#making-mods-general
1 messages · Page 432 of 1
The original format of the mod is different, what I sent here is a reformat by Claude to try and match the new format based on the github docs
This change fixed the new format claude made
fyi ai code is against server policy #bulletin-board message
ill tell you how i knew it had to be different, it's by reading Data/Objects.json in the unpack to see what the data i am editing looks like
!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!
but yea ai will make up fields that sound sensible
is not that complicated in the end 
it did a reasonably good job, but i digress
well it made something that was broken, so..
im not sure what you are digressing about when i described the exact problem you ran into 
is not really an opinion
broken and sent me down on a false hunt to find out if it was ever called effects
as you described it as fixing an old mod, not you ai generating something
can we chill? i really appreciate the help guys
AI halucinates, nothing new
i wont bring up AI here, sorry for causing any issues
and again, thank you all for your help
any tips for when you really want to work on something but you don't have any inspiration for it? been hyperfixating on modding for a while and i don't have have any ideas but my dumb brain still wants to work on it when i literally can't-
burnout is so real
i find that getting into another game, just to get obssessed with modding it, then getting bored and repeating is a good cycle xd
My tip is usually just "don't work on it" bc as nuch motivation as u might have, with no inspiration u can't do anything
Chase the dopamine. Find something that does give you happy chemicals and do that instead
for me breaking down big problems into smaller chunks that are achievable in a single session helps, but also just only doing it when I want to is the main thing
yeah, that makes sense, my mind is just SUPER fixated atm, but it is prob the right thing to do!
gonna go annoy my cats then, thanks for the advice :)
you can always make a smaller mod on the side
pasta 🤣
I was midway through my expansion area when I got a sudden brain idea for a glowy mushroom farm and did a full pivot. So it happens
if you dont feel like making new stuff, why not convert or translate existing stuff?
translating is probably the easiest but ya, small side projects until you get a big idea and inspo
for me I have the big idea, which is specifically what I'm hyperfixating about lol, honestly barely know how to code-
now there's a weird new problem lol. I switched it to use actual seconds instead of the percentage thing, and the config is working but the time values are all wonky in game:
360 in config shows up as 4:12 in game
600 config = 7:00 in game
I'm literally just putting the config value straight into Duration with no math:
{
"Action": "EditData",
"Target": "Data/Objects",
"TargetField": ["395"],
"Entries": {
"Buffs": [
{
"IconTexture": "TileSheets/BuffsIcons",
"IconSpriteIndex": 9,
"Duration": "{{Coffee Time}}",
"CustomAttributes": {
"Speed": "{{Coffee Pace}}"
}
}
]
},
"When": {
"Enable Coffee Changes": "True"
}
},```
```{
"Enable Coffee Changes": "true",
"Coffee Pace": "1",
"Coffee Time": "600",
"Enable Espresso Changes": "true",
"Espresso Pace": "1",
"Espresso Time": "600"
}```
what time units does SDV actually use?? clearly not seconds, or am i doing something stupid wrong? 😓
The ratio is about 0.7 real seconds per config unit. So like 360 config units = 252 real seconds.
So its definitely not MS, unless again, im doin something stupid
The answer in my mind is to work on things about what you would like to mod
When I want to mod but don't know what to do I'll just do research and make spreadsheets and whatnot
Break it up into small ideas you can do a piece at a time
Most of my mods are just parts of my overall Big Idea that work fine as a standalone thing
that ratio sounds like the ratio of irl time to ingame time
(Optional if BuffId is set) The buff duration measured in in-game minutes. This can be set to -2 for a buff that should last for the rest of the day.
if -2 is until the end of the day, is -1 until the end of the session
So whats the best way to make the config in seconds? I tried a query like this but it stopped the whole mod from working with no error output lol
"Duration": "{{query: Round({{Coffee Time}} / 0.7) }}"
-1 appears to be forever (within the session) and is the default
note that any mods that change Game1.realMilliSecondsPerGameMinute will affect your equation anyway
I would just have the config also use ingame time
Mod idea: "x" chance for throwing your baby in the air to make a thunk/thud sound and drop a wood plank on their way down (they hit the ceiling) 😭
converted a JA to CP mod but i cant seem to get the recipies to be correct??? like the blueberry swiss roll straightup has no recipe in the lookup anything menu, but if i use the cream cheese swiss roll for example, it says this
424 houseplant 
( using the cream cheese swiss roll recipie from the original mod, its 1 sugar, 2 eggs, 1 wheat flour, 1 cheese, and 1 milk )
whole lotta plants
well the cream cheese swiss roll looks like this:
"annette.swissroll_CheeseCreamRoll": "245 1 -5 246 1 424 -6 /10 10/annette.swissroll_CheeseCreamRoll/default/",
im trying to use the recipes as a reference in the modding recipe data thing
the ids alternate between "ingredients" and "quantity", so that recipe looks like "item 245, quantity 1", "item -5, quantity 246", "item 1, quantity 424", "item -6"
oooh
inshallah half a thousand houseplants egg roll will feed us for many months
LMAOO
sounds like a feature not a bug
finally some normal fucking food /j
i have a question
is it meant to be called a Swill Roll
because that sounds really very unappetising
also is it "cream cheese" (my expectation) or "cheese cream" (something else)
alright, cool. it's just that you said "cream cheese" a few times earlier /lh
mm cheese cream
6480, have you ever intentionally or unintentionally made butter
creamed cheese
also I have you in my head as "one of the people who cook" although that might only be because you've made a cooking mod
(don't use that)
I get these things confused sometimes, you see
yeah, people complain about having a fourth butter in modded farmers all the time!
Just kidding. I do cook but not butter because I dont eat dairy
i also added a butter. just made mine a tub at the store tho
maybe i should make support for other mods' butters
thats an easy way to get around having to have a machine for it
yeah
somebody make a mod that lets you have the joja qorn "b'utter sauce" and you can use it in any of the modded butter recipes
i did that for all the stuff i felt i was missing for the toast mod
you gave me some art in fact!
thanks again for that btw
qorn
tbh if the recipe part didnt require manually patching everyone elses recipes, that would be fun
soon there will be 5 mods for butter, and yet not one for the OG “I can’t believe it’s not butter” alternative
clearly stardew needs one of those mods like minecraft that lets you convert same-named items
(selph I know is a good cook)
did i misremember? is it not called qorn?
(there is one)
is there a "big" one? i saw one that did a couple mods
hey selph, heres a mod idea
I mean it did the ones that actually had dupe items
Til what quorn is?
I thought u were making some kind of 🌽 pun
This is kinda funny, but i learned a LOT about different vegetables and dishes and shit from stardew mods, for example sunchokes, I looked them up because someones mod had them and then they became my favorite tuber and i can cook them very yummily
on that note if anyone wants to use my butter tub in their mods go nuts
i'd say any of them but i know i did the butter art myself...i think
I think we brainstormed this and the general consensus is that we have to patch String.Equals for a satisfactory implementation
if it's not obvious, I've been haunting r/gardening these days
no i thought the item was called "joja qorn", lol. like the fucked up map strings in the joja mart
joja c'orn b'utter (fake butter made from fake corn)
but if they tag it as butter_item, they can at least use it in cornucopia recipes lol
yeah tags are probably the most sane solution there huh
context tags my beloved
the issue is that any mod author wanting to support interchangeable items in their recipes is going to have to add another component on top of their existing recipe code and recode all the recipes in order to add that option
What happened to spacecore context recipes?
