#making-mods-general
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NPCs reload their appearance when they change locations
so if they already have their appearance determined, you entering the mines won't affect anything
(also, NPCs can't enter mines in the first place. is this for an event?)
Trinket Tinker I think?
...oh, I didn't read too closely and thought it's NPC appearances lmao
I may be confusing 2 people up however, I'm not 100% certain
its a tinker
yeah I figured lol
he has one outfit per season, i wanna make him change when he gets in the mines too
hmm I think Mine and SkullCaveonly applies to the entrance levels
how would i put this then š
try LOCATION_IS_MINES Current and LOCATION_IS_SKULL_CAVE Current
simapi doesnt recognize it
can you post your code
those are vanilla queries directly from https://stardewvalleywiki.com/Modding:Game_state_queries
u mean the log?
no, the code
I still see PLAYER_LOCATION_NAME Mine in the code you posted
well change it back and post both the code and the log
Alright
Just FYI so it's easier for you to get help: if someone is helping you after you asked for assistance, don't change things that they haven't said to change. It's confusing and makes it hard for them to help you. 
sorry
You don't have to apologise, especially not to me. I'm just letting you know so it's easier for you ^_^
I know it's not always an easy thing for people to recognise on their own.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 18 C# mods and 88 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
okay let me try
I forgot that LOCATION_IS_MINES take a location param and not the player sorry š
i dont know these queries confuse me so muchš
[[Modding:Game_state_queries]]
very useful reference
Wow! You found the bug, fixed the bug, and let me know within 19 minutes! From one mod author to another, that's some serious dedication.
Lol, me no-lifing in my nexus notifications pays off
If only I had notifications like that
sure, you'll just need them to solve p=np real quick first
Just override the ModRegistry to prevent all other mods loading, and now framerates fine again
yeah i'm sure pathos would be fine with that
how do i know the fromarea toarea of the townpath and the x and y stuff
n=1 and p can be any value there i solved it
fromarea is the region in your source file (FromFile)
toarea is the region on the asset you want to edit (presumably townpath)
in regular pixel coordinates from memory rather than any sprite indexes
I can allow some of pathos's mods to survive the purge if it keeps him happy
which ones? or is it nondeterministic
or fingerprint his mod analysis VM and not run when it is detected
which totally isnt malware behaviour
no need, just count the number of mods in the registry, and if it's in the five figures, don't run /lh
that way you also won't run for scarlett's regular mod list!
you reminded me I should finally do the optimisation thing I've been putting off... ugh
whoof, manually splicing about 200 item sprites into various combinations of recipes
and the art for the items themselves hasnt been polished yet, so I'll be remaking all these images right before release 
A sisyphean task....
it would be a hilariously complicated script
best kind
does Pillow use the pillow library? pretty sure python is used often so it wouldn't suprise me
iirc yes?
It's so fitting I love it
looking around, I'll find it eventually but thought to ask just in case: anyone know where the profession tracker is for perfection?
wdym by profession tracker?
how do i figure out these coordinates?
Easiest way if you don't already have things set up for mapmaking is to use the Lookup Anything or Debug Mode mods while in game
nvm I was making it harder for myself. It checks for farmer level instead of each individual skill level.
quite possibly my favourite of all my godawful pile of love of cooking bug reports is 'i upgraded my frying pan to maximum and now i cannot cook my food? important issue'
the recipe and ingredients in question:
the quantity of everything and the house setup just adds to the quality of this
Im not sure what you mean. Sushi and sugar and chocolate are perfectly normal ingredients for paella
they might genuinely think the paella is cookable by throwing whatevs into it
idk Iām trying to give them the most charitable interpretation of the description
I mean, anything is cookable by throwing anything into it, whether it's good or not is a different matter entirely
my āwhateverās left in the fridge soupā recipe is always good 
granted I also usually add two gallon of fish sauce and ten cartons of milk so they taste more like those than the ingredients
inshallah half a thousand chocolate and sushi burgers paella will feed us for many months
I've just noticed in the image that trash isn't greyed out, trash paella anyone?
when you said you liked fish sauce I didnt realize what you meant by that
what
I dont even want to know what the ingredients on the right are supposed to create
Paella. Obviously (joke)
broke: anything is a sandwich
woke: anything is paella
All you need is rice, saffron, and some sort of fish. If im remembering correctly at least. Then you can add whatever you want
you may hear the screams of the spanish but you can just put on noise cancelling headphones to tune those out
The day my household owns saffron is the day we win the lottery
you can own saffron in stardew at least
I shall single handedly create a global saffron empire in stardew
If you cant afford saffron then just use yellow food dye it does the same thing (no it doesnt)
spice trade mod :o
almost wish i added dandelions to the recipe as a rich man's saffron
literally the same thing
Dandelions I can easly substitute saffron for, they're everywhere! both IRL and stardew
I shall single handedly create a global saffron (fraud) empire in stardew
mod that adds fake saffron, fake truffle, fake maple syrup, and fake coffee
Fake olive oil too
fake vanilla extract
cant use any of it for anything unless you have cornucopias extended flexible cooking recipes option (now with loc integration!) though
But its so much cheaper to buy at pierre's than the real stuff
-# Nice little advert edit there 6480
gotta plug
speaking of plugs
6480 have you ever considered making an animated portrait--
Yeah someone asked me for that yesterday
they sound smart, maybe you should do it
forgot who tho
probably not important but you should definitely do it for sure though
you seem trustworthy
yep, seems about right
Huh
I have been affectionately calling this the ammobox.
Does anybody know how vanilla builds it or what it's called? I ended up having to make my own hovertext and hoverbox for a new weapon and I want to use this ammobox in it.
Picture two is my current working implementation
@lucid mulch: fix cellar tiles going poof in propagation (18h ago)
fake butter?
added milk of myth support for anyone who uses that https://www.nexusmods.com/stardewvalley/mods/23772
Margarine
I cant believe it's not [one out of several butters added by mods]!
it's simply called attachmentSlot on Slingshot, the same as FishingRod but with an override for the sprite
Thank you!
I am very new to modding so this might be ignorant to ask as a follow up. But what is the path to getting that attachmentSlot?
Currently I am using something like this to find it and try and later place it where I want:
" private static Texture2D TryLoadAttachmentSlot()
{
if (_slotTex != null) return _slotTex;
var candidates = new[]
{
"LooseSprites/attachmentSlot", // canonical 1.6+
"LooseSprites/AttachmentSlot", // case variant (just in case)
"LooseSprites/attachmentSlots" // rare variant seen in forks
};"
what are you trying to achieve?
