#making-mods-general
1 messages · Page 399 of 1
should I be scared /j
well it's forsy's idea... ✨ everything bait ✨
what would everything bait do
make pepper bait and shane and maru follow you around
lol
*pepper popper
does maru not like pepper
oh wait that's shane and lewis
pretty sure lewis follows you anyway
I thought Shane liked pepper poppers?
shane and maru love pepper poppers
he loves them, but also pepper
oh yeah love
but shane and lewis love regular hot pepper
id imagine they just munch on it
theyre crazy

I think it's much better now, I've added many visual and sound improvements to the cooking minigame. what do you guys think? (addon for The Love of Cooking)
woahh that looks really good! is that mod released yet?
nope, not yet. I wasnt planning on releasing it but then some friends of mine convinced me otherwise so I started working on actually improving the concept I had ><
ok. that mod looks really cool, I will download when it is released
also the book/opening animation is rlly cool
omg i love that cooking minigame
samee
is it just going to be for loc?
oh! that isn't my mod, thats Love of Cooking. what I'm working is on an addon for The Love of Cooking
in this case, the minigame
I do have plans to make a vanilla version later but that would require rethinking how the minigame works because of how different the cooking menu is
there are less features like selecting to cook more than one dish at once and ofc there isnt a cooking pan tool
C# is confusing and because I don't understand it I have decided to build my mod from the ground up only using others as references instead of copying them, in the hopes I will learn by doing
wdym?
i think there's easy C# courses out there 🤔
It’s definitely going to be a pain in the ass since you would need transpilers, because the game handles getting the recipe, consuming the ingredients, and putting the result into the cursor in one function
I asked about making a mod like colourful chests but with a hex code picker and was told to clone colourful chests and add a hex thing, but I feel I don't know enough to comprehend how any of it is working or how I would even do it, so I am starting from the beginning
- you also need to add a separate implementation for Better Crafting as well (but I think this is infinitely easier)
I think you can maybe not care about the picked recipe so much
I tried one once but I did not like C# much, ended up doing some javascript, but I think it is time to try again lol
tbh if you just make BC a hard requirement for the non-LOC version I’d be happy 
Use the result of the minigame as a modifier on the final in cursor item
Did good +1 quality did bad actually it's coal now oops
if you shift click to cook 5 do you need to play the minigame for each
or ctrl shift for 25
25 minigames
what's the 999 keycombo again
ctrl shift and a secret third thing
ngl that's a really good idea xD
the best feature of BC is a sane API for hooking into cooking events 
wish i was sane API
in order to make a config i18n-ed what exactly do i need to do again
Hi, I plan to replace the Gil in the Adventurer's Guild with an interactive chest, while still keeping the function of awarding rewards to the players. When a player approaches the chest, there should be an opening animation like in the Shipping Bin, and clicking on it should allow for interaction.
Apart from modifying the map, I expect to create a fake NPC to achieve this. But it seems that the animation effect cannot be achieved.
Please tell me which framework can help me achieve it, or is it only possible through C#?
Pessoal sabem qual Mods posso usar no meu SMAPI e jogo antigo
Qual data e versão coloco la
english only
please see the #rules
So gil is a set of animated map tiles which don't really have state like "open/close" they just keep animating
I think the low tech way is to patch away his texture
Swap the dialogue so you are talking to a chest basically
It didn’t work, but I have to go out now, so I can’t keep trying. Anyway, I think I’m going to have to give up on adding crème anglaise; it’s clearly not possible, or there’s some other hard-to-detect problem. In any case, thanks, and maybe I’ll try a few more attempts later.
post your code again if you want
did you check your machine with Lookup Anything
What I was thinking of doing was testing it with just one item, like putting in an egg and getting crème anglaise out. My idea is to use it in another machine to make Italian-style ice cream, which I haven’t seen in any mod.
No, I don’t even know what that mod does haha.
Yes.
I have completed the modification of the dialogue. However, I haven't yet practiced modifying the map textures. Isn't the map animation supposed to be able to play in a loop?
Can using "Tile properties" enable the chest to open when the player approaches?
install it, press F1 when hovering on it and it will show you every rule
all your rules require egg + milk + sugar + vanilla extract
ok I’ll install it when I get back; right now I’m about to go to the hematologist haha.
I recommend also adding a failure message to your item rules so it shows you/your mod users what items are needed
right now your machine rules just fail silently which makes debugging harder
Yes, but since the machine generates various products that use different rules, sometimes the messages can’t be made in a way that’s correct for what you want to create. That’s why I haven’t added it for now.
you can make your message more generic
Yeah it is a loop, but as long as you EditImage the tilesheet you can change it easily
I'm not sure if gil is a named tile property
Hence why i think just editing the texture assets (map tilesheet and portraits) is easier
Yes, but the crème anglaise rule uses sugar, which is also used by the smoothie. So if I only have sugar in the inventory and try to create something, the smoothie message appears. I’ll add the message when I get back, but from what I’ve experienced, the correct message doesn’t always show up when there are ingredients that are repeated in other recipes.
Since I assume people here know C# can anyone lmk if this question is wrong or if I am the fool? It's the official microsoft course but the questions are AI generated :/ wanna know if I missed smth or if I should report the question
What do you suggest the message should say?
Hey, I'm having difficulties making a working seasonal AT pack: currenty, the Winter variant is the only one showing in all seasons, do I have to give them separate Ids?
I just wanna learn to make a mod and now I am worried its all just AI slop on the microsoft stuff
it's technically correct but if you call it again, as in:
Console.WriteLine("Hello!");
Console.Write("How are you today?");
Console.Write("I'm Good");
you'd get
Hello
How are you today?I'm Good
WriteLine automatically adds a new line to the end, Write doesn't, so in this context WriteLine would probably be preferred
that sucks ass. Classic MS move
Ok so it prolly just wasn't what it was looking for even if it was technically correct in that scenerio then ig? Might still report cause I think it is good for them to be technically correct in this kinda thing but that makes a lot of sense, ty :)
Ok, guys, I’m heading out. I’ll bother you later haha.
yeah love when everything gets changed to AI and becomes significantly worse 
looking at other mods that do it just seems to be folder names
I'm having trouble with how the texture.json is setup
i can take a look at this mod
hold on, I wrote "Season" instead of "Seasons"
yeh that might be it
on another note, I can't seem to replace scarecrows and rarecrows
even though I wrote "CollectiveName": ["Scarecrow", "Rarecrow"]

its fine i've had that happen a lot
I must have been really really eepy when I wrote that
god damn, I have to split the farmhouse spritesheet into each upgrade
u can at the farmhouse?
wow
wait what? I never realized different variations could be in the same spritesheet
fancy
Is there a reason why you are using AT instead of skins
half joking question bc we were talking about innate enchants in seasoned:
how difficult would it be to make it so you can add innate enchants to any level weapon
i doubt theres already a mod that does this bc its so niche lmao
innate enchants are different from regular enchants Bea xd
i ddin't know those were a thing
Does anyone have any examples of using the Cloudy Skies framework to water dirt? Im using the readme and Im not fully grasping it and none of the linked examples on Nexus are necessarily helping....
