#making-mods-general
1 messages · Page 400 of 1
im in the swamp 😔
how do i get the type if a out bool for reflection purposes 
@calm nebula: make a dependencies bingo card (12d ago)
MakeByRef or something i think
typeof(bool).MakeByRefType() maybe
dont quote me on this
New quote added by atravita as #6576 (https://discordapp.com/channels/137344473976799233/156109690059751424/1407575449776820236)
predictable 
New quote added by atravita as #6577 (https://discordapp.com/channels/137344473976799233/156109690059751424/1407578777323704491)
Always
imo the stats should be ordered in resource stats (like health, food, water, things that need to be worried about) followed by static stats (like strenth, inteligence, things that you don't need to worry about as much), it helps give a kinda innate sense of importance, ovs this is just personal preference so it's up to you if you change it or not (if the code allows easy reordering)
Meaning make the list dynamic? So highest priority 'fix' would be at the top?
or just keep the ones to monitor on top
it can still be static, just keep the ones the player would have to monitor more closely at the top
Gotcha, thats a good idea- I hadnt considered the order just did it to make sure it was working
Been thinking about making my own Discord for the mod, a place for people to make suggestions, follow progress, etc
Is that a popular move?
Or is it wiser to just like.. make a thread here?
It wouldn't hurt to make a seperate discord that's for sure, i've seen it a few times but I think mostly people use github or threads on nexus
or indeed a thread in this discord but idk if theres specific etiquette for that here
Bleh Nexus community stuff is kinda, yeah
It's certainly not the best at all
That looks perfect! Good idea with the blank seperater too
Dwarfs are starving now 🤣 Guess I should work on a way for them to eat lmao
Slept for a while in-game to get more villagers to move in
They accurately started starving rofl
There's no particular etiquette for making threads here
Probably don't make a new one every few days
Right lol
And as a cheeto you can make it yourself
Oh cool
Once I get a little further into this - I may inquire about testing some stuff
I might look into trying to find an artist that might want to collab - that is so far removed from my skillset
Gonna want custom buildings eventually, maybe custom crops, foods, etc - maybe better dwarf sprites 🤣
I would be forced to make them myself otherwise, which will take probably 10x longer than the code rofl
Good thing they spawn with food in their tummies 🤣
I know you can automatically pack content pack mods and launch stardew when you're working with a C# mod, but is there an option like this for when you aren't working with a C# mod?
For more context I'm looking to have a set up like that of Pathos' Git StardewMods repo (https://github.com/Pathoschild/StardewMods) and working outside of the stardew mods folder and having to copy a mod across to my testing stardew shortcut gets very tedius very quickly
Possibly weird question??? And I know the answer is likely a no BUT would someone be down to sit down with me on VC in like DM's or smth and help me code a custom npc for free??? Figured I'd try to ask and if I get no answer I'll just keep trying out tutorials n occasionally asking for help here 😭
I suppose the insomiacs all have questions tonight lol.
I am working on altering a few mods for personal use and while this has definitely spurred my interest in figuring out JavaScript again... I am trying to create a schedule/timeline for assets to switch out but I keep getting errors.. Please help.
Here's my JSON validator files: https://smapi.io/json/none/65096b1b7cee4ed1bc0648e4e3516dc9
Here is the wiki page I've been referencing:https://wiki.stardewvalley.net/Modding:Trigger_actions#Make_Data.2FTriggerActions_repeat
LOL all the insomniacs get the coding on during the dead of night fr 
I would disagree bc it's 7am where I am but I have not slept so I too am in the insomniac coding camp
rise up
Hell yeahh!! >:D
Mayor's Town never rests
I would love to just all code on VC and be confused together so at least I can voice my confusions while I struggle 
that sounds like fun ngl
RIGHT???
I'm down if you are
I'm currently working on sprite art cause I'm afraid to touch the coding part
BUT ID BE SO DOWN
I'll hop onto uhhhhhh,,, the library? cause we n e r d s
that's fine by me lol
Wait I dont have permission to speak ;-;
me neither TT_TT
DAMMNNN U CANT SPEAK IN ANY OF THEM
I forgot we have to level up

well. you have me in spirit
pretty sure you need Cowpoke (lv 5)
If ur down we could add each other and VC in DM's? Maybe make a group if anyone else wants to join us??? owo
Think I have working hunger and water needs for my dwarf villagres, have wells and greenhouses replenishing their supply as well
Aye nice one
i think i ended up in a similar situation with one of my mods after converting the c# component to cp, i'll have a look when i get home (currently a very insomniac 5pm here)
go ahead and DM me however I'm going to have to step away for a bit
Okie dokie! :]
Thank you! best tag me if you do have a look bc I can't guarentee I'll see the message if you don't (I need a discord spring clean so bad)
Able to assign crops to Greenhouses, requires seeds in inventory - each crop will supply a different amount of food
Made these real quick for placeholders lol
need to fix this asset, but added some color assistance ;p will change to red if there is not sufficient food or water supply
Alright, tonights spam is done - night all :D
A few things:
- your format number is really, really low; it should be 2.7.0 to match Content Patcher's current minor version
- none of these should be trigger actions, they should all be EditImage patches
- you can't use FromFile in an EditData patch (this is info for future as you shouldn't be doing an EditData patch for this)
- your
!TIME<600>[900]GSQ should not have the angle brackets or square brackets around the numbers as those are syntax indicators on the wiki to tell you that the first number is mandatory and the second is optional - you can't use ToArea in an EditData patch (this is info for future as you shouldn't be doing an EditData patch for this)
- if you want to set a trigger action as repeatable, you need to set the "MarkActionApplied" field to false in the trigger action entry itself, not as an action in the trigger entry (this is info for future as you shouldn't be doing trigger actions for this)
A commission to code a custom NPC would run into the hundreds of dollars. Asking someone to teach you every step needed to make your own would go into the thousands. Please don't ask people to do that for free!
GitHub adds a little line tally count in a commit, all of my mods sum up to 70k lines, wow
After using patch export on Maps/BusStop, the .tmx file has this specific tree gain red tips on the leaves, it's not there in game but the outdoors tilesheet also has the red tips, it's replaced the lightest colour on the tree (this isn't relevent to testing my mod but it's such a weird thing to occur)
Is also messed up the shadows and made them pink?
where did you save the patch export to?
so i wouldn't exactly recommend this since it's not really an intended solution, moreso just how things ended up. this was, for a while, a C# solution adding all the content, and then a mixed C#+CP mod, and then pure CP.
https://github.com/b-b-blueberry/SailorStyles/blob/sdv-1-6/SailorStyles [CP]/SailorStyles [CP].csproj
the sln includes a csproj in Sailor Styles[CP] with the property <IgnoreModFilePatterns>\.dll$, \.pdb$</IgnoreModFilePatterns> to prevent the actual build artefacts from being deployed when built, and also includes all assets in the content pack
patch export in the stardew folder, it also exports the tilesheets there too and I just opened tiled
could there be another tilesheet with the same name in that folder?
