#making-mods-general
1 messages · Page 428 of 1
for the log name?
right now you've given gift tastes to a completely separate NPC named giselle, while your've created a Data/Characters entry for an NPC named {{ModId}}_Giselle
no, the line underneath entries
dictionaries (the way CP code is formatted) are made up of Key:value pairs
as i have made her spawn at the bus stop as a test
and that worked?
then i would suspect that the problem is with the name of your custom location. please check that the location of the spawn is the exact same as the name of the location
this is related to the gift tastes
the game needs a certain bare minimum for the NPC to actually function, and gift tastes is one of them
righttt hahah i was wondering what i needed to fix next XD
also, just for your convenience, you don't actually need to type out KatyDTK.CP.BakingLovers. you can just use {{ModId}} and it'll get automatically replaced (this also reduces the chance of typos etc)
i did think that but for some reason just for the npc part of this mod it doesn't recognise it
i get errors in smapi
that's an unrelated error then--what does the error say? you're allowed to use {{ModId}} there
umm ill change again and double check
but i think it just comes up with a loading error
!log when you test it, please upload your log to here
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.
okay will do thank you
@ someone more knowledgable than me: what happens if you include the same context tag in both loved and liked gift tastes? is it a problem?
it doesn't and it doesn't matter because it's entirely display anyway, the item keeps it initial category internally
Ookk I understand, ty
sorry do i send the whole log like copy what smapi says?
!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.
follow the instructions on smapi.io to upload your log and then send the link to share it here
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 28 C# mods and 64 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
here is the link thanks
it's {{ModId}} not {{Mod_Id}}
also, just in general, it's a good practice to test with a minimal mod setup so you can rule out interactions with other mods causing errors
oh right hahah yh that makes sense
it's better to Include your dialogue because you can't use tokens in Loaded files
oh okay i see
so yeah if you change it to {{ModId}} everywhere that should fix a lot of issues
oh i seeee thank you
The code (NPC.getGiftTasteForThisItem) checks for Loves, Hates, Likes, Dislikes and Neutrals and return on the first match. But if an item is in both Loves and Hates, other NPCs may still suggest that the NPC hates the item in their random dialogue.
(certainly not more knowledgeable)
"Love always wins"
Shoutout to @rancid musk, without ModManifestBuilder being open source it would have taken me way longer to figure out nuget packaging
Unfortunately she is still not appearing inside the custom location i also have issues of not actually going anywhere when i changed the location to {{ModId}} the screen goes dark like i am entering a place but i don't move
only by changing it back to the old format for the custom location does it work T^T
are you able to warp inside your location using debug warp YourLocationName ?
please share your location/map json
i think its the same as what i had in the content json tho
that's an outdated way to add new locations. let me see if there's an updated tutorial, or otherwise you can look at [[Modding:Maps]]
https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps this one looks good
ohh i see thank you so much
if possible, can you please link me to the tutorial/resource you were following?
we try to hunt down all references to old methods and warn against them
i have been trying to follow the stardew modding page
but i have also been refrencing mods like stardew valley expanded for the format
SVE is one of the worst examples to follow, not only because it's so large, but also because it has outdated methods and includes a C# component
Yeah, definitely don't reference SVE (or any expansion, really), I would look at an individual NPC.
SVE is doing its locations via the outdated method.
Nic, is your NPC mod fairly parseable for a newbie? Jorts and Jean don't do maps and Wren has a bit too much spaghetti.
Oh, Riley might be a good example - they just got updated to 1.6 and they have a house map.
ohhh thank you
Look for Wisp's update
that sounds good ill have a look tysm
i do split up maps and locations, with a good mix of editing vanilla maps and loading custom maps, but i'm worried the tiny random patches i do (for example, making the swingset passable) might get confusing
Remind me in 2 hours to fix the nexus link for SpaceCore readme
THUMBS UP EMOJI (#6865472) (2h | <t:1757979611>)
i do think it's a good "little bit of everything" example though, even if it's still growing
and i have some stuff that’s not best practice (not cropping map patches for example) that i still want to clean up
i dunno if my forever unreleased npc has a good enough formatting for a newbie to follow
most likely not bc it's cursed
How complicated would it be to create your own npc lol
oh i see yh i feel like it could make things clearer?
!npc there are a lot of little moving parts, but as long as you have patience it's not too difficult
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!
are you referencing my mod?
oh which one is your mod?
Thank you ❤️ I dont see myself having the time for that or patience honestly lol. I might see about commissioning someone to do it one day 🤔
tia was asking me if my mod, dead boy detectives, would be a good example for newbies to learn from
in that case !comms
oh i seee
!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
YIPPEE THANK YOU
maybe i will try to follow your format
yeah i'll definitely be able to explain things to you if you have questions at least
it's on github too so it's easier to view
yh that sounds super helpful will download it right away
is it on nexus?
yep id 31888
@copper kestrel hello, I was hoping to learn how to use Calcifer to add swimming to my NPC schedules for Kapusgrave 
okay ill have a look thru now ^^
i feel like a full npc comm would be pretty expensive
i also committed the mortal sin of not prefixing my NPC names with {{ModId}}_, because i gave them first and last names and they're from existing media 🙈 so PLEASE keep {{ModId}}_Giselle
yeah i think i've heard estimates in the $1000 range

which makes sense, because they take months
i guess commissioning an npc is something you only can do if you have money
are tbin's no longer required for the interior?
correct, you can use TMX now
ohh i see
have you unpacked the game btw?
will a tbin actually break anything though? (aside from like flipping tiles)
afaik it's still fine to use tbins but yeah the flipping tiles thing
Its also easier to fix issues like climbing tilesheets on tmx
Upon further consideration........is it possible to take commissions for just the pixel art/sprites? Not implementing it and stuff? Im not sure how the coding and modding and stuff works but I am interested in designing sprites and stuff
Absolutely
!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
You can add yourself on this page
YAY
It will help if you have examples of relevant work somewhere so people know what sort of art they're paying for
Awesome ill just have to practice and see if its something im cut out for
no i have not
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
this is an excellent way to reference vanilla data and assets
Yes and in fact that's one of the ways I recommend in the tutorial! My NPC art is all commissioned. 
The only person I know taking NPC comms rn is Aviroen, and how much depends on how much you need 
avi i have comm, for spunchbob in star valley /s
i should make more generally "unlikeable" characters (i still love them)
😔 i feel like too many custom npcs are nice
that and im running out of options for how to make a character nice
unlikeable NPC that steals a random item from your shipping bin every night to resell themselves
oh i see i will have a look as well tysm for all your help so farr! ^^
Chu. MMAP question.
I have this map. Since the Panorama feature does the full map and I cant specify a range. Is there a way to still do the sunset effect that the panorama does but only within This specific range on my map?
Ive been bouncing around the readme and Im not getting it
I'll sit down n write example in like 5min
on the top level panorama model there's a FullView field that takes true/false
when FullView is true (the default), i patch away the vanilla logic that says draw a black bounding box around the map if it's smaller than viewport
when it is false i dont do that 
so for your case, you want to put false here
I think the "basedon" in the example is what is throwing me
that's not important
it's a separate feature that lets you inherit some fields from a existing panorama entry
u can see what MMAP_IslandHorizon says by doing a patch export mushymato.MMAP/Panorama, this is one of the built-in panoramas in mmap
It's funny because I did the exact same thing back in 1.5 lol
Convergent evolution. Crab feature
God I can't wait to play with mmap, it's got so many goodies in it
scope creep
I know how that feels
So im probably way off.... I tried:
"Action": "EditData",
"Target": "mushymato.MMAP/Panorama",
"Entries": {
"{{ModId}}_EGH":{
"BasedOn": "MMAP_MountainView",
"FullView": false}}},
{
"Action": "EditMap",
"Target": "Maps/Greenhouse",
"MapProperties": {
"mushymato.MMAP_Panorama": "{{ModId}}_EGH"
}
},```
It is applying the panorama. Just...no black bars....