C#
Or 1.6.16
well yeah i assumed it would be C#
can you do the innate enchantments in 1.6.16?
but 1.6.16 
I thought you can add enchantments via item queries

you can definitely at least add the named enchantments
"The innate enchantments are in data, but the logic to choose which to apply is still hardcoded."
Doesn't the Advanced Melee Framework allow for enchantments?
To be clear Im talking about specifically removing the presumably hard coded limit of level 15 for innate enchants so they can be added to modded weapons that happen to have high levels
Basically I wanna be able to see what happens if you manage to roll a disgusting crit innate on RSV weapons lmao
How exactly should I edit the tilesheet to make it more similar to the opening animation of the Shipping Bin? Should I set the trigger action to play the animation when the player approaches?
it could technically be done with BETAS Harmony, not that i necessarily recommend that
Lmao
If you are attached to having animation depend on player proximity then you will need some kind of framework i think?
Unless gil rocks chair faster when you close (i don't believe so)
doesnt
I guess u can do dumb things with ftm spawning a furniture to use mmap draw layers and auto opening 
This experiment spawns an auto sliding door in town
You can presumably do smth like this
Yes! The ShippingBin is very similar to the auto sliding door! Thank you! I'll give it a try right now!😆
missed this (took a nap), but for your fruit input rule something like “missing prerequisite ingredients, such as yogurt for smoothie/etc.”
🤔 eugrhhh... im in a pickle. (of sorts) i need to find a way to turn wool into yarn. but the problem is that stardew valley is cursed and we have a loom that visually resembles a spinning wheel and it magically turns unspun wool into cloth
this is like. a really funny problem
im not exactly sure what to do
i can create like. a second "loom" and call it a spinning wheel
that's exclusively used to just turn wool into yarn
how are NPCs catching you digging through garbage handled? could i implement something similar if they catch you digging in the graveyard (without C# ideally?)
you would need C# for that (either your own or a framework. i don't know of an existing framework)
okay got it
thanks
i’m not opposed to having C# components to my mod but it’s just so intimidating lmao
I guess u can do it with some betas triggers of you are ok with hardcoding who has responses
oh like, list out vanilla/my NPCs but can’t catch modded NPCs?
Yeah
could at least be a good workaround until i get the courage to try learning C# again lol
hmmm i can’t find anything that would work for tool used/npc nearby or anything like that, but something i COULD do it upon item gained (bones) add CT to everyone “wow did you hear someone robbed the graveyard, how horrible”
Is it possible to create recipe with a ContextTags as ingredient (exemple my mod add some eggs variants and I want to allow the recipe with theses variants) vanilla recicpes have some generic ingredients like eggs, milk, cheese, etc.
not without spacecore
though you don’t need it for egg or milk as long as your items are of the appropriate category
vanilla supports (only some) category ingredients like “any egg” or “any milk”
So if I want custom group of items for recipe, spacecore mod can allow that ?
Ye
hi can anyone of you point me towards the modding documentation for the game?
[[Modding:Index]]
i have an idea that's simple enough it should be possible to do with my work's chatgpt pro subscription lol
where can I find a good example for that with spacecore ?
please don't use chatgpt to make your mod. if it's simple, you should do it yourself and will probably have more success. if it's complex, you will definitely have more success
!chatgptmods
also, AI generated mods are not allowed to be shared here
Hm
!chatgptcode
Please stop trying to get ChatGPT to write your C# mods for you, especially if you don't know how to write C#. It won't work without heavy editing, and it wastes everyone's time.
Large language models fundamentally are reguritating something from their input—which is roughly speaking, the written output of humanity up until 2021 or so, for ChatGPT. For specific, niche topics like "is this framework going to do what I want" or "which things does Game1.cs have access to", it probably has no idea! But it's good at detecting that people in the past have....said things about frameworks and written things in C#, so it does its best to assemble words and symbols into a nice order for you. Sometimes it tells you true things, and sometimes it tells you false things, and if you can't detect when, you're in trouble. When you're writing code, this usually produces garbage, because you can't be "sort of similar", you have to be exactly correct or it won't work.
ohhh
i mean chatgpt probably codes better than i do, specially if i give it the entire documentation of how to mod a game
why are u against it
💀
it's just for fun
then neither you nor the AI will have sucess creating a stardew mod, then
I think my rank is only allowed to define one command right?
either way, its not allowed in this server
it probably won't
enough of the docs only exist in code that the usage of said code is illegal
it is against the server rules, for starters
chatgptmods is now an alias for chatgptcode!
cheetos can alias cmds ^
well pillow is also bot maintenance so idk if thats true
im like 85% sure ive seen a mod author add an alias before
i was able to when i was orange
maybe 90%
ok cool i dont remember what we've done with all these perms 
pretty sure i added an alias, maybe they changed it
the documentation for spacecore is probably your best bet
as for examples, Cornucopia Artisan Machines have a couple recipe overrides to accept “any cheese” instead of just regular cow cheese, though it is a big mod
Ok. I've hit a wall. I think im almost there but im stumped. I am trying to have Cloudy Skies trigger the WaterDirt event inside my greenhouse when the player has the GHSprinklers flag. I am getting no errors, but no results either. Any nudges in the right direction or help would be appreciated.
