#making-mods-general
1 messages · Page 418 of 1
i thought it was pong
it's pong
i thought the lines were barriers
man i remember making snake and pong as kid in python
Is pong
if this is an IMinigame implementation, it might simply not draw the game world at all? if you check out the draw method usages in the decompile you'll find out yourself
it was actually fun unlike making a stardew mod(cause its first time)
It is an IMinigame, and will do but its most likely the case tbh. Thanks!
coming up with dialogue for people for tortillas is harder than I thought it would be
There is only so much that can be said about a tortilla
im just making it a loved gift for everyone and giving them unique dialogue for it..
half tempted to make all of the other ones just 'Mmm Tortilla' instead
there is infinite prose about tortilla what do you mean
one can go on and on about tortilla
Give them a special portrait for receiving the tortilla please
I do not have the patience for that 
That's a lie really, NORMALLY I do have the patience I just don't right now - there's a reason I'm on Hiatus
I just wanted to participate in Tortilla-sanity
maybe you can google some Tortilla Facts
and fill out empty responses with Tortilla Facts
Jas just knows a lot about Tortilla
I was going to have demetrius recite a vague fact about them because that seems very in character
it's tortilla...
i have another question for y'all 
how do i make this "window" show light during days, in tiled?
honestly? nevermind, it looks fine LOL
Pretty sure it's tied to the Window furniture item. There is a window light beam in cursors.xnb or somewhere similar.
I was about to say "Oops Ping", but nevermind, you don't mind pings.
i'm editing a map that someone made for me and i saw this, so i thought it was something i had to adjust to fit the larger space!
all i can do in tiled is make things look cute LOL
everything else confuses me
Everything else is a pain to be sure
and sometimes you do things right but it just doesnt work with that one specific thing you're doing which is fun
[i.e. the one time I tried to give Qi windows that actually worked during the day/night and then had the realization that spouse rooms just dont do that]
the ambient gives your whole map already a white light until its dark so i dont think you really need the window but if you still wanna play around with it its WindowLight [<x> <y> <type>
when you search for light on the maps wiki page it should give you all the possible light things :3
ooh, thank you so much void!
Ok can someone please explain to me all the tortilla mods? Lol
It’s made my week but I don’t understand what’s happening 
as far as we can see
its huge
and it won't end so easily
it will take much of us with it when its done
and when its done there won't be much to rebuild from
but we will
stand tall and rebuild
we will thrive once more
probably
or its a meme couple days and will be gone
or could be a ryzen 4070 equivalent meme
as i said as far as we can see its MASSIVE
fad that originated from this server, like grandpa bed and mayo
Got it, thanks lol
Pffft
Well all hail the tortilla then I guess
there's no deep explanation other than modders are bored and we crave joke mods XD
"something just awakened inside me "
but the origin is someone pointed out the tortilla is off center
we've had pufferflat, yes. but what about pufferflatbread
🫓
Ah ty ty
i love this tortilla thing so much
Check out my Tortilla Clock!
should i make the boss in my game drob a tortila sounds like a must with current demand
Boss:"if you want the off-center tortila you have to defeat me"
farmer:

omg make the boss throw projectile tortillas 💖
no please don't make me do this its so out of place
💔
Ghost tortillas?
i feel like this feature will take most time tbh
Haunted tortillas?
make them into tortilla ninja stars
Lol
im out i can't i just can't

if anyone here can answer this that would help alot
so is there maps for skull cavern i can't find any for it but found 70 for the mines
I think the layouts are images? I feel like I remember that being mentioned, I'll have a quick look
Well I found the volcano ones, bot quite what I was looking for
i found a map for the entrance but not actuall maps
i think its retextured mines map
Looks like it is just regular mines but with a different tilesheet
yeah tbh i might make the thing im doing at mines level 100
be aware of the event on level 100, I'm not sure if it will cause any issues but it may be best to have a gander to make sure
not sure if it would be too op tho since if you unlock this quest it will take like 12-30 days ingame and a boss fight + minor fights to get this item which doubles player inventory in simple means
are there.. specific unlocks for sandy as a friendable npc
In vanilla? I'm not sure she is friendable
im trying to just gift her a tortilla to make sure the dialogue is working but for some reason i cannot gift her (and she isnt showing up in my menu thing)
she is
time to browse the game code because I'm not sure there is? unless bus unlock is a hard requirment reguardless if you cheat to the desert or not
i had never noticed it before this .. i tried cheating in the bus unlock via cjb
I can't see anything specific in the code but I'm not too adept at reading C#
"CanSocialize": "PLAYER_HAS_SEEN_EVENT Any 67",
that's her intro event
Does anyone know how to list more than one author on Nexus?
Or debug ebi it
also i think you just put a space and add their name
That seems like quite an odd requirement, nice bit of trivia though
like Flor3nce2456, OtherAuthor, etc...
Oh ok! Wait, space or comma+space?
Author or team name is just a field you can fill however
it doesn't link to anything, so it doesn't matter
You can delineate however
^
When I type my own name, Nexus links to my user page automatically:
Oooohhh.... oops
it's just linking to the account that uploaded it
Oh and then "created by" is where that other field goes
Right
The Author is the bit to the left of that link, best case is link to the profile of the second person in the description
Ah ok, got it.
Noted!
Thank you!
Man. This game....fix one issue and a new one appears
Surface level stardew: Man, i can NOT believe one guy did all this
Modding and coding level: Man, I CAN believe one guy did all this...
weird little nuances
tortilla
if I made two mods can I just showcase them both at the same time
ive never actually tried that
Does anything special need to be done to allow for translations to work when making changes to files that have their own alternate version for other languages?
For example, the files in Characters/Dialogue all have their own translations but my code is only targeting the English one
!i18n
So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!
-
How to make your mod compatible with other languages: stardewmodding.wiki.gg
-
The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".
-
If you're converting from an older version of the game, there's a converter for ease-of-access.
Not to be confused with
{{DynamicTokens}}since these require the specific{{i18n:<KEY>}}modifier
if you want translations you need to use - yeah
Yes I know about setting up an i18n, I was wondering for the files where there is an alternate version if anything needs to be done
if you'
oops
you're doing the other language you would just add it in the i18n folder under the correct name
otherwise there's no setup
So content patcher detects from the i18n and applies changes to Abigail.de-DE.json instead of Abigail.json
So if you were changing all of abigail's dialogue, you would have your default.json with the dialogue and then anyone who made a translation for it would either overwrite your default.json as their translation OR you would ask to include another json in your i18n folder (i.e. if someone made a french translation and gave it to you, you would have default.json and fr.json in your i18n folder)
yes
Wonderful, thank you
was trying to join in on the tortilla fun but my fish are floating above the tanks and i have no idea why 😭
Possibly something to do with the size? There’s a tricky calculation for what the “usable by fish” area of screen is
And it’s very possible some input to that went haywire
Fishtanks are wonky little creatures
ofc
tortilla rug...
im thinking of making one of the nightmares a character is afraid of a tortila and the player has to eat it
you all can have the tortilla rug if i can get the fish tank issue fixed!!! or maybe i'll just upload it without them and make an update later
tortilla furniture and then tortilla tanks
if i had to take a wild guess i'd say layers are broken cause fish aren't above the tank but behind it
or i could be tweakin haven't slept in a while
it could be something like that 
Oh no, I need THREE notable mods to be Cheetoh Dusted!
