#making-mods-general
1 messages · Page 383 of 1
and when they are installed at the same time you get that error yes
and it turns into a dog
you need to use unique Load targets
you cannot reuse them across different mods
they must be unique across ALL mods
that was me lol
if they are two different mods then i am unsure why they both have 21526 in the asset name
oh hey lol you weren't the only one either
but this is why its recommended to use the ModId token in asset names
as those are guaranteed to be unique across mods
so long as you use different uniqueIds. which you should be
so even if the texture name thing in the red message is the same as long as the ID is different it will be okay or is that the ID name?
the Texture must match the name of the asset you want to use
what if they replace cat 1 and 2? and not both 3?
the problem is not your "Texture": 25216Texture line. forget about that line for now
the problem is you have two different mods that have a Load patch with the same target, 25216Texture
oh like this spot or?
yes. both of your mods have that first one written identically in them
that's because they are the exact same file only difference is the pixel art 
doesnt matter.
the Target name is completely irrelevant to the texture itself
like i said, they MUST be unique across ALL mods
I have to change it to the name of the mod?
otherwise they will overwrite each other or, in the case of Load, only allow one to win
bc you havent set a priority
not the name of the mod, just to a different one from your other mod
both mods are trying to say "I want to decide what this texture is"
they obviously cannot both be the one to decide
so I could change the 2 to a 3 for example and it will be okay?
why are you not using the ModId token
idk what that is
"Target": "{{ModId}}_Texture"
use the ModId token
your ModId should be different across two mods
therefore, this will make them unique
do you know which thing it would be in I don't see it with control F
you just posted a screenshot of it
okay I am not understanding 🥲
change the Target to exactly what i just wrote
okay ty
modid is the mod's unique id so then if you rename your files to have that as a prefix, when you load the files you don't have to use the the entire filename, and if you need to change that filename you then don't have to change anything in the json
and then change everywhere else you wrote that Texture to match
the spots that say load or everywhere that has the 25216 stuff?
if you replaced the Load target with {{ModId}}_Texture then everywhere else that said 25216Texture must match
okay ty!
okay enough Map Suffering, time to do something more fun
would you like some more maths 
Yes
maths 
Monthly mod stats time!
Milestones
- Content Patcher now powers over 50% of all Stardew Valley mods!

Mod compatibility
77.6% of SMAPI (C#) mods are compatible or have a workaround, up from 76.8% last month.
Unique mods by type
July has been unusually active, with 510 (!) more mods this month. That includes:
- +319 Content Patcher;
- +68 SMAPI;
- +57 Alternative Textures;
- +42 Fashion Sense;
- +7 Farm Type Manager;
- +4 XNB;
- +3 Mail Framework Mod;
- 0 Better Artisan Good Icons;
- 0 Custom Furniture;
- 0 Custom Music;
- 0 Dynamic Game Assets;
- 0 TMXL;
- 0 Shop Tile Framework;
- -3 Json Assets;
- -6 Producer Framework Mod;
- and +19 for frameworks with <100 content packs.
Content Patcher packs
We have 11,678 Content Patcher packs.
The top five Format versions remain...
- 2.0 (3,461 ↗ 3,547), 2.3 (811 ↗ 827), and 2.4 (590 ↗ 600) for Stardew Valley 1.6;
- 1.19 (560 ↗ 563) for Stardew Valley 1.4;
- and 1.3 (482 ↗ 484) in old unofficial guides.
Open source
- We have 3,526 tracked C# mods, of which
- 2,246 mods (64%) have a source code repo, with
- 1,193 (53%) in a multi-mod repo and 1,053 (47%) in a single-mod repo.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API held steady around US$230/month. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for June 2025
- Full mod dump (77 GiB)
- Download all open-source mod repos
- Dynamic view of mod dependencies
And that's it for this month!
pathos heard maths and said "stats!"
it's interesting to me AT is #2 framework
not too surprising that JA is on a slight downward slope
XNB 
For pathos: are hosting costs going ok? i see a lot more volatility recently
i mean, it does get used for turning a chair into a sink.
and a somewhat higher level since 1.6 dropped
True but I feel like AT has never been like absolutely critical to me
> -3 JA
> +4 xnb
To obtain something, something of equal value must be given in return. This is the law of equivalent exchange.
It's nice but I don't always use it
(hey Pathos, what do you use to make the pie chart? or do you make it by hand)
i would rather +3 JA -4 XNB
xnb mods 
gotta be real
true. JA is atleast outdated but compatible
AT is still the only method of adding texture variations to certain entities + many modders find its format more understandable and familiar than the 1.6 skin methods
"other" is still #3 so there's a fair bit of diversity i guess
I continue to feel good about my choice to put some work into keeping JA functional
(very self-congratulatory bragging)
(credit also very much goes to Casey for looking at my clumsy code)
horse skins
New quote added by atravita as #6523 (https://discordapp.com/channels/137344473976799233/156109690059751424/1400642815188275331)
maybe i'm just not enough of a horse girl 
Hi classical!
hello atra!
my avatar is a horse girl /jk
i did enjoy aster's fridge AT pack
helped me keep my fridges organized
not sure if it's still up
tbh i think one of the more surprising things to me is that the highest CP format in the top five is only 2.4
(I added machine rule copying to EMC per request but tbh AT skins for big craftables is probably still the better method because you can uninstall it cleanly)
2.0 is a nice round number
i can see people just sticking to that
also i think a lot of 1.6 tutorials came out like right after 1.6? so maybe that's why?
im not surprised that 2.0 is number 1
modding wiki tutorials being updated to use the magic template might help tho idk
im surprised that 2.5, 2.6, and 2.7 arent even in the running
I admit i kind of asked for it without deep thought about implications
hmm — i wonder if the rate of new mods has slowed over time? but no, it looks pretty linear to my eye
50% of mods being content patcher mods is definitely a
for pathos 
Not expecting you to go do it so fast 
CP taking over the world for sure
It's awesome!
93.4% of mods are already propped up by Pathos—
at least thanks to the magic of ReadyTimeModifiers the feature can be used for stuff like "Keg that works 50% faster and automatically compatible with all modded keg rules"
Hm maybe i can make like
Got it. Worse keg time
realizing maybe i should @ivory plume — if hosting costs being higher post 1.6 is a problem i think i have some dp lying around
Lightweight mps or something
changing all my stuff to {{ModId}}_Texture fixed it so that the spectral bunny is showing up and the error is gone and everything but the cinnabunny isn't showing up does anyone know why that could be?
Just time reductions nothing else
No. Worse keg time
for the cinnabunny, where is it not showing up?
Suffering brings joy
you have completed step one of fixing up your mods. however i assume that both mods are replacing the same bunny texture
like in the new game menu it isn't showing up
(I'm not even home yet 😦 )
step 2 is turning those textures into new breeds instead of overwriting a vanilla breed
I changed both to have it was I supposed to do that
ohhhhh
did you make it point to a different place as the other bunny?
they both currently overwrite the same animal
(i presume)
therefore whichever mod loads later wins
idk if they overrite any
yeah the OG mod page says "Does not replace/overwrite other pets"
unless you mean they are overriding each other
well the screenshot you showed earlier showed you replacing the 0th rabbit breed
oh
the one with the 0 ID i mean
it also looks like it was replacing the entire Rabbit animal data?
idk it made a rabbit pet this is the OG mod https://www.nexusmods.com/stardewvalley/mods/25216?tab=description
yes the Nonconfigurable version of this is literally replacing the entire Rabbit pet
(I'm used to posting these late at night; I came back expecting maybe one or two comments.