"Changes": [
{
"LogName": "Greenhouse Sprinklers Run",
"Action": "EditData",
"Target": "Mods/leclair.cloudyskies/WeatherData",
"Entries": {
"Husky.Greenhouse_water": {
"Id": "Husky.Greenhouse_water",
"IsRaining": true,
"IsLightning": false,
"Condition": "LOCATION_NAME Target Greenhouse"
},
"When": {"HasFlag: CurrentPlayer": "{{ModId}}_GHSprinklers"},
},
},
{
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"Husky.Greenhouse_water1": {
"Id": "Husky.Greenhouse_water1",
"Trigger": "DayEnding",
"Condition": "CS_WEATHER Greenhouse -1 Husky.Greenhouse_water",
"Actions": [
"leclair.cloudyskies_WaterDirt Context Greenhouse"
],},},},],}```
Im sure it's something stupid...
you don’t really need the custom weather thing (and it probably doesn’t work with indoor locations anyway)
just use the waterdirt action
ty 
i'll report back if i can get it to work
is there any kind of condition (looking to use a When) for farmer is wearing a specific ring? vanilla, spacecore, BETAS?
i won't share it here dw
i dont care if someone gets an AI mod working or not
dunno the why behind the rule but i respect it
we can just leave the topic here guys 
i think you would need either BETAS or Item Extensions to set a mail flag upon equipping it
SpaceCore might have stuff for equippables now that I think about it too but Im not sure if thats actions in general or just buffs
I don't remember
gotcha, i was thinking that but wasn’t sure if it would be too roundabout lol
otherwise there's definitely not a token for what the player has equipped and i dont remember if there is a GSQ for it
i had the idea of “when ring equipped, upon getting damaged, add item to inventory”
i know theres one for trinkets
what I’ve seen done is spacecore ring buffs + have buff gsq
yeah i made a custom ring before with spacecore
spacecore buffs might be technically more reliable since that probably would react better if another mod removed your rings for you
the BETAS ItemUnequipped trigger would catch that if they called Farmer.unequip but if the other mod doesnt do that then idk, but Im assuming spacecore just continuously checks if you have it equipped maybe?
i misread well as wet and was about to ask "if there's a wet pillow, is there a dry pillow?"
LMAO
I think player wearing x is a reasonable gsq to request
what’s an example of another mod removing rings?
To go with player has trinket
Suggest for 1.6.16 i mean
i can throw that in the thread
i dont know any mod that removes rings, i just like to consider the ways a mod might be incompatible with some things
Idk about removing rings but you can make it not functioning maybe
What's the desired function
also it should of course be said that if you want to use this in a When condition, remember that it will absolutely not update when the player equips or unequips it
as patches only update according to their updaterate (without something like BETAS PatchUpdate)
when wearing ring and only when wearing ring, upon taking damage, add an item to inventory
oh yeah good to remember
i was conceptualizing it as a trigger action gated by a when but maybe trigger action with two conditions instead?
not sure how often those are checked
This is pretty easy to do as a trinket tbh 
imo aside from HasMod i dont think i can think of a situation where gating a TriggerAction behind a When makes sense
sure i’m not against it being a trinket lol i just don’t know anything about them
Though the logic wouldn't be wearing per say, it's ability enabled
rings can be obtained much earlier than trinkets though
You can make a ring equip a trinket
what if i give the trinket? or is that specifically a late game thing (i legitimately have never played with trinkets)
That's what dolphininaf did actually
i feel like thats not really solving the problem ehre though bc the problem isnt the ability
Used betas to make a hat that equipped a hidden trinket
You can give trinkets items any time, but you won't have the trinket slot
This can be worked around if you are willing to increment the stat though
If you are willing to +1 dependency then trinket tinker just has a whole ability system that is "active when equipped"
she would still need to solve the "detect when the ring is put on"
unless nic wants to JUST use a trinket and not a ring at all
yeah that is the query here do you want to do that 
(I think a trinket would be cool)
if i could get around the need for trinket slot by giving a ring that enables a trinket that would be fine by me
or giving whatever that enables the trinket
then we are back at square one
But hm if you do that
I feel like it's not really different than just using betas to enable a trigger action 
the most important thing to me is that the player controls when it is and isn’t active
doesn’t have to be is wearing an item, but wanted it to be more immersive than “toggle config on”
But yeah you can also just use a purely vanilla trinket here
Solely because there is a purely vanilla gsq for trinket is equipped
I think 1.6.16 may add a gsq for any item equipped tbh
that runs on the same is active system that trinket tinker does?
This example adds the slot early but it will literally unlock all trinkets for random drop
No the trinket tinker ability stuff is mod only
gotcha
not at the moment it doesnt
(tbh i couldve sworn BETAS had it. ive got too many things in my own mod to remember them all...)
Do whatever trigger actions stuff you need for ability
i would like to emphasize what chu said about it enabling all trinket drops though
I think this is fine for ur function besides the slot jank
It's whenever your trigger runs
Gsq are not cached
i’ll have to look up trinkets to understand this more i think
Yeah this part is pretty big lol
normally you can only get trinkets after unlocking the mastery cave
which is pretty late game
yeah i’ve never done it lmao
people ask a lot for an AT port of the Updated Seasonal Japanese Buildings mod
getting trinkets early can be very busted balance wise
I personally feel trinkets is a late game thing
meh i did all 5 masteries by fall 15th year 1 on my first ever save where i did mastery
tbh i was thinking of having this mod be an add on to my main mod anyway, so i’m not against adding additional dependencies
that is not the average experience
So you can balance them to be more op on various ways
You can add AT support in CP now
but even still if you're getting 5 masteries by fall 15, then the trinkets are still balanced bc you've done a lot to that point
would i be breaking the game by enabling slots
but like, imagine getting the Parrot trinket on day 2
is there any doc on this?
sure, it scales with total farm income so its not SUPER strong at the start, but thats still a lot of easy cash
Stardew Valley 1.6 added a feature to have custom building skins. You can now have multiple appearances on one kind of building just like what Alternative Textures enabled. It can be useful to offer this feature even if you only plan on having 1 skin for each building, since it will allow people to use your building textures in conjunction with ...
CP version of this mod is setup with skins https://www.nexusmods.com/stardewvalley/mods/30553
it wouldnt be broken as in non-functional. but the balance would be very skewed, definitely, especially if the player has other mods that add other trinkets that are strictly only meant to be gained late game
Mods that add trinkets can ban theirs from random drop (i usually do)
But y'know zero guarantee here
oh, yeah, I knew about Building skins, I looked up how cabins work a while ago
if they use Trinket Tinker
And no way for you to edit all of them
ohhh so trinkets are normally gotten by like digging or tree shaking or whatever
and getting trinkets is available whenever?
oh, is it? thats good to know
It bother me to make a AT/CP mixed pack, but I guess it'd be easier
i wouldnt bank on it though
if i was making a trinket i wouldnt ban it from random drop
bc i wouldnt expect it to be able to drop in spring 1
no, getting trinkets is not available whenever
its available after unlocking one of the masteries in the mastery cave
I had various dum ideas about dealing with it and eventually I just went whatever trinket slot cheat goes brrr
enabling or disabling random drops controls whether that happens after you get the mastery
or if you want them given specifically like via shop or mail or w/e
but no trinket can drop randomly until you get the mastery
okay. and does enabling the slots also enable the drops?
