#making-mods-general
1 messages · Page 423 of 1
Because chaos is more fun
i don't even try for chaos, chaos just happens to me
If I plan for chaos when I design my farms, those weird interactions aren’t bugs. They’re features. And you’re welcome
Why spacecore?
see i actually tried that believe it or not, but it prevented being able to talk to the NPC because they were too far away
in that case the anim is also kinda big 
hm i guess if its not an offset but genuinely a very big schedule anim then u can talk to em
Did you try yelling?
cus they r internally on the ground
oh that might work yeah
very very tall NPC secretly
let me try invisibly buildings tile and reverse my passable back layer, and if that doesn't work i'll do big animation
sentences designed by the utterly deranged
ok it needs an offset BUT it works!
you can't walk up there but you can talk to him
That is not what I was expecting, however it is what I need, that is amazing and that is the diserving place for a feline
any idea why he would have no shadow here? this is the schedule entry:
"spring": "0800 {{ModId}}_Cannery 14 6 2 catking_cat_catnapSideways \"Strings\\Schedules\\CatKing:CatSleep.000\"/1100 {{ModId}}_Cannery 12 19 2 catking_cat_bathe/1200 {{ModId}}_Cannery 12 19 2 catking_human_throne/1400 {{ModId}}_Docks 38 10 2 catking_human_sunbathe/1830 {{ModId}}_Docks 22 10 2 catking_human_smoke/2300 bed",
his next animation is a laying_down one, but i didn't think that would be affecting him while walking there
If I want to remove part of an image using "EditImage", do I use a blank png with the "PatchMode": "Replace" key value?
i suppose that would work, Overlay would have no effect using a blank image. you would need it to be the same size as your target area, of course
I wonder why it isn't working then, When I patch export, the image still shows the shirt as being there
{
"Action": "EditImage",
"Target": "Characters/Farmer/shirts",
"FromFile": "Assets/BaseTop.png",
"ToArea": {"X": 8, "Y": 416, "Width": 8, "Height": 32},
"PatchMode": "Replace"
},
Oh wow I forgot to save the file, it does actually work I just forgot the most basic principle
do u know you can create a new invisible shirt?
maybe he's making one dyeable 
This is to make fashion sense sleevless tops not show the vanilla white sleeves below, it's fully for personal use and this is much easier (yet more janky) than making a new top
we're in luck, someone has already corrected the injustice: https://www.nexusmods.com/stardewvalley/mods/35210
guys i need help. im trying to make my custom npc compatible with they stay with you mod by luo, but i keep getting the same errors no matter what i change, am I doing something wrong or missing anything? https://smapi.io/json/none/48614fa188ff4af5950bbdacd796c4a8
following everything i could find about this mod but still
ignore the last two errors
check that your file path is correct. it probably needs to be assets/Xavier_Summer.png depending on your file structure and how you've named it
its bc i have one sprite for each season
you should proofread your file, there's a number of mistakes
also your tokens can't be found it seems like
i know, but it can't find those files
it's the mods token but shouldnt they work when i have stay with you mod?
in your second Changes entry you have Target: Mods/{{ModId}}/XavierTrinklet, and you're attempting to load one asset from four files with no conditions
what's this?
i don't think you can use another mods' dynamic token
i also don't understand why in your first entry you have a key {{Modid}}_{{Modid}}_XavierTrinket (which also doesn't match the Id inside that entry)
so i would have to make a folder for the person to inset inside the other mod's folder?
i got a bit confused last night lol
like portraiture?
if you're just trying to load your own portraits, then no
portraiture is a bad example, it's very irregular
you do however have to make sure you have the correct filepath
im trying to make my character be usable through the other mod
so he follows the player
also in your third Changes entry targeting mushymato.TrinketTinker/Tinker, you're constantly referring to an NPC named Xavier which doesn't exist, since your NPC is named {{ModId}}_Xavier (and you do the same later on in every PLAYER_NPC_RELATIONSHIP check)
the other mod offers a custom npc feature but needs to be in the other mod's folder, i wanted to make it work using my mod
@tired matrix You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

its xavier
the items are modid
is that so
i made everything modid except the npc actually
oh this is someone's existing npc named Xavier isn't it
its my npc
ah. is it already released?
definitely rename them to {{ModId}}_Xavier before release to avoid compatibility issues
he's a famous character so the girls asked if i could make him follow you with the other mod
yeah i will its just for now 
good habits and best practices start early 😌
just wanted to make him work by just putting the mod inside the mods folder
idk what to do w the tokens or if its even possible to do what im trying to do
if you want to use dynamic tokens from other mods, and if it's actually required that you do, you can use this framework:
https://www.nexusmods.com/stardewvalley/mods/28284
otherwise you can define the tokens yourself with the values you want in your main content.json file, per the CP docs
thank you ❤️
https://smapi.io/json/content-patcher/8373d5439df7403a9f91281da65e677a my NPC doesn't have a shadow on spring at 1400 or sunday going to/arriving at the saloon at 1500
i can send the animations json as well but i don't know if that's related
are catking_human_sunbathe and catking_human_smoke oversized spacecore animations?
do they appear correctly in other schedule points, i.e. times and places?
those animations?
yep
yeah, i think the only time the shadow is gone is those two times
that i've found at least. i've tested monday-next tuesday
except wednesday was rainy
i'm on wednesday right now and i can confirm i see the shadow at 1400
Dang. Nic saw the shadow. Six more weeks of winter
honestly this isn't even a huge bug except for that it baffles me. i've made 5 other NPCs before and never seen this lol
i'm starting to believe that a lot of these are just 'classic nic issue'
🙃
those wonderful edge cases noone else would ever find 
changing my name to 'i break things'
would pathos like to know about it? honestly i don't care much about it, players can deal, but i just find it odd
i'd try and coax a nerd into looking at it first
Well, laying_down animations definitely turn off the shadow when active but I don't know why it would take effect earlier than that part of the schedule.
yeah, and it doesn't even do it every single time that animation is used in that same location lol
sorry for the shit image but is this area in cindersap utilized by anyones mod (ie for an npc or something?)
