#making-mods-general
1 messages · Page 397 of 1
having a bit of issues, for some reason whenever the farmer goes to bed the hat reverts back to its third frame (even when it isnt raining) and is frozen, and it stays that way until i refresh fs via smapi
https://smapi.io/json/none/02a7b2608b75486c9512a4791a014a7c
things ive discovered i need to fix:
- i can walk on water
- stairs suck
- my house is dark because i forgot what lights are
- i walked through walls
map modding experience
welp i feel satisfied enough. i did some work
time to not look at this thing for a month
I thought I'd already fixed this in the past but I guess not. it'll have to wait till I get home later though, but sorry about that
the good thing is only one of my maps had something wrong with them so the rest being ignored didnt pose a problem
(though if you didn't mind sending the tmx files themselves that had those issues it'd make it easier for me to fix the fixer)
i think it just has an issue when reconizing custom tilesheets?
🤔 odd, cuz most of my maps had custom tilesheets, and it threw the error at one but not the other
i can send the tmx though if you need
no, I recognize the type of issue, I just must have missed a kind of edge case somewhere
from not being familiar with every possible way that Tiled may format a valid tmx xml
can never win with tiled
it's these three maps the map fixer is hanging on
thank youuuu, I know you'll not need it by then anyway but I should have the fixer fixed to handle these by tonight/tomorrow
iterable meaning it can't iterate over it but it was expecting to be able to i.e. it was expecting a list of things but only got one single thing
thonk
ignore the not-vanilla fruit trees, i threw in my recolor mods so i could see what my map would look like recolored but i forgot the actual main recolor... but my fruit trees work!
nice!!
hi! I want to ask, is it possible to make an NPC's sprite glow like the player when they have the glow ring equipped?
Thank you so much! xD
Anyone else has noticed there's MarriageDialogue lines with very low priority that never get called if you have too much dialogue? I've been working on a NPC for years and I've never seen "season_<spouse>" or the "day of week" ones used even once.
Is this expected behavior?
I mean, the more generic a line is, the more it will be covered by non generic lines
kinda just how it is
Yeah, the game will pick the most specific dialogue for the day, and it goes in levels. If you for whatever reason give your spouse dialogue for every day of spring, you'll never see generic spring dialogue because every day has its own unique line
Hey all, still working on the RTL/arabic mod and so far things are going according to plan but I just need a better way to debug my code and I wonder if it's possible to debug smapi stardew valley instance using dnspy? On my end it keeps crashing
hm what system are you on?
i think you can run debugger from visual studio (community) normally and it's all good
i am also kind of scared that you are the second person who apparently code mods with dnspy 
ok that's not as cursed as the person who mods by using dnspy to modify an empty dll that they start with 
but yes you can definitely debug smapi via VS
you can also hot reload
!hotreload
!reload
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
This reload thing I tried for content but I don't think it works for harmony patches/transpilers right?
hot reload doesn't work for transpilers but i think it should work for prefix/postfix
transpilers might work if u r just inserting a call to your own function? dunno im on linux and dont have hot reload anyways
should clarify that the c# hot reload is not the content patcher patch reload
hot reload works for any loaded C# code as far as i know, and i think in theory could work on transpiled code, but the problem there is the transpiler only runs once when you call Patch/PatchAll, so hot reloading doesn't help you
same problem is true for prefix/postfix; you can't add or remove a patch and get it hot reloaded, since the patch won't be applied or removed, but you can edit the functions you stapled on and those changes can be hot reloaded
if you had a way to unpatch/repatch your target methods after hot reloading i expect it would work. i don't have one of those
C# hot reload works unless you're Matt, basically. /lh
lmao
I must confess, I've never tried hot reload
and since I run the game the normal way even when testing, I can't even build my code while it's running 
That's hot sauce
i do cold reload, personally
I got visited by the fairy modmother today
Some kind soul on Nexus downloaded one of my mods, looked at the code, saw a feature I'd commented out bc I couldn't get it working, and messaged me with how to fix it 
-# explain
-# justusevscode
I would, but when the debugger hits, there's a 50/50 chance that the window will break, making the cursor invisible and stop responding to clicks.
fairy modmother
6 more months and you'll get another reply!
That might be a Wayland bug, though.
oh rly
i had that bug for a while
it eventually stopped hapen
rolling release yay?
Yeah, it's on and off for me.
what if I try it and it just works and it turns out to have been a you issue all along /lh
I mean you're welcome to try... then I will ask for a clone of your entire drive minus /home. 
But if run VSCode with the parameter: --disable-features = CalculateNativeWinOcclusion then the problem goes away. The VSCode window fires at the breakpoint correctly.
...surely it's not something that simple.
Hey! I need some help, would this line work? It's supposed to be for when you're roommates with Krobus, where Krobus gives you 10 squid baits on the 12th of winter, with only text boxes rather than speech because it's a friday
"winter_12": "%Krobus smiles at you, handing you ...something? [FLAVORED_ITEM bait (10) SpecificBait 151]#$b#%Wait.. 10 squid baits? Why-? #$b#%Krobus evidently notices your confusion, waving his hand to catch your attention, and then pointing at the calendar. Oh, SquidFest! You smile and hug Krobus in appreciation, who smiles delightedly.",
still new to modding and I wanna know if I did it right
can you give flavored item in dialogue 
?
[FLAVORED_ITEM bait (10) SpecificBait 151] this bit i mean
I'm not sure, really new lol
also is that the correct format? i thought it was like this: "niko_dialogue.Wed6": "I baked some cookies earlier! Although I couldn't taste the dough very well.#$b#You have to try them and tell me if they're good!#$action AddItem (O)223 1",
Ohh okay :(
i did make a mod that would let you do it but i dunno if you want a dependency for this
the thing you want is Stored Item Queries
after adding a {{ModId}}_SquidBait entry you can do $action mushymato.PeliQ_AddItemByQuery {{ModId}}_SquidBait in dialogue
TYSM!!!!
You literally just answered the question I was typing lol
I still haven't implemented anything, just writing lines
u can check the bait maker in Data/Machines for what the format for a flavored bait item spawn rule looks like
okay, for mod ID should it be the ID for my mod? sorry dumb question lol
{{ModId}} is a token
{{ModId}} is a token used by Content Patcher that automatically fills in the UniqueID you defined in your manifest.json
so in actual game it'd be auto replaced by claude.KrobiModdy or whatever you put in manifest
got it okay
thanks!
sorry, still pretty confused, so I put the PeliQ-main file in my Mod folder, what should I do next to make my dialouge giving thing functional?
Harmony.UnpatchAll() works a treat for this and is what i do when i want to 'hot reload' a transpiler
i just assign that to a hotkey which immediately does another Harmony.PatchAll
iirc there is some attribute that can react to a hot reload event that can likely do that for you automatically
I'm pretty new here so I likely cannot help, but this is likely too vague to get a response. Are you using C# or Content Patcher? Also, instead of "how do I make it functional", ask more direct questions like "How do I edit specific dialogue lines for a character's daily dialogue?". If you're absolutely not sure what to do next, it is likely best to go back to the Stardew Valley Modding Resource page or Content Patcher's modding documentation.
well theyre asking chu about how to use chu's specific feature so im not sure the CP documentation or the modding resource pages will really help
Oh I see. A lot of people likely aren't going to have direct knowledge of that.
