#making-mods-general

1 messages · Page 393 of 1

wraith aspen
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will give that a shot

urban patrol
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all the way back to the beginning 😂

wraith aspen
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fr lmao

raw viper
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Thanks

wraith aspen
urban patrol
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what happens if you change the color to white

wraith aspen
#

i can try that

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i gotta remember the reload trick i already keep forgetting omg

woeful lintel
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Oh, it's a glow! Invert the color!

urban patrol
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ooh

wraith aspen
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wdym?

urban patrol
#

it does look green you’re right

brittle pasture
#

light color in SDV are inverted in some cases

woeful lintel
#

To apply glows, the game draws the colored glow texture on a white background, then invert everything and applies it to give the dark effect

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From what I got tinkering with it

wraith aspen
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ohhhh, that makes sense actually bc when i was looking in the data files from vanilla the first instance of this rule i came across was cyan and i was like what vanilla object glows cyan??? now it makes sense lmao

brittle pasture
#

yeah if you want your desired color subtract all 3 RGB values from 256

woeful lintel
#

So to get a pink glow, you need to give it a green-ish color, try inverting the color you want in an image editor

woeful lintel
urban patrol
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does color take ints as well as a string?

woeful lintel
#

No idea for this one in particular

wraith aspen
#

yeah i was just using the pink keyword lmao

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let me experiement with some greens

woeful lintel
#

Pink is very bright, so no wonder why the "glow" was so dark

wraith aspen
#

yeaaah

calm nebula
#

Isn't it literally just ^ 0xfffff?

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You could make the framework invert the colors

woeful lintel
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Well, for someone who doesn't know color code, it requires a few step to find out the rgb values of the color they know the name of

calm nebula
#

Back in the old days (waves cane)

woeful lintel
plush helm
#

i'm making an event that needs to occur at least one day after a previous event. Is this possible to set up using content patcher?

urban patrol
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yes, you can use a conversation topic and set the length of it to 1 day

uncut viper
#

have the previous event set a one-day conversation topic, then have the second event use a precondition that says that CT must not be active

plush helm
#

sick, thanks!

wraith aspen
#

still need to experiement but thats already way better omggggg

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i think sea green is our winner SDVpufferparty

wraith aspen
#

oh and one more question, i added a patch to my catfish mod to add "fish_upright" tags to my fish and it got flagged as suspicious on nexus? anything i can do while waiting for a reply from support?

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cause the first version uploaded fine and so i was very surprised

uncut viper
#

unfortunately only thing you can do there is wait for nexus

wraith aspen
#

dang, well good to know anyway

plain marsh
#

Where can I find the main menu images? Like the Chicken, the melon growing and the planet?

plain marsh
rocky copper
#

Hey, is there something up with editing NPCGiftTastes and Haley specifically? I'm adding a couple items and editing gift tastes and for whatever reason Haley is only "liking" the things I'm giving her, rather than loving them, despite the coding being the same as other characters who are working properly. Thought to double check a previous mod and I just realized it's doing the same thing, too. The items are all natural likes, so I can't tell if the edit is going in wrong or not going in at all. I'm married to Haley, not sure if that does anything.

brittle pasture
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do you have code

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you can also try patch export Data/NPCGiftTastes to see if your edits are being applied

rocky copper
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                {
                    "Operation": "Append",
                    "Target": [
                        "Fields",
                        "Haley",
                        1
                    ],
                    "Value": "PerfumeYellow",
                    "Delimiter": " "
                }```
hallow prism
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pretty sure loved is field 0

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and 1 is field of text

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oh no

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i misread with universal love 🙂 you're good

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is the patch applied?

rocky copper
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It's applied, and is working on other characters

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Added a couple loves and a hate

hallow prism
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what happens if you patch export gift tastes?

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i assume you're trying to add a context tag?

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if you're adding an actual item id you may want to check if it's the proper id, as mods shouldn't have ids without prefixing

obtuse wigeon
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Currently making some final modifications to a mod before I upload it, and I'm just wondering if I can make the entire building show in the carpenter menu instead of looking like this

rocky copper
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"Haley": "Oh my god, this is my favorite thing!!/221 421 610 88 PerfumeYellow/*gasp*...for me? Thank you!/18 60 62 64 70 88 222 223 232 233 234 402 418/Ugh...that's such a stupid gift./-5 -6 -75 -79 -81 80 -27/Gross!/-4 16 330 74/Thank you. I love presents.//",
Patch export, it's in there

rocky copper
hallow prism
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can you show the item?

brittle pasture
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or move it up to show the base

obtuse wigeon
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I can't zoom out however? to show the whole thing?

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Oh wait you already said I can't oops

brittle pasture
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(I forgot the 't in my initial post 😌 )

obtuse wigeon
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(Oh I probably saw it without the "'t" and looked away to the wiki before seeing it)

rocky copper
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What's weird is the Patch Export isn't showing the Amaretto from another mod that she's also supposed to love

cold marsh
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I have some items in my mod I'd like to convert to different types and categories.

A) Should I use Category 0 for Type: Basic items?
B) Will existing saves with said items acquired have them turn into errors as a result of changing type and category?

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They're mostly Litter items I'd like to change to Basic.

brittle pasture
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types and categories are persisted into the item instances, so existing items will be unchanged + not turned into error items

cold marsh
#

That sounds perfect. Is Category 0 safe?

brittle pasture
#

yes

cold marsh
#

Great, thank you.

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 2 C# mods and 1 content packs.

thin fern
brittle pasture
#

you can't do two separate Format/Changes block in one file

thin fern
#

OH

brittle pasture
#

merge them into one

thin fern
#

okay !!!

brittle pasture
#

the file should have one block, inside of which is a Format field and a Changes field containing a list of changes you want to apply

thin fern
#

HI THANKS im changed it im gonna go chec k if it works

green elm
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Hello all. Could I please request a link to any JA to CP converters that are functional?

uncut viper
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!converters

green elm
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Thank you~! ^^

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...well, that was a minor mis-step. I'll try specifics! :P

-ahem- Does anybody have examples of CP shirts in their proper format, or am I vastly expected to make an FS pack instead? I do have my reasons for not using FS over CP, though they won't make sense to anyone but me. ;_;

brave fable
#

it's going to sound a bit strange, but desert bus has a simple shirt and pants as an example

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it's covered in content.json, assets/base.json, and assets/base/shirt.png

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inshallah we shall reach 200 downloads one way or another

inland rain
#

does any smart person having an idea why this is happening? calling Layer.drawTile on Front layer tiles during Layer.Draw causes my farmer's clothes to disappear. If I force the FarmerRenderer to draw on layer 321 or higher, it draws the shirt but not the pants. This is the most bizarre bug I've ever encountered.

tender bloom
#

I’m scared of FarmerRenderer ngl

brave fable
#

if it's anything like the usual oversized map rendering issues, it's to do with the arbitrary layerdepth calculations resulting in values outside the range of 0~1

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with the build-ready mod author decompile, have you tried breakpointing the draw method and peeking the layerdepth value?

inland rain
#

for layer.Draw it's at 0.012 or smth

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that makes sense that it's because the map is so big

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it only happens if I stand near the drawn tiles; if I move away from them, it draws the clothes again

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even if some of them are being drawn on screen

brave fable
#

if nothing else i respect the confidence/optimism of making a 100000x100000 map with 500 layers and asking us why it's broken SDVdemetriums

humble timber
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lmao

gaunt orbit
#

another option might be to have position only be the offset within a "chunk" and then use transform shenanigans to offset location draw calls or something

inland rain
#

oh yeah the farmer position is very big ig

gaunt orbit
#

although you'd probably also have to fuck with the viewport since some stuff is drawn based on that

inland rain
#

right, viewport is very big too

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thanks! now I at least understand why it might be happening

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oh yeah ofc it uses StandingPixel.Y for the drawLayer; i can fix that

rocky copper
# hallow prism can you show the item?
                    "Category": -26,
                    "Description": "{{i18n:HarrisonGrey.PerfumeYellow2}}",
                    "Displayname": "{{i18n:HarrisonGrey.PerfumeYellow1}}",
                    "Name": "{{i18n:HarrisonGrey.PerfumeYellow1}}",
                    "Price": 300,
                    "Texture": "assets/PerfumeYellow",
                    "ColorOverlayFromNextIndex": true,
                    "Type": "Basic",
                    "ContextTags": [ "perfume_item", "color_yellow" ],
                    "Edibility": -300,
                    }, ```
Here's what I got
inland rain
#

success!! thank you all so much ❤️

urban patrol
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so "PerfumeYellow"

inland rain
#

last thing is to figure out tile collisions and then I can start to look at how to handle objects and terrainfeatures

rocky copper
brave fable
#

they should not ✅ displayname is there for translated player-visible names, name is internal use

urban patrol
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as soon as another language changes what that gets read as, it'll break all your items

rocky copper
#

...So I have to update some mods

tame orbit
#

hi guys
I'm trying to edit the Backwoods map in order to add a path to a custom map I am making. But I'm struggling to get the edit to show up and the Backwoods map remains unchanged. Can someone help point out what I'm doing wrong?

