#making-mods-general

1 messages Ā· Page 410 of 1

brave fable
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the manifest is longer than the mod smh

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more imports than lines of code smh

drowsy pewter
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yes for sure

brave fable
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note: do NOT try and use a generic gradient for your mod page header

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and i thought it handled sprites badly

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and screenshots and anything else

hard fern
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😭 for a second i thought it was an image that didnt load

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it was that bad

gentle rose
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that banding...

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the artefacts... the bottom right corner...

hard fern
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yeah what is going on with the botton right lol

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(is your gradient supposed to be... off kilter?)

gentle rose
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I genuinely can't tell if the dark region was supposed to all be clipped to one colour or if that was the compression too

brave fable
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pay no attention to the bottom right corner 😌

hard fern
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now that ive seen it i cant

gentle rose
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I desperately need to see the original now

brave fable
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then live desperately

hard fern
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šŸ˜” so mean

pale pecan
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Hey so quick question. When the unlock conditions for an NPC are met they are added into the game. But what if at any point those conditions are no longer met? (Let's say you used console commands to change it so that the save doesn't have you flagged for completing the community center for example). Does the NPC stay in the world, or get removed?

drowsy pewter
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depends on how the unlock conditions were implemented

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NPCs are never fully removed from the game and there is a version of them that persists in data even if the mod is deleted. This way a player can add the mod back in case they uninstalled it accidentally, and not lose progress on that npc's hearts/etc. (You have to use a console command to kill them)

If the unlock condition is an entire CP patch to decide whether or not to add the NPC to the game, it would function like that.

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Because if CP decides not to patch the npc into the game, the game has no way of knowing that an npc is supposed to be there

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If it's some other condition like a game state query that the game has access to, it could manifest differently tho

trim ruin
#

I ran into yet another error... I've clearly made some kind of mistake but I just can't figure out what said mistake is...
Thanks in advance for help ✨

hard fern
trim ruin
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ohh! thank you, I'll try that!

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Yup that fixed it, Thank you

pine elbow
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Hey this might be a silly question, but when it comes to placable objects like sprinklers, fences &tc, am I right in thinking that a tile can only have one object on it? I'm working on an 'underground pipes' mod and trying to figure how best to approach it

gentle rose
pine elbow
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Yeah

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That's what the code was suggesting, I wanted to be sure

brave fable
#

well it's true, but not exactly

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counterpoint: flooring

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and overlaiddictionary, and terrainfeatures, ..

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which is to say with the healing power of harmony you can add as many layers of complexity to the world as you like, though you may not end up using objects (or at least, not entirely)

gentle rose
#

I keep forgetting if objects are a subset of items or vice versa

brave fable
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objects are items

gentle rose
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makes sense, makes sense

brave fable
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items do not have a price, stack, or quality

pine elbow
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Nice nice. Thanks

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Geez this game has a bit of complexity to it

brave fable
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everyone opens it up expecting there to be only two methods farm() and sleep()

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but instead they get Game1 and Utility

gentle rose
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_newDayAfterLoad

pine elbow
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draw and update, draw and update

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what's all this other stuff fml

gentle rose
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it's the stuff that stops draw and update from being a million lines each

brave fable
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ah yes draw and its twelve cascading overloads

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actually i put these in mooded-farmers

willow nest
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It was exactly what I needed. Thank you very much.

plucky pumice
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Would someone be able to help me find a specific file? Trynna make a simple edit to whats in the starting parsnip box but I cannot for the life of me find which file that is (using stardewXnbHack)

proud wyvern
willow nest
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I added Sleep(5000) just in case

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Going to check if it has enough time without it but will probably still delay the closing a couple of seconds for people with very slow internet.

vernal crest
trim ruin
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Is this what joy feels like? SDVpufferwaaahSDVpufferparty /hj

gray bear
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they r REAL wormrise

neat gazelle
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using content patcher, I'm making a map for the Slime Hutch interior, and I want to add a small fishing area, but I can't find how to refer to the interior for the data/locations stuff. the main SDV wiki doesn't have it, and says that the list is just some of the location names. while it lists the greenhouse, i noticed it also doesn't list any location names for coop or barn interiors, which has me wondering if I'm SOL on this. Anyone got an idea of where I can look?

lucid iron
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I don't think you can put location data on instanced building interior location right

neat gazelle
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That may very well be my problem, which means putting the fishing stuff on the map itself ...

calm nebula
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Actually maybe yes maybe no

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I'm not at my computer and can't check for myself but some things could, like I remember data/events/barn working

brave fable
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i almost want to say it's possible

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Data/Locations isn't exclusively used for non-instanced locations such as the town, farmhouse, and such. if you don't add the CreateOnLoad field in your data it won't try and make a new location

neat gazelle
#

I'll try adding the CreateOnLoad to see if that makes a difference

brave fable
#

that is the opposite

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try and add the SlimeHutch entry without a CreateOnLoad field, just Fish

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since the location getFish() method tries to get the data by Name (SlimeHutch), and not UniqueName (SlimeHutch_12031023102380911asdf) it might be able to read the fish data for the matching entry

neat gazelle
#

Thank you for the helpful ideas! and just having someone to communicate with. I think my brain's too tired to figure this out. I tried taking out all the fishing stuff just to verify that the map name I got from FTM's "whereami" command worked, and I can't even load the interior map. FTM's query returns the map name as "Slime Hutch" with a space, and the map replacement mods i referenced show "SlimeHutch" no space, and neither way is working. If you're at all interested in poking the code -- I get weirdly curious, not assuming you'll want to -- https://github.com/KasualTheGamer/SDV-Slime-Hutch-Interior. I'm going to see if a shower and a snack clear the head.

brave fable
#

ah i think your issue is that you're using TargetField on SlimeHutch, which assumes there's a SlimeHutch entry in the target Data/Locations -- but there isn't

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you want to use Action: EditData , Entries: { SlimeHutch: { Fish: [ {...} ] } }

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i'll give it a try

blissful panther
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There could very easily be side effects to cabins on other maps, though, so it might be worth doing some experiments to see if you can find any you might need to work around.

pine elbow
blissful panther
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That's great! What's this all fo, out of curiosity?

lucid iron
#

You should check if the Farm location type has anything acting specifically on FarmHouse building type

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I vaguely recall the mailbox bubble being one of these NotteThink

blissful panther
pine elbow
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So would it be possible for the starting cabins to appear on other maps besides the farm?

brave fable
#

iirc having all GameLocation instances implement BuildableLocation was one of the cornerstones of sdv1.6

blissful panther
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It's what allowed me to make my prototype TARDIS mod, yeah.

brave fable
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it's just a matter of changing where the starting cabins go, and then combing through the code to make sure nothing is specifically searching the Farm location for any/all cabins

pine elbow
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ops

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When I get home I'll take a look, my mod will be very interesting, I want to give a different farm to each character in co-op

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I sent the wrong copied message

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But either way, if both the greenhouses and the cabins work, it will be great.

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It's a shame that there's no way to restrict access to the farm map to just the cabin owner, otherwise it would be possible to create a Stardew MMO lol

brave fable
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[game] Location 'SlimeHutch8c97a738-ab92-4392-bbee-637094797505' failed parsing item query 'LOCATION_FISH Town' for fish 'LOCATION_FISH Town': expected four arguments in the form <location name> <bobber x> <bobber y> <depth>
making progress SDVdemetriums

blissful panther
brave fable
lucid iron
#

I mean just do the check at the warp action

brave fable
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note: you need to add a new entry to Data/Locations without CreateOnLoad, using the exact name of the Building the location is parented to

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also your map was crashing because you had several TileData objects with no properties

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annnnd if you keep the FloorID tiles you'll be able to put flooring down on your dirt which you probably don't want but also this is clearly a wip

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*/*/\..*\.png or somesuch should do it

woeful lintel
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I'm trying to use the json schema for CP, but it gives me this warning, what's wrong here?

neat gazelle
neat gazelle
woeful lintel
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it looks like my FromFile is valid from reading the schema directly:

brave fable
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no problem! fun little problem

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which i guess makes it a problem but you can ignore that

neat gazelle
brave fable
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FloorID is only designed to be used for decorative floors, i sure hope it doesn't affect the slime hutch functionality

woeful lintel
lucid iron
obtuse wigeon
iron ridge
woeful lintel
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oh ok, that's fucked up

obtuse wigeon
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(nice one pillow, found it before me)

iron ridge
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i knew i'd seen some schema somewhere in my half asleep discord reading SDVpuffersquee

obtuse wigeon
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Is it possible to add all items in a catagory to a shop using CP without specifying each item? or is that a C# thing?

woeful lintel
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yeah, that fixes it.

brave fable
obtuse wigeon
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Ahh gotcha okay perfect! thank you!

lucid iron
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PerItemCondition and then whatever suitable gsq

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I like using ITEM_ID_PREFIX to just add everything in this mod to a shop

obtuse wigeon
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That's actually a better option for another of my mods, thank you!

neat gazelle
brave fable
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spanning works, just make sure you've got Snap to Grid enabled

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it'll apply the tiledata properties to any tiles on the matching layer covered by your rectangle

mortal leaf
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Hey folks! I'm trying to make it so when you cast some spells, it does the book reading animation (like when you read any skill book). The Farmer animation is easy no biggie but I cannot find the item animation frames. Brain hurt!

woeful lintel
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cursors?

mortal leaf
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I tried cursors, is there more than one page of cursors?

obtuse wigeon
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There is, Cursors_1_6.png

mortal leaf
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God bless

obtuse wigeon
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Left middle the book sprites are

woeful lintel
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found it: book_animation.png

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oh?

obtuse wigeon
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Oh ye there 2 aminations, good to know

mortal leaf
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It's literally called book_animation?? Yo what am I doing wrong XD

iron ridge
#

???????????
WHY DOES IT WORK NOW

#
public static IEnumerable<CodeInstruction> Summit_showQiCheatingEvent_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
        {
            try
            {
                CodeMatcher matcher = new(instructions, generator);

                
                // Game1.player.health = -1;
                // IL_001c: call class StardewValley.Farmer StardewValley.Game1::get_player()
                // IL_0021: ldc.i4.m1
                // IL_0022: stfld int32 StardewValley.Farmer::health


                matcher.MatchStartForward(
                    [
                        new(OpCodes.Call),
                        new(OpCodes.Ldc_I4_M1),
                        new(OpCodes.Stfld),
                    ]
                );


                matcher.ThrowIfNotMatch("Failed to match showqicheatingevent");
                matcher.Advance(1);
                matcher.RemoveInstructions(1);
                matcher.InsertAndAdvance(
                    [
                        new(OpCodes.Ldc_I4_8),
                    ]
                );

                return matcher.Instructions();
            }
            catch (Exception err)
            {
                smonitor.Log($"Error in GameLocation_setUpLocationSpecificFlair_Transpiler:\n{err}", LogLevel.Error);
                return instructions;
            }
        }

i added this and while it does permenantly show the cheating background for some reason, i do in fact have 8 health

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it even rains!