I remember the old issue was loc compat
But idk if that’s fixed now
its compatible now, just not released yet
Ah okay
Well, sounds like I have plenty of time to procrastinate releasing butter mod 6.0
Theres no issue with it, I just dont think a lot of mod authors have it at the front of their minds
not only did we brainstorm this but 6480 was also one of the ones that was jaded at the idea of it 
I found my old butter sprite and I’m dusting off the idea of inflicting 15 conflicting standards on the world
just petition ape to add butter to 1.7
Maybe I’ll even dig up my “context tag-ify everything” Matlab code
He probably will and I hate that thought
Just to complete the effort of striking fear into everyone
(the minecraft mod was even literally directly mentioned in that previous brainstorming)
The last time I seriously thought about context tag recipes was before my python era
Honestly I’ll probably just add compat for mods I’m excited about and be too lazy for anything else
I have been playing with VMV and wildflour butter
Those are different enough I can keep track
anytime i feel like i'm making a duplicate food item i just give it a qualifing name
the battle of the 4 butters may come to an end, but it is but one front in the eternal war
(at least the other ones are more niche)
like <region <food>
sorry to butt in, why are the tile coordinates in e.Added here floats? how to convert to int tile coordinates?
modded farmers in 2028: who here has 7 fish sauces 🙋♀️
What if i made butter that can only be used in certain recipes
my current loadout has at least two soy sauces
because the game uses Vector2s in a lot of places for tile coordinates. just convert them to points
look up casting
so just directly type cast and it'll be fine?
(likely because there is a lot of conversion between tile coordinates and screen coordinates which may not always multiply/divide cleanly)
i dont know. i just do ToPoint()
alternatively, why do you need them specifically as ints
coords to my own 2D arrays
occurs to me that i could easily recycle butter's staff icon from years ago and add another, far stronger butter
truly putting the love of cooking at the forefront of butter-inclusive cooking mods
lumi has french butter though
irish butter. the strongest of all butters
Hmm I want to do crop breeding mod, but my current idea is to manually create four different "qualities" for each vanilla seeds, that have different qualities of produce. Then higher quality produce can be seedmakered into their respective seed type
But seems like a bad approach for compat
it's worth knowing that the game does use partial/decimal tiles in a lot of places, such as character/critter positions, but also that dictionaries of tile-based features like terrainfeatures and objects will generally expect whole/truncated tiles as keys, which you can easily get with Vector2.Floor()
With c# I feel like you could do it
Assigning non-vanilla seeds qualities too
Wait by quality do you mean like star?
Or like “blue” “cool” “sparkling” “intense”
For a non-C# implementation it would have to be not actual star qualities, since they need to be different items to plant different crops
But it's easier for a player to understand if they follow the star quality tier levels, like changing the seed packet color
I see, yeah
6480 can learn C# once he's drawn all the sprites he needs to draw
i wasn't aware you ever planned on stopping
You could always nerdsnipr someone into C#
not it
Hopefully not me tho bc my productivity took a nose dive today when I got distracted by modding
nerdsniping only works for fixes, not features. them's the rules
I'm old
I have a mod idea, is this the channel for mod ideas
I cant pay but I can give you ideas
no you want #governors-mansion
Ohh
Look, I did all the writing, that's the hard part, you just need to put it ingame!
You could dm bouncer to see if he’s in /jokjng
well I'm out of mod ideas these days.
Clearly you need 6480’s!
I'm too busy trying to figure out if I have a shot at sigma aldrich chocolate
since when did paypal try to be a bank
I think the higher quality seeds have to be separate items, unless you plan on not caring about compat with the 23 autoplanting mods out there
They could be internally different but C# stars added, maybe?
It would certainly cause some interesting compat questions
"it's not compatible with Tractor" "doesn't work with Sprinkler Attachments" "planting with Smart Sprinklers doesn't apply quality" "not compatible with Better Junimos" "Modular Tools doesn't apply quality" "Junimatic junimos ignore quality?" skill issue, skill issue, skill issue, all bug reports closed as "Won't Fix"
that joke took a while because I have to dig up every mod I know of that implements some sort of auto planting
you forgot one
do not answer I'll figure it out
answer what you didnt even ask
uuh weather wonders?
you told me not to answer

is HarvestItemId from crops the qualified id? (O){{int}}?
if you're asking about the field in Data/Crops, the vanilla game seems to passes unqualified IDs into it
if you really need a qualified item ID use ItemRegistry.QualifyItemId
trying to ignore loc compatibility with bigger backpacks, expanded storage, pack collection, bigger chests, remote fridge storage, ultimate storage system, better crafting, chests anywhere, item bags, more backpack upgrades, return of more backpack upgrades, high-tech more backpack upgrades, custom backpack framework, return of custom backpack framework, ...................
I'm so sorry, this is confusing to me, in https://stardewvalleywiki.com/Modding:Crop_data
it does not show ItemRegistry, so it is simply better to use the unqualified id
I'm sorry, I'm dumb
are you working in C#? I assumed you were, so I added a C# function
if not then just ignore that sentence lol
no, I'm just content patching
but yeah when in doubt unpack the vanilla data and see how senor ape does it
senor ape, I'm ded
el macaque...
I'm migrating my mod from json assets and producer framework to simply content patcher mod
another question, in json assets the seeds purchase were directly on the crop definition, here we need to make a change for each shop right? this will be the end of me
yes, you need to edit Data/Shops
don't forget to use TargetField to selectively insert an entry into the Items field
hmm the wiki does have an example, that's nice
can you share the page? please 🥺
https://stardewvalleywiki.com/Modding:Shops (scroll down)
!unpack and do this if you haven't already
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I'm following another mod as a basis
but I started the seed, and I noticed the shopping rules are "absent" because they are obviously where they should be, in the shop definition
in all honesty im so done inputting the items mentally i kinda wanna go look at how to input the items to be randomly gotten
XD
how could i forget big fridges, bigger fridges, expanded fridges, extended fridges, and bigger containers (bigger chests and fridges)
why can't there just be one goddamn cake
what if my favorite flavor of cake is oatmeal raisin
im at 230 items
Butter
can't have one cake if there's this many kinds of butter :V
What about a butter cake
Is it made of all the kinds of butter at once
Yes
Perfect
It’s like a cheesecake
But with butter
(Although a cheesecake is technically a pie)
A Paula Deen original
everything butter
I was looking for a gif for butter…. And I just saw the weirdest one I have seen in a while
If I have to see it so do you
wh
Is, uh... is there any special reason XNBExtract would be skipping Data/Locations? It unpacked (most of?) the rest of the files....
Running it from a proper command line isn't helpful (no error messages to report)
!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!
Okay thanks, I guess I must've downloaded it so long ago that I didn't realize we changed programs 😅
OK I need some opinions rq if anyone is free
my card collecting mod I wanna utilize buttons museum framework for the submitting them to a collector thing, but idk if I want to work on that rn as im not a good architect and am still practicing that bit, do you think I should release my cards with just the collection part done for now or should I wait and release it alltogether
🙂↕️
but also, initial rerlease is when youll have the most eyes on it
If you don’t wait. What’s the purpose of releasing part 1 standalone? I feel like maybe it would feel unfinished
mm I see so I might wait
Ig ill build the collection area first
😩 i just wish I was better at making architecture
You get better by doing and practicing
how would I subscribe to a field change event if the netField is private?
reflection, naturally
or a publicizer 
I havent tried if the [UnsafeAccessor] stuff works on .net6
e.g. Helper.Reflection.GetField<NetRef<Chest>>(farmhouse, "fridge").GetValue().fieldChangeEvent += (field, oldValue, newValue) => UpdateFridge();
ty for the example @_@ took an hour but got it working.