Thank you! That's pretty much exactly what I was going to do, however I didn't know there was a property to ignore certain files
Nope only the ones that were exported with the map, I deleted all files in the patch export folder
it does still create all the build artefacts you'd expect from a class library, it just doesn't copy them to the mod folder:
so in that sense it's not ideal, but i don't care that much
Ye that's fine, I was going based on the fact I'd delete the artifacts when done
if you really wanted you could cook up a script to do the copying for you, but it's hardly worth it. it's copying files
I don't actually know how to make a script run through VSCode to target a specific folder hence why I was thinking of going through the null C# mod route, I'll give it a go and see if it fits my needs
I've had some tilesheets occasionally go funky when patch exporting
I don't know if there's any way to control where stuff gets exported to. You just get a patch export folder created in your Stardew folder by the command.
I find it weird how it's just a single specific colour, I thought maybe the green channel wasn't being read properly but given it has a lot more red than you'd expect to see from that colour
Is it possible to add the config schema in an include file so that the config option only appears in GMCM when specific conditions (like "HasMod") are met? or can only changes go in an include file?
not with just CP
damn, oh well
ConfigSchema is content.json only
Thought I could reduce the redundant GMCM clutter
conditional config would be nice to have
yeah.. only way rn is with C# and ow that hurts

wanted to make a craftables retex for like all of em but dear lord my config would just be giant
I love customisable mods but I also hate clutter config menus I have to go through before playing, conditional config revolution!
or maybe just like, categories you can open and close
config inside configs
i know u can do that with C# ok i just
don't know
Oh actually ye category support using only CP would be a blessing (and value sliders)
I didn't realise the sections for C# mods were different to the ones you can use in CP
i don't know how you'd implement value sliders in a json file. it's text
you'd need some kind of generic mod config menu to handle that, which isn't CP
GMCM has value sliders, CP has allowed values
We are talking about using GMCM for a CP mod, bluebs
surely you could just set a range? like "allowValues": ["10", "100"], or even an identifier to indicate it should be a slider like ["10", "100", "Slide"]
All of this is about GMCM
err atlas said using only CP
Yeah, but meant "in GMCM without having to make a C# mod"
Sorry I meant defining using only CP
but using GMCM as the thing that adds sliders
gmcm sliders are quite limited
I'm also in a situation where I want to change the default option of a config variable depending on installed mods, which is not possible
would be nice to have some sort of category switch, like "switch all options in this category to this value"
✨ dynamic config ✨
Hey! I’m sorry if this is a dumb question, I’m working on an i18n for the first time, and I ended up getting stuck when trying to switch one of my npc’s events files over because it didn’t seem to like me putting the i18n into quickquestion. I tried looking at some other mods with i18n’s, but none of them seem to have quickquestion in their events and I can’t seem to find any info on it. Is it possible to convert quickquestion event dialogue to i18n?..
can you screenshot your relevant code & i18n?
Thank you so much!
Are you putting only the dialogue in the i18n?
beat me to it :3
Yes… is that wrong? 😅
No, that's what you should be doing
no, it's correct
Ahh okay
sorry aba im gonna just lurk
!json can you please share them? (Not via screenshot, sorry Bea lol)
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 ended up deleting them from quickquestion because it wouldn’t work 😅 I’ll put one in again and share
Here's a quick example of what the i18n tokens should look like: https://smapi.io/json/none/4f707a8873154037a6b94c27907281ce
It might look a little strange to you because I multiline as much of QQs as the game lets me but if you remove the linebreaks it will look like what you're used to, I imagine.
Ohh thank you so much for this!
Ok turns out I was just being dumb it does work I must have missed something the first time
Thank you! 🙏
You're welcome!
I have an issue entirely my doing, I added a custom path item but didn't suffix it with a unique identifier so adding new ones is a bit confusing, thankfully this isn't on a released version but I have used it plentifully in a save, is there a way I can change the ID and Name without it turning into an error item ingame? I had a look at the migrate section on the wiki but that seems to be only for updating to 1.6. As it's only in my save a dirty fix will do me fine
Just to make sure, to add a Building Skin with CP, I need an EditData to add the skin data and a Load matching the "Texture" field of the skin, right?
Hmmm, it seems like custom paint mask isn't compatible with skins on most buildings...
does the game automatically searches for the paintmask texture matching the skin? It looks like there's no use case in vanilla for this
Is there any doc on Data/Paintmasks?
I can't find any doc on it but I'm looking in the decompiled game code and I think what "House": "Building/-50 -10/Roof/-25 0/Trim/-25 -8", means is the words "Building", "Roof", "Trim" are referencing the colours #0000ff (blue), #00ff00 (green), and #ff0000 (red) in that order in the <buildingName>_PaintMask.png, and the numbers following are the minimum brightness and maximum brightness? I'm not entirely sure at all though, give me a minute to see if I can modify a custom building to use a paint mask
SVE does it for Premium Coop/Barn and Winery
It does? I had no idea, ill have a look at how SVE does it, that will help rather than doing trail and error
My issues is compatibility between skins and paint, because the only building with both are cabins, but the mask is in the texture
How can I specify the paint mask for a farmhouse skin?
Ahh, I'm not actually too sure at all with that, I think you can check for skins using a GSQ but Looking at it, it may only be checking for the conditions of whether a skin CAN be applied rather than WHICH skin is actually applied
Yup
I'm not seeing anything that a content pack can access to get the skin applied, but I'm not versed in C# at all so someone else who is could possibly help further
My only hope would be that the paint mask resource path is made from the (skin defined) texture resource path, but there's no reason for vanilla to do this.
hi @next plaza , would you mind if i broke down the DrawCustomSkillBuff method in spacecore into individual methods/calls for each buff effect?
currently LOC's cooking menu can't exactly draw additional spacecore buffs as intended, since it tries to draw them as icon+value+name or icon+value in a grid, depending on space available, while spacecore only expects to draw them vertically in full.