Uuuhh... LUCKY ME, I ALREADY HAVE A 3rd ONE READY.
I just need to release it....
You don't need to fully populate all 3 afaik
The modding community wiki page asks for 3 notable mods
I DO have a 3rd one ready to release, I just need to actually release it.
I love Sebastian's line omg
Oh no that's just to stop you putting every single mod you've made on there
i got cheetoed with only one mod
hey! uhh so I'm working on a Krobus expansion, I wanna add a dialuge for post-evicting Krobus, like there is for spouses, but the built-in topic only applies to spouses :(
What should I do?
You only need one mod
yeah, since it's a large wiki page, they want ur top 3 mods u wanna show off since if everyone tried to display ALL their mods the website would crash and die
though I probably should update my 3 notable mods, as MoonMisadventures_BiggerBackpackPatch is not #3 anymore
are these custom tanks?
and if so, are they the correct size, like Elizabeth said?
I have added myself to the List, now I shall wait.
Only listing 2 for now as #3 I would like to test even more.
did you ping bouncer?
Oh, did you ping the staff first? You're supposed to ping bouncer and then they'll ask you to add your name to the wiki, then they cheeto you.
Yay congrats!
grats!
Congrats fellow cheeto
In other good news. I FINALLY GOT IT
Holy crap the minigames are annoying
these are custom tanks. i had no idea there was a correct size
Stupid question. Is there a way to get a proper linebreak on a strings message on a map?
it looks like this in game:
I thought I could use \n but no go
"Welcome to Gull's Landing Boardwalk! \n Today's game is - Slingshot!"
have you tried ^^ or however it works in dialogue
I have not. Because I didnt realize there were specific text formats for dialogue. Let me take a look
You're a genuis Iro. Thanks
I mostly mean in terms of height tbh
they are 2 tiles tall. should they be taller?
no clue, that's why I was asking 
what happens if you replace them with a vanilla fish tank?
vanilla fish tanks are working as intended. and also appear to be 3 tiles tall
maybe it is indeed the height
yea fish tank bounds depends on their bounding box (texture size)
if you want a non-standard shape tank you need a framework of some sort
personally i would just make them regular dimensions
well right now i'm less concerned about my fish tanks and more concerned that i can't get my furniture catalogue working 
24x24 right?
yeah best if you want it to work across most
no the fish tank is at least 2 tile wide 3 tile tall
i mean the fish sprite
OH
FISH TANKS
my bad
What framework are you using for it?
i'm using calcifer. should i post my content.json so someone can tell me what i'm doing horribly wrong
i have a sort of etiquette/community question. would it be viewed as DP farming/weird behavior if i made an add-on mod for my expansion for a magic/dungeon component? i don't want to build C# into my expansion (which i would definitely need) and screw with android users (who i do have). it would also be different tonally (a little scarier/more serious)
i dont think it's that bad
this is hilarious, how many downloads do you need to be a mod author?
!json We can try to help if you share a link to it, yeah
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.
None!
otoh, you can think about whether these 2 mods need to be dependent on each other
maybe they can just be companion mods 
I mean to get the mod author role here! Is it really none?
tyty
what's a companion mod?
unless you make like 8+ of the same low effort sprite change mods nobody really side eyes you
like cornucopia more crops + cornucopia more flowers
Yes, there's no downloads requirement. Only that you have published a mod that you made yourself (without AI).
that kinda idea
ahh gotcha
but yea in general i think it's fine to have optional content for a mod
i do think the add-on would have to be dependent on the expansion because i have a vague idea for a plotline using some NPCs (like having to rescue one from the dungeon)
Which part is not working?
What’s spacecore dungeons? That sounds cool
when you click the catalogue, nothing happens. the "shop" doesn't come up. everything else is working fine
no literally i'm trying to learn how they work 😂
I couldn't imagine what AI could have even done? Fish idea suggestions or fish balance suggestions? (coming from fish modding), I don't think AI can even make the artwork since its 16x16 usually, has there been any cases yet of this potential issue? (If someone else needs help, help em out first, this is just a general question)
you should qualify your item id
also maybe using spacecore monsters, although "register things through spacecore API" is still arcane to me
sadly yes people using AI to make mods has been a huge issue lol
ah you sweet summer child
Some people literally try to get the AI to do everything. Artwork, json, C#, whatever. When it's the json or C# it doesn't work, obviously. Doesn't stop them from trying.
Daldongiri Days doesn't show any screenshots of its character portraits for a reason, I assure you
(I have never seen AI Eyes in pixel art before that)
You can tell when a c# mod is AI. Perfectly commented with comments like “place your coordinates here for function”
{
"Id": "(F){{ModId}}_furnitures",
"ItemId": "ALL_ITEMS (F)",
"Price": 0,
"PerItemCondition": "ITEM_ID_PREFIX Target {{ModId}}_"
},
u can also do this 
I don't use AI for my stuff, but I did ask for a suggestion once, and it said to make the fish pond ask for some seaweed (was balanced), and it gave me data that made no sense and seemed beyond ancient, the ID wasn't even right, if it already made that mistake before, then there is no way I can trust it with anything in the slighest, stardew valley modding is wayy to nieche for AI to be good in that, and it sucks too
dont need to list everything then
Very like... Big iris on one eye, small iris on other eye look
for general ideas, its great, like fishie ideas, but really it can ruin a whole codebase and gaslight you into thinking its good
damn that's convenient. too bad i already did it the slow way 😭
but u said it dun work so not too late to change over
true enough
i dont really know if unqualified id would be an issue in shops tbh
but yknow better to put the (F) so you dont get anything weird
ah ok the actual problem is that your sophie.Calcifer/FurnitureActions is unqualified id
change it to "(F){{ModId}}_FurnitureCatalogue": {
lol I thought that was what you already meant whoops
u r more correct then 
I respect everyone here for not being vibe coders, including you, I've met many and it drives me crazy.
"So, what do you think of this" I ask them nicely
"Well, I'll ask ChatGPT, and shoot it over to CodeRabbit for my code review"
I have a project hosted on github for data recovery across windows 95 to 11, and linux (glibc 2.15+, roughly 2012+), which is coded exceptionally well, I had a google developer review my code too, and they were very happy with it.