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(this is the path I'm trying to add in case it matters)

latent mauve
brave fable
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you're using Action: Load, which will try and exclusively replace the entire Target asset -- use Action: EditMap instead

latent mauve
#

also what blueberry said

gaunt orbit
#

you probably want a different PatchMode as well if you plan to erase tiles

languid matrix
#

Is it possible to restrict a fish so that it only shows up in Green Rain?

latent mauve
#

Targets do not use filetype extensions, which is why nothing is happening-- you're not actually pointing your edit to a valid asset.

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But if you only fixed that and not the PatchMode and Action, you'll run into new problems.

tame orbit
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Ooo okay I see I see
What would be the Target then?
I'll change the Action to EditData. Would the PatchMode then be Replace?

brave fable
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change to EditMap, i made a typo

gaunt orbit
tame orbit
#

thank you guys! I'll try that right now SDVpufferheart

languid matrix
stuck thunder
#

XNB2CP Web doesn't add code for the mods
I have tried 2, and neither one has worked.
I found a replacement for the first one, but can someone help me with the code for the second one?
I need code to replace Bouncer's portrait and sprite.

gaunt orbit
#

have you read the getting started guide on the wiki?

languid matrix
stuck thunder
gaunt orbit
#

that link should have everything you need to get your xnb in as a CP mod

wanton pebble
#

Alright so I need a bit of help from those of you who know the nitty-gritty of the code. I've received the following log: https://smapi.io/log/b08f7d803d92451dbf9c7c420d3bac55
It looks like attempting to switchEvent while in the farmhouse as a secondary player results in a broken event. This could be because of Farmhouse Fixes, but I'm trying to figure out how the vanilla code would handle a switchEvent in a Cabin, or if I need to make a separate patch for a multiplayer version that patches to Data/Events/Cabin, or if I need to load that or something in order for the event to work, or if I'm just absolutely screwed coding it in Content Patcher

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 20 C# mods and 9 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

calm nebula
#

It's effectively yeah, you're in a cabin

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I....think

rocky copper
calm nebula
#

I did suggest in 1.6-alpha that farmhouse switch events would also look at data/events/farmhouse but that didn't happen

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Feel free to suggest it again

wanton pebble
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.... going to the alpha thread to do just that XD But in the interim - do I load a Data/Events/Cabin or is this just "event borked in multiplayer" type deal?

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Or making a different event end if in multiplayer SweatSmileIan

calm nebula
#

Try the first yeah

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Add your switchevent target to data/events/cabin

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In 1.6.16 you'll also be able to do goto tbh

green elm
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Having an issue with my personal CP pack. If this is the right place to discuss it, I can provide a log and a description of what my issue is outside the log?

latent mauve
#

If it's a mod that you are making or editing, then this is the place to ask!

wanton pebble
#

I will have to do some recodes for that with go-tos yeah

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 53 C# mods and 20 content packs.

green elm
#

The issue is that I'm trying to use a single asset to cover 5 different footwear items, but I'm not sure the format even allows me to use a sprite index for boots.

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The first index loads just fine, the other remaining 4 don't.

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They function, but their graphics just show up as placeholder NO signs.

wanton pebble
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Wait, why aren't they all using the first index?

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You're saying the single asset covers 5 different ones, right?

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so what's the need for the other indexes?

green elm
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Because they're all diferent sprites, and I'm trying to use the same system that weapons do.

wanton pebble
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Hmmmmm

green elm
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Different sprites, different shoe colors.

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...I could do worse than upload the content json somehow?

wanton pebble
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!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

wanton pebble
#

just toss it in the validator then paste the link here

green elm
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Okay. Give me a few minutes, please, my internet and computer are being really wonky rn.

worn oar
#

how would I go about making the premium coop and barn from sve the same texture as the deluxe barn and coop from elle's seasonal buildings? bc it's a lot bigger. so I can't just copy paste the texture over it

brittle pasture
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you can edit the premium coop/barn's size down, and set its texture field to be the same as the deluxe coop/barn's

worn oar
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uh how would I do that? (sorry im new to this)

brittle pasture
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that would also avoid bundling elle's textures with your mod, which I hope you're not trying to do

#

EditData Data/Buildings

worn oar
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this is for personal use

brittle pasture
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if this is personal use only and you don't feel like making an entire new CP pack you can edit SVE in place

humble timber
#

yall ever just peek in a content.json only to realize an annoying error you'd been dealing with was all because you forgot to include a folder name in a file path......

worn oar
vernal crest
#

Argh no please ignore that

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You have

worn oar
#

oh wait I think I see

vernal crest
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I got thrown by your asset having slashes after the {{ModId}}

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But 1 seems an unlikely choice for a sprite index for your second set because that's only the second frame in the image

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No, it seems this is just "Aba is not on top of things" day

vernal crest
worn oar
#

ok nope I'm super confused. I see where I'm supposed to edit but I'm not really sure what to edit it to (with the barn and coop thing)

vernal crest
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And that's it for today's episode of "Watch Aba fumble around and make a bit of a fool of themselves but get there in the end", thanks for watching! Same time next week!

green elm
#

It's always, always something minor like that, innit?

vernal crest
#

Usually is yeah haha

green elm
#

Thank you very much, Aba. I really appreciate it. <3

brittle pasture
#

change them to be identical to the Deluxe version's

worn oar
brittle pasture
#

no, vanilla data

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Elle's mod just loads texture replacements

worn oar
brittle pasture
#

Data/Buildings

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in the unpacked Content folder

worn oar
brittle pasture
#

if you're replacing the entire texture file just copy them all over

worn oar
#

wdym? I've just been changing the values to match

brittle pasture
#

"AnimalDoor": { /*whatever in here*/ }

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replace everything between the outer brackets

worn oar
#

so just this?

brittle pasture
#

yes
the code you were looking at was the draw layers, which you should replace as well

worn oar
#

but what do I do for the one that is just animaldoor in sve but animaldoor top and animaldoor bottom in vanilla?

brittle pasture
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"DrawLayers": [ /*whatever in here*/ ]

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replace everything between the outer brackets

worn oar
#

what are the masks for?

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the bright green blue and red things

hard fern
#

Paint mask

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When you paint building

worn oar
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if im not planning to paint it can I just ignore it

hard fern
#

Yeah, you can just leave it as the default deluxe barn

obtuse wigeon
#

Hi! so a user downloaded the auto sorting building mod I have up on nexus and added it to their save and went to sleep and their SMAPI log filled with errors, they sent their log (https://smapi.io/log/a771b5421f754badb21223295a012874) and while looking through it I can't see any reference that AtlasV.AutoSorterBuilding or AtlasV.AutoSorterBuildingCore is the cause of the crash, however I thought someone whos more well versed in C# mods and harmony could have have a look at it and see if it's actually my mod causing the crash if possible? the source of the errors seems to be from PeacefulEnd.SolidFoundations however I don't know if it's an interaction between my mod and theirs that's causing the crashes or if something else is going on, (They do also have over 800 mods so there's plenty that could actually be going on, and the log says some XNB files are modified or corrupted leading me to believe they had xnb mods installed too)

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 137 C# mods and 703 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brittle pasture
#

hmm I think this crash will happen if you have items in the exterior chest but no chest in the interior map

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so there's still items in the exterior chest when you go to sleep

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cant test for myself currently, but I think it's because you didn't have destination chest set, and the game has a null check for source chest but not destination chest

obtuse wigeon
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I shall give it a go on a test save to see if that's caused it, thank you for the insight!

#

Yep that's the issue! I would've never figured it out

inland rain
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objects and collisions work, sort of \o/, just need to work on caching objects that are out of chunk range

zenith robin
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 19 C# mods and 1 content packs.

gaunt orbit
#

Not sure that's actually related to spacecore

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How are you moving it?

urban patrol
#

is there a way on github or othewise to compare two different versions of a file and accept some changes from each version?

lucid iron
#

that's a 3 way merge, but im not sure how to do it on github web

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on local i'd checkout older commit and branch, then pull from a different branch

urban patrol
#

i have github desktop, could try to do it with that?

zenith robin
# gaunt orbit How are you moving it?