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:(((( i slept and its back to being dark and not raining ?????

gray bear
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summit needs an exorcism

iron ridge
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actually i think i can do a postfix to resolve the lighting

pine elbow
bleak spade
#

I've opened a tilesheet in Tiled but one of the animated tiles isn't animated anymore, does anyone know how to fix that?

iron ridge
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i imagine you could patch GameLocation.isCollidingWithWarp and do the checks, only allowing them to warp if deemed acceptable

iron ridge
bleak spade
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How do I enable the green leaf animations? It's a new map file, but the flowers are still animated

blissful panther
lucid iron
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Then u can easily control who actually gets to warp in

blissful panther
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Ooh!

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That's a much better idea.

pine elbow
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Ah! I would do this part of the special warps later, I'm trying to find the greenhouse and the initial cabins.

lucid iron
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But yeah just use normal action warp rn so it'll be easy to switch later

obtuse wigeon
pine elbow
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In this case, what I wanted to do first was to put more broken greenhouses on the other farms.

iron ridge
obtuse wigeon
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1.6.16 suggestion: Fix what ever cursed nonsense is happening at the summit

iron ridge
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sorry this is just me being angry at harmony

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i am literally reassining the ambient light why dont you update

drowsy pewter
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do cp configs print to smapi log in trace, or is there otherwise some way of making a config option report to the log SDVpufferthink Because god knows players wont tell me what config settings theyre playing on until after i ask

obtuse wigeon
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only with new config changes using "LogName" I think

iron ridge
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might be a bit hacky but i think if you loaded an asset it'd log a trace? as in, doing a Load to something like Mods/6480/ConfigKey_{{ConfigValue}} with a fromfile just being empty

drowsy pewter
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Ouhhh

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That's an interesting idea

obtuse wigeon
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Actually I guess ye it would show if you do the hacky method reguardless if its a new config change or not

iron ridge
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it was the null ambientlight AAAAAAAAAAAAAAAAAAA

obtuse wigeon
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You are not having a good time at all, I'm quite amazed how hard coded it is ngl

iron ridge
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tbf some of it was the content patcher side doing things

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(in my attempts to fix it without harmony)

bleak spade
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Does anyone know why the green leaf isn't animating in my new Tiled map? The flowers are working but not the leaf

lucid iron
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You see that black bar thing

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It means whether this is animated tile

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Gotta animate it yourself

iron ridge
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im just looking at the name of that transpiler method.. have i been targeting the wrong one this entire time

lucid iron
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You could have a trigger action to do that on day started

iron ridge
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nvm im targeting the right one just the method is named wrong

lucid iron
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you can also ask for patch summary <modid> but goes back to asking lol

bleak spade
iron ridge
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why am i still hearing wind when i've skipped the method..

bleak spade
#

If I need to animate it myself, how

lucid iron
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Tiled has a šŸ“½ļø icon that opens the animation tool

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I would explain more but i am phone rn

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The way vanilla tilesets work is that if the tile isn't on this map then it's not animated

iron ridge
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i could just copy 10 lines of vanilla code into a postfix i suppose

bleak spade
lucid iron
#

No it means that if the map you exported the tsx from doesn't have animated leaf then you will not get animated leaf

iron ridge
obtuse wigeon
#

You're making progress though! it's weird to see the summit so bright

fathom hound
#

1.7 is coming to Stardew! Prepare for modding madness! SDVpuffersquee puffer_devil_glee aSDVpufferchickbounce SDVpuffermusic SDVpufferprideowo aSDVpufferparty aSDVemoteheart SDVpufferheart SDViconstardroppride SDVjuniheart aSDVjunimodancepride

drowsy pewter
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gyg

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Please dont break my cornucopia nooo

pine elbow
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How can I create my StardewValley.Farm-derived type correctly, because when I put it here

"CreateOnLoad": {
"MapPath": "Maps/Mix_Farm_Island",
"AlwaysActive": true,
"Type": "StardewValley.Farm"
},

It creates the broken greenhouse, but the problem is that it tries to create other things on my map, like the main house (and it gets buggy, I can't enter it), and what I want for now is just the greenhouse, so I created my own custom class and put it here.

"CreateOnLoad": {
"MapPath": "Maps/Mix_Farm_Island",
"AlwaysActive": true,
"Type": "MultiFarmsCabin.MistFarms"
},

But I got an error
System.Exception: Invalid type for location Mix_Farm_Island: MultiFarmsCabin.MistFarms

hard fern
#

I hope 1.7 adds fish juice

drowsy pewter
#

okay yeah, i support that

brittle ledge
lucid iron
#

Carp joice

brittle ledge
#

Does anyone know what the refresh_bundles command/syntax actually is? Got someone who's trying to get rid of the SVE items in their bundles.

lucid iron
brittle pasture
#

(also do you really need a custom class)

#

(if possible I recommend achieving what you want with patches alone)

obtuse wigeon
#

Shouldn't this change the spring outdoors tilesheet?

    {
        "Action": "EditImage",
        "Target": "Maps/spring_outdoorsTileSheet",
        "FromFile": "Assets/Maps/spring_outdoorsTileSheet.png",
    }

The FromFile is literally the entire spring outdoors tilesheet but magenta (to test if it works)

#
   Patches:
      loaded  | conditions | applied | priority | name + details
      ------- | ---------- | ------- | -------- | --------------
      [X]     | [X]        | [ ]     | Default  | EditImage Maps/spring_outdoors

But why aren't you applying? I only have 3 mods installed, this, content patcher, and cjb cheats

#

omg I forgot patch mode 🤦

#

nope, didn't fix it

pine elbow
brittle pasture
#

how would you repair it?

uncut viper
pine elbow
drowsy pewter
#

Luckily we do require BETAS already, I had been planning to check the betas docs just in case there was a funciton for that

uncut viper
#

it will require enabling BETAS's advanced functions

drowsy pewter
#

I see

uncut viper
#

which will require a minor alteration to your manifest that will affect nothing else

#

i require people to opt in to logging functionality so that someone can't just print to the screen under anyone's name they want

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and the manifest is the only way I can do that and guarantee it's the actual author that opted in

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(this is an author side enabling though ofc, users won't have to do anything)

rigid musk
#

Do you guys know how soon the next update is coming out? The one with the event changes?

uncut viper
#

months to years away

#

unless ca gave a more concrete date during the concert but I didn't see one reported

rigid musk
#

šŸ˜” okay im trying to see if I need to ask for help switching my event stuff for the vanilla overwritten events

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I dont have much energy to fix anything right now so if it comes out within the next few months I'm for sure gonna need help lmao

brittle pasture
# pine elbow Just like the normal farm, when you repair one you repair them all.

my recommendation is adding a map section using the broken greenhouse tiles, patch it out once the CC bundle is completed and put a custom building that uses the greenhouse interior as an instanced interior (not literally the vanilla one) on the map with C# or a framework like Buildings Included
you don’t want to literally reuse the vanilla greenhouse (and the associated code) because it’s not an instanced building so your farm’s greenhouse and the vanilla one will open into the same location

uncut viper
#

it would be better to pretend the update doesn't exist until a release date is announced

pine elbow
#

So each greenhouse is separate

#

When I used the StardewValley.Farm class

brittle pasture
#

interesting… I remember someone testing multiple greenhouses a while ago and got that problem

lucid iron
#

I think the inside is the problematic one

#

But hm since u be in C# anyways what if u just add the broken greenhouse

#

And then do the upgrade yourself

rigid musk
#

I know he didnt mention a date but that's very ironic

lucid iron
#

Proof that ppl on this server much better at keeping secrets than general public

fading walrus
#

Post is down for moderator review lol
I don't wanna be in the subreddit staff's shoes rn

brittle pasture
#

well cat's out of the bag now, there are already news articles

fathom hound
rigid musk
#

the fact that there's a news article kekw and he directly said not to mention it anywhere else

#

honestly peak comedy to me

pine elbow
# lucid iron But hm since u be in C# anyways what if u just add the broken greenhouse

I had another idea, do you know if it's possible to create a mail event when someone completes the greenhouse package, either through the center or through Joja, so when they complete this package, they give everyone, except the host, a special item that can be used for Robin to build a greenhouse, so the person can use it to build their greenhouse

lucid iron
#

you get a mail pretty sure

#

ccPantry

#

that would work yea

pine elbow
#

But where do I put this ccPantry, would it be the email name, or a condition for it to be active?