)
Quick, bluebs, distract us with math!
you will need to learn to use TargetField in Content Patcher to only edit the rabbit's Breed data and make your own new breed of rabbit, one for each texture
that said, i am not the person to ask about how to make new animal breeds
It seems like traffic has increased in general, which pushed the server into a higher and more expensive tier. If I try to reduce it back to the previous one, the site soon slows to a crawl under the load.
Selective breeding over generations tbh
i think you need C# for that
I track the stats in Google Sheets, with charts auto-generated from the data.
say it isn't so
(for clarity's sake thats a joke @ atra cozy you dont need C# for breeds)
oh okay
It's been for millenia before c# was invwnted
and yet somehow stardew hasn't overtaken cyberpunk on nexus? how is this possible 
sorry, i don't actually have any new maths today. you'll just have to entertain yourselves plotting lines across the monthly stats
Awesome
no math?
The key of Data/Pets are the unique IDs for every pet. Right now that mod adds a pet with the ID "Rabbit", and your (two) mods are also adding pets with ID "Rabbit" so they're all stepping on each other's toes
Can I nerdsnipe y'all with my work problem in formal logic
if you really wanted math i could give you more combination problems
i don't know enough formal logic probably 
what should you do to fix it? (I want you to try figuring things out yourself)
ok that's a dirty lie i did take logic in college but i suspect you have a programming type problem
(it doesn't involve adding new breeds. you can, but you don't have to)
I got this 
Wellll
(gonna just make a copy of this in case I ruin it)
Is "open source" here source available or licensed under an open source license?
Is there a way for us to help with the hosting costs?
pathos has a patreon that funds it i believe
(The big drops are from the previous practice of periodically rebuilding the cache to remove deleted mods; that happens automatically every month now with the new mod site APIs.)
interesting! right after 1.6 it looks faster than linear, but tapering off to linear after 1.6.9 or so, at least to my eye
dont like that i saw the title of that and thought "August 2025? future pathos..." before realizing that it is, in fact, actually already August tomorrow
time comes for us all 
Technically "source available"; tracking the actual licenses is trickier.
It is?
oh yeah I got it alright (it kicked me out of character creation then popped this up) 
gmt+10 august 1st. time comes for me sooner. fear the future
welp
you could ping the GitHub API for every repo to grab their license if they have one!
No worries! My Patreon already covers the monthly hosting costs.
dunno about other git hosts
the database does store the licenses
Doesn't smapi.io/mods track licenses
you're probably using the wrong texture name in some places
what atra said
does it? i never look there tbh
remember, the Target that you Load into and the value of Texture must match
I just slapped the name of the mod in every spot rabbit appeared that wasn't sound related should I replace the sounds too or?
it does, i know this bc i sometimes get curious and look there
if you add any special notes ot the license it stops being recognized tho
that is... definitely overzealous
so it's not a perfect system
It just renders a badge image with the repo name as an argument, it doesn't have access to the actual data.
you only need to change the key of Data/Pets
okay I will try again
oh interesting, i didn't realize it's an image autogenerated
If you want to share your json I could go through and explain the places you need the mod ID prefix and why, if you like.
hmm wonder why it thinks casey's repo is unidentifiable (it's MIT with exceptions)
just like this right?
part of me wants to write a little script now to find the most commonly used license is for stardew mods
but the other part of me just already expects it to be MIT
im using day/night tiles in content patcher do i put them both on the same layer?
think so yes
It's the same reason licenses are a bit tricky to track (even with GitHub's API for the ones on GitHub); if the license text isn't exactly the expected format, it's not considered a match.
Yup! So that I don't give you incorrect advice: are you trying to replace the vanilla rabbit texture with one of your own?
they're trying to add a new pet rabbit, using another mod as a reference
and i could see it flip-flopping as i edited
oh yeah it kicked me it out again its very jarring too when it happens LOL
im using day/night tiles in content patcher do i put them both on the same layer?
it's probably MIT because the GPLs have flavors
day/night tiles are done in map properties
typically you put the day tile in and make the night tile swap out via the map properties, iirc
you can reference the lightposts in Town for an example
right now they copied the entire mod's content pack code as is and just changed the textures
as Selph said I am trying to make a new pet rabbit (I recolored this mod https://www.nexusmods.com/stardewvalley/mods/25216?tab=description 3x and people want to use all the colors at once) and then eventually I wanna do this with cats too
i put the day window sprite on back2 now do i put the night window sprite on back2 or no
i would say MIT and GPL are the most popular but it depends on how you count the GPLs
no, you use just use the map property to swap out the sprites
it needs to be on the same tilesheet iirc
i feel like i see much more MIT vs GPL even if i lump all the GPLs together. i know thats just anecdotal tho
but if you put the same thing on back2 in the same tile twice it will just overwrite
Well, the other thing is that casey and aedenthorn account for some staggering % of all mods
so i put the night tiles on back3?
okay
though, idk offhand if day/night tiles affect back2, never tested personally
Casey's are all MIT with exceptions and aedenthorn's iirc are all GPL?
Oh right I forgot rabbits weren't already pets haha. Okay, let me go through and try to find all the spots now, hang tight!
ty so much!
i know decompile,but the decompiled game code is too long,i cant find the code i need
so, unfortunately that is sort of how decompiling goes
you likely want the Weapons.cs file
Try Code/Stardew Valley/StardewValley/Tools/MeleeWeapon.cs perhaps
i have my npc's house in the forest, how do i stop debris from spawning near his house
You can probably use the tile property NoSpawn All for a TileData object that covers the area of your house patch?
thanks
what if i want trees to spawn that the player can't cut down, because my npc is a forester and i want him to cut trees near his house
unfortunately, protected trees are a feature specific to the Town location, and you can't mark other spawned trees as cannot-be-cut-down
oh
you can still simply place trees as tiles around his house, and maybe there's other creative workarounds possible
i think there's frameworks to help add new trees like that, but i don't recall which one
like maybe EMP
or FTM or something
sorry im new to modding, what's a framework
a mod that lets you add extra functionality
like Content Patcher is a framework because you can write content packs for it
oh
Farm Type Manager similarly
okay
Esca's Modding Plugins (EMP) adds new features you can use in content packs like CP packs
can you have two framworks?
yes but they have to be separate manifests
okay
but you can bundle the two folders in a larger folder that people can download
can they have the same content.json
no
(you can only make a single content pack per mod, but some frameworks run their behaviours through the game content -- so you could use spacecore extension features from a CP mod by targeting its data assets as specified in its documentation)
they are functionally separate mods but you just happen to bundle them together
that's really complicated
good news! i found it. bad news! the vampiric enchantment is added specifically in the monster code (it drops from haunted skulls, which are secretly a type of bat internally), in Bat.cs in public override List<Item> getExtraDropItems()
i promise it's a simple concept and very simple in practice, but hard to explain simply hahah
you can look at some expansion mods if you want examples. theyre the ones that often do this sort of thing
I would not recommend copying that way of adding enchantments
sunberry, ridgeside, etc
okay maybe
I would instead recommend using an InventoryChanged event to check whether the sword you want to add the enchantment to has been added to your inventory
and then add the enchantment if it's your sword
this is the same level of "the tractor is secretly a horse" to me
everything is bats all the way down
surprisingly clouds and possums are very closely related
So thats why my skulls squeak
i know what you mean but that doesn't make it any less funny
it's a relief darwin never lived to see object-oriented programming
(It's much simpler in the upcoming Stardew Valley 1.6.16 though.)
