#making-mods-general
1 messages · Page 437 of 1

okayyyy so in my event krobus keeps running off the screen? I want them to hide behind the tree btw, I'll send a vid and my script in a sec
accidentally closed stardew- gimme a minute lol
...accidentally closed it AGAIN
Don't worry about the video, the json is likely enough
okay
NPCs throwing themselves into buildings, trees, cliffs, and the void is a normal part of event making lol
welcome to the event loop lol
krobus just runs off into the void and then marlon never spawns-
`continue/55 7/farmer 53 7 0 Krobus 54 7 0 Marlon -100 -100 2 Dwarf -100 -100 2
/shake Krobus 100000
/pause 2500
/question null "...#Are you okay, Krobus?#"
/pause 1500
/action Spiderbuttons.BETAS_TextAboveHead Krobus \"I believe so-\" 2500 0 true #56160C
/pause 3000
/playSound stairsdown
/pause 500
/stopMusic
/pause 500
/emote Krobus 16 true
/beginSimultaneousCommand/jump Krobus 10/playSound dwop/emote Krobus 16 true/endSimultaneousCommand
/pause 100
/faceDirection Krobus 3
/pause 25
/faceDirection Krobus 2
/pause 25
/faceDirection Krobus 1
/beginSimultaneousCommand/jump Krobus 10/playSound dwop/endSimultaneousCommand
/pause 250
/speed Krobus 7/move Krobus 1 1 0
/pause 1500
/pause 1500
/warp Marlon 53 2 continue
/speak Marlon " @! Thank Yoba you’re here! Come, Gil needs our help! "
/pause 250
/emote farmer 40 true
/pause 800
/message "As much as you wish you could help Krobus, Marlon looks like he may be in danger.#$b#You whisper an apology to Krobus before following Marlon. "
/pause 150
`
Usually it means you misunderstood the movement commands or they're just being weird and you have to try other ones or try adding pauses, stops, and other sneaky things
THE LIL JUMP
BOING
BOIOIOIOIIOIOIOIOIOIOIOOIOIOIOIOIOING

Correct me if I'm wrong ichor but that's not the right use of simultaneous commands is it
it was a glitch but BOING
LOL
Ok I found the issue. You can't move Krobus on the X and y axis at the same time
OH
i didn't know
It does explain on the wiki

But you are not the first person to miss it
that's good haha
actually i think this is very close to, if not 100%, correct use of SimultaneousCommand
that's good! nice i got something correct-
however!
Well that's good to know
.. oh no
the reason krobus starts running during the jump is because your pause following the simultaneous is not long enough
I've never had an issue using jump and emotes without simultaneous command
eh, i like the BOING
if you wanted him to wait until the emote is done, which is probably long enough to land from the jump, i would try removing the true in the emote command
or simply lengthen the pause, whichever suits your fancy
Did you see my message about why he runs into the void?
yup, can't do both X and Y in the same move thingy
Cool just making sure you didn't miss it
simultaneous command is super weird because it doesn't change the behavior of any event command; it only affects the snarfing phase where the event loop reads commands and sets them up to execute
huh
By the way, don't do too much before you i18n the dialogue in the event. It can be a real pain having to go back later.
Yeah I assumed that claude was using it to try to make them all run in parallel which is how people usually attempt to use it rather than to remove the one tick difference in execution which is why I thought it was incorrect use. I don't really have a great grasp on the ways in which it is useful.
By taking months-long breaks between doing events lol
I'm just extremely slow in general haha
I started Hiria more than a year ago and she's about a third done, if that
I got distracted by making other mods, most of which also are not done
literally my work ethic-
but add a lil hyperfixation too haha
i consider it very poorly named, because it's long and it sounds like it does something more useful than it does
Shall we give CA benefit of the doubt and say it's one of the ones added back when he thought no one was even going to play the game let alone needed to interpret his game code lol
I do not allow myself to hyperfixate on modding because I always abandon things after I fixate on them xD
i have hardcore hyperfixation LOL
luckily i don't get it more than once a year but it goes BRRRRRRRRRR
Actually, it's not just me. A lot of the modders we've seen come through here who were hyperfixating have disappeared now.
It's not very sustainable. But for a lot of people it doesn't have to be and that's okay. I want to hang around for at least a few more years though.
prolly a good idea-
I think loving a thing obsessively for a while and moving on is a valid way to enjoy things. It's how I play video games haha
Me with FFXIV
oh, of course. i grouse lightheartedly about cursed stuff in the stardew code base all the time but i never cast aspersions on CA, who shipped a game
could somebody help me, i tried adding new fish via cp, and that fish should can be caught at the top of the volcano, what's the location id i have to use
Don't know off the top of my head but you can search in data/locations for it
Caldera
That's a town in Morrowind (as well)
!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 problem is the farmer is a different C# class than NPCs, and only the NPC class has the functionality for text above head built in. it'd be like trying to squeeze apple juice from an orange. id have had to reimplement the entire behavior from scratch to make it work on the farmer, which means redoing the whole update loop and draw loop myself. very very out of scope for BETAS
There's also the Stardew IDs site but I forget the command for it
Does anyone know off-hand where in the game assets the sprites for the in-game clock display (the one in the upper right hand corner) are located? I've been searching for like ten minutes now lol
thank you so much 
I'm usually like this. My hyperfixations usually last 6 months tops. But somehow Stardew modding transcended. I've been here for 4 years now with 0 intentions of going anywhere...
that's my hope!
..gonna keep testing my event hehhhhhh wish me luck
..whoops
for anyone who like me has to be very cautious about hyperfixations, the difference I found tends to be the sense of community
oh absolutely, it's a lot better with acess to community here :)
how can i fix this? idk why it's not showing my text from my i18n file, VS code is also angry at my i18n entry things so it's prob an issue with that
uuh lemme see
(you don’t need {{ModId}} in your i18n keys, it’s already only local to your mod)
does it have your mod ID or literally the {{ModId}} string
in any case pls just post it
sure, uhh should i send the event file or i18n or both?
when in doubt it never hurts to send everything that is relevant
(in the validator)
!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.
you cant use tokens in i18n keys
clarification: you can use tokens in the key in the event file, not in the i18n file
oh, should i just put my mod Id or just remove it
yeah the {{ModId}} in your i18n doesn’t get turned into your mod id, it just remains as is
i18n is not a CP thing and CP does not actually touch the i18n folder whatsoever. its a SMAPI thing
CP's i18n token just asks SMAPI for your translations
and SMAPI does not do CP tokens
just remove it
(i have no ideas what the differences are)
and make sure the two keys match
For any of the harmony wizards in here- do harmony patch priorities (set using using harmony method annotations) exist only within the context of a single mod, or across all loaded mods?
Such that if I have a postfix I want loaded before another mod's postfix on the same method, it will load my postfix first if I indicate higher priority
all mods, and you can set a priority to be before or after a specific harmony id
great, thanks a bunch 
so if I want to specifically reference another mod's patch, would it be written using that mod's namespace, like [HarmonyAfter(["namespace.class.patchmethod"])] ? or do I need to somehow reflect the other mod's method to reference it?
you just write whatever ID the other mod passed into its harmony constructor
excellent, thank you
Do yall get like super excited to work on you mod and end up having 80 million ideas and wanting to do them all?
YES
anyway what new thing do you wanna start now lol
Yeahhh but I think next time I do a mod I'm gonna try and limit the scope a bit more. Every new area of the game you add to is another area of compatibility you have to worry a bit
If it's just a farming mod you probably don't need to worry about how it interacts with fishing and if it's a fishing mod you don't need to worry about how it interacts with farming. If it's both then you need to worry about both, yknow?
I get it, my mod is mostly heavily narrative based 
I get carried away with all the plot lines I wanna do but then it'd be like way too long and complex to implement
Fair enough. It's good to be ambitious though!