I genuinely have no clue whatsoever, I literally took a random dialouge mod and just mimicked their format with help from the SDV wiki 
this dialogue mod was post-1.6 right
not that it should matter TOO too much for dialogue but always good practice
I'm hopping into the middle of this and haven't read exactly what you're doing, but if you're just trying to edit (or add) some lines of dialogue in the game, then it sounds like Content Patcher might work better as more people have used it and it has more support.
Yeah i have zero consumers using me mod like this
once you have PeliQ in your mod folder, then the action chu described here becomes valid dialogue action syntax
So any examples gotta come from me 
you can just start using that query if the mod is installed
you dont have to interface directly with PeliQ, just have to make sure its installed
okayyyy
still a bit confused rn but I'll probably get it once I read more
lol
for testing, after adding the data you need, you can type this in your smapi console
debug action mushymato.PeliQ_AddItemByQuery YourActualModIdWrittenOut_SquidBait
actually im correcting myself, if its a Stored Item Query and not the regular Item Query you would need to interface with it
I'm just winging it with my code lol, I have a google doc I put up earlier when I was aking for lore advice, once I get it at least partially done I'll put all my code there and ask for further advice
ill write u a example later 
keep going with it and you'll get the hang of it. things like this can be hard to get started, but it is a lot of fun
(thats what they are doing. chu's mod adds features that can be edited via Content Patcher.)
Oop! Super sorry. Can I share other stuff about it like the art and things?
you cannot share anything that goes against rule 6 of this discord
if you want anything more specific an answer than that you'd be better off asking a junimo
Alr thanks
(If it's very specific snippets that you're having trouble with, those can be shared as long as they contain no NSFW content and allude to nothing NSFW, and the name of the mod is kept out of the server. Though keep in mind that it could be very difficult to get help without the ability to share large portions of the JSON/C#. Especially if, say, it's a line of dialogue that you need to heavily censor to keep it SFW, but that's specifically what you're having trouble with.
Overall, technically fine if nothing NSFW is shared or hinted at, but it would be tricky, and you would run the risk of slipping up and tripping over the rules.)
good to know thanks
this was in all honesty a dumb idea i had that was not intended to be taken seriously so i will probably change things
I have a quick content patcher question, when using the "when" block, how do I get content patcher to check for if a user has mod a OR mod b?
put them both in the value separated by a comma
"When": {
"HasMod": "ModA.UniqueID, ModB.UniqueID"
}
omg, ok thank you sorry for the dumb question 
I didn't realise how different android SMAPI is, I knew it was different but so far people have come across like 3 different issues that are completely seperate and that work fine on PC that I can't replicate
a lot of the code for the game itself is different on android, not just within SMAPI. notably anywhere that a menu happens
Is the game on android built in C# aswell or a different language like java/kotlin etc? cause that may explain 2 issues, the third one I could only explain if maps start at 1,1 instead of 0,0
C#
its still the same overall codebase, its just a bunch of it has android specific tweaks
damn you android!
im not saying its not bc of android SMAPI specifically, just that its hard to tell where exactly the problem lies sometime
s
i think a lot of modders are generally in the "if it works on android, great, if not, oh well" camp and i think thats a perfectly valid camp to be in
It would be great to support android but with no real testing environment available to me, it's quite hard to support it. That's exactly the camp I'm in, can't provide as much support but I can give it a go atleast
i think android modders are used to it lol
I remember when I used to play on android, there were so many mods I missed out on cause they didn't work, then I bought the game on steam and never looked back
i think the main thing is actually just menu?
compatibility patch question here: i've been playing with soft slow seasons, and PIF. most PIF rooms don't have built in compatibility with soft slow seasons, especially because i think the seasons in soft slow seasons work differently [the recolor changes twice per season i think], than other recolors. i'd like to figure a way to add compatibility in the individual mod, but i don't know where to start.
for context here's how it's showing up in game. the ground shows up fine [though on some rooms it doesn't work either], but 2/3 trees are showing up vanilla. the trees work fine while just playing in the regular game, and so does the ground.
and haunted harmony nonsense
hm i can't think of any good ways given how soft slow seasons work, can you disable season lock in PIF?
i've been playing with it for a little. turning off the lock on spring didn't help with the trees.
actually I have a question about testing multiplayer, when I don't have steam open I'm able to open 2 instances of the game, are these able to interact as if it was an actual mutiplayer game or would things not work as multiplayer should?
little tweaks where you'd least expect it too, like my transpiler that was broken in newDayAfterFade
it was a difference of one single opcode but thats enough to break a transpiler, ofc. who knows how many other random places have a single different opcode
and yes two instances of the game open is good enough
at least for practical multiplayer testing purposes
testing the scenario where mods are mismatched is harder but i think that's the user problem 
you could do that too with SMAPI profiles
but i agree thats a user problem you shouldnt even need to test that
Good to know, I'll be able to test multiplayer more extensivly in that case, guessing both games will write to the same log however though? is there a launch arg that I can add to write the log of one to another file? like 2 files alongside each other like SMAPI-latest.txt and SMAPI-latest-mult.txt
tbh i just read console 
doubtful but shouldnt really matter since you can look in the SMAPI console
doubtful that theres a launch arg*
it's no work for someone on android, CP componant works, C# one however doesn't, like at all, Button made the C# componant output when a building starts sorting to the trace, however that doesn't exist in the users log at all, but both componants are loaded with no other errors (thank you Button for adding that deature, I'd be lost without it) but it does work for other users on android
(for context: it starts sorting when a menu is detected and then closed)
and another user (on PC) is having an issue where the warps to exit the building are off by -2,-2, I know I had the issue when making the maps but I fixed that before uploading, the latest is the only version with multiple interior sizes and I downloaded it and tested and I'm not getting that issue, No log from them yet though
@autumn tide here ya go https://smapi.io/json/i18n/f5141f3c687142018b93f2d05aae5b56
aaaah tysm!!! 
so something you can do is, use a When HasMod mushymato.PeliQ on this edit
when peliq not there just give squid
okay!
like this, right?
Hey , I'm making an edit of that mod editing the ID as you suggested and its working great! I have just a problem about adding a modded location like : Custom_ShearwaterBridge, i tried to put it in this space like this:
but the fish doesnt spawn in that position like its not founding that place (i have no errors in the log)
Hey uhh I'm trying to add custom music for a custom NPC I'm trying to make and I'm lowkey lost 😭
I converted all the music to wav. and made a custom "music" folder but the tutorial I'm using is confusing me (https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Custom_Music) it says I have to replace an audio in the base game? But the mod it wants me to use no longer works in 1.6???
This a tutorial on how to add custom music to Stardew Valley
as mentioned on the page that guide is outdated and no longer works
https://stardewvalleywiki.com/Modding:Audio is the updated reference
(You're really quick I only just managed to copy the link before you sent it)
Looks to me that is still targeting beach
[[Modding:audio]]
oH ,Where? 😮
(Selph still got it before I go all the way to "audio")
The TargetField?
Yup!
Oh idont know what is that field?