"Drops": [
{
"ItemId": "(W)2",
"Enchantments": ["Vampiric"]
}
]
didn't you also say its release timeline is "haha eventually"? 
(but yes, that will be so much nicer!)
Yep, approximately.
"haunted skulls, which are secretly a type of bat internally" is such a powerful phrase
anything that flies is a bat
isn't that basic bio? what are they teaching kids these days
oh sorry there are bugs too
i'm pretty sure bugs are real
also fireflies don't fly they just hang out
don't worry about them
are serpents bats or bugs
(Serpents are serpents.)
hurray!
the joint animation code is mega mega haunted
i still have no idea how to make the serpents move
in my mod with a lure for them, it's literally an extra farmer they are forced to "target" with whatever diabolical internal targeting mechanism they have
is there any way to get a farmer's coordinates using content patcher?
You see Calvin, there are two types of enemies. All enemies fall into these two categories...
there's all kinds of just raw numbers hanging out in the decompile
i don't think so
there's debug ppp, a classic
but that's debug commands
depends what you mean by "get" and depends if you want only content patcher
mm, the motion behaviours for non-walking characters is very haunted, it's why snakes and ghosts aren't affected by lasagna
lasagna?
simply not worth untangling it for specific monster use cases to be worthwhile
I mean a token like LocationName
oh, love of cooking item haha
i had a suspicion but you can never be sure lol
thought maybe it was a cousin of spaghetti code
no, there is no character coordinate token and it wouldnt really make sense as one
i assumed this was some sort of obscure garfield joke
the updaterate makes it hard to use farmer coords in CP I feel
it might
(july 29th was national lasagna day 🥳 to all those who celebrate)
it wouldnt, because of the updaterate as Classical Mathperson says
it would never be the "live" coordinate
well, it could be the position on time or location change
actually I'm just being stubborn, nvm thanks!
someone was asking for it, now I can tell them it's not going to happen
if you need it for a specific thing (whether to trigger an event), there's a Tile precondition. not really content patcher though
i suppose for very niche things it could be useful, though you'd then need to use a fast updaterate to redo your patch OnTimeChange which is generally avoided if possible 
and you would need something that can even use that niche thing, but you cant even do a time-based trigger action without another dependency anyway
doesnt vanilla use the tile precond for the community center event
you have to land on the entrance to town from bus stop or something
something like that
that one for sure. there might be more but that's the one i know of
i dont know of any others offhand
@opal tendon The json validator stripped out my comments so I am going to upload the file here instead. Let me know if you need further explanation for any of my comments or anything!
Also, just so you're aware: you don't need these to all be separate mods. You can do all of the same type of animal in one mod, either as separate animals or as one animal with different breeds. Let me know if you want to learn how to do either of those things.
Hi guys! I have been playing Stardew Valley for so long and I’ve always wanted to adopt Leo so badly, I couldn’t find any mods that could get me to do so. I decided to take manners into my own hand and create one for me and for all Leo lovers out there except there is one small problem. I have NEVER programmed anything before. I got through a lot of things but one issue keeps facing me, The events never trigger and I have no idea why. I keep getting errors and I don’t understand them. Can someone teach me how to make an event?
[[Modding:Events]]
Oh come on
[[Modding:Event_Data]]
Sigh
Ok well
here is the page for event data, it has handy things like preconditions and stuff
https://stardewmodding.wiki.gg/wiki/Events_for_Everyone 🤔 here is one tutotial on events
This guide attempts to provide a more in-depth explanation to modding events as a reference for both beginners and experts.
on the modding wiki
there's others but i didnt know which would be the most helpful
and lastly it would help if you posted a smapi log along with the json file your events are in, just to see where andwhat the errors actually are
New quote added by atravita as #6524 (https://discordapp.com/channels/137344473976799233/156109690059751424/1400658870329806848)
thank you so much!
i also wanted to have the mod automatically detect the gender of the character playing and use “mom” or “dad” accordingly but i failed so bad i just backed down
i would say i did try but i have no idea if what i did was right, according to chatgpt it was supposed to be placed in content.json but it just kept giving me errors
well i wouldnt recommend using chatgpt to make mods
That's probably the problem to begin with yeah
it will probably give you incorrect code or information
yeah i figured that out after failing a thousand tries and decided to come ask you guys 😭
Chatgpt doesn't actually know how to make mods via content patcher so it's trying to come up with an answer based on the limited information it has in its database
Also
!jsom
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
anyway if you want to have dialogue affected by player gender do this blah blah blah ${dad^mom^parent}$ blah blah blah
I thought there was no actual way for the gender neutral line to appear properly
Honestly i dont think ive ever used the gender dependent token thingies

how bad is it…
Well
its so bad isnt it
id remove the action that edits Data/NPCDispositions first of all, since thats a format thats no longer used
noted
I would say that is about... 75% chatgpt hallucinations
its one hundred percent that
every time i check a website that taught the thing id leave with a horrified expression on my face
i spent 10 hours straight talking with chatgpt until i gave up
couldve been 2 hours here /lh
I KNOW
those events are all flavors of wrong so id recommend just starting from scratch (besides saving the dialogue somewhere i guess)
i dont know why i havent thought of coming here before
It's probably better to start over tbh, so you can build it up cleanly from the start
Even the dialogue is wrong (a number of the keys, at least)
(unless you're adding ur own CTs
)
yeah its kind of like, what do you want to work on fixing first
can you guys please send me links of where i could learn the things i have wrong without losing my sanity 🙏🏼
i can't guarantee you won't lose your sanity ^o^
forsy sent some event pages which are a good place to get started
also have you unpacked the game files?
having vanilla events to use as a reference will be helpful
well what matters most to me is the events because as soon as it works and Leo is in the farmer’s house I could handle taking my time learning the rest
…nope
Events aside, the whole "putting leo in your house" is also a bit complicated
!unpack ok this is the very first step you should do then
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!
before everything else
aren't they trying to use roommate system
Looks like, yeah
i havent done it before but is it that much different than marriage?
could you not look at krobus
there was an adopt leo mod on nexus but when i downloaded it instead of moving leo in as a child it made him a spouse
Actually it's just like, reskinned marriage
that made me feel so horrified of myself
i think they were just trying to hack the system to make leo "Adoptable"
They have marriage dialogue and you need to "propose" to them with something
unpack first
look at the message governor sent above
we will worry about everything else after that point
the unpacker will do all of it
i wish i hadnt wasted that much time on chatgpt fr
i thought it could read the instructions and do it
i wasted the whole day on an uncomfortable chair screaming at a bot
okay im done unpacking
i wanted to start with the adoption thing the moving leo into the house but apparently its so complicated i dont know
what do you suggest i do
you just add him as a marriage candidate
Ok, well for starters the events themselves won't actually move him into the house
You have to do that part separately
I would recommend just trying to get the basics to put him in your house before adding in the events 🤔
that makes sense
is content patcher enough to do it? or do i like need to use something else?
content patcher is enough
okay so i need to learn the basics of it and to move leo inside the house i need to learn how to make him a marriage candidate correct?
i thought you said you didnt want him as a spouse though
roommate is slightly different
yeah id rather not have discussion of “leo as a spouse” here 
roommate should be enough for your needs tho yeah
its all flavors of wrong
also against the rules!
okay and i can learn how to do the roomate thing from the links you guys sent me? or do i need another source?
i had to do some backlogging
there's different dialogue keys for roommate but i cant find something that says "CanRoommate" or something
right so...adding him as a "marriage candidate" (but going to roommate him) ?