Edit: horrible idea to try to figure out tool use stamina drain from just plugging into stamina drain event. too many non-tool stamina drain sources exist.
frustrating that ItemBags doesn't define item bags as IInventory implementations, and doubly frustrating that Inventory doesn't include a constructor to set the initial item list
triple extremely final frustrating that vs doesn't let you view quickinfo tooltips while debugging for no good reason
fourthly frustrating that i am coffee less at this hour
Fifth - why am i awake
i dont know, why are you awake
sixthly: aaaaaaa
7thly: ItemBags supports regex, not a dig at ItemBags but certainly a dig at RegEx
ah yes item bags don't actually define item data so i can't just get their inventory icons to use hghnjf
Item Bags does have very lenient permissions (except monitization) make a fork of it and implement it yourself, 2 cakes and all that
absolutely fucking not
ah yes you can't just consume the item from the item bag. it leaves a 0 stack item
My thoughts exactly
Wwww zero stack items! how fun!!
I remember having Bad Times™ with item bags back in 1.5.6 and avoided them for my 1.6 playthrough
I think I did have caseys item satchels, which does straight up have a NetRef<Inventory> on them
I have yet to experience anything bad with it (user facing at least) and I've used them a lot in my last 2 or 3 playthroughs, so it could've been a fixed in 1.6, I shall have to have a look at item satchels to see if they have auto deposit, probably wouldn't hurt to have both installed
the 1.5.6 item bags kept emptying themselves on farmhands back in the day
Oof ye I didn't think about multiplayer, that may be something I need to make sure doesn't happen for the item bags I made for it
and the other problem was that I felt they kinda were loot confetti as well that upset the balance, I dont think we ever actually made or upgraded them, just gained the OP ones for free while mining or whatever
while satchels are explicitly shop purchase only that get upgraded
I don't mind bags being powerful, as long as I actually earnt and invested in them
The innability to disable sizes entirely and stop them dropping from enemies is one thing I dislike about it
i can feel myself both gaining and losing brain cells while reading the source
it's war in here
After seeing it myself, do have fun, or else you may cry
I think late 1.5.6 I used expanded storage stuff, but had to do custom builds to keep farmhands from crashing, and the deposit buttons stopped working iirc
I have a genuine and probably dumb question
I'm editing a shopper, and so I thought that maybe I could add every entry in a single pass
{
"Action": "EditData",
"Target": "Data/Shops",
"Priority": "Default+2",
"TargetField": [
"Joja",
"Items"
],
"Entries": {
"Expanded.VanillaCropsSpring": {
"Id": "Expanded.ExpandedVanillaCrops",
"ItemId": "ALL_ITEMS (O)",
"Condition": "SEASON spring, YEAR 2",
"PerItemCondition": "ITEM_CONTEXT_TAG Target evc_shop_pierre season_spring",
"IgnoreShopPriceModifiers": true
},
"Expanded.VanillaCropsSummer": {
"Id": "Expanded.ExpandedVanillaCrops",
"ItemId": "ALL_ITEMS (O)",
"Condition": "SEASON summer, YEAR 2",
"PerItemCondition": "ITEM_CONTEXT_TAG Target evc_shop_pierre season_summer",
"IgnoreShopPriceModifiers": true
}
}
},
is this doable or should I put each one of them on its own entry
I'm asking this because the mod I'm using as a reference use multiple Action EditData entries
the structure looks good to me
ALL_ITEMS (O) is going to cause some kind of earthquake in your pc though
other than the missing backpack icon and 0-stack remaining items, item bags is at least usable
this is how all my other installed crop mods (from other authors) do btw, oh that is why my pc goes nuke with them lol
tater
is there a better way to use instead of ALL_ITEMS (O) ? @brave fable
You're probably using cornucopia's code
How many crops do you have? Cornucopia only does that because theres like 100 items and the list is dynamic depending on config options
well it depends on your usecase. ALL_ITEMS (O) will return every single object in the entire game
filtered by your PerItemCondition of course
25
I dont really know performance impact so refer to blueberry on that
yeah, Cornucopia is being my reference lol
By the way, did you see SinZ's followup about winter leaves on fruit trees? Because I think you might be using the fruit tree spritesheet size wrong
432x80
i don't either, but while it's preferable to reduce the amount of rewriting item IDs in your content file, you can imagine it's far better to simply fetch your 25 item IDs manually, rather than fetching and filtering through possibly thousands of items with dozens of context tags each
that is the size I'm using for the tree
That seems right
I removed the offending pixels and 🙋♂️🐛
To be honest I havent had complaints about shop entry performance on cornucopia, but maybe nobody noticed it
do you have any suggestions? please, I don't want to cause issues, imagine people overheating their pcs because of my 25 crops
well in the grand scheme of things it's a stutter at most when they open the menu
it's only fetching them all when the shop stock is refreshed, of course
but i'd probably just list the item IDs out
i'm not a Performance Guy, which is why i'm busy writing a dozen chained linq calls for my menu inventories
chained linq is performant in that whatever hell I would come up with otherwise would definitely perform worse
i don't agree for most cases, but when i bring out Take.Select.OrderBy.ThenBy.ThenBy.ThenBy.ToList then all bets are off
most of mine are some variation of .Select.Where.Skip.ToArray
(yes I know it's terrible I will deal with it eventually)
what I'm trying to understand is how can I chain multiple items with "ItemId":
can I pass an array?
is the top right potato a 0-stack item btw? because if it isn't then your potatoes are being added up wrong
I know that I can use a Item Query, but in the wiki documentation page it is not clear how and if I can retrieve a list of ids
i'm actually not sure
the item queries page doesn't seem to mention how
lol twins
somehow i'd imagined it was possible lol
well since it's apparently not, carry on ☀️
yep, trying to add itembags support. might leave it until after spacecore recipe support since it's starting to dig into the ingredient match and consume logic
@lucid mulch Can confirm that trees in winter draw leaves from this area explicitly only when being chopped down, and only when the fruit tree sheet is the "proper" width--432 px. If it's one pixel wider, 433px, it will draw from the last column of pixels, and therefore not overlap with the fall leave sprites. This is why mango tree has that bug. I believe that you counted the width of the fruit tree sheet incorrectly, as the fruit tree tilesheet displays as 432x wide in my art program, as well as divisible by my 16px tile grid.
just to be sure since im on the wiki but wanted to double check, this condition will check if the player has VPR or Earthy and only apply when neither are in the mod folder?
So anyone who wants to make their fall leaves larger than normal, should actually make the sheet 433 px wide lol
Oh pathos fixed it anyways lol
Nevermind then
There will be in the next game update (?)
ic
290 fingers
that's a lot of items
yea lol
it didnt feel like a big mod when i was making it and i still dont feel like its huge
but it adds a quite a few items lol
quite a few they say
Vendor of blue rectangles? Oh wait, I just saw the animation. May I ask what the blue thingy is?
Question before I get home and can start fiddling with it again.
So I made myself half a dozen new paths (that I don't wanna share just yet), in an image file with a 3x2 grid of 4x4 path tiles each, 16x16 pixels for each tile, like I've seen other mods do.
I then told CP to
"Action": "EditData",
"Target": "Data/FloorsAndPaths"
with basically copy-pasted values from the game's own stepping stone path (because it uses "ConnectType": "Random"), and adjusted some values like sounds and, of course, "Corner" for each path's upper left corner coordinate in the file.
Now, how do I tell CP and/or the game where each path's tile grid ENDS?
Because essentially, it's randomly putting ANY tile from the left 4 (2x2) paths ...