Hello, I was wondering if there was a way to simulate a networked multiplayer game on a single computer (without virtual machines) for mod testing purposes. I fully expect the answer to be "no", but still have a tiny sliver of hope that there might be a way to do it out there.
I mean, you can always just launch the game twice, host a game and connect using 127.0.0.1
Yes
Gl!
Huh. Someone just submitted a bug report saying my mod has a fatal crash when played in split-screen mode
... Stardew has a split screen mode??
Yes
Yeah it's the local co-op button
it's kind of an annoying one to support ngl 
Yeah sounds like it'll be a fun thing to figure out... I'm not even sure if I can do that.
I do way more compat work for split screen in my mods than I do for network multiplayer but that's because I never touch anything that needs to be propagated
look up PerScreen
there's a page on it in the wiki
Ok! Il have a look
yup
That said I think I'm prob gonna take a small break from modding for a bit cuz I had a couple of stress dreams about waking up to like 20 messages telling me I corrupted people's save data or something
That fix may have to wait cuz I've been doing nothing but working on the mod for like a week straight and maybe I shouldn't do that
oh wow, yeah please take a break then!
You could always temporarily add a spot in your mod description that says Split Screen is currently not compatible.
And deal with it later.
Yeah probably a good idea
not worth having stress dreams over
I think also somehow my mod managed to send people's bank account details to ISIS too? That was a weird part of the dream
(I confirm that the just-run-the-game-twice solution works 👍 )
Ayyy awesome
For later, here's what I found from the migration to 1.5 / introduction of Split Screen info, too: https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.5#Split-screen_mode
Thanks! Il bear that in mind for when I do get workin on it again!
(you can also just type modding:PerScreen in the search bar on the official wiki and it'll pop up those pages for you as results)
you can just add that it's incompatible with split screen in the description for now, take care of yourself
Weird, I ended up coding ui and zoom descaling into my smapi mod by banging my head on my keyboard enough times
feeling sick today so i might do something weird and >play< stardew
same
I am extremely excited to finally introduce my magnum opus mod... Ferngill Arcadium. Five new vanilla style arcade games and an arcade location accessible via Central Station.
https://www.nexusmods.com/stardewvalley/mods/37938
If someone is able to push to #mod-showcase I'd appreciate it
Thank you!
wooho, finally Iman cant complain PT is missing an arcade
I love arcades! This looks so radical!
I wanna work on my mod after I get off work but it's raining outside and that's peak napping weather 
I'm gonna play gears of war or something tonite, I am so over playing arcade games after making that lol
Hey everyone! I was just wondering if a custom bachelor mod exists? I’d like to make one of the bachelors look like my partner :)
there are several, but to have what you want you need to make the mod yourself, or commission it/part of it
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
my advice would be to learn basic of mod making, see if you like that or not, then if you do like it at least a bit, then consider commissioning someone for the art. Commissioning someone for the whole mod would be pretty expensive and also probably quite difficult in this case
i don't suppose there's a tool to try and figure out what mods are slowing your game down the most?
i'll try disabling chunks at a time for now i suppose
Profiler
profiler
ah ok thanks
rad
There’s no mod that changes the look of a bachelor? I can create the art I just need a way to change the icons etc
if you just want a visual change you can just redo the art as you want and apply that
wdym? there are a lot, and there are also plenty of mods that add new bachelors
they would still have the same name and dialog etc
No yeah that’s okay I just need a visual change
I’m new to this game lol sorry
i would say just look for an existing mod that does the NPC you want to change and see how it does it
i think that's what they want to do and are asking what mod does that so they can look at it
Yeah 😭😭😭 I’m completely new so I know nothing about modding or changing things
I know they exist, but I'm afraid I couldn't tell you any of them in particular
let me try some search terms...
Thank you!!!
Oh got one
https://www.nexusmods.com/stardewvalley/mods/35493
here, this one replaces just Sebastian's art
XNB mods often break the game and are not recommended. See:
- using XNB mods for more info and a list of Content Patcher alternatives;
- reset your content files to fix problems caused by XNB mods.
For mod creators, see editing XNB files for help unpacking & editing them (including for use with Content Patcher).
TYSM!!!
No, wait. That's an XNB mod
yeah thanks for the warning, Governor
If it's visual only then you are basically just make a portrait mod
i'm asuming sprites as well
https://www.nexusmods.com/stardewvalley/mods/19774 this one looks like a content patcherm od
For people who've published mods, were you nervous when you first released it?
Yeah when I published my first mod i was panik
And 'i shouldn't be allowed to post things on the internet ever again"
i swear, I forget there's still XNB mods out there. The Old Ways
I guess I get worried that I put in the work and it's like
What if they don't like it?
What if it breaks their other stuff?
What if I don't get 80 millions downloads in the first 4 hours!?
well, that's why you make a mod for you and then if people like it, awesome
Even if a ton of people don't like it, there'll be one guy who's super excited you did it
and sometimes that guy is you and that's perfectly fine lol
Always rmbr that
-# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
Yeah I’m lookin for sum with sprites and portraits
Honestly I'm glad I got the rooms figured out finally. I was so worried the main mechanic I needed for my mod wasn't going to cooperate 
I made a mod to make the fish plaque smaller for me and released it and one guy was like "YES THIS" and that was a great bonus.
when I was a teenager, I had a mod go super turbo big and it was the biggest headache, I have learned to appreciate the one guy super jazzed about a smaller fish plaque
I do D&D and for the last 4-5 years I've been creating a world with my friend it's just been us two and I write all the time and I've always wanted to share stories with people.
So I got inspired to write one for SVE 
New quote added by atravita as #6654 (https://discordapp.com/channels/137344473976799233/156109690059751424/1422344306982785147)
TIL about Lazy<T>. prepare to see it in everything I write from now on
What's that?
c# thing that allows you to easily create lazy loading things
Ooh
yeah I saw it being used in a couple places in the codebase (how I learned about it)
pretty convenient
I always do mine in the property with underlying private field and ??= way
which isn't ideal
Hot take your way is fine
The only thing a lazy buys you is laziness and thread sanity
Nah that's fine
it feels wrong from a writing pov
idk why
Well there's always the sourcegen thing I made if you don't want to see it :P
when i released my first mod i was not nervous bc i pre-emptively put myself in the "fuck all y'all i can do what i want" mindset just in case (note: there was no "y'all" in particular. i was not active in this discord or any other modding discord.)
Brave button
That's a good mindset to have
yeah i just do mine as a hobby / to get out the intrusive thoughts demanding i put x into stardew
it's cool when people wanna collab or cross-support
it's also just decent brain exercise
Definitely
I like figuring out how to add stuff with harmonylib cuz unless you wanna go all in on a transpiler it's kinda a puzzle figuring out how to make it all work
Harmony made me cry 
Question if i may!
Im working on a mail based mod, and when executing trigger actions, is there any real difference when using "When" or "Condition"? I was told condition can give me times where a mail is immediately added which is not neccessary for my mod specifically. Is there any sort of benefit to using one or the other, or preference?
It makes my brain go up in smoke
Remembering a mod of mine that spin locked the game
It can really burn out the fun if you worry too much about other people liking it. If you're your main target audience, then you at least get what you want out of it
No literally
Spinlock
(But only if gmcm options was installed)
Annndddd it was reported to automate of all mods
LOL of course
user ability to identify what mod is causing a problem is not fantastic
atra what was your first mod?
Aw man I really hope I haven't caused any problems with other peeps mods
as the person with all the mods so far you haven't lol
me too lol
How often do you get bug reports from other people's mods?