I know right behind the pink tree the SVE frontier far, and grandpas farm opens it for a shortcut
(joke, i don't know how many there are, but i believe there may be a couple at least)
@brittle ledge drop the npc lore pls
and Wildflours nooks and crannies adds a warp in the top left corner
Alchemistry is further west towards secret woods entry
pretty much right behind wizard tower
imo it's a fool's errand trying to find free spaces in the world for map patches. if someone doesn't have one now, you will, and someone else after
I remember a bunch of mods at once stepping on each other's toes in the area, some of them may have moved around since I last looked
i also agree, just scoping it out
I know sve plonks jaz a tile to the west of the pink tree
(either it's SVE or vanilla I can't rememeber)
vanilla
There's one more too but I'm totally blanking on it
probably wake up and remember it at like 4 AM
free spaces on world map are worth trying imo but yeah it's good to have backup plans
so there's no harm in asking in case you can make whatever you have in mind work
Oh wait
Lunna
Lunna's thing is up there somewhere too, it may be to the west though
i thought both lunna and alchemestry were closer of the secret wood
but tia will know
Lunna's is below the wizard tower I think
(and maybe have a screenshot 😄 )
If I had the game open I'd ss but it takes a good 10 mins just to load to the main menu
Uh yeah if ur not sure on the location better not to list it
or ill have too many mods to look into
I've just re found SinZ's debugger that shows NPC paths, I'll start up the game and check, along with a patch export which will show only some things I have located there, I'll let you know what I find
Enya the caitsith has a single tile warp in the upper left but its next to the fence not on it
the futility of compatibility
refuse to compromise, embrace your creativity
or embrace the tetris
I prefer embracing the chaos, may it consume you
If i ever add a new area im just gonna use central station this map overlap stuff feels like a pain
well i should be a little considerate if im adding a map patch to a decently popular mod lol
That's what I've been doing, even for testing lcoations, it's just so much easier
I dont care if it doesnt make sense to take a bus there </3
not fair of me to accidentally delete someones home without knowing
thank you, Discord gifs for exactly what I wanted
we need a mod mapper for stardew https://modmapper.com/
we semi have it for festival positions, but not much more
that'd be amazing
That may not actually be too hard? as it's mostly JSON and XML parsing with a bit of C# added maps tossed in
the annoying part becomes conditional patches and deduplicating translation mods
Deduplicating wouldn't matter too much if you're just getting the tiles occupied
also for certain maps you might need to run a multiverse for stuff like SVE town vs regular town, and detect which universe the patch was intended for
Thinking of the patch situation on my own stuff, that can get... complicated
Ahh good point, I didn't think about multiple major town maps
Yeah, SVE specific and non
if it wasnt for the fact I have a bunch of other projects I might actually work on it
as I think I could solve it automatically for detecting Loads as an automated point creating another universe and HasMod checks to know which universe to route it into
I'm now debaiting whether I can fit it into the amount of projects I have, thankfully, I'm not getting bug reports on my mods anymore so That frees up some time
It would definitely be a really useful tool
how did i randomly draw like 2.5 portraits, half of a general map for my expansion, and 18 item sprites today lmao
Zoomies
i now understand how people make giant item mods: they just. blink and suddenly there's 20 items
my main project currently is a rebuild of the Profiler website so stuff like this in the old site where you are jumping in and out, now becomes
Untrue i do 2 items a day for months on end while sobbing
I think I can make a basic shows what tiles are free vs which aren't, but making it so that you can select specific conditions may not be feasable for a little while, Hosting it may be an issue on my side however, Not much chance of affording that rn
Good font choice, also Loving the redesign, nice work!
need to find a way to induce mod zoomies
Can i have dark mode and gamer rgb
Im so close though... i just have to draw like 16 more things
For peak performance
enough caffine to sedate a horse, that's how, it's not advisable but it is doable
Doesn't work for me
i hate to be the one to tell you caffeine is not a sedative
you may have wasted some coffee
it just gives me "I want to do something and I cannot make myself choose a thing to do" zoomies
well that too
if you ingest enough caffeine to stop your heart, does it count as a sedative then
dark mode may be on the table but I'm not a designer so picking a palette is #effort.
For the flame graph I think I just need to replace white with <undefined colour> and its 95% there and then need to figure out what the tooltip should be, but I still have to replace the stock tooltip anyway
No i think it counts as a medical emergency
stopped heart is less "sedative" and more "died"
colour pick github, that's basically what I did (but I also grayscale it bc github has a mild blue tint)
My recommendation for this is to remove all the animations and check if the shadow reappears. If it does, add them back in one by one until it disappears again.
I'm probably going to just cheat and colour pick off chrom(ium) devtools instead as it has a dark mode flame graph already
can C# find map edit that are yet to be applied? wondering if a better option is a mod like the Shareable mod list then upload a files with map edit info
i'll try that and report back 👍
Technically yes, but short answer no
Great answer, parsing it shall be
My debugger mod arguably can, and patch summary very much does
But my debugger mod also partially cheats by also replacing the data structures cp uses when json deserializing
Though any c# map edit (not cp) is effectively unknowable statically
manually parsing content files sounds abysmal, you're better off reflecting CP's cache (if it exists) and behaviours (if they're usable)
yeah, some mods have incompat with themselves if you consider config options 
I suppose a thread that anyone can jump in on isn't the worst idea to have reguarding this, especially if it is to come to fruition
If you want the global map of every patch, running every mod to have cp build said cache is also undesirable
And runs into problems with hasmod guarded includes not evaluating if it's false
tbh I would find parsing them myself to be easier but incomplete, because as always, what about c#
If I was building it I would be doing external parsing for all of cp and then have a secondary data ingestion source of running select c# mods and exporting the map state
(it's a trick question, btw, the correct answer is "if someone is doing this via c# that's their problem")
So you can do as much as possible that just runs off the pathos mod dump without thinking
C# is the outlier in this case, JSON can be parsed to a standard that I'd deem acceptable at least, C# would require either manual searching or mod makers adding the info if their mod adds map edits and so would always be lacking
Also a c# parser could just use cp as a library and have it parse it anyway
one of the things I would love to do eventually but that is absolutely mad and likely impossible, is a build of the game/a mod that iterates on every possible set of conditions that would yield a different result, and finds what the state of maps and NPCs is
But I would probably do an external one anyway so you can do superpositions on conditionals, cp trying to make things immutable and precompute stuff gets in the way for this
(within reason and evaluation for date and time based conditions ofc)
load order would also be a factor to be aware of, one mod may remove tiles on the building layer after another has added them
with reguards to the things discussed, would this be a feasable thing to achieve in the time frame of like 4 months, from nothing to something of value to the community?
it depends™
That's the answer I expected, but hoped not to recieve
depending on how much of that 4 months is spent doing it, skill level and knowledge of the data structures
I think if I actually focused I could have something in a weekend, but I've worked with the mod dump prior and work in the CP internals a lot
most people here could write a working version of my portrait framework in a weekend tbh
with many things, a lot of time goes into asking the right question, answering the question relatively speaking is easy
Well theres only one way to get a definitive answer, I'll give it a shot making a prototype and see how much I can achieve in like 48 hours, depending on the result I'll consider the implications further
for an initial prototype I would simplify the problem and ignore the multiverse and conditions, get something at all, and only once that is working consider the multiverse
That's what I was going to do, only work on a couple of mods first, figure a decent way to parse them, then figure a way to display the result
the tokens dont work. if you guys were begginers how would you do it?
define tokens dont work
this
trying to make my custom npc be a companion in they stay with you mod
did you alter your json after you were told that you cannot just write someone elses token in your mod and have it work
yeah but its not working, i tried the mod too
what would be the simplest way to do this?
then you need to post a new json uploaded to the smapi validator for people to look at, as well as a new error log
its not the tokens i think, the character just isnt appearing at all
(is there still a height limit to spritesheets?)
(Not that I'm aware of)
i entered the custom npc file in the original mod and set everything up for my npc but doesnt appear even if its in the official mod folder
(this sounds like a Crime Question™, whatcha up to?)
