#making-mods-general
1 messages ยท Page 401 of 1
No clue, but it seems happy
Is there a way for you to send me that file 
I genuinely don't know how I messed mine up, even my backup is like that
If it's the game files, you can try to unpack again
sending whole game files in here is generally frowned upon as it would be redistributing the games content
What about something like Spriters-Resource
word
So I have to hope someone who's done cursors has the original because by backup I mean my backed-up game folder 
The game is less than a gig, just rename the whole folder and reinstall it
re-extract
viola
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
spriters resource doesnt exactly have distribution rights either
its just largely ignored
but "just bc someone else does it doesnt mean this server allows it" and all that
Do I just rename the folder and delete/reinstall through Steam? I am very scared about losing everything lol
!reset
Please reset your game files. This will fix any broken game files, but won't affect your save files or mods.
If you use XNB mods, see using XNB mods for more info about why they're deprecated, and a list of Content Patcher alternatives.
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I know how to unpack files ๐ /lh
Pretty sure spriters resource is also out of date
i was going to mention that too
i wasnt sure if there was anyone making sure all the assets on there for stardew were up to date
Do you still find the Dward scrolls so you can speak Dwardish?
๐คฃ
dward....
Any chance I can get a shoutout for my alpha test in mod showcase? ๐
LOL, oh..
lol
You can. But I did it for you anyway
Appreciate it haha
(for next time, just right click the message you want to publish > Apps > Publish)
Oh sweet, tysm
Or if on mobile long hold the message
ye
I managed to fix my cursors, thank you all!
I have no idea what youโre talking about because I wasnโt here, but you are welcome!
Anyone aware of a mod that allows the Geode Crusher to also crush golden coconuts other and non-geodes?
you might have more luck asking the people in #modded-stardew
Few thousand lines of C# for what I have already in Mayor's Town haha so much code and doesnt feel like too much of a real mod yet
but at the same time, feels pretty big in terms of what it is accomplishing
Thousand??
What requires so much code?
Very cool idea though, looking forward to trying it
I have built out a lot of systems I plan to use in the future, working my way through the natural progression of the mod's gameplay in a way so I can accurately bug test/fix on the fly
omg
lmao
A lot has gone into making these villagers so far
Funny enough my biggest hiccup so far was attempting to use FarmerRender
That convinced me to switch to dwarfs rofl
Might have an option eventually to 'theme' your town and its' villagers.
Dwarfs - Cave 'Town'
Ghosts - 'Spooky' Town
Junimo = Forest Town
Dust Sprite - old, dingy Town
I originally wanted fully randomized human sprites to populate the towns, but that turned out to be way too much of a headache ;p
Dwarfs are a cuter stylistic choice anyway
ghost town ๐
My girlfriend's idea, which I absolutely loved
The villagers path randomly right now, I eventually plan on trying to add smart pathing, where they will actually walk to and from work and home, go to the clinic when they need, go grab food when hungry etc
For now, just schedule-less pathing so they dont seem to just wander around the same spots aimlessly
it's been real fun so far :D
It's at a point where people could actually mess around with it
I wouldnt recommend using it in any meaningful playthrough atm
fair lol
if you DO end up making a ghost town, and in a state that doesn't screw actual gameplay, i could (try to) add compatibility with my mod that's about ghosts and recommend it to players!
oooh that sounds awesome
maybe someday i'll make a nexus collection of ghost-themed/supernatural stuff
My girlfriend would love that lmao
Need to work on job assignments so I can get clinics/doctors going so these poor guys actually recover health lol, they all started starving while I was developing other stuff and sleeping every night ๐คฃ
why is he dead and miserable
I'd be miserable too prolly
๐ค Should I have their health slowly regenerate when full, or should I have them have to go see a doctor..
a lot of games let you regen health by consuming stuff (stuff)
uhh some just recover it over time when idle though
maybe they need a doctor if it's below a certain threshhold (mimicking refeeding syndrome irl lol) but it regens naturally otherwise
I already tabbed over and started working on something like that haha
I need connected fish tanks so bad
when will calcifer come home from the war
@ chu
Well I mean i have stopped pretending that mmap is a map framework
am i correctly reading this log--no save has been loaded before they sent the log? https://smapi.io/log/7e36c76a019f460cb73939b8a1e99afd
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 113 C# mods and 228 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the issue they reported is NPCs getting stuck in between the beach and my custom map, which was an issue with my NPC warps that was supposed to have been fixed with my latest update 1.2.3
they also mentioned willy getting stuck, which is odd because i don't touch his schedule, and i don't know where he would be going
yes there is no save loaded here
thanks, i'll let them know and ask for a different log
How hard do you think it would be to break up 10m updates across multiple ticks to reduce lag spikes
anyone here willing to look at my CP mod and see why the asset isnt loading in this is my first mod and im going crazy
!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.
for your content.json
any errors in your log?
send the json anyway
https://smapi.io/json/content-patcher/8b766753c08746b5a6be0c83538f0178 i also tried this my friend suggested
it was flagging the 2nd though
yes but theyre from my other vortex profile and the mods i dont have loading in. i made a clean profile with only debug mode smapi and cp
i could send the entire smapi log, but its all my errors, ill see if my bf will load it on his he is vanilla
could it be because i have farmhouse.png instead of Farmhouse.png?
Yeah, they are all case sensitive iirc
well you need to match your fromfile to the actual asset you have, but it doesn't necessarily have to match what you're editing ๐ค
im sorry fr fr for my ignorance
No need to apologize lol have to learn some time
if your file is called farmhouse.png then it shouldnt be capitalized
it autocapitalizes so ill try capitalizing it in my json
however there is no such thing as Buildings/Farmhouse
no, dont try capitalizing it if thats not what your filename is
๐ค it's just called "houses" it seems
im going off what was suggested yall clearly are more qualified
i need to hire yall to tutor me
your target must match something found in your unpacked content folder minus the file extension (assuming its a vanilla asset ofc)
so you do want to target Buildings/houses
and assuming your own farmhouse.png that you created looks like what houses.png does
๐ why is the asset just called houses but the map called Farmhouse
the inside is called FarmHouse :)
dont write the png
just houses?
apologies, FarmHouse with a capital H...