Like in the NPCData would it still be "CanRomance"
ohh it functions just from the proposal item
you will need "marriage" dialogue however
so i guess step one is making an item with the propose_roommate_leo tag
if you wanted it to be a vanilla one you could also add that context tag to an item too
i think
wouldnt it be better to have a custom item
or can it somehow be made conditional on number of hearts
okay okay i don’t want to ask stupid question so i will be reading everything you guys sent me and come back with any questions i may have
ask all questions
but thank you guys so much you really are so helpful
heres the wiki page for items as well so you can read about those https://stardewvalleywiki.com/Modding:Items
if u ask all ur questions it could possibly save you some time
(in case it matters to you though i wanna warn that you wont be able to adopt him if you are married or engaged to someone else, even though it is just a roommates proposal. you may know this but just wanna make sure it doesnt ruin any plans)
can i make it eligible with the free love mod? or anything like that?
thatd plausibly work if those mods respect the roommate proposal context tag correctly still
you really are so nice thank you!
how do i know if they do tho
testing it
right okay
but in vanilla, its spouse or roommates, but not both
if you're interested, you could look at how this mod does it and use it as a base for yours. it says updated for 1.6 but it may still need tweaking https://www.nexusmods.com/stardewvalley/mods/13861
yeah this is the one i tried but it ended up making leo a spouse instead
if i would want to base it ok rommates should i still use it?
i'd have to peek at the code to be able to answer that
since krobus is a roommate specifically
but yeah you can definitely also just do it yourself using the resources on the wiki
🤔 i know there's mods that remove spouse jealousy but what if... i added more...
you add more jealousy or add more mods that remove spouse jealousy
more jealousy...
you must be a hero
do it do it do it
you do that i'll add couples therapy to harvey's clinic
haha, i have too many wips to consider making a mod like that rn
gimmegimme more jealousy
also, can anyone help me figure out why Smapi keeps saying that the Data/Dialogue/IggyDialogue doesn't exist when it very much does exactly where it says it is? https://smapi.io/json/content-patcher/7a507ac29b414129822d313c1d38b6f0
not without a log we cant
regrettably, this is the only way the game supports having an NPC move in with you. they count as your spouse and there are some strings and stuff that change so that they appear to be your roommate, but it's otherwise mechanically identical
here is the log https://smapi.io/log/8702d76851634db089565cd762b104d6
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.8.0.65, with 31 C# mods and 13 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I do!
does it have only{} inside it
yes
it's in the dialogue folder named exactly the same
to your blank
is it secretly a text file? can we see a ss of your folder
ye, gimme a sec
are you using a mod manager?
Nope, just me :3
Is there capitalization mismatch?
not that i can see
Hmm.....did you name your mod the same in your manifest as your folder?
folder name = mod name in manifest
although i guess it originally loaded
idk im just throwing shit at the wall
I thought maybe it was that I had it looking in Characters/Dialogue/Iggy instead of Data/Dialogue/Iggy, but I just changed it and it still didn't work. Folder name and manifest are both NPCIggyNova
T.T
Dialogue json's haunted
try a new folder maybe
did the text in the error change when you tried changing it just now?
no changes
could be a read permissions issue on the files
How does one test/fix that? I've been considering starting the project over and just making new folders and dropping the original jsons in it
Most of my curses lately seem to be dialogue related, I also can't get Shane's item specific gift dialogue to work XD
when not on windows, i dunno
no harm no foul
not even exactly sure what it was but auto mod was like "absolutely not fam" haha
it was the mispelling of "thought"
https://smapi.io/json/none/9cf2de786d8245798ee41e89279b33a1
Can anyone spot what's wrong in this quickQuestion command? it always broke when it tries to merge back to regular command, tried to mimick the ones that work before and tried to mimick the ones that's in the wiki, but it always broke right after it tries it merge 
with that many commands inside the quick question, i would try using fork instead. i'm pretty sure quick question is usually meant for quick things (as the name implies, lol)
Try removing the / after "end"
QuickQuestion works just fine for things like that
You missed a " at the end here ```\speak Albedo "I'm relieved I could do your beauty some justice$11#$b#Even if the real you is far more captivating than any brushstroke.$9\message "Albedo
I thought of that.. but the location was actually a temporary map, and making it a question fork would lead to a more complex coding for something that supposed to be a temporary location
oh hold on let me try
As in after the speak Albedo command
if you'd like help with that let me know! you just have to add a patch to Data/Events/Temp :)
you don't have to though if this solves your problem
Hi, so i just play test it apparently that was the issue, Thank you 
i don't recognize the file manager you're using so i can't say how to check it from there, but you can see the permissions/ownership of the files by opening a terminal in the location and executing the command ls -l (for example). the file manager might have a hotkey to open a terminal in the folder, possibly the F4 key. or a menu option for it somewhere
This is a slight thing but I managed to get another abigail into the game and changed the introduction dialogue
It was a long process but I am actually learning of how content patch works. I just hope something doesn't destroy me in a longrun during a custom npc process
I can take a look if you want
Is it for his regular or marriage lines?
i had viewed decompiled game code baseenchantment and meleeweapon,but i still dont know how to make a weapon have default enchants,can anyone help me?
this is my code part modentry.cs and weapons.cs
I am not aware of a single advantage that question fork has over quickQuestion and am horrified that you would suggest it! /lh
Oh my gosh Thylak you're back! Hiiii! Welcome back! 
hey guys, need a help about .json again-
https://smapi.io/json/none/771aeabb105741b8bb96fe5287b741dc
it says line 160 but it's only up to 158 and I'm really confused
Hello!!! I've been trying to get back into the hang of modding haha ^^;;
I got a couple of commission requests and lurked a bit for answers to a few coding questions I had so I never really ended up talking.... but then I saw someone ask about quickQuestion....
Query... why are some of the SpouseRooms not showing as loaded but others are? Spefically Daulton is loading, but Dwarf's is not: https://smapi.io/log/477e2aad5a0c4f2fb522944e59db6242
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 35 C# mods and 33 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Check the patch in line 39. I’m not an expert on map patches and I’m on mobile, but I think the patch isn’t properly closed.
I tried the same in my own mod, and it seems only the ones I'm married to are showing as loading, but... Daulton's still is and I'm not married to him - and in the first instance, the player does have Dwarf roommating with them and the spouse room is showing up blank
(but in my Free Love version with spouse plus Dwarf Roommate it is fine)
question- how do I properly close it🙇
You have an opening square bracket for MapTiles without a closing one, and then you haven't used a closing curly bracket either.