or increment that stat via other means
Yep
yes, for all trinkets
i see
(aside the aforementioned ones that disable random drops)
also in my experience i tend to get way too many of them
and they sell for like 1,000 each
Yeah they r balanced for late game 
i just hoard them in a big chest and sell occasionally
you really only get a shitload if you do a lot of sc runs
if you asked my opinion of it, i would say "definitely do not increment that stat early"
The parrot egg alone breaks early game econ
ok yeah, Imma ditch AT buildings and use skins, let's just hope users won't notice the CP requirement
i was planning this for a very niche aspect of a magic system where this would be one way to get a potion ingredient, and honestly i’m not against it being late game, since the potions themselves would likely be powerful as well but require a lot of work
In nano's i setup so that all buildings had off/skin/replace config
if you're fine with it being late game, then i think just using the usual trinket system works well
There's an edge case that don't like building skin, shipping bin
It's cus the anim is hardcoded
chu, is it possible with Trinket Tinker to do that "gain item" thing with a TT trinket but have the item drop where the trinket companion is?
oh that's nice, I can put that in the base CP mod, and have AT only cover craftables and furniture.
i know it can be done with vanilla + BETAS but I think the trinket dropping the item would look cooler
yeah until we get player has item equipped GSQ i think that this is the approach i’ll go with
I think the debris is relative to the companion actually
Let me check what i wrote lol
(not that im saying nic has to do that ofc if she doesnt want a dependency, im just curious)
no that would def be better than just “appears in inventory”
It makes a debris (dropped item) around the visual location of the companion
But obviously you need a companion
Otherwise default to farmer position
but still is debris?
Yeah
sick
(also given that i thought BETAS already did have it, i am absolutely going to have an "item equipped" GSQ in the next BETAS update. i still do like the trinket idea better, though)
is it something to do with necromancy or somethin
ugh animating sprites though… hell
since you were mentioning graveyards earlier
yeah lmao it’s blood
Finally time for my diablo legendary +11 trousers mod
blood vial
didn’t want to skeeve anyone out though
with little bat wings ❤️ lmao
idk why but the idea that you mightve played diablo surprises me
(at the start of each combat, heal 2 hp)
hello
im missing a reference here i feel like
(i think that would look cute actually)
time to add it to my collection of other smol chu memories that i definitely have stored somewhere
welcome!
thank you
hi guys, so regarding the paths tilesheet. when we are making our own custom maps, what do we put in the TileSet? do we just copy the existing paths.png into the assets folder for said custom map?
are you referring to paths as in dirt and stone paths, or the paths that denote specific properties like light and bushes?
paths as in the 0-36 for tile properties with the lights/trees/bushes/etc
but accessing the regular files with dirt and grass textures would be good too if there's a way to not need to copy paste it
you need to have any vanilla tilesheets in your map folder when making the map in Tiled (iro's tiled plugin to work around this notwithstanding). but when packaging/distributing your mod, you should not include those images in your asset folder
ooo okay so I use them in the folder with the map while making. then once I complete the custom map delete them from the assets folder? and it will use the vanilla one instead?
yes. your mod will work if you do include vanilla copies, but the game will load your copies of the tilesheets for use on your map instead of the vanilla ones, so if any other mod tried to edit those for general use, your mod will not be compatible with them
yes, but you may also need to deal with tile sheet climbing if you get an error that mentions “../../“
ooo okay thank you guys!! I'll try it out 
ok. Update but stumped again.
If I type the command: "'leclair.cloudyskies_WaterDirt Locations Greenhouse --indoors'." into smapi it works perfectly. But this is not working....
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"Husky.Greenhouse_water": {
"Id": "Husky.Greenhouse_water",
"Trigger": "LocationChanged",
"Actions": [
"leclair.cloudyskies_WaterDirt Locations Greenhouse --indoors",
"MarkActionApplied All Husky.Greenhouse_water false"
]}},}, ```
Am I calling the command wrong?
you can't mark itself unapplied
you should instead set the MarkActionApplied field on the trigger action itself to false
(and then test on a new save, because it will have already run)
If you've already saved after activating this trigger once though (even a previous iteration of it, as long as it has the same id) you will need to mark it unapplied manually or use a new save
Ah ha! Thanks Button. I had the right idea just the wrong execution. It's working now
One more quick question regarding path tiles. I know there is a Paths Tile Index (8) for adding Light Properties. I see it says Indoors and Festivals Only.
How would I go about making an outdoor street lamp that turns on at night?
Would I just set a condition for "When": { "Time": {{Range: , }} }
Or is there a way to make the light turn on automatically when it becomes nighttime?
you should use night tiles/day tiles for that [[Modding:Maps]] look under map & tile changes
Can anyone help with loading custom bundle sprites from a custom sheet? I'm having trouble with it
sure! what are you seeing, any errors?
No errors, but I can't figure out how to load them from a modded location
I'm trying to replace the icon of the wild medicine bundle with a new one and don't know how without changing the default file
I'm pretty sure its doable by editing the bundle data but I don't know how to go about that
i dont think bundle data supports custom spritesheets?
(she says, uncertainly)
i see something about a bundleTextureOverride in the code but im not exactly sure how you'd format it either since it seems to use the displayName slot?
Would it be possible to load from a different spritesheet by replacing them and using that instead?
like maybe AssetName:DisplayNameGoesHere for the display name field
unless the displayname is not in fact field 5
on further looking that might only be for random bundles
ok. Last question for today. Do building upgrades HAVE to be linear. Or can I do something like:
"BuildingToUpgrade": [{"GreenhouseSprinklers"},{"Greenhouse3"}], So people can build only the parts they want?
actually the bundles wiki page says theres only 6 fields total in the value but Data/Bundles.json seems to have 7...
@honest needle try changing the second to last field in the bundle data to something with the format AssetName:SpriteIndex
so for spring crops for example:
Spring Crops/O 465 20/24 1 0 188 1 0 190 1 0 192 1 0/0//MyAssetName:3/Spring Crops
to change the texture to the one you loaded to MyAssetName and using the 3rd sprite index in that texture
Okay fairly pointless question bc I will probably never try, but is it possible to add schedules to NPCs without a schedule, or to change marriage schedules for NPCs?
For example, krobus lacks a schedule in the game files afaik
yeah he just stands there
but he is a full npc so that should work afaik
and changing marriage schedules is def possible
I think you just need to Load blank json to Characters/schedule/Krobus
and then should be able to edit it?
It worked thank you!
Marriage schedules are, uh, A Thing, so I'd recommend looking at Spacecore 's Ignore marriage schedule and Custom Schedule Keys (and then cross your fingers.)
happy to hear it!
someone who isnt me should update the wiki page
That's... not valid json.