Here comes along a month later a vibe coder, sends a commit request, utter slop, works for only their machine, and can break if you throw one wrong input into it
I wish AI didn't exist
why are u pinging me...
it worked......i will never forget about qualifying my item ids again
😭
no like, do you want something from me? i am just trying to help cheese
pinged wrong person..my bad
in this case it's a mod quirk, calcifer asks for qualified id as the key
some other frameworks dont ask for qualified id or explicitly say "only unqualified id allowed" so you gotta read docs and/or compare your stuff to mods known to work 
@vernal crest I pinged the wrong person mb, was just a general reply to you lol
in this case i really did just... forget... that qualifying item ids was a thing 
anyhow if u do feel like you want a weird shaped tank u can do it via mmap https://github.com/Mushymato/MiscMapActionsProperties/blob/main/docs/furniture-properties.md#tv-and-fishtankfurniture-quirks
nice, i think for this mod i'm just gonna make my fish tanks taller but i have another one i wanna make that it'll be useful for
@uncut viper how do i check for the animals type when using Spiderbuttons.BETAS_AnimalPetted?
I tried Spiderbuttons.BETAS_ITEM_MOD_DATA Target <animal>
and Spiderbuttons.BETAS_ITEM_MOD_DATA Target BETAS/AnimalPetted/Name <animal> but it doesn't seem to work.
Also is the behavior of BETAS/AnimalPetted/Friendship that check the discrete value of the friendship intended instead of it being value of minimum friendship (typical token behavior)?
ITEM_ID Target <Animal Type>
the friendship is just as the docs say, its the friendship value of the animal
if you want to use it as a mininum, use Spiderbuttons.BETAS_ITEM_MOD_DATA_RANGE
it works...
Spiderbuttons.ITEM_MOD_DATA_RANGE Target BETAS/AnimalPetted/Friendship <friendshipreq> something like this?
assuming <friendshipreq> is a number you want to use as a Minimum and you want your maximum to be unlimited
thank you 
Am I remembering correctly that it's possible for a C# mod to use an image that isn't loaded to the content pipeline and therefore cannot be replaced using a CP mod?
sure
every mod has its own ModContentManager that is directly wired to the filesystem of their mod folder independant of the game content manager
Sometimes u can work around it (by swapping out actual texture name) but usually it's doomed
Ooh
Ah ha
I am trying to retexture Prismatic Tools Continued and as far as I can tell I can't access its textures but I should be able to just replace its Data/Tools Texture fields
Yeah might work 
Hooray!
What does patch export Data/Tools say
Thanks chu 
There's a chance that they never added to data there lol
(I already tested it hehe)
Yay
I'd already done a patch export of Data/Tools. "Texture": "SMAPI/iargue.prismatictoolscontinued/assets/tools.png",
That Texture path made me think "this is unlikely to be something I can edit" but I forgot about just replacing it with something else lol
(replacing it with something else is also more efficient than editing it anyway)
it's really only 2 lines to do most things with spacecore, except things like skills since you need to hwvsvfjv jvkdlslmxlck and all that
ah yes. hwvsvfjv jvkdlslmxlck 🙂↕️
you do need to add the api file for some tasks, but usually you're actually depending on it so you've got a hard project reference to use instead which simplifies things
i did it. i published my first mod. and it's a tortilla meme
https://www.nexusmods.com/stardewvalley/mods/37396
royalties please 🫴
i'll give you all zero dollars that i make off this, how about that
it's a deal 🤝
(should have negotiated a DP point share)
Hustle and bustle :D
hello, how do you guys make custom farm maps use a different vanilla world map :0, like- I want my custom farm to show the vanilla beach farm on the map instead of standard farm
these worldmaps but the beach
You need to modify the world map yourself
types applie pie for the 200th time
dang it, not again
corrects it to apple plie
you know only lie
apply pie directly to forehead
my typo enemy is "dialouge". Often becomes "dialgoue" before finally reaching its final form, "dialogue".
oh same
is there a maximum height tilesheets can be? my bottom row isn't showing in tiled
i don't think it's anywhere near as tall as town interior though
it's not the extension, this happens even when adding it manually. anyone encountered this before?
looks to me like your tilesheet image is 1~2 pixels short
might just be an illusion from the thick grid though
if your image isn't a multiple of 16 high it'll be cropped down to the nearest multiple
same goes for width
Is there any easy way to set Caroline to have dialogue during the Stardew Valley Fair both while the judging is in progress and after the judging when the player doesn't win, like Pierre does? She has dialogue for if the player wins but not for the other two cases
small issue with frontier farm that I can't seem to figure out. Whenever I load the farm map where I removed the minecarts from the mod, the daytiles stay visible, but when I reload my mod it succesfully removes them again
depends on what you find easy I guess. I don't remember how but you can add dialogue for almost all states of the game, so for sure for different parts of the fair. Especially if vanilla has them as well
have you checked the docs against pierre's vanilla dialogue?
I have tried setting the update to onlocationchange like FF does, but it doesn't change anything. I also referenced FF in my manifest as a non-required entry
my, mod won't load, it did before 😕 there's no errors and it's in the mod folder
Add the Fair lines to her dialogue: https://stardewvalleywiki.com/Modding:Dialogue#Festival_dialogue
did i fuck up the manifest somehow, won't even register
Hard to say without seeing anything
most likely, show what you have :p
(Though I recognise you may just be liveblogging your situation rather than asking for help lol)
Yeah
You need your dependency to be inside square brackets and then curly brackets (I think, let me go check)
yes
shite. fixed that, thanks guys
what code editor do you use?
if it supports schema's add this to the top of the file after the first opnening {
"$schema": "https://smapi.io/schemas/manifest.json",```
makes it automatically check everything live
it's meant to lmao
ah xD
well you can add it to the manifest.json itself as well, see if that works better
it does yeah, wonder if putting it in settings does something else 
nah that should work too, though I don't know the specific layout you need for it to work
little bump to this question cause I still don't know and would like people to see it still
Does this happen with a new save?
I will try, wasn't aware that could affect anything
I wouldn't have thought so for DayTiles but it's helpful context to know how consistent something is imo (I don't know what is going wrong so I have gone straight to troubleshooting)
The other thing I'd check is whether it happens when you have really late priority on your patch that removes them in addition to your false dependency
I haven't set the priority so it should be medium right? I'll double check to see if FF has a priority on it
it does not
I can try adding it though I guess, though it feels very unclean
okay so.. it does not happen on a new save
so maybe there's a patch after FF's minecart repair event that overwrites it with a higher priority
At this point my suggestions are not meant as permanent solutions but rather tests to see what and why is happening
You could try searching FF's files for "daytiles" or any EditMap patches?