(my point still stands)
youre literally awesome thank yall
is there a better tutorial on how to actually know what im lookinggat when i unpack
or is that just something i pick up
when editing vanilla content the target is just always going to be the path + name of it inside your Content folder, minus the content part and the file extension
so e.g. that houses.png is in Content (unpacked)/Buildings/houses.png hence the target being Buildings/houses
as for knowing what to edit, thats something you just kinda pick up or ask in here if someone knows like "hey what asset holds the Bus picture in the bus stop?"
you can also often see what the asset name for a texture is in its Data
like Data/Objects for example, the 1.6 objects have a Texture field set to like LooseSprites/Objects_1.6 or w/e
thsnk you so much genuinely
if you're ever unsure of somethin dont be afraid to chime in here and ask, people here love to help 
[Content Patcher] Can't apply image patch "(CP) Ivy Lane > EditImage Buildings/houses" to Buildings/houses: the FromFile file 'assets\Farmhouse.png' doesn't exist. wtf lollll what
did you change what your asset is called
well what is the name of your .png file
Farmhouse.png
insiode your assets folder inside your mods folder
are you 100% sure its a png? do you have file extensions turned on?
if not it might be a Farmhouse.png.png
how do i turn file extensions on?
!fileextensions
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
ty!!
okay thank you it work i just definately need to redesign my house but the actual mod works.
Yay!
i made the background transparent on PS its showing up white, now with replacing the vanilla farmhouse, the actual farmhouse i made ( i will draw a new one thats some bs little thing i doodled) is "smaller" than that little border, should i go ahead and make it bigger than 144 x 122 to remedy this, and if i did, would i have to also move the mailbox over AND what size should i do? i could take that over to the art channel if need be. apologies for the spam
its terrible but i never thought id get to this point lol
you must match the size of the original exactly
it migth be possible to create a custom texture and change the Data/Buildings data for Farmhouse to match, but i believe you'll run into hardcoded things iirc
ive seen a case where someone made the texture Huge but the collision was the default farmhouse
probably a good idea to download another recently-posted farmhouse mod to see how they did it
you can resize it how you want
however in the case where house small i recommend leaving the original dimensions alone
Just asking once more, was there a patch condition that could check if an NPC exists? For my mods that will all attempt to add the same shop and NPC I think I'd like to skip reloading everything if they've already been added by an earlier mod in the load order, just for optimization
should i look at thei assets?
you might be able to try {{HasValue}} in combination with {{Hearts:NPCName}}? uncertain on this. if this doesnt work then there is no method of determining this afaik
just make mudcore
Hearts/Relationship may also just log a warning in the console if the NPC doesnt exist which would be undesirable
yes
i feel like you can get away with hasmod though
like say if you have i dunno, MudMod vol1 MudMod vol2 MudMod vol3
you can multiple hasmod, right?
you can, but what if Mud makes another mod in the future?
you can decide on a order like vol2 doesn't try edit if vol1 is there
vol3 doesn't try edit if vol1 or vol2 is there
and so on
just chronological release order's fine probably?
and then if you add a Vol4, you then have to update all of 1, 2, and 3 on nexus as well to add vol4
and then if you add vol5, you have 4 more mods to update, and so on
Hmm... wait, was there a way to use a GSQ as a Content Patcher condition?
it's sorta this concept
where i attempt to use spacecore if it's there, calcifer if spacecore not there, mmap if calcifer and spacecore both not there
ofc the patch on MudMod vol11 will get very silly
i hope you do just make MudCore at that point 
that does sound like a case for a Core
What would that dependency be? I do have a handful being used already
Esca's Modding Plugins
But I think there's a GSQ I can use
its not the most efficient of tokens, fair warning
(not bc of anything Esca's done wrong, ftr)
Just a bit hard to use?
no like, computationally inefficient
Ah, ok
in some way it is got none of cp token advantages
So probably not the kind of thing I'd want to have multiple mods checking
also there isnt otherwise a GSQ to check if an NPC exists
the hasmod token is very efficient cus it's invariant
gonna suck if someone ever adds a mod for loading mods at runtime 
sounds like a crime for someone other than me
yeah thats one of those things where if it ever exists im not going to worry about it
like quick save
all mods being present at runtime and saving/loading happening at reliable times are two things i consider immutable facts when it comes to compat
personally speaking that is
could i edit the map?
which map
the farm map
whats the goal here
the farm map is separate from the farmhouse, though
the map does not determine anything about the farmhouse itself except for its default position
im trying to remove the fence and steps from the farmhouse to put my farmhouse down and it look seamless
i looked at the assets on other mods and still confused
Anyway I guess there also isn't anything else that these mods could add that other mods could check for existence, huh
they can add mail flags
these things?
YES
they are just part of the farmhouse texture
Can they be set via patch and checked before following mods load?
you can just not have them, as long as you use Replace mode in EditImage
how would i go about doing that?
My level 1 farmhouse is very different from the vanilla level 1 farmhouse. I've got it working pretty well, except when marrying, my spouse will often appear outside the farmhouse in the upper corner of the map (where the original level 1 farmhouse is). Is there a way I could change this, or is it hardcoded and necessitating C# to change?
well you already editimaged right
yes
the simplest way is to just change your source image so that it's same size as the vanilla houses.png
i did 144x 122
make parts you don't want transparent
im too uncertain about the timing re: vanilla DayStarted and Content Patcher edits on SMAPI DayStarted to be able to answer this
Make the size the same as the vanilla image, just erase the parts you don't want
YOURE AMAZING
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
unpack your game if you haven't and make a copy of houses
then you can edit over it so the positioning is all correct and such
(technically farmhouse only uses 160 wide not 272 but eh im just trying to keep it simple)
but @ Mud at the very least one LocationChanged would be enough if DayStarted was not useable update rate there, to un-patch if they detect the mail flag
Thanks anyway, I guess it sounds like this just is a lot more trouble than it's worth just to reduce load impact by a smidgen
though, im not saying this wouyld be better than the HasMod
yea im not sure if this is worth doin if not with a token like hasmod 
or yknow just make a central shared mod
I just get the feeling that install rate of the shop as a standalone mod would likely drop a lot because users hate reading descriptions 
but its a dependency 
make it required
it's up to you really, i also think you could just have all the individual "mods" in 1 content patcher pack "mod" and make gmcm toggles
Several of my plans are rather unrelated to the rest so I wanted just the shop to be where unlocks and item replacement come together 
But yeah I guess I could just force the issue and make it required to load
"several unrelated plans" is like THE main use of core mods /lh
just gotta come up with a cool name
The Mud Bath
ohh, got it noww, thank you thank you:33
xDD thanks for this too:3, much appreciated ๐โโ๏ธ
imo it looks really great! i've had a lot of comments asking for something like this in LOC, but i still think for a bunch of reasons (appropriate credit, you get full dp, simpler maintenance, quicker fixes and improvements, allows me to ignore my mod page a little longer) it's still best as a separate mod addon rather than packed into LOC
as for the LOC sprites, you can load the spritesheet with this path here:
https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking [CP]/content.json#L23
which would probably read as var sprites = helper.GameContent.Load<Texture2D>("Mods/blueberry.LoveOfCooking.Assets/Sprites")
from there, you can draw pretty much anything you like. if the plate sprites aren't clean enough in the spritesheet i could look at editing them to separate the frame, which would break some recolours a little now, but also means you'd get better recolour support for your UI in future without people needing to patch the same sprites in both mods, assuming you're copying the sprites out and repacking them
Yo wait that cooking game looks so cool 
I've always felt cooking needed more interaction
absolutely, it's also pretty spot on with what i'd imagined people wanted from the mod page requests
man, i really need to decide on a name for my expansion,,,,
names r hard though
geoff is a fashinable & sexy name for an expansion
Lmao
Jumble Quaternion Municipality
Blue Bonnet Unincorporated Area
if its unincorporated is it still a town
๐ญ lmao
I was toying with the idea of calling it (something) bluffs, but meh. Think before I try to name the expansion as a whole I need to like. actually write more dialogue and get a better feel of the vibes of the town and such
there's a town in the city here called Rookwood which i've always thought was an absolutely killer placename
yooo that is pretty sick lmao
Pick a random spot in England and add "new"
๐ค i chose greenwick for a town name but im like convinced that's a real place somewhere
you're probably thinking greenwich if it's living in the back of your head
New quote added by katrie. as #6580 (https://discordapp.com/channels/137344473976799233/156109690059751424/1407895363544940616)
I was almost considering just yoinking the Blackthorn name (pkmn city name) bc it kinda bangs ngl (especially if i go alliterative and call it blackthorn bluffs) but eeehhhh idk. need to sit on it more. don't want to end up sticking with something 
i mean there's another town around here called Blackbutt...