It's kinda funny but not exactly what I wanted 😄
I made a path mod, give me a sec to have a gander at it and I may be able to help
I'm abit confused by what you mean with "how do I tell CP and/or the game where each path's tile grid ENDS?", are you saying it uses the left most 4 tiles randomly?
Would help if I highlighted the tiles I'm talkling about
Of this thing that you just posted, I have 6 in the file, 2 rows, 3 in each row
It's because the stepping stone path randomizes tile usage
I'll see if I can draw what I mean
if you want one with a definitive path you should copy one of the flooring values instead
That's waht my next guess was gunna be 6480 bahaha
you can either have definitive start and stop, or you can have randomized tile placement, but you cant have both
If the problem is anything other than what I stated tho, its probably better to wait until you can show exactly your images for your paths
since otherwise it's very difficult to troubleshoot with words alone
So, if this were my file, with 6 paths with 16 slightly distincts styles, of which the blue and the purple ones use Path and the others us Random, for some reason, the game places tiles from all 4 non-greyed paths on the left
when picking the yellow path (yes, it's "Random", but it should place a random YELLOW tile and none of the ones to the left)
Yeah you should send your actual tilesheet, an image of the problem ingame, and also your code
I checked the IDs over and over and over and there's no mismatch or overlap ...
ach blech ... when I get home then ... I was hoping this was already a common knowledge thing that I just missed ...

Just to make sure: X is the horizontal index and Y the vertical one, yes?
My only thought is that you denoted the corner or texture index wrong and accidentally put it in the middle of your sheet
Yes
The top-left pixel position for the sprite within the Texture spritesheet, specified as a model with X and Y fields.
In this case it would be 128, 64 for the yellow path
Texture has an index?
data model calls it Corner
Oh. Yay math, you just solved my mystery!
Thanks 😄
Math after midnight: no good
Corner for the 2nd path should then be 64 / 0 and not 16 / 0 - that was my mistake (and so on)
yeah
I didn't believe my art program paint.net because it said 432 wide, but there was a 0,0 pixel and 432,0 pixel
so I rounded up to saying it was 433 pixels wide because well, there is 1 more pixel than the 16 multiple would suggest
Round pixels, revolutionary!
note that its a somewhat of a mute point, fruit trees dont randomize between the 4 leafs and always renders the top left variant which is 8x8
so theres never an actual reason for the fall leaf to overflow into the mythical winter region, and that overflow wont render in fall
that being said, getting it fixed for 1.6.16 was fairly easy as the vanilla mango tree has the exact bug
didnt need a mod to reproduce it, vanilla did it for me
might have been possible regardless, but vanilla facing bugs are higher priority than theoretical bugs that only mods hit
Well honestly I'm surprised they didnt find/fix it earlier lol
I think I remember that being weird about the mango tree
wont be a bug in ginger island
Vector2 position = this.character.Position;
this.moveCharacter(time);
if (this.character.Position.Equals(position))
{
...
}
I'm looking into the PathFindController class in the decompiled code (StardewValley.Pathfinding namespace) and see this excerpt in the update method. Am I stupid or is that if statement always going to resolve to true? the position var is defined two lines above as the exact same thing. If I'm correct, is this a decompilation artifact of some kind or something else.
Ok I looked at it again looks like I did actually miscount, my makeshift ruler had its markers on odd instead of even which threw me off, a different one made from 8x8 boxes correctly shows it fine.
Guess monogame draws one pixel inbounds if the rectangle entirely is out of bounds of the texture
so not a rounding error but a bounding error 😄
Though I think pathos's fix will be correctly not doing leafs in winter avoiding the core problem
I assume this.moveCharacter(time) moves the npc so this.character.Position wouldn't be the same anymore
correct
oh ok so I am stupid. I forgot Vector2 was a struct so its not checking by reference. Thanks!
320 implemented now
im so close to being finished
just like 168
im realsiing the reason it was so tiring was i was like stuck on a section 4 like ever
now that im knocking out little sections its a breeze
Ok, I have fully migrated my crops to content patcher! That is so awesome!
Yay!
next thing is add the recipes for creating seeds
Hi! I'm really new to modding from scratch. I want to create my own fanfiction mod 🤣 i plan to include dialogue option and CG art for the cutscene. Do you guys know where i should start?
how to check for skill? I tried Skill Foraging 5 but it is saying 'Skill' isn't a known query or alias.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
I'm going to use the GQ PLAYER_FORAGING_LEVEL current number
ps the "specific topics" list here goes into more details on specific game mechanics etc, once you're familiar with CP or C#
https://www.stardewvalleywiki.com/Modding:Index
i just have 96 items to go (i cut some out because they didnt make sense to have)
hmm i definitely made more cards then there needed to be mostly for fun it seems
there are several cards that wouldnt make since to have but i might add later as a addon i think 339 cards is enough lol
oop forgot iridium ore and junimo card make that 343 card
Special collectibles - that sort of never-produced prototypes IRL usually fetch the highest amounts of cash among collectors 😄
XD
yoo step one is done now to hunt down how to add these to a loot pool and have them randomly grabbed
i think theres a mod i can use =_=
is it possible to make a seed one time only purchase?
@vernal crest Hi Abagaianye! I was wondering, by any chances you know if there is any way to make a moving light source during events? I was also curious to know if theres any way I could move a temporary sprite to a specific location? 'motion' makes temporary sprites move but they never stop, so I'm not able to move a temporary sprite from point A to point B and from point B to point C (for example)
I haven't done anything with light before so I don't know off the top of my head and I'm out right now so I can't investigate easily, sorry.
For the moving sprite, I would try removing that one and simultaneously adding a non-moving one and see if the swap is noticeable. If it is, I'll try finding another option for you tomorrow.
thank you so much! I'll try making what you suggested to see if it will work! ^^
i think im gonna go see how the labubu mod did their blind boxes that it says it has in the desc to see how.if they managed to do it (im goin a lil blind lol)
OH maybe i can get it to work like a geode
is it possible to get an item to randomly give you an item like a geode through content patcher?
Geode contents are predictable though, at least in vanilla
but not sure how the best way of doing it would be
hold on i might know this one but i wanna fact check myself before i spew falsehoods
ok yeas you can just do it in object data even
this is vanilla's normal geode for reference
oo
you'd just wanna look up and look into the geode drops field
but this could end up making it require clint to open it
yea id like it to be where you can open it yourself but idk how to do that 😔
oof. that one i dont know
clint's the guy you go to to get everything opened
geodes, mystery boxes,... probably the pickle jar too
and the lucky purple pants
haha
but like imagine the look on clint's face when the farmer pulls up with a handful of golden coconuts lmaoo
and then fashions a hat out of one of them ...
We are singlehandedly keeping clint employed with the opening stuff
fr fr
(My hradcanon is that he also does horseshoes)
ooh ooh oclarina where did you go to find that geode vanilla data like did you go in game files? or is it listed somewhere
looks like objects.json
ye its objects
Yeah i love poking around in my unpacked files to learn things
Who knows, it might already be enough to give it GeodeDrops-related properties ...
you could take a look at Dora's mystery eggs, those items work like geodes https://www.nexusmods.com/stardewvalley/mods/21871 in case you want a mod to look at to get a feel
you could probably make your own machine that unpacks them too if that's any better than clint
i was trying to make cookable things that inherited flavor colors but apparently that's only something machines can do
so i'm like hmm do i make some kind of jelly applicator machine
So I'm gonna make an NPC mod, and I want their house to be in Cindersap. I was thinking of making a path in the bottom treeline near Hat Mouse's place. I know that Cape Stardew has an entrance near there, that SVE adds a warp point to the junimo village in the area, and that Wildflour's Atelier Goods can also place a warp in the vicinity, but are there any other mods that change that area?
