty Three & 1/3'",
not parentheses
slashes
dumb brain
if its a forward slash you shouldnt need to
hmm
inexplicably
shrugemoji
does it matter that its the name of an item? i got errors for the two items that have slashes in the name
In precisely what context is it used
oh, probably, if it ends up used somewhere that is slash delimited, in which case i dont think escaping it will help
itll still just be a slash
if the name is in something slash delimited--yeah that
hmm so will i have to remove the slash from the name then? and yeah its furniture so slash delimited
then yeah, gotta remove it
you could try escaping the backslash, so the backslash becomes part of the field
Thirty Three & 1\\/3
whats the purpose of the \/
however, this is getting into nasty territory about knowing how many escapes will get eaten and that way lies peril
You can't escape slashes like that
that would just turn into Thirty Three & \/3
precisely
You should, however. Use tokenized strings
which will still fuck up the parsing
oh yeah rip then
Escaping characters terrifies me 
this would hypothetically be solved in 1.6.16 where data/furniture is getting changed right? 
special characters in names is usually not recommended for these reasons
well
It Depends
Yes but use localized text anyways
yeah, unfortunately its the name of an irl album so i didnt have much choice initially
hard to say there will never be anywhere that the name will end up in something slash delimited
oof
guess its going to be called thirty three and one third now... thanks for the help folks
man... CP furniture modding has been slightly more complicated than i thought it would be lol
clearly this is a use case for the ⅓ character
could also use that slash people used to phish
how would that change anything tho if its still in the slash delimited thing?
the difference is in when the game resolves it
note: spritefonts require all characters to be manually specified in the font file, so unusual/irregular characters like phishing slash and one third may not exist in a font
oh true i forgot about fonts
even if you use LocalizedText, you will be unable to use it in an event script
as that parses tokens first and then splits by slashes
so, thats one example of why its Still Bad
hence my It Depends
always a fun answer that everyone loves to her
in conclusion, string->string dicts were not a good idea for structured data and that's why 1.6 got rid of a lot of them
hear
yay for 1.6
dying from my own map crimes
trying to figure out what to do now that i have code done but also dont particularly feel like making any art 
finally turned 150 files changed into 20 commits
ironing out kinks
ironically im farming but not in stardew
heresy
is button an irl farmer /j
been making good progress on my town map the past week
your body is a machine that turns etc etc
my body is a machine that turns years of my life into no mods released
i got thoroughly distracted while trying to help out in modded-tech-support instead of working on my mod 
What about ironing in
i did that earlier this week
exciting
Got writer-blocked from writing dialogue lines of a character and so I'm now writing another mod that require dialogue lines for the entire town. I don't know how this happened.
is this a scope creep
I got scope creeped in modded farmers... I was on my way to Fields of Mistria but somehow I found myself making a new mod 
how many wips ya got now 
Same!
But i have socks so it's okay
...uhhhhhhhh
-# four not including the ones i abandoned completely or never started
More like brain creep(?) because it's an entire new scope.
brain creep...
(That's actually not that bad.)