(Ignore the bunnies. Was playing with other stuff)
Is it bad I kinda hope you did...because that would make me feel less stupid xD
there is immens amount of cloud but i didnt break it 
(this map is chicken coop minus the wall)
let me double check if greenhouse is special (update it's not special)
@oblique meadow what does your tmx look like overall?
A square? I’m not sure what you’re specifically meaning
Do you have blank tiles that are on the tmx which are meant to be out of bounds
Nope. Nada
then i dont see why it would do this hrm
i may need your wip mod files to investigate further
Sure. I just walked away from my PC because apparently children need “fed” and are “hungry” (whiny little shits)
@next plaza: fix the nexus link for SpaceCore readme (2h ago)
Thanks Chu. Working now. It seems I was, in fact, the idiot here
hi guys! so i'm currently using the foliage redone mod and i really like the way it changes the appearance of the buildings. however, i'm not a fan of the other changes, particularly the recolored paths and the dirt. iv'e tried editing the content.json file to remove the dirt recolor, but the paths and the areas around the water still look a bit patchy. is it possible to just use the building texture changes from the mod? thanks for any help/advice in advance!
Yup, you should be able to just comment out/remove all the json that isn't affecting the buildings.
if i remember correctly town buildings are on a different sheet from dirt and grass
?
well town buildings are on spring_town, yes, but there's also other various foliage and town decor there as well. you'd need a little more thorough editing done to the content json to more selectively edit the buildings
someone help me understand here, im trying to edit a modded farm map through tiled, but im running into issues where certain tiles i removed/edited remain in actual game even though they dont appear in tiled anymore (yes, i have all layers shown, i checked like 5 times)
images are original, my edit, ingame (and yes, i forgot to remove the bush but thats not the issue)
if the mod is using an Overlay patch mode it'd be simpler though, as you'd only need to clear the non-building parts of the spritesheet, rather than manually creating new Replace patch actions with only the regions of the spritesheets with buildings
the mod may have a second patch that edits only the bridges
some do that for horse purposes
there are a bunch of options that alter the map, but nothing with this bridge as far as i can see
Are you using WAFF or WAFFLE? I think it does have more setting for bridges in it's config
In that case then there is a config option relating to bridges
yup lol
thanks
why go through settings like a normal person when you could just spend time learning how to edit it yourself lmao
i'm thinking that if i change some of these to "overlay" instead of replace that would fix my issue of the dirt recolor and pathing being different colors, would i be correct or no? i already changed some to overlay and it worked for most of the dirt recoloring.
um not totally, blueberry is saying you would need to edit the art as well
yay fixed
ohhhh
if you show a screenshot someone can explain it with an example
Overlay and Replace don't exactly correlate to Works and Doesn't; these two determine whether the pixels are layered on-top of everything already there or whether the entire ToArea is wiped clean before adding the FromArea pixels
it may work with Overlay depending on the existing content of the spritesheet, but it also just as easily may not
to leave the least room for error, the best way of only replacing buildings on the town sheet with only the buildings from the recolour would be to rewrite the content file to only include several Replace actions with the ToArea and FromArea covering the buildings on the sheet
i'm not sure if i'm explaining this very clearly hahah
(You can continue blueberry i was just popping in to see if you got my ping the other day!)
(yep, just haven't had a chance to look into it just yet
)
i think i understand what your saying, but would i also mess with the art as well, like get rid of the dirt patches and stuff? here's what the tilesheets look like (i belive thats what there called)
ah you actually won't need to edit the art at all, just create new actions to use smaller regions in the ToArea and FromArea
the alternative would've been using overlay and clearing the areas of the recolour spritesheet that were to be left as default, but that's less-correct/desirable/precise for a recolour (since as you might expect, layering sprites over the original may result in parts of both being visible if the silhouettes don't exactly match, or transparent shadows may be doubled-up and appear darker)
(This has been done.)
disappears into the aether
oh, that's good. could you possibly explain in more detail how exactly i would go about doing that, like what words/format would i use (if that makes sense let me know if i need to clarify)? i haven't really messed with code like this before so i'm not really familiar with it iv'e only ever touched python (coding program) for other games.
my bad, wrong link
as a quick mention, there's an example here already! the "Static Foliage" changes are doing exactly what we're talking about here, using a handful of smaller FromArea-ToArea regions to replace certain areas of the town spritesheet
it's just a matter of making some new changes for your building sprites, with the FromArea-ToArea X-Y-Width-Height values matching each building's region in the spritesheet.
and, of course, replacing/removing the changes you otherwise don't want to have in your final town spritesheet
Another i18n question: Can you nest i18n tokens?
I need to i18n this string and I'm not sure if I need to undo the Duggies portion: "SlayMonsterQuest.cs.13711": "The monsters known as '{{i18n:Duggies}}' are making a mess of the local mine!
i'll take a better look at this in the morning, thank you! from what i saw of it so far its somewhat making sense now.
switched to a common csproj so I can build my mod against both 1.6.15 and 1.6.16 and now Vim's LSP no longer works 
no but for special orders there is a special way to do it
Clint's is the best tbh to look at
Yes you can
I'm specifically going through all of my String replacements at this point to do i18n (since the NPC and monster names have to change, which means I have to replace the original string), that line is from StringsFromCSFiles
Hey guys, I'm running into some issues when trying to change the hovertext and hoverbox for a tool. I am making a projectile weapon that has ammo and I have the ammo descriptions and their properties display on the weapon when I equip it. This all works fine but I have been using the vanilla textbox wrapping and stuff.
What is happening is that the tool is behaving like vanilla and trying to make the textbox wrap based on the action line of "arm [tool] with [ammo]" or "retrieve [ammo] from [tool]" and it makes the box the length of whatever that string is. But the description lines I have added don't factor into the box width.
Also occasionally one of my items will have a name that is too long which means the box will extend beyond the edge of the game window (unless fullscreen) and it will overflow to make a sliver of a box instead of a "too big" box.
Basically I am looking for documentation on tooltext and hoverboxes. I know this all is very vague but I am actually editing another person's (old and forgotten but still not mine) mod for my own personal use and I am afraid to post what I have done because I don't want to be "stealing" someone else's mod.
whooops I thought it was special orders
data/objects: "DisplayName": "{{i18n: film.display-name |name.animal={{i18n: name.sheep }} }}",
default.json: "film.display-name": "{{name.animal}} Film Roll",
default.json: "name.sheep": "Sheep",
Result: Sheep Film Roll
is there a tutorial for making custom tools
You just have to pass the second i18n token through inside the first one
Yes it's called "run away" /j

Just so you see, my message up there #making-mods-general message is for you
I'll edit it to remove the local token stuff so it's clearer
I saw it, aba, still trying to parse it, but I saw it
there isn't really documentation on anything c# in stardew valley other than decompiling the game and looking for yourself
pain
look at casey's tent mod iirc
on the off chance the one other being on earth that develops C# mods using vim reads this I solved it by putting <Project Sdk="Microsoft.NET.Sdk"> in the project csproj and just <Project> in the common csproj instead of the other way around
Would it help if I wrote an example of what yours might look like specifically?