Liliet's 50% more Forest mod, possibly https://www.nexusmods.com/stardewvalley/mods/18138
Cindersap Forest is honestly one of the more difficult places to put houses, if I remember right. Doesn't SVE completely overwrite the forest map rather than just adding a warp point?
I don't remember if SVE messes with the vertical height of the map all
SVE does completely change the map, I'm pretty sure it touches the height
looks like vanilla and SVE's Forest are both 120x120
how near hat mouse's place are we talking? hat mouse lacey patches in the immediate vicinity but nothing too wild.
and for SVE compat you will likely need a second version of your map edit to apply when it is installed, since yes, it replaces the entire map
(most of lacey's patching outside of the mouse house is stuff like relocating bushes and changing grass tiles)
honeyfuggle also has a tent in that area, just northwest of hat mouse
I'm making a farm map with a content pack, how do I get this section of the map to change with the season? Ik I need to draw an appropriate season, idk where to plug it in
you can with EMC
Basically I want to add a break somewhere in the bottom tree line that will lead to a clearing where the house is. I want to decide the exact location after looking at what other mods affect the area. Good to know about the SVE map! I will check out the other mods that y'all mentioned as well.
If you've already made a Data/AdditionalFarms entry for your custom farm, you should have a field like this:
"WorldMapTexture": "Mods/{{ModId}}/WorldMap"
In a separate CP entry, you can load seasonal versions of that texture with _summer, _fall, and _winter added to the end, e.g. "Target": "Mods/{{ModId}}/WorldMap_fall" for that one
(I think _spring also technically works, but if the current season doesn't exist, it uses the basic name)
actually nvm, it avoids that
oh esca, thanks for that. i was just about to ask if the game automatically appends the season because it wasn't clear just from inspecting the unpacked files
I had to dig around a bit because it's not mentioned on the wiki, but yeah, MapArea.GetTexture looks like this
if (Game1.season != 0)
{
string seasonalName = assetName + "_" + Game1.currentSeason.ToLower();
if (Game1.content.DoesAssetExist<Texture2D>(seasonalName))
{
return Game1.content.Load<Texture2D>(seasonalName);
}
}
return Game1.content.Load<Texture2D>(assetName);```
Awesome, tysm! I tried adding the season to the front and it didn't work, I'll add it to the back
it is a bit cursed that season tilesheets work by prefixing, but world map textures work by postfixing. ah well
Brb making something seasonal work by infix
Look, this is the way it works
I'll just take the hash code of the string and then take the modulus
And map that to season codes
There's a patch of land by the greenhouse spawn 3 or 4 tiles that I catch place buildings on. is there anyway to fix this, like an exploit or mod I can use or something?
technically a question for #modded-stardew, but there are some "place buildings anywhere" type mods, e.g. mine here
https://www.nexusmods.com/stardewvalley/mods/6854
also nexus compression really ate that first image at some point
ah, yeah, I ublocked that immediately 
looked very obtrusive and it's poorly filtered from what I've heard
Huh. Content Patcher is apparently in 1,890 collections. And there are 1,990 colledctions for Stardew.
How on Earth are there 100 collections that don't have CP?
probably QoL packs, I'd guess
(though CP's useful even then)
I'm gonna guess cursed xnb things, and maybe some FS/AT only packs?
Good thinking on all accounts there, yeah.
Can u have collection that depends on another collection
it doesn't seem like it, but I don't think I can even check without vortex or w/e
Don't think so
maybe they're listing CP as an external source from curse or sommat
(oh yeah, technically FTM packs can support new mod maps with those
)
"MapName": "Contains:YourTextHere"
probably the least useful feature I've ever added, but it's fun
yeah, i may do that eventually. i always try to go low on the reqs tho
something will probably justify it to me at some point
rock rock rock!
step 1 figure out how to make something act like a geode, ⛏️
oh wait leme try something
ys my stardew folder crashing constantly
file explorer pls
Is there a limit on tokens one can use in a single string? I've run into a snag again, the game won't find my "translations" ... (by which I mean, not even the i18n/default.json)
Objects.json starts like this:
{
"Changes": [
{
"LogName": "Add item {{logNameToken}}",
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}{{itemNameToken}}": {
"Name": "{{ModId}}{{itemNameToken}}",
"Displayname": "{{i18n:{{ModId}}_{{itemNameToken}}Name}}",
"Description": "{{i18n:{{ModId}}{{itemNameToken}}_Description}}",
...
and the game just shows me "no translation" and the fully qualified name (like myname.modid_itemname_Name)
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
There's no limit to token use but there is a possibility that your itemNameToken is unready
Since u actually got no translation then double check if u actually have this key in the i18n
the keys are all in there, I compared them numerous times letter by letter
I give up, I don't need translations or orange name
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.
!json would be great too
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
IT WORKED
upside its working
downside i have to put all 340+ items in the pool manually
geodes support item query spawn fields so you can just use one query that’s “a random item with this context tag”
huh
ok
i had no idea lmao
this is all info thats gonna make my next collection mod sm easier as well
im thinking of making a album collection thing but idk if it should be references to real albums or just fantasy made up ones
jojo style
“Filthy Acts Done At A Reasonable Price”

I feel like this has grown out of scope of what I wanted just due to asking the question, "What if the player has an infinite level scaling mod?"
what is the width of a tree segment, for a tree sprite?
nvm it is 48px
Is Buff Framework still necessary for custom buffs? Or is there a better way these days?
are you using C#? if so, you can simply add a basic buff in the usual data model and handle your behaviours elsewhere arbitrarily as you like
I am not unless I have to
ah, then you're quite limited. what's your goal?
buff framework is pretty flexible iirc but i've never needed to use it
I’m using unlockable bundles and want to give farm specific buffs for completing certain bundles
If I wanted to add a parrot merchant who can build buildings for you, should I make that a separate mod from my buildings mod or make it one mod?
Pro is fewer dependencies, con is that if anyone else wants to use that builder, users have to install all my buildings too
Combine it. Make it a Wren exclusive
what is your buildings mod for?
all kinds of things! just a bunch of ideas I had for buildings. Mostly c# stuff. Some examples of things that are already in it at least partially:
- lightning rod building that catches unlimited strikes
- magic pond that can be fished from which acts like magic bait
- building which boosts fertilizer effects to nearby crops
- beehive building that produces honey for all nearby flowers
- mass-storage building with multiple tiers
- totem building which provides unlimited scarecrow coverage
id agree
is there a way to make a machine recipe require a specific flavor of a flavored item?
i looked through item gsq but did not see
but maybe I missed something?
im not sure, i cant think of any mods that add recipies using flavored items as ingredients
could it be. you're getting closer to releasing your expansion...