(i'm up to 3440 pixels tall in the pants sheet)
(The biggest height I've seen a tilesheet is 4096 I think)
Thats so many pants....
we still can't do anything without up to date jsons and logs, please
the game defines 4096 as the safest maximum size
it doesnt use that definition but it has it
and i figure probably for good reason
maybe a monogame limitation?
something to do with GPUs
pantspocalypse
and texture memory or w/e idk ask atra
CA would never want to put you through more pants than 4096 pixels would allow
(each pants is 192x688 so it doesn't take very many pants to reach 4k ultra hd)
Depends on the opengl texture size limit which is hardware dependant but 4096x4096 iirc is considered the main minimum but some hardware can go higher
(i suppose i can just expand the width from 1920 to 3840 and have double the pants (or just save the collections of coloured pants to their own files (probably better)))
Can a shortcut to SMAPI be anywhere as long as it points to the mod folder starting from the Stardew root folder?
well the shortcut won't be pointing to the mod folder, it'll be pointing to the smapi executable in the game folder
unless you mean a specific mod folder override which would
oh that's "only" 50
Ye sorry, pointing to the SMAPI exe with the --mods-path arg reletive to stardew root
sure, shortcuts can go anywhere. except maybe the recycle bin
they can go in the recycle bin I think
Pants... Why do pants
just might not be advisable 
are there minimum dimensions for a portrait sheet for an NPC or can i have just one portrait
dwarf has one, wizard has two. go mild
sick
does that change if i'm using the appearances system? like do the number of portraits have to match?
I think you can go mild no matter what
✊
"go mild" is my new favorite
uhh i would personally them the same just for the sake of like. consistency. and dialogue keys (Idk what you're using the appearances for so dialogue might not even be a problem)
yeah the second set probably won't even have any dialogue (it's a character who turns into a crow at night)
very cinderella fairy tale
i misread that as crow LOL
i don't believe they need to have the same number of portraits per file, checking out vanilla both leah and jodi are missing some frames in their Beach portraits.
Yeah not all the portrait sets have the same ones.
mild here we come
as long as the birb doesn't have dialog that uses different expressions, go un-nuts
a vital step of the artistic process
im basically just like.

copy pasting
ugh i kinda dread it though
bc i have to adjust so many colors
maybe put on some music or call a friend to chat or something while doing it
i am friendless (not exactly true but they're all in different timezones lol)
felt thay
im watching someone cook all the stardew villager's favorite foods
I like to podcast when I zone out and do art
something that'll be long and won't end before I do
My friends are in the same timezone, I'm the one that isn't I'm 12 hours out of sync to the actual UK time
it's like having friends but they can't hear you and are time zone independent :V
I quite enjoy piano music in the background, it's not silent, but it's quiet enough to not distract me
🤔 hmm now, i wonder. does anyone know if there's a vanilla machine suitable enough for the making of perfume.
yeah classical or instrumental is my go to
Alternatively a movie I have seen five thousand times, those aren't distracting. I always know what I missed if I zoned out
i could see it happening in a cask
Perfume is oil and alcohol
isn't perfume just alcohol + scent + oil
perfumes are primarily alcohol, so I'd say cask or keg
yeah
yup, but the scent and oil are like. mixed bc the scent is trapped in the oil and stuff? Idk there were are lot of big words on the article i read
Also you have to let it sit a long time and age
because it smells differently as time passes
The oil can basically just be an essential oil
funny enough i have vanilla scented hand sanitizer that became kinda liquidy and got a lot darker in color and stronger in smell
I believe vanilla degrades with exposure to the sun too, leading to the darkening
cask could work but it also kinda scares me
though the ageing may depend on type. I dunno, I have several articles here, this one looked simple enough that maybe it could be Stardew translated
bc afaik you need a separate mod to do Things With It
huh looks like you can use "Sweet Almond Oil" as a "carrier oil" along with a scent oil to make a perfume oil.
lotta math in this
if only nuts were real in stardew
Hey we have hazelnuts
that's an singular nut
Anyway, seems like a really simple way to go would be like... oil + smell thing = keg?
hmm yeah
I'd say close enough, you got the oil, the smell, and the alcohol implication
i know the whole point of an oil maker is to Make Oil but i'm probably going to make the recipe for the essential oil require oil to be put back into the oil maker along with the scent of choice bc the oil is a binder
🤔
or like. glue. whatever
cuz like how r u gonna get oil out of a melon
Yeah it's the "carrier oil." It's like rice
rice carries the flavor, it carries the smell
Harvey: pam, no
It does also have medical uses in wound cleaning and disinfecting, although that's usually isopropyl, but just labeling it alcohol works
it's not like stardew to be IRL accurate anyway
funny fact: Everclear's apparently pretty good for it
you just need some pure-ass alcohol with no color that doesn't have added smell
(still gonna smell like alcohol, but that goes away mostly in maceration and the rest evaporates)
I think I need some help, I'm following this tutorial: https://stardewvalleywiki.com/Modding:Location_data#How_do_I_get_to_a_custom_location_in-game.3F and just trying to get the coding to work by adding in a customized version of the caldera that you can warp to by the community centre but whenever I walk up to the warp, it fades black like I'm changing locations but then I'm just still standing by the community centre??? 
https://smapi.io/json/content-patcher/0b49de0a35ab47dfb26cfc7152c5a434
uh, is there anything in your log?
Can you share your log too please?
Also, you can test if the problem is with your map/location creation or with the warp by using debug warp Test_Fake.Caldera to warp straight there without using the Town warp.
I'll try this quickly! :o
How do I share my log?? ._.
!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.
It's the same website as the json validator, just a different page
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 11 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Thanks, but your log needs to be from the session in which you tried to use the warp. One where you didn't even load a save is almost never useful.
Oooohhh
Here it is with the session! :o
https://smapi.io/log/b161e994b36748ab97bacd82aca39655
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 11 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
looks like something wrong with ur location
Maybe this is a silly question
Odd, according to that log you don't have a Load patch for the map. Did you save the file after adding it?
but is it a problem that the tmx load is before the location creation bit?
your map patch has the wrong path
"Target": "Maps/Test_Fake.Caldera", is what you loaded it to
"MapPath": "Test_Fake.Caldera" but this is your map path
Oh yeah it does need the Maps/ prefix
this is a general question for how this stuff works btw, I recall some parts of it load "in order" in regards to overwriting and I was wondering if extended to that
Oh! Am I supposed to load it to Town? :o
No, It just needs to be "MapPath": "Maps/Test_Fake.Caldera"
Like this?
To my knowledge, all Load patches run before any Edit patches do, so it doesn't matter where the Load patch is. It definitely needs to happen before the Data/Locations edit though, so if where the patch was in the json matter it would need to be before it like it is now.
YIPEE THAT WORKED 
Unrelated to that, but you should probably put your mod ID in the name of your map and location now in case you forget later.
I see! thanks!
the more you know 💫
whatever you do i personally recommend thinking abt automate playability as well
hi all, i am new to stardew but familair with other cosy farming sims.
how can we adjusst mods here like if i play on steam or what ever?
Hi! This channel is for making mods, please see #modded-stardew instead 🙂
Oh, yeah. I use automate so I'll make sure it works properly, and fix recipes if i need to
specifically, a single load will run and will be the one with highest priority, and if no load happens SMAPI will try to have vanilla load it from an XNB (like Data/Locations). and only if something (Mod load or XNB) actually loaded it, will any edits run
if anyone wants to play around with the new kimono, yukata, or hakama, feel free to load up the mod and ping me with feedback 👘
they won't appear in artemis' shop, just cjb item spawner
each of them comes as a shirt+pants pair in about a dozen colours each, though they don't mix-and-match well
nothing else new to look at, let me know if there's any weird-looking frames, wrong data entries, mismatched names, etc 🌻
nice
PRETTY!!!