i'll throw in a change to the buff draw transpiler that places the buff icons alongside the others instead of with the hp/ep icons if so 🥳
it'd also be a bit tricky to mangle it with harmony somehow given all the extra behaviour/i18n for health/stamina regen effects
I think actually the game gets the paint mask of a skin by looking for the skin name itself concatinated with _PaintMask, so if you load the skins to <SkinName> (placeholder for the actual skins name) and the paint mask to <SkinName>_PaintMask, then add an entry with your building name followed by "House": "Building/-50 -10/Roof/-25 0/Trim/-25 -8" (with the numbers replaced which might be trail and error) to Data/PaintData it might just work based on the specific skin name
I don't know for certain, I may entirely be talking out of my rear and missunderstanding the code entirely
Yeah, less monolithic methods are almost always welcome. I still haven’t been modding lately, but if you have a release blocked by it and I can try to actually merge and release sooner than I would otherwise
(Ping for responses, not checking this channel hardly any these days)
no problem, i'm in the same boat. looking at the codebase again's gotten me more interested in mods, and man do i still have a bunch of updates to post. this all just comes from an issue report on loc from november saying 'spacecore has skill buffs now' and that apparently has a few asterisks hahah
I'm trying to get paint masks to work on a custom building to test out how skins and paintmasks work but I can't seem to get the paint mask to work, it can be painted through robin but the colours aren't changing, Here's the code snippet, where have I gone wrong? https://smapi.io/json/content-patcher/87d0f029be0e485baa4709aae81480db, I tried doing it without reference besides the C# code then used SVE as a reference when it didn't work, I have the same set up as SVE though so I'm a bit confused
I think the bit that's messing me up is not having any true idea what the pair of numbers in the Data/PaintData mean i.e "Building/-50 -10/Roof/-25 0/Trim/-25 -8"
Never mind, patch reload doesn't work with paint masks apparently, restarting the game did work
so did the paintmask of the skin work properly?
Not tested the skin yet, just made the paint mask work, I'm just coding the skin bit rn
I thought cabins had skin paint masks
yes but they are included in the same spritesheet as the cabin textures, while other buildings have a different resource path for the paintmask
Was there a patch condition that could check if an NPC exists?
Can confirm it works! just load the skin texture as "<SkinTexture>" and the paint mask as "<SkinTexture>_PaintMask", then add an entry into Data/PaintData with something like "<BuildingID>": "Building/-10 0/Roof/-10 5/Trim/-5 0"
The pairs of numbers are indeed the maximum and minimum brightness I'm pretty sure, that's what my testing looks like anyway
thanks a lot for your help! I'll try to do that then, I think I'm just going to keep the same brightness values as vanilla skins.
Honestly I found the vanilla brightness values for the farmhouse lead it to be more of a pastel colour, I'm just testing now to see which values give a good range of brightness levels
I think -50 50 works as a great range for customisation, all the way from a single shade off from black to an extreamly light, almost white
-50 50 gives these min and max values (figured images were better than a weird description)
Hey guys! First time typing here so I'm a little scared lol. Anyway.
I've been working on a CP custom map mod for a bit now, and I've finally gotten to the point where I add custom shops, but for the life of me I can not get them to open. I've been at it for the last 5 hours just messing around with anything I can and followed countless tutorials, but no matter what I do, I can't get the window to open when I click in the designated spot (the little hand icon does show up there).
No red or yellow text appears in the logs so I'm basically working off 0 feedback here. Can anyone help?
Can you try debug shop yourshopidhere
sure hold on
With your actual shop id ofc
does yourshopidhere have to include modId_shopname or just shop name
oh it opened!
okay, that's a good start. Then we know where the problem lies
I've got a TileData that has the openshop action inside of it, so I'm not sure how it's not opening then
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 think so yes, and the owner is standing at the register
I have the shop in a separate file to be included in the content file, do you need the shop json or the content?
https://smapi.io/json/none/726eec7db9e74be3ab97b9ea0b84830f okay here's my shop json
I made the shop off a tutorial
also sorry what are args? I just put the openshop action on a tiledata in Tiled
Yeah show us what you wrote
Need same id as what you put in debug shop
does it not? I thought this was it
it is the same, I put FishPlace in the debug
Ah ok i just can't read
lol haha
The actual shop id is the modid prefixed one though
You need that for OpenShop pretty sure
ohh okay, let me give that a try
Remember no tokens in tiled gotta write it literally
ahh I see, I'm gonna boot up the game again and see if that works!
Hello hello! Is there a tutorial for adding custom furniture to the shops and catalogue??
Idk about specific tutorial, what flavor of catalogue do you need?
[[modding:furniture_data]] mayhaps
Just the general furnature catalogue. Its only a few paintings that need to be able to be sold at the night market if possible
you wanna add them to a trader?
The shop finally opened!! Thank you so much for the help, chu√e!
yeah
that's pretty easy. [[modding:shop_data}}
i- darnit. [[modding:shop_data]]
i give up,give me a minute
(iirc there are some issues with farm computer right now that are being worked out)
(isn't not meant to be exact match? hmm)
what you wanna do is find the data/shops file (gotta unpack it or the entire game), find the id of the shop you want and then
there's an example at the bottom of the page
well add the furniture first
For the general catalog you don't need to do anything actually
As long as your furniture is available for random sale it'll be there
all furniture goes there unless like, you tell it not to somehow right
Ye
Thank you!
I have one more..kind of silly question...how do i find the number for an items index on a tilesheet....
For furniture, the tile idx is still based on a 16x16 grid
Even though furniture can be quite big
I'm still trying making cooking recipes that accept multiples eggtypes of my mod.
I tried SpaceCore but it seem spacechase0.SpaceCore/CustomCraftingRecipe won't work with content patcher... Making that require C# mod ?
There's a nice thing here for aseprite https://github.com/Pixeltica/AsepriteExtensions
You don't need C# for this the whole point is to have asset editable from content patcher
recipe can be added with strict ingredients or generic buildin group.
But in my case I want to allow 4 of my mod items on the same recipe.
People told previously that I need to use spacecore for that.
I'm a bit cueless about what can I do to get that working.
So does your 4 items share a context tag
You want spacechase0.SpaceCore/CookingRecipeOverrides, not customcraftingrecipe
is there a command to open Robin's building menu? debug shop Carpenter brings up her shop menu
Hi @brave fable a few friends of mine convinced me not to give up on the cooking minigame, so I went ahead and made a few changes., here's how it looks now:
I was wondering if it'd be okay for me to use the plate sprite you made in the minigame - I thought it'd be a nice way to make it match Love of Cooking. If you’re not comfortable with that or with this addon for LoC being made, no worries - I'll just keep it for private use.