#

Do I need to create a TriggerAction to activate the email?

latent mauve
#

The mailflag already exists, so you would just need a trigger action to activate your new letter, and if you want it to only apply to the farmhands and not the host, that would need to be part of your conditions.

pine elbow
#

But where do I edit?
Data/mail
Data/Triggers

valid folio
#

Hello, sorry, does anyone remember where the tree seeds are in the base game? I need to see what they look like to make one for a tree. It’s the only thing I’m missing to upload the mod. Or if you know where I can see a variety of tree seeds in 16x16px, that works too. Thanks.

lucid iron
latent mauve
#

To target only the farmhands, would !IS_HOST work as a GSQ? I'm not super familiar with how Not statements work in GSQ

pine elbow
#

I'm not sure if I understood correctly... Because the idea was, I don't know, to create a "greenhouse ticket" and for the person to receive it via email. To create this email, I would have to create a letter, where the person receives the gift by mail, and for the letter to be sent to the person, I would have to edit the Data/Triggers, so wouldn't I have to edit both files?

lucid iron
#

the other suggestion is for case where you don't care about having a mail at all

#

all buildings have a BuildCondition

latent mauve
#

Question: what, if anything, happens if a BuildCondition becomes false during construction?

pine elbow
#

Yes, I already have a greenhouse mod that I created, but if I don't put a unique item in the game to limit the number of greenhouses, the person could create a lot of greenhouses, the idea is to be able to make just one, and therefore a unique item, that a player can only get once.

latent mauve
#

I was trying to think of how a voucher system would work and if it could be done by just having the item in inventory and removing it on purchase, but if that breaks things because the condition fails once the item is removed, it would need a different condition

lucid iron
lucid iron
pine elbow
brittle pasture
#

you can’t, only one per player

#

well one per cabin actually

lucid iron
#

u can debug build as many as u want Bolb

#

but yknow we talking normal gameplay here

pine elbow
#

Data/Buildings Is there such a rule?

lucid iron
#

have you unpacked the game

pine elbow
#

stardewxnbhack?
or ILSpy?

round timber
#

first one

pine elbow
#

content or c# ?

lucid iron
#

content

#

you can see the Stable entry in Data/Buildings.json in the unpacked content

#

it says "BuildCondition": "CAN_BUILD_FOR_CABINS Stable",

glossy cargo
#

When CA announces an update
Players: panda_HYPE
Modders: Scared

lucid iron
#

We had the alpha for a while

#

I only have 2 broken mods out of my 15 C# mods

glossy cargo
#

Maybe that's just me. I can't use pre-alphas or alphas or whatnot

#

the stuff I need to change is almost all related to the new content, not the new code. Sure, new code = new bugs, but that's like, 2% of the work I have to do Sadge

brittle pasture
#

I should check the alpha one of these days, I keep delaying because I have just one more feature I need to deploy to the main branch before switching I swear

glossy cargo
#

So yeah, my strat can only ever be to wait for release, then work very hard so get something out quick

lucid iron
#

Selph I use a preprocessor macro

iron ridge
#

how does the game decide to render the hud or not on a certain map?

lucid iron
#

You can maybe put it in StardewValley.targets too

brittle pasture
#

yes this shall help

lucid iron
#

I don't bc it gets annoying when i build other ppl mod

#

So I specify it in my own csproj only

pine elbow
lucid iron
#

You can just build the cabin

#

Don't even be in multiplayer mode

ivory plume
#

You can join the Stardew Valley 1.7 technical alpha!

This is a very early technical preview of the next Stardew Valley update. This phase is meant for mod authors who want to provide feedback and suggestions early in the process, when larger changes are still in scope. Anyone is welcome to join (including non-authors).

However, you should know:

  • This is an alpha branch, which means frequent updates directly from the game's development branch. This version may be less stable, change without warning, break SMAPI or mods at any time, or corrupt saves. Don't play a save you care about in the alpha.
  • There's no estimated release date. The actual release could be years away for all we know. Don't plan mod releases around 1.7.
  • New game content (if any) isn't included in the technical preview.
  • Please don't reshare this info online (e.g. Reddit or Twitter). We'd prefer to avoid any media attention, since there's no release date or guarantees this early in the process. Feel free to share it on Discord or in DMs to anyone who might be interested though.

See...

pine elbow
#

@lucid iron Is there any way I can use ccPanty in When do content patcher?

lucid iron
#

HasFlag

#

but also the build condition just takes a gsq

pine elbow
#

What would that be?

#

game state queries?

lucid iron
#

PLAYER_HAS_MAIL Host ccPanty,CAN_BUILD_FOR_CABINS {{ModId}}_FarmhandGreenhouse

golden spire
#

I hope whatever content there is, is not just more stuff shoved into year 1

pine elbow
#

I use the vanilla greenhouse myself

round timber
#

Panty?

lucid iron
#

ill leave the typo, but it is ccPantry oops

hard fern
#

panty...

golden spire
#

they belong to Lewis

pine elbow
lucid iron
#

isnt that the main greenhosue

#

but also you don't have to ask me in particular there's other ppl around

pine elbow
#

Yes, it is the main greenhouse.

#

I will now test the conditions I set.

dapper crown
#

Unofficial updates are only for mods that dont load or crash completely, not bug fixes, right?

lucid iron
#

it depends on the license

dapper crown
#

Im looking at unlicensed code rn :') So the only rights there are those granted by the GitHub ToS, but also, its distributed on nexusmods with modification permission granted so idrk how that interacts

lucid iron
#

well u can always make your ownā„¢

#

what is the mod in question?

dapper crown
#

It doesnt set the itemgrabmenu source for its modified fishing treasures correctly, so someone reported that my fishbot update, which now checks for source so always enabled doesnt loot normal chests, isnt looting chests anymore, but its because of this mod

lucid iron
#

oh it's aloe's mod Bolb

#

ik she's currently busy/hiatus so assuming you cannot get in contact i'd probably just harmony this mod

hallow prism
#

note that Item Extension is allowing to make some changes to fishing chests but on the content pack side

#

(in case this matters in the decision process)

dapper crown
#

I think harmony for compatibility is fine, harmony to fix other mods bugs is a bit weirdge, so ill leave it at a PR for now

sudden estuary
#

How does one get the mod (game mod) role?

#

(not the server mod role)

round timber
#

step 1) be level 25 (farmer role)
step 2) have a published mod
step 3) DM bouncer to ask for role

crude plank
#

step 4) ???
step 5) profit

round timber
#

yes

#

step 6) never play the game again /j

dapper crown
#

Actually step 6 is to not play for a year and then get obsessed with it again for a month or two

crude plank
#

i'll have you know i am currently loading into a save

#

to play

#

not test

#

pls don't take my cheeto away

humble timber
#

lmao

#

i escaped cheeto hell
...
mostly

#

we don't talk about all the houses i need to draw

ornate trellis
#

🤨

crude plank
#

Void! you're void again

ornate trellis
#

I am

humble timber
#

see i have FUCK farm for when i get bored of cheetoing and i have my expansion wip for when i get bored of FUCK farm. its foolproof

ivory plume
#

Monthly mod stats time!

Mod compatibility

78.5% of SMAPI (C#) mods are compatible or have a workaround, up from 77.6% last month.

Unique mods by type

August was another busy month, with 473 more mods. That includes:

  • +312 Content Patcher;
  • +55 SMAPI;
  • +42 Fashion Sense;
  • +49 Alternative Textures;
  • +5 Farm Type Manager;
  • +4 Json Assets;
  • +1 Custom Music;
  • +1 Producer Framework Mod;
  • 0 Better Artisan Good Icons;
  • 0 Dynamic Game Assets;
  • 0 TMXL;
  • -1 Custom Furniture;
  • -1 Shop Tile Framework;
  • -2 XNB;
  • -3 Mail Framework Mod;
  • and +11 for frameworks with <100 content packs.

Content Patcher packs

We have 11,990 Content Patcher packs.

The top five Format versions remain...

  • 2.0 (3,547 ↗ 3,640), 2.3 (827 ↗ 829), and 2.4 (600 ↗ 620) for Stardew Valley 1.6;
  • 1.19 (563 ā†˜ 561) for Stardew Valley 1.4;
  • and 1.3 (484 ā†˜ 482) in old unofficial guides.

Open source

  • We have 3,586 tracked C# mods, of which
  • 2,272 mods (63%) have a source code repo, with
  • 1,204 (53%) in a multi-mod repo and 1,068 (47%) in a single-mod repo.

Web costs

And finally, web hosting costs for the SMAPI.io site, update-check server, and API rose a bit to US$250/month. (The graph is always a bit behind due to billing cycles.)

See also

And that's it for this month!

blissful panther
#

(How bad are the bandwidth costs for downloading the mod dump, by the way? Ever since I moved over to Linux, dumping everything myself has been... problematic with the lack of LINQPad.)

iron ridge
#

-2 XNB;
that's a relief

humble timber
#

real omg SDVpufferparty

ivory plume
blissful panther
#

(Hundreds of bots it is, then. Got it!)