LMAO??
as mayor of blackbutt i bequeath upon ye a new expansion name
new question.... can i move the mailbox?
blueberry mayor of blackbutt
I mean.. there was a town called Fucking... until they changed it because people kept stealing the sign
So anything is possible
LMAOOOOO
england is not a serious place ๐
im gunna cry bro
That one was in Austria, but UK definitely has a lot of weird town names 
oh i was so sure
why is it underground nooo
your sprite is far larger than the actual farmhouse sprite size, so it's only rendering the topleft corner up to the usual size
Sandwich, Ham and Cheddar are all real
i mean............... the foods are named after the places
I'll never forget the most beautiful promotional video of Fucking town... (well.. not exactly promotional, but you get what I mean
)
i was told 272 x 432 to be over the fence
except maybe ham, which is the root of hamlet, as in a small ham
I used to live in a town where the middle of the sign would always be scratched off leaving it to translate to "Hell area" and honestly it was,
over what fence do you mean?
do you think i could resize it with the vanilla assets like layered over in PS?
ah
(i don't have the assets in front of me currently so i can't verify the dimensions)
your source image does look absolutely huge though
144 by 144
i'm assuming it's an even larger image you've downscaled some?
did you draw the source img 
gonna be honest as is you're gonna lose at least half the detail if you wanna keep downscaling it further
no its somethig random
or is it like some sprite pack thing
ah.
i feel like its just not gonna look good tbh, should find something of right size
your options are to either downscale it further, or tinker with the farmhouse building data to give it the appropriate dimensions, collision map, draw layer positions, and so forth
the former is better if you don't mind losing image quality, the latter is better if you don't mind having a huge house
or you can do neither and live in the attic of a long-buried farmhouse from aeons past
downscale it is, ill probably just start simple and add if i can detail wise but this is the only thing ive ever done other than ts3 cc like 7 years ago lol. im like very new and barely undertsnf content packs
i wanted to flex on my bf
LOL? ๐ญ
i did some crops last month
and he wasnt impressed much
im tryna make the house he said he wiahed was on nexus
honestly to impress someone is a pretty good motivator
the void
if it's any easier, you can simply target an existing NPC (give him george) and replace him bit-by-bit, since you know that george fundamentally works
swap out the portraits, replace a little dialogue, saves a lot on having to bootstrap the whole character and everything they require
the detail is fine for what i need it for this is 144 x 144, im gunna count the tiles to see how much i can expand
sorry for the spam
1x6
with the Data Layers mod installed, you can show a tile grid in real-time while playing to help keep count
true true im on a test profile idk why i didnt think of that
i wonder if im usuing any of yalls mods
I only have a few myself
I always find it fun when I see who made a mod and realise "omg I've spoken to them!"
Now that I'm working with Bog people are going to actually use mods I've worked on
they probably won't know it though lol
I saw them announce it on their butterflies to moths mod and I immediatly was like "I know them!!!"
that validation I'd get knowing someone I've spoken to here is using one of my mods would be insane
i literally thought i was talking to a celebrity when lemurkat responded to me on reddit lmfao
I was constantly squeeing when I first joined this community lol
me rn
Watching creators of mods I know pop in here every once in a while is surreal
i'm the proud author of a mod that replaces seed packet sprites with the crop seed sprites. it's kind of a big deal
maybe a hundred downloads in 5 years. honest work
honestly thats useful does it work with 2.6
i have no idea ๐
I'm now jaded so I don't think "blueberry, maker of LOC" I think "bluebs, reason I use the ๐ emoji" xD
blueberry, annihilator of 6 particular tiles from greenhouse
Your raised garden beds inspired the modular furniture mod I'm making, when ever I see your name that's what I think of now
I had no idea you were that blueberry and now I am ashamed
i wanna think ppl dont recognize me tbh it is kind of scary 
(oh and calico bus)
what are ShadowGuy and ShadowGirl?
2 unused monsters i think
I'm so bad at remembering who made what 
shadow girl is krobus with a bow
pretty sure ShadowGuy is the default shadow brute monster, and ShadowGirl is unused
no, ShadowBrute is the brute
oh right i forgot about calico bus. my beloved
Where is ShadowGuy? I do not see its image file in Monsters
i wouldn't sweat it, half the fun is finding out who's behind the cool mods
as it happens though aedenthorn is probably 60% of them by now
I'm both very intregued yet terrified on the 8 hour desert bus ride so I haven't downloaded it but it's always on my mind (mostly because of the description which is very funny to me)
it's weird, the code even references Shadow Guy texture file
blueberry is the only reason i use both ๐ and 
this.Sprite = new AnimatedSprite("Characters\\Monsters\\Shadow " + ((base.Position.X % 4f == 0f) ? "Girl" : "Guy"));
if it helps at all you can just pop open the assets/game/data file and change the distance from 560000 metres or whatever to a more sensible and shameful number
or ratchet up the top speed from 70 to 700
the cursed desert bus arcade cabinet pretty much does that but also makes the brakes and drift unhinged
I can change the distance myself? gunna bump up the distance now and have a 16 hour journey
YOU MADE THE BUS????
pretty sure you're the only reason i've ever used ๐ค and now it's a knee-jerk emoji
What a tangled web we weave
I'm going to redirect Shadow Guy to Shadow Brute ig
what's an obelisk and does it really spawn monsters?