I made mod that did it kind of
It's a tile action instead of trigger tho hm
Debug ws Robin
debug paintbuilding works for me for now
Then you can open the menu
Ah yeah if you do debug bsm in front of building you get the things
that's so cool, you did an incredible job!
the paint menu is funny when a building can't be painted but one of its skins can
you have to click on it to change the skin, then click again to paint it
oops didn't mind to reply to that, it's a "vanilla" behavior
Sounds like not an atra problem tbh
Atra's current problems involve finding a pair of clean gym shorts
Hey guys ^^ I'm back with more shop questions. I've finally got the shop in the game now but I can't get the portrait+dialogue to show up in the window. It only opens as a generic shop window. Additionally it's still openable even if the owner is nowhere near. I've looked back at tutorials and the wiki and such and I'm unsure of what's going wrong.
https://smapi.io/json/none/99b0ecbfeb214cdcba20d9856a03d3b6 Here's the shop json, any ideas?
So for the owner check your need the extra args in openshop
4 numbers to specify a rectangle
ohh! I see, I'll start working on that
Im on me phone but look it up on wiki
Also a direction arg that makes it so that you need to interact from down
They are related, because it's not checking for the owner and therefore not choosing your owner entry to use. Try fixing the map action and see if that makes the portrait and dialogue work.
ohh thank you! I'll be working on this and report back if I remember :3
Are there any good guides or tools to help with balancing my upgrades in my mods for upgrade costs? I feel Im either too hard or too easy and need to dial it back in
upgrades of?
Just when Im designing custom upgrades to buildings, modded items, etc.
Current use case: Im doing an expandable greenhouse. I want to make the upgrades different values but I am struggling to balance them
i try to compare with existing upgrades giving similar "power" (ex : a shed gives that much space, an upgraded shed that much, then maybe a medium value is good for my stuff that has a space between those two), then usually i playtest stuff and i see how it goes to tune things
there aren't really ready rules because :
- CA doesn't necessarily follow rules on everything
- and other mods don't either
and I will do that. I just know there are a lot of good guides and tools I didnt know about. So I was hoping maybe there was a baseline guide out there. Shot in the dark so to say.
you can just make something that will make sense for you and hope that it'll work for others (or make it configurable, but it is not solving everything)
I appreciate the info Lumina 🙂
sure! to my knowledge there's no formal guide/tool, just this kind of tips
yeah. Figured it was learn as you go. But a guy could hope haha
Just bumping this to see if anyone online knows of a solution
Content patcher adds a trigger action to do id migrations
Ahh gotcha thank you, I shall check that out
How do I make this load action work when apperance !=Vanilla or EnableDesaturatedVersion = false, I've got the first bit but I'm not sure how to format it together as they have different values:
{
"Action": "Load",
"Target": "{{ModId}}_AutoSorterBuilding_PaintMask",
"FromFile": "Assets/AutoSorterBuilding_PaintMask.png",
"When": {
"Appearance |contains=Vanilla": "false",
"EnableDesaturatedVersion": "false"
}
},
Right now I think it checks for both to be false, where as I want it to check if either are false
i am confused
Actually I don't need to do this, I can just overwrite it
For future: merge
Update: owner check and direction stuff works now! But portrait and dialogue still aren't showing up, despite being in the json
Belatedly @ing
Ahhh good to know! I missed that when browsing the CP docs thank you!
Jupiter have you sent your json?
yes, but here it is again https://smapi.io/json/none/99b0ecbfeb214cdcba20d9856a03d3b6
I have only learned it from Button repeatedly teaching people about it lol
Oh I see, I'm still pretty new to modding, how can I do this?
In the context of the values I have would this be the valid method?
"When": {
"Merge: {{Appearance |contains=Vanilla}}, {{EnableDesaturatedVersion}}": false
}
Target is what you want the file's id to be, which needs to be the same as the vendor portrait.
FromFile is the portrait
Hmm, not sure sorry I've never actually used merge haha
ohh alright! And I do this within the shops file? not my content?
it'll be another block
(I am hating paint masks, They need a full game reload reguardless of how I set it up so that it works with other textures ugh)
Why are we jumping to the conclusion that the portrait hasn't been loaded?
That doesn't mean it hasn't been. There's other json
that's why i was a little confused lol
send the content.json please. sorry
Is the NPC herself working properly?
Sure, it's a bit of a busy file, Pluto's portrait loads are near the bottom at line 159 https://smapi.io/json/none/23b6024d7ac94cb1a9495a66c4d57482
Yes she is, her portraits load fine
I recommend not using custom locations by the way
ah, in the case portrait should be Portraits/{{ModId}}_Babey
oh, what else can I use to add new custom maps?
content patcher
And also that you add the mod id prefix to all your ids, including map and location names
Shouldn't matter. You can use just the NPC's internal name.
Also Babey is a different NPC a bit higher up lol, we're working with Pluto
sorry for the busy file
I am trying to actually look at things myself rather than just shooting down Bea's advice sorry! I'm just on mobile so looking at the wiki page is sloooow
Right, lemme. 
Silly question. How can I control berry spawning outside of normal seasons. I dont see I can do it with FTM, I dont see any specific settings. But I want to have an area that spawns a variable amount of berries every X days.
gotcha, will get on that
also as for making custom lcoations someone sent me a helpful tutorial a bit ago
Bea could you grab Jupiter the link for the location stuff please?
i will find
I'll be very slow trying to do it
that would be wonderful! I had a hard time implementing my custom maps for a while, so I kind of just grabbed the first thing that worked after painstaking hours lol
Actually Jupiter can you please show me a screenshot of your action openshop info in Tiled?
If anyone is familiar with paint masks, could you give this a check over for me please, specifically the bit below the Paint Mask comment, to see if theres a way to make paint masks changes to not require a full game reload:
https://smapi.io/json/content-patcher/139b55e102d34118a079d7879704c3fd
ok that's not the one, give me a moment
sure, everything except the portraits and dialogue work, including owner tiles, opening times etc.
so glad i mustered up the courage to talk in here lol, made so much progress in an hour that would've taken me days on my own!
i should start saving links
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_Custom_Location_(CP)(1.6)
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...
thank you! I'll be looking into converting my stuff over once I figure this whole shop thing out!
afraid i don't know much about random dialouge, considering how i do mine
lolll no worries, honestly at this point I'm willing to settle for no dialogue as long as I can get this portrait working
does the dialogue work at all?
no dialogue pops up when I open the shop window, it's only a generic window
This is all
And what happens if your NPC isn't there when you try opening the shop?
try making your game window wider, if possible
if there isn't enough room for the shop owner they just don't appear
I've done so, and it doesn't work. I've tried looking at the Saloon and it does show Gus's portrait
It won't open
if you mean the shakeable large bushes, that’s handled by Bush Bloom
ok, good to rule that particular weirdness out
lol yeah, I considered this as well and I would've been so mad if this was it the whole time
Let's try a patch export
[pokes code with stick]
oh jeez what's that
Can you copy patch export Data/Shops into the console and then upload the file it exports to the json validator website and send a link?