Condition is built into trigger actions, so i would advise using that. it also takes GSQs; When takes tokens, but GSQs can usually be turned into tokens
depends on the mod for me. I get them tons on a mod that's just a texture
it's the mod LEAST POSSIBLE to make any of the bugs, but it's the one people decide is doing it the most
Terrible! We dont talk about it
So Condition doesn't take tokens at all?
call it morbid curiosity
Condition takes GSQs only i'm pretty sure; someone can correct me if i'm wrong
hence why you can't use HasFlag in a condition for example
somehow for the first time i can't find any (new) prismatic shards wtf
Er wait
I think Condition can take tokens...
unless I'm hallucinating half my triggers working
https://stardewvalleywiki.com/Modding:Game_state_queries#Content_Patcher_tokens I got my info from here
i'm going off the wiki for trigger actions, but if there's something else lmk!
oh let me see
True and False are valid GSQs so it says content patcher tokens work IF they return true or false
oh yes you can convert a token into a GSQ like that
okay whew, I was worried for a second LOL
Does anyone have the coding for Robins lost axe quest? I unpacked Stardew Valley but can't find it 
So if I wanted to have a letter sent on Spring 2 Year 1 for example, would I make a series of GSQs in the condition field defining the DAY, SEASON, and YEAR with a T/F structure?
It should be in Data/Quests: "100": "LostItem/Robin's Lost Axe/Robin lost her favorite axe. The last time she remembers using it, she was cutting wood south of Marnie's ranch./Find Robin's lost axe./Robin (O)788 Forest 110 81/-1/250/-1/true/Hey, you found my axe! What a relief... I almost chopped my toe off with the other one I was using. Thank you!",
I dont recognize any of my mods anymore lol
They dont exist
You can use a SEASON_DAY and a year
this may work for you
there’s DATE_RANGE
There's also Date_Ra-
beaten 
beat twice
i win!

but yeah I recommend DATE_RANGE, the other ones are exact dates
Uhhhh which one is 100,,
it’s in Data/Quests

CRIES IM SO SORRY
helloooo I’ve decided I’m not struggling enough with the stupid event I’m working on, and I want to animate krobus to morph into the shadows of a tree in the bckg, how might i do this? Like maybe make a new row of morph-y sprites for him? And use animate during the event?
You're too deep into the backwoods. Get out while you still caaaan
Might be simpler to just use a temp sprite, though that would require either deleting him from the scene or teleporting him offscreen and I don't have enough experience with events to suggest a way to do those things
hmm okay
i also would like to use morph-y sprites in the future for Krobus, (so they can spend their day curled into a little ball like they always dreamed of)
I think Eli does something kinda like that
Why DATE_RANGE over a specific date? Or is it just so I can combine DAY SEASON YEAR into one by making the range one day?
yeah it’s easier than checking multiple
and you can set the range to be as short as you want anyway
So SPRING 2 1 SPRING 2 1

what actually changes that 40 number with informant?
i feel like iv'e grown and shipped plenty of these
So like. How common is it to get bug reports that are actually cuz of other people's mods?
Ya boi do be paranoid that ill end up annoying a bunch of people by accident
Here's the thing
users have no ability to tell what caused a problem, so they'll just strike out at whatever mod first catches their mind
There's nothing you can do to cause it or stop it
it's also impossible to predict every mod interaction ever
Like I get reports on a texture mod because people can see the texture not showing up. But the problem is with the mod that APPLIES textures.
but a user doesn't know any better, so they report it to me instead of them and I have to forward them on
Generally speaking, the person who it gets reported to can have a look and figure out who's causing it or what sort of thing would cause it and pass on the user in the right direction
Welp maybe it's a good sign I haven't got anything passed along to me yet then!
Hopefully that's not gonna jinx things but we'll see
i think you already fixed the big and very common incompatibilities, anything else will be more niche
so it won't affect most users
hey uh, said this earlier but didn't get a clear response so gonna paste it: helloooo I’ve decided I’m not struggling enough with the stupid event I’m working on, and I want to animate krobus to morph into the shadows of a tree in the bckg, how might i do this? Like maybe make a new row of morph-y sprites for him? And use animate during the event?
Can't you use the changesprite command
I'm not sure what I'm doing wrong?? 
https://smapi.io/log/0626a81d65dc4b8cb8a0f419a0ad5ae5
https://smapi.io/json/content-patcher/8ca9ed4527174fda8d0cf966e582f195
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 15 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the likelihood increases proportional to how visible your mod is in their console when they run into issues, combined with how recently they installed it
source: spacecore's comments section plus me just tabbing back in here after responding to a bug report that was actually because of someone elses mod
The file seems valid as-is on my end. Make sure you're saving your file's changes before running SMAPI, that you're not editing a copy somewhere else, etc. If that doesn't help, maybe try deleting the comments? That formatting seems to confuse the upload a bit (e.g. the edit button shows ///Music but otherwise it's /*/Music*/, with the comma moved there).
the BETAS comment section is half you asking for a log and half you responding to a bug report that was actually about someone elses mod
Gima used to get every single "why npc no follow schedule" I swear
Ie, some random mod deletes Caroline's spring schedule and crashes the game? Reported to me
Mod re-implementrd all of game1.update (no really) but did it wrong? Reported to me.
I get every machine mod bugs reported to me 
"my textures/npcs/etc broke but i removed [framework req'd by 30 mods] and it fixed it"
you are the machine person
most of my comments seem to be asking for support for other mods
which if it's easy enough then sure i do that
only got one of those recently, treating the comments like a general sdv forum
(I try to just help anyway, generally, but "mobile crashes every 5 days" w/o log is a mystery)
Meanwhile shit that was actually my fault gets reported to Pathos
Which
Well
Will make you want to disappear
The game has a ducking memory leak tbh
to be expected with a lot of games, really
What mod was that??
(One of the ones that changed the clock speed.)
Yikes
I get all the "why is content patcher slow" comments at least
(took me a moment to realize that probably wasn't me) (I just™ prefix a method out of it)
Tbh I went from "i will not provide compat with mods that copy large swaths of game code in a prefix false" to "I'm abandoning all my mods, byeeee" reeaalll fast
I probably dont and many go to pathos directly, but I dont dare go near the cp post thread
I used to think cp was the culprit for my 10m lag spikes but I'm beginning to wonder if it might be trigger action abuse
is that like that thing where recipies online get comments like "i subbed x y and z for q r and v and it sucked"
I'm currently taking a break from my portrait mod to update map event markers to modernity and ngl it's a wonder I didn't get more bug reports
i am also in the "a bug with my mod got reported to Pathos" club and can confirm it makes you wanna disappear
I spinlocked the game lol
run latest profiler and associated content pack in #1359454014319755294 message and will find out easily enough
still dreading the moment I finish my big feature update and the trigger interactions lag everyone
I need some real world logs to test the latest profiler build and new site
Esca dont you have a UpdateTicked trigger
I haven't done anything with SVE in, uh, a year?