or is this unused code
I actually love the look of it
but it will probably break if it spawns a shadow guy
I'll give it a go, I've got my testing save open so why not
if not, we makes it work
I'm making shadow tribes spawn in the open world
groups of shadow ppl
it's animated only when close to it, but it doesn't seem to actually be doing anything
OH THE OBELISK ACTUALLY WORKS!?
it spawned a slime though
Are then enemies spawns weighted infavour of the shadow guys and girls? cause it's only spawned a single slime so far
if (Game1.random.NextDouble() < 0.1)
{
location.characters.Add(new GreenSlime(v2 * new Vector2(64f, 64f)));
}
else if (Game1.random.NextBool())
{
location.characters.Add(new ShadowGuy(v2 * new Vector2(64f, 64f)));
}
else
{
location.characters.Add(new ShadowGirl(v2 * new Vector2(64f, 64f)));
}
it seems it's weighted in favour of shadow ppl
but yeah only when you're next to it
oh, and only if there are less than 4 characters in the map
The range may need to be boosted to be useful bc it is literally only when youre right next to it
There goes my idea for a semi automatic enemy farm
it does look like it's meant to be a cursed mirror, maybe the idea is you have to look into it to spawn enemies
oo like a minecraft farm
just need pistons for suffication or lava now
imagine redstone in stardew
does the code say it only works outside or is there no check for the specific location?
8 bit computer in stardew when
doesn't seem like it checks
it's a very small chance per tick, idk what the chance per second is
I've still only seen 1 slime and I have 4 obelisks now, so it's increadibly small
not even per tick, it's for 1/3 of ticks i think
it would be easy to rewrite the code though
so it effectivly checks 20 times a second?
I guess? and the chance is 1/10000
roughly 8 mins and 20 secs real time, that's so slow
need to file a complaint smh
oop one more slime, intrestingly they spawn with 1 health too
that's weird you get only slimes :/
Oh wait I have 1 hit kill enabled in cjb cheats, that may be why they spawn with 1 health
ye it is, quite an intresting thing that shadow guys and girls aren't an actual thing
I can make a mod rq that makes it more prolific
if you pause for debugging, maybe check the location characters list? they could be created but somehow hidden.
see what's happening
Oh! I got an error!
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
oh! why didn't that work
Would it be a particularly bad idea to add a single character in as a first mod?
My friend wants a character in the game, and I dunno how difficult that would be to do.
shadow girl seems like it should work
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!

OH GOOD GOD WHAT IS HAPPENING
nothing about making an NPC (art aside) is technically difficult. however, its a long, tedious process that requires a lot of things to be working
so if you have a lot of motivation and are willing to learn, its completely doable
its just also very very easy to get discouraged and burnt out
know that the process WILL be longer than you expect
again though, an alternative is gradually changing the sprites and data of an existing character to reduce on the amount of setup you need to get visible results
dead-eyed stare in "been working on a NPC for a year
Gotcha, is there a good spot to start learning this process?
TBH me and a friend wanna do it together, so. That should make the motivation part easier,
Still dunno where I should start with modding one in,
Any tutorials or guides or anything for the basics?
if you ever feel the need to make them a separate character, you can just change the target ID of your character in your changes
(Wrong file format bare with)
the governor command that Claire got for you
lol i was just gonna say some NPCs take more than a year to develop 
(hey, I got all the art done and I've got several events, all the festivals and schedules and stuff, map patches... I just for four events to go, then some later game stuff)
Heres the correct file format
Ope, thank you!
makin progress!
!cp while weโre at it
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
!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 itโs easier to start with making content packs, since you don't need to learn programming.
gotcha
I can't read that, but I assume it's bc of the missing texture
Just making an NPC's house is keeping me from trying to make mine, tilesheets are hard to make/find 
for shadow guy
You mean for like the building itself or the inside?
Ty for those also!
!anyonecancook good luck!
I thinks it's actually due to A lot of missing things: https://smapi.io/log/fa6bb451b0cb4f129238810bf3309c86
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 27 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Both! 
Well if you ever wanna turn couches and some furniture ways it doesn't turn in vanilla HAVE I GOT THE MOD FOR YOU
I need to make a spooky mansion but I haven't found good assets for that
This really depends on the scope too. If you character is unmoving like the Dwarf and Krobus, it would be relatively simple.
one day someone else is gonna use my tilesheet...
Nah, it would probably be moving, And would have dialogue.
So I imagine that will take some time,
The indoors, you can at least find stuff that works. Outdoors, you generally need to make a building, it's a bit more bespoke
And events, I reckon 
I was tempted to make Jinu social NPC, but then I thought about events and that cut that thought short.

Oh wow a shadow guy also breaks the camera, it no longer follows the play until a menu is opened or the enemy is killed
oop
spoopy
I think all the spoopy stuff I know about is for player houses and such, not tilesheets for general use, alas
Art's kinda hard, you have to be able to do it, find, it, or buy it
makes a great road block when you're like "I think I want to portray this information in flashback, OH NO NOW I NEED TWO MORE PEOPLE"
Yeahh my only two NPCs I have in my honey mead mod that I made dont walk around at all lmao they are strictly stationary shopkeepers
Once I saw how involved making truly custom NPCs was I was like welp not doing that ๐
the difficulty HAS kept me from making my counter lady as a stationary shopkeep instead of a NPC
not quite difficulty, the amount of... stuff.
yeah, its.. a lot
A NPC schedule is easy when she's actually part of the map tileset
I wanted to tear my heair out making json schedules for like 5 NPCs I repurposed with permission
Now in mayors town I use C# to make my dwarfs wander randomly ๐คฃ
i went the other way and made my nearly useless set dressing shopkeeper into a full NPC, but he's way less complicated than most
Oh I was tempted because my shopkeep's portrait's really pretty
if i ever finish driving myself crazy with extracurriculars i may yet release it!
like oh no, this turned out very well and I think she's cute, DO NOT MAKE HER A NPC
the urge is there
lmao
She still leaked a bit. Thanks Central Station LOL
me with side characters i'll want for some heart events: NO MORE NO MORE
I got her in Central Station, comments in events, and Downtown Zuzu's block party (she lives there) so she still feels a bit NPC-ish
but none of those has schedules
oh yeah lol shadow guy is weird
shadow girl doesn't seem to work at all
Is there a way to list the tilesheets that were used in a map in Tiled? 
Central Station is a pretty good releaser of NPC urges.
Oh yeah I like it, and it's so easy to slot into
Shadow guy has a bow, which is what I thought shadow girl had
(You could always make her have 0 schedule like Dwarf. If you ever feel the urge to just write dialogues.)