And by "search" I mean use find in files search, not manually lol
it's just the ones I patch out
there's a lot of editmap patches obviously, but everything that's related to my mod seems to be in order
giving it a late priority doesn't change the issue
You're removing the DayTiles with a CP MapProperties field rather than using a .tmx, I assume?
yes
I haven't heard of daytiles data getting baked into the save but that is what your experience with the new save is suggesting to me 
//Day-/NightTiles removal Frontier
{
"Action": "EditMap",
"Target": "Maps/Farm_FrontierFarm",
"LogName": "Custom Farm FF Lights Remove",
"Priority": "Late",
"When": {
"FarmType": "FrontierFarm",
"HasMod": "flashshifter.FrontierFarm",
"HasSeenEvent: anyPlayer|contains=1337431": true
},
//Remove Lights
"TextOperations": [
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Buildings 26 29 510",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Buildings 26 29 507",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "Light"],
"Search": "26 29 4",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Buildings 85 21 510",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Buildings 85 21 507",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "Light"],
"Search": "85 21 4",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Buildings 145 37 510",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Buildings 145 37 507",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "Light"],
"Search": "145 37 4",
"Delimiter": " "
}
]
}```
Did your original save exist before you added your json to patch out the daytiles?
yes
I'm now trying to finish the quest for repairing the minecarts to see if that event messes something up, but I can't figure out what events to do Cx
Like what events are associated with the quest?
yeah, cause I know at least you need to start repairing them through Marlon or smth
but injecting the event wityh eventrepeater doesn't make the chest for the metal bars interactive
ah, had to sleep first
aha! they appeared after the quest is completed
how do I export the map again?
patch export somethingbutwhat
patch export Maps/<MapName>
yeah it still contains <property name="DayTiles" type="string" value="Buildings 26 29 510 Buildings 85 21 510 Buildings 145 37 510" />
Does a patch summary show that your patch has been applied?
incredibly consuingly, when I then reload my patch it removes them from the game, but they still show up in the exported map's proerties
That is strange
yeah it shows as applied
Are the Light and nighttile properties also still present?
nope
also not when they daytiles are visible in the game
but let me also switch to night to see what that does
then they also appear
The NightTiles are not present in the exported map's map properties but they are showing up in game?
I actually think I just missedthem before as I was only looking for daytiles, they show up in the export always now at least
Ah okay
Try just adding a patch that sets the map's DayTiles and NightTiles properties to null? Just to check there isn't some issue with your TextOperations patch
how do I do that?
{
"Action": "EditMap",
"Target": "Maps/Farm_FrontierFarm",
"MapProperties": {
"DayTiles": null,
"NightTiles": null,
},
}
Any improvement in the save?
Your original save, the one where you added your mod mid-game
lemme see
yeah fixed that too
does maybe remove delimited not work if it removes all the entries from a thing?
I'm not sure, I've never used it
But I am wondering if the fact that you have got the delimiter inside your search string means it's not searching properly
it works that way when I reload the patch though
also everywhere else I use it
since the Buildings x y z is one item in the list, seperated from the next with a space
But since the space is the delimiter I would expect it to be separating that out into Buildings, x, y, z and then searching each one for the value. However, I do struggle with the logic so I might just be misunderstanding.
that's fair
okay I need to leave to get my train, but thanks for the help, I'm at least closer to a solution Cx
I'm not sure if this is where to ask... But uh, do I have to use a specific art program if I want to make a mod?
!software no, why would you?
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
as long as it can export with transparency you can use anything
My brain is fried 😭
i do get it. like you dont wanna put in a bunch of work while unknowingly doing it wrong
Yeahhhhhh I over think easily so it's just nicer for me to just double make sure lol 😭
Okay, I tested this by attempting to remove one DayTiles entry from the Blacksmith with "Search": "Front 3 1 256", and one NightTiles entry with "Search": "Front",, "Search": "3", etc (so each value for the NightTiles was listed separately to ensure there were no spaces in my Search field).
The NightTiles removal worked but the DayTiles removal didn't. You can see from my screenshot where I used LA to check the map properties before and after my patch. The first NightTiles entry is gone but the DayTiles one is still there.
I did the same test with a Strings/Objects entry and one of Leah's dialogue lines. Same result - if there was a space in the Search field value, the removal failed. If I did just one word at a time, it worked.
I think that my understanding of how the search is working is therefore correct (or accidentally close enough) and that your RemoveDelimited patch isn't working. I've no clue why you were seeing some sort of change but I don't believe it was because of that patch.
This is the patch I used to get the above results
{
"LogName": "RemoveDelimited Blacksmith map properties",
"Action": "EditMap",
"Target": "Maps/Blacksmith",
"TextOperations": [
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Front 3 1 256", // Doesn't remove the DayTiles entry
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Front", // This and the following 3 list items DO remove this NightTile property from the map
"Delimiter": " ",
"ReplaceMode": "First"
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "3",
"Delimiter": " ",
"ReplaceMode": "First"
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "1",
"Delimiter": " ",
"ReplaceMode": "First"
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "1253",
"Delimiter": " ",
"ReplaceMode": "First"
},
]
},
How do I make a custom currency, kinda like how Wildflour's Atelier Goods does?
I think spacecore, but have you looked through the wildflour files?
Yes, I couldn't find anything so far
Often it’s easiest to “do something like a mod” by poking around in that mod’s files
Yeah
If you have a tool that does “find in files” you can try searching for the currency’s name
ok 👍
if youre talking bout the way you pay with items at the shops im p sure its a CP feature
the custom currency is just an item
just look at TradeItemID on the shops page of the wiki
then unlockable bundle allows it to not go in inventory
you may have to make it not needed for perfection
(i don't remember)
oh ok
hey! uhh so I'm working on a Krobus expansion, I wanna add a dialog for post-evicting Krobus, like there is for spouses, but the built-in post-divorce topic exclusively applies to spouses and not roomates :(
What should I do?
as in for other characters to comment on you evicting krobus
if you can check somehow that the player evicted krobus, have a trigger to add a conversation topic you'll then use for that?
Yeah, I'm just not sure how to check, I was thinking to add the topic after you talk to krobus post-eviction but I still want it to play even if you don't speak to krbous
A conditional CT like what Lumi describes can be assigned to any character, so you can have, say, the Dwarf comment on you throwing Krobus out 
Although what the roommate equivalent of the divorce check is, I'm not sure 
Yeah, that's my main question, sorry if I wasn't being clear lol
I want to have the wizard get pissed at you for evicting kroby bc like how dare you krobus is so precious
Have you checked the GSQ page?
which tile has the the ores iridium gold cooper etc i can't find an ore tile
uhhh I have no clue what that is 
OH game state query
uhhh lemme check
hmmm there is this, but idk if it would apply to roomates
nvm found it in springobjects
You can check fairly easily in game by evicting Krobus and then putting debug gq PLAYER_NPC_RELATIONSHIP current Krobus Divorced into SMAPI
oh, okay! ty :))
does anyone know where the game keeps shirts as objects?