EMP has a one second update trigger, but I quickly decided the ticked trigger was bad
yea i mean convert sve FTM pack
like swapping from a 50-cal to a hunting rifle
so u can get maximum number of beta testers trust
there was one log I saw recently where they had a 50ms penalty every timechanged/warp due to the EMP GSQ token
wonder what trigger that was, but ig I can't properly test for worse PCs than mine, so it could have issues in general
arent tractions already cached somewhat
In case that wasn't obvious
thers a CacheTriggerAction thingy
Only the action delegates I believe
maybe if we had that for the gsq too
the c onditions are also somewhat cached i thought
first time, huh 
yeah theres a cache of parsed GSQs
Huh, neat
I still haven't actually done anything about porting FTM packs to CP assets, though that's in the to-do pile
some stuff might not auto-convert 100%, like the "fake-serialize this & also expire after X nights" setting
i get messages asking me to fix fae gate cuz it added some of my animals to it's support list lol
so far it's just a separate system of triggers with a ton of settings
i even DID post a fix and no comments on if it works for anyone smdh
https://smapi.io/log/77f4fdf3e8f846fdb107adf40e1d2f9c found it (and associated context #1359454014319755294 message)
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 291 C# mods and 1078 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I still get bug reports for custom npc paintings because the author put a giant obnoxious popup in that mentions hhd every time you switch location
I have written some silly caching for tile conditions (the GSQ equivalent for deciding where to spawn stuff), but there's only so much you can optimize tile property checks
ultimately I'll probably underclock my CPU or something to see if I can fix stuff when it's ready
thats already so much further than id be willing to go to test a mod so better you than me
fr
I just happen to have an app that does that or I wouldn't bother either
had overheating issues when this PC was first assembled
there is no penance I can do that'll make up for the amount of bug-reports from my mod that have been sent other mod author's way
sometimes you just gotta make peace with it
How many mail flags do you have
the GSQ cache gets cleared every minute if there are >50 gsq in the cache
I should see about adding that to speedy solutions to just turn off the cache clearing and see how much crimes happen
vanilla needs to actually care about memory usage particularly on old consoles/mobile
modded PC doesn't need to care nearly as much
Yes
i feel like 50 is still a bit low though
Real answer is idk but probably a lot
but idk i dont hav the numbers
I have 1000+ mods and several of those are expansions
Yeah, I've noticed a stutter in CP when you either have large n npcs or large n mailflag
You have large n npcs
why large n mailflags
I mean, not that many, since I don't have rsv or a full roster for scarp, but the mailflags could definitely be a thing
one day I'll have a late game modded 1.6 save to properly analyze some of the stock CP tokens, but only got early game ones and I'm anti social ingame so relationship token isnt working too hard
but I do need new test subjects that will run profiler/speedy solution alphas and give me juicy logs to analyze
have you recruited in modded farmers yet
last time I poked my head into modded farmers they were talking about tortillas
New quote added by atravita as #6655 (https://discordapp.com/channels/137344473976799233/156109690059751424/1422375805761097759)
Tbh I've been meaning to override getcharacterbyname to the atracore cached version
I'll do that next time I play
I use my main instance to stress-test my own mods :P
as do I, I just dont play much anymore
Yeah, I don't play much, but more than I did for a while
Tbh this should be fine, or bump the limit up to like. 1000
Like ingame 1-3 days per irl week
knowing people like myself or scarlett, infinite is a more appealing number to 1000
and easier to override the method to disable the entire mechanism than a transpiler to change the constant
Oh come on it's a trivial transpilwe
a skipping prefix is easier to write
Couldn't you use a destructive transpiler to rip out the whole branch
That is true. Also less likely to break
internal static void Update()
{
if (Game1.ticks >= GameStateQuery.NextClearCacheTick)
{
if (GameStateQuery.ParseCache.Count > 50)
{
GameStateQuery.ParseCache.Clear();
}
GameStateQuery.NextClearCacheTick = Game1.ticks + 3600;
}
}
a skipping prefix is a lot easier on this than a transpiler to get that 50 or 3600
i'll try, i haven't played much recently because minecraft but i've started to play a bit in the last couple days, we'll see if it lasts. About late game... best i can do is probably fall y1 lol
you could do that transpiler in like, one non-minified line of code
speaking of profiler, is the content pack still needed with the latest version?
yes
the content pack tells profiler to track more stuff than just the SMAPI event loop or what other mods voluntarily add (like CP now), while the new 3.0 features for GC, and draw/update time are separate anyway
yup, just making sure i have everything set up right
since i haven't been keeping up with the latest changes
note I dont use pattern matching libraries on my transpilers, so all transpilers are at minimum 5 lines just to get an output collection setup and looping over the IL and returning the output
Anyways this is probably fine tbh
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) {
return instructions.Manipulator(i => i.OperandIs(50), i => i.operand = ModEntry.Config.CacheSize);
}
ezpz configurable transpiler
don't talk to me about cooking
I found these wonderful, wonderful pink okra I'm excited to plant
why you don't happen to have a love of cooking?
wtf lmao
So the whole story behind this goes something like this:
- HHD replaces the catalogue shop menu completely with its own implementation
- CNPCP works by adding a new button on top of the shop menu when it's the furniture catalogue
- CNPCP author gets people asking for compat, because the mod only detects the regular catalogue menu and not the custom one
- the author "solves" this by adding an optional keybind to their config that can open the menu
- people are confused by this
- author adds a discrete popup message on the side message feed, asking users to set a keybind if it detects hhd is installed
- users get confused and set all of the hhd keybinds instead.
- the message doesn't go away and they report it to me as a bug
- author sees people getting confused and decides the solution is to not reword the prompt but to change it to a dialogue box that opens onscreen every time location changes
- number of bug reports to hhd increases
- I get fed up and add a button myself that opens the menu via reflection (bc the mod has no API)
- message the author and say "hey, it's integrated, please remove the message" (2 mo ago)
- author responds "okay yeah I'll do that next update"
- no update since june
hi everyone!!
generally speaking, how can I add an item that is like the Green and White Algae, like how when you fish up, you get Algae, but instead my own thing. Do they work similar to fish, but with the same, or different category, but are caught instantly? If it's just like adding fish data, how is it caught instantly? What do you recommend for this? Like for instance, let's say I wanted to add Orange Algae, how would I go about doing that? Same as other fish? I'm very new to this
And I appreciate it if anyone can tell me!! 
IIRC only items with fish data are considered fish, and any other item in the fishing pool is just instantly caught
so you would create your item by loading the spritesheet and adding it to Data/Objects, then edit location data for where you want it to appear and reference it by ID in the fish list
oh farm computer is dead right now
i also recommend this tutorial https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish
a few harmony patches later, that mesage is gone too
I thought about it. If it's still there when I'm done with the next update I am going to do that. and maybe put some snark in TRACE about it
I just figured it would be more respectful to ask first
dialogue box popup
I mean, I think its fair to chew them out a little
though I thought nexus had a policy on mods calling out other mods in a user facing way, but can't find it
I know some platforms ban mods which intentionally break things when specific mods/users are present, although I don't recall if nexus is one of those
pathos has a rule against that
considering historical skyrim drama I thought there was a nexus policy on it
so maybe no snark in trace
Historical drama in general lol
unfortunately the love of cooking breaks things when specific mods are present, such as the love of cooking. this may put me at risk
dont give me better than wolves flashbacks
YEP
well there's a difference between "crash the game if mod is installed" and "these two mods tweak the same thing and aren't compatible"
booby trapping your mods, just the wildest thing
anyways. hopefully that update comes soon and I stop getting bug reports
i imagine this would fall under their harassment/civility guidelines
ahhh thanks! i know how to add fish, just didnt know really how these objects behavied, tysmm!!!1! ❤️
oh while you're around, someone sent me a log that includes some SSS errors Failed to store cache entry for ... .tmx files from RSV/E&D if you're interested.
https://smapi.io/log/583e2c8718a64a408f4571bd5a51d9b0?Levels=error~critical
doesn't seem related to the 'SMAPI fixed maps loaded by this mod to prevent errors' message, which is instead pointing to BuildMoreCellars -> Maps/Cellar (loaded without a required tilesheet)
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 201 C# mods and 461 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I think those are already reported to the respective mod authors.