I can't really think of why you would need three different spellings of an asset path to be checked
theres some mod that changes like all of the butter and other names and my mod users keep coming to my comments like "I tried using the whipped cream butter for this quest but it wants the freshly churned yellow butter but my machine is only making salted butter rn help me"
and im like bruh i dont know what any of this means
hey guys, can anyone help me with a game state query? I want to know if the player has ever seen a mushroom tree
I dont think thats a vanilla supported gsq
unless chopping specific trees is a stat, if its a stat you can count that
let me see
i dont see something related on the stats list either
sad that we have PLAYER_HAS_CAUGHT_FISH but no PLAYER_HAS_CHOPPED_TREE
Tbf for people who use lookup anything that mod is great
Or MCP
thats all fine and all but i keep getting comments like that and they dont even state that theyre using a renaming mod
like they assume i know everything already lol
Yeah that's just users being users
is this AI generated code? there's no asset named LooseSprites/AttachmentSlot, if you've decompiled the game DLL via ILSpy you can search it to find it's using Game1.menuTexture for the attachment slot sprite, which is the asset Maps/MenuTiles
as an aside, you should absolutely decompile the game code to use as a reference, so do mention if you haven't
This is a crucial first step that I have not done. I will do so and get back to this all. Thank you
!decompile
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
Theres instructions to decompile here /\
Anyone have a good source/example that I could look at to learn how to add a new building with the least dependencies? I'm ok with more difficulty, I just want to have as much control over the building behavior as possible.
Unpack the game files, that is by far your best resource
it should be in Data/Buildings I think?
You can also view the wiki for the full list, but formatting may not be as easy to get (I learned that the hard way)
Beacuse yeah, buildings require essentially zero dependencies. Only CP if you want to do it via JSON, or you can skip even that and do it manually with C#... but that's less recommended.
Though if you need some C# to add some fun functionality, maybe worth looking at?
I was going to suggest MMAP for additional features if vanilla isn't enough but I don't actually know if it adds building features or if it just lets other things act like buildings lol
FUN-ctionality. It was right there. Gosh
This is sort of where I'm getting confused. Do many mods that "add" entirely new buildings sort of build a facade on top of existing building types?
They just add to the list of buildings with the data that they want for their building, the available choices for which are listed on that wiki page I listed
If the building has new functionality that a vanilla building isn't capable of, it'll be C# (whether their own or using a framework).
For example there's a monster hutch framework mod that lets you put non-slime monsters in a hutch to raise them like slimes. The mod itself doesn't add content to the game but makes it possible for others to make content packs that do.
In terms of adding custom functionality via c# would that be done with Building subclasses? Like how I see the junimo hut in the decompiled stuff being it's own extension of the building class
Vanilla buildings very stronk just try doing it with only cp first
Don't use solid foundations
As for adding functionality it kinda depends on what you want to do
Ah ha MMAP does have some building stuff
Something like junimo hut will need C# most likely but you can do obelisks with just normal vanilla stuff
That I don't need to try to explain now because Chu is here anyway
The building stuff in mmap mainly pertains to the draw layers
If u needed fancier anim
Or if u want multiple entrances
Can spouse rooms have changable floors and walls? or are they hardcoded/not doable with just CP
There was at least one mod for that
Oh yeah the north wall greenhouse door
Yeah just edit the spouse room tmx
I shall see if I can find it, I did look but missed it I guess
Give it a floor id wall id
Oh perfect! thank you
Are spouserooms hardcoded to always have to appear on the right side/have their opening on the left?
It would be a non-enterable building very similar to junimo huts, even up to the point that junimos would be assigned to them lol.
In that case u will probably need C#
It's the kind of specific gameplay thing that is unlikely to be covered by any frameworks lol
If you wish to subclass a building then you will need spacecore
i might just be dumb, but i can't figure this out lol. iv'e been trying to use only the buildings from a recolor mod but i'm struggling with what fromarea and toarea mean. can somebody explain it to me?
and iv'e already read the github guide but i'm still confused. but i understand most of the other stuff.
Well idk what tx you are editing but let's say it's 64x64 just as example
And then you wish to only edit the top left corner of 32x32
So the ToArea is 32 0 32 32, which means "starting at the point x=32 y=0, edit over a 32x32 box"
(psst Chu that's not top left)
Yes i meant top right sorry
and what does fromarea mean?
The same thing but on the sheet that you're using as your source image
or really i should ask is how to find the toarea and from area, thats what i'm most confused about.
It only applies if you're using a smaller part of a large source image
Usually the various image editing software will show you a X Y width height when you select something
You open the images in an image editor and turn on a 16x16 grid (in this case) and then put your mouse over the top left pixel in the top left square that you want to use
oh, ok. is there a recommended program to use or can i use any? i currently have gimp.
Gimp is fine for this
use whatever you're comfortable using, as long as it can output 8-bit rgba .png files
great, thank you guys for the help. i think i know what i'm doing now.
(if an image editor cannot clear this very low bar, i don't consider it an image editor /lh)
even old MS Paint can do that these days
are you saying vim isnāt an image editor
in this example, we're replacing White Egg in Maps/springObjects (the blue spritesheet) with Brown Egg in assets/Objects (the brown spritesheet).
photoshop's Info panel shows my hidden cursor is at 192x112 on the topleft corner of the brown egg sprite, which becomes the X, Y values of the FromArea, and we check the same for the white egg to use for the ToArea
windows, not satisfied with making me run windows updates before i can open photoshop, also hides my cursor in the screenshot
windows always mad
I don't think it ever included its cursors in screenshots?
i'm giving a demonstration, not a history lesson š
this helps, thank you!
in snipping tool i've never had it visible but a print screen full-screen one usually has it for me iirc
snipping tool at least lets you mark things, helpfully
Is this a mystery then?
All the mods I've checked always had the spouse room spot on the right so I was wondering is this is a limit I'd have to consider, too
blueberry committing egg crimes
beige egg
sadly, three brave explorers were lost trying to discover this precious information
Ah, I'm sorry
this is because i gave them the wrong directions. the method FarmHouse.GetSpouseRoomCorner in the decompiled game code says you can specify the position with the farmhouse map property SpouseRoomPosition
What am I doing wrong? I didn't think I'd get an error unknown to me when trying to make spouse rooms decoratable
Log: https://smapi.io/log/d6783f4791444827aedfa76f0265b2e6
Content.json: https://smapi.io/json/content-patcher/bf56af426f2643c2ac923e8f049a8325
One image is Map properties of the custom spouseRooms.tmx, I've only included the Back Object layer as that's the only thing I want to change, and the other is the floor property of one spouse room area
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.16.7.1, with 5 C# mods and 1 content packs.
you're saying your map has no tile layers?
Yes, only Object layer as that's the only thing I'm adding
Guessing it needs atleast something on a tile layer
You can't transfer map properties via tmx EditMap anyway, but I don't think you can do that
Ahh gotcah okay, thank you!
Overlay surprisingly expects you to provide a map
Use MapTiles for the tile object properties
They need both anyway 
Although you'll need to do a text operation to append the map properties atlas
Oh there is going to be a lot of writing the same thing, automation time
Test it first!
Gotcha thank you!
(Also the map property edit might need to be the farmhouse not the spouse rooms map)
Well that just entirely wiped out the spouse room, time to figure out what I did wrong
Guessing that's for me? do only I have to download it for testing or would users have to use it too
theres an open PR for SMAPI with it, so hopefully by the end of the month it should be in smapi
though I need to check whether this is also deleting the cellar door
Ohhh okay gotcha, I remember this discussion now, if I didn't participate I did lurk and watch it go down
Just thinking about polyam mods, are you giving each of the spouse rooms different IDs so they can be differently papered if the player has multiple?