My intuition says it would only apply as divorced if there was also the status of "ex" in the social menu which I don't think former roommates have, but I don't feel like checking
i found the farmer animations but not the object in inventory
Shirts are either their own thing with Data/Shirts or they are just objects
Dont the shirt inventory objects just crop the useable shirt texture
The object data would say the texture and sprite index, but assuming spring objects for anything pre1.6
it doesnt look like it??? ill double check
ive checked springobjects )=
huh okay yeah it might be cropping it, looks like my attempt at texture replacement didnt work
guess its time to look at shirt retextures
ty!
hrm. i was doing everything right. the shirt just doesnt retexture for some reason. patch export shows the patch didnt apply, but patch summary insists it did. guess its log time ._.
Hi everyone. Im wondering if someone can help me. I want to learn how to make mods, so i decided to start with just a simple content patcher mod that adds a few items. So I set it all up so i can use content patcher to make my mod. But im having trouble figuring out how to add new items to content patcher without having to overwrite already existing items. One site says content patcher can only edit existing files and thus cannot create new content, the other says that it is possible to add new items as of 1.6 in content patcher. Can someone maybe explain to me how i can do that? Or where it is explained properly? for example: I just want to create a custom food item with its own custom recipe and stats.
this is your starting point!
It is definitely possible to make new content!
your other starting point is here: https://stardewvalleywiki.com/Modding:Index#Specific_topics
All you have to do is give your item a unique ID and it will not replace any existing ones
you want Objects and Recipes for this one!
Any post-1.6 CP mod adding objects should show you an example of how to do it
also that, yes. Downloading mods that do things you want to see how they do it is a noble tradition
yeah i have both those sites open. I guess i was confused cause all examples stated "action": "EditData", so i thought it was overwriting something else
shirts arent objects. they are shirts look here for more info https://stardewvalleywiki.com/Modding:Shirts
thank you /headdesk
i just directed someone else to the wiki...
another question then. i keep seeing refferences to files named "Data/Objects" or "Data/Events" etc. Are those files i need to have in my mod folder?
Nope, those are inside the game
They're folders and files in the game's Content folder, and they're also corresponding objects during runtime that your mod can edit / add to
ok thx. so if i just have the manifest.json, content.json and assets file, then i have everything?
yup
its best practice to put all images etc in an 'assets' folder, but you dont have to
great. thanks for the help. ill see if i can get it working with those sites you shared.
meanwhile i found out what went wrong! thanks smapi log! i confused coordinates with image size in libresprite /headdesk, so much headdesk
come back and ask more questions if you have more! ^^
!unpack it does help a lot to unpack your game data so you can see what the files you'd be editing look like (so to speak - you don't actually edit the files themselves but you edit what's in them after their content has been loaded into the game)
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
i am once again forgetting to add the include and wondering why my content isn't added
what npc do yall think should suffer more
so im making a mod and 10 npcs will have nightmares where player will help them defeat it(the player will do all the work as usual) so im wondering which npcs should i use
if anyone got any npc he would like to suffer or something im down
the player is a she
(what do you mean, it's not necessarily the case? yeah but it's true for "he" either, it's a shame english doesn't have like a neutral pronoun)
joke aside, i'm not interested but people can always reach you, yeah
aren't "they" neutral?
i stand with lumi
yes, though there's still some people that don't accept it because it's plural
but it's in AP and Chicago both iirc
(I think Lumi's point is more that you didn't use the neutral
)
yes i was mainly making a joke about how people tend to default to he/him for some stuff
i try to default to they/them
i fixed it
Anyway I would suggest not using Pierre, Clint, Lewis, Pam or Demetrius because they tend to be the butt of player hate for various reasons and it's overplayed 
ye mb im used to he most games or projects i do are male and i don't talk to women or refer to them so i never use she or female refrence
hmm
(Also if you're only used to dealing with a male-centered narrative I think you're going to have a difficult time successfully capturing 10 separate characters)
maybe but i still got maybe a day before i have to deal with this so not a problem atm
Im making custom furniture and idk how to make the game use the furniture_front
im actually good at making arrogant and ignorrant women so i won't have a problem with haley
when i made a bed i basically copied what the game does not sure if it will work though haven't tested yet
I'm not that familiar with furniture stuff, does the tutorial mention it? https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Custom_Furniture_With_CP
This tutorial explains how to add custom furniture using the new 1.6 game update features and Content Patcher. The tutorial assumes you already have the game unpacked and that you have some basic familiarity with the Content Patcher format. The mods referenced as examples in this tutorial are Bonsai...
so are you adding a new furniture like a new kind or same kind as something else like beds or sofas just different style
The game does this by looking for a spritesheet with Front added to the end of the original spritesheet name.
but im using my own spritesheet
and this didnt work
diff style
im doing same thing actually not sure if it will work though going to test it tonight prob if you figure it out lmk that would mean alot
vmv and my furniture mods may have examples
i believe you just name them yourtilesheetname_front
The question makes me hesitate. Like if you're asking for NPCs that could be put on a trial so we can develop their character more, then I have may have several answers. But if the purpose is just to torture/punish them, then I say none.
i think you may want to explore some writing advices if you do want to improve your writing!
haley's "arrogance" is likely more a self esteem issue than real arrogance, and she isn't ignorant, and i would say that wanting to look beyond the cliches is worth having for writing in general
oh nah so certain npcs will have nightmares because an evil monster you are supposed to get into their dream and beat their fears to free them some will have monsters you have to kill some will have puzzles etc
The naming is like this
fudgefurniture
fudgefurnitureFront
without the _
It's Front, capitalized
U can see how the vanilla ones r like too
true i just forgot the word so thought arrogance is closest word and just placed ignorant there in general not referring to her
i will prob make most characters that appear in the nightmares males maybe 2-3 women only untill i get better
It's the same deal nothing out of ordinary
so.....skill numbers...do they have some sort of overlay in the game code or something? cuz im trying really hard to make them fit my UI retex but all I get is this isntead or the pruple I did
oh wait i jsut saw chu answer me in the other chat-_-
guess i gotta look into the theme manager, huh
wow CP is version 2.8
off theme manager looks complicated
hmm how would i make the torti be in the shop menu instead of gus occasionally, like maybe a 30% chance? this is my code so far, but since both Torti and Gus are in range at the same time, Gus overrides Torti. https://smapi.io/json/none/f3e3baaf6e144d83b7df2710640a55fb
Your entry is incorrect and need to be 1 level deeper
"{{ModId}}_Torti": { }
And put the rest inside
Aside from that you may also need to MoveEntries torti up
yippee! thank you!
Baby
theyre hardcoded ye
Theme Manager is your best bet for stuff like that
Mine floor numbers are also hardcoded and the colours you choose to do in cursors will overlay with the hardcoded colours
ougdhgfd
its quite disturbing that a kid tortila is selling beer
and weird that it runs a bar
ok
how do you tell child tortillas from adult ones? do the markings evolve as they grow? 
All this tortilla talk has me thinking about how interesting it would be to turn the energy bar into guacamole and the HP bar into salsa, but I know that way lies madness.
the adult ones should be toasted

slighty
oh no..