Probably, my brain is just not comprehending right now
// Strings/StringsFromCSFiles
"SlayMonsterQuest.cs.13711": "{{i18n: slay-monsters.quest |name.duggies={{i18n: name.duggies}} }}"
// default.json
"slay-monsters.quest": "The monsters known as {{name.duggies}} are making a mess of the local mine!",
"name.duggies": "duggies"
That will result in the line being "The monsters known as duggies are making a mess of the local mine!".
You are just passing the i18n token "name.duggies" in the same way you might pass the season token in if you wanted someone to say "It's a lovely {{season}} day".
okay, so I already have a i18n token for the Duggies as "monster.Duggies": "Devalants", so I guess that's where I'm getting confused as to where name.duggies comes in. Would I just use monster.Duggies instead in my case?
Yes that's right
You don't have to keep any of the keys the same as I made them. The important thing is that you match them up in the right places. I'll write it again to show what has to match with what.
// Strings/StringsFromCSFiles
"SlayMonsterQuest.cs.13711": "{{i18n: i18n.KEY1 |passthrough.KEY={{i18n: i18n.KEY2}} }}"
// default.json
"i18n.KEY1": "The monsters known as {{passthrough.KEY}} are making a mess of the local mine!",
"i18n.KEY2": "duggies"
The passthrough key can be named anything that you want it to be, as long as it is the same in both places that I have written "passthrough.KEY". It doesn't have to match what you've called i18n.KEY2, though it can if you want it to.
Okay, that example helped clear things up a lot. Thanks!
No worries ^_^
What about if my statement has {{ModId}} in it?
"SwordPedestal.Event":"$v {{ModId}}_PullMasterSword true true #$b#%The engraving is faded and barely legible: 'Only those of pure heart can wield this blade.'",
The i18n-ifier did not like that one
You have to pass the ModId token through as well
Any time you use a token inside i18n, you have to pass it through
so would I need to create a "ModId": "Fireredlily.LoZNPCOverhaul", entry in the i18n default.json?
that's the part that's throwing me off
Is this valid? "SwordPedestal.Event": "{{i18n:StringsFromMaps.SwordPedestal.Event |ModId={{ModId}} }}"
Yes, but it's probably safer (in terms of not having translators break it) to do this instead: "SwordPedestal.Event": "$v {{ModId}}_PullMasterSword true true #$b#%{{i18n: StringsFromMaps.SwordPedestal.Event}}
And then the default.json only has this part:
"StringsFromMaps.SwordPedestal.Event": The engraving is faded and barely legible: 'Only those of pure heart can wield this blade.'"
So only i18n the part that's actually visible to players instead of the entire line
ah, I see
That will reduce the risk that your translators will translate "PullMasterSword" or "true true" into their language
okay, String Replacements are all converted now, time to stop for the night. I'll have to tackle character dialogue and events another day.
I remember there being an update subtoken? That defo isn't the right word, but it made smapi check nexus release with an @ symbol in the file description, where the documentation for that? I can't seem to find it at all
Ahhh I missed that link on the wiki, thank you!
i'm assuming it's better to run two queries to decide which file to include, rather than running it on every patch that would be affected?
Do you mean "Action": "Include" or FromFile?
action include (although that does take a from file, so am i misunderstanding your question?)
No you aren't misunderstanding it and you're right lol. I was thinking Include vs something like an EditImage with a varying FromFile
ohh lol
And if I am understanding your question correctly, yes it is better to put the condition on an Include patch so all the patches inside the Included file don't have to check the condition
cool that's what i thought but wanted to check and make sure
thanks!
time to move so many patches
how can i make a modded farm into a standard one?
i wanted to replace the beach farm for this one
https://www.nexusmods.com/stardewvalley/mods/31627
I think 1.6 made it so you can just add a new farm type without replacing one?
yes, i just wanted to replace it instead of picking a new one
It doesn't look like theres an error beside the "Format" being VERY out of date, it should replace the letter backgrounds
does it not show up in game? if so you may have another mod overwriting that
"doesnt work" needs more explaining, especially a log and a screenshot
Well fuck me Im late to this convo lol
Only by a couple of hours! /lh 
mods are asleep, lets chat about how our days are going
ok thank you
i'm still gonna go ask for this one though
Whoops, it's now my turn to be late to the convo
I think you have to EditData the beach farm?
my day has been [redacted]
[■■■■■] days are always the [■■■■■]
the other answer is that you can switch your current ingame farm to be the new custom farm with easy farm switcher too. requires no code editing
for all maps I think, but for a specific map you may need to editdata some stuff to get it to recognise it I thought? I have like a grand total of 0 knowledge for them
oh wait are u just replacing ur currect save farm?
might be a load? idk never farm replaced
Download a replacer farm, open that up, and copy what it's doing
Although I don't see the point
I hope you don't use vpr 'cause it's incompatible with beach farm replacements
specifically the beach? or all farm replacements?
Ahhh gotcha, I was gunna say that it's a bit odd for a recolour to change maps but I see why
I didn't lie when I said "not just a recolour" in its description 
Ahhh admittidly I've never looked at the description, only downloaded it to test for compat
like all the missing visual loca for vanilla languages
incredible how inconsistent it is for anything but English (and Russian tbf)
upgrade???
guys who look like this have a 100% chance of stealing your clothes and selling them in the forest
With eyes like that, I'd just give my clothes, no need to steal when you're the cutest thing to grace the valley
He is using those eyes for crimes
Hey everyone, I’m working on a custom mod where I want to spawn breakable rocks/mineral nodes (like the ones in the mines) at specific tile markers in a custom map.
Right now, I’ve tried using both of these approaches:
// attempt 1
var obj = new StardewValley.Object(tile, "751", false);
loc.objects[tile] = obj;
// attempt 2 (with ItemRegistry)
var item = ItemRegistry.Create("(O)751");
In both cases:
-
The object spawns in the world.
-
But instead of being a breakable rock node, it either spawns as a pickup item (I can grab it with my hands), or as a “forbidden/no sprite” placeholder.
I know the IDs I’m testing (751, 849, 851, 852) are correct for stone/ruby/etc. nodes, but I can’t seem to make them behave like proper minable rocks (requiring a pickaxe).
Does anyone know the correct constructor or method to spawn mine rocks so they break like in the vanilla mines?
Or is there a special class (like ResourceClump or another subclass of Object) that I should be using instead of Object?
Thank you for you help 🙏
would you like to animate him—
please iro put a photoshopped human mouth on that cat
I do not have a clue but you could look at FTM's and/or IE's code since they do that (IE's might be more useful since I don't know if FTM does custom nodes).
https://github.com/misty-spring/StardewMods/tree/main/ItemExtensions
https://github.com/Esca-MMC/FarmTypeManager/tree/master/FarmTypeManager
Alrighty thanks for the tip !
i'm notifying kodansha comics about stolen intellectual property if you do. i may die but it's a risk i'm willing to take
That is cursed but honestly not the worst thing I've seen
I’m so glad I already had animated lips drawn
(forgot to reply to @drowsy pewter)
oh I know why you’re upset aba. it’s not pixel art! I’ll fix that, brb
has anyone of you experience with modifying spouserooms? because for whatever reason modifying the spouseRooms.tmx alone with editmap works for the second houseupgrade (to add the frog tank functionality to the vanilla tiles), but not for the first one.
