#making-mods-general
1 messages Ā· Page 419 of 1
that mod is console code, not console commands. it does something completely different
Has anyone made turtlla? A turtle made of tortilla.
Actually, I hadn't missed it, but the token didn't update for some reason
thanks, button explained it to me
yeah, I was just explaining the other side of it (what the nexus one does)
do i need to refer to the fish as (O)camiska.CPFrogTank_Tadpole instead of camiska.CPFrogTank_Tadpole for PLAYER_HAS_CAUGHT_FISH
i don't believe it would be needed
you can always test with a vanilla fish with just the number
see if it works
There's nothing particularly weird with the Life Elixir description, right?
good idea thanks!
I'm trying to figure out why changing the config from Salsa to Beans or starting with the config on Beans still results in Salsa for that entry only
hmm
is one of the person that is able to look at the code can verify if the GSQ is working properly?
actually, lemme confirm it's just that one, I'll get the vampire ring to double check, in case it's something weird with the Lowercase interaction
i don't believe the base game uses it
and if i test with a vanilla fish it doesn't return true
yeah it needs the (O)
ah yes, good!
oh am I spamming up too much here?
sorry!
Well, suddenly the life elixir works and I did nothing
i suggested a break so someone can check on the token
but in the meantime you found it needed the (O)
ah ok^^
so it's solved š
i added "qualified" in the wiki so people can know they need the (O), even if i'm not even sure if it is possible to have non items that count as fish
I don't think so? The +100% Life part of the description should be defined by other metadata, not by the description itself.
Well, it decided to work when I reloaded the game, so this might just be one of those config options that needs to be done when you're not in the save file.
Weird that it was only the item description that had that limitation but, it works as long as I don't change it during the save file.
Also, if only:
did you edit by editing Data/Objects or by Strings/Objects?
Strings/Objects
that is weird then life elixir is just food
All of the text changes are to the files within Strings
fishId = ItemRegistry.QualifyItemId(fishId);
if (fishId != null)
{
return Helpers.WithPlayer(context.Player, playerKey, (Farmer target) => Helpers.AnyArgMatches(query, 2, (string id) => target.fishCaught.ContainsKey(id)));
}
(PLAYER_HAS_CAUGHT_FISH is probably supposed to qualify the ID inside the AnyArgMatches check, but it isnt)
How likely is it that the Strings/Objects data gets cached at game start and doesn't clear until save is reloaded?
well smapi makes every asset at least partially cached
object desc do get cached on the object
but the object name/desc also persist in save and wont clear on restart
Well, the description is using a token {{Filling Type}}, that is set by my config option
So that seems to be checked again on save reload
for those fields that bake into save you should use the vanilla LocalizeText system thing
and can freely change what you aim it at whenever without issue
Would making an entry that's just "salsa" or "beans" from the {{Filling Type}} token and then calling that via LocalizedText actually help instead of just being extra work for the same end result?
At the end of the day, it's a joke mod, so it's not a huge deal if the two items in the entire base game that can reference salsa or beans in the description with no other changes can't swap between the two words while in-game, I guess.
hmm looking into it, I dont see where description would even cache
my JSON for that section and the config is here, it was mostly just confusing behavior?
Regardless, I'll probably just go ahead and publish it as soon as I do a retexture of the Energy elixir to not have E on it
ugh and it still doesnt trigger the mail q.q
or do i need to list seperate AND conditions like this "condition A", "condition B", etc?
and not in one ""
Ah changing the string doesn't propagate to the object to recompute the tokenized value
Adding [Season] to one of the names/descriptions I think will also desync if the season changes due to not being re-evaluated I think
no, it should be a comma separated list like you did
are all the other conditions valid?
i believe debug gq can test all of them at once except the cp token
for a dumb hack that by accident might fix it, try adding a patch that sets a CustomField on the affected items in Data/Objects with the Fillling Type value
and force objects to invalidate when your config changes which in turn will load the description again
mhm it retrunrs {{HasMod|contains=camiska.FrogTankFrogEgg}} as false and throws an error
uhh hey! working on a letter + quest; the goal is that Emily sends the player a letter, along with a fruit salad, and a question about how she should refer to krobus. This triggers a quest to give krobus a fruit salad. If you speak to emily afterwards, she will express disappointment that krobus disliked the food, and ask about how to refer to Krobus.
`"{{ModId}}_Emily_Letter_Quest":"Hi! ^How are you doing? I had some spare ingredients at the saloon and I wanted to make some food for Krobus. Let me know if they like it! :) ^ Love, Emily < ^ P.S. : What pronouns does Krobus use? Itās always good to be respectful! ^ + %item quest {{ModId}}_Emily_Letter_Quest_Quest true %%%item id [610 [1]]+ %%[textcolor purple][#]Emily sends a Fruit Salad for Krobusā
ā{{ModId}}_Emily_Letter_Quest_Questā: āItemDelivery/A gift for Krobus/Emily made some food for Krobus and wants you to give it to Krobus./Give a Fruit Salad to Krobus./Krobus 610/0/0/0/false/Oh, Emily made this for me..?#$b#I suppose Iāll try itā¦$3#$b#...Iām sure Emily meant well.$2#$t {{ModId}}Emily_Letter_Questā
ā{{ModId}}_Emily_Letter_Quest_Responseā:āHi! Howās Krobus doing? Did they like the Fruit Salad?$3#$b#Oh, they didnāt?$2#$b#Thatās okay, Iām sure I can make something Krobusāll like!$1#$e#Oh, and how should I refer to Krobus?#$b#%You explain to Emily that Shadowfolk only go by name, and that the use of pronouns is considered disrespectful, barring plurals.#$b#Got it, so just āKrobusā then? Okay!ā`
although this is the wording/syntax sued on tge wiki for gsq
the debug command doesnt know what a content patcher token is
it's why i said "all of them at once except the CP token"
there will still be the question of if the CP token is valid, but you can test that later with patch parse
!patchparse
arg
betrayal of commands, again
anyway i should go to sleep so i will not be around
I forget, is this correct to add a new Custom Field without nuking any old ones that may exist?
"Action":"EditData",
"Target":"Data/Objects",
"TargetField": ["773", "CustomFields"],
"Entries": {
"FillingType": "{{Filling Type}}"
}
}```
should be good
Just in case {{ModId}} prefix the custom field key but doesn't matter too much
Also, your theory was correct, the workaround of adding a Custom Field did fix it!
awesome, I'll correct the CustomField key and then the code should be all set.
mainly using custom fields as one of the safest patches you can do on Objects that wont actually change any of the contents
I appreciate the help
Hey, I wish I didnāt have to question this since itās something that will spoil a bit of my mod, but is there any way of creating a homosexual NPC?
Iām planning to code a few lesbian and gay characters, but I know thereās people that are going to change their gender on the wizardās tower, so Iām a bit stuck.
oooh gotcha, i'll end up including them in the next update anyway for whoever wants them down the line. also congrats on your release š„³ spotted it while perusing the latest pita projects
by default the characters care not what the players gender is
unless you mean specifically ONLY gay?
If you want to force them to only be romanceable with a specific gender, then you would likely need to set a condition to check the player's gender and change their CanBeRomanced accordingly.
Yes.
you can make them only romancable depending on player gender at least
But the wizard tower thingy
then yeah, use the PlayerGender token
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
you need some other mod to make them divorce if player is no longer the right gender
BETAS has that now 
can I do it in a json file or do I have to use the C#
if they arent dating or married yet then it wont matter either
BETAS will let you do it in json
Also be prepared that if a player really likes that NPC, they will attempt to subvert it to be able to romance them anyway.
Better to just accept that going in
BETAS also has a TransGendered trigger (or GenderChanged as an alias if you wanna be boring about it)
I'm planning to mod a cutscene of the NPC rejecting them if the farmer change their gender
Friendly ofc
This one?
yep
Ok tysmmmmm
read up on TriggerActions on the wiki to see what this is about
Game State Queries as well
Kind of off-topic, but does anyone know how I can get my hand on this server's emojis?