#

Joking aside, thanks. That's reassuring!

urban patrol
#

is there a way to check if the player picked a cat or a dog? i'm not worried about checking for modded animals, this is just for dialogue

ivory plume
#

Yep, the PLAYER_PREFERRED_PET game state query (which you can check in dialogue using the $query command).

urban patrol
#

oh awesome i missed that, thank you!

halcyon nest
lucid iron
hallow prism
#

would english say something like "he jokes but doesn't have the heart about it" or something? It would work in french but i'm unsure how english would say that. For someone that is trying to act like things are ok but they aren't

uncut viper
#

thatd be kinda close to "He jokes, but his heart isn't in it." though i usually only hear that when talking about being unenthused, not trying to pretend like things are ok

obtuse wigeon
#

I don't think the saying is that but I'm pretty sure there is one

hallow prism
#

hmm, funny how we may have similar ish expressions but with still a bit of differnt context

obtuse wigeon
#

Honestly it wouldn't suprise me if it was ripped straight from french

brittle pasture
#

not 1:1 but I’m a fan of ā€œhe put up a smile, but it does not reach his eyesā€

hallow prism
#

currently i have "he smiles feebly" which is close enough, i wanted to have something to reinforce the idea, but to be fair SDV rarely use % so maybe short is best

obtuse wigeon
#

I'd say Selph's quote is the closest you'd get ngl

hallow prism
#

that is ok

brave fable
#

he's joking, but there's something else behind his smile is more the kind of idiom I might use

obtuse wigeon
#

theres also putting on a brave face but that's more of a generic thing than relating to jokes or smiles

autumn yoke
#

Hello!! sorry for interrupting im just popping in for some quick help jhdsajhdfei im making a new crop, and seeds are all good and set up at pierre's but theyre being sold at 4x instead of 2x markup and ignoreshoppricemodifiers only bumps it back down to 2x D: just wondering if anybody has any insight

lucid iron
#

Pierre has a modifier built in

#

How much do you want to sell for?

autumn yoke
#

im going to strangle that man

halcyon nest
#

reasonable crashout

autumn yoke
#

55 for now, its going for 110 TT

#

thank you

lucid iron
#

I guess that means u put base value of 27 or 28?

autumn yoke
#

adding useobjectdataprice wish me luck

#

base value is at 55!

lucid iron
#

Yeah but do you actually want something to sell for exactly base price i mean

autumn yoke
#

FALSE ALARM

#

yes !! i was just trying to fix it going for 4x instead of 2x!!!

#

so if i can get it to show base price first

#

then problem fix

#

yay

brave fable
#

well every crop in the game uses 2x

#

it's how pierre does business

autumn yoke
#

does that stack with pierr,es price modifier

#

im gonna eat my own hands

brave fable
#

that is pierres price modifier

autumn yoke
#

okay, so the problem was mine was selling for 4x, not 2x

brave fable
#

but yes it does also multiply with other modifiers iirc

#

hence your 4x

autumn tide
#

hey! would this work to have Krobus say "You haven't? That's fantastic!" when the query of not killing any shadow people is met?

"4_*": "...Have you encountered others like me, in the caves? I'm sorry if they were hostile towards you. You see, we've learned to fear humans... there have been too many... unpleasant encounters.$2#$e#You haven't... slain any of my kind, have you..?$3#$query PLAYER_KILLED_MONSTERS Current Shadow Brute 0 0#$b#You haven't? That's fantastic!$1",

autumn yoke
lucid iron
#

i think you may need to quote Shadow Brute

autumn yoke
#

bc the problem was that there is an extra unnaccounted for 2x price mod on it

hallow prism
autumn tide
brave fable
#

I thought people just.. added their stuff to pierres shop and didn't change any modifiers

autumn tide
hallow prism
#

$query PLAYER_KILLED_MONSTERS Current Shadow Brute 0 0#$b#You haven't? That's fantastic!$1|Oh.$s"

#

but with whatever text you want krobus to say instead

hallow prism
#

it's explained on the dialogue page

autumn yoke
lucid iron
#

Oh.
SDVkrobussad

autumn yoke
#

sorry if i was being confusing!!! either way its fixed now :D

undone coral
#

Hello, I am new to mod making and made my first mod for ease of use with farming tools. It does have issues with character animation when changing directions though. Would I have to create new sprites/animations to fix that?

https://www.nexusmods.com/stardewvalley/mods/37150

Nexus Mods :: Stardew Valley

This mod adds options for tool use within Stardew Valley. Direction change with mouse click/hold for Axe, Pickaxe, Hoe, Watering Can, and Fishing Pole.

lucid iron
#

can you just set the farmer to those animations?

undone coral
#

So I did that with the Axe and Pickaxe, where I wait for the animation to finish before changing directions. (Earlier it would lock the character into the tool use animation and the actual tool would clip to a different direction if the mouse was moved.) This does not work with the hoe, watering can, and fishingpole because I am using the Game1.player.UsingTool boolean to determine if the character is currently in the tool use animation.

trim ruin
twin wadi
#

huh whats going on?

trim ruin
twin wadi
#

ohhhh i didnt see your message there

trim ruin
#

unless you meant if I need help with the GMCM mod specifically, then nevermind haha

twin wadi
#

i can help, as long as its an error i know how to solve ahaha lemme backread a bit SDVpuffersquee

trim ruin
#

okie thank youSDVpufferheart

twin wadi
#

can you send your dialogue.json and content.json?

#

!json

ocean sailBOT
#

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

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

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

trim ruin
#

sure thing!

twin wadi
#

(also im sometimes on a diff tab so pls ping or else i might not see SDVpuffersquee)

trim ruin
#

I just saw I got an error in SMAPI too, one sec. I'll upload that too

hallow prism
#

There is a dot after nuggets in the dialogue load

#

Is it intended?

trim ruin
#

oh! no it isn't!

hallow prism
#

Then it may be the issue

trim ruin
#

The SMAPI error is gone now but he still won't talk...

hallow prism
#

Then do a patch export pathofyourdialogue and post it here

#

!patchexport

ocean sailBOT
#

A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.

  1. Load up a save (with Content Patcher installed)
  2. Type patch export <FILEPATHOFTHING> in the SMAPI console and hit return
  3. Look in your patch export folder in the game folder for the relevant json file or image
  4. If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
tacit sparrow
#

With the Announcement of Stardew Valley v.1.7 update, is there a specific place to follow to get the latest changes or changes for SMAPI for it?

hallow prism
#

(Im late for bed so no ping pls)

trim ruin
#

okie

hallow prism
#

It may be in pins

obtuse wigeon
calm nebula
#

(Sleep well!)

hallow prism
#

(Thanks)

tacit sparrow
#

Thanks Yeah I see it on the wiki appreciate it

trim ruin
trim ruin
#

(I turned off the Ping I hope it didn't ping anyways)

trim ruin
brave fable
#

could you send the log file here anyway? if we see why it doesn't work, you can try again once it's fixed.

trim ruin
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 6 C# mods and 2 content packs.

trim ruin
#

was just about to do that haha

#

the error i got when trying to export the patch didn't save into that so, I'll have to copy paste it...

brave fable
#

oh, you've still got errors in your schedule and dialogue json files, so they won't be loaded

trim ruin
#

Ohh

#

patch export <pathofyourdialogue>
[Content Patcher] Couldn't load asset '<pathofyourdialogue>' using a likely type (tried: System.Object). Try either specifying the type, or waiting until the game loads it before exporting it. See the SMAPI log for details.
patch export <assets/Dialogue/Yapping.json>
[Content Patcher] Couldn't load asset '<assets/Dialogue/Yapping.json>' using a likely type (tried: System.Object). Try either specifying the type, or waiting until the game loads it before exporting it. See the SMAPI log for details.
patch export assets/Dialogue/Yapping.json
[Content Patcher] Couldn't load asset 'assets/Dialogue/Yapping.json' using a likely type (tried: System.Object). Try either specifying the type, or waiting until the game loads it before exporting it. See the SMAPI log for details.

brave fable
#

the patch export won't run because your files weren't loaded as game assets, and your patch export filename usage won't work because it expects a Target asset name, not a FromFile filename

trim ruin
#

ahh

brave fable
#

once you've fixed the issues in the json files you'll be able to load them as game assets, and then you can patch export the game assets by target name if there's any issues left to troubleshoot

#

but for now let's look at the json files

trim ruin
#

''learn coding'' they said, ''It'll be fun'' they said SDVpufferpain hahaha

brave fable
#

programming isn't about having fun, it's about making the computer miserable

trim ruin
#

lol

#

and the programmer

trim ruin
#

or well we lol

brave fable
#

both SDVpufferthumbsup parallel processing

trim ruin
#

okie dokie

#

the content and dialogue.jsons are already in the chat (Just in case you didn't see)

brave fable
#

oh right, assumed you'd made some changes since. let's see

trim ruin
#

only removed the . after the nugget but that was all

brave fable
#

the issue is that your NPC Dialogue Patch change is something of a black hole

violet valley
#

for map making, is there a way to make a touch action run only once?