(Also, I recommend you don't use CustomLocations because that's deprecated.)
Finally, you can't use MapTiles in a Load action anyway. You'll need to move that to your EditMap patch.
just fixed this, thanks for pointing it out !!
Your Data/Locations patch for heathinwillows.lesbian/lesbian is also wrong. The key needs to be "Farm_heathinwillows.lesbian", not "heathinwillows.lesbian/lesbian".
(Thanks for taking over, Aba! Turns out checking Discord at work and then having to leave might be related to, you know, being at work. You’re much better at this anyway, though.
)
i kinda made a treehouse on my farm- just like Leo's house, and I've already made the interior for it. I'm figuring out how to warp there using the door of the treehouse in my farm
so like- that can't happen?
I don't see why not. Just don't use CustomLocations. Load the map and create a location for it in Data/Locations just like you're doing for your farm map (just don't add an additional entry to Data/AdditionalFarms for the treehouse).
CustomLocations is a way of adding new locations into the game that isn't needed anymore because now we add the locations ourselves by editing Data/Locations. So I'm not saying you can't add a new location, just that you should use the new way of doing it instead of the old, unsupported way.
thanks for clarifying that out, ghoDD my head doesn't feel like stones now
THANK YOU
the duality of man
right Spouse Room loads fine with Free Love, if prematurely.
WeaponData can't add enchantments. They need to be added directly to a MeleeWeapon or Tool instance, e.g. with the method AddEnchantment.
Do you know what what be gnarly? The ability to have the bus drive into an empty bus stop as part of a cutscene
oh thanks,but how to write the code of when get a weapon,add enchantment on it?
I don't know specifically, sorry. You need to get the instance of new weapons when they're created, or maybe just monitor each player's inventory with an event, like InventoryChanged:
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events#Player
After that, you would need to create a new enchantment of the class you want to apply.
Looking at the code in MeleeWeapon for attemptAddRandomInnateEnchantment might help with that.
After you have the weapon instance, you can probably just use weapon.AddEnchantment(enchantment).
solved,lot of thanks
but i have another problem,i wanna if player is holding this weapon in my mod,combat level+5,how to write this code?
@brittle pasture hey friend, sorry to bother, is this what you meant with the Mod ID thing? Did I do it right?
https://smapi.io/json/content-patcher/ea681e4da3c3406692c4dcbe5e5a7e86
pretty much, though the convention is generally to do {{ModId}}_whatever rather than {{ModId}}-whatever, but gets most of the desired outcome regardless
Ding dong me again
oh I can change that I suppose, thanks
This fencepost is still here despite me literally erasing everything in Tiled (you can see the black tile behind it)
did you check all your layers and reload the game?
(It's the area next to the Community Centre)
I reloaded the map but I'll turn it on and off again
Nope it's still there
(I'm using a tileset)
is someone else putting it there after you?
As in a mod loading after?
yes
Quite a few, but none that would actively put it there
For context, I've redesigned the area next to the community centre and moved the walls around
But when I go into the game, the wall tile shows up
Have you tried removing all mods that don't relate to it then add them back one by one to see if it adds it back? (Or if its a large list of mods, group by group)
Regular T.T omg that would be amazing. sorry Im just now seeing this I passed out so hard last night.
No worries! Rest is important 
Also what did you mean by it not working? Can you elaborate?
Okay I've narrowed it down to Way Back Pelican Town - but what is annoying is that it's only this tile in the entire map affected
A question about MultiSave - Continued, on windows SMAPI console says it changes the save game serializer however on linux (steamdeck) it doesnt come up in the same section, is the serializer on linux different to windows or is this unexpected behaviour
Glad to know you found the mod causing it, now that you know that, its an easy fix
What's the fix?
either loading your map late (Which I'm not sure how to do but it's on Content Patcher docs) or adding Way Back as a soft dependancy so your mod loads after it, youd have to check if that causes any other compatability issues however. If it just those tiles specifically I think you could also use Content Patchers remove tile feature, that way you can manage that specific tile using just json
Yes, absolutely! Okay so, I have dialogue for some of his loved items for him to say instead of the generic "oh wow this is my favorite" line, and when I patch export his dialogue my lines show up, but if I give him say a hot pepper - he's not giving me "Ooh, hot peppers?! Pain with flavor, I love it. Very poetic."
I've been throwing everything I have at trying to get a dedicated server working without connecting over IP, but I simply cannot get the server to generate an InviteCode.txt, and when I use VNC to play there is no invite code to be seen anywhere.
Can anyone help me point out what I'm doing wrong? So far I've tried to update all the mods and SMAPI from what Google seemed to think was the ultimate github project for hosting a server, you can check my repository if you want: https://github.com/marnason/stardew-steam-multiplayer-docker
I even looked at some other mods that do the same thing and I can't see anything different with what I have vs what they have as far as set up
Happy birthday, Claire!
ooh happy birthday!
Ah, so one item gift line doesn’t work? 1) Do you have other dialogue/Shane mods that might be interfering?
If not, kindly show your .json 
Atra…. 😭
happy birthday, iro!
no it's all of them that I input that was just an example, one sec I'll grab the .json
no other Shane mods installed either
Why aren’t you using the item codes for pepper poppers, hot pepper, etc.? /gen
I wasn't even in the chat 
(welcome to my life
)
I think that was something I tried to get the dialogue to show up, id vs name
but even the ones that use the item id like beer don't show
"AcceptGift_(O)206": "{{i18n:Gift.Shane.GiftReaction.Pizza}}", say, when you used this, his lines for pizza still don't show?
I'll do another test run when I get back from taking hubby from work, but yeah, even like that it wasn't popping up
Hmm I'd recommend checking your Mods folder later to see if you have other dialogue mods that alter Shane's lines that might be loading last and overlapping your keys with you. Also I'd recommend just sticking with the actual item codes for your keys and then do a patch export
Possibly an error on the last line and the interpreter thinks theres an error further down, either missing comma, closing bracket, or something along those lines
I dont actually see the post to be able to look at the json, if you can link back to it I can have a look
Nevermind, google lensed that URL, I'll have a look at it now
Line 47, add a new line with a } then a new line belowe that with a ], that's an error I found
(Line 47 actually, not 48)
Lesbian butthouse 👀
completely missed the name 🫣
i just know that claire's birthday=your birthday and wouldn't want you to feel left out
(i also know it's not today, but this is irrelevant)
it's their birthday everyday
to be more accurate, our birthdays are like a month apart, but since it's always one of our birthdays it's always the other one's too 
technically Claire's and my birthday are also a month apart lol
Happy birthday, Scarlett!
oh no
pretty cool huh😎
guys, question- how do you make wallpapers and floorings placeable on your custom location mod
did these stuffs but in-game i can't place wallpapers and flooring
where did you find this syntax, for our reference? because it's not really correct
T superscript 2? 
well it might be if you have an area called wall ig
but you're missing a map prop
DecorableLocation
oh that's the type notation from the wiki... oh dear
That looks like an edited shed map
xD, opened the shed.tmx tried to copy it and hope for the best
raise to 2 cuz I'm cool
Ah, copied and pasted with the reference annotation there!