My only issues with Central Station is that I haven't come across many mods that actually use it which is a shame, I'd love to visit places through central station that have no other way
She's got a few little dialogs when you open her shop
(stop tempting me shakes fist!)
I gotta finish these dang heart events first at the very least
Technically all the mods that used Bus or Railroad locations can use CS 
speaking of which, I should stop procrastinating after eating and put this event I scripted out into code...
That's true, however I don't think I've come across a mod that only uses central station meaning it's a bit of a redundancy
Stardew Aquarium only uses Central Station now, I'm pretty sure.
As well as that Cyberpunk Zuzu mod.
Central Station is a dependancy for Mayor's Town
and Artisanal Honey Mead
(my mods) ;p
yeah there's a few. It's supposed to supercede it, IIRC
I havent heard of star aquarium or cyberpunk zuzu, I may add them so that I have a use for central station!
The Cyberpunk Zuzu mod is kinda hard to search, so here it is: https://www.nexusmods.com/stardewvalley/mods/35297
Artisinal honey mead is another one I'll add the the list too (and Mayors town when its released)
Central Station is quite new and expansions to take a while to make (or still find spaces to squeeze into the valley), probably that's partly why there's not much content yet
That's true, I don't often play with many expansions entirly because they get crammed into anywhere they fit leading to an almost cramped and colostrophobic feeling, I do hope more mods will utilise CS
Me too, I really enjoy it as a framework
I'll definitely use it, though idk if I'll have it be the only way to get to my expansion's area
Was thinking bus would prob be okay too
Honestly Central Station makes it so much easier adding stops etc its worth just using imo
the expansion i'm not working on won't use it, but only because it would make no sense, not because i have anything against CS
Everyone's working on an expansion
not true! i'm not working on one
Yours is gonna be excellent
i may have an outrageous pile of idea fragments about it that all live in my head, and i may think about them frequently, but i'm not working on it /lh
Well, when the expansion mysterious is fully finished it'll be great
I would love to have used it, but I just HAD to make a municipal building and that only makes sense in town
I'd love to make an expansion, well I'd love to make the code bit behind it, the art or creative writing I wouldn't, that's the only thing stopping me at this point
Enough stats to make a statistition melt, I love it
I can't wait for Mayor's Town to be released ngl, I'm gunna have so much fun managing the town
Im excited to play it too ngl
How on earth do I get a paint mask to work with seasonal edits when a paint mask change requires a full game restart, this is the most puzzling thing I've ever done?
if i didnt want my NPC to be able to super quickly get to town i might use central station but i like the idea of her living south of town instead too much
To each their own :D
Even priority late doesn't make the paintmask work how I want, ughh
Yayy full tummies make them heal up to 75% of their max health :D
Finally means I can move on to getting job assignments going
Woooo! the colours also massively help too with determining what needs doing
Thanks!
Dwarfs have a small chance to be born a 'Specialist' which will have a decent boost a single stat - that will be highlighted yellow when true to easily identify Specialsit Dwarfs
There's a farm map property that allows one to determine where one's spouse stands in the kitchen. Is there something similar to keep one's cat from appearing in the void?
I thought the pets spawn at the water bowl outside or the bed inside? And don't go through the buildings layer (unless something goes quite wrong)
๐ค ive caught my cat in the abyss
Which bed inside? I have two beds (double and single) but the cat is sleeping in the void. ;_;
Maybe it's because I have two beds
Hmmm with 2 beds in not too sure, I'll have a quick look to see if I can see it in the code cause I can't find anything online
Thank you!
If my understanding is correct, it just loops through all furniture in the farm house, and the first bed it finds is where pets sleep, I'm not sure in what order it searches whether it's left to right, top to bottom by position or whether by the order the furniture is placed, but looking at it, this shouldn't cause an issue where the pet decides to become one with the void outside the walls
Oh actually if it can't find a bed, it tries for a rug, if that isn't found it checks for any passable tile, maybe the first passable tile it found is outside the farmhouse walls (i.e no tiles on the buildings layer outside the wall), if it can't do that it get's teleported outside to the pet bowl
(also this check only occurs after 8pm when you enter the farm house but I don't think that's of any use to your issue)
(is 'the void' the topleft corner, or somewhere else?)
Working on a little mod that adds a color overlay to a vanilla item, and I'm realizing there's two options here: I can use a 16x32 tilesheet that just includes the sprite and its overlay, but any existing instances of the object in storage show up invisible until you move them to your pockets or I can use a tilesheet the size of the entire springobjectstilesheet with only the sprite for the object I'm changing (and its overlay) but the change in game is instantaneous.
Anyone have personal preferences on which option is better?
Why is invisible in the first place?
You can use the "ToArea" field (if you're using content Patcher) inside the "EditImage" action to just target the specific 16x16 area of the vanilla item, you could thenm use the Patch mode "Overlay" to overlay the colour overlay? Unless I miss understood your message
My guess is existing instances are looking for the sprite at its original sprite index and it needs you to refresh the item in some way to make it adjust where it's looking for the sprite
Hold up, let me look into this
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editimage.md, Here's the link directly to "EditImage" if you don't have it already
I'm not sure this will work, unless I'm misunderstanding the suggestion. My goal is to add an optional color overlay to the sprite for honey so that machines can color it under certain conditions. I can't patch the color overlay into the springobjects tilesheet without messing up the sprite next to the honey, correct?
i believe honey is just not a coloredobject normally, hence this C# mod
Ahh okay gotcha, I did misunderstand your original message then
you can use this tho, it has ways to add more honey sprites
Is there a framework available that allows every sprite to have a colour overlay? big craftables/ objects/ furniture etc?
nop
Interesting to know someone's done a whole mod for that, though it's playing out a little differently for my purposes
I got the color overlay working through Content Patcher alone by adding my own texture
It just comes with this choice; giant tilesheet to reach sprite index 340 or refresh existing instances in the game
u can prob use betas for that
I'll ask this: the color overlay is part of a bigger system where I'm trying to distinguish honeys produced in different areas. Honey made on Ginger Island gets a price boost while honey made on the farm remains the same; problem is the stacks combine and the price difference gets lost if the Wild Honey from the island and the Wild Honey from home end up together. Tried changing the ObjectInternalName but it was making the Wild Honey and the flavored flower honey from the same locations combine. Color overlay was partly a means to prevent the stacks from combining
What are Betas?
Ah, Button's Extra Trigger Action Stuff?
yes
Hmm, I will be looking into this
so i want to get into mod making and iโm getting all the software needed to do it, is attempting to open stardewxnbhack and getting the windows defender popup normal
Time to code in doctors and Clinics
Stitched together a singular clinic pulled from the town sprites lol
!unpack as long as you download the file from here and follow the instructions, you should be fine to ignore popups
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
yeah thatโs what iโm following i only ask bc i share the pc with a sibling despite me primarily using it
i appreciate it tho
!startmodding what kind of mod do you want to make? there are tutorials and guides available. most things like NPCs, maps, objects and more are doable through content patcher @slow coral
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 itโs easier to start with making content packs, since you don't need to learn programming.