Thats what I was intending to do, I don't use polyam mods myself but I do know many people use them
I really need to install a different console emulator, why on earth does it not have a way to access previously sent commands like every other
I shall be leaving this idea until an update that fixes the phantom spouse rooms bc this is not a testing environment I enjoy
Interesting that only the left window has sunshine coming through
Different window items?
I didn't even notice that, they aren't even window items, they're what the game places as a placeholder when there isn't a spouse room
are you sure this is your terminal's fault and not simply the SMAPI On Linux Experienceā¢
Honestly, Not a clue, but I like to think SMAPI is perfect with nothing wrong at all
well
i'm reasonably confident that its command handling on linux does not support up/down to access command history
i hear that it does on windows, so i suspect there's some layer that is supposed to do it but silently does not
am i finally losing my mind or is my git activity starting to spell out FS
That shall be something I live with then, I really don't want to go back to windows
It's not starting, It has, well done on the commit artwork
(i also live with it, and i don't have time to figure out the class hierarchy in SMAPI enough to try and PR it)
One day I shall submit a PR to SMAPI, that day, is not before 1.7 release that is for sure
I expect one of you to have fixed it before I move to Linux please
New quote added by atravita as #6636 (https://discordapp.com/channels/137344473976799233/156109690059751424/1418602026379772132)
group effort, we'll all work on it
I've said before
almost certainly for worse, too many cooks spoil the broth
Given the sheer numver of enbies around
Why has no one implemented the third gender in stardew
WELL you say that....
1,7 may bring that change
or was it 1.6.16?
one of them does magic
No I don't think it's in scope for vanilla?
no one wants to write the UI transpiler to put the button on the cmenu
I swear tirnary token things were discussed
(Tirnary isn't the name, I cant remember the name but it's a 3 state thing)
1.6 has a gender switch block with three bits: ${male^female^unspecified}$
Maybe it was that, that I was thinking about
switch blocks are great and i hope they get expanded to more things in 1.7, as teased
I identify as ${male^female^unspecified}$, as in, I will have all the genders at once, with no leftovers, no more gender left for anyone else
I ADORE switch blocks so much, if an IF can be replace by a switch, I can and will change it
ternary, I think
That is the correct spelling, thank you!
Because the ones who know how to are retired!
go on then. make a new third gender farmer sheet. you can do the pants
and kilts and skirts, while you're at it
Just alternate the male and female ones every frame
what is even the difference between the male and female sprites
shoe sizes and foot shapes, leg positions, eyes and lashes, expressions, underwear, and sweat
more than you think
thinking once again about how male!farmer is 2 pixels taller in his swimsuit than he is naked/in normal clothes
he put on leg extensions
Look, clearly being in a swimsuit makes the farmer want to show off and stop slouching

Wajt what. Life is ruined. Unfun fact

Technically ternaries are two states
Something something vertical binders
ugh, I'm trying to make an item bag for extra foraging and fermentation and it's just not working out, even though its structured exactly like the other custom item bags I downloaded, and like how the mod documentation says to build it :/
anyone familiar with making an item bag?
hmm, now I only have part of the items
Are there any online tutorial on how to create mods?
!startmodding yes, you can use the official wiki and thereās also the modding wiki which has tutorials for specific things
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
Thanks
Potentially dumb question what is the best way to get involved with the modding community and help with mods? Not sure if I said that right, š
Are you looking to help with making mods, or get help in making mods?
help with making mods
I'm familar with golang and JSON seems pretty easy, but I still have to take a class to get c#
To be clear, you want to help modders/authors with their mods?
If they want that help, yes
aha got it
Just a bit curious though, have you made a Stardew mod before?
I'd personally recommend getting your feet wet with Stardew modding (like making your own mods, even if they're small/unpublished tester mods just to make sure you're able to create a working mod) before you offer help to others, but if you're already familiar with JSON, a Content Patcher content pack is likely the best place to start getting familiar with Stardew modding.
That's just my personal opinion though
yeah its less about learning json and more about learning the game modding frameworks/data system
there are some mods that are team projects though that you can ask to help with
like if youve played a lot of modded stardew you can think about what mods you like the most ?
sometimes theres also people who like doing pixel art but are scared of doing the code
so sometimes amateur artist+coders team up like that
Not yet, š
I appreciate those words, and that sounds like solid advice, š«¶
In the meantime, while you learn, feel free to scopecreep people
Ah, personally, I think the best way to help others is having experience in making a mod yourself, no matter how small or complex it is. But this is the right place when it comes to offering/asking help with modding. Lots of new authors (and even experienced ones) come around asking for help i.e. a pair of eyes to check their code or how to implement something properly
That's awesome, I would love that if it happens, š
What the others said in general, but if someone wants to brainstorm, you can always jump in lol
I can definitely do that, š
That, too! I fairly enjoy brainstorming with other authors and has in fact helped me in solidifying the idea behind my last published mod
I will start looking to making something that can be helpful whether it's a tool or an actual mod
also a complete beginner here, I'm making a mod but still don't really know how to code, I just got started by editing pre-existing mods with help from wiki, so that might be a good starting place for you too!
That sounds amazing, š
getting insanely hyperfixated helps-
I will have to learn that and I appreciate you saying that, š«¶
Thatās a noble thing to do but yeah, my point remains the same. Iād suggest making a mod,
something youād want to implement in the game yourself. Or you could offer being a playtester and study the assets. This would help you familiarize with the many aspects of modding the game.
I would love to become a playtester
I work in Tech Support so I already have a troubleshooting mindset toward fixing problems
(feel free to hang out and help around at #1272025932932055121 ) 
idk if my advice as someone in a similar situation would help since idk what I'm doing either, but for me I was really passionate about an old mod that was semi-fixed, but still had a few bugs, found the way to fix the bug and then spiraled into incorporating my own headcanons and now I'm making a whole Krobus expansion-
That sounds amazing, š
perfect, I will do that, thanks @round dock ++
Keep forgetting I'm not in slack, š
soo if there's any lore idea you want added, tweaking a pre-existing mod for personal use can be a good start! (alsooooo if you wanna help out with mod-making I'd appreciate your input with mine cause I'm a little stuck rn-)
Ohh? I would love to help, want to talk here or DM?
Hello hello ~
I hope it's okay to ask here...
I'd like to start modding furniture for stardew and I was wondering if it's possible to test AT furniture mods in game with the CJB Item Spawner.