It is probably not the 'right' way to move it, but I am getting the data for each terrain feature and copying it to the new location in the same spot.

royal stump
#

the spacecore patch is irrelevant there, since it just blanks the destroyCrop(false) call in HoeDirt.dayUpdate()
you'll need to look at HoeDirt.dayUpdate's code in general to see where something might end up null after your move/copy

zenith robin
#

alright, thank you. I was trying to read into space core and would have no looked there for a while still.

royal stump
#

it swaps destroyCrop for a similar method that just doesn't do anything, but that's it

white vale
#

Is there a website online I can upload json files to and auto format tabs/etc to be consistent? I haven't found anything that quite works well with content patcher formating. https://jsonformatter.curiousconcept.com/# This one seems to work okay if I click "Fix Json" but none of them seem to support // comments. It just removes them or errors.

uncut viper
#

just use somewthing like Visual Studio Code

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it'll auto format your stuff

white vale
#

Tried but couldn't get it to work well

uncut viper
#

Content Patcher formatting is just json5 formatting

white vale
#

Not exactly a coder, I just know how to use content patcher, so visual studio code feels complex to me (I just use Notepad++ usually)

brave fable
#

i wouldn't say vscode is much more complex than notepad++, it just shows more to you at once

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it's still just a text editor with a lot of added extras

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shift+alt+F to auto-format your file while it's open SDVpufferthumbsup

vernal crest
#

How are you trying to format it in VSC? It should be shift-alt-f iirc

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Haha whoops

white vale
#

let me install it and give it a try again, haven't used VSC in awhile

vernal crest
#

Make sure it's the text editor, not visual studio community the IDE

brave fable
#

why oh why couldn't they have called it Visual Studio Script or something

lucid iron
#

That makes too much sense

brittle pasture
#

this is microsoft, the company of 2 different, completely unrelated Skypes

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and 4 different unrelated Outlooks

royal stump
#

there's JSTool (and a couple other plugins, iirc) for Notepad++
I haven't really used it with stardew at all, but it seems to leave comments as-is

white vale
brave fable
#

it formats to a standard style, i wouldn't recommend trying to customise that

white vale
#

sounds good, thanks

brave fable
#

took me a while to find it, but it's actually very accessible, shows up when you right-click anywhere in your file (but not in the explorer or tab or in any of the command tray panels)

gentle rose
zenith robin
white vale
#

One more question.. is this an AND or and OR? (does that make sense? lol)

brave fable
#

i think that's a NEVER

white vale
#

oh yeah, lol

brave fable
white vale
#

thanks very helpful

brave fable
#

so according to this, yours would be an OR

white vale
#

Yup, I knew there was a way to specify but I always get confused which is AND and which is OR. Gonna have to bookmark.

uncut viper
#

(HasMod without an input like that is completely valid, it works the same as HasFlag, HasVisitedLocation, etc)

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just dont get your GSQ syntax mixed up with CP syntax
in the former commas are ANDs
in the latter they typically represent ORs

white vale
uncut viper
#

yes, assuming both Shops and Sell Prices are valid tokens

white vale
#

they are config options

uncut viper
#

then yeah, they both need to be enabled for that When to pass

white vale
#

how does one turn that into OR

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i figured it out with mods but not config options

uncut viper
#
"When": {
  "Merge: {{Shops}}, {{Sell Prices}}": true
}
white vale
#

interesting thanks

uncut viper
#

If for example Shops is true and Sell Prices is false thatll turn out to be "true, false": true

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so because it contains true it will pass

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likewise for vice versa or if both of them are true (though in the last case it'll just be "true": true but w/e)

white vale
#

yeah I would have never figured that out, thanks

stark spindle
wraith aspen
uncut viper
#

Shop prices default to 2x the Price set in the Data/Objects entry. Pierre has a 2x markup on top of that

wraith aspen
#

even if i manually enter a price in my code?

uncut viper
#

if you manually set the price in the shop entry that will be used instead of the object price, though the shop as a whole for Pierre has a price modifier. you'll have to exclude it the same way vanilla seeds are

brave fable
#

wood and sap are the ingredients for a torch, which is the default recipe. can you share your recipe via https://json.smapi.io so we can see what you've entered?

wraith aspen
#

the json link is in my original message, at line 230

brave fable
#

whoops, blinded by pierre

wraith aspen
#

all good lmao

#

and how would i go about excluding them from the price modifier?

uncut viper
#

i dont know off-hand what the field is. you can take a look at the vanilla seeds in Pierre's shop

#

iirc they are excluded

wraith aspen
#

kk i'll try to find those

brave fable
#

your Data/Objects and Data/Shops entry is named {{ModId}}.catcake, but your Data/CookingRecipes entry is named {{ModId}}_Catcake

wraith aspen
#

ah gotcha, let me switch that and see if it works

brave fable
#

incidentally, Lookup Anything won't be able to read your ModId from your items, since they're separated with a . instead of a _

#

unless that's changed since i last heard

wraith aspen
#

i will double check that, ty for letting me know

uncut viper
#

it does still split it by _, though technically its SMAPI that does that now, and Lookup Anything now calls the SMAPI function

wraith aspen
#

yeah it works fine with the period too, at least from what i can tell

uncut viper
#

no thats not working fine, its not identified your mod

dusky sail
#

Add this line in your shop entry to make pierre not do his 2x

"IgnoreShopPriceModifiers": true,
wraith aspen
#

ty!

uncut viper
#

using the ID convention with an underscore means that Lookup Anything would be able to say "This is from the Add A TigerLily Mod by So and So" or whatever

dusky sail
#

I saw this convo and was like "oh i know this one!!!! I did it in my mod!!"

wraith aspen
#

ohhh gotcha, i'll switch that then

uncut viper
#

its also used by more mods than just LA, though it is the most common reason

wraith aspen
#

(and i think i have to switch it for my catfish mod which means another update that nexus will flag SDVpufferpensive )

#

still waiting on my support reply lmao

uncut viper
#

dont switch it for items that already exist

#

or they will become error items

wraith aspen
#

so if i've already published the mod i should leave it as is, even if its with periods?

uncut viper
#

yes

wraith aspen
#

gotcha gotcha, i'll just switch it for this one then before publishing

uncut viper
#

its a minor thing all things considered and no mod should be relying on being able to identify a mod with 100% certainty like that

#

just keep it in mind for future mods

dusky sail
#

We cant change the past but we can always learn new best practice for the future

wraith aspen
#

will do, ty for letting me know!!!

#

very fitting words for your pfp oclarina lmao

#

correct recipe and prices ty everyone for helping!

wraith aspen
#

oh also quick question, will my seeds automatically be included in pierre's missing stocklist? like if a player uses that will they become avaliable in all seasons or do i need to add something to make that happen

blissful panther
#

Looks like according to the wiki...

If the player found Pierre's Missing Stocklist, season conditions in the Condition field are ignored in Pierre's General Store.

wraith aspen
#

ok awesome, ty!

inland rain
#

does anyone have a list of which trees are which tree ids?

#

oh nvm they're in a json file now SDVpufferthumbsup

blissful panther
#

Sadly not in a nicely identifiable manner, but the info's there at least!

plush helm
#

is it possible to make a character walk backwards in a heart event?

eager wagon
#

Could someone help me with putting custom music in the game? I followed the example that was on https://stardewvalleywiki.com/Modding:Audio , but I don't really know how to make it so that it replaces a certain song instead of playing when you enter a certain area like what was in the example.
This is what I have written in the json file
{
"Format": "2.7.0",
"Changes": [
/* add music cue*/
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"{{ModId}}_Music": {
"ID": "{{ModId}}_Music",
"Category": "Music",
"FilePaths": [
"{{AbsoluteFilePath: assets/brinstarjungle.wav}}"
],
"StreamedVorbis": false,
"Looped": false
}
}
}
{
"Action": "EditData",
"Target": "Cavern"
}
]
}
Thanks in advanced :)

Stardew Valley Wiki

← Index

inner harbor
#

so what you do is load the sprite sheet as Characters/(NPCName)_Reversed

#

then when you need them to walk backwards in the event do /changeSprite (NPCName) Reversed/

plush helm
#

thank you so much!

inland rain
#

treeees

#

I can populate the entire open world with trees, but they won't grow or remember whether they were cut or not

#

you can cut them down, but they don't give wood for some reason

#

even draw layering is working \o/

white vale
#

Is there a way to change fruit tree grow time with content patcher? Not seeing anything in the fruit trees json

vivid dragon
#

I have a question where do you type the code for stardew- /gen (I am sorry if it sounds stupid I just wanna make sure I am doing this right.)

drowsy pewter
#

You should provide more information for what you're trying to do

vivid dragon
#

I am trying to add npc into the game, so I just wanted to know if I do it in a new place or in modentery

white vale
drowsy pewter
#

If you're using modentry I think you took a wrong turn

#

!npc

ocean sailBOT
#
Creating a Custom 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:

drowsy pewter
#

Need C#

#

maybe fruit tree tweaks does it

white vale
#

Alright thanks

vivid dragon
#

Oh should i start over?

drowsy pewter
vivid dragon
#

Okay.

finite ginkgo
#

If you're in modentry you're in C# land, and while you could do it there, it's like using a sledgehammer at full force to nail in a nail, and you'd be reinventing a lot of CP's features along the way, and there's no need to reinvent the wheel

drowsy pewter
#

Basically theres two main methods to make a mod and you probably ended up on the wrong page, which is fine

vivid dragon
#

I haven't even started to code, I am confused on all this. This is my first time of doing this...
I was watching a youtube mod tutorial

#

It wasn't what I wanted and I thought they were the same. that's on me

lime sigil
#

Hey hello, I actually made a map with Tiled, but my question is, how added this map to a "PIF" (Personal Room) mod ?

round dock
finite ginkgo
vivid dragon
#

It was on how to make rocks pickable. Something that isn't just how to make ncp, I was on loop on how to get the context unzip due to not knowing where to go. I feel like another goose chase is gonna have just because I have never done this before...