Im gonna need a much larger area for towns haha
!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 itโs easier to start with making content packs, since you don't need to learn programming.
(read what governor said)
So what is the theoretical limit for the scale of a single map in stardew?
200 wide before layering issues occur
Only 200? Oh man
I want to say 2.17 billion / 16 for hight
Highly depends on the data type used, But it's more than you could feasabley use that's for sure
Honestly 200 is deceptivly large, I always think I'm going to end up taking that amount of space but I never end up using that much at all
a usual point of size reference is the town at roughly 100x100
which is enough for a whole lot of stuff
Why Hasn't my building changed to the spring overlay? https://smapi.io/json/none/17eb4d75658540ba9e391d3b03e709ce
The Overlay files are all called "winterOverlay.png" with "winter" replaced with the seasons all lowercase
a more practical limit is usually 180x180 before layering logic starts to break down
does it work with an underscore between season and name?
Gotcha
(I forgot to mention I slept from winter to spring)
i think rounding it down from 130x110 is doin it a pretty big disservice
you can do a lot with that extra 30%
still not big enough to hold everyones houses though ๐
Nope also doesn't work, I'm not too sure why, Am I using the wrong season token?
iirc when I was making my own buildings I have them named like {season}_HouseOne.png
Game logic does the rest, iirc
(This was like 6 months ago)
I've just changed them to be {{season}}_Overlay.png which has worked for me too so I do not know why it isn't working this time
ahh {{ }} my b
ah, my bad, assumed it was map tilesheets without having read the file. could you run patch summary moduniqueidgoeshere when your overlay is meant to load?
guys, any idea what's wrong? My custom npc does all animation on his schedule but doesn't walk and leave the spawn place
Sure, here you are: https://smapi.io/log/52d89519e7c24f2ab2ed4c17c3a0ab37
This is on the morning of the 1 of the season, It should've changed from spring to summer but hasn't
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
It only changes on game restart, not by season change or patch reload, this is like the paint mask isssue I'm facing too
Commenting out the paint mask section fixes it, so it's somehow the paint mask interacting,
!json have you slept a day? can you please share your schedule json with us by uploading it here?
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.
Yeah one sec
here
you likely have too many schedule points. NPCs walk incredibly slowly and cannot reach that many places in that amount of time
Does it have a max?
Finally got a specialist dwarf to spawn :D
What should i do? Take some locations out or stretch the time?
no, itโs just how far you make them walk vs how much time you give them to get there
either or both
usually about 4-5 different locations in a day is as many as they can reasonably reach
I didnt even remember they were slow lol i just thought he needed to be walking all the sime

it's important to remember that most characters spend their time doing sweet nothing
no, NPCs frequently will get to a location and stop there for several hours. you can look at vanilla schedules for an example
also, remember to sleep after changing the schedule before testing again
Damn it didnt work he still doesnt move
Heโs in his house and a set a warp to enter and exit, is it enough or is he stuck?
did you 1. save the correct file, 2. do a patch reload or restart the game, and 3. sleep a day?
you must make sure you've done all three
Yeah
so he doesn't move, but he does do his schedule animations?
Yeah
He does all animations
Library is not a valid location, it's ArchaeologyHouse
Oh really?????? I thought it was because in sebastianโs schedule its used
Let me see if it fixes then thank you
can you show me where you see that?
i don't see any mention of library in there
omg am i nuts where did i see this
i was sure it was there damn
lets see if he walks now
Okay I'm still puzzled on why the paint mask for the building is breaking things entirely, the mod also has a C# componant so I'm wondering is there something I can put in that to invalidate the paint mask and overlay, so that the correct one is re applied on season change?
yeah still not moving
did you make sure to follow all of these steps? if so, share your json again
(sorry to keep harping on the saving/reloading/sleeping, it's just frequently forgotten)
and what day is it in game for you?
is having a warp in and out enough? can nps leave like player w warp out?
green rain day summer sat
if you have a map property warp NPCs can use it, yes
is he moving around inside his house properly?
nope not moving at all
are you able to speak to him when you interact?
yes
hmm
hang on i just noticed--is this the entirety of your schedule file, or have you just copy pasted a section of it?
its entirety
okay so every patch you write needs to be within {} and needs to have an Action and a Target. to edit schedules, you would write a patch like so: https://smapi.io/json/none/5b414201c47b4eae922cab0c1ea38e26
(i think i remember that your NPC is named {{ModId}}_Xavier, but if not then change it to whatever his internal name is)
already changed now its just xavier
in that case, i highly recommend making it {{ModId}}_Xavier because it will prevent compatibility issues
but if i do animations dont work
if someone else makes an npc named xavier and doesn't append their mod id, it'll cause issues for both of you
can you send me where you define the animations?
on content w editdata
no i mean can you please share that json
actually i was taking it straight from XavierSchedule.json
cuz i took the tokens out
Don't change your NPC's internal name to xavier
That is going in the opposite direction to good mod practice and opens your mod up to incompatibility with other mods
You'd need to Load a blank.json for the schedules and then EditData it, because tokens doesn't work with straight Load.
but didnt i take all tokens out? 
the blank json must include only {}, also
No, you have tokens in the names of your maps
{{ModId}}_HouseInterior that {{ModID}} part is token.
(And again, taking the tokens out is not the way to fix this.)
tokens are very helpful we love tokens
as for your animations not working when you change his internal name, i don't see why that would be the case. there's nothing that intrinsically links the internal name and the key of the animation description; you are the one to tell the game when to use the animations inside the schedule
I think that was in reference to the fact that the sleep animation has to be all lowercase or something
ah that makes sense
But even if that's true, it doesn't affect any other animation key
(in which case. there's a token for that too!)
okay i think i did everything right lets see if it fixed
https://smapi.io/json/none/c8847b19cd6c47c5bc456a86a6bd8523
That's close! But the EditData for schedules should target Characters/Schedules/Xavier.
line 544 you have both an included gift taste and you edit the gift taste, by the way
Ah i didnt see it thanks
It looks like the animation <npc>_sleep in all lowercase is for spouses so they sleep at night but you can just give your spouse a schedule that has a sleep animation in it so I'm not sure you'd need the lowercase one anyway.