@solemn roost: 5th anniversary of the #pokemon channel (365d ago)
I am aging at an absurdly fast pace...
remind me the 6th anniversary of the #pokemon channel in a year
hmmm i need to phrase it differently
remind me the 6th anniversary of the #pokemon channel in 365 days
hopefully you don't mind if I end up a few hours off on that one, been a long day and I may doze off. (#6859556) (365d | <t:1789134024>)
alrighty, keep on modding everyone! you make every stardew player a little happier every day 🙂
hi zar 😌 bye zar
the modentry.cs file is just for standardisation, right?
I can put parts of modentry.cs under the same namespace as sibling e.g. frogspawns.cs or tankhandling.cs, right? 
this mf is so long - working! but long
Excuse me, I'd like to create a custom special task board in my mod. Could anyone tell me if there's any way to achieve this?🥺
you can make your project however you like, with any namespaces you like, and as many files as you like. it's only required that your project contains some class that extends Mod class and implements the Entry method
thanks!!
alternatively you can just lump absolutely everything into one file, even one class. if you're quite mad
i mean.. if it works
if anyone wants to give their opinion on some of my writing, I would be very happy as well. Because the sentence in my language (or only in my head in my language) sounded really nice, but reading it in English sounds very very sober and idk purely objective on the first half and weirdly personal on the second!
Pop it in here https://discord.com/channels/137344473976799233/1263202101803352106 and you'll probably get a few takers.
thanks!!
i wouldn't say it's really that important to structure your mods unless it's getting unmaintainable or derstandable, since most mods are just made by one person and aren't ever reused or extended
but ideally you want to write and structure them such that people can pick them up, read them, understand them, and submit changes if need be
it's unlikely that people will submit improvements or fixes to a simple mod. it's only going to get less likely if they can't figure out how the mod works
I mean this isnt meant to get picked up, I think this might cause a brain damage to some when they see the overall structure haha :D
but if I decide to make this usable for others, I will definitely either restructure it or make a framework from it
it's not necessarily about others using your mod's features, but rather contributing to the codebase. but again, it's already unlikely as it is
I think it's more about me being able to figure out where i implemented X feature
well yes, you do also need to be able to read your own project lol
I mean I am also tempted to use resharper and cleanup code more but that would need prior good setting up
+1 organizing your source files is for you first, future you second, and potential others third
you don't need to "clean up" code unless it's difficult to maintain. "cleaner" code doesn't necessarily have better runtime characteristics
I like incremental refactoring: instead of one big rewrite (which often doesn't work out very well), just make your code a little bit cleaner or better structured each time you work on it.
how do you mange all your mods and nuget and all of that while still being a mod
do you even sleep?
Sometimes!
i genuinly have been asking my friends this question for the past 2 weeks
you are just so productive 😭
i wish i was like that
Mostly I just focus on one priority at a time and cycle through them. For example: I worked on updates for my mods at the start of the month, now I'm working on the other mods I maintain, then I'll work on Stardew Valley for a bit, then I'll probably work on the next SMAPI update, then back to my mods to restart the process. So I'm always working on something, but I don't try to work on everything at once.
Do you do this full-time Pathos?
Making/maintaining mods, I mean
It gets confusing with stardew mods and moderator mods both being mod mod mod mod
Kind of. I have a full-time day job, then a lot of my free time goes towards modding + Stardew Valley.
wdym man 😭
That's what I'd like to work toward. Still in school though
I mean, pathos is also a server mod 
ain't nothing he can't do
When was the last time you actually played the game, Pathos? 
(despite what python devs may try to tell you...)
we should give bro a break
I'm hoping to play that new Stardew Valley 1.3 content any day now!
seriously when was the last time you ever touched grass
that's, kinda mean man
(Not much grass in the middle of the city, but I do touch pavement regularly too! It's important to have a balance, so you're not spending all your time on one hobby.)
I'm pretty sure Pathos stole all my energy and that's why I have a fatigue disorder and he has the achievement power of multiple people /j
the fae but for energy
I manifest a nice park for you 
(I'm mostly just a workaholic; I feel very dissatisfied if I haven't done at least one productive thing each day.)
(don't forget to hydrate a lot, Pathos!)
Being productive is a form of fun prove me wrong
being a hypocrite is also a form of fun
scampi 
speaking of work-work balance, so very nearly done with mod updates. just as soon as i finish the fun part, being the funny pictures for the new features

thats where my drive went, hope its useful for you (sincerely, a chronic work hater and all around would rather die than work person)
Blueberry can i just say as a long time Sailor Moon fan, i absolutely adore this
and then once the work's done, i can get back to work 😌
gonna make my website spami.oi
Spamioioio
I'm going to pretend my farmer is Majima
oh blueberry, quick question, and definitely not something you would have to do if you didnt want to -- but would it ever be possible to make your raised garden beds able to be placed on the grandpa's shed map of SVE? totally get if thats something you dont want to pursue!
pufferchick butt
Blueberry what if i can inspect pants
i've been blissfully able to ignore wide sleeves since sdv doesn't let you make larger ones, and now i have to draw them here they're kicking my cheeks
And then see the pretty mod page art
ah, i suppose grandpa's shed isn't a building then. i'll look into adding a CanBePlaced Anywhere config option and whether it needs any extra changes to update the crop/sprinklers
interesting! yeah I went to decorate in front of the building and was disappointed with the "you cant place that here" notif lol take your time on it obv not a huge rush or anything
also thank you for all your lovely mods! <3
(Say, how is the snake (or snakes?))
Sailor Styles update??? 
(Just one snake so far, and doing well! Soon she'll be moving into a huge terrarium we custom-built for her.)
(you have a snake? that's so cool)
sleeves are perfectly simple and uncursed, you just need to fill in a select three pixels on the spritesheet to match the expected indices in the ApplySleeveColor method, which the decompile apparently says can be calculated with 128 + shirtIndex * 8 / 128 * 32 * shirtTexture.Bounds.Width + shirtIndex * 8 % 128 + shirtTexture.Width * 4 and the two pixels above it. which roughly corresponds to the armpits
Snake tax 
too much math
but since you can't change anything about the sleeves other than influencing the colour in this way it's not worth thinking about
(Ooh! That sounds cool!!!!)
( @brittle ledge ⤴️ )
Remind me in 6 hours to look at that (and maybe actually play? The game?)
hahahaha idk why but the fact that you expect me to do anything is funny. we'll see what happens (#6859682) (6h | <t:1757627363>)
I return yet again with another very specific code query.
So, to summarize, I have an asset that I need to disable when another specific mod is installed. Not sure how to input that.