they have an invalid map property that vanilla silently ignores, but blows up when reserializing the map
<properties>
<property name="Light" value="143 26 4 126 22 4 118 26 4 111 26 4 100 26 4 121 41 4 107 41 4 124 49 4 135 49 4 108 53 4 114 53 4 87 85 4 81 85 4 80 100 4 87 110 4 8 61 4 50 121 4 9 119 4 37 56 4 51 42 4 56 36 4 46 27 4 65 18 4 79 16 4 89 26 4 95 14 4 101 6 4 93 1 4 79 54 4 79 62 4 88 57 4 85 62 4 94 57 4 91 62 4 72 57 4 73 52 4 70 14 4"/>
<property name="NightTiles">AlwaysFront 143 26 908 AlwaysFront 126 22 908 AlwaysFront 118 26 908 AlwaysFront 111 26 908 AlwaysFront 100 26 908 AlwaysFront 121 41 908 AlwaysFront 107 41 908 AlwaysFront 124 49 908 AlwaysFront 135 49 908 AlwaysFront 108 53 908 AlwaysFront 114 53 908 AlwaysFront 87 85 908 AlwaysFront 81 85 908 AlwaysFront 80 100 908 AlwaysFront 87 110 908 AlwaysFront 8 61 908 AlwaysFront 50 121 908 AlwaysFront 9 119 908 AlwaysFront 37 56 908 AlwaysFront 51 42 908 AlwaysFront 56 36 908 AlwaysFront 46 27 908 AlwaysFront 65 18 908 AlwaysFront 79 16 908
AlwaysFront 89 26 908 AlwaysFront 95 14 908 AlwaysFront 101 6 908 AlwaysFront 93 1 908 Front 70 14 507</property>
<property name="Outdoors" type="bool" value="true"/>
</properties>
one of those map properties are not like the others
TMXTile doesn't deserialize that well and makes the map property have a null value
that's bizarre. did they write it directly in a text editor?
i ask rhetorically since there's no way you could possibly know
speaking of odd warnings, i can't imagine why market town needs to warn for any NPC out of bounds at any given time
probably causing a lot of nuisance for users since the sailorstyles chara spawns out of bounds 5/7 days of the week
considering every map that raises the error all have it on NightTiles, I think there was just some bad template map used that different people extended
if market town is trying to make NPCs attend the market, then i would guess schedule hijacking of some sort, and they may need the NPC's position
that and I think they are all used as part of editmap so their map properties in theory are ignored
Is it any of my mods? I know where I yoinked mine from
Probably
Usually town for NightTiles
well good luck to them if they want the cat to appear at the market. doesn't even have directional sprites
I've seen an uptick of nighttile issues in tech support
the only 3? I've seen reported are Eli and dylan, RSV and one other
now if only we had an OpenShop dialogue action i could do away with the tile patch and use repeatable dialogue instead
@obtuse wigeon was maybe working on a script to make night tiles easier, which might decrease errors
one in a farmhouse https://smapi.io/log/50cd9405c3f34b50bd1b858d6c9eae3b?Page=57&PerPage=1000&Levels=error~critical
and I think there was another related to a PIF map
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 223 C# mods and 699 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I've now rewritten most of map event markers to a form that makes me less sad (and also has various less important stuff like improvements and fixes). tomorrow modded map support and testing and then I finally release the update
Just in time for me to start collecting mods for another playthrough
improvements include not drawing things over tooltips (I know, shocking)
was referring specifically to the Speedy Solutions errors for failing to save cache
man I swear every Stardew mod I look at has at least one adult rated collection right at the top of the page
considering this months mod of the month has been crushed by nfsw/nsfw-adjacent mods, makes sense
i'm sure they prioritise them for whatever reason, they were on every single page. anyway even if you had adult mods hidden previously, you need to go into the new settings page and disable them again if you want them gone entirely
I mean, I don't, because I've modded stuff like Cyberpunk. So I get to keep seeing them
ah even with adult mods disabled they still appear if you click 'show all collections'. very cool
(I actually think they may have just fixed that, but I could be incorrect)
great, useful feature
I just clicked three separate mods that have been around for a while and had totally innocent content and one of them even had ALL adult collections on the top
even though it was in many more collections
half of the top20 (default page size) sorted by highest rated is marked as adult only, though at least its only 2 of the top 10 (but is #1 and #4)
I dunno, maybe there should be something so that someone's mod to add shelves to a wall isn't topped by a bunch of adult mods
when you look at their page
honestly don't know if nexus just doesn't let you set collections as private/unlisted or if people just can't be bothered marking them as private. most of the ones listed here are 'pack for my bf xoxo'
part of it is also because if theres a single "adult" mod in a collection the whole thing is adult
including like, npc mods with swearing
It's not even showing the TOP collections on this one page
I don't get the appeal of collections for stardew when mods are so much more plug and play compared to skyrim, don't have version sensitivities or need heavy config, and that Vortex is bad for stardew
it's like it just cherry picked the adult mods to show
Would a mod about taxes be adult or sfw
Sorry
I'm exhausted so I'm in stupid jokes mode
I'll go away now
8/14 of the collections that have profiler are adult, and top4 sorted by endorsed are adult
Lots of people want to just be told exactly what mods to use without any thought or effort of their own
But the top four sorted by endorsed for the mod I am looking at aren't the ones it's showing. It's showing less liked adult related ones
and only 3 collections have speedy solution and 2/3 are adult (and was 1/1 and 2/2 at one point iirc)
I don't understand how it picks what it shows
at least give me the option to block my mods from appearing in adult collections or having adult collections appearing on the page
lazy & crass
I would like the ability to just not show adult collections on a mod page. I would LOVE if it was just in a collapsed pulldown like requirements
i have complained about the collections tab not being a dropdown
put collections in a dang tab
yall should complain too
at least when not logged in, it doesn't show them at all
none of this still makes sense. who shops for collections by looking at a singular mod
For skyrim, I did shop for collections by mod
Apparently a poll in the Nexus discord thought this feature was super great
so I assume someone liked it
but I used the collections filter pane instead
users, presumably
interesting
absolute creatures
true
this might be my hubris, but the only SFW collection I might trust is the singular sfw one that had speedy solutions included
I trust zero collections, they are for people who are not me
and the collections that have profiler included lose some points
thats what i said on the forums
its just a fun stat to look at not valuable player info
I have never seen a collection that doesn't have something in it I absolutely hate
The mod DEPENDENCIES are below it
its because they're polling for features from people who like nexus enough to hang out in the discord
Its stupid
I get why nexus are more heavily pushing collections, new owner and Collections are a premium only feature
Yeah everyone uses dependencies, a portion of people use collections. Why are collections at the top???
Someone should make a sfw mod that is 100% moving data around in excel
Because collections are what make Nexus money
but yeah seriously leave a comment on the forums
it's at least funny to me that sailor styles is mostly listed as being in 'cottage core witch' collections in the banner when it's literally the complete opposite. just stupid fast fashion clothes mixed with clothes from the exact opposite side of the world
or the discord
an upsetting percentage of my NPC's downloads are because she is included in an enormous NSFW collection
(the collection includes a lot of stuff that is perfectly worksafe, including my mod. but)
is there a easy way to do that correlation
i wasn't aware we could see download breakdowns
well, you can't really
i am inferring, because my mod started getting a lot more downloads in the last few months
this coincides with the release of the collection
🤔 you need to be using vortex or something to download collection right?
or the new nexus app
and it has approximately the number of UDLs as i have gained in that time
What does it do to mods that dont have the 'download with manager ' button
i don't disagree with collections on principle (in fact i think it would be worse if authors had to opt their mods in to collections), but there should absolutely be an opt out for displaying it on authors' own mod pages, NSFW or not
There should be an author endorsed collections option even for like top 1 or 3
now that i could get behind
ok I can correlate the reccent large spike in profiler downloads directly to an NSFW pack
wow
cant be bothered to going through the other collections to see if this is why 2025 in general has been much higher than 2024 despite no profiler releases
crazy, the numbers multiplied
Why did they include profiler
I haven't understood profilers data at all
profiler makes your game faster because it does obscure code things i dont understand
That's the speeb solutions
just like that mod that makes everything blurry
profiler technically can only make your game slower, but it gives you the insights to make it go faster.
but a collection shouldn't ship it, they should keep it locally to make the collection
actually if profiler content packs with traces (why did I call it that) that supress errors, it can actually improve performance by preventing some exception bubbling and error handling from running, but I haven't documented that functionality exists and I haven't seen any evidence that anyone has used the content pack functionality except me
clear glasses still says
Enjoy faster loading times making it an essential addition for heavily modded gameplay.
in its short description. this plus institutional memory of spritemaster plus placebo effect
there's a disclaimer in the full description that it doesn't really work for perf anymore, but i think a lot of people don't read that far down
in theory I think it still has some of sprite masters performance stuff still, but the big ones are just in 1.6 already or broke enough that I think they turned it off instead of fixing
the spritemaster codebase scares me, and they did a bunch of fluff reformatting commits fairly early on which makes comparing to spritemaster a bitch
incredible work honestly
You can get any mod thousands of downloads just by lying
6480's Faster Loading
mod description: enjoy state-of-the-art world-class technology by allowing this mod's placebo effect to shorten load times by as much as 80%! Compatible with SVE.