Ah i thought i would have to add it for this npc because he isnt vanilla
i believe you do still need to define the frames, yes
HES WALKING
iirc the only hardcoded frames are walk sprites, wedding sprites, and flower dance
You need to make an an animation with sleep in the name if you want the sleep behaviour (not being able to interact with them), but that is not the same as the one that requires the NPC name to be lowercase.
time for me to go reread the npc data wiki page lol
Thank you again i learned to read logs but there was no log i was going crazy lol
schedules are tricky because they don't always throw errors
Is there any further documentation on paintmasks that isn't in the 1.5 migrate guide or spread out far through out the code?
Not that I've heard of. The only mention of them in the whole wiki is the 1.5 migration page. Have you searched here in discord?
I did, that's where I got the link for the 1.5 migrate guide, it seems no one else has tried to do what I'm doing or it's worked for them perfectly fine, at least that I could find going back to 2023 in the server
I've not seen many people do stuff with paint masks.
I see why given it isn't very documented, but it's also a forgotten feature imo, I rarely see people use it at all
I just wish they reloaded on season change rather than needing a whole game restart
I feel like people find it easier to just design buildings instead of fussing with paint masks
hey hey, could i get some help understanding where i'm going wrong with the "texture" field, and how to fix it? everything else is coming through when i launch the game, except for the sprites/images. the error i'm getting from SMAPI says the assets don't exist. appreciate any help. https://smapi.io/json/content-patcher/270897335ea444148ef88e17095a23f2
I have never tried painting in game because a) I always use retextures and they don't support paint masks and b) I imagine it doesn't look very good.
I want to say I've seen a paint mask mod before, but I don't think that'd help you unless you want some examples
Oh i agree, disinging and making them is so much easier than implimenting a paint mask, but using a mask would make it so much easier to maintain and clean up the code
If you do, I can try to figure out where it was
You have to Load your textures to Mods\\{{ModId}}\\Pretzel etc before you can put them in your Texture field. They literally don't exist as far as the game is concerned.
can you share your log as well so we can find the specific errors?
oop never mind aba's on it
I have looked for mods that try to make the paint mask change based on the season (For seasonal edits) but I can't find any that do that, they all just do the basic paint mask for a none seasonal building, which Iv'e got working perfectly
(Also, they don't need to be double backslashed like that. It can just be Mods/{{ModId}}/Pretzel. The double backslashes are only needed when you're writing a texture name in a slash-delimited string like furniture.)
https://www.moddrop.com/stardew-valley/mods/1039380-spanish-revival-buildings-wip Okay this does mention paint masks in seasonal
https://www.nexusmods.com/stardewvalley/mods/36855
Video demonstration of what I have so far for Mayor's Town.
Excuse all the blatant cheating to progress through the questline rapidly haha
So maybe it'll help?
Progress video demonstration for my city management mod :D
Oh thank you! I'll have a look at that to see if it can make it work using that as a reference!
I'm not sure if it's exactly what you're imagining, but I knew I remembered someone being thorough with paint masks, pretty sure this is the one
Sometimes looking through mods I don't even use is handy!
does this mean i should create a new folder or file named {{ModId}} an dplace the images there?
No, the game can't see inside your folders. You need to tell Content Patcher to "put your files in the game" (not what's actually happening, but good enough for our purposes right now). Here's the documentation about load patches. https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-load.md
Ignore the rest of this tutorial because it's about crops, but since both seeds and crop produce are objects, this part is relevant. This is done by putting all the objects on the same spritesheet and then using SpriteIndex to tell the game which sprite on the spritesheet to use for each object (the Adding Crop Objects section), which I encourage you to do because it's better for performance to have fewer, larger spritesheets than one image for each sprite.
Alpha v0.2 posted to Nexus for Mayor's Town :D
has new job assignment system, new food system, new clinic building with new doctor role, changed the questline up a bit to convert the town hall to be the point of contact for building construction in the town
Unfortunatly they only use 1 paint mask for the building meaning the seasonal things also get recoloured
"{{ModId}}_Seance2/HostMail {{ModId}}_SeanceIngredientsComplete/Time 2000 2600": do i have the correct syntax for my preconditions here? i finally got a full patch summary log from a player and i can see that they've received the letter but the event still won't trigger for them
cool cool, thank you i think i get it. lastly, can the editdata action be on the same file as the load action or should i put them in different files?
They can be in the same file aslong as the editdata is after the load
Everything in a CP mod can always be in a single file unless you're using Local Tokens (which you are not).
Except for LTs, the only purpose of multiple files is to split a large file up for human readability.
https://www.nexusmods.com/stardewvalley/mods/196
What i do is that i have my normal mask, using the classic mask colors. And then i overlay the seasonal details (or other details)
with a color that isn't one of the mask colors (usually i use black)
(local tokens can also be single file, they would just be mostly redundant, as you can have localtokens directly on an EditData for example, its not exclusive to Include's)
or i believe (long time i didn't look) that i may even apply the overlay directly
Ohh okay, that's similar to what I tried, but I tried editimage replace a paint mask with the seasonal details un coloured, I'll have a look at your mod now to see how you've done it, thank you!
i am a bit fuzzy on the details so yeah, look at how it's done and see if it's easier
You're right, I forgot they don't have to be on Includes because they feel like such a waste otherwise lol
I wonder if that would fix the issue of the paint mask stopping everything from changing on season change too, if this fixes the issue then you're a life saver, and I'll be adding a bit to the wiki
i hope it'll help! i will not have time to explain stuff however mainly because i didn't look at stuff recently and so don't remember ๐
Don't worry I work best from an example so this is perfect!

hey so i added BETAS as a hard req for my summit map edit to make sure the paths layer actually spawns, and was wondering if it had to be? i mean for an ongoing save yes, but would it just work without for a new one? gonna make a test save to check anyway, but wondering if there is like, a known answer yknow
i don't believe it's needed for new saves, but if it's not an hard req you may have users asking same question often
so it's up to you to see how much it will annoys you
Unless you stick the trigger action behind a HasMod check, I think you'll get an error without BETAS
HasMod only checks if the mod is in the mods folder, not if it's enabled right
and yeah... user questions 
Hi I cant create my .dll for a mod I am creating, can someone created it for me please?
I am on steam deck and unable to upload mods but I did on android but cant create .dll'
If the mod is in the Mods folder (without a period in front of the folder name) it is enabled. Stardrop works by telling SMAPI that the Mods folder is actually in a different folder, which it symlinks your enabled mods to. But if you ran SMAPI without Stardrop it would just read everything in your Mods folder. But HasMod checks the mod list in your game regardless.