When I try editmap on spouserooms and farmhouse1_marriage, I get an error message about empty tiles and when I patch in my tank.tmx it deletes the other furniture (all with overlaymode)
Yup I have edited Seb's spouse room for a frog tank related mod actually lol
ohhh!
were you the person I asked one year ago?
omh
this is so neat
Uhh I don't know
I don't remember who I made the mod for lol
Was it to get a frog egg trinket from the frog tank?
Hi, I wanna ask how do I run a mod test properly :0? Like what should I look out or keep in mind?
None of my friends have the game, and I was afraid I would subconsciously avoid parts that could potentially cause bugs
Oh haha it was you!
What do you mean by run a mod test?
Neat xD
Depends on the type of mod, if it's a C# mod you may have to take care regarding multiplayer, however for a CP mod that isnt as big of an issue
did you get it to work for farmhouse1_marriage?
Hmm I never patched farmhouse1
I'll try changing it to farmhouse1 and see what happens
Like, test if the mod runs properly, beta test? I'm sorry I got pretty confused on those terms x")
Ah okay. I usually just run around and try the stuff in the game that I can think of, plus running a MP game with myself to make sure it works in MP. But I don't put that much work into it. There's always going to be bugs of some kind and as long as there's nothing major I'm happy to just let my users find them lol
Huh okay I just tested with farmhouse1_marriage and although I got no errors, I ended up with an empty spouse room except for the frog tank
Also look how far you've come! Now you're making your own frog tank mod!!!
mhm yeah, I had the same issue when I patched a tmx in!
reverse prince charming you are
aww thank you so much!
Seb invited the frog into our house and it sold all his belongings in the night!
haha, I had so many frog escapades in the past week
frogs on Seb's table
infinitely spawning frogs
frog out of the tank

I don't even know why I was patching a tmx in
Are you adding stuff from tilesheets that don't already exist in the map?
Oh in my case it might be because I changed the target to farmhouse1_marriage but I didn't change the coordinates so it's patched it a long way away from the actual spouse room, whoops
Here it is haha
Okay @verbal narwhal it's working properly now that I've used the correct coordinates lol
So maybe you have a mistake somewhere
ohh arent the coordinates x 30-33
Y 7 and 6 (for the two bounding box parts)?
Mine was meant to be 30, 8 because I patched over the entire spouse room for some reason (still not sure why I even included a map patch at all tbh)
If you're intending to patch over the entire frog tank, those coords of yours don't seem enough but I don't know what you're trying to do
If you want to send yours to me I could have a look at it but if you want to just keep discussing it while you poke it, that's fine too
Hmm it appears that I did the map patch because editing farmhouse1_marriage caused the spouse room to disappear.
it is so weird
Wait now it's back after I reloaded the save but the action isn't there
Farmhouse is so strange
this is my content patcher patch
and this works fine for the farmhouse2_marriage
for whatever reason
lol
Hmm, I do not find targeting spouseRooms to be very safe
in earlier builds I handled it with c#
I remember being told farmhouse upgrade maps have an innate offset, is that the issue?
maybe I should do that for the vanilla one and only use CP for the modded ones
Because the spouseroom map might have already been applied to the farmhouse by the time your edit happens
because for the modded ones it works as well!
Although if that were the case you'd just not see anything happen
or well this works
ohhhhh, ok. i finally got the dirt and pathing coloring to not be patchy after messing with the numbers a bit (i'm honestly still a bit confused as to why it actually worked haha), however i can't get the cliff and grass recolor to stop showing up. also when i mess with the area numbers the retextures for all the buildings outside of town disappear.
here you guys go, since obviously the real complaint was that it wasn’t pixel art
did you... manually make that?

I also manually drew the original animated lips 
I applaud your commitment to the bit, wow
What happens if you try patching farmhouse1_marriage instead?
Okay...my furniture is gone again
So presumably that's why I patched the entire spouse room in rather than just doing MapTiles. But why?
This feels like a SinZ question. Like maybe my EditMap patch caused the vanilla spouse room to be unapplied.
I tried that but it deleted the furniture too
q.q
I think I will go back to c# for this
I will upload my mod as a repo
Okay. So. I switched to targeting spouseRooms instead and it just didn't do anything
it's cursed, isn't it???
And my patch hadn't been applied according to patch summary, indicating that the asset hadn't been called. But when I did a patch export of Maps/spouseRooms, my tile action was there.
are you trying to change an existing spouse room, or add a new one
So in my case, patching spouseRooms doesn't work because it applies after the spouse room has already been added to the farmhouse. But patching farmhouse1_marriage doesn't work either because that seems to remove the spouse room.
Existing, Seb's. Specifically farmhouse1.
Farmhouse2 seems to work as intended. Farmhouse1 either yeets the spouse room overlay (the stuff from Maps/spouseRooms) if patching farmhouse1_marriage or just does nothing if patching spouseRooms.
can always just change Data/Characters instead to tell sebastian to use a different spouse room
Hmmm no farmhouse2 probably doesn't work either
maybe I will download something like prettier spouserooms and check how they do it
They probably just edit spouseRooms right from the start of the game
Whereas we are trying to do it only after an event, which happens after the spouse room has already been put into the farmhouse
ah good catch
if you are conditionally editing spouse rooms, you will likely need a throwaway edit on the farmhouse just to convince it to reload
The problem is that the edit to the farmhouse causes the spouse room to not reload
(i see we have arrived at one of the two hard problems: cache invalidation /lh)
It just never reapplies the original vanilla spouse room overlay
[14:56:46 TRACE Content Patcher] Requested cache invalidation for all assets matching a predicate. [14:56:46 TRACE SMAPI] Invalidated 1 asset names (Maps/spouseRooms).
ahhhhh
only invalidates spouseRooms
get a simple reproduction and see if you can get it snuck into vanilla
inb4 farmhouse becomes like Town and fully reloads itself on every entry
it has its own map loader but doesn't unload itself frequently
well my 8 tiles do get reloaded and unloaded on every entry
I did revert that for farmhouse in the next speedy update as it was making farmhand farmhouses teleport them back into player1s house or something
but that is because game save file security
and TASfor me too
ah the tas message was meant to be sent earlier
looks like its because updateFarmLayout is trying to be smart and only runs the code for showing a spouse room if the spuse hasn't changed
Hasn't changed?
if (this.displayingSpouseRoom != this.HasNpcSpouseOrRoommate() || this.lastSpouseRoom != this.owner?.spouse)
{
this.showSpouseRoom();
}
the propagation doesn't tell the farmhouse to forget that its displayed the spoouse room
helper.GameContent.InvalidateCache("Maps/Farmhouse1_marriage");
should fix that, right? if invoked/called after the event?
So the spouse room gets unloaded during asset invalidation and then doesn't get reloaded again because it's not checking for whether it's loaded or not but is rather checking the spouse?
(Wasn't I right that this was a SinZ question haha)
How to have like a mic perm
You have to be level 5: #roles message
@vernal crest try this build of smapi, this should hopefully make farmhouse stop deleting the spouse room
working on adding ID migrations to my mod, do i need to be adding {{ModID}} for the output rules IDs?