vivid dragon
#

Does it matter what I use to type my code in?

finite ginkgo
round dock
ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

finite ginkgo
#

As long as the file you produce is valid JSON, it doesn't matter what program you write it in, however I would suggest using a program which does format highlighting for JSON like VSCode

vivid dragon
#

Okay great to know.

round dock
#

Npc making is also quite the complex task for a first time modder but if you’re dedicated to learn, I say go for it

vivid dragon
#

It's something that is intersting to do. I have some coding knowledge just not how to mod a game. That is still new but i am willing to learn this just to get a grip on how this all works.

round dock
#

Many different ways to learn tbh, you could start with a simple mod that adds a customized item or say, alter dialogue in the game. Good way to gauge the basics. Either way, good luck!

vivid dragon
#

Thank you

finite ginkgo
#

Once you get the basic concepts down, it's not hard at all to get going yourself, whether it be following tiakall's npc making guide (linked earlier in a Governor command), or just looking through [[Modding:NPC_Data]] and seeing what data you need to make a functioning NPC

ornate geyser
#

catyes and if you do need some practice Avery I can always make you some item sprites or smth to test with before we go into makinf Bronco

vivid dragon
#

Hell nah I jumping this shark

#

am*

#

I gonna sit in the corner now.

round dock
#

Lots of NPC makers in the channel, if you need clarifications, don’t hesitate to ask SDVpufferthumbsup

vivid dragon
#

Will do, and thank you.

next quarry
#

I only made I NPC so far but if you need a blue print for a romanceable NPC, you can have crack at my mods files pikachu_minecraft

vivid dragon
#

That would lovely to see if you don't mind sharing with me.

next quarry
#

#mod-showcase message
there might be some stuff you don't really need because I made a funky branching story line but feel free to use it as a template to learn or to create petCat

#

also sorry if I have not commented stuff too well SDVpufferyikes

vivid dragon
#

It's okay, and thank you

#

wait- I just realize who this is. That's crazy. Amazing btw just crazy to know who this is.

next quarry
#

yeah it was in colab with a streamer friend of mine, lol

vivid dragon
#

amazing

inland rain
#

mixed forests

lucid iron
#

Hm what happened to that pinned message with all the basic links

#

I was trying to find pufferchick art

latent flame
lucid iron
#

Thanks, mobile nonsense then

lunar magnet
fast plaza
#

So like. Last time I messaged here I think someone mentioned xnb mods being bad. What do y'all mean by that? like is that just any mod that loads in an xnb anywhere? why would it be bad to do that?

hallow prism
#

they are hard to troubleshoot in case of issue, less convenient to modify, and more prone to compat issue

dusky sail
#

"xnb mods" is a term generally used to refer to mods that replace the xnb files within stardew's vanilla code. which is bad because it's overwriting game code and might break things

#

gross oversimplification on my part but maybe it gets the point across

karmic vortex
#

hi! im very new to modding if i wanted to update this mod for my own personal use what exactly would i need to do? https://www.nexusmods.com/stardewvalley/mods/11840

Nexus Mods :: Stardew Valley

A mod that adds 2 additional Clock buildings (Iridium Clock and Radioactive Clock) with their own custom effects as well as adding additional effect to the Gold Clock making it more usable for the end

fast plaza
#

hmm, so If I'm just using xnb files to store sprites and not modifying the stardew xnbs in any way, thats fine?

brave fable
#

while you can repack your sprites into xnb files, there's not really much point

#

png and xnb are interchangeable for spritesheets as long as you're referencing the correct file and target asset, and the filesize savings are so minimal given the lightweight nature of sdv mods that it's hardly a consideration

fast plaza
#

fair enough

fast plaza
#

modifying an existing mod seems like a hard place to jump into stardew modding though honestly. If you're planning to actually make your own mods this is prob not the best place to start, but if you just wanna slightly modify this existing thing for your own use then thats fair enough

karmic vortex
#

like i can understand c# logic for the most part

lucid iron
#

I think you would have to just rewrite this mod it'll be faster

vernal crest
#

!startmodding Then maybe give the wiki tutorial a go to get yourself a working mod in game/set up your work environment and then start poking around in the mod source?

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

lucid iron
#

1.6 changed how buildings work a lot

karmic vortex
#

i see thanks for the info!

twilit quest
#

Historically, how long has it been on average from a pre-Alpha SMAPI version to when it's released? I recognize that this can vary, I'm just looking for a general idea.

lucid mulch
#

It's not a pre alpha for smapi

blissful panther
#

Pathos has said 1.6.16 could be years away, assuming you're talking about Stardew 1.6.16.

twilit quest
twilit quest
#

Thank you to you both.

lucid iron
#

Yep we cross that bridge when we get there SDVpufferthumbsup

#

I'll probably just keep the tractions for changing wallpaper flooring anyways

#

It's potentially useful for other things

lucid mulch
#

In general pathos runs on a strict develop/main branching model and the various stardew branches generally get rebased on top of wherever develop is at

twilit quest
#

Ugh, I wish I could get my temporary cellar to warp to the right spot in the farmhouse instead of the door. >_< I know it's a small thing, it's just annoying

fast plaza
#

don't suppose anyone has any knowledge of projectiles? I have a class that inherits from BasicProjectiles and it works pretty well but in multiplayer if a non-local player creates the projectile it likes to go a bit through walls before it realises its supposed to break

#

wondering if there is anything I can do about that... its a minor thing for sure but it'd definitely be nice to fix

lucid iron
#

The netcode is 3 ticks late yeah

#

I believe the collision thing is handled on the player who fired projectile only, that why it be like that

#

Official recommendation is dw about it Sleepden

fast plaza
#

hah fair

#

thanks!

lucid iron
#

In trinkets one thing i did is make a hitscan ability that directly damages a monster

blissful panther
#

Wait, is it more or less doing a SYN/SYN-ACK/ACK equivalent? One step per tick?

lucid iron
#

And then have my own stuff handling the hit visuals

#

Rolling your own logic here may work better for some effects

lucid iron
#

I feel like it's more the reflection syncing taking few ticks?

calm nebula
blissful panther
#

Much simpler, then! SDVkrobusgiggle

calm nebula
#

Morning!

#

Hi DH

#

How are you

#

How goes the farm?

blissful panther
#

Hey! And that makes more sense. Syncing every tick would be a lot.

#

Warps are in, all map properties are in... base farm map itself seems 100% functional. Includes an 80 hay silo by default...

nimble marlin
#

Hi folks! I was wondering if anyone knows if there is any way to edit NPC schedules without ending up with a huge horizontal line of text?

calm nebula
#

Tbh if you have huge horizontal lines of text you probably have too many points anyways

vernal crest
#

Word wrap? But you can also multi line schedules

calm nebula
#

Npcs move slowly

vernal crest
#

Yeah depending on where the points are you're only going to get 5ish in a day

calm nebula
#

Fwiw I'm not sure we are allowed to mention that site

blissful panther
#

After a quick Google, confirmed! SDVkrobusgiggle

torpid sparrow
#

is it possible to change the NPC walk speed?

fast plaza
#

oop sorry. Thought itd be fine to just imply for the sake of the joke

lucid iron
#

Nothing from content afaik

blissful panther
fast plaza
#

yeah thats fair enough. still tryna pinpoint the vibes of this server in regards to that kinda talk.

vernal crest
#

Pretend there is a 13 year old reading over your shoulder at all times /j

humble timber
#

i hate the idea that theres 13 year old lurkers but its probably true

vernal crest
#

We have 13ish year old active participants, even sometimes in this channel. I think it's nice that we can be supportive and encouraging to modders of all ages and abilities.

lime sigil
#

Hey, I made a map mods with Tiled, I add "Can buy here : Robin", Outdoors is True, Grass is in Buildable & IsFarm in proprieties, It loaded ingame but not appears in Robin Shop, what's wrong ?

humble timber
humble timber
fast plaza
#

back in my day we didn't have these newfangled modding tools we just put the computer in the microwave and hoped that the radiation would change the RAM values in the way we wanted

#

kids these days

blissful panther
#

You say that, but I still use butterflies.

vernal crest
blissful panther
humble timber
lime sigil
#

The problem is the map doesn't appear at Robin's buildings shop, when I want her to build something
So in map properties, there's CanBuildHere, IsFarm, Outdoors in T
In Tilesheet property for the tile that's the most used, there's Buildable T

vernal crest
#

Also "can buy here: Robin" is not a thing at all as far as I know

humble timber
#

oh

#

wait no this is a map you want robin to be able to build on.. hm

vernal crest
#

Oh you mean you're trying to make a farm map?

humble timber
#

SDVpufferthink yeah this is out of my knowledge field xd

fast plaza
blissful panther
#

Or is this a custom extra map that you just want people to be able to farm and build on?

lime sigil
vernal crest
#

(Either way I have to go to bed so over to you alab! SDVkrobusnaughty )

blissful panther
#

On a surface level, it does look like you have the right map properties for building to work there...

lucid iron
#

For PIF I think the location needs always active maybe?