(what I mean by this is for example when using a touch action like TouchAction Emote, is there a way to like make it trigger only once)

brave fable
#

firstly, you're targeting the Dialogue, Schedule data, and Schedule strings assets with a dialogue fromfile, instead of just the Dialogue asset

trim ruin
#

ohh

brave fable
#

secondly, you're using Load instead of Include for this change, so it's trying to add a Content Patcher json file as the dialogue and schedule asset contents

#

you can either use an Include action here to apply all the changes inside your dialogue file, or keep it as Load and remove all the CP behaviours (everything but the {} value of Entries) from that file so it's a valid dialogue asset

trim ruin
#

alrighty I'll try switching it with include!

brave fable
#

continuing from that, if you go with Include you'll have to note that you're using an EditData change on some target Characters/Dialogue/{{ModId}}_<Skott>, but you haven't actually used a Load action to provide that asset yet, so there's nothing for your EditData to edit

#

what people generally do here is load a blank json file, usually named blank.json with the contents literally just {} , and Load that as a basic game asset to edit data into

trim ruin
#

Alright I added the basefiles thingy, wish me luck lol

brave fable
#

did you.. actually make a blank json file

trim ruin
#

šŸ¤¦ā€ā™€ļø no

#

hahaha

brave fable
#

this is why we don't rely on luck 😌

trim ruin
#

I'm so tired lol

brave fable
#

also as CP says, Include changes don't use a Target field, since they aren't changing a game asset. they're just including another CP file

trim ruin
#

ahh I see

#

Just so I understood correctly: the blank.json shoud look like {Load} ?

brave fable
#

sorry that was a load-bearing comma

violet valley
#

Anyone know if any map other than the pirate night cave map can use Action DartsGame? Or is it hardcoded just for that map