"Id": "Retoast BurntToast",
"Triggers": [
{
"Id": "ItemPlacedInMachine",
these things
in general put modid on everything
ItemPlacedInMachine is a vanilla thing tho right?
for the id under trigger you can put anything because its only in the list of triggers
for the id above the trigger you should put your mod id as its in the whole list of machine riles
i have a feeling that inside Triggers, the "Id" just needs to be unique within the list. but ask someone more qualified
for example, 6480 is more qualified ^
i tyopically make the id under triggers to be the same value as the input item id or context tag so its easy to reference
unless i am adding a new trigger to another mods machine or vanilla machine in which i would use my mod id
because i wouldnt know who else may choose to edit that list
these are for my own 2 BCs. they do take vanilla items, if it matters
I have personal request to pls supply a trigger id unique in the list
thing is if its my mods machine then anyone wanting to edit my machine is gonna be reading my code first so its such a trivial issue
unless they're automatically adding rules to several machines at once in c#..
Still mod id
Whether u prefix modid for case where you "own" the new entry is up to u but I usually just do it anyways
It might save you pain later down the line, you never know
up to you
anybody adding rules should use modid, full stop. i agree with chu that it's still good but not compulsory if you're making a new machine
@vernal crest when you get the chance, test that it actually is causing farmhouse edits to not delete the spouse room and I'll PR it to smapi
imo I still think it's more compulsory than not especially at least for identification purposes
Well, the good news is that the spouse room is still there. The bad news is that it's because my patch didn't do anything despite being applied.
That seems right tho remember u can write these in a single trigger action
I am looking it over to see if I just broke it
yeah i just would lose my mind trying to edit one giant string
and you did an edit to Maps/SpouseRooms changing what you wanted?
No, I edited farmhouse1
Was I supposed to be editing spouseRooms?
I certainly can try that instead
if you were changing farmhouse then the spouse room would have applied on top of whatever you did
though you will likely need a dummy edit to farmhouse (a map property is enough) just to convince it to reload
since spouse rooms can be defined inside Data/Characters, getting it to correctly propagate to causing a spouse room to automatically reload seems like #effort
But then I'd have to make a new spouse room map
When my mod just adds one map tile
*action
I'm saying that regardless of changing Data/Characters to point it to a new spouse room, or editing Maps/SpouseRooms, a dummy edit will be needed on the farmhouse just to wake it up
as detecting both cases is annoying
Ah
my itemplacedinmachine IDs don't need to be unique from each other, right? it's been workin fine with them all the same thus far
Okay, my initial edit is now working but my next isn't
anything within a list has to be unique from other things in the same list
those are different lists
ok
This doesn't work whether it's editing spouseRooms or farmhouse1_marriage. I'm guessing that if I target spouseRooms I have to make a second dummy edit to farmhouse1_marriage to get it to reload, so I will try that.
{
"LogName": "Change tile action to message once the egg has been received",
"Action": "EditMap",
"Target": "Maps/farmhouse1_marriage",
"When": {
"HasFlag": "GotFrogEgg"
},
"Update": "OnTimeChange",
"MapTiles": [
{
"Position": { "X": 30, "Y": 8 },
"Layer": "Buildings",
"SetTilesheet": "indoor",
"SetIndex": "536",
"SetProperties": {
"Action": "Dialogue I already have one Frog Egg. I shouldn't be greedy."
}
}
]
},
correct
(This is not a published mod so please just Do Not See the OnTimeChange /lh)
only token being used is HasFlag which isnt ideal but by far not the worst OnTimeChange patch
I could switch it to Location or even let it go overnight now, since camiska wanted it synced by day anyway so the frog egg spam problem went away
However, this mod was made for camiska and they are now making their own fancier, better, cooler frog-tank-related mod anyway so my mod is going back in the cupboard.
I think your SMAPI PR should still be helpful for people in future though SInZ. People like camiska if they decide to stick with CP lol
welp
invalidating the farmhouse1 cache also seems to delete the individual spouserooms
and I cannot load with CP fromfile from the game assets
but this you already discussed here
this un-deletes it
but this would require any user to have this too, right?
if its useful can PR it to be in the next smapi update
assuming it survives pathos's standards
Im sorry but I am strugglin with understanding "can PR it"
That's a git term
It means (in very general terms) that SinZ will give the code to Pathos and suggest that Pathos adds it to the official SMAPI
PR stands for pull request
not as far off as you might expect tbh
if the term was made today it would be merge request (which is what Gitlab uses)
the term pull request comes from when the process was a lot more tedious and awkward but wasn't updated when it got streamlined
I was trying to set up my godot project on github to work with friends on it once
and that surely was a push and pull experience as it broke the whole thing whenever two people worked on an older version and then we tried to merge those 
oh but there also seems to be some kind of offset if i load the spouserooms manually with c#
ah no it is me looking at numbers that makes things faulty
Hello All. I'm a first time modder long term player for stardew. I'm excited to start my new journey and it appears I have a ton of reading to do on this discord. Looking forward to doing everyone's discussions
!startmodding for the quick guide!
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
looks like migrateIDs only works for certain things...does that mean i just....don't need to migrate the other things? do i need to do them in another way?
i had changes for Machines and TriggerActions
Oh so machines dont need migration
maybe?
As long as you make sure your big craftable id matches up
For trigger actions you should add a skip permanently thing instead
To avoid duplicate mails sent
Helloooo, welcome! 
You dont need to migrate it
so do i need to make like a set of duplicate mails then?
No
You migrated your mail
Skip permanently condition just means "if player already got this mail dont run this trigger action which sends the mail"
For new players they don't have the mail so they will get it from your new trigger actions as expected
so do i add that to my TriggerAction Actions or the mail then?
or wait i think i get it
it's a field in the trigger actions
"{{ModID}}_BuzzToastSendMail": {
"Id": "{{ModID}}_BuzzToastSendMail",
"Trigger": "DayEnding",
"Action": "AddMail Current {{ModId}}_BuzzToastDelivery Tomorrow",
"SkipPermanentlyCondition": "PLAYER_HAS_MAIL Current {{ModId}}_BuzzToastDelivery Recieved",
this seems right maybe?
oops spelled received wrong lol
somehow one of my mails isn't working right visually but sent anyway, shrug
i'll look into it later
Hi, yesterday I was working on some things in my mod and I want to learn how to make plants that grow in garden pots without needing to be watered. I know I could make them like a regular crop, but I’ve seen in mods like Cornucopia More Crops that they add teas and berries that can grow in pots similar to a fruit tree. From what I saw, they use Custom Bush. I also noticed there’s a vanilla plant that grows like this, but I couldn’t find the file where the code is.
My idea is to add some crops from the mint family that grow in Argentina and are usually cultivated in pots.
I’ve been looking at the Tea plant code and I partially understand it, but there are some things I don’t know what function they serve. How would you recommend I proceed?
In the link I left the code of a potted crop I was looking at. Is that all the code?
Yes you have to use custom bush. You should read the documentation for custom bush.
Hi, 6480!
Yes, I had that in mind, but I wanted some advice before starting. Anyway, I think I’ll read the documentation, which I imagine is in the framework’s post, and if I have new questions, I’ll write them here
Start with reading the documentation, then ask questions
otherwise its not a good use of anyones time to answer
Sorry, that's worded harshly. I'm just tired, and won't be available to answer questions about any code I wrote
I think I’m starting to understand how Custom Bush works, it doesn’t seem too complicated. The real test will come when I try it out in practice, haha.
Don´t worry, 6480
Stupid mod ideas: inflation in stardew
pufferfish : "been here, done that" /lh
thats vanilla
not really, vanilla just has a single shop price increase
two shop price increases!
at the same time! single event!