Specifically this one 
thats pretty off topic id say
you can open chromium dev tools in discord or just open it in browser and inspect element
tried thinking of this on my own but came up blank, is there an easy way to add or remove a context tag from a new item/object based on a config token
no
so id just have to basically create it twice based on either half of a when condition?
hey guys when would i know im good enough to start making a mod
it's more that once an object is created the context tags persist
are you ok with only new items getting your changes?
Youāre good enough now.
(BETAS could update old items)
Stop wondering and do
I see that there is a rune factory music mod that exists. Would it be allowed to make an animal crossing music mod?
Allowed legally? No. Allowed because Nintendo probably won't care or notice? Sure. I'm not a lawyer this is not legal advice and for legal purposes is a joke etc etc
more correctly, they're persisted in the run time object, not serialized, so restarting the game works to reset them
to give more context i was wondering if i could add the "not_museum_donateable" tag to some gems based on a config. right now i have it set up to change their type to basic when museum donations are turned off in the config, which works fine, and at this point it sounds like itd be easier to just make machine rules so they can still be put in the crystallarium even when their object type is set to basic
I suppose you can tell your users to restart their game
i think config is fine yea
Throw a console error:
āhey dumb dumbs! Donāt change settings mid game! Restart the game nowā
players are not likely to change that often if more than once at all
i suppose i could just add a "restart game if you change the settings" to the description and then refer to that when people who cant read ask about it
in that case... is there a better way than just doing the edit data/objects entry twice?
hey guys thanks for this im starting to get confident
well you dont need to duplicate the whole patch
you can just add the item without the context tag and then do a smaller patch afterwards using Fields to just add the context tag
Is there a resource on how to add a new characteristic to the Character creation menu? I will need it to open a dropdown and have the user select one option.
you will need some C# nonsense
// Doors
"HumanDoor": { "X": 3, "Y": 5 },
"AnimalDoor": { "X": 8, "Y": 3, "Width": 1, "Height": 2 },
What am I missing here? This doesn't line up at all š¤£
tile coordinates start at 0 not 1

can I have two different mods share an updatekey?
different on a technical level, not on a user level
yea
Yes
thanks!
@dapper crown hello i have a bug report for fish bot, i am a weird person who rebound the "use tool" button to E long ago (ironically because it was easier to fish), and fish bot is hardcoded to simulate C presses only so the autominigame part doesn't work. i think you can avoid this problem if you grab it from Game1.options.useToolButton instead
TIL there is a keybind for using tools
It's called use tool but really it's just the primary button isn't it
well I don't remember ever having pressed C, but used the mouse a lot
c is a funny default, from classic games i would've expected ctrl or space
It makes 100% sense for me cus
I think this mode is for if u do arrow key to move no mouse
So they put all the do stuff buttons under wasd
yeah, thats how i played it for the longest
means i can play one-handed while eating also
cuz i didnt actually have a mouse at the time lmao
i was on a āØlaptop with trackpad āØ
Anyways i just put C back now that this mod means i don't need my funny rebind for fish
this is how i played stardew until 8 months ago lol
I've always wondered why my tools get used randomly when I don't touvh my mouse, I just fat finger the use tool key
So the custom fields workaround to force the object description to recalculate the token does not work on the Vampire Ring, annoyingly.
It worked on the Life Elixir
Ring is weirder it doesn't inherit from Object
then I'mma just not worry about it
Time to screencap and make the mod page
I went through the effort of doing i18n on the mod at this point, which is why I got sidetracked for an hour xD
Chu is shiny!
terrible times
waking up and looking at mod showcase every morning
is it too late to close pandoras box?
The burrito has been unrolled
we gotta wrap this up
š„ š„ š
For creating a new object using SMAPI, do I use ContentPatcher to add the image and json? And then create a ModEntry.cs to use JsonAssetsAPI to do stuff to it?
I want to create a new item that has custom logic and features, like opening up a menu
is there a debug command to take damage? I didn't find one earlier but I may have overlooked it
I think it's hurtme
Ah, then you can do it all in C# but if you want to use CP to make the object and then use C# to add the functionality that might be easier
maybe confusing it with loc though which also has one
But you don't need Json Assets for anything
out of interest, where'd you get the idea that you need JA?
older reddit posts
say no more š
Unfortunately you can't really rely on anything older than April 2024 for Stardew because 1.6 really changed a lot
opening a menu is pretty simple, just need to add a button pressed event handler that checks for your item ID, but also spacecore might have a framework feature for arbitrary method calls on item used
(1.6 was in april 24? it has not been out for long at all!)
came out mid March but I say April to be safe and use less words
here was me thinking it's been a thing for at least 2 years, certainly helps me figure out which mods are compatible based off date that for sure
Yeah, I say April in case people see early March stuff and think it's 1.6
hm, or maybe not
spacecore def does have a trigger action on item used, but i'm not sure if it could open a menu
hi @drowsy pewter how did you inspect a tortilla when held and does it allow for non-image results (arbitrary methods)
oh is that so, i went up and down the page twice looking for something like that. well there's nothing stopping you from registering a new trigger action with the behaviour you need
meep + spacecore onitemused and its only for inages
the meep part hooks into spacecores itemused trigger afaik to make the image menu
so hypothetically youv can do whatever
it's hiding
It is done.
CSC : error CS1705: Assembly 'MonoGame.Framework' with identity 'MonoGame.Framework, Version=3.8.0.1641, Culture=neutral, PublicKeyToken=null' uses 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' which has a higher version than referenced assembly 'System.Runtime' with identity 'System.Runtime, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
CSC : error CS1705: Assembly 'StardewModdingAPI' with identity 'StardewModdingAPI, Version=4.3.3.0, Culture=neutral, PublicKeyToken=null' uses 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' which has a higher version than referenced assembly 'System.Runtime' with identity 'System.Runtime, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
CSC : error CS1705: Assembly 'Stardew Valley' with identity 'Stardew Valley, Version=1.7.0.25244, Culture=neutral, PublicKeyToken=null' uses 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' which has a higher version than referenced assembly 'System.Runtime' with identity 'System.Runtime, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
how can i fix this error 
nvm i dum and forgor this mod hasn't been built since 1.5
Is this a correct ContentPatch logic? How does the new object know to take its image from the loaded magicseed.png?
{
"Format": "2.8.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}_Pufferchick": {
"Name": "{{ModId}}_Pufferchick",
"DisplayName": "Pufferchick",
"Description": "An example object.",
"Type": "Seeds",
"Category": -74,
"Price": 1200,
"Texture": "Mods/{{ModId}}/Objects"
}
}
},
{
"Action": "Load",
"Target": "Mods/{{ModId}}/Objects",
"FromFile": "assets/magicseed.png"
}
]
}
it knows cus u said "Texture": "Mods/{{ModId}}/Objects"
and then u did a "Action": "Load", to "Target": "Mods/{{ModId}}/Objects",
if my Mods/{{ModId}}/Objects has a lot of image files associated with many different new items, how does it know that Pufferchick should be associated with the magicseed.png?
then u need to give a sprite index
ohh ok ty
to be clear though, you cannot put different .png files to the same Target
Mods/{{ModId}}/Objects is one picture. it is not a folder full of pictures
hey! decided I'd make a super basic mod to make the raccoons gay, I'm testing it rn and I got this message from SMAPI:
[Content Patcher] Could not load content pack 'TURN THE FRICKING RACCOONS GAY': content pack doesn't specify the required Format field..