brave fable
#

in your blank.json:```json
{}

in your content.json:
```json
{
  "Action": "Load",
  "Target": "my funny target",
  "FromFile": "blank.json"
}
trim ruin
#

ahh

brave fable
#

there's an example in the content file i linked above

uncut viper
#

only a location* with that type sorry

violet valley
uncut viper
#

well you can make your location that type but thats very not recommended bc then that breaks many other things you probably want to not be broken

violet valley
#

Okie

violet valley
brave fable
#

the Darts game also rewards you walnuts when played, so reusing it elsewhere will have side effects actually it only rewards you if currentLocation is Locations.IslandSouthEastCave

uncut viper
#

its in its Data/Locations data

violet valley
uncut viper
#

you really, really dont want to do it willy nilly

violet valley
lucid iron
#

@ivory plume hello pathos how goes i want to add menu options to lookup anything
like this

uncut viper
#

no it definitely would

#

not probably

violet valley
#

lol yea

lucid iron
#

unfortunately it means i gotta go and refactor all the hardcoded colors too

brave fable
#

interesting that the tile action is limited to the islandsoutheastcave location but also has safeguards for the minigame being created elsewhere. i suppose there's also the minigame debug command

violet valley
#

It is interesting that is is so strictly limited to the ginger island map ONLY though

lucid iron
violet valley
#

see what in here?

brave fable
#

it's not so unusual or unexpected, it saves on checking tile actions on locations when the game knows for sure that there's only one Darts minigame ever used, and that's on one specific location

lucid iron
brave fable
#

just funny that it then also doublechecks to avoid rewarding you outside of that location when there's no simple way of doing so without debug commands

lucid iron
#

atm it's not possible (without painful methods) because you didn't use i18n in this mod

lucid iron
#

did you not make this mod blobcatgooglyblep

violet valley
#

make what mod lol XD

lucid iron
#

i kinda assumed cus it says OMEGAlinc

#

this one

violet valley
#

Yeah but like what abt it

#

lol

uncut viper
#

chu just told you whaty about it

lucid iron
#

are you willing to add translation support

violet valley
#

oh yeah I could

lucid iron
#

yay

#

there's no rush really n let me know if u need to know how

violet valley
#

sorry I didnt click to the message you sent that time lol

#

so yea I could

violet valley
#

Yeah sorry I dont sometimes see pings

#

I'll work on it soon šŸ™‚

trim ruin
lucid iron
#

do u have a assets/blank.sjon

#

it gotta have {} inside

trim ruin
#

Yes I added it!

violet valley
#

Hm

trim ruin
#

it should be in assets

#

unless I messed up and misclicked

lucid iron
#

it's possible

#

make sure you got file extensions on

trim ruin
#

and I did infact misclick lol

#

Now it's in assets

#

And it still has errors

lucid iron
#

this one is looking for just blank.json instead

#

u should prob fix the Target on Action Include stuff too

trim ruin
#

do I change it back to load?

brave fable
#

well no, the fromfile is still a CP file. you'll just break it more incredibly

trim ruin
#

oof

lucid iron
#

you just remove the Target field

#

because a Include patch doesn't need one

trim ruin
#

Oh!

#

Okay yellow error is gone, red error persists...

ivory plume
lucid iron
#

so people can choose different bg styles

#

theme options more accurate

ivory plume
#

Sure, that could be interesting (particularly if other mods can register themes or something).

lucid iron
#

atm it's vanilla sprites only

ivory plume
#

(Reminds me of the Chrono Cross menu options.)

lucid iron
#

with one flavor based on letterbg and one based on menutiles + IClickableMenu.drawTextureBox

#

some of the letter bg are a little disaster hence need to also config the colors monS

#

maybe i do that in a second PR tho, and do bg that look ok out of the box first

#

the reason why i need this is because im using an interface mod with fancy smancy letter bg so lookup anything is unreadable

mortal leaf
#

I'm kinda stuck on ideas for professions for a magic skill. I want them to be cool and give you incentive to try the other branch later on, but not so cool you get FOMO in your single player game lol.

trim ruin
#

The SMAPI errors are fixed, but unfortunately he's still being stubborn and won't talk

vernal crest
#

Does he have gift tastes?

trim ruin
#

Yes he does

#

ahh but I might have a small error in it, I'll try something and see if the issue persists

vernal crest
#

Actually, does your Target for his dialogue and stuff actually have his name as <Skott> with the angle brackets?

trim ruin
#

in the content.json it doesn't have a target at all, since its an 'Include' action instead of a load

brave fable
#

and in the included file?

trim ruin
#

Yes

brave fable
#

could you try running patch summary mymodmanifestuniqueidhere ?

#

and then share the log here, of course

vernal crest
#

Is your NPC actually called {{ModId}}_<Skott> in the Data/Characters entry too? The angle brackets are very unusual.

brave fable
#

welcoming our new villagers <div> and <a href="json.smapi.io"> šŸ¤

trim ruin
trim ruin
vernal crest
# trim ruin the mod Id in data/character is {{ModId}}Skott.VinoNugget and the DisplayName is...

Then your Target needs to be Characters/Dialogue/{{ModId}}Skott.VinoNugget because it needs to match what his internal name is.

Although you don't really need the "VinoNugget" in there because that's what the {{ModId}} token is for. It will add whatever your mod's unique ID is from your manifest. So if your unique ID was VinoNugget.Skott (for example) then you're currently making his internal name VinoNugget.SkottSkott.VinoNugget.

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

trim ruin
#

thank you!

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 6 C# mods and 2 content packs.

brave fable
#

hmmm

#

i should mention here that mymodmanifestuniqueidhere should be your actual mod manifest unique ID

vernal crest
#

You need to actually put your own mod's mod ID

brave fable
#

feel free to run it again and re-send it

trim ruin
#

oh lol i just copypasted it hahaha

brave fable
#

i'll remember to write it out as patch summary my-funny-and-cool-UniqueID-value-from-my-manifest.json-file-goes-here-šŸ„™šŸ„™šŸ„™ in future

trim ruin
#

ahh thank you!

#

I will be honest I have no clue what I'm doing here lol

vernal crest
#

With which bit?

trim ruin
#

Generally the coding of the mod but right now I mean applying that syntax to my files

#

plus, I now got a schedule error but the reason for that is that it's the template from the wiki still.

vernal crest
#

Can you link me the wiki page that has the template on it?

#

I'll fix that now so you can see what it should look like

trim ruin
#
Stardew Modding Wiki

Hello! Aviroen here.
Below I have constructed a ROMANCEABLE NPC template which are all standalone.json(s)
This is assumed that you understand Content Patcher to some degree.
"What does standalone mean?"
It means it can be it's own separate json like "NPCNAME.json" or "Dialogue.json" or "MarriageDialogue...

vernal crest
#

I don't see any errors

#

Angle brackets in this context mean "this thing is mandatory". So you replace whatever is contained within the angle brackets and the angle brackets themselves with whatever the words inside the angle brackets are telling you.

trim ruin
#

ah wait

#

That's the one, sorry!

vernal crest
#

In this instance you will have followed the template's instructions to set up a Dynamic Token that looks like this

{
            "Name": "Skott",
            "Value": "{{ModId}}_Skott"
        },

So when you have bits like this "Target": "Characters/schedules/{{<NPCNAME>}}", you replace it like this "Target": "Characters/schedules/{{Skott}}",

#

Ok I found a couple of nowiki tags in that second link so I'll fix those

trim ruin
vernal crest
#

Well yes there is because you aren't the only person using the tutorial lol

trim ruin
#

true

mortal leaf
#

Thinking it through helped thanks šŸ˜›

#

I was gonna ask a long ass question but I answered my own question

round timber
brittle ledge
vernal crest
wise berry
#

I'm currently trying to understand how to make a custom data asset for CP mods to target... I'm staring at examples and not getting it bahaha

wise berry
#

:O

#

I have not!! I gotta see this

brave fable
wise berry
#

Only done it in CP before ahaha

wise berry
brave fable
#

ah, well there's nothing stopping you from having a CP component if you're using C#, other than that it's explained in the link above

lucid iron
#

DokkanStare what are you frameworking

wise berry
#

Uhhhhhh

#

I'll tell you as soon as I confirm with my co-conspirator

#

Because we haven't really talked about this anywhere outside of DMs yet ahaha and I just wanna make exttra sure I've got the green light to talk

#

Also I kinda wanna make it work first just to make sure all our ideas don't go kaput

lucid iron
#

a scheme...

#

yea i only ask because i have Opinions about Framework Design

wise berry
#

Ough I feel that

#

I'm trying to redesign some stuff right now because we're both new to Stardew C# modding in different ways

tiny zealot
#

providing an asset is a good start. better in most cases than doing your own content packs

wise berry
#

Ehehe yeah

#

I really like the asset providing approach just based on. vibes I guess

lucid iron
#

something that i feel is important but don't have the words to articulate is providing entry points(?) to other game systems

#

that is stuff like exposing Condition for game state query, places to put tractions, use ItemQuery instead of asking for hardcoded list of items, etc

tiny zealot
#

i guess i would call that composability

wise berry
lucid iron
#

i like your fancy words sir ichor of the tower

tiny zealot
lucid iron
#

i think aedenthorn started it probably

tiny zealot
#

it feels impossible for it to have been me

lucid iron
#

been doing it since 1.5 psure

wise berry
#

Oooh that makes a lot of sense

lucid iron
#

the kind of custom asset approach had always been possible, but it wasn't very popular before 1.6 bc of the landscape

tiny zealot
#

i hope you've been using a recent release of SNF for your mental model. i did the asset invalidation kind of poorly in the early ones and had at least one edge-case race condition

lucid iron
#

like it was commonly understood that you need the JA/DGA for items, and then the PFM for artisan machines, and the MFM for the mail, etc

uncut viper
#

SPU did it in april last year, but I copied it from someone else, so definitely earlier than that

wise berry
uncut viper
#

dont remember who i copied from though

lucid iron
#

now that CP does all of those it becomes a lot more attractive to offload all the grunt work to it Bolb

#

i think i just copied from the wiki the first time i had to do it

#

and honestly i have at least a little regret about how nested trinkets data model is

tiny zealot
#

yeah, once you start removing content pack formats it starts to really grind when you have even one more

lucid iron
#

(in my defense i looked at Data/Machines and went surely ppl can deal with it)

tiny zealot
#

JA, PFM, MFM, etc. all had their own packs so you had (e.g.) SVE with like ten bundled folders. then most of them vanish and now i long for FTM not to use its own packs anymore SDVpuffersquee

uncut viper
#

(editors note: people cannot deal with Data/Machines either)

hard fern
#

machines...

tiny zealot
#

also jokingly longing for FTM to have a name that describes what it does

hard fern
#

the real farm type managing was the friends we made along the way

brave fable
#

forage.. type mod

uncut viper
#

is it not about transing your gender?

lucid iron
#

the world's your farm if you think hard enough

hard fern
#

oyster type manager...

brave fable
#

forage, terrainfeatures, monsters. take it or leave it

tiny zealot
#

i need to make the hero image/thumbnail for this danged mod and i can't. i don't want to graphic-design-is-my-passion it but i have nothing. try again tomorrow, i suppose

brave fable
#

honestly the thumbnail is the part that hangs me up the most

drowsy pewter
#

i would play with oyster type manager

brave fable
#

halloween puzzle dreams looks terrible

uncut viper
#

cant go wrong with scroll generator over darkened screenshot

tiny zealot
#

false. i will never use scroll generator

uncut viper
#

i didnt say you would. just that if you did, you couldnt go wrong with it

brave fable
#

i choose funny shape with gradient overlay and drop shadow and slight rotation, title in bold all-upper white text with stroke

uncut viper
#

though fsr i had it in my mind that this must obviously be some sort of framework mod

brave fable
#

maybe even sprites. maybe even related to the mod.

uncut viper
#

if its not a framework mod i think one can go wrong with just the scroll generator

#

the only thumbnail ive ever put effort into was BETAS and i think that was worth it and means i never need to put effort into such a thing again

tiny zealot
#

-# i think the scroll generator is wrong in every case. the results are unpleasant

hard fern
#

i hand make all of my thumbnails with love <3 even if that love is cropping an in-game screenshot into oblivion to make it fit nexus

uncut viper
#

unless you count edoM rorriM, whose thumbnail is a screenshot of the title screen, which took weeks of grueling effort

brave fable
#

i'm telling kdau you said that and he's gonna be upset

tiny zealot
#

fix the keming and the letter baselines and i'll reconsider my position

hard fern
#

what if you just hand-draw your own stardew scroll

uncut viper
#

agreed, whimsiless behaviour (/lh)

vernal crest
#

I have been diagnosed with lack of whimsy so I support ichor's position on principle

uncut viper
#

what does it mean

lucid iron
#

the truck represents progress, delivery

#

the fireworks for excitement and liveliness

devout otter
#

Actually mighty tempted to just do this for all my thumbnails from now on.

brave fable
#

eagerly awaiting exploding trucks mod

lucid iron
#

this is how dolphin lures me

brave fable
#

let me guess. this one's unlockable bundles

uncut viper
#

thats obviously chu's take on RTF

trim ruin
#

I'm working on the schedule right now and I'm confused about what exactly would go into the <KeyIdentifierIni18n> field...

gentle rose
#

where are you seeing that field name?

vernal crest
#

That's in Avi's NPC template

gentle rose
#

ah

#

(in the future, you’ll probably get answers more quickly if you include the context of what you’re asking, vino)

vernal crest
#

I am also not sure what Avi means by that because it should be a Strings asset key, not anything to do with i18n

gentle rose
#

oh they use it in three places, one correctly and two I think incorrectly

vernal crest
#

I assume it's just because she calls her string key the same thing as her i18n key

gentle rose
#

one of them is inside an i18n token, which makes sense

trim ruin
gentle rose
#

so she gave code that works if they match I think

trim ruin
#

That would explain why I couldn't find anything on google

#

(or in my other installed NPC mod)

lucid iron
#

In general if you se "< thing >" on a guide, it means you should put in your values like "mything"

vernal crest
trim ruin
#

ahh I see, Thank you!

gentle rose
vernal crest
#

Flipped a table upon her?

#

Drat, I have gotten my item drops wrong

#

Oh because I want Condition not PerItemCondition

#

Hmm or maybe both

#

Poop no that is not better

#

Hmmmm

#

????? How did I just get quartz

#

Ah ha ha because I forgot a comma

#

Success! "PerItemCondition": "ANY \"ITEM_ID Target 92 296 399 18, RANDOM 0.8\" \"ITEM_ID Target 22 404 16 20, RANDOM 0.2\" \"ITEM_ID Target 257, mushymato.MonsterVariety_LUCKY_RANDOM 0.01 @addDailyLuck @addPlayerLuck 80\"",

drowsy pewter
#

recipes that are unlocked on a skill level up; if a player installs a mod after reaching the required level, will they stil lrecieve the recipe or do i need to send a secret trigger action to make sure they have it?

brittle pasture
#

you should get em

drowsy pewter
#

awesome

drowsy pewter
#

Does anyone know of a way to display the ā•or ā” symbol on a map over an item of interest until the item is interacted with, similarly to how it is when doing vanilla quests?

I want to make sure that players read a note left on the ground in someone's house, but I know that vanilla tends to be pretty sparse in terms of interactable map strings, so lots of people may not be going around clicking on every note they see.

#

I have spacecore, meep, and betas as required framework mods

gaunt orbit
#

Unlockable Bundles can have bubbles if you're using that. Otherwise I don't think there's anything

drowsy pewter
#

dang yeah, I'm not adding bundles to this currently

#

perhaps if i use this item sprite instead of a map sprite it'll look obvious enough

#

When using CP to patch a map via json, can SetTilesheet refer to any tilesheet in maps folder, or is it only restricted to those already saved to the map file?

#

in the case of wanting to add a sprite from springobjects to this map that doesnt have springobjects yet

#

Seems like it might take only the tilesheets that are currently on the map file, so i might need to make my one tile patch a tmx file and then overlay it into the map ? SDVpufferthinkblob

vernal crest
#

Only those already in the map, yeah

#

And yes you're correct about how to do it instead

drowsy pewter
#

Woo

trim ruin
#

HE FINALLY TALKS!! SDVpufferwaaah Thank you all for the help! SDVpufferheart

drowsy pewter
#

alright another question about something i never do, is there a very easy CP condition that can be used to set gift tastes for npcs that are invalid until you meet them? i.e. SVE apples, etc.

I know I can set the same conditions as it takes to meet the npc, but I dont want to hunt that down for every npc I add to gift tastes. Would rather run some CP condition that only returns true if the npc actually exists

vernal crest
#

"Relationship:Apples |contains=Unmet": false? Although I would've thought that their gift tastes entry would exist in the game before they are unlocked anyway (except in the scenario where the mod author didn't add their Data/Characters entry until after some conditions were met).

drowsy pewter
#

yes, that scenario is sometimes the case for modded npcs

proven spindle