#

Check if you can build in this mod's pif

lime sigil
#

I can and I copy/pasted most of the map properties from it

lucid iron
#

Did you copy the location data

lime sigil
#

From the content.json?

lucid iron
#

Yeah

lime sigil
#

I just added it, thank you I'll see if it works

#

Thank you it works!!!

steep valve
#

I'm currently trying to figure out how events work, and in particular I'm struggling to understand a bit of eventId 36, Penny's 6 heart event

#

Gimme a second to refresh my Discord markdown before continuing to describe my confusion

#

/end dialogue Penny \"Thanks for being my taste-tester.$h\""

#

I've run the event repeatedly, without saving between them, and have never actually figured out what the last section, seen here, does

#

When would she say "Thanks for being my taste-tester"

hallow prism
#

if you speak to npc after event they'll have this dialogue line

#

the wiki has a lot of info on event commands, althought it's of course useful to know when you know how it works already so...

steep valve
#

Oh! Neat. Sorry, I probably could've figured that out on my own

#

I currently have that page open, and am just struggling to process the sheer quantity of information present

hallow prism
#

it's good to search a bit when possible but also, asking is a shortcut

#

it's all about balance

steep valve
#

I'm having a hard time finding more information about specificTemporarySprite as well. It doesn't seem to have its own wiki page or anything

#

Ah, wait, I've found enough to explain that it's not really worth looking into for recreational use

lucid iron
#

You want temporaryAnimatedSprite for custom stuff

vernal crag
#

Profession bonuses are hardcoded in 1.6, right? Like Artisan +40%

bleak spade
#

I saved the tmx files and tilesets into an external desktop mod folder, then exported the tmx files to the mod folder but when I open the game it refuses to work because it registers the tilesets as not existing

#

I don't know how to not have the tilesets in the folder with the mod, because it doesn't work otherwise

sleek flint
#

Hello everyone! Can someone tell me how to create custom tokens in C# not CP?

hard fern
bleak spade
#

What steps have I skipped over?

hard fern
#

can you tell/show where exactly you're putting the tmx files into

#

like, for example when im working on a map, (it looks this way because im using ATA, please imagine you see the towninterior.png) i have my map tmx, and then the actual tilesheets im working with in the same folder

hard fern
bleak spade
#

And the error codes talk about directory climbing (when I move the tilesheets out of this folder)

#

It's all working fine with them existing in the same folder, but the egg festival map edit I've made isn't spawning the eggs when the main event starts and someone told me to remove the festivals tilesheet from the mod folder

lucid iron
#

Can you post a log

#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

bleak spade
#

(This was the log trying to load the mods without the tilesheets in the mod folder)

lucid iron
#

Yeah that is the normal tilesheet climbing problem, the reason why it works while in your mod folder is probably because xTile loads the png next to the tmx first?

bleak spade
#

So how do I make it so the tilesheets I've used to make the map edit don't need to be in the mod folder with the tmx?

#

They're not all vanilla tilesheets

lucid iron
#

So besides actually fixing the tmx you need to do a Load to Maps/yourtilesheet from your asset/yourtilesheet.png

bleak spade
#

Oh wow I didn't know this existed!

bleak spade
lucid iron
#

Yes, content patcher Action Load

bleak spade
#

It currently reads
"Action": "EditMap",
"Target": "Maps/Town",
"FromFile": "assets/Custom_NewTown.tmx"

#

Also I just put it through the map fixer, but when I unzipped it and opened it again in tiled it was like this

lucid iron
#

Action Load is a different patch that you also need

bleak spade
#

Oh so I Action Load all the tilesheets I need?

lucid iron
#

For tiled, you need to have files in the same folder to edit, which is why normally people have a separate wip folder that is not their final mod folder

bleak spade
#

Oh so it's showing the 'can't find files' error just because I'm trying to edit it?

lucid iron
#

Yeah you need to do things different when you edit vs when you load the mod

#

Keep sheets in same folder as tmx when edit

bleak spade
#

Sorry to continue asking the obvious but what was that about Action Load for the tilesheets?

#

Okay I've put all the tmxs through that website, it only needed to fix one of them. They are now moved over into my mod folder, with the tilesheets still in my desktop folder

#

Unsure of what other steps there are

lucid iron
#

I have an example

#

Thus this is the actual asset name Maps/mushymato.BuyAllVanillaAnimals/SewerChickens
Derived from
source="mushymato.BuyAllVanillaAnimals/SewerChickens.png"

#

I do not have a file like that, only SewerChickens.png

bleak spade
#

And where is that file kept?

lucid iron
#

This brings assets/SewerChickens.png to Maps/mushymato.BuyAllVanillaAnimals/SewerChickens

cobalt lance
#

can someone please tell me if I'm wrong/a way around this? It seems that the preconditions part of an event has a character limit?

lucid iron
#

When i am editing the tmx, i do it in a different folder arranged like this

SewerChickens.tmx
mushymato.BuyAllVanillaAnimals/SewerChickens.png
#

This allows tiled to find the image

#

You don't have to set everything up exactly like me, but I hope this helps illustrate the difference between file on disk and loaded game asset

bleak spade
#

I will admit I don't understand it completely. So your tilesets are in a folder somewhere randomly on your computer (e.g. desktop) while the mod folder itself only has the tmx files. But the Load command pulls the tilesets from the external folder on your computer?

lucid iron
#

No

#

Since sewer chickens is a custom tilesheet I do have to include it in my mod

inland rain
#

open world monster spawning

lucid iron
#

However i put the SewerChicken.png in a slightly different location when I edit vs when I load into game for testing

bleak spade
#

I'm so confused. People keep telling me to not have the pngs in the same folder as the tmxs

lucid iron
#

The slightly different location is the important bit here

blissful panther
lucid iron
#

Another thing you can do is to name your actual pngs like .Gef.ModName_Tilesheet.png

#

This will make tiled able to find the filesheet while making smapi require a separate actual load

lucid iron
bleak spade
#

Aaaah I see

#

Because tbh it's all working fine as it was, but the eggs on the egg hunt weren't spawning during the main event

#

And I was told to remove the festival png, but that in itself isn't vanilla

lucid iron
#

It's good practice to do Load for your custom tilesheet so that recolors can edit them

#

However it'd be more helpful to show the actual crash before we started doing changes

bleak spade
#

It doesn't crash, the egg hunt happened (Abigail won) but no eggs actually spawned to pick up. They are there on the Tiled tmx on the Paths layer though

lucid iron
#

I wonder if the eggs are hardcoded to look for vanilla sheet indices

royal stump
#

afaict earlier, it spawns eggs if any index on the Paths layer is from a sheet starting with "fest"

#
Layer pathsLayer = Game1.currentLocation.map.RequireLayer("Paths");
for (int i = 0; i < pathsLayer.LayerWidth; i++)
{
    for (int j = 0; j < pathsLayer.LayerHeight; j++)
    {
        Tile tile2 = pathsLayer.Tiles[i, j];
        if (tile2 != null && tile2.TileSheet.Id.StartsWith("fest"))
        {
            this.festivalProps.Add(new Prop(this.festivalTexture, tile2.TileIndex, 1, 1, 1, i, j));```
bleak spade
#

the tilesheet I'm using is titled 'festivals'

lucid iron
#

But is it called festivals in tiled

bleak spade
#

In tiled its 'fest'

royal stump
#

festivalTexture in that code is "Maps\\Festivals" specifically from the asset system, so I could see it maybe causing issues if you included your own copy of that, but idk much about the game's tilesheet loading

bleak spade
#

Do you think it would work if I just removed the eggs from the custom tilesheet?

#

Or maybe I should just delete the festival mod, it's only really editing the aesthetics to match my town's redesign

royal stump
#

for w/e reason it doesn't seem to be treating yours as "fest" once it's in the game

bleak spade
#

Does this look like the correct way?

Action: Load
Maps/Festivals
FromFile: assets/festivals.png

#

(Obviously with the added brackets and such)

royal stump
#

yep, that or EditData for the action to accomodate other mods' edits

bleak spade
#

Thank you @lucid iron and @royal stump and everyone else, sorry for going around and around in circles

blissful panther
#

Oh. GameLocation.doesTileHaveProperty() returns a string.

royal stump
#

yep, those methods are pretty inconsistent between classes, and that one's null if the property doesn't exist

#

(and there's doesTileHavePropertyNoNull, which is just the same method with ?? "" at the end)

bleak spade
#

Is it 'LoadTilesheet' rather than 'Load' or 'LoadMap'?

iron ridge
#

it's only ever Load

royal stump
#

Load is just Load, yeah (and Maps/Festivals is an image)

iron ridge
#

there aren't varieties of Load

bleak spade
#

And for Edit?

#

Oh wait EditData

royal stump
#

EditImage; as far as CP is concerned, tilesheets are the same as any image

bleak spade
#

{
"Action": "EditImage",
"Target": "Maps/Festivals.png",
"FromFile": "assets/festivals.png"
}

royal stump
#

any data on them is technically in the map file, which is Load or EditMap
(and not what you're dealing with in this case)

royal stump
#

remove file extensions from Target, generally

blissful panther
#

And now this farm has a little patch of goop that will turn trees green and mossy. SDVkrobusgiggle

iron ridge
#

ooo

lucid iron
#

Slimed

blissful panther
#

I intend this to be the most C#'d farm map of all time... so far.