Oh I assume all speed-up mods are like that until proven otherwise
I've seen too many where some programmer immediately goes "actually this breaks stuff in ways that you won't realize until your save is bricked"
(There is a reason Speedy Solutions was in semi private alpha for 5 months to collect long term data on the safety of the performance improvements)
also helps that being the author of Profiler, it automatically gains some credibility
Khloe will be happy to hear that lol
wanted to make a custom tool and was recommended to check out https://github.com/spacechase0/StardewValleyMods/tree/develop/_archived/SleepyEye
Trying to understand it and how it works especially in relation to spacecore
I see only the following reference spacecore:
Mod.cs:
var spaceCore = this.Helper.ModRegistry.GetApi<ISpaceCoreApi>("spacechase0.SpaceCore");
spaceCore.RegisterSerializerType(typeof(TentTool));
TentTool.cs
[XmlType("Mods_spacechase0_SleepyEye")]
public class TentTool : Tool
This is all the spacecore doc says about tools
Custom tool class will work in the vanilla Data/Tools asset, if they are added to the SpaceCore serializer API.
is that it? Or is it too good to be true, it seems too simple.
Also, how would I make my IDE/project understand what the ISpaceCoreAPI type is?
before I answer your question, I want to ask: are you sure you need a custom class instead of just harmony patching GenericTool?
if you just use Harmony you won't need SpaceCore and deal with the API/save serialization/etc.
(though a custom class is more convenient code-wise)
in terms of using a mod api, would be the same as using GMCM or any other api, you make your own IWhatever that has whatever methods you intend to use from the api copied from the mods repo
oh thanks
didn't realize I already learned this, thanks!
Quick question, the spouse rooms are 6x9 right?
Yup
Or at least the inside of them is. If you're moving the entire thing including the tops of the walls that'll be bigger
oooooo
@oblique meadow do you mind if I DM you about something? (No worries if the answer is no)
Sure. Go for it
I'm reminded of the minecraft mod noisium, which claims to optimize terrain generation and actually makes it slower. It has millions of downloads
Yep. Register it using the api and then use the assembly qualified type name in the tool data
That does mean you'll have to edit tool data with c#
when will I have to use that qualified type name or I don't have to worry about it?
my mod is all c# ¯_(ツ)_/¯
When you edit Data/Tools to register your tool item, one of the fields is the class type for the tool as a string. You would just put in typeof(MyTool).AssemblyQualifiedName for that
thank you, this is gonna save me so much confusion later 
So question about adding light, I looked over the wiki and I think I did it right. It was kind of confusing but the light isnt illuminated in game. Are the properties wrong?
Are you adding this map as an EditMap?
I dont think so
I'm not sure that map properties can transfer from the spouse room map to the farmhouse map. Do they need to be pinpoint lights rather than sconce? If it doesn't matter, you could try adding them using the Paths layer instead.
I added the light onto the layer path, in the wiki it said it could be anywhere but maybe anywhere but the farm house?
You have to add any new map properties via code if you are doing an EditMap to patch the farmhouse.
Also spouse room ignores path lights entirely from what I recall
It's not about the location the map property is allowed in, it's about the fact that the game patches the spouse room onto the farmhouse map and that doesn't transfer map properties.
If the paths layer lights also don't work like lily said, you might be in a spot of bother.
Ah okey dokey tyty I appreciate yall
Did the paths layer lights work?
Wiki doesn't say it doesn't work, so there's a chance it will
I went looking at the vanilla spouse rooms just in case, none of them use path lighting, but they do have a path layer for the old NPC standing markers. And most of them use windows/wall sconces that would normally turn on and off, but there's nothing specified in Tiled for those properties, so I am unsure as to if that's automatic when using those tiles or hardcoded.
It did not
Ah okay, I'll take a look at some light workarounds then like a lamp instead of a steady light just in case
A lot of the farmhouse behaviors are hardcoded, so the only way to find out is to try things unless someone with access to a code decompile wants to look.
The farmhouse is very cursed.
You could try editing the farmhouse itself to add the lights but you risk that edit yeeting the spouse room
Also: compatibility nightmares
I finally got the spouse room to work after a week of brain fizz
Imma not push my luck lol
@gaunt orbit your #1 problem is Kantrip.ReverseProposals doing some crime in their CP tokens
also still have the german townInterior bug that FIASA causes the first change to townInteriors to go crazy, but that wont be persistant problem.
Also seemingly just have a lot of CP patches that need checking, even if nothing actually happens from it
ReverseProposals and SweetTokens both
Hello I am having some problems making a mod and every time I fix one issue another pops up, currently I have this issue and can't figure out how to resolve it.
When building a solution I get these errors:
The type or namespace name 'IManifest' does not exist in the namespace 'StardewModdingAPI' (are you missing an assembly reference?)
The type or namespace name 'IManifest' does not exist in the namespace 'StardewModdingAPI' (are you missing an assembly reference?)
The type or namespace name 'IManifest' does not exist in the namespace 'StardewModdingAPI' (are you missing an assembly reference?)```
but every where I look online to fix this issue it states to just make sure to include this in my file:
using StardewModdingAPI;
I have this in my file and it still throws this error, any ideas on how I can resolve this? Thank you!
whoops I leaked out of my thread
what does your csproj look like
(EDIT: I’m in bed now so I won’t reply, others can help though)
you need to add the smapi nuget to your project.
seems to be a lull in here so I'm gonna take the opportunity to ask a tech support thing I just saw
is it me or is this an unique case of smapi and content patcher bugging out and clashing? Wouldn't want to bother pathos but players seem to have done the standard troubleshooting stuff
looks like well-used mods and assets keep being loaded successfully by CP and then being blocked by smapi for some reason?
https://discord.com/channels/137344473976799233/1422451375878701056
If you do a search for that particular error in the discord, you will find a previous instance that got resolved by reinstalling SVE (and making sure the old version is deleted first).
They will probably also need to reinstall DaisyNiko. I was just looking at that issue in modded tech support and they have errors with both
seems like corrupted or malformed PNGs to me, not any kind of clash. CP doesnt do any image loading at all, SMAPI does the image loading
Yep, it's an invalid PNG error.
nothing can be successfully loaded without SMAPI loading it unless a mod pulls in SkiaSharp itself and does it manually
how can I use an ISalable as the input in a GSQ in C#?