It will tell you in the console where it's exported to
sure hold on
Also, have you tried it without the portrait field?
https://smapi.io/json/none/997cdbff4662477898db0761b53a8a87 alright I followed the patch export instructions this should be it
like, removing the portrait line and running the game again without it?
I have not tried that, but I can
wait, that's a thing you can do? Have i been opening and reclosing my game a million times for nothing???
Yes lol sorry
some things do require it but, not yours
my god my life has just changed hold on I'm working on it
Argh my phone won't open the patch export, can someone please check if Jupiter's shop data looks ok in there
alright I ran it without the portrait line, and not much changed
WAIT
okay it worked :3 teehee
you guys are saints
Are you testing this with a million mods in your mods list Jupiter?
only things like cjb and monsterspawner
It worked just from removing the portrait field?
entirely unsure! let me add the field back in and see what happens
json validator having a time™
adding the portrait line back is changes nothing, portrait's still there!! I don't know how this happened but it works
Well that's strange lol
Are you sure you saved after your set of edits before this?
maybe some sorta cursed key
alright well that's a separate issue
I'm very sure, I'm an avid ctrl S user
unrelated to her voidness but love her design
lol thank you!!
I strongly approve lol. Well I don't know what changed then but fingers crossed it stays working haha
this mod started as just a custom NPC mod for her but suddenly a whole town started forming
(this does nothing when editing the wrong file, ask me how i know)
sometimes you get an empty symbol thing that breaks the coe
true! I'm gonna try for another hour to make the dialogue appear, otherwise I'll be back hehe
Oh so the dialogue is still not working?
ouch.. I feel that. I was meddling with a custom map for 3 hours with it listening to none of my changes the whole time! turns out it was compiling in the wrong spot for the last 3 hours...
It's not showing up in the shop window whenever i open it at least
Try commenting out the spring entry so you only have the default
on it
What time of day are you testing this?
9am, when the shop opens
Have you tried waiting a little bit longer? Like 930?
the shop opens whenever pluto is there right
(Forgive me yoba for not writing 0930 just now)
I have tried it at different times as well, 10-11 as well
yes
Okay, that rules out strange timing issues
checking out the commented out spring dialogue rn, waiting for her to arrive to the store
make sure you really look at her at the way that conveys the urgency /j
LOLL I will!
I am too impatient to wait. I usually stand behind the shop and use debug wctm to warp them there lol
kidnap
still nothing
I'm learning so many things to make my life easier
Sometimes the NPC really wants to keep moving though so I only have a second to race around to the other side of the counter before they voidwalk lol
lollll
Thats when you noclip through the counter
grrrrr
ok seriously tf
alright gang i have bad news
i needed to drag the window EVEN WIDER
and there it is
play in full screen
this is not a reasonable window size 😭
sorry 😭
It's okay you didn't know lol
I'm a windowed player, I never even consider that it might change things
will be doing this in fullscreen from now on
stardew ui be like that
thank you all so much for helping me for the last hour-or-so
I'm definitely a lot more confident to talk here in the future now, lol
Well I now have a new thing to put on my list of stuff to check for shops troubleshooting haha
hahahah real
trust you will hear from me again when i inevitably hit another wall with this mod
You've been doing a good job though! We didn't have to correct your syntax for anything which is a nice change
it doesn't, that's the weird thing that was throwing me off! Gus's shop shows up just fine with dialogue and portraits without making my screen huge
besides the game window being mean to you, which isn't your fault, the code has no errors
So often it's "you're missing a comma" or "you used the wrong bracket"
gosh that's true, luckily I've gotten pretty good with the parser so that's usually taken care of
or "why did you put that there? it doesn't go there"
🙏 I'm improving thank yoba
I wonder if it's just the line wrapping of "default dialogue" being quite wide
i'd suggest i18n the dialogue eventually but i'd imagine you'd do that
I'm a game dev but NOT a programmer so this is all very new to me lol. It does help me give some more respect to the programmers in my studio
i18n is just for translations right?
Ooh what is your role?

I'm the lead 2D developer! I do pretty much everything 2D from UI, character design, in-game assets etc :3
that's so cool!!!
Thank you! ^^
Sounds cool!
You can do fancy randomisation and weighted dialogue pools with i18n too but even when it's just translation we recommend it because you never know who might want to translate your mod
you guys are so sweet ^^
ohhh, that makes sense!
Although i never intend to distribute this mod. It's mostly just my little personal magnum opus project to play with my friends

(But check in here if you do decide to make the switch because you'll need guidance to understand blank loads)
(Oh absolutely, I'm going to instantly crash and burn)
(i use a blank load and idk what that do)
(chu said to use it when adding children dialouge)
hmmmm something dont look right here... 
hummmm
I just looked at the portfolio in your linktree, it looks so cool!
local token troubles?
no i messed up the spriteindex 😭
Oh thank you!! I can't wait to update it when our game comes out, then I can include all the stuff I've made for the studio!
this is like the 7th time ive made an oopsie trying to test
(It's to let you use tokens, Bea, because CP passes files to the game without editing them when you use a Load so it never actually replaces the tokens. Hence why you load a blank file first to create the asset and then an EditData to add your data to the asset. If you just do the EditData without the Load first, there's no asset to edit.)
I was wondering if the bio is a bit out of date haha
Eep sorry I forgot to turn off ping
Oooh, I see. thank you for explaining
Very out of date yes hehe, only a few more months and I can finally update the whole entire site
Is that actually blue?
nw, pings to inform bea is fine. bea knows not much
I forget to turn off pings a lot too, force of habit lol
sigh i should write the dialouge for the kids,,
yeah i made a mistake with the spriteindex LOL
what do kids say
oh speak of writing dialogue/i18n, hmn.., what's the best way for me to keep dialogue for 19 characters organized I'm gonna explode. would it actually possibly be best for me to write dialogue in individual character dialogue then convert it to i18n??? 
is the game you're working on the upcoming roblox one? looks fun!
Are you referring to Momo City?
I18n folders?
i say i18n first
you may wish to use an i18n folder instead of one big default.json
just going by your bio haha
Ahh sorry I pinged you too Kat I didn't mean to
Oh wait you can use folders for it???
oh yeah that's a new thing u can do
yup that's it lol
I peeked in big expansion folders and saw just one default.json 
yeah! make i18n/default/ and then put a bunch of whatevers.json inside it and SMAPI/CP will use them all
That's because multiple folders is relatively recent
19 i18ns,,,
huh!
translators will love u
lmao
see what i do is make all i18n first without dialouge, just placeholder, put it in place. then add actual words
Tue Dialogue$1
I'm going to cry if people start doing it without understanding it and we get one i18n file per patch the way some people are now doing one include per patch
dear god, one include per patch
one of the big benefits of include is gating a bunch of stuff behind the same When condition!