The longer version for more context: I'm making my dirt recolor compatible with MixedBag's Tilesheets, which has been WAY more complicated than I expected, but I'm here now and I've come too far to turn back. So! Since my recolor overlays, I'm having an odd issue in winter where the dirt I recolored for vanilla tiles gets layered with the recolor for MixedBag since they're both active at once, and they don't exactly line up. It looks weird. So I separated out the tiles that MixedBag changes into their own png asset, and I need that to disable when MixedBag's Tilesheets is installed. That way there's not two tiles overlaying each other and looking weird. First text that came to mind is "HasMod": "MixedBag.Tilesheets"=false" but I don't think that's right. Would it be more like "Weather |contains=Snow": false? But with HasMod? I have no idea what I'm doing here. Can you tell? lol
"HasMod |contains=othermodid": false is correct
Yay! Thank you! =^.^= I feel like I'm starting to learn stuff finally. lol I had the right idea!
But this is like, enable a thing Only when other mod not installed
You don't want to edit mixedbag tilesheets?
No, I'm trying to keep my mod self-contained, although that may not be very efficient. @.@ ; Very newb.
It's less likely than you think!
(Here's my snake tax payment.)
i believe in u
(she is absolutely lovely! noodle princess)
the first picture is so cute

(She likes to squish into tiny places and then peek out slightly to watch.)
a lot of snakes do this and it's so hecking cuteee just peaking,,, baby
thank you for this blessing, what a baby
She's between 4 and 5 feet; longer than average for a full-grown adult, and might still be growing.
she is so pretty 
Adorable
Help me please
whats up?
I've watched so many videos I've been trying all day but I just can't do it my smapi 4.3.2
And another mod
Not that people are unwilling to help. It's just formatted and set up for more of a tech support system. One person asking the right question here and support will get buried
So yeah. Post in tech and you'll get help
I hope so
I've seen some of the people in these channels work miracles. You're in good hands 😉
Adult she may be but she's a certified Permanent Baby nonetheless 
pathos when testing custom pet licenses
Im so happy im finally getting the hang of things! I got so many cool things to work! 
wait I love her 😭
give me chocolate. someone, i need chocolate, i love chocolate
just before i jump into things head first, is there a working mod that creates functional terrariums or similar enclosures that work as functional pets?
@woven token Hi, Magic Stardew is yours correct?
how does one make animal variants appear without adding them to marnies animal menu? like how chickens are random colors
i successfully created a coop animal, i want to have its variants but for now its just blue loll
Does nexus have an endpoint I can hit to grab the latest version of a mod programatically the way Vertex does?
Nature in the valley has some
Oh wowee
This is using v1 api idk if u can download files with v2 api yet
Here's v2 anyway https://graphql.nexusmods.com/
cant download things with v2 no
Rip ok
unless that thing is a collection
(you can only download the collection mod list/bundled mods, not the mods in it with v2)
Is v1 still supported? Have they stated end of life?
yes, no
They will have to open equiv api if they want their own app to keep working 
What do you hope to achieve
chu i love that this is called "bootleg stardrop" /gen
Thanks again folks!
aghh im so confused on how to format this correctly
?
what do u have so far
ah, that isn't how you do skins
wiki doesn't have an example so lemme, give u one of mine
alr thank you 😭
oohhh
you can also have texture instead of babytexture and have both but this is the gist
I think about like. Fish pond.... And how i only know how to make building skins lol.
Ugh i have 0 motivation to keep working on my mod rn... I hate buildingsss
they're pretty similar
Bea how to building
just need more info
Can i make building poof into existence
😔 i just hate drawing
the skins still arent showing up, atleast on the bazaar menu augjh
nope
I thought farm animal skins needed to have the adult texture at least
While baby is optional
There's probably a big blob of yellow warnings in your log from livestock bazaar checking this stuff
I think it's still just banned by LB for gui reasons then 
i got rid of the babytexture then, lets see if that works :,3
they didnt appear in the lb menu with variants, i bought 3 and aged them for all to be blue
so with LB you can never get different babies? well if they're connected to the adult texture yes
If u don't have skins for adult texture everyone will be blue
fuck opened the wrong save LMAO
It's not really a case I thought about
MY EYES
The reason is that the gui needs the adult texture to display icons
no babie icons
So yeah i think it's currently just impossible for lb design reasons 
I can change it but i want to get more info about the intentions
okay, i only have the adult texture , theyre still blue
LB only lets u change them on purchase
you'd need to rebuy em
i did.. those are new ones
You can use AT to change post purchase
did u pick the blue one? lb should let u select the one u want
You also gotta select them, if it worked then there should be arrows

If it no work then send json
are those correct texture names
yes
like are u loading them
Are u sure u didn't get any yellow
ohh I will check that out, it looks really neat! but it doesnt seem (from a quick glance) to add them to the pets system (like cat or dog), right?
Nah it's more a bug catching system
The critters are unrelated to pets
What do you want to do?
mhm ok! but thanks!
Ok ur skins is in the wrong place
ah I think I already have a basic outline of how I will tackle it!
Move Skins to under "radical.Galactyke": {}
making invisible pet bowls that are refilled when the frog tank is interacted with and that count as pets and disabling the petbehavior as well as their schedules
and maybe then I can get the item drops scale with friendship
heck yeah I might even make a NPC/pet amalgam with frog heart events
I will reassess this idea when I got the pets to work lol
Im confused by why you want to disable a completely different system because frogs are there
You want the froges to roam the farm as Pet entities then?
how does it not produce any errors when skins is outside the entire action
not to roam, but to count the interactions towards friendship progress
idk but my log was just grey
smapi weird sometimes
only yellow i got was from a different mod lmaoo
I could achieve quite a lot by subclassing/inheriting(?) camisfrogs as subclass from sebfrogs,
I think I might be able to do smth similar with pet bowls
Well you can have multiple pets i suppose, but it seems kind of wacky to bother doing that if you could just track a simple friendship value
Oh my do not subclass TAS you will die
There's so much mp sync nonsense on that
tas?
Temporary animated sprite, the parent class of SebsFrogs
oh why should I die?
In general subclassing is something you should do very carefully in sdv modding
I already did that
Any new class you make is something you have to check for whether it'll go into the save, and whether it's going to sync in multiplayer
In the case of TAS most of the fields are modifieable to begin with, you can just grab the SebsFrogs instance and change it
From what I understand though the desire isn't really for the froges to become a full Pet entity right
Only that you want to have Friendship
Each player has a friendship dictionary and u can put arbitrary friendship entries in
i forgot a closing bracket hold on
Then u can visually display that in various menus by harmony patching those
ah but many modded spouseroom mods change/disable/delete sebsfrogs or swap textures with blank pngs
Yeah you may spawn sebsfrogs if you want
I'm just warning against making a subclass in general
this and maybe I can add the pet friendship requirement for eg grandpa too another way then
okay now LB is giving me yellow lmao
If you tested everything and it works and no one's saves exploded bc they accidentally uninstalled ur mod then cool
But y'know it's better to not deal with it
share
Did u load the skin textures
oops, not the rest
I mean if you want to take a look at the copy-pasted snippets from my code related to them, I can share it
but honestly i am a bit scared
because it is messy and probably redundant at quite some points but I know what does what and when to call what
:D
Well i am just giving advice as person who has been through some of this nonsense 
do you want to look at it?
or what would "saves exploded" entail?
And my intention is just to tell you that "you can have friendship numbers that are safely without a real entity"
Save explode is like, if you have a class that is not a vanilla class make it into the save file
The save will no longer be playable if people ever uninstall mod
Oh yes, I will look into that! I think I can patch the „counts towards friendship with pets“ in another way, if I want that
Thanks for the warning!