It tells Content Patcher what to modify, if you replaced "Beach" with "Forest" it would apply to forest instead, you want to replace "Beach" with the location you want to modify
Hello, I was wondering if anybody could point me to a mod that adds Json Asset Boots to the game, I'm struggling to get mine to work and I'd like to see an example, I've been looking at the Dinosaurs Shirts and Boots mod, but apparently I'm missing something.
Did not know that, is there a tutorial for that? Sorry, I'm new to this
yea, and also put in a no mushymato.PeliQ_AddItemByQuery version of this dialogue
https://stardewvalleywiki.com/Modding:Boots is the reference page for boot data
will do! thanks so much for your help! what's your nexux user, if you have one? wanna credit you there if I ever finish my mod
Thank you
!startmodding if you haven't made a CP mod before refer to its tutorial
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
you already have dependency on me mod mushymato.PeliQ so there's no need imo
Gotcha, thanks :)
(these errors have been fixed thank you for getting them to my attention)
Oh i see... i still dont understand how , in the new format, i can set in which season a fish spawn
in the previous version 1.5 i understood but since they changed the format i dont know
Is something like this?
👍 glad i could help haha
Season would be the name of the season (though I think technically it wont explode if you did 0->3 for spring->winter, 4 would anger it)
did you use a different xnb unpacker
oh so i could just write spring?
yes
i need to put some specific syntax? because just with spring it give me a syntax error
!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.
did you forgor comma
no no i put comma, i wrote "Season": Spring,
dont you need quotes?
you would need quotes yes
Hi, I am new to modding, and want to make myself some dress
but I don't understand how the image layout works!
I am so confused
would really appreciate some help
in general there is something that tells game what to use rather than just image itself
it would be more helpful if you tell us what kind of mod you want to make/what effect you want
Just a really simple dress
do you care about the walk cycle (i.e. will you do all those frames)
similar to the dress in the game itself, but shorter and with different trims
ah you gotta fight pants.png theng 😔
if I don't do all those frames, what will happen?
if you dont need these, then you only need 4 sprites for the 4 facing directions
so if I don't do those frames, the dress would be like, doesn't move when the farmer walk?
yea
which is alright for long dress
up to you basically 
you can also start from a base dress, unpack the game to see them
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
some mods I downloaded have about 20 frames for a dress, that seems like a reasonable middle ground between 4 sprites and the game's hundreds of frames, but I don't understand which frame corresponds to which
guys if i in my fish mod put the :IsBoss option, the fish will just be spawned 1 time or can be recatched?
IsBoss gives the fish icon a crown, grants 5 times the XP and gives you a notification when caught. the actual catch limit is CatchLimit
mod idea, every fish is boss
All fishies deserve the crown equally
Hiiiii does anyone have a tutorial on how to SPECIFICALLY code a custom map you made??? into the game??? Like, I know Stardew Valley Expanded did it and I've been looking at its content.json but bro I'm so lost 😭
You got the tmx?
oH I have a question, i want to put specific fishes in specific season of the same map, but what i did was copy and paste the same code more times but it just didnt worked well, it gave me the last season i put , how i can do it in this code? :
Yes!
because i can put just one season per location, right?
Rokugin here with a quick tutorial on adding a custom location to Data/Locations using Content Patcher.
Github repo can be found here, with the download for the whole mod here.
This tutorial assumes you have SMAPI and Content Patcher installed.
I suggest using VSCode for automatic formatting and real...
!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.
Can you please send your json with this instead of screenshots
Its line 469
(one day i'll understand why everyone sends screenshots first. one day)
The mod works, but i wanted to add different season for the same location (Shearwater Bridge)
You have to change the ID otherwise you're just replacing the entry
Sending you a PR in photo form
Ohh i see, i can put as ID anything i want? or need to be something specific
Bluebs please look at my code
What am I doing wrong.
serious answer it's probably a combination of 1. not knowing about the validator since they don't have the level of brain rot we do on here yet and 2. low friction (for them), image appears directly in chat instead of elsewhere
Anything you want, but keep your mod ID at the front of each of them so they stay unique (meaning other people don't accidentally put the same ID into their mod and overwrite yours).
And it needs to be the entry key as well as the ID.
(You could also gsq instead of the season field)
(Or put the season constraint in data/fish....i think....)
I think they want different fish in different seasons
But not necessarily for all locations? IDK
Oh wait, like this?
No, that entry key and ID are clearly not the same but they need to be.
Ohh ok i see i need to put Fisherman.AYCFCP.seabass.ShearwaterBridge.Spring also in the ID
Right?
Yep
Thank you for your patience xD I'm getting used i promise
Does anyone know what this means???? owo
It seems to have a dependancy on itself
or 2 mods that are dependant on each other, and SMAPI doesn't know which to load first, cries, and doesn't load either
yeah a mod can't require itself, SMAPI will explode
Wait I'm still so confused why is it dependant on itself??? 
Did I mess up the manifest????
in one or both of your manifest files, you've listed either both mods as dependencies of eachother, or the same mod as a dependency of itself
If you included it's own ID as a dependancy, then yep!
you simply need to remove the unnecessary extra dependency/ies to allow it to launch
(im surprised a dependency on itself doesnt have its own error message or isnt just like... ignored as harmless maybe with some warning text)
I can't figure out what to remove 
its a ContentPack for Pathoschild.ContentPatcher
though thats two different unique IDs, do you have two mod components?
two folders, each have their own manifest
(There is a mod out there that claims to be a content pack for SVE)
Oh! No I don't :0
i dont think that manifest alone would result in that error message, since its not depending on itself
(does smapi use an exact match or is a partial match alone checked for? I can't see why a manifest like that would do it)
(also, while not relevant to the error itself either, just a heads up that the NPC Creator you are using is very out of date)
it would never use a partial match
that would defeat the entire point of a uniqueID system

That's what I thought, BlueJester do you have 2 of your NPC mod in your mods folder?
hm
!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!
consider taking a look at some guides 
I do not 
rmbr to test in minimal mod list if you can
Hmm, not sure why it decided to throw an error like that besides incorrect content pack for field
It's saying I'm having issues now with the content.json??? Here's the log ;v;
https://smapi.io/log/9dc0f2335532451db1da39bbf302ae90
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
You should paste the content.json into here instead https://smapi.io/json
that link provides better validation for json files, where as the one you used provides validation of the log itself
Ty!! :)
Whats happening is when you added the include files, you actually escaped the "Changes" field, you need to add the include files inside "Changes" field
How would that look in coding? :0
Infact a lot of it seems to have been escaped multiple times, it needs to go above the ]
everything starting on and after line 34 needs to have the [ and ] removed, then everything from line 34 down needs to be placed before the ] on line 32
(just to reduce potential future confusion: the process to fix it thats being described (removing the brackets and moving things inside changes) is correct but "escaping" is a different concept entirely)
(Gotcha, thank you, I couldn't think of the right words to describe it, I shall keep that in mind)
it's recommended to use a text editor with json support when you edit files
What error did you get this time?