I am using uh, one of the more recent templates? and theres a ton of blank uh. words are hard omg. but, i do already have a lot of character.season.day: whatever
hm there is a problem because now my... machine rules actually don't work. as in only one recipe works out of all of them Lmao... what have i done 
lmao
did i make a mistake putting all the includes with the local tokens in one file? (that i also used Include on)
forsy i can't know if i no see code
Yup, saw a tiny mod of four total patches the other day. Four includes. No when conditions.
o
What's the general ettiquette consensus on replaceing images someone made for your mod?
do local tokens need to be in all caps
lookup anything is only showing the last recipe in the list so clearly i fucked up lol
no idea what consensus is, but your mod your rules. if you don't need their images anymore, you can remove them
Would have to see the included file but this one looks fine except for no mod id prefixes!
i wouldn't go out of my way to warn them about it or anything, but maybe have a prepared reply like "sorry, i didn't need those images anymore because <reason>"
I guess I should try to get over the shame of removing them or else everymod I make will by so much larger
No, they take the same rules as other tokens as far as I'm aware. Chu, as you know, uses L@TokenName. I do LT_TokenName.
the problem here is that they Work but only the last one, and im not sure how that came to be
given the reason is, the way I'm doing it now allows for much more customisation and much cleaner code, I'd say it's a pretty valid reason
what's the diff between the combo one and
Do local tokens follow the same rules as variables in C# no starting with an underscore or numbers?
regular machines rules
uhh there's no difference other than i changed the inputs so that you have to use different items
cuz like red + yellow make orange but there are also Orange things in game
Patch export your data/machines, I think you might be just overwriting the same single rule repeatedly instead of adding new ones.
I don't think so. CP is quite lax about what it allows in tokens. It allows spaces for example (which makes me cry lol)
how do i get it to Not Overwrite everything...
Spaces is so cursed but given they're hugged by loving quotes, I can give them a free pass
hm (unrelated but funny)
How on earth have you got it to do that?
Ahh ye they are very lax indeed thankfully
I think that by using entries without TargetField you're overwriting the entire machine entry.
rightt bc it got more than one entry
But that (and - to be fair, vanilla more so) leads people to then put spaces in their actual IDs x_x
🤔 uhh so like where would i put the target field thing again..?
I think I can safely say the only time I use spaces is in display text, even then it's i18nified with the only spaces being in the i18ne file
do you need both target and targerfield
Are you reading the docs Bea?
Does data/machines contain a field called machines and a field inside that called rules? /gen
wait i believe i have, understood
(Never made a machine, don't remember off the top of my head how it's laid out)
i think i did this wrong
Yup that's the one Bea
it's telling me there's no matching target now
(i didnt know where i was supposed to put the target fields sorry)
need
(i only know how to do this for fruit trees)
(BC)
machines.json has it
yeah nah it still doesn't like that
You are adding your entire machine as an entry inside its outputrules
wait no
i have it already written
aba is right there's no S
Up to you forsy but you'd need to know this if you ever decide to add an output rule to a vanilla or other mod's machine anyway
i admit i am confused, where does target field go
have no clue what im doing
Why not look at what you've done before?
The principle here is unrelated to the local tokens
? It goes where forsy has it
Try replacing your {{ModId}}_DyeStation on line 11 with {{ModId}}_{{ITEMID}}
(This is a little bit of trial and error on my part because sometimes I'm not sure when to use the extra CP key)
Btw is there any documentation mention of using folder/multiple files for i18n and does it change how you have to format character dialogue jsons at all
from wiki
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Translation#File_structure idk besides that, sorry
ok now the... the problem is that it cant find my target again 
Did you change your target or TargetField lines at all?
🤔 no
Oh but you haven't actually created your dyestation anywhere earlier have you
no no, there's a json with it
Hmm ty bea/aba
now time to decide how i actually want to organize this lmao
"Name": "{{ModId}}_DyeStation",
"DisplayName": "{{i18n:DyeStation.name}}",
"Description": "{{i18n:DyeStation.desc}}",
"Price": 50,
"Fragility": 0,
"CanBePlacedOutdoors": true,
"CanBePlacedIndoors": true,
"IsLamp": false,
"Texture": "{{ModId}}\\BigCraftables",
"SpriteIndex": 1,
"ContextTags": [
"swl_machine_item"
]
},``` does this not create it... do i need to add something else 🤔
You will need to do that (and line 11 needs to specifically have the local token in it, you can't give it a static id)
Where's that code? Is it running before this include?
It needs to be before it
(I have made this mistake and spent ages ripping my hair out before iro pointed it out lol)
always thought smapi just runs every block at the same time
It's content patcher and no it's in line order
its still mad at me for reasons unknown
Did you change line 11 like I said?
"{{ModId}}_{{ITEMID}}": i changed it to this
Also if you share your log I'll be able to see the errors more accurately
Selph please save me I barely know what I'm doing and I'm on mobile so I can barely see what I'm doing either
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 26 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
you dont need TargetField if you’re not editing an existing machine
iw as about to tag u
just insert your entire object
it’s complaining because you’re trying to targetfield into something that doesn’t exist
But we are editing an existing machine Selph
Using local tokens
The original problem was that Forsy was overwriting the output rules with every local token include
So only the final one existed in the data
Lol no I saw them typing
is there a block that initializes the object first
(just tuned in sorry if i missed it)
Yes, here in my reply. Forsy had it below the include patch but it's now above.
Oh right they need a data/machines and a data/bc

o
could i just make one regular machine rule and then local token the rest
would that work
Yeah if you wanted but you'd still need this TargetField stuff
you need to create the entry in Data/Machines first with the top level fields
make the OutputRules list empty if you want
ill go ahead and try that then
then you can LC all the “insert into OutputRules” stuff
LC?
I'm imagining that being said like it's Yiddish
im sorry forsy, the example i gave you just doesn't work for machines rules. i was meaning you used them for the items themselves, but i should've said
kay so it's like . not working (again)
https://smapi.io/json/content-patcher/774ce0a099814024bd270a65c469d6cc
wdym it doesn't work for machine rules
You can't put that into your include
shit
no no, local tokens can work for machines rules. it's just the one i sent was literally just items
Because now it's making a new machine every time the include repeats
Pop it in your content.json above the include patch
What does not working mean in this context. Same error about the target not existing?