I feel that for now you should keep SebsFrogs as they are simply for visual
You already control the point of interaction via tile action yes?
So from there you can track flags and such however you want
Some stuff in vanilla is mail flags and stats
There's no need to make a class.
If it's just for code organization reasons sure make a static class
Or a singleton class
But it's not any sort of functional requirements
You may do everything in the tile action callback
Mhm ok
Guys where do I find the crop sprites?
Like the hand held ones-
okay im at a loss, i cant get the textures to appear no matter what i try
https://smapi.io/json/content-patcher/844b021a18ee4bbf94da7d58b0ebb426
LB keeps giving me yellow saying it cant load the textures as well
maps/springobjects
THANKS! 
Hi guys, I'm trying to add powdered and sweet condensed milk to the game, but I have no idea of what machine to use, should I make a new one? 
you loaded into Mods/radical.galactyke/galactyke_pink while using {{modid}}_galactyke_pink as the texture name
or maybe there is a framework with a machine for this
make sure they match
dehydrator probably
I’d be careful adding processing rules for vanilla products to vanilla machines because of the possibility of overlap, but in this case I think you’re fiiiiine
THANK YOU it works now
thank you so much!
there is this but i think its because i didnt load the blue version
but ecven when i view it, lb doesnt give me yellow
Dehydrator for the powdered, I think of using a preserves jar + sugar for the sweetened condensed tho I dont know if any other mods use that specific combination
hmm,,
idk where that missing texture comes from, bc its not the blue one either
theres 5 colors,
blue
pink
orange
yellow
green
so why is there a 6th one trying to appear 😭
( 5 colors for the adults, black is for the babies )
are you doing 0-4 for whatever you're loading or
since the indexes or stuff starts at 0
ahh,, how do i index them then..
oh
sorry im really tired so i might not be clear with what im saying lol
even when i did , its still shows a missing texture with no yellow ibn the logs
but it shows the other five you actually have?
yea
it shows the blue, pink, orange, yellow, and green
blue is the first one, the missing texture is the last
oh. even when i add the blue skin it just rids the entire animal
huh.
VMV has a milk + jar -> cream recipe
okay hold on i fucked up something ugh
okay i give up for now
i fucked up somehow, i dont know how, but im too tired and stressed to fix it
this is what the content json looks like
that code looks correct, uh make sure you saved?
and there's a recipe mod too with a recipe here
(which hopefully i solved in term of compat with VMV but i'm not entirely sure)
(also sadly using VMV as a whole dependancy just for condensed milk is likely a bit too much but i have a candy maker)
i18nifier - SDV i18n web converter
Not sure if it'll come in handy, but if anyone has problems or questions with the i18nifier or see someone not knowing what's wrong, you can point people in that direction in the future.
Tbin are binary format right? meaning no easy way to parse them without tiled or a custom built library (for an external language like javascript or python)
@iron ridge tbin js pls
This is generally true yes what are you trying to find
Making a thing like Pillow's festival map, but for edits to other maps, currently in prototyping stage to see if it's an actually viable thing or not, step 1 of 3 is done but it was also the easiest part
(RE: #making-mods-general message) Also Pillow if you see this and are able to find the tbin js thing, please @me theres a good chance I'll miss it otherwise, thank you!
would be more viable in c# via xtile
plus that’s what the game uses so you know it parses similarly
You can probably make a cp fork that does funky things to the editmap action
Maybe force add a colored border or something
That's how me, bery lazy person, would go about it
That is true hoever C# isn't something I know to be able to do that, so rn I'm just making a python script to parse the mods and maps for the info needed and outputting it a json file, then have something else like js parse the generated json file to show on a webpage
this is just to see if it's viable, actual implimentation will be a lot better
But yeah u should ask pillow about this cus i think there is a tbin reading library for js
It would help bc I'm only able to get .tmx data at the moment, thank you for letting me know Pillow might know more
time to also read up on map layers again so I don't mistake what a layer does
I didn't know about that, I shall cetainly look into it, seems like I'll be rewriting this in js rather than python
Holding horses, got it
okay so I have no clue how to save it as Json file, it just doesn't let me 
@scarlet knoll would you share those findings on vpr, mixedbag and sve in combination with your dirt mod?
I've never encountered issues with dirt replacement (directly integrated into mixedbag's code)
What are you saving with? Notepad? Notepad++? Something else? When I save with regular notepad, I change the viewed files to all types and then literally name it file.json
And it will save as json
Exactly that, renaming does the job ✨✨
I do but it doesn't change it 
notepad ye
Weird, mine does, you are changing the drop down to all files?
(theres a command here for hidden file types if anyone remembers it, that may help)
Otherwise I think it doesnt let you
I ammmm
!fileextensions
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
try these, your OS may have file extensions hidden
i would also just save yourself the future trouble and just download Notepad++ or Visual Studio Code right now
both Notpad++ and Visual Studio Code have better integration for JSON files, making it a lot easier
It seems like it was an overlay issue. I changed the priority of the dirt tilesheets and it started working. I think since VPR is an overlay too, it was just layering over the dirt recolor and making it look like the recolor wasn't applying. @.@ Now I'm having a new issue, but at least I know how to fix this one.
interesting, you should be able to ignore vpr in the load order entirely since it has a set early priority
the only one needing attention should have been mixedbag ... honestly not sure if I baked a priority into that one but I believe it to be just a general dependency based load order
if mixedbag loaded after your mod that would cause a layering issue
the vanilla tiles replaced in mixedbag aren't present in vpr at all
MixedBag has definitely needed the most attention, but I do always have a couple new tile issues after adding VPR back in, so idk. This mod has just thrown me for a loop at every opportunity. Lol
Not sure why that sent as a reply again, but okay. Lol
very strange (the loop part not the reply 😆)
could it be mods with vpr dependencies messing with yours?
Maybe? I do have a lot of mods installed, so it's definitely possible.
I DID IT GUYS THANK YOU 
Omg btw I love you mods
💖
@brittle ledge: look at that (and maybe actually play? The game?) (6h ago)
Awww, thank you! =^.^=
I'll suggest a minimal test setup, containing only the mods you need for your problem solving
if there's no issues in that it must be something not on your radar
That's what I did initially, but after I first thought I completed it I added them all back and then just forgot to remove them again when I made adjustments. @.@;
Hey, I really really need some help. I have followed the official Guide on how to make NPCs. I have all the sprites and JSON files, but it won't work. My character just stands in the middle of townsquare and doesn't move and can't be spoken too. This tells me that the sprites work, but nothing else really. The SMAPI also doesn't throw out any errors at all, so I don't even know how to trouble shoot. Can I request someone to help me please? I have never done mods before. 😭 If it's apropriate my DMs are open too
!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.
It sounds like they don't have a schedule loaded
I couldn't talk to them either, so it seems like their dialogue wasn't working either
Can I ask how you made the schedule and dialogue JSON? Did you load a blank first so the Target exists in the right place, and then do a patch to edit the entries with EditData?
I followed the the Guide on the wiki, so I just posted their stuff and edited it to match my file names and character 😭
The dialogue and schedule JSON files do not exist natively for custom NPCs, so you have to 'create' them first by loading something to those targets. Posting your JSON will help us make sure that was done correctly. 🙂
I assume I put them into the smapi.io and then post the links here?