I think we're a long way past madness... do it
Speaking of salsa, I'm almost done with my salsa mod to go with all these tortillas
I don't know how I'd even begin to draw an overlay on top of the meters, is the thing.
the health and stamina bars are staminaRect, so, not something a texture mod can just edit
^ yeah, I figured it was out of reach for me to even be able to draw a transparent overlay over the top of them
could always learn c#!
but we are c# modders and can enable terrible ideas...
I am not a C# modder and I absolutely do not have the time or mental capacity to dive into that right now
I have enough stress in my life xD
i wouldn't want to handle what happens to the texture when either of the bars grow or shrink
Now, the tooltip might be something reachable
time to implement cropping? 
hmm but actually, using source rect...
as well as the symbols
does mono game support clipping masks
it supports source rectangles which is all we need in this case I think
you'd need an infinite height texture to just do it with source rect
because there is no limit to how tall a bar can be
why infinite and not just screen height?
how tall is a screen?
if it's more than 4k that's a user problem /lh
sounds like mod author error to me
though you could scale dynamically to height and crop width at that point
or make a repeating texture and only crop the last bar
scaling it would fuck the texture and tiling a repeating texture falls under "I wouldn't want to deal with what happens"
what if the top two pixel rows go at the top, and the one pixel row at the bottom is repeated? a quick lil prototype
how do you feel about animating it--
it wouldn't really look like salsa or guacamole
getting scope creeped....
it'd just look pretty much the same as they do now
you'd want more than 1px height per tile to make it look like something tbh
yeah it was just an example 
the "one pixel row just repeated" is actually basically what the vanilla game is doing already
perhaps like this, and the three bottom rows with the lil texture is randomly added with a lower percentage than the plain one?
you know what would be cool? multiple different end caps that swap randomly whenever the bar length changes and make it look like the dip is being eaten 
like
##_
_##
#_#
the problem isn't figuring out what to do the problem is doing it
ohhhh
I may just be bored enough to try though
you have portraits to work on
that is true
(/lh)
(dw I got it
)
I am instead working on changing the text entries in Strings/UI to swap Energy for Guacamole and Health to Salsa and not worrying about the bars themselves..
(I also just added a config option for beans instead of salsa)
you can decorate around the health bar i suppose! perhaps make it say s and g instead of h and e 
sugar, we can add a tortilla texture to the inside of the health bar that's only visible when the values go down 😛
that should be doable
but yeah the bars themselves sound like to much work for a joke mod... but would be a cool framework 
OHHHH YES
@brave fable Hi Bluberry just wanted to let you know that theres is no more need for the extra plate sprite anymore, I got the work done with the one you already have in LoC ^^
anyone know what the link for the i18nifier is?
not sure if theres a bot command for it 
alright, I got the tortilla texture set into the HP/energy bars, now just need some small salsa/guacamole images to replace the + and H icons
There was surprisingly little text in the Strings folder that referenced energy or health as far as the user stats, so that part was quick.
The beans part will be easier because I can just make a single bean if I want instead of a bowl or a dollop of salsa xD
where do i find the code for a mod and reverse egineer it as practice
what do you mean by reverse engineering it?
also, like we said a few times, the best way to practice coding by far is to just write your own code
that's the weirdest shit ever 😂
how could it possibly know WHICH 3 to remove if not the first or last?
also why is this not mentioned in the docs?
thanks for the effort tho!
ok, so i finally understand a bit of how content patcher works and wanted to try and make a custom cooking item in the game. The only problem is, that the texture wont load and is replaced with the red cross "error" texture. This is what i have listed as my path in my content.json file and the "Assets" file is directly next to my content.json file, so they are "siblings" in terms of path structure. But it wont load and smapi just keeps giving the error that the texture doesnt exists. Does anyone know what could be causing this?
the Texture field is not asking for a file path
its asking for an asset name
you would want to Load your texture to some Target, and then that Target is the asset name
yay. now it works. thanks so much
the ones that have [ ] indicate that I need to add something to my content pack, right?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 25 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I was trying to see if my fish made it in
and the other things from my content pack
oh okay i dont know what to write though
So next I'm going to make a building mod, and any tutorials I need to read?
if something is loaded and has valid conditions but is not Applied that just means the content in question has not been requested by the game yet. potentially means your Targets inside the includes are incorrect, but may just mean nothing has tried to use any of your patches yet
uh like building as in custom farm building, or just a reskin? (and do you plan on using CP or AT?)
just a custom building I think
[[Modding:Buildings]]
thanks
though for a new building 99.7% of the difficulty comes from spriting
do the art first then the code
ugh all my items get displayed as error items
if you need help feel free to post your json
thank you!
i think ill practice a bit more first before i start making that mod maybe make a tool mod first
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
oh this I did
the point of the validator is not just to tell you errors
it is also to send us the links so we can read it
thanks again
for your furniture item you loaded into Mods/{{ModId}}/LilyPadSailor but you're using Mods\\{{ModId}}\\LilypadSailor in the furniture data
(note the uncapitalized P)
ohh
the rest seems correct. if they're also erroring pls post your log at smapi.io/log
one more thing, set the Name of the tadpole item to be the same as the item id. it doesn't really matter most of the time but Aquarium considers Name to be the fish item's unique identifier instead of its id for some reason, and your mod will explode Aquarium if used with SVE
when I call these objects from another mod, do they need to be called as camiska.CPFrogTank.StrangeFrogDoll or (O)camiska.CPFrogTank.StrangeFrogDoll ?
usually if the item ID is unqualified the game assumes it's (O)
thank you for beliving in me
so either is fine, but use the latter for clarity
(there are rare cases where you have to use unqualified because the game adds (O) manually, like with animal produce; usually in these cases the wiki will note that that's the case)
or do I need to load the furniture also as objects?
furnitures are (F)
you can include them in whatever file you want. if you mean "do they use Data/Objects" then no
furniture is Data/Furniture (as you are already using)
Nothing to see here, move along
https://smapi.io/json/none/c08472e8b91949afa6c0db8b0cadf508
here is the entirety of my content pack
the items still show up when I call them as (O)camiska.CPFrogTank.StrangeFrogDoll as error items
Is it possible to set different fish fishable from different ponds within the same map & is that possible with a content pack or is that mod territory? I’d love one good pond on my farm map and the rest only give trash but idk how
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 25 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
sure, you can specify different fishing zones in location data
Excellent ty
your item is named {{ModId}}_StrangeFrogDoll in the object data
underscore, not period
ohh!!
omg thanks
can I replace them all with {{ModId}}.StrangeFrogDoll or does the _ serve a special purpose?
when reading items I mean
it's the official format, so mods like lookup anything uses it to decide which mod add the item
also for fish?