I've...never made/installed mods for Stardew so I don't know how all of that works š
Thank you in advance for the answer (^ w^)/
sadly can't help with that but cool pfp! you might get a response in modded tech support?
in the dispos file when choosing the spouse adopts true or false does false mean that you have genetic kids with spouse with option to adopt or is that only if i put true
the SpouseAdopts field is a string, it takes a game state query so you can decide under what conditions will adoption happen instead of the farmer/the NPC giving birth
not just true/false
false means the spouse will not adopt if the spouse is the opposite gender of the player
but they will still adopt if they are the same gender
ooooooh
(i think
hmmm okay! cool to know lol
actually setting it to false explicitly might override the same gender thing
(thats not a tech support question)
lemme check the character files
the CJB Item Spawner can spawn any item in the game as long as it IS a real item (so things like Fashion Sense items may not always be "real" items)
so if the AT pack affects a furniture you can spawn, then you can just spawn the furniture and test it
SpouseAdopts does override the usual same-gender restriction
Oooh got it, thank you !
it looks like spouse adopts is usually null for the marriageables
If null, defaults to true for same-gender and false for opposite-gender spouse
Per the wiki. š
Aaah ok thank you so much!
that was really confusing me lol
i must not have been looking at the wiki right lmao
OH! thats why i never visited that page >.> im following the tiakall tut and im doing bare bones rn and then building on everything else
The official wiki has most if not all of the explanations for the data fields in the modding namespace pages for the thing you are looking to change.
It's really recommended to have that page open alongside any NPC tutorials or creators you might be working with, just so you know what can GO in each of those fields and what they do.
I have another question if it's okay to ask x)
AT mods replace/overwrite already existing og furniture if I understand correctly ? So does that mean I need to write the og ItemName I want to replace in the texture.json ?
Also ! Is there anyway to know the size of the og furniture sprites ?
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
!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!
the second governor command there answers your latest question
Thank you ! šø
Oh the unpacked sprites are tilesets though, so I don't know the exact size of each furniture individually... How do everyone know how many tiles/pixels one furniture is ?
you can open the tilesheet and measure them
With a grid ! Why I didn't think of that, I'm dummy xD
Thank you !
just make sure when measuring you include the empty space around each tile
theyll be sized in increments of 16px
š(^ w ^)
my town fountain looks like this during the winter and i have no idea why
buildings layer in tiled
ah nvm i see why
hey! uhh two questions, first what do the numbers (other than 0, ik that's the player name) in curly brackets translate to in the extra dialog file? for example: "PurchasedItem_1_QualityHigh": "Hey, {0}.#$b# So I stopped by Pierre's the other day and bought {1} {2}. It was the first time I've seen one of those there in a while... #$b#I cooked it up for dinner last night... It filled the house with a {3} smell.. It was a hit!$h#$b#I'm glad Pierre's stock is starting to expand again.#$e# Anyways...",
also, the purchased item lines in the extra dialog files are numbered, is there a specific reason for that or is it just for randomization purposes? example:
"PurchasedItem_1_QualityHigh" "PurchasedItem_1_QualityLow" " "PurchasedItem_2_QualityHigh" "PurchasedItem_2_QualityLow" "PurchasedItem_3_QualityLow_Rude" "PurchasedItem_3_QualityHigh_Rude" "PurchasedItem_3_NonRude" "PurchasedItem_4" "PurchasedItem_5_VegetableOrFruit" "PurchasedItem_5_Cooking" "PurchasedItem_5_Foraged"
{0} is not always player name
a number in braces means that something will be substituted into that space
like an item name, for example, which probably goes into the {2} slot if i had to guess
oh really? thanks for telling me!
what goes into what number entirely depends on the context its used in and what the code behind the scenes decides to put in there
ohhh okay, so there's no set rule and I have to infer?
you donāt have to infer and can read the source
the code in this case is in ShopLocation.cs if you have the decompile
if you dont want to read the source and it isnt written on a wiki somewhere or something then yeah you have to infer
whether by guessing or by trying to see it in game
sadly not on the token page on the wiki
theyre not tokens or tokenizable strings
oh?
theyre not specific to Stardew at all
its just something you can do with strings in C#
among other programming languages
without reading the source id assume that {1} is a random amount ("a few", "one", "a" ,"some") and {3} is a random adjective
i make no claims of being 100% correct
yeah, that's what I thought too, I was just hoping there was a universal answer lol
i was close, {1} is just the proper particle for the item name
a vs an
the numbers in the string keys dont matter
hey yall
hi!
tysm for your help :) do you know about the answer to my second question?
what was your second question
uhh one sec lemme paste
also, the purchased item lines in the extra dialog files are numbered, is there a specific reason for that or is it just for randomization purposes? example:
"PurchasedItem_1_QualityHigh" "PurchasedItem_1_QualityLow" " "PurchasedItem_2_QualityHigh" "PurchasedItem_2_QualityLow" "PurchasedItem_3_QualityLow_Rude" "PurchasedItem_3_QualityHigh_Rude" "PurchasedItem_3_NonRude" "PurchasedItem_4" "PurchasedItem_5_VegetableOrFruit" "PurchasedItem_5_Cooking" "PurchasedItem_5_Foraged"
that was what this was in response to
theyre numbered just bc theyre numbered as far as i can tell
the random choice is decided elsewhere
however it will always be the _3_[...]_Rude variant if they are a rude npc
basically the game chooses a number randomly between 0 and 5 (exclusive) and then if the NPC is rude it sets it to 2
then it uses that number to determine which PurchasedItem line to show, but if it chooses 0 it will use the 1 line, if it chooses 1 it will use the 2 line, etc
so like, its technically for randomization purposes, but it manually writes in the next higher number, so...
theres also some hardcoding for specific NPCs
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
the event format is totally wrong. please refer to the wiki page + unpacked vanilla files
AI code isn't allowed here because it also doesn't know what it's doing
Hi, AI-generated content, including code, is not permitted in the server
Ok sorry I'll except a ban
This is only a verbal reminder, offical warnings and ban messages would be sent via bouncer in DMs
well that's a bit dramatic, you deleted it, don't worry about it
Looking at a vanilla event as an example will definitely be more helpful though.
I don't how to code i just wanted some help
we're perfectly happy to help you learn, but we cannot help correct chatGPT code (it's a waste of our time much better spent showing you resources to use instead). as people mentioned, try visiting [[Modding:Event_data]] for more information on events specifically
just wondering if this mod exists already or if it's something i'll have to go make - has anyone split out all artisan items (ie. wines, pickles, jellies, honey) to be separate items for the shipping collection? would that even be possible?
anything is possible in C#, which Iād imagine to be the best route to go with
oh god lmao... alright fair enough, time to crack a book on that ig
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
what you want is theoretically possible with content packs, but
- youād need an ungodly amount of code
- youād need separate compat with modded crops
- itād break the hardcoded raccoon requests (among others) if you make the generic variants completely unobtainable
yeah, it'd be better to learn c# and do it that way! i guess i know my next project for a while lmao
learning C# from scratch without help is hard. I know it well š I'm not a code person so I'm struggling real hard
Do⦠do you need c#? like⦠Iām pretty sure we have a framework for everything these days. Heck⦠thereās a poop framework
well for my ideas that are usually improvements and compats, yes haha
what can I say, I'm a creative person without coding knowledge lol
š¤·āāļø Iām a colorblind person who tries to make pixel art at times. We all have our challenges
Thank you for that command and a starting place
hello! so I wanna change krobus's current 14 heart event to instead trigger while married on the 28th of summer when you go to bed, i think ik how i would make the event trigger when i want it to, but how could i get that to relpace the original event?
you can null out the original event
oh yeah!
ty!
turns out i don't know what I'm doing lmao, how could I get my event (on the beach) to trigger when going to bed on the 28th of summer? I set up a DayEnding trigger action, but idk how to connect it to the event
if you want it to be a night event like that, you need the More Nightly Events framework
oh, I mean like a heart event
yeah. you cant do events when you go to bed without that
oh okay! i didn't know they were in the same category
The only way to emulate it is to have a event on the farmhouse location and make it happen in the morning
got it, even with more nightly events or nah?