Not sure what I should do lol, here's my code:
{ "Action": "EditData", "Target": "Strings/1_6_Strings", "Entries": { "Raccoon_interim_1": "Raccoon: Now, maybe I find a husband...", "Raccoon_intro_1": "Raccoon: Hungry... need fruit...", "Raccoon_interim_2": "Raccoon: Now, we start a family...", "Raccoon_interim_3": "Raccoon: Now we can grow the family bigger...", "Raccoon_interim_4": "Raccoon: You're a good friend, bobo. Now we can find another...", "Raccoon_intro_4": "Raccoon: Psst... bobo. I need a gift for the mister.", "Raccoon_interim_5": "Raccoon: We're happy for now, bobo.....", } }
this is just a patch. this isnt a content patcher json
..i got no clue lol, I just sorta mimicked what I saw other people do
well, i would try looking at the content patcher documentation first instead
you need a format field and patches must go inside a changes list
My mod needs both ContentPatcher and SMAPI C# file. I get this error
Which one should I keep? And is my directory structure OK?
they must be two separate mods
i.e. they both need their own folder
those two folders can then live inside a parent folder together
the ModBuildConfig also has settings you can alter to bundle a content pack with it
You can put them both in an enclosing folder together to zip and upload, but you need your C# mod and the CP mod in their own folders.
this also means they need separate UniqueIDs
ok if I put them in separate folders with their own manifest.json, and then use settings to bundle them, will the users download it as one mod?
if you upload it as one mod with two folders in it, sure
ok ty
I'll look into it, not sure what my original reasoning for that was but I think it had to do with deliberately avoiding lmb and whatever button it was on the controller
i think that's fine, and you can get the keyboard tool use binding with Game1.options.useToolButton too
Im actually kinda surprised no one else has run into this
You may have another bug incoming too, fishbot seems to not fish, the UI message pops up and the automations are enabled, but the rod being used, fish being hooked, and minigame, all don't work, I'm just giving it some final test to see if a game reload and a new config fixes it
that's what I'm thinking but I haven't actually changed the keybind yet
If its not that - It can have a stuck input sometimes, manually clicking or pressing the button might fix it
anyways its a minor bug so no rush
Nevermind, my report is null and void, restart and fresh config has fixed it, I did think it was a stuck input as I've had that happen before but smashing many buttons didn't fix it, thank fully it works again now
Ight, let me know if you do manage to get a repro
Idk if i have to be this careful about it but that should work right
Well ill test it tmr, its too late :')
am I seeing/understanding this correctly that with calcifer furnitureactions are only triggered from one side?
that seems incorrect
ah but is this from the game then?
to allow interactions with furniture only from frontfacing sides?
Actions should occur reguardless of direction in vanilla surely? (I'm assuming the player sitting on a chair is an action and the furniture catalogue are furniture themselves with an OpenShop action)
or maybe it is decor that can only be interacted with from one side
ah it is because calcifer calls interactions with who.Tile
whereas my interaction calls for tank.Tile
and I used calcifer to place the tank tiles
in C#, or elsewhere?
c#
GetSkillLevel or GetUnmodifiedSkillLevel to ignore buffs
thanks!
you can provide the int index param to each method with the static int skill members on Farmer, e.g. const int farmingSkill = 0
I'm going insane why won't my custom NPC show up in game???? 
https://smapi.io/json/content-patcher/5c4f1a06358948bfb85572cabae2f68a
are those trailing commas there fine?
CP corrects any trailing commas
smapi/cp dont care about the trailing commas
oh cool of that
those loads don't look corret though, everything a bunch are all trying to provide a load for Characters/Blue.Jestar_ShadowMilkCookie and based on the fromfile a few look very wrong
But why are they being loaded? To that same target
are you aware that Characters/Blue.Jestar[...] is not referring to a folder of assets/data/patches for your character?
that Target is specifically and only for your characters overworld sprites
Wait but when I didn't have a target the code kept appearing red saying I had to set a target??? 
Cuz you do
well yes, you need a Target to load something to it
you cant load into nothing
you are also probably confusing Load with Include
are you following the NPC guide?
I was but they weren't rly working ;v;
well this doesnt work either, so i would give the NPC guide another read now knowing that the Target is of critical importance and cant be changed willy nilly
I only asked because the splitting of your files and their names seemed like how the guide was probably directing you to
Do you have a recommended guide? :o
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
first bullet point
how do I put include into the csproj to include another folder with a different mod (only different on a technical level, but the overall mod needs both)?
when doing day/night tiles that are rotated, do i include the H?
Is this the correct code to create a new item and add it to Pierre's shop?
{
"Format": "2.8.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}_Pufferchick": {
"Name": "{{ModId}}_Pufferchick",
"DisplayName": "Pufferchick",
"Description": "An example object.",
"Type": "Seeds",
"Category": -74,
"Price": 1200,
"Texture": "Mods/{{ModId}}/Objects"
}
}
},
{
"Action": "Load",
"Target": "Mods/{{ModId}}/Objects",
"FromFile": "assets/magicseed.png"
},
{
"Action": "EditData",
"Target": "Data/Shops",
"Entries": {
"SeedShop": {
"Items": {
"PineapplesEverywhere_Pufferchick": {
"Id": "{{ModId}}_Pufferchick",
"Price": 1200,
"AvailableStock": 1
}
}
}
}
}
]
}
No, that's going to overwrite the entirety of SeedShop
I thiiiiiiiink right now the second half of this is making it so the only item pierre sells is pufferchicks
Youre on the right track though
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [ "SeedShop", "Items" ],
"Entries": {
"{{ModId}}_Pufferchick": {
"Id": "{{ModId}}_Pufferchick",
"ItemId": "(O){{ModId}}_Pufferchick",
"Price": 1200,
"AvailableStock": 1
}
},
}
ohh ok ty
I'm trying to make a bit better of a testing environment for making my mods, the goal is to use shortcuts (.lnk files) to the mods so I don't have to have multiple copies of the same framework mods, I know it's possible for SMAPI to read these as the actual files because that's how Stardrop does it, however I don't seem to be able to do it, SMAPI just creates a new folder instead of using the shortcut.
In the image, I want SMAPI to use the top folder shortcut, but instead it creates the folder below and uses that instead
(Are you absolutely certain that this doesn't work for you?)
Ahh I didn't know about the difference between Hardlinks and Symlinks, evidently I'm using the wrong one given the folder properties window looks different
I shall give it a try and see if it fixes it, if it doesn't I may be back here soon
Ahh okay it looks like Hardlinks are only for files and not for folders
I use symlinks only, whether for files or folders
Given my Mods and Stardew installation are on different drive, hard links also wouldn't work
im making a item bag for custom items and im wondering if id be able to assign a different bag icon?
Hmm that's odd why Smapi isn't recognising the symlink and making a new folder, seems I may need to play around a bit deeper into it
im looking at the guide and isnt not telling me much
Is this for the item bags mod? (https://www.nexusmods.com/stardewvalley/mods/5382)
the files which the icons can come from are hardcoded unfortunatly
i had a feeling it was that sucks
Yours is listed as a shortcut, but mine isn't (I created the disabled folder shortcut to double check, it's not normally there)
I does a tad, but there are a few empty spots on the spring objects and other available images so you could make a content pack to editimage onto the SpringObjects and then use that
compact would be hellish though if anyone uses the same spot so i rather not do that
Oh? that's even more interesting? hmm okay I think I know what the issue may be then, thank you for your help
Ye compat is the issue with that, I too chose not to go that route due to that too
Yeah if you're going to edit a vanilla tilesheet like that I'd pick debris. Less likely to have other mods pick the same spot imo
(Just extend the sheet down)
The sheet being debris, not springobjects
I didn't think of extending it down, that is a much better solution than I thought
its okay
I have a general question Iāve never consideredā¦What is the overall impact of animated tiles on performance? Is it minimal? Or should I watch the overall use?
š¤ hmm i don't think it cases too much issue so long as like. Not every single tile on a map is trying to play animations?
I seem to be unable to make the symlinks correctly, they just end up cyclical reguardless of the file I right click > Pink Link Source, do you just use Drop As... > Symbolic link or another link type?
given vanilla maps use MANY animated tiles in the Outdoors tilesheet I'm going to say theres barely any noticable difference if at all
It's not something you should worry about 
Haha. Figured I should worry enough to ask if I should worryš good to know
Yeah just drop as symbolic link and then I get the UAC asking if I want to approve it. Maybe your security settings are so strict as to always deny instead of asking?