I mean as in Input:
that would be the Input as in Target and Input yeah. you cant. you need an Item
make one out of its Qualified id
should I not rather do salable is Item item && GameStateQuery.CheckConditions(Condition, inputItem:item to make sure it's an item first? Or is that unnecessary? I don't know which classes inherit ISalable
you could do that too
HouseRenovation, PurchasableKeyItem and MovieConcession will be the main ones
I see
not entirely sure why they have to stay being Not legal items now that we have qualified ids (though all 3 lie about their qualified id being (Saleable) which doesn't exist afaik)
@next plaza Hi casey! Could I request that spacecore's cooking recipe Ingredient Text Override be able to get text from [LocalizedText] ? And could Love of Cooking related PRs be looked at/accepted in the next month-ish? I'm hoping to publish this huge cooking mod in the next month or two and it would be awesome for inter-mod compat to have that integration on release
//esp if its early enough for my beta testers to play with
when making a pet mod do i need to fill out a sheet as long as the one used by vanilla pets (like as many sprites and actions) or can I use less/more
hows it gonna ask me for 9 rows and 4 columns when vanilla has 8 rows and 4 columns
rude but ight ill figure out more animations
🤧
The fact that it says "each farm animal" means it was probably copied and pasted from the farm animals page, so take it with a grain of salt
OOp ok
But also there are nine for the dog
So it looks like the first four rows are used for the walk sprites up down, left right (not in that order) but the rows after that are left for you to define yourself in the data except for frames 28 and 29 which are sleep
I am once again in the delicate position of having implemented a feature that I now have to test
I don't wanna
just hand it to scarlett
she’ll find literally any possible incompat
imma check and see if anywhere has a 'how to make a pet' tutorial im trying to see how its done but am confuzzled
Have you copied and pasted from vanilla and then tweaked it with your own values?
i might be overthinking it but the data in the concessions file doesn't actually make them real items, does it? it's just for the movie theater stuff?
considering there's mods that make them real items, i'm gonna say they're not
kay
looking at the data i felt like i was going a bit nuts lol
well, i dont think ive ever been able to find them in cjb item spawner, and that thing has everything
🤔 now to figure out how much edibility value these things should have... my nemesis
Okay I'm getting really excited about my mod idea. 
Never written a line of code in my life. Can someone point me towards some videos that can introduce me and maybe explain like I'm five?
Unfortunately no, we don't have any up to date videos for making mods for Stardew
If you give me some idea of what you want your mod to be, I can point you to some written resources though
Oh, I meant writing code in general. I think y'all use C# last I saw?
Not most of us, no. Most mods for Stardew are made in JSON using Content Patcher
I want to add some quests involving the vanilla villagers.
Much, much, MUCH easier
well depends on if your mod needs C# or not
Oh okay. I wasn't sure if they were the same thing or not.
Like literally I needed to explained like I'm five 🤣🤣🤣🤣
I'm so sorry.
Quests do not require C# unless you intend for them to have features that vanilla quests cannot do
No need to apologise! This channel is explicitly for help such as this ^_^
I haven't decided if I want to create a new NPC, or if I just want the quests to come through the mail.
I definitely need to add a new item.
Dialogue etc
Content Patcher mods are much easier to make than C# mods because they almost exclusively require simple data entry rather than writing code.
Data entry I can do!
I have been able to go through and edit some of the content files on certain mods in order to make them smaller or more compatible with other things I'm using. I figure that's got to be a good sign that I can learn this stuff right? Lol
I recommend starting with the new object. That's a fairly straightforward place to start to get you familiar with JSON, Content Patcher, and the wiki.
I will grab you some links
Thank you so much!!
For an intro to JSON (within the Stardew context): https://stardew.button.gay/tutorials/json
For an intro to making mods with Content Patcher: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
Official wiki reference page for items: https://stardewvalleywiki.com/Modding:Items
And for objects specifically (objects are a type of item, you need the item page for things like categories): https://stardewvalleywiki.com/Modding:Objects
How to unpack your game files so you can access Data/Objects and see the vanilla data, which is very helpful: https://stardewvalleywiki.com/Modding:Editing_XNB_files#StardewXnbHack
Using existing mods as examples is also a very good practice, just make sure that they are a) not by someone who says "this is my first mod, I didn't really know what I was doing" on the mod page, b) created or updated mid-2024 or later, and c) NOT a Json Assets/JA mod
The reason I am suggesting starting with an object is because you can do all the steps to go from no mod to holding the item in your hands in game without having to learn about any other part of the game so you can practice your familiarity with syntax and understanding the concepts before you start having to look at different game assets.
🤔 if i leave a context tag field blank, will it just not context tag
(not talking about just not adding that part in general)
im using local tokens to add items and i left 3 slots for myself but not every item im making has 3 context tags
so i wonder if i can just not write anything and it wont explode
The token has to exist for every item but it can be "<UnusedToken>": "", in the LocalTokens field. Did that make sense? I'm not sure if that's a good enough explanation on my part.
uhh im a lil confused
like replace the token in the local token part with that thing for each field i dont use?
or wait
....
hold on
"Action": "Include",
"FromFile": "data/Add_Objects.json",
"LocalTokens": {
"ITEMID": "BlackLicorice",
"DISPLAYNAME": "BlackLicorice",
"DESCRIPTION": "BlackLicorice",
"PRICE": 25,
"EDIBILITY": ,
"DRINKABLE": "false",
"TYPE": "Cooking",
"CATEGORY": -7,
"SPRITEINDEX": 11,
"TAG_1": "",
"TAG_2": "",
"TAG_3": "",
}
},
{``` is the way im doing this fine lol
Yes that was what I was trying to convey, the way you've got TAG_1 etc
im looking at vanilla pets rn but theres so much in there its a little overwhelming 
Just copy and paste one entry into your mod, give it a different ID, and pop it into the game exactly as-is otherwise to make sure you've copied it in right. Then once that is working, just go through it one field at a time using the wiki.
If you break it down it's less overwhelming.
Does that make sense?
yea
Where would be the best place for me to catch up on all the character backgrounds and lore up to 1.6 in vanilla? I know there can be an issue with mod dialogue not being in line with existing lore and I'd like to avoid that lol
uhh just poke through the files ngl
Yup, combination of the wiki and just reading through the files. I prefer to use the wiki for event recaps instead of trying to actually read the event scripts, but I read the Characters/Dialogue/<NPC> file for their general dialogue.
Gotcha. Thanks!
do you think the barksound would accept sounds other than cat and dog
what's the best way to check if an Item is a wallpaper or a flooring?
You mean with C# right Leroy?
yeah
what would be the best sound for a pillbug 🤔
I think I found that there's just the Wallpaper class that matches both
Yes I would expect so
🙂↕️
alright hmm
i kinda wanna give it one of the weird noises like the oououou noise XD
oh wait what if i used the rabbit it just makes a little shuffly noise
🤔 maybe something odd im fixated on but would it be weird to add on context tags that arent on an item in vanilla, but i think they should be there? Like JojaCorn is just tagged "Joja" but i want to add "Salty" and "Hot" to it because that's what the regular popcorn is tagged
cold bland popcorn
yes
is there a databank for the actual sound of everything do i gotta just trial and error it
like ik theres a list but i wanna hear it
well you can add context tags to vanilla items but it would be prudent to see if said tags have any actual game effects, and if so, if it should be your mod's job to make that effect different
as in, if those tags determine npc gift tastes for concessions, then you should make sure your mod says it changes npc's concession tastes, otherwise people would be really confused when their concessions dont match the wiki
well im not changing the concession stuff
im making them actual items
aka freeing them from the movie theater prison
so then the context tags have no meaning really
you can do whatever'
who is gonna know
idk do what you want
Button made a mod for this: https://www.nexusmods.com/stardewvalley/mods/34968
yippee
🤔 for textoperations in npc gift tastes can the "Value" value list more than one item?
like "Value": "Popcorn, Fries" etc
one way to find out
Yes but not with a comma
And only if you're adding
The example for Append in the CP docs has it adding two items to NPC gift tastes
Would it be possible to make custom frames for my spouse portraits mods like overlays only?
ive been up all night making a random mod all because i want my custom npc to love black licorice and i wanted to make use of the vanilla concessions instead of making a one off item that is bound by my npc mod forever
what falls in the "equipment" item category?
also, is there a way to differentiate types of weapons (sword/hammer/dagger) in a GSQ?
pretty easy with EditImage: "PatchMode": "Overlay"
That seems like a good vanilla game request but I don't believe it exists rn
has there been like AT overlays before?