More Nightly Events lets you run a normal event script overnight
any script you choose
got it, so how could I implement the event with MNE?
you'll have to look at its documentation
Oh, okay
prob gonna ask for more help here bc i suck at coding lol
would I have to set up the event in the farmhouse and then try to warp it to the beach or something?
you will have to refer to its documentation
it will likely answer your questions where i cannot as i have not used it
gotcha, thanks :)
Is this the place to ask for a mod?
!modideas standard proceddure is you submit them here and hope someone makes it
or if you are asking if a mod to do X already exists, or which of several options people prefer, #modded-stardew is the channel for that
is it possible to add dig spot to the map in vanilla?
like a dig spot that has 1 item
you can do that with spacecore spawnables
I did but im not understanding the documentation. ive done this like twice and each time i barely understand it rip
casey was reorganizing the things so links prob ded
i believe both spacecore and ftm can do it?
is there no vanilla way to do it? spawning on a tile? like a treasure
no
do you specifically want it to be a dig spot?
it doesnt have to be i just want it to be obtainable
do you care if the player has to have a quest in their quest log for it?
a Lost Item quest will spawn an object on the map that the player can pick up
hmm I dont know about that, its like supposed to be a wepaon you can get
then no there is no vanilla way
I actually figured out a way >: 3
are you gonna share?
yeah! if yall want
So I set the my indoor map as a outdoor, but didnt set any floor places as dirt. I put a diggable property down on one tile. Then I added my weapon as a artifact spot via location data and upped the chance to 100.0 just in case. Ill prob set a condtional to turn the spawn off once the weapon is got. adn then i made the digspot invisable when on that map
you use a treasure totem to spawn the item
makin the dig spot invisible is optionable
i just want it to be a secret thing
tho i might make it like a crack in the floor
well, i wouldnt call that spawning the dig spot if the player has to use a treasure totem to spawn it
but if it works for you then it works for you
itll spawn on its own i just have the treasure totem cause i wanted to do a sort of lewis basement thing
it spawns on its own too
but not guaranteed to spawn
well no i guess not... I tried my best though
i still think it was at least a decent way to do it.
Thank you!
there are some "treasure chests" in vanilla right
i dunno if they're made in a way that's helpful tho
like uhh bottom of mines boxes and such
yes and theyre all hardcoded and you cant spawn them on your own anyway
Is there an IModHelper.Events thing I can hook up to when the player uses their hoe?
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events
TerrainFeatureListChanged should cover when the hoe is used successfully but not in general
yeah that's even better
any ideas on how to exclude digging artifact spots?
no, sorry
actually nvm, don't need it
to see if it was a successful hoe, I do a if (AddedTerrainFeature == typeof(HoeDirt)) or something like that?
something like it
if you don't need to take any action with the item and you just want to check whether you have one, something like
if (e.Added.Values.Any(item => item is HoeDirt)) {
should do (with using System.Linq;)
You'd want to use is to check type. You could use GetType() == typeof() but usually that's not what you want, and I think that's slower and less convenient anyways
Well, drat. I apparently cannot nest a local token inside a config token like this: "Texture": "{{ModId}}_PhotoBackground{{CT_PhotoBg{{LT_AnimalName}}}}16",
Hrm, I cannot find a workaround for this.
i got a mod where
"BuildCondition": "PLAYER_HEARTS Any Gus 4 hearts",
puts out in SMAPI:
[game] Failed parsing condition 'PLAYER_HEARTS Any Gus 4 hearts': optional index 4 (int maxHearts) has value 'hearts', which can't be parsed as an integer.
any clue what the right code phrase would be?
its telling you hearts is not a number, so just try removing that? š¤
Ah ha. Put the CT into a new LT, use the new LT. Hooray!
I don't even know if there's a point to me doing it lol. Will anyone want to adjust their animal photo backgrounds/frames separately?
Like this, where you can choose a different background for each animal. (Animal sprites by Elle. Photo backgrounds and frames adapted from vanilla by me.)
cutee
I think I would like the option to adjust them individually in case I wanted them to be themed differently according to the room they were in or something 
really cool that the... the sprites will match whatever retexture
Thanks! I am pretty happy with that little idea haha
Most players r usually expect more of drag and drop, that's it. But those who do will appreciate
Drag and drop? Like to just put the furniture on their wall and go about their day, do you mean? Or drag and drop for installing the mod?
Well, installing it will be the same either way
This is all just config settings ^_^
Editable on the go while in game via GMCM
If you squint, you can see it change even while in the GMCM menu (though it's pretty dark lol)
(Well, you can't because you don't have the mod lol but I can!)
I can say for certain I would defo change them to match the room they're in, none of my rooms tend to be the same so being able to mix and match is fantastic
Good to know, thanks! I decided to continue with making them all individually adjustable for my own sake anyway but it's nice to know that at least one other person will also like it ^_^
Are you coming in here just to throw shade at a mod maker for not updating a mod fast enough for you?
atleast fix this major bug....
with i dunno? a bugfix patch?
its been altready half a year
This is a hobby. People do this for fun and they do it for free. Stop with that entitled attitude.
And I'm saying "don't complain"
i mean if you want something updated best solution tbh is to just do it yourself (but don't post it publicly anywhere unless you have permission)
why shouldnt i be alowed to post a bugfix for a mod?
cuz it's unofficial
and the actual author at the end of the day has the final say in everything bc it's their mod, it belongs to them
It's classed as Mod theft if you don't have persmission from the original author
if the author has said that it's ok to post unoffical bugfixes it's fine though
You can do so if you do it as a separate mod that doesn't include any of the original mod's assets or code, but even then the preferred etiquette in the community is that you make a good faith attempt to contact the author first. If your fix would have to include any of the original mod inside it, you can't do it at all. Edit: note that this applies in situations where the original mod author has not given permission for other people to modify their mod or redistribute their assets, which is the case for Bread Lovers.
ok, never heard of that
i fixed it, but the netire building isnt working, so imma have to wait then
It's on the Nexus mod page under the "Permissions and credits" dropdown
but i am at the verge to do it myself.... so i got a fixed version for myself
i just need to copy how the industrial furnace mod does it, and this mod doesnt
I'm sure I'm not going to get mixed up having four tokens that are almost, but not quite, identical /lh
lh.. but not j...
when will i understand schedules
i just want my kids to go to the desert festival (they are real npcs rn)

reading the schedule wiki im confused, how do i make them warp
You don't, they will take whatever warp is available to them
I'm not sure if schedules with only a single schedule point work
You're starting them on the bus stop map right?
that is their default location
Try adding another schedule point
gghhhh... i come back to working on my mod and i immediately dive into chairs hell
But also have you done blank loads for their schedules first?