#

Would CP throw an error if you try to assign a gift taste to a character that hasn't been loaded/doesn't exist in the game yet? It just adds an entry to npcgifttastes, doesn't it?

uncut viper
#

if that's the scenario I'm 80% leaning towards that condition throwing a warning in the console because e.g. Apples doesn't exist

drowsy pewter
#

Not overwriting an npcs entire entry

uncut viper
#

you could low priority add your own gift tastes

brave fable
#

seems like the perfect opportunity to kick the can down the road until the next update overhauls the gift taste data

drowsy pewter
#

might as well

uncut viper
#

alternatively I think potentially using fields instead would be fine

vernal crest
#

Welp, SVE does use a CP condition to add Apples

brave fable
#

if it's causing compatibility issues (even just warnings) I'm sure you could mention it to flash to change to using builtin conditions in character data

#

it's what they're there for, after all

#

by they I mean the conditions, but probably flash too

drowsy pewter
#

Probably will just wait for gift tastes to be refactored; dont think anyone will notice that apples from sve doesnt have a particular favorite dish from cornucopia

#

Just curious if anyone knew a quick workaround since it's a common issue for other npcs

proven vigil
#

SVE is due for an update here soon so if there’s something you want changed let me know!

drowsy pewter
brave fable
#

the man himself 😌

hard fern
#

Woah

uncut viper
#

though I think if you just remove the check specifically for apples in the condition Aba posted it'd work and instead put Apples in the contains

hard fern
#

Wonder what sve's gonna have in its update

drowsy pewter
#

I think asking for conditional NPCs to be refactored might be a big change though when the only benefit is easier gift taste editing; the other option is adding the items to the gift tastes on sve's end (which is generally what I ask from npc modders), however, not sure if you want to add modded items to your character's gift tastes

drowsy pewter
#

that sounds like it would work

uncut viper
#

though the contains may need to be Apples:Unmet

#

or just every possibly relationship type

proven vigil
#

I don’t mind adding other modded items to gift tastes

vernal crest
#

Do you mean I wrote it incorrectly button?

proven vigil
#

Just give me a list and I’ll add them in

uncut viper
#

"Relationship |contains=Apples:Unmet, Apples:Friendly" etc for every friendship type

#

I'm on mobile so I don't wanna type it

drowsy pewter
#

Alright! I'll dm you in a little bit then. It would give you more control over their likes and dislikes anyways as the character owner

uncut viper
#

Patched

#

Your way checks the relationship with Apples specifically so CP goes "who the hell is Apples"

vernal crest
#

Ah right that's what you meant by "that condition throwing a warning". I'm so slow today.

uncut viper
#

My way asks CP if any of the relationships the player has are Apples and CP says nah ur good

vernal crest
#

Yep I follow now thanks ^_^

uncut viper
#

If Apples had the data patched in but just not unlocked yet yours would work

#

good because I'm SDVpufferchicknight

ornate locust
#

I added gift tastes to Apples and Lance and it required some extra stuff, but it was really just adding the same conditions that unlock their giftability to their gift taste patch

#
                "HasSeenEvent: hostPlayer |contains=7775927": true
            },```
It was this for Apples
#

ah you said you didn't want to do that, I am good at reading today

#

Ridgeside also has some NPCs like that, specifically ones that are NPCs before they become giftable NPCs

sleek flint
#

Does anyone know if it's possible to make SMAPI save the last 10 logs instead of saving only the last one?

lucid mulch
#

nope, outside of using external toolsto backup the log prior to launching smapi (or manually)

#

mods can't really do it because the log gets wiped prior to mods instantiating and trying to do it by detecting when smapi is closing and backing up is risk prone

drowsy pewter
#

I really wish spacecore context tags ingredients meshed well with love of cooking's choose-your-ingredient. (not directed at anyone who may or may not be in chat SDVpufferchef just that it feels like the kind of thing that would be sooo serendipitous if it did)

gray bear
#

if LoC just adds those context tags would it work out of the gate? thonk

drowsy pewter
#

I'm forever at this crossroads of "Well I could add an option for players to use any similar modded ingredient in any recipe ever, but would that cause people blaming me for random ingredients disappearing from their chests or not..."

gray bear
#

people would blame you for stuff anyway wouldn't they PensiveButtPuffer

brave fable
#

serendipitous for whom SDVdemetriums

#

unfortunately the main roadblock has always been that SpaceCore.CustomCraftingRecipe and StardewValley.CraftingRecipe have absolutely no inheritance in common. none. no overlap. completely incompatible

#

which means i pretty much have to write a second separate recipe resolver

gray bear
#

damn, very mean of them

#

why can't the power of context tags be for all

brave fable
#

i'm sure people can say the same about my cooking menu and the base game crafting menu, though it does at least meet the bare minimum inheritance to be considered a menu

#

and there's a public bool cooking = true for reflection's sake i guess

#

sometimes if you're making something better, or just plain different, it's easier to drop all the baggage and start new

#

although looking again

#

hm

brave fable
#

@2468 who do we appreciate

#

do your spacecore recipes generally show the correct description

drowsy pewter
#

Oh please don't worry I know how much rewriting would have to go into making that work SDVpufferchickcry It's just something I dream about

brave fable
#

or do they show the uh. DispayName

drowsy pewter
#

oof I dont know if the recipe description thing was ever resolved

brave fable
#

[sic]

drowsy pewter
#

I'll check real quick but that was always an issue

#

DispayName

brave fable
#

ah that's why

#
// Why are we using displayname here? I dunno, the old code returned the display name...
drowsy pewter
#

LOL

#

They actually do return the recipe description

#

Seems like it was fixed at some point

#

(Butter any being the flexible ingredient in this case)

brave fable
#

i guess it's fixed in some contexts but not others

#

(SpaceCore.Framework.CustomCraftingRecipe:StardewValley.CraftingRecipe).Description takes from SpaceCore.CustomCraftingRecipe.Description which is overridden by SpaceCore.VanillaAssetExpansion.VAECraftingRecipe.Description which returns the DispayName

#

starting to get dizzy

drowsy pewter
#

hilarious

#

chu seems to be the person to ping to pr things into spacecore

brave fable
#

it would be funny to ping chu to do it while i'm sitting here with the repo open and a pr waiting to be merged

drowsy pewter
#

But seriously if it's a hassle, don't worry about it. If LoC ends up not being able to juggle this feature, I probably just won't code in the scorched earth config option that replaces every ingredient in all of our 530 recipes with a spacecore context tag ingredient SDVpufferchickmayor

#

That would be like at least 20 hours of modding saved right there

brave fable
#

unfortunately, peace was never an option

gray bear
#

only haromany is an option no

brave fable
#

parsing recipe fields done 🄳 now the recipe resolver

grave scarab
#

I love tokenisable translations

"Jodi4Hearts_Jodi_HaveDinnerWithUsBringFish": "Anyway... I came by to ask if you wanted to have dinner with us tonight!#Or tea, whatever you call it. Your {{Lowercase:{{GrandparentName}}}} was always picky on that point.#$b#Now, [...]"
drowsy pewter
hallow prism
#

loving my best friend (break), and spending time with them when they are still around

patent lanceBOT
calm nebula
#

So what did i win

#

Someone please say a lifetime supply of yarn

#

Even if it isnt true

gentle rose
obtuse wigeon
#

do building skin textures support the {{season}} token and change with season? I can't remember if that's what I was having issues with or not

lucid iron
#

They are just loaded targets so they do

obtuse wigeon
#

oh perfect thank you

vernal crest
vernal crest
obtuse wigeon
#

Ahhh it was paint masks not skins, thank you

#

your timing in impecable, I was just switching over to here too

#

I'm attempting to use tokens so I don't have to load each texture individually, this should load from Assets/Exterior/spring/TardisPlus/texture_0.png right (and it's derivitives)?

    {
        "Action": "Load",
        "Target": "{{season}}/TardisPlus/texture_0, {{season}}/TardisPlus/texture_1, {{season}}/TardisPlus/texture_2, {{season}}/TardisPlus/texture_3, {{season}}/TardisPlus/texture_4, {{season}}/TardisPlus/texture_5, {{season}}/TardisPlus/texture_6, {{season}}/TardisPlus/texture_7, {{season}}/TardisPlus/texture_8, {{season}}/TardisPlus/texture_9",
        "FromFile": "Assets/Exterior/{{Target}}.png"
    },
vernal crest
#

Yes I think so

obtuse wigeon
#

I thought the reason why they werent loading into the game and patch export wouldn't work on them was because I messed up in the load part, nope I put the file extension at the end of the building skin texture 🤦 I have a rubber duck alternative but it certainly isn't working

gray bear
#

there isn't a better way to parse warps besides this right

vernal crest
#

You could write them on one line each and then combine them all into one line using multi line cursors at the end

gray bear
#

what would I use for that?

vernal crest
#

Open a new document in a new tab, write the desired warps, then put your cursor at the front of the second line and press ctrl alt down to put a second cursor at the front of the third line. Continue with the ctrl alt down until you've got one cursor in front of every line except the first. Hit backspace and they'll all collapse onto the first line. Then hit space to make sure they're spaced correctly.

gray bear
#

i have a faint idea of combining lists with a delimeter but it's foggy in there

vernal crest
#

I do this by muscle memory so ctrl alt down might be not quite correct. It might be ctrl shift down instead or something.

gray bear
#

ooooh yeah that'll def help with me fucking up warps, thank you aba

vernal crest
#

Multi line cursors is such a helpful thing to know how to do when you need to do the same edit to a bunch of consecutive lines

obtuse wigeon
#

you can also hold middle mouse and drag to place many cursors quickly

vernal crest
#

Psht holding middle mouse don't be ridiculous

#

My RSI says no to that

#

/j

obtuse wigeon
#

I only just found out about it yesterday, it is a bit useless when you need more cursors every other line though

devout otter
#

Is there a way to get what song Sam's band plays for his heart event as a conditional?

brave fable
#

you'll find the numbers given as $r dialogue question answer responses in Data/Events/SamHouse:44

devout otter
#

Thank you! I'll try this.

brave fable
#

maybe you could also check for the event fork IDs in Temp as events-seen, but i'm not sure if they count

#

if it works it'd guarantee you were actually at the show and they played the song, otherwise it's basically just checking your/their choice of song

#

i suppose if it doesn't work you can seenevent the actual event and also the dialogue answer

devout otter
#

Yeah, I'll test it out.

brittle ledge
#

I'm pretty sure has dialogue answer will work, Elliott's 2 heart uses the same thing

#

(which I proceed to yeet for RWE)

mortal leaf
#

So I have a clickable menu to upgrade your spellbook, similar to tool upgrades, but I want the wizard to offer them. Difference is when you approach Clint for upgrades you're approaching his shop, so my implementations keep trying to interrupt the Wizard's dialogue. Thoughts?

obtuse wigeon
#

Why not have the wizards book open a dialogue to choose between wizard build menu and book upgrade, it may be better for compat with mods that change the wizards dialogue and it may be easier than interupting the wizards dialogue too?

latent mauve
#

Creating a tiledata object to open the shop on is the only way without a special patch or C# to trigger a menu instead of dialogue

mortal leaf
#

I did consider that. Now that you mention compatibility you're dead on I think I will just do that. Thank you, bobo

lucid iron
#

You can make the wizard do it but the correct way is to queue up a $action to his daily dialogue after exhausting the normal daily dialogue

mortal leaf
#

Would that only trigger once a day, or as much as you like?

lean crane
#

Hello guys! I am new to this entire everything! haha. Um... I am trying to udate a mod for personal use, it uses CP for the most part, but theres some notes in the JSON that are confusing me, and im trying to convert the TMXL file into the CP,

#

Anyone think they might be able to help me understand some stuff?

lucid iron
ocean sailBOT
#

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

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

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

iron ridge
mortal leaf
lean crane
#

I did see the Pillow thing, I just dont know hw thisi would work with the existing Content Patcher folders? Yesterday was the first day I evere even installed a mod, let alone trying to edit one

lucid iron
#

What's the mod you are trying to update

#

-# please don't say shiko

lean crane
#

I can't contact the creator so I can only do it for personal use but The Robin Romance mod from Soapierbean (My A key seems to be having some issues lol)

#

I sent a message on Nexus but just a matterif they answer or something

lucid iron
#

I think there's an alternate one these days

lean crane
#

There are but they dont seems as fleshed out

#

Dateable Robin 1.6 and Hitme's Robin I believe they are

#

I know Robin Romance adds an entire new NPC Veronica, and also adds Robin into the festival with a bunch of new dialogue in general as well

lucid iron
#

Problem with old npc goes beyond just fixing the tmxl dependency

#

And permissions are closed on that one

lean crane
#

well from everything I can see, the TMXL is only there for the spouse room and furniture and the dialogue. And yes, I reached out to Soapierbean, but Ive been told it would be fine as long as I didnt distribute a fix, and it was for personal use.

lucid iron
#

If you are fine with all that and understand that your update is only personal use then take a look at the startmodding guides linked earlier

lean crane
#

Im just trying to understand some notes in the JSON since i havent touched any of this before. I have a guide specifically telling me how to convert the spouse room stuff. but the JSON has a note about spouse room not having the required buiding layers, and I was wondering what exactly that meant, and if thats why the spouse room was kept as a TMXL file

obtuse wigeon
#

More building layers were added somewhere along 1.6 I believe, maps now support many layers as long as they're named the same as the standard layer, but suffixed with a number

lean crane
#

so its pssible to havce to few layers?

obtuse wigeon
#

A higher number will always draw over a lower number or a layer without a number

lean crane
#

oh wait that means it might have too many layers originally as well huh?

obtuse wigeon
#

I'm going to assume the original mod used too many layers so required a dependancy

lean crane
#

I definitely think im biting off more than I can chew to start off with lol

#

Yeah so the TMXL files in the mod are specifically the TMXL of the spouse room, I think it was a .png file for the furniture, and a .png file for festiva, which I believe applies to the dance festival

#

Thats everything in the TMXL folder basically

lucid iron
#

Again it's not just the tmxl bits that need fixing

#

The cp stuff is likely targetting old fields too

#

NPC changed a lot in 1.6

lean crane
#

As far as I know the mod was updated for 1.6 base.

iron ridge
#

tmxl didnt have overlap with working with 1.6

lean crane
#

never? the 1.24.1 TMXL made it sound like it originally worked with base 1.6?

iron ridge
#

that was released in march 2023

lucid iron
#

It had some game breaking crashes

lean crane
#

Ah. I think I saw the person made a newer version of TMXL but its not ready yet. I saw a new version on Nexus actually got hidden 2 days ago. So i need to really go through the Content Patcher stuff too even if I do this?

iron ridge
#

the update barely worked

lucid iron
#

That one still has the game breaking crashes

lean crane
#

thats 1.24.3alpha, there ws an even newer version apparently but its not ready yet lol. Yeah moon told me about the crashes with .3 so I starting looking into what I would need to do.

lucid iron
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

lucid iron
#

The spouse room stuff is normal npc deal now

lean crane
#

this is not entry level stuff to learn is it lol

obtuse wigeon
#

Honestly it seems more intimidating than it is

lucid iron
#

There's no entry or advanced level tbh

#

Do it because you want to Sleepden

lean crane
#

Hold on! Ive been doing a little more digging! Can you guys explain this a bit!

"This mod requires Content Patcher & TMXL Map Toolkit (needed to add Robin's spouse room; as of 1.6, without this mod, you'll get Abigail's spouse room instead). It seems people have run into various issues installing through Vortex, so I've disabled the option. If you are having issues, make sure to delete any remnants of this mod in your mod folder, then download and install manually. I don't know why this mod has problems with Vortex, so I'm unable to correct it."

This is a note in the before you install of the Mod. It says as of 1.6.... so... was this mod updated for 1.6, but never properly converted the stuff for the spouse room?

autumn tide
#

Is there a resource to listen to the different sounds you can add to events? I'm trying to draft an event, I have the audio wiki with descriptions open, but I'm not sure how I would go about actually listening to one of the sound effects to see if it would fit in the event https://stardewvalleywiki.com/Modding:Audio#Track_list

Stardew Valley Wiki

← Index

uncut viper
latent cape
autumn tide
#

Thanks!

pine elbow
#

When using the When in the Content Patcher, I need to check the farm name.

When FarmName=FourFarms or EightFarms or TwelveFarms or SixteenFarms

What's the best way to perform this check?

Like this?

"When":{
"FarmName: FourFarms|EightFarms|TwelveFarms|SixteenFarms": True
}
``` << like this?