Artifacts of the old NPC creator tool, unfortuantly this is where my knowledge ends so someone else will have to take a crack at helping you
Yeaahhh I might need to do the content.json from scratch 
again i really recommend taking a look at a guide
it helps to understand what each bit does
How do you add a weapon with a projectile? I think I'm doing something wrong...
npc creator claims another victim 😔

Guys, can fish ID's be with space? like Atlantic Herring etc..?
Names? Yes. IDs? No.
Cause i have a weird error in smapi when i open my fish journal , it crash the menu and i get this string in SMAPI:
(this error mentions WrenSong though, isnt that from the guide then?)
I recommend camelCase (AtlanticHerring) or underscores (Atlantic_Herring)
i dont believe theres anything technically stopping you from putting a space in it
its just likely not recommended
as it may break parsing in other areas
(Not to be pedantic but AltlanticHerring is PascalCase, atlanticHerring is camelCase, both are OFTEN confused for each other /lh)
emphasis on may
if you are creating the id for an item you are adding, please follow the unique string id convention
😔 im a fake camelCase fan
In my case , i dont know why i got this error when opening menu fish journal:
https://smapi.io/log/71717e27a09f45ffa39983e70f48e6d3
(its the last one)
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 61 C# mods and 174 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Only use alphanumeric (a–z, A–Z, 0–9), underscore (_), and dot (.) characters in string IDs.
please
im not sure where it'd break in the collections page
Got it. Using emoji
mind you, im not advocating you try, i am with ichor here
The way the shading is done
just that the question was "can" not "should"
The filled not filled
It's just the name concatinated with two bools
And I think it uses space as the separator
But I'm not getting out of bed to check
i classify that question as "a fire that need not be played with", if i'm honest /lh
i think in the interest of expanding ones knowledge that its more beneficial to know why something shouldnt be than to simply be told it cannot be
otherwise, people may take these incorrectly stated cannots as immutable fact in other situations where it would actually be perfectly fine
The game has Fun Ideas of how string parsing works
see the not-uncommon way people correct others jsons by providing corrections that wont actually change anything at all
Often incoherent Fun Ideas
bc they dont know theu nderlying reason of why it was broken for them in the past
Only use alphanumeric (a–z, A–Z, 0–9), underscore (_), and dot (.) characters in string IDs. This is important because they're often used in places where some characters have special meaning (like file names or game state queries).
this seems good enough to me, from the link i posted
not to mention that, if the only example of it breaking is the collections menu, it could be argued that its a bug in the collections menu that should be fixed
"if you don't do this, your shit might explode and it's on you"
i agree thats enough! but that came after my initial answer (where i also said it may break parsing in some places)
what was the question again
can a fish ID have a space in it
maybe ✅
But don't ❌
(My reason is: I will be cross at you about it and then you'll feel sad)
so does atra fall into the 'low brainrot' or 'low friction' category for posting code screenshots 📝
That error is telling you that you put the value "Halibut" in a field that is supposed to be a Boolean (true/false). Or somehow caused it to happen.
what the fuck is happening with tab 5
to be fair, reading that i dont immediately understand why its fine for Cooking recipes, which all have spaces in them
high brainrot.
(or well, a lot of them)
because the cooking recipes don't matter.
the cooking items do
also what's up with tab 5 doing some random shuffling
achievements
thats because of the parsing Atra mentions
to be fair low friction.
"Something Halibut" gets split by spaces and the second one is parsed as a boolean
because the name of the texture component would be "Something Halibut true true" or w/e
also where is the tab 5 shuffling
oh i see
thats choosing the random star icon
each achievement gets a random face on its star
oh yeah aren't the faces seeded to your unique multiplayer id or something
("random" seeded random but yknow)
y'all made me get out of bed to find that code and post that screenshot smh
I'm going back to bed now
no theyre seeded by achievement name
oh lol
Oh I see, thanks
Ok to be certain you're seeing this: remove the spaces from all your IDs
I have a question about migrating from a config based method of changing the size of an interior to an upgrade bade method, Currently I have a config setting to change between and small, medium, and large interior for my autosorter, however someone mentioned changing it to an upgrade method using robin, for people who have the large size enabled, is there a way to automatically detect this and change it to the fully upgraded? so that if they don't have a way of accessing their chests remotely they arn't locked out of retriving their items?
or would having a "legacy sizing" config option be better?
You could keep the option in the config, and conditionally add a trigger action to upgrade the building based on the config value
@obtuse wigeon
Probably the simplest way to do it, and just change the default value to "no upgrade" or something so only people with existing configs get auto upgraded
what trigger action can do that?
I'm not seeing a trigger action for a building upgrade on the wiki, guessing there needs to be a dependancy for that?
Oh huh, I thought for sure there was a TA for that
Oh wait I'm thinking of debug commands
Well, damn.
You could maybe do something janky like use the current building id as the upgrade and add the new building as the base for it?
So your existing buildings would be grandfathered in as upgrades
I'm not opposed to jank, most of my most are held together by tokens and tape
Or just say "tough luck, use noclip, sorry."
It may effect how the auto sorter works, I may have to modify the C# code too, it will certainly be a learning experience
Oh if you have access to c# that's a lot easier
Just iterate buildings and apply upgrades if needed
I did think of no clip but I'm not too much of a fan of telling people to install a "cheat" mod
the mod consists of C# and a content pack but I don't know C# so I was looking if there was an easier way using content patcher, I really should put a good chunk of time into leaning C#
Basically "if building.id is oldid applyupgrade" and use only new ids for the new buildings
The game has a helper method to run code on all buildings everywhere
And IIRC you can just apply an upgrade to a building directly without doing the whole song and dance of construction
If the config file is on the cp mod though you'll need to put that info somewhere the c# can read it
I'll keep that in mind, I'll have a look through the game code again and learn some C# and see if it's feesably something I can do
The config is on the cp mod side but can't C# mods read custom fields? so I could just add the config option to the custom fields section using a token or something so it can be read (ovs just a basic idea, not sure the erxact implimentation)
on-the-fly map generation (and lakes, sort of)
ayyy nice work! so you're making this procedural rather than placing maps in certain locations and manually making the connections?
it's procedural, but you can add fixed maps to it as landmarks
like if you wanted to add a cave or a mountain, or a town
Infinite space for expansions!
What does this mean???
Trying to make a weapon that fires a projectile but I can't seem to make it work
!log
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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.
You've got {} when it expected [] in the first entry somewhere
Tried it, had two minor errors but they weren't related to what I was trying to do
you need to send a link to your uploaded json here in this channel for people to look at if you want help with your json
yeah post it there, then send a link here
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 9 C# mods and 1 content packs.
that one's on me
firstly I think the "action" field is case sensetive, you've got some wthi load instead of Load
use [{}] around your projectile
Ohh
because it's a list of projectiles
So like this?
"Projectiles": [{
"Id": "{{ModId}}_ChujinStaffProjectile",
"Damage": 10,
"Explodes": true,
"bounces": 0,
"MaxDistance": 4,
"Velocity": 10,
"RotationVelocity": 32,
"TailLength": 1,
"FireSound": "dwop",
"BounceSound": "breakingGlass",
"CollisionSound": "breakingGlass",
"MinAngleOffset": 0,
"MaxAngleOffset": 0,
"SpriteIndex": 11
}],
I think so
Good idea
what are these categories
is there any tilesheet tutorial for making custom objects?