damn
Always fine to just make ur own, depending on the usecase
Doing it in content patcher just means it'll be gmcm thing
Not as nice ux as AT but it'll work 
That's just for a template on how to make custom tabs in storage furniture with FF, so I'm not inventing a new GSQ for that
i cant imagine it
I guess there is another sillier way actually
It's known that mmap furniture draw layers don't work with AT as in they won't change when bucket
You can set things up so that the frames are the actual furniture texture (which AT will work on) and then the spouse portrait themselves are draw layer
That's 3 mods for something u can just do in cp + gmcm tho idk if u want that
I mean you can also do fun things with FF: make a bunch of frame furniture with a slot setup so you can put portraits in them and they show up behind the frame
hmm
actually I think I've never tried to put vanilla wall mounted Furniture in a FF slot, Imma try that
lets say, i want a pic of Caroline in my home and also of Isla (from my two mods) and i want Isla to have a simple blue frame and Caroline a silver decorated one
MMAP draw laaaaayers!
and i could swap them if i wanted or change for something entirely new
MMAP or FF, huh
I used them for player-configurable frames for my animal photos!
i havent used either of these frameworks yet
aha but they always have to be the same together?
those r the cutest animal pictures eva
Oop thank you for reminding me to credit the artist Candy

Nope! Each photo has its own config if you want them different or you can choose to edit them in bulk if you don't want to have to bother to set 16 config options
mhmm okay so MMAP, right?
cool
Yup!
bgs even .. scope creep LOL
These animal sprites are Elle's Cuter Barn Animals and Elle's Cuter Coop Animals.
These animal sprites are Qute Animals
is this mod somewhere to look at the code?
Nah, not done yet. But I'll grab you the json and pop it in the validator, just a sec.
oh awesome
then it also shouldnt matter if the pictures have a different size each? As long as the size fits. e.g. 2x3 or 2x2
(but thats scope creep againnn)
You probably have to do different patches for different sizes because otherwise they will sit funny
I think this way is still config in gmcm tho (im never adding user features to mmap bye)
That's why AT was involved in my proposal
Yeah this is just GMCM
They change as soon as you hit save in GMCM so if you position yourself in the right place before opening the menu you can actually see them changing on the wall (though it's a bit dark from the menu background darkening lol)
If you want, I can translate it for FF when you're done with the art (that's one more FF mod in my dependency list)
But fudge should be able to just tweak the MMAP stuff I share to make it work the way you're suggesting chu by swapping the texture paths
Does ff let you put 2x2 things in a place item slot
yup, furniture size in slot is configurable per slot
now time for 17 cakes
dear diare
Mentioning this cus i remembered that vanilla bug, you lose all items if you put a dresser on a table
my bug keeps meolwing at me
Let me know if you need me to strip out the local token stuff so you can read it more easily: https://smapi.io/json/content-patcher/43dbcd7cd16248e1999f094e4540da28
i might just leave it cause i put barkoveride true but it still do be meowin XD
In vanilla the dresser on table problem only happens if u had a 1x1 dresser but u should probably watch out
yes please
Okay that'll take me a minute
should be fine with the custom slot logic? I'll try it out, and put a warning in the doc if I see it happen.
It happens in vanilla cus of the getone call
that works with no problem btw, I'm positively surprised
oh yes and do i need a sheet of the frames or each has to be in an individual file?
got damn it Item? item = Game1.player.ActiveItem?.getOne();, I'll add a warning in the doc.
I can't tell for sure, but that doesn't look very on grid to me
wdym? its the same size as the actual portraits, same aligning
Hi everyone! Do you know if you can access another mod's config from a content.json CP file?
Oh, I see, it's centered inside a 32x32, my bad
not without cmct (cross mod compatibility tokens)
you can call configs from other mods with that
FRAMES
The rooms broke again
this is driving me crazy 
excuse me
Im a sprite artist, i would like to make my mc or other characters touhou characters, im new
Is that possible?
i can make the art im saying
Ok thanks I'm gonna check it
Individual files because the config token is used to change which file is chosen.
https://smapi.io/json/content-patcher/87b1c424c7a0460c99f4a76935ca42e2
I hope I managed to get everything correct there. I had to pull it out of a much larger, more complex mod and then smush a bunch of bits from different files together so there's a chance I missed something.
.hello?
short answer: yes, you can make a custom npc
but what about the mc?
Minecraft?
the player character
ooo thank you, i will take a look at both
You can give them new hair, clothes, body, whatever you want
oh! you can edit the farmer character, yes
Couldn't you use Fashion Sense to make changes to the farmer?
what if i want to do a totla resprite?
okay, thank you, what would i need to do so?
just make the farmer into a tortilla? uhh, edit some tilesheets really
cani please get serious answers?
it'll be the same answer
if you want to change how the farmer looks, you need to edit the files in Characters/Farmer
okay, thank you
!unpack need to do this to have the dimesions right
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!
!software do need a program that lets u edit/make art, there are free options
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
(first link)
!CP maybe to explain how to "edit" the files
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
i use aseprite usually
that is good!
it'll be easier to explain after they make em, one step at a time sorta deal
I go in the other direction usually. If someone comes in who already can draw, better to encourage them to make placeholder art and get that working in game than have them draw all the art, try to get it in game and struggle, then give up having wasted all that time drawing art they won't use.
you get the update key from nexus right from the bar?
can confirm, also happens on custom slots...
Maybe if u make ur custom slots with global inventory
Then u can dodge the need to getone i think
Yall I'm a bit stumped. Is there a possible workaround where I can keep my mods plot but not have Morgan live with the farmer? I've been at it for like 10 days now and I don't think I can get the dual housemates mechanic to work unfortunately...
It only would help with writing larger areas of night tiles, eg windows in maps, that is if I could actually get the parent function to work, but vscode dislikes me a decent amount
I mean you can just say the farmer moves into the wizard tower
Maybe do some 600 events too so that farmer has to sleep there to trigger
Have Morgan warp into the farmhouse with a 0 schedule some days (cursed) and say they just left the house really early on the other days
A player-configurable, non-moving farmhouse schedule might not be too cursed
Give them a table and chair sprite and have them studying all day
Yeah you can have npc schedules in the farmhouse
So just make a full custom schedule to work around the farmhouse limitation?
It's cursed only with custom farmhouses
dunno what that mean, but I'll look into it if (hopefully not when) anyone complains about it.
Where you don't know map shape
Global inventory is the thing used by vanilla junimo chests
Yeah the suggestion for not moving was to avoid custom farmhouse problems
But it's also just useful for any time you want a inventory (whcih is just list of items) that isn't necessarily associated with a real chest
I actually didn't know about the NPC schedule thing
or I could just copy the inventory over when it's a StorageFurniture
That's really helpful to know they can have one in the house
You can't really have a moving NPC schedule inside the house
Not unless you want to experiment with making every schedule point player-configurable, or many, many auto-detection of different mod patches
Ah I see
There's a maid npc bella
I would personally probably play around with player-configurable schedule points if I felt a great need for them to move because I Do Not See users without FIO
She lives in the farmhouse's walls
Man if only I was actually competent at using c# 
But yeah i think it's a lot easier to just have farmer move into the tower
The map there is (mostly) fixed
I also dont mind adding whatever it is that you need to have more kids if u wanna just use a dependency 
I just want Morgan to be adoptable and live in the farmhouse and wholesome slice of life happens 
FIO?
Well the adoptable part is done pretty much
As mentioned u just need to setup the data like that jas example
Figure It Out
And fire a trigger action to get the Child version of Morgan
I think that's where I struggle. It's prolly a 100% me thing but trying to figure it out in the c# is confusing to me. But I know it's because I need to learn how to use it more but man is it difficult
Lol the bottom half of that sentence didn't show for me on mobile and it just read
"And fire a trigger action to get the Child"
what? "I do not see users without figure it out"? am I having a stroke? I can't make sense of it
Telling the C# mod to do something in certain way basically
best way to get kids
C# is a huge step from CP