Actually, I don't know what you mean by they end up cyclical lol
I don't even get a UAC prompt at all, I don't think I have very strict security, any request is allowed, I just have to approve it first, also by cyclical I mean it leads to itself like this
---> IOException: The name of the file cannot be resolved by the system. : 'S:\SteamLibrary\steamapps\common\Stardew Valley\ModTesting\FashionSense Packs\FashionSense\FashionSense\FashionSense\FashionSense\
-# year of the linux desktop just ln -s
I really don't know why it's doing this unless it could not be copying the link source properly, but this is getting dangerously into the off topic area, I shall keep messing around with it
What's the filepath for the file you're trying to symlink? (I'd try with a file first rather than folder)
Ye I'm 100% switching over to linux when my new PC bits arrive, I am sick of windows so much
(We can switch to #programmers-off-topic if you want to)
Probably best ngl
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"{{ModId}}_Music": {
"ID": "{{ModId}}_Music",
"Category": "Music",
"FilePaths": [
"{{AbsoluteFilePath: assets/Audio/{{season}}_countryside.ogg}}"
],
"StreamedVorbis": true,
"Looped": true
}
}
},
I am trying to load a specific song to play in mayor's town according to the season - is this a proper format to do so?
I guess I am asking moreso if having {{season}} inside of the {{AbsoluteFilePath: .. countryside.ogg}} breaks anything
Also been a handful of months since I worked with Content Patcher.. {{season}} is how to load separate files for each season right? :p lol
Have never tried the season token inside absolute file path but in a FromFile situation it will grab the appropriately named file, yes
from my understanding of the audiochanges asset itās not recommended to use tokens for them, and you should load every track you want manually
Oh yeah, it doesn't update until you restart the game or something
thatās just tokens under a different skin
basically no conditional loads, write out spring, summer, fall, winter directly
Multiple entries, no condition, just give them different IDs
cant you add audio into the location data conditionally
as in load all the four season files and put them all in location data
rather than change the same audio file
That is how he is going to have to do it
yeah thatās what I would suggest afterwards
whats the issue with audio and tokens/conditional loads?
at least in this season case it should be fine, no?
i understand that a change isnt undone when a patch "unloads"
yeah. so season is completely fine
i also thought so in this case aside from the obvious of preferring to use the intended location data fields
because when e.g. "spring.ogg" unloads its just patched over with "summer.ogg"
Battle of the forwarded quotes
i think the bigger issue is AudioChanges are fuckin expensive to do
And then Atra says changes can happen but they are slow...whatever that means lol
presumably the same thing i mean when i say theyre expensive
Oh, I took it to mean delayed
In conclusion: that's like saying "what are birds?". We just don't know /j
its a computationally expensive edit
Yes sorry I followed that you were saying they are a performance hit. I meant I took Atra's "slow" to mean delayed but you're right that they could've meant expensive.
theres nothin inherently different about Data/AudioChanges as an asset as far as CP's update rate stuff is concerned
One issue is (without Speedy Solutions) a mod wanting to do this with other mods using audio is now a minute of your life gone during season transition
that is why i said the computational expense is a bigger issue yes
But correct, CP and even to a a lesser extent SMAPI treat AudioChanges as a perfectly normal asset, its vanilla that treats it very differently because its not the source of truth, but a retain mode mechanism to mutate the soundbank(s) which no other asset does
to be clear when i asked "whats the issue" i was more meaning the technical "how is it broken?" whats-the-issue question
which it isnt broken, just slow
as long as the conditional edits keep it loaded and keep id and maybe category? the same, edits to files and some other stuff is probably fine just inpractical
So what would be my best method š
@uncut viper may I ask for triggers in BETAS? itempickedup (forage and shells) and itempulledup, (wood chopped and monster drop).
ItemForaged possibly, generic itempickup probably not as im wary about the idea of spamming trigger actions god knows how many times per second if someone like, explodes a tree farm
why am i doing this to myself
old kimono - new kimono - yukata to compare
haha i get to update 128x2x10 sprites ((((((((
they kinda look like noodles bundles
you have my eternal respect for being one of the remaining modders to make CP clothing
i did actually download fashion sense today for the first time to see if i could make jackets with big sleeves to go with the yukata
looked at the fs raincoat and called it quits after trying to fenangle the hand mirror
if it were done just a little differently i might be super into fs but somehow i just don't feel it
Is it the fact that ur not actually wearing clothes
i really don't know what i'd have done differently either, it's a really impressive framework
maybe that (and whatever else)
heck most users find the fact that the clothing arenāt items actually a plus
š im one of the few then who actually like having Clothing
i'm guessing it's probably a 50-50 split, i like collecting clothes ingame
i dont use FS bc i like having the normal clothing
but i do feel a lot of mod authors gravitate to fs because it's a very accessible way of making oversized or high-def clothing sprites
vanilla is very restrictive for most things
There is a real lack of decent male clothing for FS, at least there was last time I checked. I did end up keeping it for all the accesories and animated clothes like flowing scarves and stuff
i mean i do like solving the sudoku puzzle of drawing 8x8x4 shirts but also if i could just make some big sleeves right about now
thereās a lack of male clothing in general, if anything CP will be worse
eh menswear is a dead end irl, it's no surprise not many people are bothered to try and find creative ways of drawing a shirt and pants
vanilla has a surprising amount of pants given the limitations
we clearly need to popularize cloaks and robes again
Yeah, irl unless you're looking for things with cool patterns it's pretty boring. (And on a pixel scale it's kinda impossible to make detailed clothing patterns for the farmer, at least vanilla sized)
well you've got your one fs pack for that already lol
mm most common patterns are actually impossible with the sprite size available, you get plain shirts, shirt designs, or nonstandard top shapes
and boy are there not many nonstandard shirts to make
How am i gonna draw a shirt with ruffles š
i dont even know who that is
Ive never played beg
... Something tells me that's not the right acronym
baldur's evil gate
baldurs egate
BG3 yaya
wonder if i should make a legacy sprites option for the updated kimono. probably not
heās the evil pale twink the tumblr girlies and gaylies salivate over
I wish I had the patience and/or skill to make art stuff
Girlies and gaylies...
i mean i hate your message but i can't disagree with it 
i want to say id fuck with that but its too hot here
I have an agenda against astarion but thatās only because heās somehow the only companion that isnāt 100% in love with me (platonically or romantically) by the ending
funny that we have left-facing shirts but not left-facing pants.
i have an agenda against him but he was acting weird in camp so he had to be turned into soup
im a tumblr girlie and he is my least favourite character
we should extend.the length of the pants spritesheet by 50% to add assymmetrical sprites
ah yes another 64 sprites on the sheet
in the theme of get glam and get dressed, i bequeath thee get rekt
I want to draw my one legged pants with a long boot on the other side
But i was robbed
The good news is you can still draw this. Just not as the sdv farmer
shirts are skill, pants are patience 
you'd think a nice big fistful-of-dollars-style poncho for fs would've been made by now
for journey of the prairie king experts
there are journey of the prairie king experts?
People who got fectors challenge legit, i assume
we're a very exclusive club.
im a junimo kart girlie
we will never meet in the arcade on a warm summers night.
well ofc not bc ill have won my own arcade machine by the end of spring
so ill be playing it at home
Im just as impressed about getting the skull key that early as i am about actually beating junimo kart
much like fashion sense, i have tried junimo kart exactly once
i need a mod to make it more difficult
one time more than it took for me to know i do not do that
ive considered it briefly once but then i looked at its code and decided it wasnt for me
I have also tried junimo kart once. I couldn't get past the second jump
is there anyone around who could send a few mods to the Showcase for me?
Define legit?
Like not installing any mods to make it way easier/not take dmg
I got fector's challenge on 1.6 modding alpha jokingly testing if steam achievements still worked (they did)
I cant do junimo kart, but I can do prairie king
Can you make custom buffs without C# or no? I was wondering if there's a way to usedrink perfume and give the player a bonus on friendship bc they smell good
not unless a framework has exposed it, data driven buffs can only do what vanilla does
š
it was just meant to be a recolour. a small touchup. why must i redraw every individual kimono pant
why does pants always involve the seven stages of grief
You are doing a great service to the stardew modding community though
What are the two extra stages of grief when pants are involved
- you put your left leg in
- you put your left leg out
- in
- out
- in
- out
- acceptance
This absolutely sent me into space
if nothin else you can just give them the same buff the statue of blessings gives for conversational friendship bonus, i think?