Chairs as in chairtiles?
many blanks
yep... chair tiles...
well 2, of em.

Why is that hell?
hey quill
A bit tedious, maybe
cuz i dont like drawing chairs š
Oh so it is the drawing, not the data
custom chairs?
Okay I return to suggesting another schedule point
alrighty

I'm gonna get to work on something from the wip pile tonight
As a treat
the "something" is quite intriguing to me, I do love a good something
yuh... chair..
I haven't quite decided what to work on! I have a number of options
i wish u a swift and nice chair experience
I vote for the 3rd item from the bottom
š„¤
I shall finish the update
It is decided
After that I'll get to work on the interface since that's also already a WIP
live ur soda dreams
If it wasn't for all my mods needing textures rn I'd also be modding
ugh, textures
Exactly!
look at em
daisy chain of children
i will make them attend the festival 
im just stalling bc i dont want to do textures XD
sigh i realized a flaw in my mod so i have to revise buildings and stuff too
wishing there were updated video tutorials on how to make custom npcs in 1.6⦠like ones that walk you through the entire process start to finish š LOVE the wiki and itās super helpful but i still have times where im unable to follow like half of the things on there bc i have genuinely 0 experience coding š
it would be a lot of work though.. so i understand why one isnāt up lol
I notice you say "the wiki" when we actually have two which makes me wonder if you've only seen one of them. Have you been shown the NPC-making tutorial?
yep! i looked at a majority of the tutorials including the one in the bot message that people are able to bring up here šš it just gets difficult for me to pay attention when i see a bunch of text bc of my adhd + dyslexia combo so i wish there was an audible guide out there
Fair enough
Can we get stephen fry to do an audible modding tutorial? is that possible?
yeah iāve gone through this one!! itās this + i think the custom npc template on the same wiki here
I do always wonder what people who want a video guide would be copying and pasting though.
could always point to the description for links to templates if itās a youtube video
Like is the expectation that the video tutorial also has the code snippets somewhere? Or do people just want to type it all out by hand from the video?
We have had some people say they are going to make a video. Nothing seems to have come from it though
I guess if you have the schema it can help build up muscle memory by doing it manually while still having the helping hand
I suspect because the overlap of people who like video tutorials, people who know how to make video tutorials, and people who know how to mod Stardew is quite small.
yeaaah š most likely
I hate videos because of my ADHD lol
They're so sloooooooooooooooow and when I miss something I have to do so much work to find the spot again
i like video turorials but a lot of them ive seen (in general) tend to be poorly made/paced
i like them bc itās easy for me to rewind if i miss something and if itās too slow i can just turn it to 2x
I tend to play videos on 2x (sometimes 3x if its available) speed
I did that when I had to listen to lectures in uni
Outside of lectures I just avoid videos wherever possible
if they're on youtube, it has the chapter features, which when used correctly, are very useful
this is what iāve learnt iver the past three days š.. and then the ones that are easy for me to follow are 5 years old and outdated to hell and back š
Lectures I had to rewatch because the lecturer always talks way too slow for my liking
I enjoyed mine because I loved almost every single class I had in uni and wanted to learn all the things, but I didn't take notes or anything so I didn't get much long-term knowledge from the lectures themselves lol
notes are the devil iāll never do them/j
maybe thatās why iām having this issue
If it wasn't for my voice, I'd make them, but the difficulty comes from talking for long for me
I write myself a lot of notes while modmaking
My first mod especially is full of lines and lines and lines of notes where I explain to myself how a certain feature works or why the syntax has to be a certain way or what my reasoning is for trying X
i probably need to take notes.. it just feels like some of the tutorials omit stuff assuming you know or at least have the basics down and im over here like š well no i donāt can you be a teeny bit more specific
My notes tend to be external, which because quite the problem when I loose them and no longer have any docs for why I did a thing that way
Yeah, there always has to be a level of being able to pause so you can go fill a knowledge gap to be able to successfully follow tutorials like these. Because if every single tutorial was explaining the very basics they'd all be hundreds of pages long while they explained what file extensions are and why you need to turn on the option to show them, what the different types of brackets are, what JSON is, etc. But if you're finding that you need more of an understanding of JSON, we have a tutorial for that too: https://stardew.button.gay/tutorials/json
thank youā¦ā¦ for saving me⦠i couldnāt find this one
Wwww thats a great resource! thank you Button for making it!

I'm not dyslexic but I do have adhd most likely - would a focus reader extension for your browser help? Maybe one with dyslexic friendly fonts?
I don't know if we have any official links to it because Button keeps claiming that her tutorials aren't ready lol. She actually has a few more tutorials but the link at the top of the page doesn't go to them because of the aforementioned "not ready" claim. So I will give you the link to the page: https://stardew.button.gay/tutorials
(I don't have dyslexia but dyslexic fonts have been a life saver personally)
We all have ADHD here /hj
i really should get around to installing a dyslexic friendly font but 1) i keep forgetting and 2) i kind of donāt like how it looks ššš next time iām actively at my pc iāll make note to do so
YAYYY thabk u ššš this looks like a great resource
button gay????? 
tbh the button site does already feel easier for me to read LOL maybe itās because iām on mobile atm but thereās large spaces between each word and that somehow helps tremendously
I see there's research showing that dyslexia fonts don't help
Does increasing text size help?
not really.. if the words are too close together or in big blocks they tend to like.. melt together mentally if that makes sense š
My thesis supervisor is dyslexic, she said they help a ton when combined with increasing text size and reducing the amount of clutter on the page. Has to use html versions of journal articles almost exclusively as a result
I don't have dyslexia but I seem to need my text size to be much bigger than many people so I have my text permanently at least 120% and sometimes even bigger
Anecdotal of course, but it suggests that the fonts don't help in isolation
iāll test out bigger text when iām on pc⦠perchance that is another factor as to why itās easier to read on my phone
Okay so maybe a font that emphasises the letter shapes won't help but something that changes the kerning and/or word spacing helps for you?