That aside, does the wiki say that field is a list or a single value?
oh wait i thought you could just edit them? are they hardcoded (marriage dialouges)
marriage dialogue isnt hardcoded, you can edit them
wait i meant schedules,,,
marriage schedules are just cursed.
They're not hardcoded per se, but a lot of their behavior is
Wiki says that it's a single value, so one building type can have multiple upgrades, but each upgrade can only be applied to one building type
You could fake it by having two identical upgrades with different base buildings, however if you have one of each base building it would show up twice in the menu
Also any further upgrades would require duplicates as well
I knew it wasn't valid. I was throwing it together for a dumb example.
And yes. I must have overlooked that line before, so i found a workaround
Hi. Is it possible to allow players to enter data through GMCM? Would rather use a number slider but can't find documentation that tells you how to format things for that. Am also trying to use that value in this CP mod, but VS code is saying that it's an error and not telling me why.
"CustomPortraitxOffset": {
"AllowBlank": "true",
"Section": "Custom Portrait Settings",
"Description": "Use a custom Portrait xOffset value."
},
{
"Name": "PortraitxOffset",
"Value": {{CustomPortraitxOffset}}, <- this part seems to be a problem
"When": {
"DefaultAll": false,
"DefaultPortraitxOffset": false
}
},```
Look at Demetrius Visits Farm Cave Redux, I think it does what you're wanting to do in its config
Thanks! I'll have a look now.
(though as for the VS Code error, thats because you dont have any quotes around it)
Ah, ok. Guess there's gonna be errors I have to ignore because it's exclusively CP code stuff.
no, thats an error you need to fix
its not valid json
and i believe dynamic token values are always strings anyway
but even if they werent, you'd need quotes
Oh! I was using this bit from the CP docs as reference and assumed that the token part itself wasn't a string.
// as a token
{
"Action": "Load",
"Target": "LooseSprites/Billboard",
"FromFile": "assets/material_{{Material}}.png"
},```
Thank you!
its certainly not a number
if its not a number or a bool or null, its a string
(or an object/list but those are more obvious cases)
if its in quotes, its a string
so that {{Material}} is still within a string
the {{ }} syntax has nothing to do with json at all and is just a way that Pathos decided we needed to write specific things inside strings to tell CP that its a certain CP thing
it couldve just as easily been [[ ]] or || || or some other symbols
but its all still just a string as far as json is concerned
CP just replaces those bits of strings with different strings
That makes a lot of sense. It's still a json file in the end.
hi bea u know all about local tokens
sure
🤔 i still dont really get how you do this for multiple items where you want them to all have different values
values as in names/price/etc?
do you just do the "include" 900 million times and just put different local tokens each time
you'd need to Include the same template multipole times
but each include patch has different localtoken values set
yes
oh ok
u can set anything with local tokens, just token it
if the ONLY thing in the include is a single patch for a single item it doesnt really save you that much time and effort
but if the template is more complex than that it does
what i did with gaystries was this
has a data file with all the flags and just loaded diff options. you can do this with colors
and add more local tokens, make a party
i'm making an npc whose schedule changes based on heart level. my question is, will that cause issues in multiplayer when different players are at different heart levels with him?
i believe the default is the host's heart level with the NPC
if it's just based on the host, that would be ideal
hmm content patcher token Hearts actually doesn't say
i would still assume host but idk
Hey guys i need a little help...Can I give the player their first backpack increase right after starting the game? If so, how?
You can make code specifically reference the host though, right?
would safeguard against that "Whose hearts" thing
im not sure if you can for Hearts, since it already takes a different input
I think it's hardcoded
hmm
you could presumably use host with a different token or perhaps a GSQ but idk
i feel like the NPC would use the hosts schedule regardless though?
yeah I see what you mean
since in multiplayer a lot of the times the NPC would be fake if not in the same location anyway
but i dont know if it gets weird or not
this is just a guess
multiplayer scares me tbh. what do you mean fake NPC
i guess i'll just have to test it
Not all game data is always synced to players
Thanks
If a farmhand is not in Location A, then its a waste of bandwidth to send all the data about Location A constantly to the Farmhand
especially to do that for every single location in the game
the same is true for NPCs. if the farmhand cannot see the NPC bc they are elsewhere, why bother sending data over the network to them?
but the host has that data?
correct
inch resting
and when the farmhand enters a location they ask the host for that data
i mean makes sense
some locations ARE always synced
this is what an AlwaysActive location is
so, the Farm for example
farmhands can always see accurate data on the farm, and anywhere else marked as AlwaysActive, and ofc wherever they currently are
otherwise, you cannot trust that they have an accurate view of things
Haley might be at the Beach in reality, but if the Farmhand is in the mines, and they do "debug whereis Haley" or w/e, it could easily tell them shes at her house in bed
this is like the main reason multiplayer compatibility can be a pain in the ass sometimes
yeah definitely could see that
the host ofc has all the data about everything all the time always so things like checking where an NPC is will always work in singleplayer
but it means things like all the BETAS queries about where an NPC is or what mod data a location has needs special consideration
(and other modded queries and stuff too obv im just using BETAS as an example)
Hi! I’m back and I was able to fix the problem of not being able to make crème anglaise in my dairy processor. How did I solve it? I rewrote the code. First, I made a simple entry: put in an egg, get crème anglaise. Then I added one more ingredient and tested again, and kept doing that until I had all the ingredients (egg, sugar, milk, vanilla extract). So now I can make Italian-style ice cream! Unless I wrote the Italian ice cream rule wrong haha. Next comes the drama of drawing the sprites. Anyway, thanks to everyone who was helping me this afternoon, even though we couldn’t solve the problem, thanks to you I learned a lot of things I didn’t know.
Looking good! you're making quick progress!