Fwiw there was no game dev theory in that idea which is why is stupid
coincides with the valley reserve interest rate being decided, clearly
but why did crop sale price not increase?
farmer doesn't ask for much
mod that lets you set your own prices for crops, but how willing people are to buy from you will change
and if you go too low, there could be social consequences from undercutting people
Combine with farm fresh produce and the longer you hold onto your crops the staler they get and thus cheaper
Who would you even be under cutting in vanilla
zuzu city vague citizens ig
typical city slickers just don't understand the free (farmers) market
with whom
I believe we’re quite possibly the only farmer in ferngill in vanilla
if you think about it, we’re worse than joja /lh
we're selling single blueberries for over a hundred dollars each
Clearly it's yen
You begin to see the reasons I haven't done so 
ill be honest atra i think selling a single blueberry for ~70 cents is also a bit much
We should stop expecting stardew to be like the US
Clearly that blueberry is the size of your head
Anyways
Just let me apply cpi data
sounds like someone should return to modding to let them do that
get the nexus network permission and pull real-world data every year
given getting real crypto prices was banned i doubt getting financial data will be allowed
Look am I more likely to make a mod
Or apply cpi data against my current budget to figure out how much money I will need to retire
make a mod maybe
Heya
I’m gonna take a second to figure out how to word this lmao
Do we have a way of making a mod menu for a music replacement mod where people can opt in and out of certain song replacements ?
Or even choose a specific audio file to replace a specific song? Like all of the options of the mod menu would be every replaceable piece of music and there would be a drop down selection next to it with options like “Song 1, Song 2, Vanilla”
players can choose options using the config system: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/config.md
you would then make your patches dependent on only applying when certain config options are chosen
learned more about coding today im proud of myself
anybody know what i'm doing wrong? i'm trying to use only the building re-textures from the "foliage redone" mod. i figured out how to get rid of the dirt and pathing recolor but i'm struggling with getting rid of the cliff and grass recoloring.
You cannot change which song is associated with what cue in Data/AudioChanges at runtime
What you can do is change the location music entries depending on player config
hello, had a quick q
if i wanrt my character to switch outfits in certain areas similar to maru when she enters the clinic switching to her hospital outfit, should i put alt outfit on same sheet or make it a seperate sheet similar to how they have it in sdv
it needs to be a different sheet
different sheet
follow what the game does for Maru
you can use the appearances system to determine when the outfit changes
So I was working on my bugs earlier and couldn't get the flavor thing to work...it occurs to me that maybe that's only for BC outputs? Can cooking foods do that?
I think all the vanilla uses are like kegs and stuff yeah?
you can’t cook flavored items yes
(not without emc anyway)
cooking uses exact ids only, input and output
Boo
I'll look at EMC thanks
Alternatively I guess I could make some kind of high tech jelly applicator BC
hi all, theres a farmhouse redesign i REALLY like but unfortunately they added wainscoting and trims to all the walls which messes with wallpapers. is getting rid of them as easy as editing them out of the tilesheet, or is there more to it?
You can open the maps in Tiled and erase the wainscotting
It depends on whether u want to release as separate mod too
But for personal use i would just edit the tmx yea
not without permission!! i mostly just want to see if it works C:
hi!!! i need a bit of help on the fashion sense mod im trying to make <///3 😭 for some odd reason my hair keeps getting clipped off in this frame ????? ive tried editing everything i can and i still cant seem to make sense of it... ITS DRIVING ME CRAZY!! is this a common problem?? 
Depending on player configuration?
I’m not sure what the difference between the two is I’m sorry

Generally speaking configs for content patcher mods work by reloading the asset that will change because you configured something else
You cannot reload Data/AudioChanges and have it apply
Ngl releasing fishbot 0.3 was kinda scary because I was so sure someone would find an issue with the new input sim but nothings been reported yet
zip :: [a] -> [b] -> Maybe [(a,b)]
zip [] [] = Just []
zip as@(a:as') bs@(b:bs') =
if len as == len bs then
let result = zip as' bs' in
case result of
Nothing -> Nothing
Just rest -> Just ((a,b) : rest)
else
Nothing
This might belong in #programmers-off-topic , but I do love the where keyword in haskell
Fair fair
Wish it was in more stuff because it makes reading long and convoluted expressions so much easier by naming components thereof
is there a soundbank list with audio or nah
amazing, thank you!
Brainstorming ideas for the desert festival hat mouse shop exclusive hat. Calico egg? One of the race entrants? Knife and fork hat to pay homage to the food stall?
free cactus hat.
I think I'm going to skip squidfest and trout derby for hat mouse festival stalls. (After already making the squid hat...) I just can't wrap my head around the side views for a trout hat. (Hard enough figuring out side views for squid or cactus...)
halppp i cant find the song Calico Desert's name in the files
it fully isnt in this list
try using soundboard? (scroll up slightly)
oh lmao duh. thanks, i cant believe i missed that conversation
what are you trying to do? like change them during an event or something?
that'll need either a framework (i'd check if BETAS has a trigger for talking to someone) or your own C#
ah cool okay!
unfortunately i'm very beginner C# myself so i don't know, but i'm sure someone else does
stamina/health modifications just modify Farmer.Stamina yes
thank you 🙂
!decompile when in doubt (and if you haven't already)
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
ooo thank you!
Hello, I need help with spacecore animations. I converted Hyper Realistic Coins to use SC and it's working but I run into an issue were its animating the texture in the Character Select but not in the Shop Menus. I left a download link in the post of said mod with instructions on how to use if anyone wants to see for themself's. https://www.nexusmods.com/stardewvalley/mods/6686?tab=posts
anyone in C# know how to parse EventArgs and similar? or just where the docs are?
Not sure if this is what you need but: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events
ah i think the eventargs for onupdateticked are empty..
?
i wasn't even the one who asked but wow this is a lifesaver for me
well that's easy, thats just everything that happens in every update function in everything in the world, as well as some other things
err... /s ?
you're not gonna be told what happens per tick. the updateticked is just a measurement of time. many things happen every tick everywhere
thank you
yes i was realizing right after i asked... "well that would be way too much info to send every time, you fool"
what were you hoping to detect occuring? (/gen just in case)
i wanted to know if someone just talked to someone
instead of having to keep track of the "talked" states on my own
i think i can either:
- keep an object with the status of "talking" somehow
- loop through all friends
- if not talked and now talked, do y
- if talked and now talked, do nothing
or
- somehow find a way to get if anyone has been talked to x.x (seems impossible)
well there's always Harmony ofc, but theres also the MenuChanged event
which you can add an event handler to and check if the new menu is a DialogueBox and if the DialogueBox has a speaker
MenuChanged being a SMAPI event, like UpdateTicked
Or the other fun, the netcode
checking for the DialogueBox menu ensures (moreso at least) that its actually a result of talking to them, and not some other mod or event manually changing their Friendship objects
Isn't there smth for "talked to" in friendship or npc or am I old and dumb
(or indeed, if 'someone has been talked to' is finished talking, then check for oldmenu is dialogbox and newmenu is not)
thats what i mean
Friendshop.talkedToToday might be modified via means other than actually talking to them
a DialogueBox isnt perfect either, but personally I'd be more trusting of "DialogueBox just opened with Haley" = "Player just talked to Haley" than trusting the netevent on the Friendship property
not familiar with netevents yet but this is helpful’
your own trust may vary
new menu and old menu will be my next examinations
Talked to friend or whatever is what I was looking at! But it still requires either storing the talked status somewhere or finding the old status and checking there
Obviously would rather check somewhere that already exists than make my own tracker
(Sorry for inexact references, I’ve stopped working so I’m on my phone now)
Friendship.talkedToFriend would only require adding an event handler to it
Net_ types have NetEvents that fire when their values are modified
As in adding a handler that triggers when that status has changed?