Okay I'm pretty sure that seasonal edits and paint masks do not cooperate on custom buildings, Lumina's mod works on the vanilla buildings but I've basically copied the way their mod works (even tried the dynamic tokens rather that the {{season}} token) and yet the seasonal edit's don't change on season change
uhh anyone know of an outside bench facing north in any tilesheet? i know spring_outdoors_tilesheet2 has one used for the summit but it has a rocky tile under it and i don't want it. if there isn't one i'll just, do a tilesheet edit
Umm there's been a development, patch export on the building and the paint mask exports the expected season varient, however the game either still shows the old building or shows the correct building with the wrong paint mask?, First two images are the patch export which are correct for the season (winter), however the third image shows the correct season but wrong paint mask (Fall). I have no idea what's happening
actually if i were to edit a part of the tilesheet using edit_image, it being spring_outdoors_tilesheet2, will recolors still work on it? guessing not because override
new tilesheet time
They would work if the recolour loads after yours, however they might add the rock back
yeah... new bench tilesheet leggo
good thing outdoor maps change by season no matter what
oh wait, new tilesheet would also not work with recolors

They would not, inless you make the tilesheets recolour compatiable
i can make it earthy comp, considering i've got the textures
and prolly others but like
effort

what are like
the most popular ones
Daisy niko earthy, starblue (even though it's currently unofficially supported), and soft slow seasons I think are some of the main ones
i also add earthy
ok yeah sure
These are the recolours I got when I asked in modded chat, roughly in order of most used:
[x] Vanilla
[x] Earthy
[x] Wittily
[x] StarBlue
[x] Blue Grass Recolour
[x] Recolor Stardew Foliage
[ ] Soft Slow Seasons
[ ] Pinkstations Cotton Recolor
[ ] Stardew Foliage Redone (No longer available and no unofficial version)
[ ] Vibrant Pastoral Redone (Can't find the tiles to colour match)
(Ignore the [] and [x] I just copied it from my mod desc)
i'll include a tutorial on how to add custom ones
hope vpr has the seasons outdoors_tilesheet2
has Wittily been udpated to 1.6
Not officially
(Vibrant Patoral Recolor is the second most downloaded recolor after Earthy.)
alrght gotta have vpr
(Ahhh thank you, I think that was added to the bottom as it wasn't something I could add easily)
I thought there was an unofficial update for wittily but it turns out there wasn't
oh well
if the og has the tilesheet i need should be fine
when was the summit added
wondering if i should make the config auto detect recolors
that's just dynamic tokens ain't it
Yep.
I did an auto detect setting but I think i did it in a very extra way cause I didn't know about dynamic tokens at the time
what did u do
I did this:https://smapi.io/json/none/0b160209af354f5a95852e469667d04f, the entire file minus the very last is for autodetecting recolours
10 edit images?
Even worse
no reason for it not to
True but it certainly isn't advised that's for sure
At least it was as tedious as making recipes for every edibility value in the game, had to make a script for that and it fills Lookup Anything crafting recipe section
I'm pretty sure I could just do it as a query now
I am English, unless you mean someone else :p, I did try to help someone who was trying to translate the game into Welsh, getting the alphabet to work correctly.

these are all the same besides the last one aren't they
i wonder if recolors do the same
I think most recolours just apply a hue shift and modify brightness/ contrast in photoshop or similar, I know Earthy does that as there's photoshop files to help with making sprite sheets that match
hey uhh how do i use when to set a negative
like i want something to apply when the config isn't on auto
Let me dig through my files and I can find it
Looks like it, however I've only used contains for has mod
"HasMod |contains=DaisyNiko.EarthyRecolour": false,
I'm glad my new keyboard has the pipe glyph, it would've made writing content packs so much more annoying
pipe glyph?
the | character, I think it's called pipe unless I'm thinking of the wrong name
Stick
There are so many lines, you could probably make a windmill with just the lines

Hyphen: -
Underscore: _
Pipe: |
Back-slash:
Forward-slash: /
Broken stick: ยฆ
โ em dash
โ en dash
lines
okay but I've always wondered. what is the broken stick
So have I, I actually don't know where its ever used
okay so ยฆ is the archaic form of |
Seemingly as a way to distinguish | and I and l (Monospace font my beloved <3)
Might steal them and add them to my paths mod, I've been looking for more smaller stone designs cause the stepping stones are too big
interesting that it's a separate char instead of a font choice
oh
they might be from a tilesheet mod
yes
from kissa
It stems from before computers had easily changable font, ISO/IEC 8859-1 diffrenciated it from the unbroken pipe
Ahh I shalln't steal them then, I shall ask nicely if they'll allow it
i could use them, they have 3 recolor support 
nvm i am
blind vanilla tilesheet does have em
WOOO, I shall 100% add them without the grass to my mod
it's spring_outdoors_tilesheet
Thank you!
Indeed we do, that's why I love modding stardew so much, everyones great
ooops, definitely the dragon throwing me off. and the whole llanfairpwllgwyngyll thing
I love hearing how people say the town name, it always makes me laugh
Isn't there already a tile for the two curved ones at the top?
or are those the vanilla tiles?
it's all vanilla
Don't forget the "new" 1.6 spring_outdoorsTileSheet2.png! It has a couple of potential top facing cliff tiles.
The problem is the dirt for them is the darker dirt, so you'd have to use ones with no visible dirt.
i am using it but i am trying
Yeah, it's tricky finding where tiles are intended to line up.
I might dive back into tiled and try more of the terrain sets
I really started something with that seed of knowledge! 
you did! I've been loving messing around with it trying to make a total terrain set, cliffs and all
Do you want another rabbit hole to go down?
oh always
Link to the source code on GitHub: https://github.com/solarstrings/TiledAutomapping
In this tutorial you will learn the new way to set up automapping with Tiled version 1.11.0.
The new way of autotiling works with versions Tiled 1.9 and above.
#automapping #Tiled #guide #tutorial #tile #mapping
You could theoretically do cliffs fully automatically using just, say, the cliff bottom tiles.
i am feeling hate
I was just thinking could I do some auto matic map making by placing a few tiles, and apparently so! you read my mind
can you make a location perpetually winter using content patcher?
I think u can, should be in map property ๐ค
Oh ye that's basically a vanilla thing with the island and desert, I forgot about that
I can't remember if a map by itself can but put your location in a new location context and it easily can
SeasonOverride <string season>
That's perfect, I don't think anyone has made a specifically only winter area so it would be a good place to make to test out Tiled terrain sets more and map autogeneration
Is it possible to only replace sound effects in a specific location or location context?
I expect itโs possible with Cp When conditions but may cause lag
(Sound files are rather large, typically)
Worth investigating the two options for how to load sounds
It's just replacing monster sound effects with similar short clips but I assumed combining audio changes with When conditions would be bad, yeah
I mean I think if you can get both files to preload itโs not so bad, I just donโt know if thatโs possible
(With CP, at least)
time to download more recolors to steal benches
my bench, doesn't have a shadow
do i,,, need one
U can check the base game bench and try to match if you like
search for mailbox