The smapi.io/json link above will let you put your JSON file in there and give you a shareable link, yes
Okay, the manifest so far shows no errors
https://smapi.io/json/manifest/1dcb00b13aae4203a577e9c587e2d948
Please send us the content json
Yep, let's see your content.json
Manifest is clear, and if the manifest was the issue, you'd know, because SMAPI would give you an error loading the mod in the first place.
Content, got it. So sorry I'm still new
https://smapi.io/json/content-patcher/80e5e95dd78d4b1b98be4cb76f3c5472
Says no errors
Okay, can you pop your dispos.json in there as well and send us that link?
First thing to check is if your NPC's internal ID matches for your dialogue and schedule targets.
(You'll have separate links for each JSON file you send, that's normal)
Yes, of course!
https://smapi.io/json/content-patcher/7dc0142390784ad196c1d496ae0c0073
Here it says the format field is missing, which wasn't in the template I got it from I believe
Yep, the Format field missing is fine if the JSON is being added with Action:Include
Only your content.json should ever have the Format field in it
Thank you, I'll try and remember that 🥺 is there anything else I could check?
For your blank.json, just to be sure, you have a JSON file with just a { } in it?
Yup 🫡 just as god intended
Excellent
Does there need to be a space between the brackets?
Nope, it's fine without a space between, just easier to see the characters that way in Discord.
Hmm that's fair then. I'm not sure what else to look for anymore 🙁
Well, I'm double checking that the targets are all correct first, after that we may need to look at the dialogue and schedule files
Oh, of course. I'm sorry, I didn't mean to rush you. Take your time, of course
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Manifest I used this one and many of the sublinks that come with it
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...
I know some of the tutorials still use dispos.json for the name in the tutorials even though it's using the 1.6 Data/Characters format.
I think we need to check your loads and edits yeah
I believe so? There isn't an author at the top, but the name sounds familiar
It is Tiakall's, you're good
Whether they are targeting {{ModId}}.Taq
Chu was mainly checking that you were using a tutorial for 1.6, I think
and you are!
Thank goodness 
(side note it should be {{ModId}}_Taq instead)
That wouldn't stop npc fron loading tho so we deal with that later
yep, it's not the current issue
I figured! But in their tutorial they showed it with a . once and I was so confused. In general the tutorial is a bit confusing for a firsttimer 😭
Using the . won't necessarily break it, but SMAPI can get fussy and throw errors if it thinks there's an extra . somewhere that isn't the end of a file extension.
Also _ is what lookup anything checks for
That too
To be fair, I only changed it to the . recently. I tried it before with the _ and had the same issues, sadly 🙁
Yep, we need to see the schedules and dialogue JSONs
Got it, one moment please. Thanks already for your time though
Dialogue: https://smapi.io/json/content-patcher/222a0694e39f4e3680a0769cc175709f only format missing again
Schedule: https://smapi.io/json/content-patcher/3d05e0d74b434742aa26b86645480340 format missing
(a dot in a key like that wont break things, if this were an issue then UniqueIDs in general would break things, since they have . in them 99% of the time)
Yes, that's in the content, right? I saw that I had two dialogue.json and deleted one (they were identical). I'll change the path
this is in the dialogue.json
Yes, this should be the right path again
That still doesn't look right.
Characters/Dialogue/<npc internal id>
"Target": "Characters/Dialogue/{{ModId}}.Taq" is the expected target for a dialogue file
Oh boy 😦 how can I fix it?
It's also where you loaded your blank.json to, which was correct.
Okay, I fixed it! Thank you!
Characters/Dialogue/snowy, Characters/Dialogue/stormy, and Characters/Dialogue/cloudy are also not valid targets
rainy is a special case, because vanilla has it already.
I can delete those. I thought for sure that stormy worked for storms
For other weather conditions, you would typically use the weather as a key or when statement in the normal dialogue file.
Changing messages based on weather is a little trickier, if it's not rain.
Thank you for the tip! I'll try and look more into that when the time comes, for now I would just like to get it working, everything else can wait
Yep, I would not worry about those lines for now.
I believe you. The "rain" I understand, it just made sense for me that "storm" or "thunderstorm" or "lightning" would be in the game similarly, but I can understand that it's a bit different
Yeah, the base game files have a rainy.json but none of the other weather states. 🙂
Okay, are you starting up a new save to check these changes?
If not, you will likely need to sleep a day in game.
I usually restart the game completely, should I make a new save each time?
If you're restarting the game but not starting a new save, then you'll need to sleep to tell the NPC to get its new schedule path.
Genuinely curious, what would sleeping do? Or do you mean if I were to test this on a preexisting farm?
Schedules get chosen at night.
Ah, for now he was stuck in the middle of the town square. I can try getting into my gamefile and starting a new day
Yep, the main reason to sleep after making any changes that may impact an NPC's schedule at all (including if you were to change map warps or add/remove locations in game) is that schedule pathfinding is set the night before, so you won't see any changes until one or two sleeps.
The SMAPI now says content not found :/ I had that fixed before 😭
The main issue with your schedule files are the FarmHouse placeholder_x_coord entries
you never swapped your placeholders for real values. 😛
Would I be okay to just comment them out? I wanted to just get the first schedule working
What's the full error with content not found?
And yes, you can comment out all of the entries that aren't "spring" in your schedule
Should I screenshot them or copy paste?
!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.
Just like the JSON validator, there's a spot where you can upload your log files as well.
https://smapi.io/log/4c7d2f8aaeb04743a885e05d6810ed8e here you go 2 errors it seems
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 4 C# mods and 1 content packs.
okay, so:
File name: 'A:\SteamLibrary\steamapps\common\Stardew Valley\Content\Portraits\Pandakitty.MaleTaq.Taq.xnb'```
this means that your Portrait isn't loaded to the correct target (`Portraits/{{ModId}}.Taq`), assuming your Mod's UniqueID in the manifest is `Pandakitty.MaleTaq`
So how do I fix it? The error message confuses me a little 😅
I do see where you're loading the Portrait in your content.json, so two things to check: 1) is your FromFile correct? 2) Is it loading in the right order?
Is this where the portraits are located in your mod folder? assets/images/Sprite-Sheet-Taq.png
Yeah, if I hover over it it shows the right file :/
I renamed the portraits to Taq-portraits though, just in case the "sprites" in the name caused confusion for the content loader
WHO PINGED M--oh, it was myself
LOL we spoke of you but did not ping, you did that all on your own, Tia. 😛
You should ping me though, I have ADHD 
Nah, it was only about helping PandaKitty, who followed your tutorial for NPCs
Hardly worth a ping
did u have a missed {{ModId}}.blah somewhere
Everything I have was copied straight out of the guide, I didn't add or delete anything that wasn't specifically marked for it
That was not anything against you PandaKitty, chu and I know how to troubleshoot NPCs, we promise xD
i am asking tia about the guide
hey Tia, they did mention using a . instead of _ in the {{ModID}}. NPCName thingy because it was in the tutorial, do you know where that is?
No, no all is well 🥺 I hope I'm not bothering too much
nope, not a bother at all! Can you screenshot your mod's assets folder for me?