There are many different tutorials on the modding wiki, but it really depends on what kind of object you're making. Crops? Fish? Furniture?
Question for y'all: I know there's a GSQ to check for shipped items (PLAYER_SHIPPED_BASIC_ITEM) if said item is tracked by the game for the shipping stats; can this apply to mod-added items?
YOU created them
there's no functional difference between vanilla and mod-added items, the game can't tell between them
Furniture i think i found
So as long as I don't exclude the items from the shipping collection, then I could use the GSQ?
yep, should work as you expect 
Thank you!! 
Does someone know what’s happening here?
!json we’ll have to see your schedule
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.
I'm overriding the catagory of seeds using Calcifer and SpaceCore (Independently in seperate patches) and I'm wondering if I can override multiple items at once in the same entry, rather than having a seperate entry per item, I see I can set multiple targets, but that targets "Data/Objects" not "473" etc
I'm like. 70% sure I didn't
.
where is this large rectangular message box in Cursors used? 652, 1685
oh, that's the fishing minigame bubble
thanks, never played jpk past abby's event so wasn't sure
can local tokens be comma deliminated like this for entries?:
"LocalTokens": {
"SeedID": "473, 474, 476"
}
it would become a set with 3 values iirc
Gotcha, shame it wouldn't work, Even tried ["ID1", "ID2"] but it doesn't like [] at all in token values
Struggling to understand SpaceCore's CategoryTextOverride, this is not how I do it because I get an error that says there's no record matching key '473' under Fields.:
{
"LogName": "Catagory Overrides for seeds",
"Action": "EditData",
"Target": "spacechase0.SpaceCore/ObjectExtensionData",
"Fields": {
//Spring Seeds
"473": {
"CategoryTextOverride": "{{i18n:SpringSeeds.category}}"
},
},
"When": {
"HasMod": "spacechase0.SpaceCore"
}
}
For reference this is what the SpaceCore docs say reguarding CategoryTextOverride:
Objects - These are in the asset spacechase0.SpaceCore/ObjectExtensionData, which is a dictionary with the key being an object's unqualified item ID, and the value being an object containing the following fields:
CategoryTextOverride - string, default null (no override)
are you sure it’s supposed to be fields and not entries?
i know i’ve used object extension data before, let me see how i did it
It was entries 🤦 thank you
I didn't even realise it was fields, I just copied what I did for Calcifer which uses Fields not Entries
oh easy fix then yay
I'm glad it was ngl
Is there a way to set the i18n to a vanilla string? or does it have to be in my own i18n folder
why not just have the data refer to the vanilla string?
since the game has its own translations
Thats what I mean, sorry, quite tired but determined to finish this small ultility for my mod
I'm just not sure how to direct the translation to the specific string
use localized text
LocalizedText
then direct it to whatever the file and key are
Okay that's tomorrows job then cause I am not comprehending basic things, oops
if I move the graveyard on the town map via Tiled - do I need to change Abigail's event location in the files somehow?
I think I messed up the formatting somewhere?
"473": {
"CategoryTextOverride": "[LocalizedText Strings/Objects:SpringSeeds_Name]"
},
ah. well in that case spacecore just doesn't respect localizedtext, which needs to be parsed manually by the c# component
Ahh, okay, A bit annoying, but oh well, I'll just include it into the i18n files
yeah it wont know where the new graveyard position is
thank you so much for your answer
would you know which file I need to change?
Events/Town or something like that, I cant help more than that though
you'll want to read up on events modding
thank you c:
Turns out the catagory overrides from Calcifer and SpaceCore don't work with Big Craftables
ah right. forgot about that me
brb making a Lacey update
Nevermind, seems my mod talking to Calcifer isn't working properly, sod
Nope nevermind again, it doesn't like Big Craftables and my mod isn't talking to calcifer properly
I am even more confused, it only works when both calicfer and space core are targeting the same item, doesn't work seperatly though
can you make it so i can juggle my kids
no ask irocendar to do that. I'm ichortower
Hello!
The shipping bin mod is cropping the pet selection icons, I think it’s because the size values are set incorrectly. Could someone please share a guide or info on how to determine those values?
Idea: genetics mod!
Cow is given chicken genes, cow chicken is born!
Their children could have a chance of inheriting their parents genes
!unpack Yeah I think you're right. If you unpack your game content you will find the LooseSprites folder. Inside that will be Cursors.png. You'll be able to open it up and find the correct coordinates that way. You'll probably have to change it to two patches instead of just this one, because there's no way to cover the entire shipping bin and lid in one rectangle without covering the pet icons.
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!
Could you boop layers for sprites? Like a chicken head on a layer so you can boop it onto any animal sprite?
But ichor you're the creator of the famous tater toss mod, juggling those taters is surely in your remit
Gasp!
Can you make it so I can juggle my eggie farm animals?
The ones logo friend and panda friend made!
I hope everyone is doing good!
New quote added by katrie. as #6567 (https://discordapp.com/channels/137344473976799233/156109690059751424/1406926021151948852)
Hello!
Can someone help me with GMCM integration? I'm trying to specify a formatValue field on a number option (0, 1, 2, 3) and I can't seem to find an example anywhere. And I'm just not used to write c# to guess it on my own :(
are you going for a dropdown menu?
{
"Thing": {
"AllowValues": "0, 1, 2, 3"
"Default": "0",
},```
I've modded my forest map, but the hat mouse is now non-interactible
Does anyone know how to fix that?
actually that'll be a slider, it changes depending on the values
Did you intend to change anything about the Hat Mouse or their house?
Oh wait a minute this is weird - I've earned only one acheivement (Greenhorn 15k) but the hat mouse letter hasn't arrived, but the sprite has shown up
I'd like a dropdown menu, with text instead of the numeric values my mod is using, that's why I'm trying to use formatValue
I added a nighttile change so the window lights up, but apart from that no
is formatValue a thing
yes. in c#.
formatValue is a Func<float, string> as I recall so you can just pass it the name of a method that takes in a float parameter and returns a string
ah ok, that is much above my skill level, leave it to the c# people
try sleeping and seeing it this appears? did it show up before you edited the map
I haven't edited the map since last booting up the game and I've slept. I might try earning another achievement and see if that pushes anything through
Looks like it, or Func<int, string>
Actually I'm just going to reboot the game and see if that works
Try a new save
in any case, to make a text dropdown you don't want to use AddNumberOption, you want to use AddTextOption with the allowedValues optional parameter to change it from a text entry to a text dropdown, and then parse the selection to a number on set. i think it'd look something like this:
gmcm.AddTextOption(mod: mod,
getValue: () => ModEntry.Config.MyNumberValue,
setValue: value => ModEntry.Config.MyNumberValue = int.Parse(value),
name: () => "My number option",
allowedValues: ["0", "1", "2"]);
int.Parse will throw an exception if the value can't be parsed, but given you're using a limited set of values you define it's probably fine
Would adding a nighttile have affected it?
@vernal crest @brave fable well I can use a TextOption, if I can replace display something else than what I use in my code. Or it would create issues with i18n right ?
not sure what you mean by display something else. do you mean the name or the values?