Perhaps it should be Fields instead of Entries?
uh in my content.json where i have the machine rules?
this is where i have all the stuff in it https://smapi.io/json/content-patcher/9ce88973c2804c26b458e78ca7d9d434
and this is the "replace the tokens" https://smapi.io/json/content-patcher/0bac1f1c4d55422da462e14a7e628e43
what does patch export look like
occasionally lookup anything may not properly update
ok i reloaded the game itself so my log would be cleaner but
uh
....?
and in the patch export is just a bunch of these { "Id": null, "Triggers": null, "UseFirstValidOutput": false, "OutputItem": null, "MinutesUntilReady": 50, "DaysUntilReady": -1, "InvalidCountMessage": null, "RecalculateOnCollect": false }, for the machine rules that arent working

Also, you've got two includes there - add machine rules and add machine rules combo. Have you fixed both of them?
I have no idea what the issue is meant to be here
sorry, the issue is now only half my machine rules work
i think i messed up in the other file
one second
I need to sleep so good luck!
have fun sleeping, sorry i have only 30% of an idea of what im doing
Send patch summary
patch summary <your mod id>
!modideas you can post here if you want
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Ok
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 26 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
looks like all the errors are in your Combo files which I dont believe you posted yet
oh
here
im like this close to just yeeting that one altogether and making the player combine dyes by hand and just using what i have been for the rest
missing OUTPUTID
where?
in your include
the initial version you posted above didnt have it
you have it now, but now every of your Combo includes are using the same ITEMID field
so they’re writing into the same rule
dang
ok so
im just not going to do it that way
i'll make the combination dyes a crafting recipe
I do think that is better yes, the users get to control which 2 dyes they use
for machines you only control the main input item, and have to rely on output/inventory order for the fuel
i'm a fan of using EMC to force the machines to do what i want
you can make fuchsia dye craftable from pink+purple dye and then just add a fuchsia dye+white yarn ball machine recipe
yep... honestly idk why i didnt decide to do that from the start
and instead gave myself machine headache
if you wanna go all fancy you can add Better Crafting and limit your combo dye recipes to a custom crafting station 
i am already using the joys of better crafting
i just havent actually like. implemented it yet
(for all the fancy multifuel feature I added to EMC including the ability to inherit multiple flavors from fuels I still prefer it being used very sparingly because of the comparative lack of control of which fuel to use)
i want to use the output price modifier thing for the extra crafting configs...
since ive decided to allow making dye out of literally anything... (maybe i should put some limits...)
(can you imagine fish dye)
(do fish even have color?)
carp wine the sequel
almost every object in SDV have color, including fish whose color is used to color their roe
feesh
O.o are we dyeing yarn
yes
Selph can we do varigates
i have realized, i haven't posted my mod in mod-showcase and i am 4 udls away from forever premium,,, can anyone publish this :3
:sushi: **THE SUSHI PROJECT** :sushi: 1.3.8 is here :partying_face:
Featuring a desaturated look for all your lovely recolors, as well as some BETAS sponsored map fixes, to avoid any unwanted foliage near your sushi! Please make sure to download it while updating!
Some images were also changed, I will get to the mod images I swear :pray:
https://www.nexusmods.com/stardewvalley/mods/16442```
Bea if you just post this normally ppl can publish for you now
o. didn't know
🍣 THE SUSHI PROJECT 🍣 1.3.8 is here 🥳
Featuring a desaturated look for all your lovely recolors, as well as some BETAS sponsored map fixes, to avoid any unwanted foliage near your sushi! Please make sure to download it while updating!
Some images were also changed, I will get to the mod images I swear 🙏
https://www.nexusmods.com/stardewvalley/mods/16442
pls and ty 

sigh i come back here head in hands
because
one singular item is showing up as an error item
and doesn't have any recipes for it
https://smapi.io/json/content-patcher/d78bf5e6a13e4c2f884a46f3e5f5a8df
(i dunno which json file the issue would be in, really)
it's the fuchsia yarn that's the problem btw
the objects show up just fine
but when i go and put it in the machine
it outputs an error yarn
looks fine, where are the objects
(bea you need 30,000 UDLs for lifetime premium)
i have 22,996
yes
one day
(i will still download all of your mods anyway
)
i love sushi
thanks guys 
i fixed the display name but it still becomes Weird
forsy,,, idk why ur Fuchsia is acting up
😭 i dunno either...
it's bizarre bc i just copy pasted it all from the others
it shouldnt be acting up??
yeah what, the fuck
Lance's schedule confuses the hell out of me 
wait forsy do the item ids match
Why is the include commented out, while leaving just 1 regular and 4 marriage schedules 
also psst bea BETAS 3.1.0 is out now which does let you regenerate trees from the Paths layer now which i was told you were trying to do (i was probably there when you originally said it too but uhh long week + memory bad = idr)
!!! exciting
hello, how do you guys set night tiles :0. like how do the tiles change when it hits 7pm
NightTiles in your map properties
Hi, quick question — do you have any system to calculate the selling price of an item? For example, a smoothie that uses flavored milk (its price depends on the fruit used), sugar, and ice. Sugar costs 50 and ice costs 60, while a banana-flavored milk costs 450. The main item in the recipe (crafted in a machine) is the flavored milk. I don’t want to set prices that are abusive, but also not ridiculously low. Ancient Fruit or Starfruit make smoothie prices skyrocket.
What I came up with for the smoothie is simply doubling the price of the main item. So a banana smoothie would sell for 900, but with Ancient Fruit or Starfruit, doubling feels like too much, so maybe I’ll lower the multiplier to 1.5 or 1.2. What do you think?
For other products, like Italian ice cream, I set a multiplier and add a fixed value, since one of its ingredients doesn’t change in price. For example, custard always costs 685, so the ice cream would be: fruit (affected by multiplier) + custard (685) = final price. I think I’ll leave the multiplier at 1.2. Do you think this is a good way to calculate product prices without harming the game’s progression?
sorry, here's a proper answer, i forgot to finish answering the question the first time... In the map properties of a map (say, like a regular npc's house, i like picking clint's bc it's small) there's DayTiles and NightTiles, they follow the same format. i'd advise looking at the maps page on the wiki for more information but it's basically
<The layer the tile is on> <X and Y coordinate of the tile> <the Id of the tile in the tilesheet>
the system for pricing stuff is "vibes", for the most part, since there's no hard rule that vanilla follows, let alone other mods
i always try to price/balance stuff based on when things become available in vanilla and how much they cost
im not very good at pricing but i just go off of the price of the items used to make the item. and then some kind of multiplier to it. like add two items together and multiply it by 1.5 or something
its pretty basic and i dont expect all my items to be "balanced" as a result
but i am no financial expert
For pricing, i recommend getting your masters in business administration first
Then you just raise prices as much as the market can bear
(I'm so kidding lol)
It's by vibes
This is an example of night tile code I used on one of my farms:
{
"Action": "EditMap",
"Target": "Maps/{{ModId}}_RusticRidge",
"MapProperties": {
"NightTiles": "Buildings1 83 51 507 Buildings1 56 34 507 Buildings1 47 108 507 Buildings1 5 17 507 Buildings2 50 67 144 Buildings2 17 17 144 Buildings2 11 17 144 ",
"Light": "83 51 4 56 34 4 47 108 4 5 17 4 50 67 4 11 17 4 17 17 4"
},
"When": {
"Time": "{{Range: 1900, 2600}}"
},
"Update": "OnTimeChange"
},```
maybe not the prettiest code. But it works
Sometimes I wish there was some kind of OR true dependency
Like you need to have either one or the other mod installed
i would think by definition if you dont need one of them, it cant be a true dependency 
... half true? 