Hmm.. thonk
what is a content.json with more than one action supposed to look like? i dont know how theyre meant to be formatted and i keep getting errors for line 9
looks like this. all your Actions need to be in their own set of curly brackets inside the Changes square bracket, and not inside of each other
as simple as it gets āļø
i think i was missing the comma after the }, thanks!
no problem, good luck :D
Hm I think I'm finally/slowly understanding some of the coding language like: load/include, log names, brackets, and from file but I'm struggling to understand targets and no tutorials are really explaining them? Could someone summarize what targets are and what they do? :0
target is the name that can get called
to beat the pedantic programmers to the punch, i'll be the first to say that Target isn't exactly a coding language feature (i.e. JSON script), instead it's a Content Patcher feature
so i know Airyn has a mod that makes the moon appear every night in the end screen but i can't very well ask him and reading the code doesn't connect the dots. do i just add it somehow to the sky that appears at night? 
every asset ingame has a unique name, such as Characters/Pierre for pierre's overworld sprite, or Data/Furniture for the dictionary of furniture item names to their flatpacked data
Ur sorta can with BETAS. Make custom buff without power up. Just give description. Then make actiontrigger with ongiftfgiven trigger that give additional friendship when the buff is active
you use Target to set the name of the asset of your change/action is targeting
Why can't you ask him? /gen
(more broadly, the only thing you mentioned in your question that's actually a coding language/JSON script feature is brackets hahah, the rest is content patcher)
why dont you recommend people use his mod in conjunction instead
True also
his mod uses custom assets, so i'd need to like, ask him, hence my issue
i can't disclose why i can't, sorry
Thats ok!
So it's sorta like log name :o
that doesn't make me uncurious, but recommending people using that mod with yours would work
LogName is just some text describing your change, it's only visible in the log
Log name is just a descriptive name for your patch
It doesn't affect the game in the slightest
Target is a functional (and required) field, set to the exact full name of the asset you're targeting (and invalidating)
they wouldn't be compatible
ohh compatibility thing
i mean, i'm not sure what you're asking, that someone is explaining how airyn's mod is working to you? so you can copy it?
OH WAIT I THINK I GET IT? It's like if I'm adding a custom NPC it has to target smth in the base game? And like add it to that coding part of the base game? Praying I understood
first the GoldenBall.png gets loaded as GoldenBall in my content.json
then the loaded asset as GoldenBall can called in my objects.json as the texture (no need to split it up in different jsons)
oh no! just like, how one would approach making the moon appear. i don't wanna copy anything. i'll just like, look at the assets again
sorry guys
hi Lumina, just quick letting you know I got everything to work for my silly frogs and tadpoles 
glad to hear! good new is that thanks to you the issue with the GSQ will be fixed in 1.7
ok so you basically wants to copy the concept of the mod airyn did but you want someone else providing the solution?
i can't help with that since i have no idea what a good approach would be, but i find it is a bit of grey territory to want to emulate the exact feature of another mod while refusing to communicate with the author. I hope there will be at least proper credits for the inspiration
i, just want the moon to appear every night in the sky. i don't think that's copying the concept? but i'll drop it, ok
point taken
Can someone help me? I have been looking for 15 mins and can't find the object spritesheet, I only found Object_2.
maps/springobjects.png
this is not optimal... goddamn moon face being so small
close, but a little different - to use NPCs as an example, whenever the game creates an NPC it'll ask for a bunch of assets by name based on the character's name. so for example, for some character named Benjamin the game will ask for assets with the asset name of Characters/Benjamin, Portraits/Benjamin, Strings/Schedules/Benjamin, and so on.
just like characters, every asset has a name, and when you give a Target value in your patch, you're just naming the asset you want to change. sometimes you'll find the game expects certain assets to be named in a certain way, just like with our NPC example here, but you'll often also find some mods loading new assets with whatever asset name they like, such as Mods/blueberry.LoveOfCooking/Data
It's tortilla time.
nearly 4 am my time jfc
It least it's symmetrical lol.
also, the game doesn't see any difference between base game assets and custom assets - as far as it's concerned, content is content. the only difference is that it's already provided its own assets for all the cases it needs, such as portraits for every NPC, events for most locations, data files for every model needed, etc
hmm that should work, maybe i have the wrong coords
Hmm noted noted, I shall stew on this and try out some different things >:)
Thank you for helping me!!!
no they're correct, does the game use even less of the game than i thought? oof
i have made it worse
oh wait
yeah it does cut off. time to downsize mustache again
DMs open
For what?
ā¦Making a slightly cuter cacti mod would be relatively simple as a content pack, right? 
if ur just editing items in the game yes
Nice!
hmmm hmmm sounds interesting, if not maybe a little complicated š but i'll figure it out
if you mean the random cacti at the desert festival you may have to deal with the specificity of their combined assets
but the content patcher part would be simple
it's more the align art part that may be annoying depending of the goal
And with AT randomized textures when placed is user - end toggleable and then for whole categories, right?
I tried making it with Manual Variations and Chance Weight 0.35 for all while having it disabled in my settings and it stayed the same. Because I imagine most people have that disabled, right?
This sounds a bit intimidating but this will be a challenge for future me 
i'm not sure what you ask about AT, but i have to go soon, so hopefully someone else will know!
Donāt worry, I will try things out a bit more, but I think you can enable/disable random textures for categories (like furniture, crops, entities) alone and if enabled, then you can enable/disable it for specific AT packs but not the other way around: having it disabled but having an exception AT pack
Can anyone recommend a lightweight program for snipping gifs for mod previews? I simply dont know how to find one that doesnt put like watermarks everywhere
sharex āØ
it's a desktop multitool. colour picker, screenshots, recording, everything
though these days i just use snipping tool for everything but recording
@blissful panther I was kicking myself for saving the day with all debug cooking learned so I couldnt test my recipe obtain methods; then remembered i happen to have that little mod you wrote to clear all known recipes
you the goat DH
I think we may need to have an intervention
š blueberry step away from the pants
in this good house we make shit pants iinto good pants
hmm maybe i remove the side seam. ruining my candle/iced cake look
blueberry are u ok
I think the side seam is part of what sells it as a kimono personally
Also yeah this seems like a lot of work. Take breaks!!
Is there a way to have a weapon with a different swinging sprite (not the animation itself, the item being held in the animation) than the item sprite?
In JSON. Doesn't have to be CP but must be in JSON.
Okayyy I got basically everything for my custom NPC working finally EXCEPT the dialogue and I'm not sure what I did wrong 
I'm following this tutorial: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Dialogue
Here's my content & dialogue: (RESENDING) / https://smapi.io/json/none/6980de867a71469f9802d2fbeea312f7
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide...
Or a way to launch a projectile weapon without a swinging animation, but the first one is preferred.
and dialogue.json?
As it says, you don't have a Changes field in your dialogue file
You've formatted it like a vanilla one, but you need to make it an EditData patch inside a Changes block
OOOHHH
It's supposed to look like this with a format and changes field.
{
"Format": "2.7.0",
"Changes": [
{
"Action": "Load",
"Target": "{{ModId}}/ShoppingScreen",
"FromFile": "assets/{{TargetWithoutPath}}.png",
"Update": "OnTimeChange"
},
]
}
if this was the dialogue.json then you probably wanted a load rather than include as it contains contents not patches
This is much easier to do if you are looking at an existing NPC mod while you follow along. I recommend Jorts and Jean or Wren since Tia made them
(But don't Load the dialogue file because when you switch to i18n you'd have to change it to an EditData patch anyway)
Posting from work so I can't research much. Is there a simple way to attach a buff to an equippable accessory?
OnItemEquipped trigger from spacecore
Ah nice thanks
Plenty of examples here in this channel if you search for onitemequipped, plus possibly an example in the spacecore docs too
I probably was told that months ago but brains
Is this better? š¤
Nope, now you're not doing anything at all because you have no Action field

and the Dialogue needs Characters/ prefix as well iirc
Just leave that bit as it was and change your dialogue.json to include an EditData patch
Seriously, just go copy another NPC's dialogue.json and then paste your keys and Target into it
Think I might do an update for toast of the town soon
I know at least one bug, have a feature I wanna do, and maybe some more toasts
Pathetically presents another attempt
Nice
Please...just do as I said instead of guessing
If anyone has cool toast ideas lemme know
Sorry if I am being annoying, but does no one know how? Or is it just not possible.