The values. My code is using a number but it has no meaning for the user so I wanted to make them choose between explicit options
Did you add the NightTile using CP or did you Load your map over the existing Forest map?
I think I got it. I was just bad at c# lol
I've edited the forest using Tiled and this is what is in my content.json
{
"Action": "EditMap",
"Target": "Maps/Forest",
"FromFile": "assets/Custom_NewForest.tmx"
},
{
"Action": "EditMap",
"Target": "Maps/Forest",
"MapProperties": {
"DayTiles": "Buildings 86 14 248 Front 86 13 196 Buildings 87 14 16 Buildings 87 13 116 Buildings 90 14 124 Buildings 90 15 149 Buildings 92 14 248 Front 92 13 196 Front 101 12 196 AlwaysFront 101 13 248 Buildings 94 13 248 Front 94 12 196 AlwaysFront 78 20 907 AlwaysFront 93 20 907 AlwaysFront 105 20 907 AlwaysFront 117 20 907 Front 35 93 1923 Buildings 35 93 1923 Buildings 35 94 1948 Buildings 90 14 124 Buildings 90 15 149",
"NightTiles": "Buildings 86 14 298 Buildings 92 14 298 Buildings 94 13 298 AlwaysFront 101 13 298 Front 86 13 263 Front 92 13 263 Front 101 12 263 Front 94 12 263 Buildings 87 14 139 Buildings 87 13 140 Buildings 90 14 293 Buildings 90 15 131 AlwaysFront 78 20 908 AlwaysFront 93 20 908 AlwaysFront 105 20 908 AlwaysFront 117 20 908 Buildings 90 14 293 Buildings 90 15 131 Front 35 93 1546 Buildings 35 93 1546 Buildings 35 94 1547",
"Light": "86 14 4 92 14 4 94 13 4 101 13 4 86 13 4 92 13 4 101 12 4 94 12 4 87 14 4 87 13 4 90 14 4 90 15 4 78 20 4 93 20 4 105 20 4 117 20 4 35 94 4 35 93 4 90 14 4 90 15 4"
}
},
Does your edit to the hat mouse house intend for the mouse to be sitting at that little counter in front of the house when they do arrive? In other words, are all the tiles that you have placed on the map in that area on exactly the same layers as the vanilla ones? I don't know how the hat mouse works but it's possible that the mouse is always there but in vanilla there's tiles over the top of it before the house gets fixed.
pretty simple, just use formatAllowedValue:```cs
gmcm.AddTextOption(mod: mod,
getValue: () => ModEntry.Config.MyNumberValue,
setValue: (value) => ModEntry.Config.MyNumberValue = int.Parse(value),
name: () => "My number option",
formatAllowedValue: value => ModEntry.Instance.Helper.Translation.Get("my.number.option", new { value = value }),
allowedValues: ["0", "1", "2"]);
here it'll take some i18n entry with the format```json
{
"my.number.option": "{value} eggs per cat"
}
Forgive me if this is short sighted but... could you not just have the AllowedValues as "one, two, three, four" instead of the arabic numerals
Then it would do the drop down menu right
And if they need to be integers for something else just set up dynamic tokens
The area of the house the mouse appears on is on the same layer as in the vanilla map, and he wasn't there yesterday - but now I have earned my first achievement it's triggered him turning up but not the letter or allowing me to interact with him
i'm not sure what advantage using "one" would have over "0", since then you wouldn't be able to just parse it from string to int without some weird extra behaviour for reading english language to numbers
Oh. Yeah, could work. I'm trying something, I'll try yours if I cant make it work!
Dynamic tokens are a CP thing and this is a C# mod
Ah! I didnt realize that part my bad
However, when doing this in CP you don't even need dynamic tokens. You can set the AllowedValues to ints and then use your i18n to make them appear as strings for the players.
Would that still do a dropdown menu instead of a slider? Now im just curious
I am not sure. I've done it with numbers and it's been a drop down, but they weren't an evenly stepped range anyway so I don't think they would've ever been a slider
Once im at my computer i oughta type up a fake little mod to test this
Are you testing with any content mods other than your own?
if it ends up as something huge I want my cut on the gains 
U got it boss o7
Just fyi this is traditionally the role of the enum
you mean c# enum?
Yeah
Okay update: I slept and the letter from the hat mouse has now arrived. I have removed the day and night tiles from the hatmouse house just in case it was interfering, and restarted the game. The mouse is still non-interactable. There are now no edits to the hat mouse house except the tilesheet aesthetic change
Well there's many c# stuff I don't know how to use yet. I used to be a php developer (looong ago) and getting used to all of this isn't really smooth to me
You can't test with the same save, you have to make a new one.
And what stucked me here was c# not GMCM
Hey everyone, making a CP Mod to replace Cat3 and Cat4 to resemble my GF's Cats.
The error: "13:35:06 ERROR Content Patcher Can't apply image patch "Cleo and Lilo > EditImage Animals/cat3" to Animals/cat3: target area (X:0, Y:0, Width:1128, Height:1288) extends past the right edge of the image (Width:128), which isn't allowed. Patches can only extend the tilesheet downwards." pops up in SMAPI Log but i dont know how I would have changed the image size if I just replaced some colored pixels."
this took me so long to make but finally manage to get this cooking minigame working with @brave fable Love of Cooking! at the moment it's just something I made for fun because I thought cooking could be more fun with a minigame, there are still a couple things I want to do for example making the green zone size smaller the better your frying pan, add some effects and improve visuals overall
love your work btw Blueberry! it's all amazing!
Thats a really cool idea. It looks great.
your cat texture is not supposed to be 1128px wide
By the looks of it you have a typo (?) in the target area section.
With your code, the game tries to replace the image with one being 1128x1288 pixels large.
Which doesn't sound right.
But I honestly don't have the right size in my head
thanks! with Love of Cooking if you fail the minigame you'll get burned food, (without LoC you'll get coal), depending on the number of meals you create you get the same amount of minigames and the stars represent the number of ingredients used on the recipe
each round the arrow gets a bit faster too
guess who decided to edit the ||summit|| map? it's me. wish me luck
(do i need to spoiler this here?)
incredible work!
I guess PS changed the image size as well after I changed the Canvas Size? Now it wont let me downsize without quality loss, pain
the mouse/sprite shows up immediately when you get the achievement, but the letter does not arrive until the next morning
I have now loaded a new save, where the only direct change to the hatmouse house is the change to the tilesheet aesthetic (no tile property changes etc.). The hat mouse now loads when the 5-heart acheievement is acheived, but I still cannot interact with him
Try taking out your mod entirely and checking with a new save again. Might be someone else's mod and you just didn't notice before.
This is me pressing 'E' and clicking
PS?
Ideally you'd want the canvas the size of the image you replace from the start. So you don't have to deal with Rescaling and resulting funny pixels
thank you!
Photoshop
Guess so, just wanted to place a reference next to the sprites, thats why i increased the canvas size at the start
Ah. I don't know how Photoshop works but when I do a reference image I just have it be an extra window outside krita/gimp 🙃
looking good! glad you like it, need to attack the bug report mountain one of these days 
does it still lose quality if you set the transform sampling to nearest neighbour? provided you're going from ~1280px to 128px it should look right
I've removed all the extra mods apart from my own and now he has a sign showing up, but still won't talk to me
As an experiment I deleted the section of building to see if that did anything, and now I can walk on his face but still won't talk
is there a tile with index 1972 on the Buildings layer on your map? if not, you can't use the shop.