@ivory plume Please may I be invited to the repo again? I didn't get to the invite email in time after the swap to StardewModders :( Abagaianye on Github too
Done!
mayyyyyyybe
I'm in 
i'm probably going to just make the npcs stand there tho
i've decided that i enjoy machine recipes and i do not enjoy npc making
tbd if this changes
Makes sense
also ??? on friendship-unlocked recipes but that's a problem for future me
if i was going to do content, it would also be machines/logistics and not npcs
shared spaces I think is my closest mod to content
note that "closer" currently means "the location does load into the game and there are some items"
as much as i like drawing the characters and giving them a little world to live in, actually scripting them is a whole different percolator of fish
such tribulations as:
- portraits: grueling
- sprites: i am not set up to animate
- schedules: i cannot be bothered to watch them walk around for days on end
- events: terrible
giving them interesting and unique in-character characterisation is probably the real killer
thinking about a mod that adds a fish percolator
what a bizarre thing to think about
is that like a fish ladder
speaking of inching closer to being done, blueberry i have a mystery rice cooker sprite lying around you might recall
do you have feelings about it?
i also have a less-mysterious sprite that i must have drawn
I googled percolator and got a coffee thing and I hope it's not doing to fish what a coffee percolator does to coffee xD
i feel nothing 😌
that's very zen 😛
but really my endless mod is on hold while i update my mods-in-need and catch up on work
i mean it's permanently on hold, but moreso
that is not too far from how mine has been
i am skiving off work to work on mine (in the sense that my job is the all-encompassing kind, not in the sense that i am literally taking days off)
(i both do and do not get days off)
the hardest part is writing characters i don't care about but still need to include 
the next hardest part is making furniture. a lot of furniture. furniture that looks good
i am cheerfully including 0 furniture
i'll just tell people to install lumi's furniture packs for all their furniture needs, or something
thing is i can't actually use clothing as an unlockable feature anymore, i've sort of done it all for the other moon mod hahah
there's absolutely nothing left
tragic
best i could do is probably add new behaviour to the clothing mod when the other is installed to make it blend better with actual progression, but that's so far down the line it's vanished over the horizon
Long Artemis
unfortunately long artemis does not look good
but he does contribute to a lot of furniture
oh no i've learned of another kind of toaster
excuse me, Is it possible to set up warp using the "setSkipActions" function in the events?
I want to set back player into starting place while ChangeLocation
ok, never mind. I notice change location won't change places outside the event
oh someone sent that already skdjhfskjdf
how do you two remember this
The hell is a fish percolator
Hey guys, I want to implement rules for Seed Maker and my mod (I provide an item and it results in a seed from my mod).
I'm already reading https://stardewvalleywiki.com/Modding:Machines to know what I need to do, but at the same time I'm a more practical guy, is there any mod that uses CP and Seed Maker that I could use as reference?
Thank you in advance!
seedmaker rules are automatic
if you want it to be different from vanilla, ie give saplings for a fruit tree, then you'd manually add them
but just for crop seeds you dont have to do anything
is there an example?
and how do you mean by automatic? if I create a crop, the seedmaker rule is already embedded with it
yes
I dont know what your mod is, you're going to have to explain it more
I used to use Producer Framework
omg that is amazing
ok, I have an issue, Common Mushroom and Spice Berry produce respectivelly, Fall Seeds and Summer Seeds
is there any way to add a rule that uses a fuel?
you can but you'd need another framework and it would be a little complicated
Let me look into that issue a sec
I believe that the Fall Seeds and Summer Seeds part might be hardcoded, ie even if you add a manual rule for the seeds, they still may not take precedence over the fall seeds/summer seeds code
As the code for that isn't accessible in the Machines data file
If you're attached to the fuel idea, you'd need Extra Machine Configs to make it work
but keep in mind that if there's a rule that takes the item + fuel, and another rule that takes only the item, you might get weirdness
what do you suggest?
for the fall seeds issue?
To be honest I'd give up lol
@brittle pasture Do you have ideas?
maybe you can like... just make a recipe with fall or summer seeds to make the seeds you want?
Not really a solution, but if all else fails, a workaround isn't impossible
I'll try to add a Machine rule and see how it goes
you can add your manual rules as long as you make sure they’re above the generic seed maker rules
mushroom to fall seeds is ‘hardcoded’ in that Data/Crops has the fall seeds defined as dropping mushrooms, so you get fall seeds when you put mushrooms
oh i see, all the seedmaker code is just bundled under one rule
I was only searching the file for the specific item ids
not only mushoroom, Spice Berry, Winter Root and Wild Horseradish
on the other hand you might get complaints from people used to the vanilla recipes (unlikely but still)
I guess you can go 50/50
how to I make sure of that?
I can't find a mod that adds a rule to the seedmaker
However all machines are basically the same
you can use any basic machine rule as a template
Just refer to vanilla data/machines file for the seedmaker id and etc
I'm going now
this has MoveEntries too
so I use moventries to the very top (using the id of the rule
how do I add chance to the machine output?
if an output item list has multiple entries by default it’ll pick one at random
RANDOM_ITEMS (O) WildHorseradish_Seeds 770 495
well, this does not work lol
that is definitely not how you format it
how do I get the id from my custom item to put in the random_items
OutputItem is a list, you can add multiple entries to it
or you can just use RandomItemId if you don’t need much control beyond equal chance randomness
[[Modding:Item_queries]]
RANDOM_ITEMS’ range thing only accepts two values, a min and a max, and it only works with numeric ids
use the RandomItemId field
"ItemId": {"RandomItemId": [ "(O)388", "(O)390", "(O)206" ]}
like this?
no
RandomItemId is on the same level as ItemId
basically you use one of ItemId or RandomItemId
your item id is not WildHorseradish_Seeds is it?
no
"ItemId": "(O)WildHorseradish_Seeds",
I managed to make it work
another dumb question, the seed maker takes 20min ingame to process seeds?
? that says your item id is what I asked about
I'm asking because any custom items you make should really have an id that starts with your full mod id
I would suggest changing all your item ids when you work on it again tomorrow
ok
good habits start early 🪺
I know, all the new rules have been written with prefixing, moving away from JA already took me a toll and two sleepless nights
GUYS 
i finished the second part of me doing art for my mod
now i just gotta make maps in tiled and code it yippeee

!map
!maps
dang
😔
[[Modding:Maps]]
oh thank you
also does anyone know off the top of their head a good sized map size thats small but covers the screen with not weird black outside?
my advice is not to start from scratch, make a copy of a vanilla map that feels about the right size and then edit that
you can't control what size screens or what zoom level people play at so it's futile
i will look at your map in 4k fullscreen at 25% zoom and there is nothing you can do about it
literally switching the road with the path for the cardshop map and making a couple changed and its perfect
finishes one map
"oh yay im do-" realizes I need several more
Put it in the game before you do anything else!
tru i should probably test it
It's easy to make mistakes with map making and some of them are unsalvageable so testing as you go can save yourself a lot of work.
just another fine reason to quickly setup git on your project so you've got a change history
True, although I was thinking of situations where people have accidentally done the wrong thing with their map right from the beginning and have to redo the whole thing, but because they didn't test early enough they also have 3 other maps with the same problem, etc.
(Not that I would ever argue against setting up a git repo early in the process)
also if you haven’t heard of it yet: #1399862293331972246 message is a complete game changer
ok i finished the first map i think i had some thing to change now i test
then i make inside room
i need space for 343 items
😩
at least it divides nicely! 7x7x7
hmm
i named my map Cardshop in the save so would the tolocation query be "{{ModId}}_Cardshop"?
What is a tolocation query?
i think thats what its called its from the central station mod but i thought it might be used for warps and such sorry
im looking through the github rn but thought id ask
For warps, you use whatever id you gave it in the Data/Locations entry
You will need a Load patch for the map file and an EditData patch of Data/Locations to create the location for the map to go into
would i find that on the modding maps wiki page?
Don't bother creating warps to get to the map at first, you can just use debug warp <map name> to warp there
It's on the locations page but there's a section on the maps page explaining it and linking to the locations page. It's called "getting your map in game" or something.
ooh ok thank you sm
@brittle pasture apologies for the ping but I have a request for Extra machine framework (also double sorry if this is possible already).