(That Nice was to you cryomancer)
Thanks
I'd be very surprised if it was possible but your best hope would probably be looking through spacecore or checking erinthe's mods
Who is erinthe? Could you give me a link?
I've been trying to work on an update for livestock dinos but I been kinda road locked by art. I should probably start browsing commission options tbh
Sorry following instructions and learning is difficult due to learning disabilities, I didn't mean to make you feel unheard ;v;
It's okay, I just don't want you to waste your time guessing when looking at an example from another mod will show you the right thing to do straight away
i don't take breaks. i take deep breaths š
Understandable, she just mentioned here the other day she's back to going by erinthe (or has started? IDK) now. I don't know if you'll find anything but given her C# shenanigans it's worth a look.
Stardew community is great because most people are happy to let you lift examples from their stuff
That's how I make all mine lmao
If i stare at the code of talented mod authors for long enough then eventually maybe ill absorb some of their power š
Literally yes
My first NPC was first written by literally making a copy of Jorts and Jean and working my way through each of the files to change all the Targets to my NPC
By the time I'd finished that, I understood enough to start making changes to make her my own. Now my json looks incredibly different to Tia's lol
Do I,,, need strings???
Any time im stuck and dont know how to do something i wanna do my first action is to try to think of an existing mod that does it and then i poke around in the files
Ive actually learned quite a bit doing this
I don't know who Copa is but I am extremely wary of you copying someone who didn't give their NPC a unique prefix
If u do it like this then it gets annoying to translate
Ah I wasn't trying to copy, I was just looking at someone elses coding like you suggested I do unless that's not what you meant?
i18ns forever i love procrastinating writing dialogue and flavor text (not what they're for)
No, stop looking at this NPC immediately
Yes, that is what I suggested. And I did mean to copy them! But not this one, they're not using good practice so you'll learn bad habits.
Its good to have an example but its only worthwhile if the example is good on its own
(In this situation, copying is good thing because it's not creative work, it's just about learning how to put all the words and commas and stuff in the right order. But you need to find work worth copying.)
Not that this npc is bad i dont even know them. But things are convention for a reason so when someone doesnt follow them it calls their code into question
Download Wren instead: https://www.nexusmods.com/stardewvalley/mods/14286
Most post 1.6 npcs are almost the same when you crack open the hood bc thats the code that works
She's made by the person who wrote the tutorial you're following so it's most likely to be similar to what you're reading.
I realize im blabbin on. Aba knows more. Listen to them instead of me ok bye
Oh my gosh you're Ify from ES! I only just realised xD
Downloaded!
Ive been recognized.... what does this mean
Hmmm...it means...I like knowing who people are ^_^ and you are no longer two separate people in my head
(You weren't blabbing, by the way
I don't own giving advice to people haha)
Now instead of two people who act like they know more than they do im just one!!! (Light hearted ofc)
Yeahhh I'm still lost, I did the exact same thing in Wrens file so idk why mine isn't working š
Did you fix your patch in your content.json to make it an Include again?
I actually dont entirely know if there is a good example mod that doesn't break at least one modern best practice convention due to legacy reasons
Lacey's up there I think?
Yeee here's what it currently looks like https://smapi.io/json/content-patcher/56815bbecf5341cfa923e03a62a26f17
I am in the process of making an example NPC mod that is intended to showcase best practice...but I am slooow
note if I see the word dispo/disposition its disqualified on the spot
Yess I am not disqualified
Why?? :o
Okay, now what does your dialogue.json look like now?
Tia is a culprit for disseminating disposition lol
seeing disposition means its 95% a port from 1.5 or older and lightly touched up to be 1.6 compatible but didnt change the filename
(Or made using Tia's tutorial)
or a new mod copying that old style
When I started Hiria I used disposition
But then I was annoyed that it didn't match the asset name
You haven't changed this at all. This is the one I have been telling you to change every time.
WAIT IT IS?
Yep
Omg I thought you meant the content json 
Oops. Oh well mistakes happen now you can fix the dialogue json
also I haven't seen a single mod at all actually edit the world map as 1.6 intends to the point I don't know if there's actually a bug or something I don't know about
I did say to change the dialogue file but I could've been clearer. Sorry, if I had realised you were only thinking of the content.json I would've reiterated the point.
You mean according to what's on the wiki page? https://stardewvalleywiki.com/Modding:World_map
It's okie! I tend to skim text and miss stuff a lot cause ADHD be making me go too fast for my own good 
think so yeah
Iirc nic was trying and failing at it
I see I will have to break out the
in future /j
when I was looking every single mod I could find was just EditImage on the 1.5 world map textrure anyway
I've seen plenty of people try to edit the Data/WorldMap asset
Not sure how successful any of them are
it has to work in some capacity as vanilla uses it for farm maps
I am fully intending to, I just haven't finished my maps yet
CHAT CHAT IT WORKED THE DIALOGUE W O R K E D
Let's see. RSV, Central Station, SVE, VMV are all editing Data/WorldMaps in my mods folder
they edit Data/WorldMaps to populate the tooltip and stuff but not texture
central station might due to being pathos, but didnt check
the base texture for the world area doesnt count, needs to be the smaller regions
specifically textures in the texture array inside mapareas
Hey, I just had an idea for a mod, and I was just wondering if anyone had any thoughts. A Stardew Valley mod inspired by that new game, Schedule I. I think you already know where this is going.
!modideas and probably against server rules
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaāmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
I've never made a SDV mod, but I do have plenty of programming experience. If there's enough interest, I might try to make it.
Yeah, probably.
Just thinking aloud, I guess.
!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 itās easier to start with making content packs, since you don't need to learn programming.
I personally wouldnt start with a mod that you cant discuss in the server and use a more PG theme
Eh, boring.
We wouldn't be able to help you with it, nor would you be allowed to gauge interest in it here
Yeah, bit hard to help with something we can't talk about at all 
Mmmmmm I don't know that's dangerously close to ||tortillas||
While that is risk, we cannot deny tacos because of apprehension of the delivery system
I probably asked this before but let me double check. Can I make a custom book without C# that does the book flip animation? I have spacecore and BETAS
The one where you book?
I think the book flip animation is available to all of the book category or type or smth
you can, just need the right category
but what triggers it flipping?
So when you say book
Do you mean book (item granting permanent upgrades)
Book (guidebook)
I want to emulate the book item that teaches you all the queen of sauce recipes; right now it's a normal item with spacecore's onitemused trigger that marks all the recipes as known and sends a little notification message. If I make it a Book category item, I don't know how any of that links up with the actual reading of the book, or if theres some vanilla book field thing that needs to be made, because it seems to be like all vanilla book function is handled in C#
Okay
it's in BETAS triggers
Okay. If you're okay with a delay I was also going to suggest keying off the stat
I dont know what that means
reading a book automatically increments a stat named after the bookās id
you can then set a trigger action to run based on that stat
all vanilla functionality
betas is a mod requirement so it should be ok
the problem obviously is that the trigger isnāt instant and thatās where BETAS comes it yea
i searched for the word book on six different pages before that lol
hmm is the book functionality documented on the wiki anywhere
It's a good idea to have a backup stat check dayending trigger anyways
I like how BETAS, button's mod, ate one of the functions of SPU, also button's mod
why do you say this?
If the modded trigger were to fail for any reason outside your control
You can have the vanilla trigger apply still
It'd be a one time trigger action anyway and u can do the edit twice with local tokens to change the trigger+condition only
can you have the betas trigger mark your vanilla trigger as applied?