because that tutorial uses _
official just meaning standard accepted convention ftr not that its a requirement
but its a very very accepted standard
yea it is for anything that can get a qualified id
i think having _ is nice but as long as ur mod items start with {{ModId}} then u won't have to worry about compat 
Okay, I think I just need the Energy Tonic reskinned now, and my mod is good to go. xD
just don't question it too hard, LOL
seems normal to me
omg
it works!
yippee!! 
mhm but so look up anything should show my fish when i press f1 on the water it is supposed to spawn in
"LogName": "Qi Portrait General",
"Action": "Load",
"Target": "Portraits/{{ModId}}_TheMrQi",
"When": {
"spouse|contains={{ModId}}_TheMrQi": false,
"QiGender": "Male, Undefined",
"QiNyapu": false,
},
"FromFile": "assets/images/QiPortrait.png"
},```
so just checking - in this when condition, specifically with `'QiGender'`, the `"Male, Undefined"` selection means EITHER Male OR Undefined right?
yes i believe so
i don't even know if look up anything can work on water
it does
its a newish feature
oh that may be why!
well i have no idea why the Undefined option is refusing to load his portraits and sprites then
note that in my experience LA had limitations on showing fishes spawn source properly when there were GSQ but maybe the water hasn't this limitation
this was not happening before and now i have to fix it but i would rather nottt
my usual "is my fish spawning properly" check is Visible Fish
Visible fish is pretty helpful that's true
Objects: https://smapi.io/json/none/10c57ee8c5dd4ffb9cddb2a9ea461428
Locations:
https://smapi.io/json/none/51e9a2adc71c4a339b3933cad5f4f587
FishPondData:
https://smapi.io/json/none/6899acea20d7483caf45d121187f4ea4
Fish:
https://smapi.io/json/none/0bce372cabea46e5bb23bc91a4814cb3
AquariumData:
https://smapi.io/json/none/715cf84500e24e1dac25c29e44328a09
and it doesnt spawn in spring when raining
but I will download visible fish
and you included the locations change in your content.json?
i ask because i forgot to do that earlier today so...
and this is my folderstructure
the tadpole wont spawn and isnt visible
oh but i got an error!
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 26 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
what does "token not ready" mean ... i mean i can guess but why does that happen
0/eel/////Mods\{{ModId}}\AquariumFish
something about this seems to be the error
what kind of token is QiGender
usually means the token depends on something that is not ready or valid yet
e.g. the Season token cant be ready until you're in game because the title screen has no seasons
its a config if thats what you mean
are you in a save when it says token not ready
but why would the other two options work and not that one
maybe it is spouse thats unready then
yeah im trying to figure out why the 'undefined' option isnt working but the other ones are
which wasnt happening before when i was testing switching between stuff and i didnt change anything with it
can u send patch summary
let me reload the game cause theres a lot of patch summaries in there from different tests
do you want one with male/female selected and then one with undefined selected?
i think ur problem might just go away if u do it as unconditional Load + conditional EditImage
btw ill take a look at this in a few i just wanna figure this out and i have very limited brain power to do that
oh please dont worry about me!
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 18 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
- what
- why would I have to do that if all of the other ones are working as is

(i dont want to change it mostly because I have a bunch of changes and thats a lot of edits id have to change)
it's very confusing cause i did absolutely nothing different for the Male vs Undefined one
they both follow the same thing aside from the title that's used which uses a dynamic token that i dont even think is ref erenced here
is it only supposed to spawn in spring when its raining
no, spring and both
I renamed it now but it still isnt working, lemme send you my current jsons
- it means u just do a load of whatever asset with no When, and then EditImage the asset based on When conds
- i have no clue lol but hm can u try
patch parse "{{QiGender}}" yourmodidhereon the title screen
with undefined selected?
ye
oh I had one extra ( too mucch!!
something weird i notice is
QiGender | [ ]
QiGenderSelect | [X] Undefined
QiGenderToken | [X]
did u mean to use QiGenderSelect for the When 
well cus the female one it says this
QiGender | [X] Female
QiGenderSelect | [X] Female
QiGenderToken | [X] .Female
idk what ur setup looks like but it's clearly different somehow 
likely has to do with your aquarium sprite... and by likely i mean it does
chu im driving myself insane
LMAO the Wall Basket
well if u wanna !json the token second for these 3 i can inspect more
but if u just change to QiGenderSelect it prob all gucci
How did you get pufferfish in there 😭
im trying to figure this out as well q.q
here is a combined file with all my jsons
change what to that though
change the 'QiGender": "Male, Undefined" to "QiGenderSelect": "Male, Undefined"
Does anyone know where the stars from the sparkle of Fairy Dust or any other sparkle in general are located?
Cursors?
Utility.addSprinklesToLocation(Location, (int)tileLocation.X, (int)tileLocation.Y, 1, 2, 400, 40, Color.White);
No I mean the sprites
TileSheets\\animations
that did not work
but refer to this method in terms of where on it cus it's big
the male option still works tho so i dont get that
Sorry I should have been more specific 😅
what does patch summar look like now
https://smapi.io/json/none/2e9d89f369ea4682956920b8cabae821
https://smapi.io/json/none/fbf2c19c396c4f1b973a17d4a7ca1ecb
here are both of the jsons >> ill do the patch summary one sec
(the first one is with the change the second is without
hm i wonder if the QiGenderToken being empty for Undefined case is why this is confusion
god damn i still only see sper wiggly pufferfish
what does your aquarium ssprite look like
can NPCs path across the broken beach bridge or do i need to set a condition/make tiles passable? i usually have it repaired by like day 4 or 5 but i understand that may not be normal lol
its empty so i didnt have to change every single one of the dialogue options in the translation file
something something HasValue
yea u may need to reverse the polarity
you would need a condition or something, they cant pass over it and it usually breaks their schedule (from experience)
chu can figure out the rest from that
you can check out leah's schedule in.. summer? i think?
good to know, thank you!
no, that uses its own separate system
and is only applicable to JojaMart, Railroad, and CommunityCenter/CC
aww darn, okay
here is my meaning
QiGender
{
"Name": "QiGender",
"Value": "{{QiGenderSelect}}"
},
{
"Name": "QiGender",
"Value": "{{Random: Male, Female, Undefined}}",
"When": {
"QiGenderSelect": "Random"
}
},
QiGenderToken
{
"Name": "QiGenderToken",
"Value": ".{{QiGender}}"
},
{
"Name": "QiGenderToken",
"Value": "",
"When": {
"QiGender": "Undefined"
}
},
no change to any When
so QiGender becomes the source of truth
o
look at my wiggly tadpoles
pov when its really windy and you're looking at stuff under water
why isnt this loading my AquariumFish.png loaded as AquariumFish
or is this pulling the sprite from the vanillagamespritesheet?