Thank you! :D
Think I am going to start working on introducing the first job to the town
dwarf fortress valley
kind of haha 🤣
I've always been intimidated to start playing dwarf fortress, Colony valley may be the kick I need to play it
Colony Valley is a much better name damn 🤣
I've been using MayorsTown as a placeholder lmao
Mayor Lewis is the point of contact for the mod
Trying to concatanate MineColonies and Stardew Valley into something that didn't sound minecrafty is HARD
right lol
honestly MayorsTown is better than I'd come up with, my place holder would be townBuildyThingy, I have an in progress mod called TeleportyThingy so it fits
haha glad I was here during to so I learned never to use it that's for sure
Dwarfs I think are a cooler idea anyway, I may end up changing up the sprite to make their shirt/cape colorable in code to add more randomization to them
Tinting the colours using the code is a much better idea than making individual sprites for each peice of clothing, good thinking
are u gonna make a cave map then 
i hand out scope creep for free
….no comment
you monster 🤣
I expect payment (||in your sanity||) for scope creep
im gonna cry i threw off my entire spriteindex count because i went from 25 -> 30 because i managed to ???? count??? incorrectly
update on the npc multiplayer schedule: it looks like the schedule is always based on the host player, but other things that depend on hearts are linked to individual players, which is the behavior i was hoping for. unless my testing wasn't thorough enough, which is possible
Is it weird that testing and searching the logs for problems is my favourite part of mod making? In minecraft I literally just volunteer to break things and find the problem and sometimes also the solution lol
I am excited for my first stardew mod to have many problems to fix
@violet valley hello you are the author of this mod right https://www.nexusmods.com/stardewvalley/mods/29329
i know someone who would like to translate the UI portion to chinese, but it is not possible atm because this mod doesn't use the translation helper in smapi. would you be willing to add support for it?
🤔 speaking of translations as a random... question, i guess.. does anyone know what "perfection" would be called in japanese. (not just the word) Like in english we just call getting perfection "getting perfection" but im not sure what that would equate to in other languages.
You can prob check the game files to find out
it's almost certainly already translated, which is fortunate since there's maybe 2 japanese translators in the community
im doing that right now but honestly idk where i'd even find something like that in english...
i'd recommend searching your decompile for "perfection" to find the EN translation, then searching for the matching key in the .jp file
ctrl-shift-F to search-in-files in most text editors
「完璧」oh here it is
fascinating
"StatueOfTruePerfection_Name": "真の完璧の像",```
Did they oop
probably? ive found the japanese translation is weirdly inconsistent
both of them seem like fine choices but the inconsistency is funny (to me)
That seems like an inconsistancy due to different dialects, not sure if that's the case specifically but dialectal differences with similar grammer occur in Welsh too
it makes sense to me at least, perfection seems more likely to use the 'absolute' writing in general, but it'd be a bit stilted if the true perfection used it
also i believe these items were added in different game versions so it shouldn't be surprising (may have been done by different people, maybe even without context)
and yeah the jp translation has had a lot of small errors over the years hahah
a few items were straight-up blank for 1.5
😭
Pffft that's amazing
and his nemesis, 力的鸡 
Yar, AFAIK that's why this exist. https://www.nexusmods.com/stardewvalley/mods/23356
I ship it
❤️
i should tell myself that translating will build character... (nobody is going to see the translation it's just a proof of concept for myself, really)
Got it. I'll restart my Korean duolingo courze
Translating does build character but also confusion
also builds trust issues with machine translation
you're right chu im so confused all the time
(are you welsh out of curiosity? :o or just aware of the dialect differences in welsh)
I am indeed welsh, specifically north walian (makes a difference when refering to dialects but that's pretty much the only difference)
sadly i cannot put my welsh heart emoji on that bc of lack of nitro so just pretend that i did
(wow, more than one welsh mod author. cymru valley coming together)
(i am not welsh but my wife is, shes just always happy to see other welsh people online mentioning welsh)
If only nitro was cheaper
(she does help me sometimes though so i guess shes part time mod author)
(limey is welsh right?)
omg that awesome! Never expected to see another welsh person here
at one point my partner floated the idea of a fan Welsh translation mod but then i told her how many strings there were in the game
also last time i saw someone trying to make a welsh translation mod they ran into font issues bc of that one y
That would be so fun but a MASSIVE undertaking, although I do have a lot of free time on my hands
with the diacritic
Oh the ^?
yeah that one
i dont know if they ever got past that or not. i dunno anything about how to do fonts in SDV
Ye that's on a lot more than the y, every vowel can have it, a e i o u and y
yeah but the font they were trying to use did not have the one with the y specifically
i dont think many languages use that one
could you force the latin-extended spritefont? would that include the correct accented y?
and by font they were trying t o use i mean the font SDV Comes with
it has the other accents
ahh gotcha, I thought the diacrits/accents were handled similarly to emojis? as a modifier instead of a distinct characters
not in spritefonts, at least - every character is individually and arbitrarily defined
yeeep
Welsh heart emoji...
Ahhh makes sense
same reason (of many) that there's still no arabic translation
if i have to type yarn ball one more time im going to cry
Oh there was person doing that right
i mean you could tokenise it into {{forbidden_item}}
make it into a dynamic token thats called "{{YRNBL}}" which is slightly better 
This person
Yarn?
Ball
there's been about 5 people individually attempting an arabic mod and unsurprisingly none have actually published yet
Same it would be incredibly powerful
they have thorn as a character but not the y with a ^? is there any languages that still use thorn?
icelandic
icelandic iirc
thorn and eth!
Ahhhh, learned something new!
(does sdv even have an icelandic translation though)
🤔 can i dynamic token my i18n. like stick a token straight in the "This is my yarn ball": "yarn {{BALLED}}"
technically you've learned something very, very old 🧓
you can pass in a token into the i18n token
so its kinda just more effort to do so
if the only intent is to save time
I heard the zh font is somewhat limited in glyphs too
Although still ridiculously luxurious compared to other languages lol
i'm surprised given the absolute size of it
using spritefonts for something like that sounds absolutely hell to me
all i know is the zh font was changed in 1.6 and there was a big uproar about it and it got reverted or made into an option setting or something
Honestly given the only diacritic in welsh is ^ the ý could be a valid replacement, It would be understood easily and not confused at least
And specifically the cjk fonts
1.6.4: "Changed the Chinese fonts to make them more appealing and readable."
1.6.6: "Reverted Chinese default font to the original"
oof
The font is the least of the problems though
big "I'm a genius!" "Oh no!" energy
Bad translation is why ppl be mad
they did also revert text as well i see
That was not a long lasting change
to whatever was in 1.6.3
i was just amused by those specific lines, given the claims made in the 1.6.4 changelog
Translating to a morphemic language when you're not fluent can be quite a difficult task, translation software still has a hard time
poor developers were swindled by a chinese translation salesman
i mean im sure they hired professional translators
"translation seller, i am going into gamedev, and i need your strongest chinese translations"
you can't handle my most appealing translations, developer. 
reminds me of the funny mis translations that say "Translate service isn't available, please try again later" or similar
i think zh is prob like
what an ominous emoji choice that i dont understand yet makes perfect sense in that usage
i dunno i usually see PT-BR pretty quick
i would've used left-facing goat but for some reason they removed that particular emoji
pt-br can be a safe #2 but i gotta give it to zh i think
wasn't some of the backlash of the new chinese translations less that it was wrong/bad but that it was mainly just... different
its colloquial and had internet speak
the old one or the newer one?