#

Hoping it kicks off a bit of a trend of farm maps with more fun little functional things to them.

bleak spade
#

When putting in coordinates in an EditMap command is it Width: 16 Height: 16?

The wiki gives an example and puts 16 13

sleek flint
blissful panther
sleek flint
#

I will be eagerly waiting for it.

#

Btw, I asked this question earlier, but there weren't that many active people then. How do I create custom tokens in C#?

gentle rose
lucid iron
sleek flint
#

I have C# code that chooses a random item from the merchant's stock and I want to set the names and the price to tokens to be used in the CP part.

gentle rose
#

the content patcher docs have a section on mod provided tokens

lucid iron
#

Where will it be used?

#

Asking these questions mainly cus I wonder if you actually want an item query

sleek flint
#

In the dialogue of the channel in the CP content file.

gentle rose
#

are you making a QVC shopping mod? SDVpuffersquee that sounds fun

blissful panther
sleek flint
gentle rose
#

QVC like the TV shopping channel

lucid iron
sleek flint
gentle rose
lucid iron
#

They might supply a string like You bought {0}!

#

And then you can supply the item display name for usage in format

#

Game1.content.LoadString has args for this purpose

gentle rose
#

though I support the tokenisable string approach

lucid iron
#

Then the content mod don't have to worry about tokens they just give you a template string

#

This kinda thing is what game does for dried weedses

bleak spade
#

Really (hopefully) basic question: If I want to load a map from the top corner to 51, 78 what would that be in the content.json?

I've used
"FromArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": { "X": 51, "Y": 78, "Width": 16, "Height": 16}

gentle rose
#

looks correct to me

#

assuming 16x16 is the correct size

bleak spade
#

For some reason I went into the festival and it's done this

sleek flint
gentle rose
# bleak spade

what festival is this and what map are you loading into it?

sleek flint
#

I know how to do it in C# (or at least I believe so) but I don't understand how I am supposed to use it in CP.

bleak spade
#

Egg festival and I'm loading a slightly modded version I made, but wanted to keep the majority of the vanilla map because the egg hunt wasn't working

#

So decided to just do that section of the map

lucid iron
#

I don't have example on hand but on your data model simply have a string field for people to put You bought {0}!

sleek flint
#

Oh and thanks @gentle rose I took a look at the guide you sent me it looks very helpful SDVpufferheart

royal stump
#
"FromArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16}, //use 0,0 through 15,15 from your mod's map
"ToArea": { "X": 51, "Y": 78, "Width": 16, "Height": 16} //overwrite 51,78-66,93 on the target map
gentle rose
lucid iron
#

then u do the string interpolation stuff on your side in C# when you go display the dialogue

royal stump
#

the highlighted area in that screenshot didn't seem to match what the to/from numbers are

lucid iron
#

Now if you wanted to expose a cp token anyways you can follow official docs on that

gentle rose
lucid iron
#

However I recommend putting qualified item id instead of display name

bleak spade
#

I don't want to move the top corner into the middle, I wanted to replace the vanilla map with a modding map specifically the area from the top corner to 38, 75

#

And leave the rest of the map vanilla

sleek flint
#

I am still not getting how I could use it in CP because I don't have that much knowledge in the game but why do you suggest qualified item id instead of display name?

royal stump
#

you can skip FromArea if your map is the correct size, and you'd probably want to use this for the other part
"ToArea": { "X": 0, "Y": 0, "Width": 51, "Height": 78}
(you may need to +1 or -1 the width and height, I'm not sure)

lucid iron
#

There's [ItemName (O)blah] if they need the name

sleek flint
#

That will just look weird for the player, right?

lucid iron
#

If you give display name then you won't be able to use as language agnostic When condition

bleak spade
lucid iron
#

You have a content patcher pack for your framework right? Perhaps you can show people what dafa models you got rn for feedback

#

My suggestion might not actually make sense in your usecase cus I might've misunderstood stuff

royal stump
#

if either of those isn't included in an EditMap, it just uses the entire map, depending on their sizes

sleek flint
#

Ok so I tried to look it up, but I am sorry I do not know how this could work with CP 😭 I am prob just too dumb to understand but for now I will just go with tokens and maybe in the future when I get better I will do what you said.

sleek flint
# lucid iron You have a content patcher pack for your framework right? Perhaps you can show p...
public string Name { get; set; } = "";
        public string Displayname { get; set; } = "";
        public List<string> Dialogues { get; set; } = new();
        public string? Texture { get; set; }
        public Point SpriteIndex { get; set; } = new Point(0, 0);
        public float AnimationInterval { get; set; } = 150f;
        public int AnimationLength { get; set; } = 2;
        public bool Flicker { get; set; } = false;
        public bool Flipped { get; set; } = false;
        public float AlphaFade { get; set; } = 0f;
        public Color Color { get; set; } = Color.White;
        public bool HideFromMenu { get; set; } = false;
        public string? NextChannel { get; set; } = null;
        public List<string>? Actions { get; set; }
        public List<string>? Overlays { get; set; } = null;
#
{
            "Action": "EditData",
            "Target": "Astraios.MoreTVChannels/CustomChannels",
            "Entries": {
                "{{ModId}}_ShoppingChannel":{
                    "Name": "{{ModId}}_ShoppingChannel",
                    "Displayname": "The Shopping Channel",
                    "Dialogues": [
                        "Welcome to the Shopping Channel!",
                        "Today's special offer: {{RandomItemDisplayName}} for {{RandomItemPrice}} only!",
                        "Call now and get a free bonus gift!"
                    ],
                    "Texture": "{{ModId}}/ShoppingScreen",
                    "NextChannel": "ShoppingNextChannel",
                    "Overlays": [
                      "{{ModId}}_RandomItemOverlay"
                    ]
                }
            }
        }
lucid iron
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

sleek flint
lucid iron
#

So for today's special offer you can just do like

lucid iron
#

"Today's special offer: {0} for {1} only!"

#

And then do normal C# string interpolation stuff

#

As long as you communicate that {0} is item name and {1} is price i think people who are making the packs will get it

#

Tokens are useful mainly because you can use em in When

#

For a string that you control there's not much point going all the way around imo

sleek flint
#

Ok I understand what you mean now, I just didn't know the terminology.

#

Or to be more precise, didn't remember it.

#

I will try it now. thanks chu SDVemoteheart

rocky copper
#

Still looking into why my NPCGiftTastes don't seem to affect Haley, and I tried running patch export gift tastes again today and got a different response than I did yesterday. Specifically, this
"Haley": "#$c .8#Oh my god! For me, honey? Thank you! You know this is my favorite thing!!$h#No way! Thank you so much, honey! I got something for you too! [797 221 446 204 645 373 279 341]/221 421 610 88/#$c .7#*gasp*...you saved this for me? Thank you, dear!$h#That looks nice, dear-Huh? It's for me? Well, thanks! Um. Oh, I know! You can have this in return. [240 275 226 220 72 730 621 347]/18 60 62 64 70 88 222 223 232 233 234 402 418/I'm... sorry, dear. This is kind of a dumb gift./-75 -79 -81 80 -27/Ew! Gross! What am I, your garbage disposal?/-4 2 16 330 74/Thanks, dear. I'll happily accept a present from you.//",
Which seems to me that because I'm married to her, the game is patching in a different string here in order to use marriage-specific dialogue, but it appears to be superceding the Content Patcher edit.

copper flare
#

Hi I'm trying to make a mod that essentially just changes the food, and I was watching a tutorial to do something similar with the portraits, but I cannot find where's the sprites that I should replace with Content Patcher, any idea where can I find these sprites to edit them directly?

calm nebula
#

Maps/springobjects

copper flare
royal stump
#

some items have writing on them that varies, like these

hard fern
#

Basically any tilesheet with text has some kind of translation i guess 🤔 what's interesting though is the desert festival signs like the free cactus, only had zh and a general "international" with no actual words. Maybe because of how the text wouldnt fit?

thorny dagger
#

While mods can be found there, it is not maintained

wanton pebble
#

Gamebanana is used for modding games like persona but not sure it's a Stardew repository

#

...also am I missing context as to why it was brought up?

gentle rose
#

there are a grand total of nine stardew mods on there?

#

and they're all like seven years old

gentle rose
#

the license for smapi is wrong

hard fern
#

Ive never seen a single stardew mod on that site, i never knew there were all of 9

thorny dagger
#

Last ones are from 6M and last month

gentle rose
#

the seeming lack of an author name as far as I can see is probably a sign this isn't super compatible with stardew modding

#

but again, what brought this up? I'm confused

it doesn't even have content patcher, and I wouldn't download a version of SMAPI uploaded by someone whose name isn't even public because who knows if it's legit

thorny dagger
gentle rose
#

are they paying you or something? /hj

thorny dagger
gentle rose
#

oh their mobile layout is just bad on my phone

hard fern
#

There is an author name somewhere on the page, or uploader name, something like that

#

But yeah its weird on mobile

lucid iron
#

Do they have upload api

gentle rose
#

anyway, what about it?