where is your Load
load says
Mods\\{{ModId}}\\AquariumFish
u wrote
Mods\\{{ModId}}_Tadpole\\AquariumFish
this was one of my changes to try to get it to load at all
but thanks, I will revert that
this... did not work
haunted 
still the Female and Male portraits and stuff work but not the undefined one
i reverted it and still wiggly pufferfish lmao, I will rename my png and its load name to something diffeerent than AquariumFish
okay.. now they show up but a bunch of stuff is invalid and broken
progress 
does the order of the dynamic tokens matter
yea
with this new scheme QiGender goes before QiGenderToken
i cannot believe i noticed that
my brain has been the size of a pea for the last few months
i feel like thats kind of obvious but
okay now only ONE item is broken ... progress... success
its good that most pea pods contain several peas then, u r multi-core 
huh.. okay the weirdest part about that is that this item doesnt even have tokens in its description or anything afaik so
thats fun
oh nevermind i know what i did
(i forgot to move item extensions back into the mod testing folder)
Thank you so much Chu I honestly would not have figured this out myself I really appreciate it
so i have a shapeshifting character who switches between cat and human. i know the appearances system is preferred in most cases because it's quicker/less resource intensive(?). how would i have the character change appearances based on something other than time/season/weather, for example? i thought about doing it with a HasFlag but idk when those are checked
the appearance section takes a Condition
which is a GSQ, right?
yes
and when are those called?
shane joja work outfit use it for vanilla sample
they get called when npc changes maps iirc
hmm okay not ideal but i could work with that i think
a handful of places but mainly when they change location yes
betas adds a traction for it if u need smth else
oh i'll look at that
tbh i didn't have anything specific in mind, just it varying throughout the character's schedule, so even if i had to say "okay today is a cat day and tomorrow is a human day" that would still be acceptable
u can also do schedule anim
BETAS also adds an NpcArrived trigger which can call the UpdateAppearance traction when they arrive at their scheduled destination
maybe they turn into a cat to sit on the roof or something
oh this would be perfect
changing between schedule points is exactly what i want
this isnt an appearance thing though, its special frames on the sheet
you'd maybe still want to add a condition to use that appearance when they are stood on that scheduled tile as well, for people who arrive late
if doable the schedule animation would be better
i would only be able to have one walk cycle if i didn't use Appearances then, right?
not a huge dealbreaker ig especially if it's way better to just use schedule anims
any of that is outside my area of knowledge idk about all that
its just that forcing an appearance update via BETAS (or any non-vanilla means) has multiplayer implications
https://smapi.io/json/content-patcher/a1e3f095d2e24e6d91989fc22b4d51ef
this should trigger when: Today it rains AND the player has caught the tadpole at any point in their save AND when the FrogTankFrogEgg mod is installed AND when at least 5 hearts with marnie, jas and vincent > next day the letter should be in the mailbox
ahhh multiplayer my old nemesis
but this doesnt happen
you can have a mix of both anyways
to explain it nic, since an NPC will only ordinarily change their appearance when they change locations, this means that the host can call "Update Appearance" whenever they want, since they have the real NPC at all times
farmhands however have the shadow world so their ChangeAppearance call would only change the fake shadow NPC
like if ur npc has some "cat frames" in the human sheet where they do cat things
oh two days?
that can be a schedule anim
which means if they then went to go see the real NPC, they would not have changed appearances
did you check your gsq to see if it was valid?
i don't remember the exact command for that
(unless the NPC was in an active location)
ah i see
then if you have match "human frame" on the cat sheet, you can have the same schedule look different
while controlling the overall appearance by the day
ohhh i like that a lot actually
spacecore does bigger schedule anims if u need it
instead of having two separate spritesheets Cat and Human, two spritesheets that are mixed and matched
yes i likely will 🫡
i DID squish the cat down into 16x16 though lol
im impressed its still identifiable as a cat
gsq is gamestatequery?
yes
littol
eepy baby 
ohh you are the nic from nic's kittens!
(Man, it would be nice to sleep for two days.)
Wait, wrong discord
Byeeeee
oh you downloaded it! <3 yes i decided to reuse these sprites for a silly pet mod
i actually originally made them for this character, it's just taking one billion years to complete him
also, @verbal narwhal, when testing a trigger action have you checked it on a new save? once it's marked as complete it won't trigger action after you've changed it
(you either need to do a new save or reset it, but i find new save easier)
oh, no i havent!
but does that mean for someone who has the mod FrogTankFrogEgg already installed when this trigger actions gets added, it wont trigger for them in their save?
it will trigger once and then never again
trigger actions trigger 1. on the trigger 2. when all conditions are met 3. again each time, IF they have mark action applied false
so should I set mark action applied false
and add the condidtion !PLAYER_HAS_MAIL thismail
no, only set it false if you want it to happen over and over again
yeah but if the issue was that, it would have worked once
unless camiska did trigger it once but didn't have the proper action, in which case it's a bit different
Where is a good starting point for learning Smapi if I have c++ experience but no C#
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
there's a quick guide for building an example mod
also helpful to describe what kinda mod you wanna use
yeah, i've seen often where it triggers silently/without doing the preferred behavior because something used to be wrong, and then even when that's fixed, it won't trigger again because it's being tested on the same save
hey guys
mhm so on a new save it also didnt trigger
or does my current condition needs the tadpole to be caught on the same day that it rained?
wait.. is "ActionsOnPurchase"?
is what?
instead of actions:
(also did you check your GSQ using the debug command? to see if they are valid?)
no, this would be for item in shop
when you purchase stuff
Can someone explain to me what is up with all the tortillas? Is there a mod jam or something? I am so confused 😅
Just a funny joke run rampant. Dive into the chaos with us and have fun. 🙂
(The vanilla tortilla sprite isn't centered, and things just kind of escalated from there once a mod was made to correct it)
sometimes there are trends. People like to be part of a trend, they can be inspired, or it's the opportunity to try to do a mod for the first time/a mod using a specific thing for the first time
it happened with mayo, it happened with grampa's bed
I see, I wonder what I can do to join the party.
as long as people have fun it's the important part 🙂
YES! I was getting a strange sense of deja vu but couldn't remember from what. It was the mayo.
I remember being so confused when I saw all the mods on nexus were suddenly about mayonnaise for some reason.
is this mod meant with The game itself has hundreds of hidden debug commands used to test the game. These require the Console Commands mod https://www.nexusmods.com/stardewvalley/mods/3101
no right?
Hopefully this one is just as big. I didn't join the last time, so hope I can join this time.
Console Commands comes with SMAPI
ok thanks
this is what i thought, which is why i was so confused about the console commands mod
Tortillafest appears to be about as popular if not more popular than mayofest, so maybe?
to be clear, Console Commands is a mod that comes pre-installed with SMAPI
if you do not have it you will need to reinstall SMAPI
dang it, I missed the Life Elixir description, it still says salsa even though I changed the Filling Type in my config xD
oh the player has caught fish is always returning false
did you caught the fish?
yes
then maybe you have wrong id