There is
Does the game check for tilesheet name
ah, yep - outdoors
For full transparency - I have created a custom tilesheet that is in Tiled as 'outdoors' (file itself is named spring_outdoorsTileSheet.png) that replaces the building designs with ones similar to Way Back Pelican Town
Which is why the house looks different to vanilla
I don't know if there's some kind of clash between the 1972 tile in that and the vanilla?
Can you use lookup anything to see the tilesheet name as seen by the game
ah, okay, z_outdoors is the culprit
Aaaah
the forest map (hardcoded) checks for interaction with tile index 1972 on the tilesheet "outdoors" on the Buildings layer to do the hat mouse shop/text
I'd like to check something that I've begun to suspect- does Haley's sprite with index 26 just never get used, at all? Or is there some usage case that I'm not finding. Searching the unpacked contents for even just the number 26 shows it only in the fonts and one showFrame Emily, neither of which would actually be relevant fo rshowing Haley's sprite with ID 26.
Here's the weird thing, I can't find 'z_outdoors' in my files
It's all spring_outdoorsTileSheet.png
That's the name of the tileset inside tiled
These are all the tilesheets in my Tiled map
(why are there so many)
(I don't know, I'm not very good at this)
The z isn't your doing. It's smapi doing some sort of intentional moving mod added tilesheets to the end
So how do I fix it?
it just ignores the i18n names for the values if theyre all consecutive integers 😔 but i learned something today
Well poop
am noob map maker. guessing you can't rotate tiles when placing in tiled right?
you can actually!
:o how
or well. you can only rotate a single tile before you place it but
thats what im after
these buttons
ah! thank you <3
yw! glad i could help
this might, take me a while
but itll be worth it. probably
hopefully
wonder if i could make it so it only gets green™ after the player achieved perfection
so that ||spooky qi scene|| looks more cursed
I'm not sure about the future of this minigame as a mod so let me know if you want to have it for LoC - I'm not near as good as you as a programmer but I do know the code would be much simpler and shorter if it was inside the actual LoC mod lol
honestly it's probably way better off as its own extension/patch, i take forever to make updates to LOC and it'd be easier to support and improve it independently
You can always bully blueb for API trust
In the meantime though, you can harmony patch LoC
just fyi, rotated/flipped tiles (can't remember which one or if it's both) seem to break in winter for some reason
it's not that they break exactly, isn't it? just that they don't align well
I think Kisaa was finding that they unrotate?
(But I thought that was due to using an older version of SMAPI or something and then it was fixed in a subsequent update)

well i got here
i'll see if i can like, replace all tiles so i don't use a rotated ones
yeah i don't think i did? 
who knows tho
i'll find out
my memory is issue
[stares at cliff edges]
nvm i need to redo it cause i accidently built on the buildings layer.. well i can just
yeh i fixed my mistake :3 now to continue
No unrotation here?
hm no they look normal, what tiles are supposed to be rotated?
interesting, ik avi and kisaa both had issues 
(It was due to "old smapi version new game version")
o
Wasn't that, as I said, with an earlier version of SMAPI that later got fixed?
more recently than that I think
but maybe the recent issues really were just that one of the winter tiles isn't aligned correctly
That's why we now get patch export giving us TileData for every single tile reporting on its rotation status
Well that too
Oh that
That is atra being dumb tbh
A bunch of the winter tiles aren't well aligned
Tmxtile reads in the tile rotation into a tiledata
And I didnt know it at the time when I made that PR
But it doesnt reverse that process even though it should tbh
It certainly makes patch exporting maps more of an adventure now lol
what are u,,,
seriosuly i can't find a similar looking edge peace and idk about them rocks
oh tiles,,,,why
Animal Husbandry is one of the most popular mods of all time, so it's probably a combination of the overlap + Reddit not being rather active overall
if you want to feel free to post on Nexus too. even if it doesn't get too popular if it's a mod you like to play with then it's still worthwhile
Doing mountain / cliff edges is more about stubbornness and spite and less about having the correct tiles.... If you get angry enough the tiles just magically show up on the tile sheet when they 100% weren't there before.....
oh i'm fucking pissed
i guess vanilla matching should account for, some tiles
my advice is that the only audience you should be making for is yourself; worrying about reception/what others think is a shortcut to frustration
I suggest uploading it even if you're afraid no one will use it! There's always someone out there looking for something new
I learned early on. Reddit will spin you in circles just to leave you more confused than you were before
My mods are fairly niche but I still get downloads
yeah, maybe there's someone out there who appreciates a lighter, leaner approach to AH
I'd be happy to add compat with your meats too for an upcoming release of mine as well hehe
Agreed. I make mediocre farm maps compared to the big players who make them and I still have people. The biggest mistake you can make is thinking you're the only one who wants what you want.
I have some foods in the works that need meat, and I intend to cover my bases compat wise so people aren't locked into using one specific meat mod
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
more meat 
i make
i usually don't get much further than that, so publish away, the world is your kingdom
me too
It's as simple as "create mod page, make nice promo images and screenshots, upload file, set version, publish
Very easy
Nexus is incredibly easy to get comfortable with. Just make sure you add your update key into your manifest once you get your mod id before you upload or you'll get like 20 comments early on "Hey SMAPI says there's no update key and to tell you"
that seems,,, wrong
~totally havent done that several times~
when i start working on updates the first thing i do is update manifest
then i do the udpate
if you have any questions feel free to ask in here
we r nice
This isfor the summit?

trying to do something about these tiles but
is confused
My tip is to take it step by step
uhh what are the new tilesheets added in 1.6 called
Outdoors 2?
Id try and be more help, but im in office for work today. So no tiled or Stardew :p
It's the tiled anger talking
Weird
If it makes you feel better, I have to figure out c# shenanigans because CP won’t auto water my crops for me 😝
good luck
why cliff, why

me: ok im gonna green-ify the summit
me now: end me
this looks a little better but the edge is like, akward
Question. Could you just hide the weird edge behind a bush or a tree?
im not sure your specific vision...but if it's behind a tree, not an issue
Use a back-1
You can create additional object layers in tiled. So you have the back layer. You can create Back-1 and that gives an additional layer
o
isn’t it Back1 rather than Back-1 though 
Like on my farms I have Buildings, Buildings2,and Buildings3. Just so I can have multiple layers
Won't the mod work if the tilesheet is missing?
I've replaced the tilesheet in the mod folder with the vanilla one and it's still not working
how will back1 help me with this cursed cliff
nope, map will be taking them from the game
Back1 would draw in front of Back where Back-1 would draw behind.
doesn't that depend on the layer order
I'm currently trying to figure out why the hatmouse won't open his shop to me. I've modded the Forest map to move some things around, using some custom tilesheets - but the hatmouse is now non-interactable and I don't know why
how does the hatmouse work, map wise 
My understanding is (and I could be wrong) there are really only 4 main vanilla layers (AlwaysFront, Front, Buildings, and Back) and they always draw in that order. Adding additional layers just creates the map regardless of the listed order in tiled.