I'm pro modder you see
atra is right, by the way, I don't think sheds are decorable by default
oh wait no nvm they are

blame atra
All those aesthetic Pinterest sheds must be hackers!
so you have a few mistakes, like DH pointed out where you copied T^2 from the wiki. But I think the core issue here depends on if you're doing this as a shed edit or a new building
(Or a new standalone location)
if it's a shed edit, you're just missing a map prop (for this particular thing. There are other issues we need to get to in a sec.) If it's one of the other options, it may not be decorable
i just made the map actually and copied the objects on the shed. tmx
(atra, do you know if decorable locations are hardcoded or can people define their own decorable buildings and locations in content patcher?)
how are you loading it into the game?
yepp it is a standalone
data/locations
wait I'll send my . json
You have to set the type!
But it is alloeed
is that doable via content patcher? iirc it is, right?
(oh, it is via CreateOnLoad)
Any idea how I can stop the weeds & stone from appearing? I erased them from the path layer in tiled but it's not applying to the actual game
Yes!
Paths layer generates on save creation
look at [[Modding:Location data]] for how to set your location to a decorable location
is it possible to modify the generation?
made a treehouse in farm that if u interact with the door youll get inside it, and this shed looking thing is the layout cuz i want it to be decoratable
You need to either use rtf or I think betas has a function to do that
To reset paths
This wont happen on new saves btw
Ahh this is a preexisting test save. I'll try creating a new save. Thanks!!
ouh, okk
found no luck on the wiki(´;︵;`)
did you look for the term "Decoratable" in the page I linked you to?
kinda dumb for not think bout that
but I did find myself here
that's not the link I sent you to
I have made a mod only a few people been waiting for! I made Corn slightly more useful!
https://www.nexusmods.com/stardewvalley/mods/36232
mm popcorn
would you like it to be added to showcase?
@south fjord
screams
ok there
(you can just hit publish, Wem
)
hehehe
WAA i swear someone did the @ way before
don't look at me
yea but i found nothing there sadly😔
either way, thanks alot, I appreciate it^^ maybe someone likes my silly little mod
please, again, do a ctrl+f for the term Decoratable in that page
made it cause I found myself having build a giant corn field only to find out Corn has literally no use
Got home did the changes loaded a new save and it worked!
okk after some tinkering and errors- I've finally made it work!! THANK YOU SOO MCUHHH, and apologies for being a lil stubborn and inattentive. I owe you my kidney🗣️
Sorry, I've been skimming through like 6 pages of event-related guides. Is there a way to set an event pre-condition that requires you to have seen a previous event?
SawEvent <event ID>+
Thank you
or e {{ModId}}
yep event ID but it's safe to use {{ModId}}_eventID for better compat
While I've got you, is there a way to set it up so that it takes a day between events? I specifically want this event to trigger on the prereq you've seen marlon's introduction in the mines, but this event also takes place in the mines and i have no other requirements in mind, so it would trigger directly after without something like EventLimiter. Which is kinda annoying, especially if u play with a lot of mods (i know when i enter the mines for the first time i used to have like 3 events trigger back to back lmao)
CTs!
conversation topics?
If you wanna space eventA and eventB from happening, you can use CTs yes
I haven't gotten to that point in my tutorial studying yet, but I'm guessing for what I want that I would have to modify the existing event data for marlon's introduction to create a CT that doesn't normally exist (or at least I assume marlon's intro doesn't have a CT associated with it by default)? I think I can figure it out, I'll just need to find a tutorial on CTs lolll
CTs are very simple, i dont think theres a tutorial for one on their own
You can indeed make your own CTs and put that in your event
addConversationTopic <ID> [length] Starts a conversation topic with the given ID and day length (or 4 days if no length given). Setting length as 0 will have the topic last only for the current day.
Then for your next event just use !ActiveDialogueEvent <ModId> with the latter being the ID of your CT
Ohhhh I did see the active dialogue event precondition but didnt realize it was related to CTs, ok cool
hi how do i make npc go to the resort
It includes CTs, the event wiki discusses them
do you mean in general or like, specifically make someone go to the resort because you want to test something
im mean general (sorry for late reply i was coding something)
theres this in the Data/Characters that you can edit. then you need a portrait/sprite named like InternalName_beach, and i think you also need dialogue for the Resort key
i did that, but and i also added dialogue but will he just go there then?
if you already did all of this then yeah, there should be a chance for them to go there
game already handles that
okay, also how do i make my npc participate in the egg festival and festival of ice
participate in what way
like fish in the festival of ice and walk around in the egg festival
like abigail in the egg festival
im not certain but i think fishing would require C#
theyd have to be separate mod files but yes you can
You can, but technically that's "two different mods" that interact with eachother
oh okay
The ModBuildConfig package for C# even has a way to bundle content packs alongside the C# component nicely!
I want to add some of the Stardew Expanded trees to the custom map I've made, but I just want them to go transparent when you walk behind them - do I have to do all that adding into the Data/WildTrees stuff? I don't want them to be choppable or be plantable, I just want to be able to see behind them
and from the looks of it, you can have them walk around in the egg festival by having them do advancedMove during the mainEvent
okay, at least the egg festival will work
I'm having a problem where the interior of a house I've created doesn't exist? When I tried warping to it using a debug command and accessing the house through its door I get error messages. I've attached the related commands in the content file in case I'm missing something obvious
without C# (or a framework of which I don't think any exists yet) you can't add trees that are not choppable that also turns transparent I think
did you add the code for adding the map.tmx
Yes, here
are your tilesets in a tilesets folder in your assets
I mean I don't mind them being choppable, but I don't want to add a new tree seed to the game
if not then it won't work
you need to add a new tileset and the tileset directory has to be in your mod
(seed as in plant seed not coding seed)
This specific room only uses vanilla tilesets, so not for this location
if you don't set SeedItemId or have SeedPlantable to false then your trees shouldn't be plantable
(see the coconut trees)
yeah you need to copy and paste the vanilla tileset images into a tilesets folder in your maps folder in your assets folder cuz it can't just access the games tilesets
Thank you so much!
if it doesn't work maybe you have to add a new tileset that's from the tilesets folder and then redraw the map, then it will work
I copied the code from the Data/WildTrees json and edited it down to apply to the new tree pngs, does this look right?
(btw I'm not coding in notepad, I'm just using it before pasting it into Visual Studio Code)
The new pngs are currently in the vanilla TerrainFeatures folder, but I don't know if that's right
you want to add a new tree that looks like the SVE tree but is unplantable/drops no seeds?
Yes
They're already in my custom map mod, but they aren't transparent when you walk behind them
Does anyone know why a stopswimming event command might get skipped?
if you're going to distribute your mod without an SVE dependency you'll need to pack and load the textures yourself, then use those load targets in the Texture field
There's a strange bug happening in Date Night Redux's Island evemt where at the end of the event where there is clearly a stopswimming command where - and I replicated this - ending the event normally keeps you stuck swimming
Oh I'm not uploading it for public use, this is just a personal project
(also just in case you should pick something other than "14" for the tree ID. perhaps "{{ModId}}_DecorativeFirTree"
Ah okay gotcha
that code should work, though you may want GrowMoss to false since the textures you're using don't have mossy variants
Additional stupid question, does that code go in the vanilla Data/WildTrees json?
you edit Data/WildTrees with an EditData action with that in the Entries, yes
Is there an extensive guide on how to add new crops to the game?