(i'm not 100% on how it would be set up so forgive me if that question is nonsense)
Stick MarkActionApplied at the end i guess
My understanding atm is that 6480 has a book item that fires a Data/TriggerActions entry which has a big list of MarkCookingRecipeKnown
yes
It is just optional redundancy thing dw about it too much
I do tend to think in terms of how to do X in vanilla only mode vs fancy mod framework mode
yeah i didnt want to say it but im honestly too lazy to do that lol
if it fails i'll just blame button /j
no shame in that if you already have the hard dependency on betas
The benefit of having actual book item and then the stat is that
If there was explode down the line you can come back and add the backup trigger action
Cus the stat is saved
Something something you should use as many dependencies as it takes to get your point across
And not one more
something something the design is finished not when there is nothing left to add, but when there is nothing left to take away /lh
I deleted all my mods so it means they're finished right
....it actually does, lol
Bad jokes are bad jokes I'm gonna get out of here
happy knitting
Atra i was thinking about some smd stuff that I would like to make real and available
Mostly the player control event bit
That requires me, person who wrote zero events, to make a event framework mod tho 
hmm that could be a sensible event timecube feature, but then i would have to do work and that stinks
Another thing i occasionally think about is a way to display a CG that is not just switch to temp map with the thing as big ol tile lol
looool
can you use trigger actions in events? you can use meeps image inspect thing now
are chat commands changing the game's fullscreen type sometimes a known thing?
I once wanted to make a event command and then decided not to because /action exists
hello, is there anyone who would want to make a mod? i have an offer and idea
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaāmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Can someone please tell me why it was easier to build a completely new game into stardew than it was to trigger the existing minigames and use them outside the fair
because woof
It's cus you don't have to become confused by mr ape's arcane texts

The IMinigame interface is very barebones anyway
Feel free to have it! All code is MIT
I'm pretty happy to let other people take it

That's very kind but this is my actual hold up
I will go see if there's any smd bit i should toss in mmap tho
Thatās something you should be able to easily make yourself. Edit one part of a (large) sprite, very simple CP patch, done.
idk how
wait. Ok. I know im slow...but Chu, you made MMAP?
could u help me in private?
!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 itās easier to start with making content packs, since you don't need to learn programming.
No.
Yeah
I feel like the frequency I link me docs should have indicated it 
Huh! im slow on the uptake
Maybe to intelligent observant people.....
it's much better to help out in the open.
- discord isn't great for discoverability (others may find the information down the line and be helped by it) but DMs are way worse
- other people in passing might be able to help
- there's nothing to be ashamed of when learning to mod/nobody on here is going to steal your stuff
im vbery bad at understanding however i would want few mods like a farm and water with glitters
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
are they on dc?
if I ever get around to it, wanna own the leoMemory system?
its out of scope for any of my current mods (though it is pretty much a multiplayer only thing so I could get away releasing it standalone I guess)
most of them are, and their discords are mentioned in that page's table
-# Can u give it to ichor when event time cube becomes real? The name is perfect trust
And trinket tinker and monster variety and peliq
would water with glitter mods considered as tilesheet?
I think now that I realize that Chu = Mushymato I can follow along now xD
I'll see if pathos wants it first š
How come I have this problem when selph doesn't even tho they r zombifier on nexus
Is it just cus I didn't put my very long discord name on nexus profile
not enough unhinged vibes without your mod preview pics
It's because Selph is in our heads....in our heads.... Zombi....
i'll see myself out
I haven't had the problem either, no idea why not
you need bagged milk pfp
"Created by Selph aka zombifier"
"Created by mushymato"
Yes fair enough
there are at least two people that didnāt know zombifier was me before being told
Ah good so not even all the clear indications on nexus help 
If it makes people feel better. I didnt actually remember what MY username on nexus was.... Even though it's the exact same as here
I did intentionally keep all the mod stuff "signed" under mushymato so it is kind of a feature not a bug
this is actually a pretty good fit for event timecube
I changed my Nexus username to Abagaianye as soon as I decided to give myself a modding name
(I don't use this name anywhere else but Stardew modding)
same with irocendar! (I use it one other place but like, barely)
...yall use diff names for other stuff? 
I'm quillex everywhere for consistency atp
irl stuff excluded, of course
Some people value their privacy
unless quillex was taken in which case i become quillsnow lmao
i mean i value One place being private (ish) and it's the only place where i go by a diff name xd
Yup I want as few links across my favourite life places as possible
theres unironically some other artist guy who also uses 6480 as his name online
Is it a reference to something?
Obviously its a reference to the now discontinued Massey Ferguson 6480 tractor
-# Im lying
I prefer the 6479. the 80 was a backward step in my opinion.
its not and thats why its way funnier
some guy from brazil yoinked my randomly generated numbber
Thats nuts. Damn brazillian tractor fans.
I have to actively fight for SinZ
Having more than one username would probably be smart huh
gotta stop googling this stuff in work
At least his username wasnt something like "melons" so you arent in as much danger /s
I should stop looking at the mod ideas page. I have a project already. I dont need a side quest....
20 projects at once challenge
Not even just a little one ...
I just added space invaders to Stardew Valley. No. Not even a little one š
Sorry. Let me rephrase. I just added legally distinct but in the similar vein of space invaders
Space swarmers?
Stardrop shooters
Farm Attackers
Cownapper Invasion!
It's a junimo defending against a swarm of hungry farm animals
(The ! Is important)
ufo and aliens are already canon for the most part wont take too much to do a space invaders arcade machine
bonus points if its craftable using the strange capsules
Oh it wasnt hard. I actually made the arcade cabinet already
Game is functional
mostly
I don't want to make it craftable because Im adding to the arcade in an expansion area im making. Something unique
As long as it's a tile action then ppl can reuse it
hopefully that gif isn't too obnoxious
I am building a retro arcade as part of a small expansion area im working on
hell yeah
Figured an arcade needed a few more games
Husky what about connect 1
I mean⦠I feel Pac Man would fit perfectlyā¦
(this is jokes but connect 4 can be fun)
tic tac toe with less steps
actually connect 4 is also solved, so its actually the same as regular connect 4 if played optimally
i will probably eventually make some more arcadey furniture but time / effort etc
thanks
Every arcade needs a rigged against you game
I wonder how hard it would be to code a very basic pinball game
I think pinball would wrap it up nicely
that would kick ass
-# I should stop scope creeping
scope creep never stops
I think you need to implement the physics yourself
I have been tempted to add monopoly, but don't feel like working on my like 5th implementation
It's not full physics engine tho
Iām already struggling with skeeball
So harder than space invader easier than stardew 3d
Plinko would be easier if u wanna do that for now
speaking of scope creep i am thinkin i might get back to my jerky project soon
pachinko parlor
I figured the fishing mini game already handles a strength of throw mechanic and the slingshot has an aim mechanic. So I should be able to lean on existing features to make skeeball
I want to eat them...... and i dont even like jerky
thanks
there are probably other meats out there i should make
prob will do squid yet
and maybe a generic any other fish
Everything can be jerky
pretty much
might try and make a couple alternate dehydrators
one for bulk and one for like...sun drying? faster in the desert?
prob do some meat sticks and biltong while i'm at it
damn that site has shark jerky
So Cryo. I was looking at the permissions on your Pac Man mod. And even though it's pretty open still want to make sure you're ok if I nip a few of your assets. Tweak them a bit and add them to my arcade. I will likely be turning on Donation points for the mod so you do require permission there first. We can discuss in DM if you'd prefer but I just wanted to get your blessing. I will, of course, give credit where credit is due on the pac stuff.
They say I can use them to donate towards charity. So even if its a miniscule amount, why not
yeah that should be cool then
if you need something more specific lemme know
should just need to download the ghosts and the cabs will be in the assets
Awesome. Thank you!
I have ~150usd sitting in the nexus wallet waiting to be redeemed from donation points via paypal if I want it
eh if someone wants to give me money they can contact me lol
It's theoretically a tiny bit more in the pockets of everyone else who has DP turned on, but... you can also just send it straight to charity.
most of my stuff is fairly derivative anyway
you said you're making actual playable ones yeah? wouldn't mind making a variant of my cocktail cab for space invaders if you want
I kinda already made one. Flashing lights and such
Need help with some of the games? I literally just came here to brag a bit about my new junimo pong and pac-man (labyrinth) code lmao
there's a couple mods on nexus with new arcade cabs i think
could make for a nice little community resource project heh
haha. No. I think Im ok. But I appreciate it. Luckily technology has advanced to where modern games can run old games....
i should probably get laying down tho, good luck yall
Just showing off my Junimo Pong iMinigame ive been making over the past couple days, 5 levels of increasing difficulty / layout, 3 powerups (wide paddle, speed, sticky ball), and controller support
that's lookin nice
I like it
probably could reuse some of that code for breakout too
My breakout doesnt look half that good
One suggestion if I may? Give the option for different backgrounds or something. Im partially colorblind and I was losing the junimo when it got near the mountains because everything was the same color
Good suggestion, I'll add a config with GMCM support to toggle different types of colorblind-friendly backgrounds or filters before release for sure!