I think I only ever see PT-BR translations due to my VPN being in south america (Damn you UK govornment and your stupid age verification)
the one that was in 1.6 that got reverted
OBJECTION! 👉
infamous for having a clown shout the fresh prince of bel air theme song in court
I've played a few mods that have slang and other internet speak and it completely threw me off every time
there's a few other things like mystery box going from "box of mystery" to literal "blind box"
its not wrong but kinda ruins the vibe yknow
Box of mystery is a much cooler name
im assuming it doesnt come across the same way the term Blind Bag does
bc to me Blind Box makes sense and fits but that is ofc with an english interpretation

well blind box does have a more commoditive/marketing connotation than mystery box
sounds fitting for Qi
which i'd imagine is more noticeable/literal in a zh translation
he runs a casino
blind box is the thing labubus are sold in
well yes but despite the glasses i'd describe mr qi as mysterious more than blind
i dont think Blind Box implies literal blindness in English
but thats why i said "im assuming it doesnt come across that way [in a zh translation]"
im going to pretend the color fucshia isn't real because i dont want to translate it

i cant even spell it right
fuchsia
fun fact: fushsia also has a mandela like effect, many people think it a green hue or a pink hue (I'm not actually sure which it is but I think pink fits better)
🤔 was that not the case with puce or chartreuse
i had a conversation with my mother just earlier about those colors
oh it mightve been, hmmm I'm not too sure now
(spelling tip: fuchsia is named after a person with the surname fuchs)
looking on google, puce is defined as a dark red purplish brown colour and yet most of the images are an almost salmon pink
New quote added by atravita as #6575 (https://discordapp.com/channels/137344473976799233/156109690059751424/1407535220227440731)
(Pendanticly it's named after the fuchsia flower, which was named after a man called fuchs)
I have a question about mineral nodes, do they only spawn if a location is active? or do they spawn all the time reguardless?
spawning is generally handled by the host iirc, so all locations would be active. in the case of the mines, they're regenerated whenever they're reentered, so those could also be considered always active
Gotcha, that explains many of the indoor quarry areas added by mods being filled with nodes
(Thanks SVE diamond cave for the 299 diamonds)
There's some multiplayer asterisks there, in multiplayer they only despawn (and thus eligible to be regenerated) at time changed intervals, and only floors deeper than the deepest farmer.
so if a farmhand A uses the elevator to go to floor 100 and goes fishing, farmhand B could go to floor 65, clear it out, leave, and come back to it and find its still empty.
and even for the host, if they elevator to 105, clear it, leave and immediately elevator back to 105, it will be empty if time didn't increment
the mines is a strange place
and for "active location" calculations, underground mine locations aren't always active, farmhand only know their current level. This is also why if farmhand A places a bomb on floor 65 while farmhand B is still on 64, and then does down a ladder they will not see the bomb until the explosion happens
they also dont actually exist until entered the first time either, i think?
for the standard mine/skull cavern yes, they are generated on demand
I can't remember if the quarry mine floor is on demand or not as it persists for the rest of the day
and I think volcano is ahead of time generated on day start, but memory is hazy as its also persistant for the day
I doubt the volcano is pregeneration
seems to generate as soon as resetLocalState is called
or if you call VolcanoDungeon.GetLevel()
Given the bug of the volcano doing derpy stuff
i was looking around the mineshaft instancing code a while ago but i don't recall when the quarry's first instanced
quarry mine is 77377 or something
and a bunch of hacks to make sure it pretends to not be a regular mine floor (like a farmhand there doesn't prevent regular mines despawning etc)
The only bit os trivia reguarding mines is that the quarry, regular mines, and skull cavern are all in the same (floor column?)
.. does it
... does it?
How?
the 3 is the body and the 7's are the wings
i dont see it
looks more like a kissing while sobbing emote to me
but maybe that says more about me than you
T3T
how do you use replaceWithClone
dont you just like
idk just use it
put in the npc name and bam
Very carefully
It may cause a glitch in the universe
You can't just replace someone with their clone
you cant be sure someone hasnt already done that to you
I suspiciously dont have memories before my 13th birthday
looking at the implementation I think a clone of a clone is safe
Otoh apparently butterflies keep memories from when they are caterpillars
Wouldn't a clone have the memories? therefore you may be a doppleganger or changling
.... I'm making a bad joke haha
chu1 wasn't that important
have you independently verified that all of your smol chu memories actually happened?
Just make sure not to replace chu2, recursion can be a disaster
i believe my dad made up around 1/3 of all smol chu memories
in that he retell them to me every year
seems not
it just adds an event actor with the same data as the npc you're cloning
and removes the original
In my mod, I've a Content Patcher mod + a C# mod.
They are made to work together.
Is it possible to add a config in my content patcher mod and access to this same config in my C# mod ?
you can with reflection
what i've done in that position is add the Content Patcher API in my C# component, register new dynamic tokens via the API with my C# config values, and then use those tokens in the CP component as you would any other tokens
so possible yes, easy no
i would also recommend what blueberry says, so reverse your situation
put the config in the C# part, not the CP part
this does mean the config is in your C# component instead of your CP component, which is probably fine
it does mean you have the added benefit of defining your own GMCM API implementation for a very custom config menu
.. at the cost of not having the automatic CP GMCM implementation made for you
That's something that can be done? that's so useful!
add this file to your project and you're good to go:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/IContentPatcherAPI.cs
and remove that one using directive ofc
Nothing a little reflection won't fix
i quite liked that BC excluded the using directives from its api:
https://github.com/KhloeLeclair/StardewMods/blob/main/BetterCrafting/IBetterCrafting.cs
by contrast, GMCM says 'please delete me' 
https://github.com/spacechase0/StardewValleyMods/blob/develop/GenericModConfigMenu/IGenericModConfigMenuApi.cs
i also removed it from SPU's API bc it also annoys me to have to do so
if you do choose to load your config via C# instead of in the CP component, you can load the CP API like so once you've added the interface file to your project:
https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking/Interface/Interfaces.cs#L92-L94
just ignore all the other junk in that file
thats my favourite hardcoded command
What does that do?
has anyone ever tested what happens if you loaded an animated gif into a texture instead of a png (with no actual c# changes)
it sets up an advancedmove for the specific NPCs to move from where the game knows they will be to the soup bowl
It is incredibly unlikely to work
it probably just takes the first frame
so. monogame does support gifs, but they say nothing about animated gifs, so I'm inclined to agree with selph
software that theoretically supports GIFs but not animated GIFs can read the latter like it's a regular gif with a bunch of junk data at the end
I thought texture2d was monogame
It is. But smapi reads them with skia
patch Skia
I said no c# 
use IL
anyway. night everyone
dread it, run from it, the IL still arrives
not at 3am it doesn't
you'd be surprised
not THIS 3am it doesn't
you may yet dream of it
If you patch that method directly, both speedysolutions and spritemaster/clearglasses patches that exact method
did you sleep a day after adding your NPC?
yeah i tried this😔
You're trying to Load a schedule with tokens in it. That won't work. You need to Load a blank json and then put this data into an EditData patch.