Or do I have to repeat the code for each FarmName?
gray bear
#

last example would be what you're looking for

pine elbow
#

So, I found FarmName there, but there is no example, or saying whether or not it is possible to check multiple names

lucid iron
#

There's only 1 farm name in vanilla

#

You have to create your own cp token to check multiple names

pine elbow
#

What I want to check is the name of the selected farm, if the farm is one of the vanilla ones or mine, the correct thing is for this property to check its name

#

Vanilla farms, for example, would be: Farm_Standart, Farm_Beach, Farm_Forest, Farm_FourCorners, Farm_Hilltop, Farm_Riverland, Farm_MeadowlandsFarm

calm nebula
#

"FarmName":"Farm_Standart, Farm_Beach, Farm_Forest, Farm_FourCorners, Farm_Hilltop, Farm_Riverland, Farm_MeadowlandsFarm"

#

But the real names

uncut viper
#

you want FarmType not FarmName

#

@pine elbow

pine elbow
#

so like i am adding new npc and i have no clue about this thing + the spawn point ( X and Y )
i want her to be around mine entrance and adventurers guild i need help šŸ˜”

uncut viper
#

Home Region as far as I know just controls things like luau friendship

pine elbow
#

so i dont need to change that?

uncut viper
#

it's separate from their Home

pine elbow
#

ohh!

uncut viper
#

you don't need to no

pine elbow
#

thanksSDVpufferwow

winged charm
#

Hello! I'm having some issues with an interactable tile not taking me to a map in Tiled. I'm able to load into the map with debug warp AidenHouseInterior, but in game it fails to find or load it. Here's the only property for the Object Building tile Action: Warp 19 6 AidenHouseInterior . The thing is, I have a walkable trigger in the same map that loads into AidenHouseInterior fine, could it be the layer it's on or the fact theres another warp to the same location + tile?

obtuse wigeon
#

if the Interactable tile is set as an action warp in tiled, needs to be on the Buildings object (not tile) layer, any other layer including Buildings suffixed by a number won't work

#

you can have any number of warps where the destination is in the same location and X Y position, so it won't be that

uncut viper
#

also there must be a tile painted below the tile data too on the corresponding texture Buildings layer

winged charm
#

There's a building tile under it. Heres a SS of what I have going on in my Tiled

#

I have the pipe at the top of my map take me to the map Mountain perfectly fine. Could it be that I'm incorrectly naming my map location even when the same name works in debug warp AidenHouseInterior?

obtuse wigeon
#

You could try add the ModID before the location name? It's possible that SMAPI and the debug commands are able to infer the ModID automatically

uncut viper
#

warp is fuzzy search, so yeah it'll do that

#

if your location name has your modid in it you need to write it

#

don't assume correctness based on debug commands for anything, a lot of them do fuzzy searches

#

I assumed since they had another working warp though that might not be the issue

#

have you double checked that the green pipe is actually painted on the Buildings layer and not accidentally on Back?

#

actually I might've misread, is this pipe you screenshotted not the one that isn't working?

winged charm
#

It's the warp into the house that's not working

obtuse wigeon
#

Oh wait good point, the door is the selected tile data not the pipe, I also thought it was the pipe

winged charm
#

Maybe I shouldn't have brought up the pipe oops šŸ™ƒ

uncut viper
#

does doing a patch export of your map have the tile data in it?

tender bloom
#

The fuzzy search is a tiny bit wonky in my experience

#

It does trigger on partial strings

#

But only some of them?

uncut viper
#

the actual tile data won't be fuzzy searching

tender bloom
#

Or maybe if it’s ambiguous it’s weird on me?

#

Oh yeah for sure I just mean debug warp

#

Like debug warp wiz is pretty reliable but I couldn’t get it to trigger for some modded locations unless I got the whole thing right I think

winged charm
obtuse wigeon
#

debug warp could be fuzzying 2 locations rather than a single location

obtuse wigeon
uncut viper
#

yeah if it's a modded location there's good odds they have multiple locations with the same substrings

uncut viper
obtuse wigeon
#

(Tokens are a Content Patcher thing and not supported in Tiled)

winged charm
mortal leaf
#

Spellbook Upgrades are in three tiers. You start with Novice, then Apprentice, Adept, then Master. Upgrading the spellbook costs a little change and special components. For Apprentice, I'm using Frozen tear and Fire Quartz so you've at least stepped in the mines a bit. For Master, I want to do dumb end game stuff so Dragon Tooth and Prismatic Shard make sense. But I'm not sure where to put the middle point. Was gonna do Solar/Void Essences, but you can just grab those while you're doing Apprentice.

#

Apologies for rant

obtuse wigeon
#

What about winter items? the player has usually done a decent amount by then but usually not progressed to ginger island for the dragons tooth

#

Or even like iridium bars or desert materials? Starfruit could also be an option due to needing to get to the desert to access

uncut viper