you would just check if the new value its being set to was true for example
Would a handler then go in a framework?
if you had the friendship object you could just* do like haleyFriendship.talkedToToday.OnValueChanged += (old, new) => if (new == true) ... or whatever
whatever the syntax is there, I usually forget until my IDE tells what I should do
ohhh this is amazing
Thank you 
I will let yall know how it turns out, I’ll work on it again tomorrow
I need help for some reason whenever my event starts the characters walk off to the side and out of screen?????
https://smapi.io/json/content-patcher/95b4f5407e2442fd8be9c84b4e50fadf
Wizard just like: I’ve seen this fucker eat a fish whole. I’m out
you have the wizard moving 67 tiles. use the wiki to find out the arguments that move should take: [[Modding:Event_data]]
Excellent progress made tonight on updating my hat mouse festival stall mod for 1.6. I'll eventually have all the mods I'm capable of updating made compatible with 1.6. But now's the harder part, converting everything off STF to CP...
OOHHHH
I thought I had to put the cords for which tile he was moving to 😭
What does this mean and how do i fix it please
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Does anyone know what formatting CurseForge uses for their mod descriptions? I'm getting mixed results between markdown, minimessage, and just plain text
its all in the name, obviously it's cursedtext and it's a lotto which format they use at any moment
Not quite sure what I expected from curse honestly 
some stability would be nice, but that aint happening anytime soon
hey just put all 3 in the thing at the same time and see what breaks I guess
Franken formatting, works all the time sometimes
Google says it's some bs called WYSIWYG??
That's certainly less easy to format but not entirely unfamiliar with me
markdown is available somewhere https://www.reddit.com/r/feedthebeast/comments/1jyp2ht/can_somebody_clear_me_some_doubts_about_making_a/
basically a word processor, no access to the actual formatting without using their tool
Ahh good to know markdown may work, thank you!
Just code your own html inside the description box at this point
it should be a toggle instead of auto detect
https://support.curseforge.com/en/support/solutions/articles/9000199552-project-submission-guide-and-tips#WWYSIWYG/Markdown
Ohh okay, that's fine then, Glad to Know I don't have to make a weird formatting template unlike nexus
It certainly would be easier thats for sure
phew, weekly class presentation is over with. I can finally eke out some hours for modding
Oh, you can work on my spritework! (joking)
It's the spirit that counts or something like that
The spirit looks a lot like a missing texture, vibrant magenta and black
Is there a way to skip the first 2 upgrades of the farmhouse? like make it not need to be upgraded to get access to the expansions? secondly I know you can edit the expansions, but can you make more of them or is it a hardcoded limit with the vanilla amount??
if I'm getting this correctly, you want to add an expansion that would be accessible from the very first house upgrade and wouldn't replace any of the existing expansions?
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
kinda, I want to make the farmhouse upgradable using the expansions only rather than the set upgrades then the expansions
that's a c# mod for sure
Gotcha, thought so but just wanted to make sure
So there is no update on it right
there is, just go to the github
if you don't care about the vanilla expansions and just want to add your own though you can do that with conditional patches and a custom shop maybe?
and betas ig
Cuz It kicks me out and my device says it needs updating
but in general custom expansions are complicated because custom farmhouse support
Things like spouse rooms and the kitchen aren't available until the first upgrade, I thought that was a hardcoded thing
please go to the github to their server
Same one that I have
if this is a tech support thing then you should ask for help over in-
yeah whatever iro said
yeah, like I said only if you want to ignore those
though you may be able to use betas to upgrade the farmhouse? I'm not sure
preferably not, that shall go into the c# mod idea bank in that case
I'll have a gander at betas
Oh wow BETAS is much more indepth than I originally thought, harmony patches via content packs? incredible
most cursed mod feature in existence /hj
misread that as "gender at betas" and was very confused
I always have a good gender at things, confusion is expected
Logging and global mod data features is incredible too (The blacklist is also a very cool feature too)
but none the less I didn't see anything about upgrading the farm house, I shall have a gander at other utility frameworks and see if they can do it by mail flags
It's not by mail flags iirc
I can't seem to find any that upgrade the farm house at all, but I am probably missing a mod that could do it, It shall go into the backlog for a little whole
This mod uses https://github.com/Mushymato/MiscMapActionsProperties/blob/main/docs/actions.md#mushymatommap_farmhouseupgrade-upgradedays to do farmhouse upgrades
You can add custom renovations vanilla supports that
How on earth did I miss that feature? MMAP was the second mod I looked through, Thank you! I shall get to looking at it further and doing some testing
You gotta eep to upgrade tho cus all this does is set farmhouse to upgrade overnight
That's fine I can work it into a bit of story
Thinking about it I could get away with just 2 dependencies? Given CP and MMAP were going to be needed anyway
Hi! anyone knows what could cause chrome to say a mod has "virus detected"?
its a mod of mine so I know it doesnt have viruses lol
What compression format is it? like zip or rar? and are there any other files other than .tmx, .json, .png in there?
gemini /s
you say /s, but its a none zero chance
i thought about putting /s-but-not-really
browsers can be a bit stupid/overzealous with their malware checks sometimes
Sometimes when a file is fairly new, the browser malware checks jump to conclusions
yeah, i was just about to say that
realistically they're just doing their jobs but like cmon i just made this file
"I can't find this hash on any of the online virus checker databases, it must be a virus" -Chrome, probably
what is “harmony” that people are talking about?
Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.
If you are trying to do something that isn't possible or practical with SMAPI alone, then Harmony is usually the solution.
For more information, refer to the following:
- Harmony Modder Guide - Intro, Use Cases, Initial Setup
- Tutorial: Harmony Patching - Types of patches and code examples
- Decompiling Stardew Valley - For finding methods to patch
(that's the only command I remember about, all the others I have no chance of remembering)
Growing four trees together creates a giant tree
just like minevraft
tree size framework has competition
funnily i think tree size framework can only do odd sized trees
concerned by the farmer sprouting a blueberry plant from their forehead
How many trees do I need to grow the big racoon tree
hmmm do you want art for this
Ohhhhh thanks i was looking for a fix for that
I'll take an animated portrait if you're offering-- /lh
do trees actually grow if they're planted together like that?
I thought so but i planted seeds and they didn't grow right away, so I wasn't sure
guess it takes some days
iro how exactly does your animated portrait thingy do an animatey
wild trees can be planted wherever and they will grow to stage 4
not stage 5?
ah ty
no, they need space (just a little less than fruit trees)
Oh, complex tree dynamics, I hate it
you put in frames. it throws them back at you as an animation
yeh and wild trees grow on a random schedule
woah... frames...
(but like, can the npc blink while they're talking or no? how many frames do u actually need?)
IsGrowthBlockedByNearbyTree
yes, and however many you want. they don't even have to talk. or blink. you don't even need an animation
if you want talking and blinking at the same time you can do one as an overlay
ooh i see
Hold on everyone, im getting cold dmed by someone looking for... animated lips? I'm scared

anyways yeah im asking bc i animated my npc talking for no reason and then i remembered you were doing portrait things tm lol
Oh wow, guess there really was an untapped market niche
only half related tangent but apparently mushroom logs also count non-fullgrown trees in the radius
but why
could be unintentional (mr ape forgot to add the grown check)
it occurs to me that PIF doesn't seem to actually say if PIF stands for anything
oh wait there it is, oops. Personal Indoor Farm
oh man i've forgotten how much i don't enjoy Tiled's stuff about tilesheet locations and whatnot
i'm not, i should look into that, thanks
It's fantastic, I always use it now
where does one get such a thing?
thanks
anyone knows whats the CP token to target a spritesheet from all languages? like furniture_fr-FR, furniture_es-ES etc...