A simple 1.6 guide to adding a new crop to the game using Content Patcher, adapted from 6480's Mouse-Ear Cress example.
Is there a cp token or gsq for book seller is in town
i feel like i remember seeing someone request that in 1.6.16 thread so i guess not?
i remember it too, i was someone
i had a feeling it was you but didnt want to be confidently incorrect 
How to know coordinates on world map ? Thanks.
lookup anything will tell you the coordinates
and also debug mode
Or you can open up the map in Tiled
I mean the coordinates of the World Map as shown.
I remember someone before just taking a screenshot and opening it in photoshop, but I don't remember what size to open it in photoshop.
warp Marlon -1000 -1000 continue
[game] Event 'alexanderthedead.eddiemunson_EddieIntro' has command 'warp Marlon -1000 -1000 continue' which couldn't be parsed: optional index 4 (bool continueImmediate) has value 'continue', which can't be parsed as a boolean.
what is the line supposed to look like? I tried [continue] and continue but neither work, so I don't really understand what value I'm supposed to put in that parameter?
Okay, I'm still having problems with this! Even after replacing the custom location with a location I know for sure exists in the game the lockeddoorwarp doesn't work. A previous recommended solution (including vanilla tilesheets in the mod file) unfortunately didn't help.
"An error occurred in the base update loop: NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.GameLocation.lockedDoorWarp(Point tile, String locationName, Int32 openTime, Int32 closeTime, String npcName, Int32 minFriendship)"
boolean means it expects either true or false, so change continue to true
the area on the world map that changes with the different farms is 131 x 61 pixels if thats what youre asking about?
Not farm, but what is the size of all ?
the entire world map and not the red outlined area? 300 x 180
the red area you outlined is the part that changes with different farm maps, thats 131 x 61
Thanks.
is there a Tiled extension for VSCode? instead of having to open tiled I could instead use a basic version of it inside VSCode instead
I haven’t seen such a thing
What’s the issue with opening tiled?
Just that it is another app or is it causing you some problems?
Nothings wrong with Tiled, it's great, I'd just like to be able to modify .tmx files graphically instead of by text inside VSCode, I've already got an extension that replaces an external photo editor software
I already know a bit of javascript so I might take a crack at making an extension that is able to modify .tmx files graphically
For shop edits, it's not possible to use multiple TradeItemIds, is it?
Actually i've just found an extension that allows me to open a .tmx file in tiled by right clicking in vscode so that pretty much solves what I want to do
fixed! Content patcher didn't like the {{ModId}} tag. Changing the location name to yantheneInterior fixed everything
Had issues with getting my seeds into the game, fixed that, thought I was done.
But my crop itself is invisible 
Sounds like a slightly messed up patch, but if the item itself exists, you've already done most of the work. Wanna share the JSON and the spritesheet?
Congrats! Getting something to work for the first time is always a great feeling. 
your lockeddoorwarp has {{Mod_Id}} instead of {{ModId}}
I can't believe I missed this 🤦 I knew it would be something super simple! Thanks for the help!!
It truly is, and this is my first time adding a completely new thing to the game so it's extra exciting 
One item query may only have one trade item id yes but you can just have more item query
I give up with trying to do the shadows, I'm using a transparency layer instead, I'll just have to deal with not matching the origional shadows, atleast it makes the tilesheet atleast 8 times smaller
Is that field an item query, though? The wiki says "(Optional) The qualified or unqualified item ID and amount which must be traded to purchase this item. Defaults to no item and 1 respectively. "
Does anyone know where the spring tilesheet for Maple trees are (tree2)?
(Sorry if I'm completely misunderstanding the situation. Brain's kind of fried, butI wanna be productive.)
I've found Summer Fall and Winter in the TerrainFeatures folder but Spring is missing
Looks like it's also in TerrainFeatures.
It should be in the same place, at least it is for me, you may need to re extract your game files if you deleted it or moved it by mistake
I'd recommend re extracting your game files actaully, cause discord may apply some kind of compression to the image
Besides, distributing game files is kind of a no no, even if it's just the one file.
I guessed, it tends to be a no no for most things
heres the link to extract your game files if you don't have it on hand
Ah I see, it's reappeared
By item query i mean the shop item, TradeItemId is indeed just a specific string
In that case, I'm afraid I don't really get what you meant with your first message, sorry.
Hi everyone! I don't speak English very well, but I think I'm in the right place — sorry if anything's unclear. 😭 I'd like to make my first mod for Stardew Valley and I need some help. I want to create a completely new NPC. Most guides I've found talk about replacing sprites, but that's not what I'm looking for. I want to add a brand new character who's on the same level as the existing ones — someone who can do various things, have events, and feel just as integrated. Are there any guides or resources that could help me with this? 💞 ✨
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Okay, I think I've found a workaround. 
if you have any specific questions about the process you are more than welcome to ask here as well
I feel like there is a common sound that is associated with the exclamation emote but I'm having some trouble sifting through all the possible sounds. Does anyone know the one that I'm thinking of?
Okay, thank you so much! ❤️🩹
(do you have a potential release date for your NPC, Vin?
)
August 8!
im basically just waiting to see if i get any last minute bug reports from my beta testers
... I think I might've found a bug.
🐞
thank you atra
Please tell me if I'm completely off, but take a look at this, please. The two sprites on the left are weapons I added while the ones on the right are vanilla ones. Mine are offset by one pixel to the right and top. 
Spritesheet for reference.
uh, your reticle looks off too
Is your weapon a dagger or a sword or a hammer
... don't tell me it's related to the weapon type.
I'm not telling you that 😛
Christmas trees
drills!
I am also going with pine trees
... thanks, Atra. Welp, not a bug. Kinda embarrassing.
So why is your cursor like offset too
I was afraid people would think they're too christmas tree-y... 
They could also be slightly opened umbrellas!
If you mean that brownish square, that's not my cursor but just a test sprite. 
that's their sprite
Is... is that not just the way it looks??
the test sprite looks like a reticle
Yeah that's a test sprite
smh dora why'd you have to make such a confusing test sprite 😛

Better?
yes 😌
I'm low-key peeved that dagger sprites apparently have that weird offset, but... animation. 
I would just not worry about the offset
Difference for reference.
... you know, a video probably would've made more sense. Oh well.
The offset isn't terrible and most people probably won't notice, but it annoys me, lol.
hi all, two questions. first, with this template that i found on the stardew wiki, is it possible to make it work for all garbage cans at once rather than having to do it for each individual garbage can? and second, is it possible to add custom items to fishing chests with content patcher, and if so how because i can't find any information regarding that
hello i have an error that my movie prefrences json can't load when i have the include
this is my code
"Action": "Include",
"FromFile": "assets/data/MoviePrefrences.json"
i'm still in the process of figuring out ways to get my blind boxes to drop randomly 
no and no. for the first you need c#, for the second you need I think Item Extensions
oof, ok thank you
there may be a default garbage can entry you can try adding to
garbage cans support global drops
look at the unpacked files
will do! thank you
these are my directories
"Action": "Include",
"FromFile": "assets/data/MoviePrefrences.json"
you won't be able to move entries all garbage cans with that though
you don't have to? there's precedence as well
I'm experiencing a problem where the letter I wrote for my NPC's room isn't showing up correctly. any idea how to fix this?
ok i found the unpacked garbage can file but as i'm very new to modding i'm not really sure what i'm meant to be looking for within it
Tiled doesn't know what a token is
ahh okay I'll try adding it in the content file. thanks!
correction: no precedence but it's split into BeforeAll and AfterAll
you can just write it manually
FTM is apparently adding support for CP assets eventually. still cant edit other FTM packs I think
1.6.16 will also dehardcode a lot of monster stuff. though again it still can't be used to edit FTM packs
this looks like movie preferences isn’t a json file
(also fyi you've mispelt preferences as prefrences)
Actually, one more question while I'm already looking stupid: Is there any funcitonal difference between what the wiki calls slashing and stabbing swords?