I thought dyslexia fonts were entirely just to help prevent b, p, d, q looking the same, for actual words they don't do so much
Mayhaps postlight reader or tranquility reader would help 
They reduce clutter and you can adjust the text settings like spacing and such
yes!! itās much easier to read when stuff is spaced out for me š«”š«” iāll look into browser extensions soon⦠bc itāll likely help me in other places too outside of trying to read the wiki
š idk, i dont really process the "difference" in the way the text is written with those fonts properly
i have trouble reading text in general and it's mostly about how small the text is/spacing that matters more
(Available for chromium browsers and firefox alike, they're both good)
i use opera so it should work on there⦠ty quill 
this is also a silent reminder to me to wear my damn glasses
i need glasses but i canāt afford the lenses right now
⦠ok thinking in retrospect no wonder iām having difficulties reading the wiki perhaps a video tutorial might not be needed after allā¦ā¦. i shall test this theory Soon
Opera might also have a reader view like Firefox does where you can control things like the character and word spacing
when I last used opera, I seem to remember finding it very rudimentary 
That was what made me use an extension
fingers crossed guys⦠ty for the tips 
Comparison of the first paragraph of the NPC tutorial in the reader view vs my normal view
Ooo
Oh that so much easier to read
oooooo.. yeah the first one looks WAY more readable to me š
Note: this was a few years ago, I imagine things have changed
i'll admit i really just skim past all of the text in the wikis because i see long paragraphs and my eyes glaze over... š
THAT HAPPENS TO ME TOO!!
itās like i try to read but my mind forcequits when it comes to comprehending any of the words on the page lol
(That's with me having increased the word spacing, character spacing, and line height. Can also change to serif or monospace font.)
šš will absolutely be putting that into practice⦠I WILL CONQUER CODING!!!!!! š„šÆ
I usually chunk the wiki page content and read only bits at a time rather than trying to comprehend it all as a whole
Iām currently trying to make a sprite swap for a sve npc, does anyone know where the JSON for the sprites is? I literally canāt find it anywhere š
yeah i usually try to go step by step while looking at the tutorials but then i remember⦠i literally donāt understand json at all LOL š so the site you sent me is MUCH appreciated i hope button never has a bad day ever
It's in code/NPCs/<NPC>.json
Don't worry too much about understanding absolutely everything as you go along, either. When I first started, there was a whole bunch of stuff I didn't understand while I was doing it (it was pre-tutorial so I was just copying another NPC mod) and as I got further along I'd learn something that helped me understand bits I'd already done.
If you're going
all the time and you never know whether to use a } or a ] or when something needs a comma - those things you do need to understand pretty much while you're doing them.
But if you don't understand why you're Loading a blank.json (for example), that's fine! (Many people who use blank.json loads have no clue why they do, including me at the start.)
thank u for ur kind words⦠iāve also been looking at other npc mods to understand how they format it and copy it that way but itās still been such a major struggle that iāve just been focusing on the art portion (what i can comfortably do)
i just have to keep hyping myself and iāll be fine if i try hard enough i can do anything šš but again ty for the help šš god knows i needed it
An NPC is also a big place to start so it's understandable that it can feel overwhelming
I think that to get a feel for how to get a mod in the game and how Content Patcher works, it is best to start just with little experiments. Like if you have a portrait, just try making a mod that replaces a vanilla NPC's portraits with your one. That will teach you how Load and/or EditImage works. Then try adding a new line to a vanilla NPC and that will teach you how EditData works. And so on.
I still test new-to-me features by making a silly little mod that just does that one thing
I have a whoooole bunch of them
wow
Well I know what I shall be doing when I'm bored, having quick access like that would be great
Aba mod no.1
i really should do thisā¦
What on earth is AbaBreakChicken
That whole mod is "okay, try X" followed by "that worked! Now try Y" and "that didn't work, what if I try it like Z?"
what i do if i need to test something new is i just do like. the bare minimum for my mod to work
and if it works i add all the rest of it in
Haha that was when I was trying to explode the game by setting a chicken texture to something invalid. Unlike pets though, the game has a way to handle it so it just gave my chicken an error texture instead.
Same here, no fancy sprites, no fancy features, just the bog standard basics
with the kinda sorta expansion ive been making i really just do one part of it at a time and load it up whenever im ready to see if it explodes or not
always good to send the bomb squad in (that's u)
im still on the figuring out how to schedule
its my kid's bday and im making him stand still, in the rain (i should make rain outfits but like
)
do i trust myself to umbrella
(Sharing my super secret, Super unique, never before seen placeholder sprite)
Wow that's bigger than I thought
rain outfits would be really cuteā¦.. writing down the idea for a future update when i get that far with my mod..
Easily noticeable when I leave a placeholder in by accident
classic⦠reminds me of when i tried to and failed to mod minecraft as an 11year old š
if i make a single umbrella sprite sheet i could simply overlay it during the seasons
but that requires making it
I usually just recolour vanilla assets in heinous fluorescents lol
me? easily distracted? nooooo
That's Where I got the idea from, that and source engine games, it works so well
iāve been drawing sprites this whole time instead of actually coding just bc i like my guy so much..
i think they fancy a desert trip maybe,.. lol
expect schedules i can't figure those out
I have so much art piling up that I am dreading getting to
schedules look confusing šš
i š DRAWING MY OC!! i donāt have this issue fortunately
Remember to eep
600 is 6am and 100 is 10am right
I wish I could just clone myself to make the art, or just hire someone but both those options cost money
im restarting game when i edit
however in exchange for drawing i cannot code for shit but itās ok i will learn
Also what time is 100 dont u need 1000
Okay, it's not loading a schedule so I think we return to your loads. Are your loads before the EditData patches in your code?
i may be worm
Me irl
they're in, separate code blocks
Yes I understand that
(At a bus stop with no schedule loaded)
Is the load one before the editdata one?
Jk
sorry i emant seperate files aaaa
Yes I also understand that
Is the include for the load one before the include for the editdata one?
Okay
actually, wonder if i should move the include to content.json, none of the additional files are using any of the local tokens

What's your patch summary saying about your schedule EditData?
do i just run patch summary or do i add my mod id
Add your mod id
And also full
patch summary full <modid>
(I assume you fixed that 100 time schedule point before this?)
And changed the 600 one to 610?
They're going to start to leave the busstop at 10am and before they've even reached the warp to the desert it will be 1010
Like...1200 at a minimum for safety right now
Best to give really wide time gaps and then time how long it takes them to reach each point before you start narrowing times down
ugh i kinda feel like i need to reorganize my tilesheet so i can maximize the space... 
whjyyyyyyyyyyy
but that's gonna mess up my map lol so i also kinda dont want to do that
Don't forget the patch summary
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 123 C# mods and 143 content packs.
does this mean my include shouldn't be in main? 
(started out as just using her toddlers mod and know im afraid to change it)
(i do still use her assets)
Why? It's not her mod, you shouldn't be putting her name as the author
As for the schedule, it's not loading or editing them
Are you definitely sleeping?
if i change my modid all my children will break
Why? Where is Lumi's name hardcoded?
Right you mean the current children. You should make a note for yourself to change it once you've finished testing though
I do not know why this schedule isn't loading
i'll do some more testing, see if i can figure it out
Going to check a patch summary for one of my NPCs to see what it looks like for theirs
Okay, the first day they had no schedule because I added them to an existing save but the next day they were all there
Is this your only attempt so far at giving your kids a schedule?
yep
i don't understand // hint: asset name may be incorrect (shouldn't include '.HMK_Shane_Child_Derek' extension
That's not relevant
o
That's just an annoying CP warning because it thinks you've put a file extension in your Target
If u only turned npc kid on via config for desert fest you will want to eep
Time travel back if u need to
You've been setting the day back to the 14th and then sleeping to the 15th?
yes, could that be breaking it?
i set it to 0
its the same at spring 16
and 17. i am lost
I feel silly for asking but how does one edit the spouse room?