It doesn't need a token, it targets them all unless specified with a locale
didnt knew that, thanks!
question, what's the i18n token for a player's gender (can I use a token for it that)?
ok this plugin is already very useful
Theres also a mod that adds a new token for gender neutrality if you're looking to support that, I think it's just called "gender neutral token" on nexus
It's great, and the fact it works with modded tilesheets too is even better
This token is not i18n'd
Oh wait ye youre right, sorry I got CP and i18n tokens confused, my bad
Hi everyone, I'm not good at English, so please understand if it's weird. I'm looking for the Sunbury Village Mobile (Android) version. I heard you can find it on Discord. Please let me find it. Thank you.
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
oh that would be the automated bot I had DMing you every five minutes /j
can you accomplish your goal with a switch block? ${male^female^unspecified}$
i stand at the precipice of lknowing how to make dialogue but not with i18n and wondering how difficult it is to learn to do that so my mods are translateable
is it quite annnnoying or is it like easy easy

if i make an npc mod can i just slip in something to content patcher to make the kids look more like my npc
the longer you wait to start doing i18n, the harder it is. but nomori's tool will help if you already have a lot of non-i18n content made
🙂↕️
I manually coded my i18n so imagine my relief and frustration after finding out Nomori’s tool was there all along 
i18n is just you give every dialogue line a name
Always glad to hear regex hell was worth it 
you can, but it's not perfect, so players using the poly mods or just otherwise doing wacky stuff will see the seams
After that you access it with {{i18n:the-name}}
Bless your heart, witch loving dude
mm i see, might nbot bother with that then lol
For kids if you don't mind the kids looking different in multiplayer slash poly then cp is fine
🙂↕️
You can also make use of little npc or my beta framework for this stuff
Yeah no one plays the game multiplauer modded right???
oo
For example always raining in the valley has a kids add on
I would consider these stretch goals focus on make npc alive first
Little NPCs is for "kids that grow up" not strictly making the kids take after the spouse
Yeah there's also unique children 
Honestly I been kind of ehh about whether my kids mod should keep the npc mode
It is a big hack tbh
you could also be irritatingly extra and implement fancy child sprites yourself ._.
I've never played long enough for the kids to grow up, so can't really comment 
That's why the first feature I implemented is reduce how many days it takes for kids to grow up

i might do kids later 🤔
i mainly wanna get the mod out so i can trickI UH I MEAN convince my friend into playing stardew
my first kid is crawling now, and has been for months because i haven't played the game in so long
im excited to make a npc mod just gotta get the sidekicks done
i was gonna make a gummy bear side kick but i might change it to a pet balloon dog instead
so i made a PIF room that upgrades with the hosue and....guess i can't test the lower forms lol
can i somehow un-upgrade my house, or warp to the maps manually
alternatively, if someone has saves, wanna test?
hmm maybe i ahve one early enough ic an cheat the money on
...a bird appeared in my indoor PIF room lol
this one works! tyvm. the other one didnt sadly.
Make a new save and then use debug hu
debug hu 1 foe 1 upgrade
oh nice, thanks
okay, it kind of works. It sets the gender to the first save loaded. but if you exit and go to a save with a different gender, it will still appear as the first save loaded.
need to see how it works in multiplayer.
That seems like a bug
hello claire
(I have removed all the old versions now, only the up to date version is in that thread)
hmmm somehow i managed to make one tier have decoratable walls but the others won't work even with the same settings
maybe i should reload
if you want a preview of how it looks in action, send me the frames and timings and I’ll get a screen recording
I saw, but I scrolled from too to bottom so only realised when I got to the last message bahah
what have I ever done to deserve this behaviour
I’m glad you like it! if you have any issues with it or anything took you a while to figure out, please let me know in that thread
if i notice anything i will
hmm. in my experience, switch blocks are parsed every time the string is used in-game (e.g. in dialogue), so as long as they stay in the string i would expect them to update without user action
could be. could also be how spacecore sets up skills and the info for it. or I could be doing it wrong some how.
oh spacecore could be caching it, all bets are off
yeah, I am using it for a profession name since it's a gendered profession title
not normal dialogue
alternative suggestion: don't gender the profession name?
not sure why only the final form lets me decorate properly but uhhh it's a feature now
but i like the name T_T it also fits with the name for the other profession being circusy
tho, how often is a player going to be switching saves, let alone genders in a single play session?
So might just be a non-issue
time to make a gender change potion

i frequently trans my gender with debug cmenu for doing gender crimes debug purposes
More realistically, I have saves of both genders
what handlers in particular do you mean?
I have tried to clean up my code, reorder it and make it avoid any possible savefile corruption
but this big brick is long and possibly very unnecessarily so
if anyone wants to take a peek at this (only if you really want to as this feels like a burden to ask for), I would be glad if you find any room for simplifications or using other/better methods (I feel like I havent grasped the potential of smapi and content patcher yet)
https://github.com/camiska/FrogTankInteractions
(also be warned of the many bools and checks, I did struggle more often than I wanted, so I used many checks that build on eachother)
especially regarding the icontentpatcherapi integration and this stupid farmhouse1_marriage/spouserooms caching problem resolver method I made

i'm trying to run something every time a player talks to someone
people were telling me some stuff last night, and I thought it made sense, but i'm actually not finding much about it (idk where to find a dialogue box, and i can't seem to get old menu/new menu?)
well, here's the SMAPI API reference for starters https://stardewvalleywiki.com/Modding:Modder_Guide/APIs
under Events is MenuChanged, which is probably what you want
you'll have to check that the new menu is a dialogue box, and probably that it has an NPC referenced as the speaker, to be sure that it is the player talking to an NPC (you might need even more than this)
yes but helper.Events.MenuChanged definitely doesn't work atm
oh ffs
I'm dumb lol events.display.menuchanged
carry on
what are you using to write your code? most ides should show you what exists and what doesn't
i'm using visualstudio, and it's doing it right
I was just being silly
mind you having a hard time getting anything to work with the menuchanged trigger so i'll see what i can do next
do you have a github where we can see what you've got so far? we may be able to help
that's a good point i should get a repo going
omg i haven't set a log level...
everything is fine. but i will get a repo going sometime, ty ty
yup, it is doing something you just can't see it
set it to info or higher
is info considered lower than debug 
(the default is Trace, which you can't see in the normal smapi console)
hm I'm not sure
it's an int enum so one of us could probably check 
if I was at my desk maybe!
I'm at my phone making dinner!
you've got decompile access don't you. Iro job
(ignore the fact that I'm only just remembering that's a SMAPI thing and not a vanilla thing)
Trace, Debug, Info, Warn, Error, Alert (Critical, Success)
Hi am trying to fix this issue if anyone can help me with it, you'll have my many thanks. If needed I could upload the full file here to make it easier.
Psst < inheritdoc/>
You can also do <inheritdoc cref="...">
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.
The thing is its animating the texture in game while in the Character select but not in the shop menus
I'll try the thing you showed just encase am missing something