A blank json is not literally blank, though. It looks like this:
{}
but i have one
Can you share your json with the blank load patch and also the schedule load patch?
Yup that's fine
Can you do this too please?
schedule load patch like in content?
Because your schedule appears to be set up to be Loaded, not used in an EditData patch
Yeah if you have it in your content.json, then share the content.json
Yes, you're just replacing your blank load with the schedule. Once you change to an EditData patch, the tokens will start working so your schedule should work.
Substitute what?
You will need to change it to an EditData patch.
(Which means adding an "Entries" field and putting all your keys in there.)
load blank and edditdata schedule right?
Yep
probably a good time as well to be consistent about {{ModId}}_Xavier versus plain Xavier (use the former)
Would this be the appropriate channel to discuss my one frustration in the modding community quickly?
I also have a question.
If you're coming in to criticise us...probably not lol
i mean do you plan on insulting people by doing so
No not so much insulting or criticizing
I just wish there was more of male clothing 😭
unless its a frustration with the creation of mods its probably for #modded-stardew
Oh same
Me too
(Be the change! Make us male clothing!)
If only I had decent drawing skills 
I want male clothing but I also want to never, ever, ever, go anywhere near farmer clothing sprites so it is what it is
NPC sprites are sucky enough
I just think it's bizarre that there hasn't been a particular creator who specializes in male clothing throughout all these years.
Man, atravita's code has caused me no end of grief for years
male fashion is mostly a meme anyway, so makes sense its all women fashion
some hopefuls surely saw pants.png and walked away
Be the change you want to see in the world
you're looking for a niche kind of person in a niche kind of community
with a niche skillset
And a desire to deal with pants
And a desire to make recognizable fashion in about 1.5 pixels
Pants.png is mostly documented—all hundred some frames
Is it possible to find someone to commission male clothing?
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
(elizabeth summoning spell successful 😌)
Oh good lord look at all those pants
Comms 😛
there may be someone on that list willing to do male clothing comms
not guaranteed though
Oh god Elizabeth do you like pants
I've never actually looked at pants.png
Because i ditch mine for a skirt the second I get home
It's hard to make male clothing very distinguishable from other male clothing imo.
Thank you! ♡
A single pixel wide
i wear those baggy lounge shorts all the time...
like these?
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.
!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.
Or joggers
ah forgot this srry
thats two sodas shrimply
twice we've jinxed now
Or can I get barrel jeans in stardew
Barrel jeans?
stright wide legged jeans, think boot cut but that size all the way up i think
No
Not quite. You need to Target Characters/schedules/{{ModId}}_Xavier
Barrel jeans are the opposite of flares
Wide at the knee. Narrow at the hip and ankle
even w blank? okay
(also, if {{ModId}}_Xavier is the internal name of your NPC, then xavier_sleep wont cut it, i assume)
(basically re-emphasizing ichors "pick one and stick to it")
why would anyone create a jean like this
Yes because the blank is just your file. It's not the asset in the game that's associated with your character. You use the blank Load to create the Characters/schedules/{{ModId}}_Xavier asset, and then the EditData patch to put actual data in there.
will {{ModId}}_Xavier_sleep cut? 
as I understand it, that schedule command must be all lowercase specifically
is there a way to put a music note in a say command for an event?
damn ill have to fix this then
also be aware that once you send NPCs to sleep they're uninteractable. you might want to define an animation as "Xavier_nap" or something instead
The internet is divided on this. I am seeing a lot more "wide at the ankle" than I am "narrow at the ankle".
will add thanks
While I am not yet asking for help, I applaud those of you who can throw together custom events. I am struggling to wrap my head around them
Are you making good use of the tutorials on the modding wiki?
I find Events for Everyone particularly useful because it explains many of the commands in detail
Yeah. I figured I’d read it top to bottom and reverse engineer a few first. Until I do that I’m not asking for help since I wouldn’t learn anything
But geez they’re a lot
(Also, I must rep for multilining your events. Jsonc doesn't like it so you get a lot of error messages but man it's way easier to read)
tokens dont work in i18n unless you pass in the token
isnt i supposed to like
so if you're using ModId in there, read this:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md#can-i-use-content-patcher-tokens-in-i18n-files
I have a few plugins for notepad++ I can make it readable then reconsolidate when done
not if your default uses tokens in it
Why are we assuming they are using ModId in i18n? Did I miss something?
they said "either" so i assumed it was a similar issue to the Load issue,which failed bc there were tokens in it
I actually found it easier to start writing my own without reading others' events first because it was easier for me to start with, like, 5 commands max and then work my way up than it was to read a whole event, especially single line.
It'll be easier if you just show us any errors and share the relevant jsons, I think (using the json website, please!)
but my message was more meant as "tokens dont work, so if you are using them, thatd be the issue, read this"
couldve done with not splitting up my messages as im wont to do, i suppose, to make that clearer
You are Loading your dialogue
and the defaut only the dialogues
So tokens don't work
You need to blank load the dialogue and then EditData that too
a
b
do tokens not work with any load or just specific ones?
editdata load the dialogue.json w thw tokens?
Load passes the file directly to the game, for all intents and purposes
Content Patcher does not touch the contents within the file whatsoever
Ahhh gotcha
nor does it read them
which is why there is no changes field and whatnot and its just a straight up string to string dict and why tokens dont work
You can't EditData Load.
They are two separate actions
Do the exact same thing you did with the schedule with having two patches, but use Characters/Dialogue/{{ModId}}_Xavier}} as the Target (and obviously put your dialogue keys in the EditData patch instead of schedule keys).
ignore the load part lol
i mean editdata and then the things inside dialogue.json
you'll need to load a blank first, then do editdata
let me test now
Your dialogue.json needs to change to be an EditData patch if you want to still use that file. Then you'll need three patches: a blank load (which you can combine with the schedule one by having both Targets in the same filed), an Include for the dialogue.json, and then the dialogue.json file will contain an EditData patch with the dialogue lines in it.
yes! did it!
oh i didnt know i could do this