Just want to confirm the filename
I saw the . thing here. I told you I am a noob so I was often confused
Of course
I'll screenshot everything just in case
okay, so make sure you changed this block when you renamed the Taq-Portraits.png:
"LogName": "Base Portraits",
"Action": "Load",
"Target": "Portraits/{{ModId}}.Taq",
"FromFile": "assets/images/Taq-Portraits.png"
},```
In the content.json?
Done did
I corrected the FromFile in that block for you, since it was still using the old one in the version you uploaded earlier.
And you've restarted since making that change?
If not, go ahead and do that now.
I can give it another shot
Huston we have a problem
Still standing in the middle of the town, but now even the sprite is gone 😭
ok, time to check your sprite FromFile as well.
🫡 it is in the same place as the portraits
also, since you have an error sprite, did you get an error in the console too?
Surprisingly I did not get any errors
FromFile seems fine for that one, so it might be the Target again somehow.
"LogName": "Base Portraits",
"Action": "Load",
"Target": "Characters/{{ModId}}.Taq",
"FromFile": "assets/images/Taqsprites.png"
},``` is this still your block for the sprite?
https://smapi.io/log/11be482b68a440cc80a2228efb285eb9 here is the log file, just in case, but it says no errors too
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 4 C# mods and 1 content packs.
LogName said Portraits but that shouldn't matter, the Target is still Characters/
LogName is descriptive anyway, it can be just about anything and not matter as far as what the code actually does.
Yeah it's here and shows the right sprites too
hmmm
I don't know why you'd have an error sprite in that case. Is it still doing it?
Oh should I restart again? I can try
Yeah, still there sadly :/ I mean, nothing has changed really
and no red in console?
Nope
I see that it loaded the Portrait in the trace, but I do not see it loading the Character sprite
i may have missed it when trying to backread just now, but have you adjusted your Data/Characters edit? the last json i could find with that has the dot in the NPC internal name
Yeah, we weren't changing the internal name yet, wanted to try to fix the error first.
well, the sprite/portrait targets dont match the NPC name now
I did change everything I could find from mod.name to mod_name
it might be good to just re-upload all your current jsons for an easy to see up to date look at them all
I hope I changed everything. So I have gifttastes, manifest, dispos, content, schedule and dialogue open and it's all changed there (I hope)
Content Patcher loaded asset 'Portraits/Pandakitty.MaleTaq.Taq' (for the 'Custom NPC Taq' content pack). was from your latest log with no errors.
I could do that, just need to find the link again 🥺
Just resend your JSONs since you changed them ❤️
!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.
Of course! Right away
Content: https://smapi.io/json/content-patcher/6bbedb3590264705b259fdd42f67709b
Dialogue: https://smapi.io/json/content-patcher/b0c1d085f95f41fe890cebf4d1b3a11f
Manifest: https://smapi.io/json/manifest/384afd1881d94ccb8991de16ce122a4e
->Assets: Blank (empty except for brackets)
Dispos:https://smapi.io/json/content-patcher/69fa8d92631549059a67c2f586a6e0d4
--> data: Dialogue: https://smapi.io/json/content-patcher/8f629685b2a54613a2fd41c310195f12 (it keeps making another dialogue file in main)
Schedule: https://smapi.io/json/content-patcher/2224b413e6774725a215b51ba2c52807
There are still files in Data for "Festivals" and "gifttastes" I don't know if those are important for now
The files are folders, for better understanding of the file structures
your Data/Characters internal name does indeed still have the . instead of the _ that your portraits and sprites are now using
(in your dispos.json)
(in dispos)
Button just beat me to it xD
"Changes": [
{
"Action": "EditData",
"Target": "Data/Characters",
"Entries": {```
RIGHT HERE: ```"{{ModId}}.Taq": {
"DisplayName": "Taq",```
Gotta change {{ModId}}.Taq to {{ModId}}_Taq
(also if you make this change dont worry if SMAPI throws a warning about deleting a non-existent NPC, thatll be the "old" Taq)
Omg you're so right 😭 Thank you. It's almost 1 am and I just completely missed it
Understood 🫡
Was there anything else I should fix, or should I try it again? I'm still worried that the sprite appeared in the middle of the town again and couldn't be spoken to. That means the dialogue and schedule are still twisted :/
Your Dialogue.json still has the . instead of _ as well
Found it 😭 my honor, it slips between my fingers
And your schedule couldn't attach because it used the _ but your internal NPC name wasn't yet
so the internal NPC name should fix that, hopefully
Alright, I will give it another shot!
https://github.com/anotherpillow/tbin.js
For some reason some parsing isn't perfect so it will occasionally crash the browser and there's also a LOT of debugging console.logs but it works probably 50% of the time?
Typescript parser for tIDE's tBIN files. Contribute to AnotherPillow/tbin.js development by creating an account on GitHub.
@obtuse wigeon
Well, the sprite is there. Still no talking or schedule though :/
@obtuse wigeon as requested
remember to debug sleep
Oh perfect thank you!!
sleep a night (debug command will do that too)
It's frontend btw
I'll give it a shot
If you're running it on a not browser, you're far better off:
- using headless tiled
- using toastermapcli
- using c#/xtile
- using caseys c++ tbin library which was the precursor to tiled implementation (worst option here)
Perfect, that's currently what I'm basing this for as backend isn't possible if I do it (well it is possible but dynamic sites cost)
Sadly still the same :/
I believe I said something about that in the section about 1.5 because underscores were touchy iirc
anything in the console?
Nope, completely quiet. No red
I am not responsible for your browser crashing
While I'd appreciate maybe examples of breaking tbins what i would really appreciate is PRs fixing the crashes
I shall be crashing it repeatedly reguardless XD
I fear what you plan to do, good luck
I fear it too, thank you, I shall need it
and waiting around doesn't make them move? your schedule doesn't start until 800
Okay, so I figured something out! You're right, he does move at 8. Problem is though, I set his homespawn to the bus stop, so it's weird he spawns in the town center. The problem of the dialogue remains though :/ can't talk to him
Dialogue not working might have something to do with the second one you say keeps happening, if you're not using the correct dialogue JSON file
OR the gift-tastes
Which we have not yet investigated
if he spawned in town that means the character's Home entry is wrong
I can send in the gifttastes and the festivals just in case
I did what I could. I went into debug menu and set it to busstop and tile coordinates
Just to clarify, by it crashing browsers I mean it goes into an infinite loop and the browser may prompt to end the script but if it's not it'll just freeze/crash it
Also I've no idea how you'd import it, I think there's a compiled js file in the repo on github pages if you're using vanilla js, if with a framework you can probably import the main .ts file as a submodule
by home entry i mean their Character data
doublechecking the BusStop map to make sure that 22, 10 is valid
oh, your Home entry appears to be inside your SpousePatio
oh, good catch
The bus stop is part of the spouse patio? 😭
just forgot a }, to close your SpousePatio data
if you hover the { on line 30, you'll see that the closing brace is way after the Home entry
(on the validator website)
Okay, so close it before "Home"?
yes, and dont forget the comma
So you want to take away the } on line 50 and close it before Home instead, yep
You're such a genius for catching that though
So this is what I have now
bit difficult to tell without seeing the whole file and the slightly off indentation but that seems fine? best way to check is to try it and see if something yells at you in red