Yeah, we figured that out a bit ago, but thanks for the info! 
How is Emily's parrot added to her room? I'm trying to move it to a different map. I found the perch in the indoors tilesheet but not the parrot
Of course! I may or may not be looking into your mod at the moment. 
Thanks again! That's what I suspected from my short tests.
@brittle pasture Hey there! Sorry to bother, is this what you meant with the Mod ID thing? Did I do it right? Or is there more that needs changing?
https://smapi.io/json/content-patcher/51dd21a1e00c4feba98e5d245440c43d
likely something hardcoded
i'm still not sure how i'm meant to create a global garbage can drop
sorry i am very new to all this so i dont know what alot of the coding means 
yeah that looks good
ps picture of my modding assistant bc I feel bad for asking so many questions lmao
awesome, thanks, will hit the publish button then! 😄
hello guys I need help, Im starting to play mod sdv on my android and the thing is the lookup anything mod is not working 😭😭
Log Info: SMAPI v4.1.10.3 - 1735840167 with SDV 1.6.15 build 24354 on Android Unix 33.0.0.0, with 8 C# mods and 3 content packs.
How do DayTiles and NightTiles work, exactly? I'm making a custom tilesheet, can I use them with my window or I'll have to use OnTimeChanged to change it from day to night?
I don't know what to do 😭
it is hardcoded to check for that event and will always add a parrot TAS at that same spot
and only in HaleyHouse
I have this file structure:
TestMod
│ content.json
│ manifest.json
│ ToDo
│
└───Maps
├───Assets
│ zzz_StoneWShadow.png
│
├───BusStop
BusStop.json
BusStop.tmx
BusStop.tmx.orig
the BusStop.tmx references zzz_StoneWShadow.png tilesheet, instead of having it alongside the .tmx I want to keep it in the Assets folder, I know I have to load the tilesheet but I cannot remember for the life of me where to:
- Load the tilesheet i.e. the
"Target"field - Where to put the load function, in the
content.jsonor theBusStop.jsongiven the tilesheet is going to be referenced by many.tmx
it doesnt matter in what json its in for starters, as when CP loads your Includes it is functionally identical to it all being written in one content.json
as for the Load, you can make up whatever target name you want as long as its unique and starts with Maps/, but its probably easiest to make it match your tilesheet name, as thats what Tiled will have written in your .tmx (which means you should really have used a uniqueId in it)
!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).
uniqueid it as in prefix the .tmx, tilesheet, and BusStop.json with say AtlasV_PV_?
the tilesheet image. you technically dont need to prefix the .png itself, but its easiest, because when you added the tilesheet in Tiled, it saved the image name as the same as the .png
so right now your map will be looking for zzz_StoneWShadow as its tilesheet image source
when the game loads it, this means it will look for Maps/zzz_StoneWShadow
which is where your Load target would need to be set to
but that doesnt have a modid in it so its not very unique, so potential compati ssue, however unlikely
you could edit the .tmx manually to chnage it to match your Load target, but you'd need to change it back again every time you went to edit the map and then change it back once more when finished editing, so pretty annoying
Ahh gotcha, I have to remake the .tmx anyway cause I messed it up Again so I'll just prefix it then re add it
then when ya do that just Load to the target that matches the png with Maps/ in front of it 
in whichever json best suits your organizational desires
Perfect, I really should keep a copy before modifying my working mod so I can reference back to it
Defo a random .json stored past the 256 character path limit me thinks, modern solutions require modern problems
if it suits you best, who am i, and who is Microsoft/Linux/whoever sets that limit most of all, to stop you and your brave heart
maybe itll be a selling point that it only works on specifically modified computer setups to bypass that limit
gives it some prestige
Exactly! (tbf the path limit is a very much archaic issue that's really easily solved but isn't bc backwards compat)
would my target field be AfterAll?
There it is, the Woolly Bison! A follow up from the Woolly Goat, this Bison can be milked for regular milk and will shed wool once a week!
https://www.nexusmods.com/stardewvalley/mods/36238
if you want it to only be checked after the specific drops then yes
Looks great, Arryn! Congrats!
yeah i would want the items to just be generic drops
thank you so much! 😄 💜
like have a chance to drop from any garbage can sometimes
my main goal is to have ways to obtain my items that arent just buying them
could someone poke that to Leah pretty please? this is my last mod for a while 😄
Published! 
thank you! appreciate it 😄
is there a way to make the conversation topic permanent? I know I could do something like set it to 999 for it to be practically permanent, but if there's an actual way to make it permanently toggled then I think that would be a cleaner solution for me
Lasting Conversation Topics mod!
so I would just need to add a dependency for my mod, basically?
yes and add some additional code for it
well now I'm thinking perhaps just setting an arbitrarily high number would be a cleaner solution then haha. Thank you, though. Is there a limit on the number of days I can set for it?
that i do not know
o7 thank u for ur help regardless
Genuine question, why would you want that to happen?
to make sure someone can always get the CT dialogue from an NPC, i imagine
but an arbitrarily high number probably is just better here
Yeah, I suppose so
I don't want it to be missable, since it triggers the event, right?
if you dont care about dialogue and just want it to trigger things, use a mail flag
darn, I guess my year 17857143 save won't see it then
Wait I thought you wanted to use CTs as buffers between events?
Like just make an arbitrary letter and then tie a flag to it?
mail flags dont need mail attached to them
uhhhh idk if I'm not really understanding
if you just AddMail with a non-existent mail it just sets a flag on the player
as long as you send it to the received inbox directly
Ah, I may have misunderstood your question tbh
You want an event to occur right after another without EventLimiter getting in the way?
I want it to NOT occur right after without having to use EventLimiter
to clarify: you can set a CT for 1 day, wait for it expire, and the fact that it expired is permanent
Then yes, CT
you can re-set a CT
I don't understand
so wait, the CT being expired
can be the trigger for the event?
permanent without further intervention*
Or the CT not being active yea
its also important to note that you cant actually check expired CTs without a dependency
specifically expired ones, not just not-active ones
you'd have to mark when it WAS active and then check that it no longer is
to summarize, what you want is:
- event A sets a CT of one day
- event B has a precondition of: had seen A, and the CT not being active
That sucks. Thanks for the info though
Yes, yes, exactly. ActiveDialogueEvent <ModId> is for when it IS active, so is **!**ActiveDialogueEvent <ModId> for when it has expired?
yes looks good
(and to clear more confusion as button elaborated, it being expired is the same as it not being active for the purpose of vanilla checks)