i think we call that optional /lh
Hmm optional would suggest you can have 1, 2 or none, but in this case you'd need to have only 1 
Yes, the strong point of my mod should be available starting from mid-game, and some things take quite a bit of time because they’re production chains. For example, planting the crop, harvesting it, putting it into a machine to process, doing the same with other crops or fruit trees, mixing them in another machine, and then waiting for it to process. But there are products that require other artisan products, so it takes even more time.
My machines process relatively fast compared to the base game, but even then it can sometimes take a while. However, once the production chain is set up, everything speeds up. It’s a semi-realistic mod (I simplified or combined some processes with others, otherwise whoever plays my mod would suffer, haha). Anyway, I’ll be making a guide for each machine and artisan product. For now I’m testing prices to see what I’ll adjust or keep.
which is a case where i'd just mark one as a true dependency
what two mods are functionally identical enough that you can get away with either without any other changes? /gen
Yes, I trying to do the same thing hahaha, ty
button formulated this question better than i could after a minute or two of trying
SVE... and a small cutout from SVE I'm technically working on 😅
Yes of course hahaha
I can always make it so the mod always works, but without none of the mods it just does nothing... and with both it'll implode the game if people don't read 
How do I make my custom legendary fish only give the specific min-max amount of roe I set it to instead of the amount in FishPondData under "Id": "LegendaryFish"?
if i don't specify any of x,y width,height will it affect the whole map? i lied i can't read
It's giving me 4 instead of 1, or 2 with Golden Animal Crackers
roe-coded
Kind of unfortunate since that makes balancing hard
after reading the code, theoretically you can remove that extra chance by giving your item query’s ObjectInternalName field a value that doesn’t include the string Roe
make sure it’s unique otherwise
I remember making a custom summit map... wasn't fun 
do you only want to regenerate specific trees bea, not the whole map? and it does have trees from Paths in Tiled, right?
(is Grass on the Paths layer? /gen idk mapmaking well)
(i put it on there
seems to work)
if you need the whole map then you dont need an X Y Width or Height
I think I used panoramas from DaisyNiko's tilesheets for my Romanceable Rasmodius Updated if you want an example
just Spiderbuttons.BETAS_RegeneratePathsLayer YourLocationName
(make sure it runs on host as well)
wait my location name? im editing summit
well then your location name would be Summit then
kewl
Oh you're editing, not making a fake one, nvm then 😅
or w/e its internal name may be if not Summit
if it's not idk what it would be
yeah,,, chu said something about maybe trying to use mmap i think but for now ugly default sky
why do you hate me summit 
is this a once per save thing
all trigger actions are once per save by default
you have MarkActionApplied false, but if that was added after and not from the getgo, its never gonna be read bc the trigger action itself wont be read
but also are you sure thats the right ID
you're not clearing any terrain
are you not just overwriting it with the actual clear terrain action later on in your jsons
i-
new id time
I do love how it turned out with panoramas (and it changes throughout the day
)
see i know this, i just, rushed 
Actively switching crops in the villager greenhouse, each crop has diffrent food output
if only i could fix the sky
MMAP sets the actual like, background in code and tiles it no matter the screen size afaik
unlike a tilesheet panorama
maybe does parallaxing? idr
dunno but considering my track record with testing things...
if i change the id it should, re-trigger no
maybe i'll just make a new test save
Hi, sorry to post this message during a conversation and sorry if i post it in the wrong channel but i need some help, i want to create a mod and it will be my first mod, but I'm not sure where to start because I feel like I'm getting into something very complicated (my idea was to make a Moomintroll figurine, but I feel like that's too ambitious on my part). so what's easy to mod for a start, given that I don't know much about coding?
to be clear, the important ID here is the entry key, not just the "ID" field, though they should match
!startmodding
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.
if the figurine is like, a decorative furniture item, thats pretty easy
you'll want the Content Patcher stuff
ignore the C# stuff
so the first bullet point
i changed the entry key
o
you should always make your ID match the entry key regardless, but the entry key beingunique is important to make sure its not overwritten by your other things in your content.json somewhere
the ID controls how the game tracks which trigger actions have been seen
understood, thank you
but that wont matter if the json never makes it into the game
never re-use IDs or entry keys for anything ever, basically
unless you're 100% sure its fine
@tawny ore where can I find the API interfaces for Custom Bush? I don't see them in the repo anywhere
I think I am getting to a point in Mayor's Town where I may start looking for alpha testers
i ran into this last night with a tilesheet called {{ModId}}_finchhouse and my map being {{ModId}}_FinchHouse 🙃🙃
pain™
okay this is, a new save. why
crisis averted, had to sleep
gonna, put that in the mod page (when i make it)
Ooh, nice
if you set it to LocationChanged you shouldnt need to sleep
it'd only be an issue if someone loaded their save and were already in the Summit but the odds of that are low
gonna be like "please don't install the mod then use a tent to sleep in the summit"
!reload (needing to verify a command)
- 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.
Now if only there was one for reloading dynamic tokens
/lh
aaaah thank you
If anyone is interested in testing out this mod I'm working on I have set up a Discord to follow along my progress and get new test builds, make suggestions - report bugs, etc
I just posted the v0.1 Alpha Test Build there and would love to see some feedback!
The general idea of the mod is to bring a new layer of gameplay to Stardew in the form of City Management. Think Mine Colonies/Dwarf Fortress in Stardew!
Just to verify - I am allowed to post discord invites here correct?
That's why I thought to ask again, someone said otherwise and I wasnt sure thanks
Hmm, I guess I'll just make a new mod listing for it on Nexus ;p
You can make a thread
Can I post .zips here?
Yeah
oh okay, that will probably work fine then
But if u wanna have one space for all the stuff thread useful
Good looking out
this server does not provide support for Android SMAPI
(this server is also English only)
You forwarded the messages from the server that does provide support for Android SMAPI tho.. (I think)
you answer your own question here
Mayor's Town v0.1 Alpha Test
Is the lighting in Cursors supposed to look like this or are my files messed up?


i will stab him