#

I'm not sure what the call to action is here SDVpuffersquee

hard fern
iron ridge
#

gamebanana is something i only have mods on because it's popular for console mods, the ui just isn't pleasant

#

how does iridium have 96 downloads

gaunt orbit
#

Iridium?

iron ridge
#

my switch mod manager

obtuse wigeon
#

I've only ever used GameBanana for 1 mod, and it was for Mario Odyssey and I vowed never to use GameBanana again bc of how clunky it is

hard fern
#

Lol

obtuse wigeon
#

Doesn't the site also have a habit of just randomly deleting mods with no rhyme or reason? (not to mention the amount of game assets uploaded without permission)

eternal moss
#

Hello everyone, I have a simple question:
I want to create a mod that adds a new sound effect that is played everytime you open a certain menu. I am really new to modding. I am thinking about making two different mods. One of them is for SMAPI events and other is for adding the custom sound effect. Is that right way to do this?

gaunt orbit
#

You can add the sound effect with c#

lucid iron
#

Is the menu a custom C# one

gaunt orbit
#

People do sometimes split mods into a c# and cp component, but for trivial edits like adding a sound it's probably better to just make it one c# mod

lucid iron
#

Or one that exists

lapis ice
#

how do I go about manually taking control of the camera from the farmer? I looked through the API docs but there doesn’t seem to be anything on that

calm nebula
#

For what purposes?

gaunt orbit
#

The way I did it was to just modify ViewportCenter IIRC

eternal moss
gaunt orbit
#

Which may not be the best option idk. But it does work and it respects map bounds and whatnot

lapis ice
# calm nebula For what purposes?

I want a feature in my mod where you can edit ghost objects on the farm before they are placed, which would be awkward if it made the player run around to edit everything

calm nebula
#

For most maps, repeatedly calling Game1.moveViewportTo should be fine

blissful panther
#

That feature is technically still on Smart Building's backlog! SDVkrobusgiggle

lapis ice
#

hmmm

#

also, is there an easy way to apply a shader temporarily?

blissful panther
#

I did use Game1.panScreen() for the prototype teleport mod UI, though.

gaunt orbit
#

The game doesn't really have infrastructure for shader stuff. Monogame can apply effects to draw calls but you'd have to do the buffering and state management for it yourself

#

What specifically are you trying to do pam?

blissful panther
#

It sounds like Smart Building more or less but with screen panning so you don't need to walk around?

#

Sounds good if that is it!

eternal moss
lapis ice
#

the ideas I have probably far outweigh my C# skills lol

gaunt orbit
lapis ice
#

the shader thing I was thinking of applying in a variety of places, since shaders are pretty cheap performance wise while giving flexible effects

blissful panther
blissful panther
gaunt orbit
lapis ice
#

I’m actually trying to make a full overhaul mod for my very first mod

#

I might regret it down the line but we ball

blissful panther
#

Ooh, what's the mod?

lapis ice
#

an alternative production gameplay loop, where you use semi-automated hydroponics to turn the gameplay from manual labour to design and automation

gaunt orbit
#

Technically you can also apply a shader effect to the game's draw code directly but that is a bad idea for mod compat

lapis ice
#

I could start with making a shader lib mod perhaps

gaunt orbit
#

Unfortunately this does mean that there is no practical way to use vertex shaders

gaunt orbit
lapis ice
#

does the vanilla sprite drawing process happen in RAM or GPU?

#

I also have to consider doing zero-copy for performance probably

#

gonna have to rewrite the entire rendering pipeline in C++ for DX11/vulkan at this point 😭

gaunt orbit
#

The game exclusively uses spritebatch for drawing afaik, which creates geometry under the hood and then sends it to the gpu

gaunt orbit
gentle rose
#

except for when it's ram

lucid iron
#

Hm i think the closest mod to a shader lib is cloudy skies?

#

I don't know shit about shaders so I just draw sprites kyuuchan_run

gaunt orbit
#

Spritebatch is suboptimal for sure but there's no way around that without redoing the entire architecture of the game, which would kill most other c# mods

lapis ice
#

reminds me of when I wanted to make my first mod for baldur’s gate 3 and it turns out the idea I wanted to implement required a binary patch on the executable

blissful panther
#

MonoGame just does not make shaders a smooth process.

eternal moss
#

Is there a way to add NEW SOUND EFFECTS to the game? All the documentation I've found only works with replacing the current ones.

gaunt orbit
eternal moss
gaunt orbit
#

Yeah

eternal moss
#

Yeah I've found it

lucid iron
#

I am not actually sure if shaders r cheaper performance actually

gaunt orbit
#

All you have to do is add a new entry and make the key the id you want to use for the sound

lapis ice
#

being able to offload to GPU is always cheaper

lucid iron
#

It seems like render target is more frequently used for optimizing draws

eternal moss
lucid iron
#

By just not doing all the individual draws again

lucid iron
eternal moss
lucid iron
#

Vs reshade whole game like nightshade

lapis ice
#

I was thinking of like how Factorio does a lot of procedural effects under the hood

lime seal
#

SDVpufferlurk Question for people familiar with C# mods: is there an open-source or source-available mod that happens to have controller support for menus?

I'm interested in poking at code like that for learnings, but I don't know how to go about searching for 1) mods that have that feature and 2) where in the code that would be.

gaunt orbit
#

Yeah. Fragment shaders are pretty expensive, they're just parallelized so you don't notice as much

gaunt orbit
lapis ice
#

sure, but not all of it

obtuse wigeon
lapis ice
#

look at how the lighting was implemented for space asteroids

#

some pretty sick stuff

lucid iron
lime seal
lucid iron
#

Well don't learn the vanilla menu system it sucks kyuuchan_run

blissful panther
#

Yeah, I'm not sure there's too much to garner from Stardew in regards to UI. SDVkrobusgiggle

uncut viper
#

also it depends on how "supported" you want the controllers to be SDVpufferlurk

#

Special Power Utilities technically supports it, but its not perfect, though in my defense, I mimick the vanilla menu, which is also not perfect in the same way, so

lucid iron
#

I feel you would have better luck looking at what game maker itself provides?

lucid iron
uncut viper
#

but also yes dont learn from sdv if its not for an sdv mod i agree

lime seal
blissful panther
#

How solidly do you require a traditional menu?

#

The classic Spelunky made in Game Maker literally just used its platforming as the menu interactions for a lot of places.

lucid iron
#

Stardewui is quite well made but also hella complicated (it's analogous to qt or winforms)

uncut viper
#

(also you could ofc just look at the decompile for SDV to see how it does its menus instead of looking at how mods emulate its menus)

lucid iron
#

I don't know if game maker let you do any of that

lime seal
gaunt orbit
#

UI was one of the reasons I abandoned gamemaker

trail charm
#

umm haiii everyone! im trying to make a mod for the first time. when i tried to test it out smpai says that its an empty folder. how can i fix it?

gaunt orbit
#

If it says it's an empty folder it's probably right

#

Can you screenshot the folder setup you have for your mod?

trail charm
#

of coure, can i send it to you in dms?

lucid iron
#

Just send it here

#

image perms are open in this channel

trail charm
#

im just kind of embarrassed thats all

gaunt orbit
#

It's okay! We all started somewhere

uncut viper
#

(unless it contains nsfw material then do not send it here)

lucid iron
#

Everyone got first times, though yes try not to ss any private info or not pg13 things

#

Your log should say what folder is empty, make sure you are looking at the Mods folder and not somewhere else

trail charm
#

its supposed to be a replacement for abigail

#

inside the assets i put the images

gaunt orbit
#

Looks like you don't have file extensions enabled

#

Those are json.txt files I think

trail charm
#

ohhhh

gaunt orbit
#

Since it lists them as "text documents"

#

And this folder is inside Mods right?

trail charm
#

yes its inside mods

gaunt orbit
#

Cool, so enabling file extensions and renaming the files should fix the initial problem

trail charm
#

i watched a tut and followed the steps they did

#

oaky ill try that

#

thank you sm

humble timber
#

...watched?

lucid iron
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

humble timber
#

yeah we do not recommend video guides we always rec text guides,, much more reliable and up to date

obtuse wigeon
#

Is a release date for 1.6.16 set yet? (just noticed furniture type will be capitalised in that version, wasn't sure if its worth waiting to make a script to auto change it or not)

uncut viper
#

no

#

until its said otherwise assume 1.6.16 is years away

obtuse wigeon
#

good to know, thank you!

lucid iron
#

Furniture has big changes in 1.6.16, there will probably be cp side rewriters

obtuse wigeon
#

Ahh okay, I'll have a gander at the current migrate guide just so the entire thing isn't sprung up on me when a mod breaks

ivory plume
#

(Stardew Valley 1.6.0 added a new dialogue key which was never documented: <dayOfMonth>_*. See updated docs.)

lucid iron
latent mauve
#

That reminds me, does spring_<key> still not always work for dialogue keys?

ivory plume
#

Assuming you're using it with a generic dialogue key, spring_<key> should always work so far as I know? It might be overridden by a higher-precedence key though.

latent mauve
#

We had an issue a while back where spring_1 wasn't working, and it was going straight to the Mon key instead.