Do you mean edit a vanilla NPC's spouse room?
yes š
What does this 0 mean?
Edit Maps/spouseRooms
As long as you only want to do it before the player is married
If you want to edit the spouse room after the player is married, good luck
@lucid iron did i set it wrong
oh haha it's meant to be an updated map for the spouse room if you marry Shane I put a lil dollhouse to show that Jas visits T.T
You should be fine then. It's only if you want to do things like edit the spouse room after your spouse's 14h event or something that it's currently very odd and requires workarounds.
i am once again in awe of CA's names for tilesheets. just p
it is for paths so it does make sense but i find it funny
No it's fine
The Q was more whether u did it immediately
i have eeped since, but i do need to turn back time bc festival is only 3 days
I am at a loss as to why the schedule is not loading
Can u patch export the schedule at the internal id of the npc version of child
how would i do tha
It is generated so I wonder if i broke forwarding at some point
Just check the real id on the npc version using lookup anything
Write it down
can i make this bigger
also is it intented for the gmcm for hmk not to work while playing?
as in its not on the list
is this is the id? do i need to like, change that in the code
wait
arrow is other way around
so patch export "Character/schedules/Lumisteria.Toddlers.HMK_Shane_Child_Emilia"
?
tis empty
don't tell me its cause my entry is "DesertFestival" and all vanilla npcs use "DesertFestival_1"
That is probably why
prolly not since emily uses "DesertFestival"
Oh okay nvm
why 
It wouldn't hurt to try DesertFestival_1 to _3
Festival ID on its own is a valid key according to the wiki
i wish i could find out why it won't load
If that is the correct internal ID, then I think the problem is with chu's mod
Hm i guess LA doesn't render the @ correctly
Try patch export Data/Characters first
alr
Then look for this key
This one is also a problem though
oh wait i didn't include data in the string
Cus the way it works is that you edit Characters/schedules/<kid id>
And i forward that to Characters/schedules/<kid npc id>
what key am i looking for?
The key is the left side of :
is that the key
Yeah that long thing is yhe generated id
also empty
Well yeah cus ur short key is empty too
how fill
Post ur EditData json
for the schedule or just, all the jsons
For the schedules
Did u load blank to any of these
did this
should i instead do one before each one
this works for the dialouge, schedule might be diff
blank is blank is blank
we're all blank
why is it no edit in then
i don't know. i am sadge
does anyone know where the code that sets up the kiss animation? I cant find it in animation descriptions or anything. im making custom sprites for romanceable andy from sve and everything works except that š
Have you set his KissSpriteIndex?
i honestly do NOT know what that is
Or put his kiss sprite on frame 28 of his spritesheet?
https://stardewvalleywiki.com/Modding:NPC_data search for "kiss"
I checked the log earlier and don't see these EditData patches
Did you forget to include
it defaults to andys farming frame? which i dont THINK?? is on frame 28
IDK whatever this is. But just change his KissSpriteIndex to whatever frame you have put his actual kiss sprite onto
They are there
two questions, what software is that, and where do i find the kissspriteindex
I already linked you the page with the info about the KissSpriteIndex #making-mods-general message. And it's Aseprite using a custom plugin (which I can find you if you like)
Well either way Bea the goal here is
im looking at it currently and i do not see where it tells me the file the index is in
I wonder if Aseprite can recognize my drawing tablet, if it can I may move permanently to it as I don't have access to photoshop anymore, if possible could you retrieve to plugin please?
- Make sure schedules with the short kid id you actually EditData has stuff
- Then, check that the schedules with the long npc id also has stuff
I'm gonna double check over here too
Everything on that page in the tables is in the Data/Characters asset as it says at the top of the page. If anything on the page is not in Data/Characters, it tells you.
It should do, it recognises my drawing tablet with no issues. Yes I will go find the plugin
It does indeed recognise it, time to build it from source once again
Tile Index Overlay plugin by Lina: https://github.com/Pixeltica/AsepriteExtensions
Oh perfect thank you!!
(You can see tile indexes in Aseprite natively with the grid turned on but the extension works well for seeing a lot of indexes at a glance)
Given I'll be using it on my second monitor wen defining the indexes the plugin certainly will be of use
i don't know how to do that, my editdata code blocks have stuff, they just don't take
at this point it might help if you send the entire mod zip / content file if there's just one, bea, so people can see if they can replicate the problem
requires chu's have more kids
but i mean, ur gonna need to have some kids
and marry shane
i dont think andy HAS a kissing index because hes not originally marrigeable. Is the a position in his character file that i place it?
Just anywhere at the top level inside his Data/Characters entry
is this correct? It doesnt seem to change anything
Looks right, try doing patch export Data/Characters in SMAPI and then going to the file path it tells you it exported it to and open that up to check if it's 42 in there. This screenshot is a patch export of Data/Characters with SVE normally and you can see his is 28 there.
Oh, but you've still got his CanBeRomanced set to false so of course he won't use his kiss sprite. How are you attempting to kiss him if he's unromanceable?
can't kiss if no date
im actually making a patch for an existing mod that doesnt HAVE any sprites added
he is marrigeable and whatnot
If that's the file you're using to edit him, you're going to either overwrite what the other mod is doing or the other mod will overwrite you.
this is all the mod overrites, but should i put it here instead?
What is that other file then?
the other file is from sve itself, i was trying to test it before adding it to the mod file
And no, you can't put his KissSpriteIndex field into animationDescriptions
So you're trying to patch a mod that is patching a third mod (which is SVE)? Is that right?
the mod is a mod of sve that makes him romanceable, but it doesnt actually have any of the animations, just dialogue
ive gotten the portrait, wedding and flower dance animations in just fine, this is the only one causing issue
Does the romanceable mod add a KissSpriteIndex for him?
it does not
Well, do the patch export that I suggested before and see what that says
alright
Here was me thinking building Aseprite was easier on linux, love a missing executable, damn you modding!!
how do i import it back into the mod?
I don't know what you mean. What are you trying to import and why?
in the patch export, it shows is kissindex is 16, which is what is showing up in game, but his character file does not have a kiss index
Well, something is giving him that kiss index
So it's going to be a mod that you haven't looked at
!log Can you grab me a log please?
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 didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
(Make sure it's from when you were in a save, not just going to the main menu. If you have been in game and since quit, just go get the log from then. DOn't have to go back in game.)
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 56 C# mods and 95 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Only two mods are editing Data/Characters and they're SVE and Romanced Andy
And SVE doesn't set his KissSpriteIndex either
when i did the export, it had his sprite at 16
But when I did a patch export of Data/Characters with SVE it was 28
Can you please link to this Romanced Andy's mod page?
...
the person was having the same issue it seems