Would a config option to change the Junimo ball color help too?
I can't speak to that as well. If you change the background it should be ok i'd think
But if you want to ensure you cover inclusivity out the gate, it wouldnt be the worst thing. People like customization
But that's really all i've got. It looks great
hey! working on a letter + quest; the goal is that Emily sends the player a letter, along with a fruit salad, and a question about how she should refer to krobus. This triggers a quest to give krobus a fruit salad. If you speak to emily afterwards, she will express disappointment that krobus disliked the food, and ask about how to refer to Krobus. (there's lore in my mod that makes this make sense lol)
Is it correctly written? I will put it in its proper place later, rn I'm still drafting the story
"{{ModId}}_Emily_Letter_Quest":"Hi! ^How are you doing? I had some spare ingredients at the saloon and I wanted to make some food for Krobus. Let me know if they like it! :) ^ Love, Emily < ^ P.S. : What pronouns does Krobus use? Itās always good to be respectful! ^ + %item quest {{ModId}}_Emily_Letter_Quest_Quest true %%%item id [610 [1]]+ %%[textcolor purple][#]Emily sends a Fruit Salad for Krobusā
ā{{ModId}}_Emily_Letter_Quest_Questā: āItemDelivery/A gift for Krobus/Emily made some food for Krobus and wants you to give it to Krobus./Give a Fruit Salad to Krobus./Krobus 610/0/0/0/false/Oh, Emily made this for me..?#$b#I suppose Iāll try itā¦$3#$b#...Iām sure Emily meant well.$2#$t {{ModId}}_Emily_Letter_Quest_ā
ā{{ModId}}_Emily_Letter_Quest_Responseā:āHi! Howās Krobus doing? Did they like the Fruit Salad?$3#$b#Oh, they didnāt?$2#$b#Thatās okay, Iām sure I can make something Krobusāll like!$1#$e#Oh, and how should I refer to Krobus?#$b#%You explain to Emily that Shadowfolk only go by name, and that the use of pronouns is considered disrespectful, barring plurals.#$b#Got it, so just āKrobusā then? Okay!ā
I'm patching Data/Machines via AssetRequested API and giving it AssetPriority.Late to overwrite some changes made by SVE. I've checked that the patch is being applied and everything when the game loads. But, for some reason, when it comes time for the game to actually read this data, my changes are always gone and the data is reverted to SVE's original values. I can't seem to figure out when or why my changes are being overwritten...
i would check your log and probably also do a patch export if you haven't yet
the log will list all the edits made in order
something like
your mod edited Data/Machines
some other mod edited Data/Machines```
the ones coming after you in that list are the ones to look at. or maybe the order is not what you expected and you can fix that instead
I'll do that
Yeah, looks like mine was the last one:
13:18:19 TRACE SMAPI Walk Of Life - Rebirth loaded asset 'DaLion.Professions_ArtisanMachines'.
13:18:19 TRACE SMAPI Serfdom loaded asset 'DaLion.Taxes_ArtisanMachines'.
13:18:21 TRACE SMAPI Content Patcher edited Data/Machines (for the 'More Fish' content pack).
13:18:21 TRACE SMAPI Content Patcher edited Data/Machines (for the 'Stardew Valley Expanded' content pack).
13:18:21 TRACE SMAPI ExtraMachineConfig edited Data/Machines.
13:18:21 TRACE SMAPI Walk Of Life - Rebirth edited Data/Machines.
13:18:51 INFO SMAPI $>patch export Data/Machines
13:18:51 INFO Content Patcher Exported asset 'Data/Machines' to 'G:\Steam\Library\Stardew Valley\patch export\Data_Machines.json'.
But the export shows unedited values.
I made a salsa mod to go with the tortillas XD https://www.nexusmods.com/stardewvalley/mods/37434
avg stardew enjoyer
Are you aware you have c# project files in there?
oop no I thought I deleted that out before I uploaded
ty
nah bro, bro went out of his way to make one of the salsa's 1 pixel of center š
right bottom corner
enfixening
real
I had someone look at it before posting and he was like 'yeah looks good babe'
was it 6480? /lh
I'm looking at special characters with specific uses in content packs, bar Dialogue, Manifest files, and Query fields, do these special characters > + ^ () . * $ have use outside of these 3 specific usecases?
can I also ask for help brainstorming here?
as to how a player who has just seen the seb 14 heart event (but chose to toggle the terrarium off with another mod bc custom spouse room or spouse room redecoration) how and why to give them a custom mod frog tank in a somewhat immersive way?
Hmm, maybe an event where Sebastian asks how the player feels about getting a new pet? And if the player agrees to it then he'll give them the custom frog tank
Robin builds a tank
ah in the scenario I think that most players face they see the cutscene where it is in his spouse room but afterwards gone bc of mods
I think you can just force spawn the furniture tank if it's not present in the farmhouse though, and then add the tank to the lostitemshop so people can retrieve it immersively
can i use trigger actions to always trigger a dialogue after the cutscene?
In this scenario you are the mod that is erasing the tank from the map
And replacing it with the furniture
mhm but would that disable compatibility with a mod that deletes all the furniture from the spouse rooms? or would they conflict?
I will just ask the mod author of spouse room renovation
Furniture is independent of map
I really like this and thought of a scenario already where there is an event with sebastian if the player is good friends with him and chose to not marry him where Robin builds one for you, but this will have me look into events and this still seems quite daunting
And also you just do it one time 
In the future the player get tank back from the crow
the scarecrow crows? :D
So if they dont want tank in the farmhouse (maybe they put it in a pif) then they can do that
This is a mechanism to get a "one time" item back if you lost it
mhm I already did something like that but that one is without any sebastian mentions, so setting one up with the mentions is easy now, I was just thinking of ways to make it immsersive (and the player who has contacted me already has two mods that modify spouse rooms so I don't think I should add my shenanigans with the spouse room as well)
i did end up getting it working! although yes i did EditImage instead of setting BaseTexture because it seemed simplerāworld positions and map areas i successfully got working though
I always thought it was run by the trash bear!
The trash bear would never give it back he only homf
does anyone know where this colour is coming from? every single interior mod has this issue of a mismatched colour once the last bag expansion is sold
and the colour is not directly picked from any interior tile/asset
homf 
Is it possible that the game draws a colored rectangle over the For Sale portion of the counter when the bag is sold, rather than pulling from a sprite?
in that case I would assume that colour is the same unless a mod changes the code but it always somewhat fits the esthetic of the mod pack
I know that happens with a few color spots that interfere with UI mods
this is proof it's at least not taken from towninterior (vpr has this purple colour, not the brown earthy has)
Ah, I see
yes, I painted the entire sheet red XD
except for the counter ... let me "fix" that
Do you have access to the decompile repo from pathos
maybe..? where would that be?
On github
SeedShop's code contains this, which I think is drawing that from cursors, probably? it's been too long since I parsed spritebatch args though
public override void draw(SpriteBatch b)
{
base.draw(b);
if (Game1.player.maxItems.Value == 12)
{
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(new Vector2(456f, 1088f)), new Rectangle(255, 1436, 12, 14), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 0.1232f);
}
else if (Game1.player.maxItems.Value < 36)
{
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(new Vector2(456f, 1088f)), new Rectangle(267, 1436, 12, 14), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 0.1232f);
}
else
{
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Rectangle(452, 1184, 112, 20)), new Rectangle(258, 1449, 1, 1), Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.1232f);
}
}```
Yeah i was gonna link this part
here ya go then
The else case is the suspicious one, 1x1 px
but yeah, pathos has the whole main branch decompile in a repo you can ask about 
That does look like a white overlay as far as the color change (visually)