A way to extract the flavor from the item.
random example to help explain what I mean:
I have machine A. I input Ancient fruit wine. I get out Ancient fruit.
Also I think I found a bug. When copying over flavor items Selph, it seems to only create 1 despite the stack saying to create multiple.
I wonder if thats already possible in vanilla machine data with evil item query methods
for example RANDOM_ITEMS (O) DROP_IN_PRESERVE
I want to try it out but I'm not on my computer lol
can i edit the loot tables of fishing, trashcans, and monster drops through content patcher?
i wanna add a percent chance to get my booster pack from it
yes, maybe, no(in 1.6)
mm i see
ill add it to a store and edit the fishing table then
would that be in fishing data?
data/locations
you would be following the similar path fishing uses for trash or the unique items
hm i do not understand what im looking at lmao
im gonna try something to see if it works 🪑
i think i figured it out
now to fish for fifty years to check
Make it 100% chance temporarily so you don't have to fish forever
fasir
also I would patch export it and check that nothing unconditionally 100% is earlier than it
hm im not sure i inputted this right
can i send my json
im not getting any errors but im also not sure how to make it 100% possible to catch the items im trying to catch
so idk what to do besides share json lol
yes
oo it found soem errors let me fix them and then try again rq
ok i got stuck
the part im having trouble with is near the bottom
i think its around line 12844
i cant seem to figure out what to do here lmao
im gonna dig around more for info while i wait
i just realized how long ive been up working on this no wonder everyones silent, yall are all asleep lol XD
can confirm you can just make the output item as "ItemId": "DROP_IN_PRESERVE", and it works
Oh god, I'm coming back to FF after 2 months, and I hate myself for leaving in the state I did:
Failed loading asset 'content.json' from SMAPI/leroymilo.furnitureexample.ff: an unexpected error occurred.
---> Newtonsoft.Json.JsonReaderException: Can't parse JSON file at /mnt/ext4_data/SteamLibrary/steamapps/common/Stardew Valley/Mods (dev)/Example Pack/content.json.
Technical details: Object reference not set to an instance of an object.
That's basically all the info I have for debugging...
ty xD a lot easier than what I did. I just C# coded a custom output for it.
Lmfao
well i tried to respond before you did something like that but no dice i guess
ty for the help! really do appreciate it
that last patch isn't valid content patcher, and rather than setting action to editdata, having the target, etc you set it to what looks like the contents of an Entries value.
though you would want to use TargetFields to be as narrow as possible to solely inject into artifact spot table and fish tables, rather than delete whatever location you were intending that to patch
and all the empty array, false and null fields can be removed for brevity as they are all defaults
{
"Action": "EditData",
"Target": "Data/Locations",
"TargetField": [
"Summit",
"ArtifactSpots"
],
"Entries": {
"FlashShifter.StardewValleyExpandedCP_109": {
"Id": "FlashShifter.StardewValleyExpandedCP_(O)109",
"ItemID": "(O)109",
"Chance": 1
},
}
},
{
"Action": "EditData",
"Target": "Data/Locations",
"TargetField": [
"Farm_Standard",
"Fish",
],
"Entries": {
"FlashShifter.StardewValleyExpandedCP_Minnow": {
"Id": "FlashShifter.StardewValleyExpandedCP_Minnow",
"ItemId": "(O)FlashShifter.StardewValleyExpandedCP_Minnow",
"Condition": "LOCATION_Season Here Spring Summer Fall",
},
},
}
where Summit, Farm_Standard and the specific details of the items are adjusted to what you want ofc
only downside is it shows weeds for look up anything. ah well. At least it shows the recipe compared to before where it showed nothing.
OOh
oooh i see ok let me try putting this in and see if i do it correct rq (tysm)
is summit like the location you can find the items?
if so is there a way to make them found everywhere without naming every map or no?
use the default location
the default location?
there is a location called Default that the game uses for global artifacts/fish
Hi, I want to give a female NPC a name. I like the name "Icarus" and the story it represents. But this seems to be a male name. So I plan to make this name sound more feminine, such as: Icarow/ven, Icaria, or no changes at all? (English is not my native language, so if the changes are reasonable, or please tell me how to do it better.)
It's true that a lot of modded npcs have more unusual names
Icaria sounds like a good option to me. Icarow and Icaven(?) are not english name endings that ive heard of before, so they sound gender neutral
particularly before people got good at namespacing the internal id
in the spot where it says entries what do i put there is it the modid?
i keep getting an error related to putting it in wrong
If you name an npc icarus, the relation to the story would be very obvious, so it's up to you whether you want that to be obvious or not
Thank you
Thank you for your suggestion.
You replace the FlashShifter.StardewValleyExpandedCP_Minnow/_109 with your own id and then put the same thing into the "Id" field. Usually the mod id token and then a descriptive name, like the item's name. Like {{ModId}}_CowCard
do i also put it in the itemid field? or is that something else i do
In the itemid field you have to put the item's id
like whether its an object id or internal name id
The Data/Objects ID
OOOHH ok
so in this case if the id is {{ModId}}_Boosterpack the ItemID would be Boosterpack?
No
dang 😔
if the id is {{ModId}}_Boosterpack then the ItemId would be {{ModId}}_Boosterpack
It would exactly what is in your Data/Objects entry
preferably with a (O) prefix
Because the ID in Data/Objects is the item id
the header for the entry and the first "id" are the id for the action you are doing in the locations data. the itemid is the id for the item you already created back in your data/objects edit
I am so lost im genuinely looking tn and have no idea
keeping them similar/the same helps keep you from getting confused though
all i ahve is name: {{ModId}}_Boosterpack
Display name Booster Pack
Also, you only have to edit Data/Objects once to add add of these objects in. You don't need one patch per object.
oh
so its (0){{ModId}}_Boosterpack?
also i didnt know that i thought it had to eb per thingy
That looks like you might have done a zero inside the parentheses? If so, replace that with a capital o, the letter. But other than that, yes, that is the item ID.
Also, your Targets for your Loads are all wrong, I'm afraid
You can't put a file extension in a Target
so remove the extra folder thing
Instead of this
{
"Action": "Load",
"Target": "assets/card1.png",
"FromFile": "assets/Card1.png"
},
it should look more like this
{
"Action": "Load",
"Target": "{{ModId}}/card1, {{ModId}}/card2, {{ModId}}/card3", // etc for the rest of the images
"FromFile": "assets/{{TargetWithoutPath}}.png"
},
That will let you load every single image in just one Load patch.
And then you will need to change your Texture paths to match

Hmmm...with hundreds of images it's really going to be better if you combine them onto one or two big sheets and then use sprite index instead of having them all as individual images
is it true that the more individual image loads you load the more lag or did i make that up and convince myself it was true
or can i mass grab them
You would load just the one image and then you would change the SpriteIndex field for each object entry to point at the correct frame

its true but not a huge deal
That's the case, but honestly it's pretty much a null difference in the grand scheme
ok neat 
Should I change my advice to Candy then?
They have nearly 350 separate images right now
well its good to learn the good practice for making mods so i agree with your advice
but if something is like unachievable for someone then idk
i feel like sprite index is easier than 350 separate loads anyways but that might be more personal taste than fact
i also think its easier when you learn how to do it
its not unachievable itll just set me back a few days work XD
I would agree except the loads are already all written
true
Although they are all the wrong Target anyway
Are they all the same size? I made a tool for assembling images but I havent translated it to JS yet
Interesting that they did work in game though
but remember candy. even if its work you end up redoing, you learned in the process, so it's never wasted
There are online spritesheet mergers and it's a great time to switch to local tokens though
see its better to switch now than like 600 images later if thats going to be a consideration
You know texture packer programs already exist...right?