I think we've narrowed it down to the tile index 1972 which is what makes the shop work (in the outdoor tilesheet), but I don't know how to fix it
ah yes, hide the mess 
So if you had AlwaysFront, Back-1, Front, Buildings, and Back in that order, it would still draw Back-1 last
so it goes by name, i see. thanks for letting me know
Im just as shocked as you are that I actually know something 🤷♂️
knowing good
What is the best method for me to make a config option to allow skipping a certain event?
Oh wait a minute, deleting the tilesheet DID work
But how the hell do I keep the custom tilesheet without breaking the shop???
You should be able to use Content patcher to modify the event to make it skippable . But if the player is supposed to get anything from the event you'll want to make sure you also set the setSkipActions
How would I modify the event with content patcher?
you can keep the custom ones where the map is. otherwise, you can load them into the game
Should be a good place to start
loading will allow you/other people to edit them if needed
are your events NOT content patcher?
they are
best way is a when condition i'd imagine
You just use a token then
When config token true
when condition 
yeah but like how do I modify the event? with a load action?
how are events formatted
are you asking me or chuve
in general, really
can gsq use tokens
How do I implement a custom tilesheet without breaking the hatmouse shop?
i forgot, i think..?
I need to replace spring_outdoortilesheet with my custom version, but doing it via Tiled causes the shop to become inaccessible
i still don't understand how the hatmouse is breaking
Neither do I, but removing my custom tilesheet from the mod folder made it work again
they can according to the wiki
https://stardewvalleywiki.com/Modding:Game_state_queries#Content_Patcher_tokens
alr
my theory is there's a map edit used to make the hat mouse work and tiled is overriding it
i figured out what i was asking tho
-# please don't tag me in replies
me or him?
oops sorry i just did it
my bad
anyone, really.
nw, happens. you do need to disable it every time
ok 
Would this work?
{
"Action": "EditImage",
"Target": "Maps/spring_outdoorsTileSheet",
"FromFile": "assets/spring_outdoorsTileSheet"
}
please don't ping me. and add a .png in the from file, seems fine
sorry
Any luck with making that cliff not be dumb?
if you don't figure it out I get out of work at around 2pm MDT. I'd be more than happy to lend a hand
that's 11pm for me but like
don't sleep well so myahaps
what r edges
they kish
im adding a tree
no harm no foul
Funny enough, that's how i fixed an issue on one of my farms. I couldn't get this corner how i liked:
so I added a bush
ur a map making genuis
No. Im creatively lazy
are trees only on buildings? or is it like, trunk on buildings, leaves on front
I tend to put the lowest part of the trunk on buildings and the rest of the tree on the front layer
can't walk through the tree, but can walk behind it
i actually quite like this edge
i think i get what you mean 
where is the rest of that stump
Okay so the hatmouse works if I don't have the spring_outdoorstilesheet.png in my mod folder. But how do I editimage cp it into the game? Do I create a separate mod folder just for it?
Because having it in the same mod folder as my custom map edit breaks the shop
The stump top to the left fits on the oak tree base.
you just need the have the tilesheets inside the modfolder
I usually just create a Tilesheets folder under my mod's assets folder and dump my map png files there with the assumption that I will be Loading them into the Maps folder via CP.
load good 
is that the one on the left or right?
yes i do have 1k+ hours in the game
the one on the left
Currently I have all my .tmx files and tilesheets all in one assets folder. Having that specific tilesheet in the same folder as the forest.tmx breaks the shop, but I still want that custom tilesheet
uhhh
Then call your custom tilesheet z_spring_Outdoors or w/e and load it as a separate entity?
This is fine. It's wearing pants
pants got leaf husty
- If you're using a vanilla tilesheet with no changes, then there is no need to include the vanilla png file in your mods folder at all after you have finished editing the map.
- If you are editing the vanilla tilesheet png, then you can put the png in a different folder than your Maps and do an EditImage action to change the vanilla tilesheet.
do this, remove tilesheet from folder
should be good
but again add .png to the FromFile
the sock is bad. no fit any tree
where are the mahogony trees even
Remove the vanilla tilesheet? Or both vanilla and the custom? If so where is it pulling the custom from?
remove vanilla tilesheet + the edit you made
run the editimage
actually no
save the edit
But where does the custom tilesheet live?
i usually go assets/tilesheets/name.png
you would need to change the map to use the vanilla ones
think that's breaking
am i missing a tilesheet,,, where is tree stump
Are you trying to find this?
If so, then it's these two tiles (the lower half on the Buildings layer, the top half on Front layer)
interested in knowing which programming language does sdv use
google says c# but does it use any more for it's NPCs
ty
!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!
It's true that sdv uses C# however you don't need to write C# just to edit content and that's what npc mods are usually about
Bea what if u just spawn these by paths
Yeah and then regrow
no like the NPC logic
Bushes not really without mod
Can you be more clear on that? Which aspect of npc logic
(the answer is broadly yeah it's in the dll which is made with C#)
ohh aight
i thought it used somethig like py
aight
But they become shakeable if they r bush
hat mouse shop and sewer door are hardcoded part of Forest code #making-mods-general message
using a custom tilesheet to replace hat mouse zone causes SMAPI to rename it z_outdoors, which breaks the check for the tilesheet name being outdoors exactly
so it wouldn't do that if you just edit the tilesheet using CP right?
correct. if you just edit the tilesheet image, the tilesheet in the map stays named outdoors and anywhere you put tile 1972 will trigger the hat mouse shop
oh, for completeness, wizard's tower door and traveling cart are also hardcoded in Forest.cs
a little. i am intimately familiar with hat mouse, though, as one might expect
finding edge pieces is akin to torture atm
honestly it's looking very good. get those last few jaggies and you should be fine
Same with the monster eradication goals
And some stuff with the festival maps?
i will then figure out how paths work and then like, hopefully fix it
(Hey Pathos can have named Tile actions instead?)
What does that mean
which layer do paths go on
what do you mean by paths
They go on paths
Bea check a map like say mountain
you may not need the Paths layer at all, if vanilla didn't have it
if you want to have debris, trees, grass, lights, etc. then you'd need it
Yeah, you can just ignore it if you want
also important to note that the things on that layer are parsed when the location is first created and baked into the save file afterward, so just patching in new stuff won't do anything without RTF
(lights might be redone on load, unsure, but those are also for interior maps so)

use RTF
what if it's a save where you haven't reached the summit yet?
or would that not matter
good question. locations might be loaded all at once on new save but maybe it's only some of them. don't know
thonk
if any location should be loaded only when you need it, summit is one
Can you enter the summit if you debug perfection
the console command
how do
Rokugin here with a quick tutorial on adding a custom location to Data/Locations using Content Patcher.
Github repo can be found here, with the download for the whole mod here.
This tutorial assumes you have SMAPI and Content Patcher installed.
I suggest using VSCode for automatic formatting and real...
ty
zzz
Condemn test farmer to limbo zones
o-o
oop left my map and the warp was to mountain so tried going back
qi pls
looks alright? i think
too much tree mayhap
assuming the non bg is cause it's custon and not the summit
Yep
so apeart this one tile is passable 