#

Which I don't think Mon is supposed to be higher precedence, but I could be wrong!

#

at the time, atra said it sometimes doesn't work.

ivory plume
#

Were you in year one? If not, that'd be the warning on the <dayOfMonth> entry:

#

(<dayOfMonth>_* is the one that works in any year as you'd normally expect.)

latent mauve
#

Lemme find it

uncut viper
#

is that * a placeholder for a number or somethin or do we have to literally write * and cant actually specify the year number?

latent mauve
#

Year 1 and Year 10 were both tested at the time.

ivory plume
#

They're not in the server anymore, but feel free to ping me if you can reproduce it and I'll take a look.

latent mauve
#

Yeah, it was several months ago at this point

finite ginkgo
uncut viper
#

that one only allows 1 for first year and 2 for any other year though, so its not specifying a year still, so i wanted to ask to make sure

ivory plume
#

It's a literal * (a placeholder would be shown as <year number> or something).

winged charm
#

Hey I'm still lost about the new NPC format for the content.json and manifest.json. I followed the links from using "! npc" and I'm still confused. Would anybody be able to help me trouble shoot in vc? <:)

latent mauve
#

So, the links from the !npc command are going to reference what goes in your content.json

winged charm
#

I read through them yesterday again, but I think that I have it formatted wrong in my .json

#

Should I just use one of the "plug and play" templates?

latent mauve
#

!json Mind sharing your JSON through the link here?

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

winged charm
lucid mulch
#

line 7 should be "ContentPackFor": {

winged charm
lucid mulch
#

yes

#

Content patcher in the dropdown

tired matrix
#

does anyone have a tutorial on how to add only a house to the default map?

brittle pasture
vernal crest
dusky sigil
#

I have a stupid question... when you use {{ModId}} do you have to define that in the content.json or does it pull it automatically from your manifest

vernal crest
#

It pulls automatically from your manifest

dusky sigil
#

well that's handy

tired matrix
vernal crest
#

@ivory umbra Hello! I am using your Monster Hutch Framework and have noticed that the documentation says the incubation time is in days with a default of 2 but the implementation appears to be in minutes?

obtuse wigeon
#

Hi, Someone has made a translation for one of my mods but I'm not entirely sure how the i18n translation system works. All the names, config options, etc have correct translation tokens, does that mean I can just drop in the zh.json file into the i18n folder or do I have to add something to the content.json file like you have to do with the config schema?

brittle pasture
#

former

obtuse wigeon
#

Thank you!

dusty scarab
#

are the Energy Tonic and Life Elixer effects of restoring health OR energy hardcoded, or is it possible to have consumables restore a set amount of health or energy, but not both?

brittle pasture
dusty scarab
#

nice, thank you! I'll look into SpaceCore and see how that's done, then

#

I'm wanting to make some consumables where one restores 50 HP and the other 100 Energy (for example), but it doesn't look like I can do that with just Content Patcher, so having SpaceCore handle that would be great

#

found it, thank you again :D

dusty scarab
#

I see that WeaponSpeedMultiplier is a possible buff that can be put on consumables, but is there also one for tool use speed, like swinging your axe or pickaxe faster?

finite willow
#

hm might wanna read out the wiki for the player, I think there was an effect for that mentioned there

dusty scarab
#

I did read the wiki, and I couldn't find anything there that wasn't for tool enhancements at the forge. do you remember where on the wiki you saw it?

drowsy pewter
#

Aghhhh I spelled it Elliot everywhere in my mod files

#

Its over

gentle rose
#

clearly you're just talking about Elliott's twin brother

#

whatcha making?

drowsy pewter
#

The damn in-progress-for-almost-two-years cornucopia cooking mod

#

It's relatively close to being done but I'm the only one working on it

gentle rose
#

just add a dialog line where Elliott confides in the farmer that he has a super secret pen name that nobody would ever guess that he sometimes refers to himself as, and an even later dialogue line where he reveals that it's Elliot

would Elliott call it a pseudonym, a pen name or a nom de plume SDVpufferthinkblob

#

@round dock @brittle ledge help me elliott experts

#

(I recently learned about the term "nom de guerre". now I want to find out how many other similar terms there are. So far I also found "nom de théâtre")

#

new favourite: nom de crinoline (used one time for a name a male author used to pretend to be a woman, I nominate we turn this into a Thing)

ocean sailBOT
#

Elliott has two l's and two t's in it...

plush helm
#

is it possible to hide the bus in an event taking place at the bus stop? I've tried makeInvisible which didn't work

brave fable
#

not exactly, no - it's not an object in the world, just a sprite drawn while in the busstop

unreal spoke
plush helm
#

Thank you so much!!

unreal spoke
#

Correction: The bus is not in Cursors. My bad. The one time I don't bother checking...

plush helm
#

Do you know how I can find out where it is?

unreal spoke
#

!unpack your game files if you haven't. From a cursory glance, it looks like it's in Maps/spring_BusStop? Do double check, though, please.

ocean sailBOT
#

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!

lucid mulch
#

bus is in cursors

#

between the wheel in the fair and the joja warehouse/wedding arch

plush helm
#

Thank you so much!!!

unreal spoke
#

Ah, dangit. Thanks for the correction.

lucid mulch
#

x: 288, y: 1247, width: 128, height: 64

hallow prism
white vale
#

Hello. How do I use another mod's ID in a when condition using content patcher? No errors, but doesn't work in-game.

hallow prism
#

Did yiu check with a patch summary?

gentle rose
hallow prism
#

Well of course it was defeated

#

"La plume est plus forte que l'épée" after all

#

(Not sure of the exact translation. Quill mighter than sword?)

gentle rose
#

pen is mightier than the sword, yeah

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they're actually different though, nom de guerre is specifically used for war pseudonyms, nom de plume is specifically for pen names SDVpuffersquee

dusky sail
#

as with many things in modding. i was dreading and avoiding learning ftm. and now im doing it and its not that hard at all actually

hallow prism
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We also have "nom de scène " which may just be more generic version of the theater one

steep valve
#

When unpacking the game contents, do sound effects end up somewhere? I can't seem to find them

calm nebula
#

No

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Audio is not unpacked

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There is a separate unpacker for that

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[[Modding:audio]]

lime sigil
#

Hi I have another issue with the PIF map I'm making
I can't fish, I can only fish trash
I put Water T as a tile property of the water tiles in Tilled
And I copied/paster the fish infos from the Location Data Modding Wiki
Can you help me with what's missing please?

white vale
#

are joja's route community center bundle prices editable with content patcher?

lucid iron
#

Afaik no

brittle ledge
hallow prism
#

(poor Blade)

lucid iron
#

I believe there's an incompat atm

lime sigil
#

I do but I can fish fishes in other PIF maps?

lucid iron
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Is your location data targetting the PIF asset

lime sigil
#

What does that mean ?
And how can I do it ? Pls

lucid iron
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Well you know how you had to do editdata DLX.PIF/Farms

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Did you put your location data here too? Or did you edit Data/Locations instead (which is incorrect for pif)

lime sigil
#

No I haven't, can you show me an example or something pls ?

lucid iron
#

I'd take a look at the content.json of the pif rooms you can fish in

lime sigil
#

I have I just don't feel like anything's different, I'll check again, thank you

lucid iron
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!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

cobalt lance
drowsy pewter
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Ahh I do like that but I was wary since replacing Elliot with Elliott means I may end up with Elliottt in some places HAHA

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I just replaced them all manually to make sure it was correct!

iron ridge
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if you're in vscode, enable the little .* button and then put in Elliot[^t], but that might actually delete the end quote nvm

lucid mulch
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or find and replace the Elliottt's afterwards and replacing them with one without the extra t

calm nebula
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Elliot\b

hallow prism
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what could even go wrong?

drowsy pewter
#

Something would definitely happen to Mail_ElliotTiramisuRecipe

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(In the end, I only mentioned him a few times, wasnt so hard haha)

ocean sailBOT
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round dock
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My only contribution

humble timber
drowsy pewter
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Mom come get me I'm scared

scenic pecan
#

Is there a way to see SMAPI's console

iron ridge
scenic pecan
iron ridge
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yes

scenic pecan
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Does anyone know if my code needs to be in the mod folder for it to interact with SMAPI or not? cause it's somewhere else and I think it's still interacting with it even tho it's not in the mod folder

iron ridge
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it's not loaded so no it's not

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but mods have to be in the mods folder you're launching smapi with yes

scenic pecan
iron ridge
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because there's 2 preinstalled mods

scenic pecan
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Okay I see

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this is what my mod folder looks like, it doesn't look similar to other mod folders yet. is that ok?

iron ridge
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you need to compile it

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!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

dusty scarab
dusty scarab
tender bloom
dusty scarab
#

does anyone know if there's a buff for tool use speed like there is for weapon speed?

calm nebula
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I don't think so