I know, but it was missing some features I wanted
I use them for converting AT mods to CP
Yeah this actually would be a good candidate for local tokens
Instead of a....13,000 line json
Wow Candy that's so much perseverance that you even have that much
It took forever for the json validator to even load it lol
I would've given up a long time ago, I'm impressed
I've joked that if I ever made an item mod I would start with arguing a templater into working
idk i kinda like typing the same thing over and over its meditative
13,000 lines worth though?
no just 2000 😔
I don't like anything that's difficult or tedious to read through later
Because if I come back to it and can't pay attention long enough to work out what I was doing, I won't get back into it
Im taking a music break and then rewriting everything 
i mean when i took too long a break from my mod and forgot how the code worked i just deleted it all and started over so 🤷♂️ i dont think anyone should ever take advice from me
May I recommend, Candy, that instead of rewriting everything in one go and then potentially getting told again that you've missed something, that instead you just write one of everything (so one item in the load patch, one Data/Objects entry, etc) and then bring it back here for checking?
yeah you can always come here for people to check your work
(Localtokens!)
especially when you're new to modding, a lot of times you wont know what the best way to do something is
Okay, you explain them ^_^
yeah atra do you want to walk a new modder learning json through using localtokens
I will participate by providing the documentation and giving examples on request, but the rest of the floor is yours Atra!
Not really sorry
Actually wasn't that bad, I got lucky.
now I get to debug actual errors with proper trace
Hello! I have published twelve mods on NexusMods (you can see them here: https://next.nexusmods.com/profile/mahsouto/mods) and would like to apply for the Mod Author role. However, I am not sure whether I need to meet both requirements (having released original mods and reaching level 25) or if being eligible under just one of these (in my case, having released original mods) would also qualify me. Thank you in advance!
You need both, sorry
Time t{ start chatting haha
Thx
Also just a heads up that AI-generated-or-containing-gen-AI mods aren't permitted on this server and don't count towards mod authorship so make sure you point to a non-AI mod once you reach level 25 :)
That log message ain't looking good
Added Type [[ModID]].simple_test Who forgot to replace tokens 
ok, to be fair I did replace them in the object data, but not in the key of the dictionary that is holding object data
Thanks for your response, but my mod content doesn't have AI, except where it's stated that it uses it. I certainly use AI to create the Nexus Mods banner image, since creating images isn't my strong suit. I'm a programmer, but I don't have any design skills. If I still use AI for the banners, you'll consider all my content AI. I'll consider not using it. But that seems a bit excessive.
uh
well
many do not hold positive opinions of people who don't want to like. grab a screenshot or something. and instead choose to use genAI to make a cover/thumbnail
I have two mods that have their images just be screenshots of the smapi console
i drew a crappy banner that was more or less just a screenshot of text
It's a text image. The last one I made isn't art or anything like that, but I'll keep it in mind. Thanks.
I just saw that one of your mods is an AI translation mod and I saw you used AI generated images, so I didn't know how much other AI use you engaged in and wanted to give you a heads up about the rules in case you used generative AI to create the mods themselves (as many people who are fans of AI do). You've said that you don't use AI to create your mods or as content within them, so you shouldn't have any problems.
As a person who likes to create things, I don't like any generative AI because it steals from people who create. But I'm not a moderator so it doesn't matter to your being accepted as a mod author here.
yeeah, using ai generated stuff for the mod images also leaves doubt as to whether the mod will actually work as intended as people may think you used AI for the code as well
i think this is a bit besides the requirements for mod author role tho
baby in pelican mouth pelcan mouth good for baby put baby in pelican mouth
ok!
The banner images are, yeah, but you can't get mod author with AI-gen mods and I didn't know if theirs were so I just wanted to flag it for them.
yeah i mean the warning is prudent
my images are just a cropped ingame screenshot, doesn't take a lot at all
amaxing
The baby fit
Now we need another pelican in the baby’s mouth….
shortly after posting this i took a sip of water and started having a coughing fit and im blaming forsy for this
how was music
excellente
so hows everyones modding going
im forcing myself to draw rocks
Oclarina do you realize that I dont know half the people in here but I'll always remember you as tortilla person
wait hold im tearing up why does that make me so emotional!!
A bond forged in flame...
I have to research weapon stats so I can rank them and I am watching silly animal-related news bloopers instead
And dough
Ehhhh. Decent-ish. I need to re-look at the bundles at my farm and possibly re-balance. I feel like I have a couple too easy and then one or two that will be eye-rollingly hard. And I don’t wanna
Balance is hard
like a snail stuck in tar
im doing 0 modding
staring at this rock trying to decide if its salvageable or if i should just delete it and start over....
I’m sure you’re being hard on yourself and that the image…. Rocks
i definitely am being hard on myself. i give myself ridiculously high standards. i also appreciate your pun
ive decided she lives i just need to redo the shading
ur stressing over how a rock looks meanwhile rocks have become my go to for head empty procrastination work

well u see im calling it "rock" but its a gem node so i gotta figure out the light refraction
fair enough
While balance is important for player experience, I also personally think that its partly something that results from emergent gameplay. There are a lot of things that you won't see that players will find a way to either optimize or will think is way harder than you thought, and it's okay to decide to just publish something sometimes
😔 no matter how hard you try and balance there's some stardew minmaxer who's sweating trying to find the most efficient money making strategy that involves... fuckin. corn.
as 6480 mentioned you can use DROP_IN_PRESERVE which gets turned into the flavor ID in the item query
also can you clarify on what you mean by the bug, I don’t quite get it 😅
I dunno. I get that. I guess I’m looking at it from the perspective of— these bundles should be equal… and looking at them with fresh eyes… they are not
Does a PathFindController that deals with maps larger than 127x127 exist in the code already or in a mod of some sort? Or is that not really a thing as of now
I don't recall 127x127 ever being specified as a map size limit
While it's true that I don't have 15 of whatever rock that is in my save--that also means players will seek out new methods to fulfill your bundles! For example, using crystalariums for these things instead of clogging them with diamonds. That's something I remember a player complimenting WAG on, because it gave a reason to use a vanilla mechanic like the crystalarium
But of course, you're also modding for yourself. So you can balance for your own tastes as a player!
Not strictly a map size limit, just written in a code comment as a limit for maps you can safely use the A* pathfinding controller class in
Are you sure they should be equal? None of the bundle things I can remember playing with have had equal difficulty bundles and that's partof the fun for me. I managed to finish some of VMV's bundles really quickly but there are some that I never managed to finish before I stopped playing. It was satisfying to get the win of the easy ones while still having harder ones to work towards.
Exactly that also!
i finally stopped getting yellow in console
really funny how messed up items carry invalid data in a save
y is the sprite index not doing what i thought it would
wait maybe i forgot to change the png
it's the same item ID, but one was instantiated when there was a mistake in the soure rect computation
Equal is maybe a bad word. I just feel they’re drastically different. But maybe my head is struggling with the 4 versus 5 items too
guys
i made a calc to calculate which crop you should plant for max exp gain (season wise) using python
how do i turn that into a mod?
what type of item are you making?
collectible cards
and then i have 2 other mod ideas for collectibles im gonna work on next
oh, no idea then
oh boy, it's messed up enough that I can't trash the old bad one...
You'll have to translate it into C# and make a way of accessing it
the png is named "Cards'.png
CJB Item Spawner lets you trash anything at all
oh no, it had fishes in it, my bad




