#making-mods-general
1 messages · Page 447 of 1
if that is the actual reason then it straight up will not work and likely never has worked as intended
no reason to downgrade further
(Those were never internal asset keys. Those are just regular assets loaded by Binning Skill, whose names just happen to start with Mods/drbirbdev.BinningSkill/, which has no special meaning for SMAPI.)
the context is that birbcore says that those are the targets people should use to edit them, but behind the scenes it is birbcore that is using internal asset keys
which SMAPI will block edits to
Yeah, not sure if that ever worked. (It wasn't intended if it did.)
iunno why birbcore says to edit those targets if its using the internal keys
I guess because it's trying this here
return mod.Helper.ModContent.GetType().GetMethod("Load", [typeof(string)])
?.MakeGenericMethod(fieldType)
.Invoke(mod.Helper.ModContent, [assetPath]);
No i linked the bit earlier
the asset path there is defined as the internal asset key
IAssetName assetName = mod.Helper.ModContent.GetInternalAssetName(this._path);
mod.Helper.Events.Content.AssetReady += (sender, e) =>
{
if (!e.Name.IsEquivalentTo(assetName))
{
return;
}
setter(instance, LoadValue(fieldType, this._path, mod));
};
then the load value is
private static object? LoadValue(Type fieldType, string assetPath, IMod mod)
{
return mod.Helper.ModContent.GetType().GetMethod("Load", [typeof(string)])
?.MakeGenericMethod(fieldType)
.Invoke(mod.Helper.ModContent, [assetPath]);
}
It then goes on to use this assetName in an AssetRequested handler
it takes the file path you put in the annotation and turns it into the SMAPI/UniqueID/Filepath form and uses that in the AssetRequested as chu says
AssetReady is irrelevant here
its AssetRequested that is important
any edits to it can never be applied
Slime what if u just make like
MoonShared
And put all the automagics u want in it
Birbcore is mit so this is fine to do with credit
Then ppl won't have to go download birbcore either cus this stuff is just in ur actual mod
Slime what if u just make like
MoonShared
And put all the automagics u want in it
Birbcore is mit so this is fine to do with credit
Then ppl won't have to go download birbcore either cus this stuff is just in ur actual mod
Most likely going to for 1.7 / eventually
time to start the long and slow task of converting all my assets to content patcher loaded.
Mana bar has been successfully patched with withs.
{
"LogName": "Wizardry Compat",
"Action": "EditImage",
"Target": "Mods/moonslime.ManaBarApi/textures",
"FromFile": "Assets/manabg.png"
},
i mean you can just do it in C# too
it doesnt have to be content patcher
(i dont know how big of a CP component the mod already has though tbf)
and well I'm just going to do it through content patcher since that makes it easier for other people to find the path if they want to edit stuff.
is there a way to make bee houses honey the fruit on the tree without pfm
Guess whose back, back again
I'm trying to be fancy and work with the Appearance system in the game and while I'm now getting 0 warnings or anything from the SMAPI console, I also do not get any sprites (only the missing sprite thingy, the stop sign) and can no longer interact with my NPC. I've double and triple checked my .pngs and targets but my disability is being, surprisingly, disabling so im not at my peak here lolol So a second pair of eyes from someone who understands would be appreciated.
Appearance.json file: https://smapi.io/json/none/4c811e87a9ee4da3b5cf3e86ecdd91a9
Dispos.json (since this was a little funky earlier tonight): https://smapi.io/json/none/c96a51d8a0604bf1a0ccbbd243c46c80
Content.json (where i've loaded all the needed pngs for some reason): https://smapi.io/json/none/9911a977d8714257b9b9f0a7db02294d
SMAPI log (it doesn't have any warnings or red text but i never know when its relevant so i'll yeet it in here too): https://smapi.io/log/dce266c184044a369923c6e2e40d7e3e
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 1 content packs.
You don't seem to have your character's base appearance loaded. (Portraits/Mirren and Characters/Mirren). Try doing that first.
Ah right, i did! Still no go, i forgot to put that back before i sent it but i have had it with the base stuff loaded and had the same issue
It was an attempt at seeing if it would fix or send some kind of warning but it did not
Still missing sprite thingie with them loaded? And you can't talk to him?
Did he work fine before you did the Apperance?
Still missing the sprite with the base stuff loaded, im testing in autumn so he's suppose to have his autumn sprites, but he has neither his base outfit or the seasonal outfit. And no i cannot talk to him. And yes he did work perfectly fine before the appearance addition ^^
I strongly recommend you add your mod id as a prefix to Mirren's internal name as soon as possible
i think you might need to have the key and the ID the same
"{{ModID}}_Mirren_Spring": {
"Id": "{{ModId}}_Mirren_Spring",
"Season": "spring",
"Portrait": "Portraits/Mirren_Spring",
"Sprite": "Characters/Mirren_Spring",
"Indoors": true,
"Outdoors": true,
"IsIslandAttire": false,
"Precedence": 0
},``` like this instead of periods
Oh yeah good catch Nic
You're right, i've just been putting it off 😭
my disability is being, surprisingly, disabling
story of my life LMAO
(Thought I think we should get it working first before adding yet another component to think about into the mix.)
Ah thats how it was in the tutorial so i just did the same, i'll try that! :)
Probably very much so, but thats a lot more boring lolol but I'm hearing you all and will do it as soon as i get this thing working 
So annoying when it does that 🙄 /lh
PFFT okay well lemme go see if that helps!
(It's a bit odd but it shouldn't make it not working.)
(because it doesnt matter and wont prevent a mod from working)
i was going off of other instances where ID has to match the key but i guess it's not always the case
The game would just basically conjure an ID, and then change it into another ID.
there are cases when you have to make the key match and most often those are the ones where you're trying to edit an existing thing not creating a new one
i see
since the key is how it will find it
REAL like damn why's it gotta do that 
I'm always surprised too when it does-
Assuming this is the appearance array.
What the Entries key is used for when targetting a list, is to check if this needs to be an insertion, modification or removal.
For a model array like this, it'll then check the other values in the array and see if the Id field has that value, if it does its a modification/delete, or an insertion.
What the Id field is used for, is so other patches (and the game as well in some cases) can refer to it easily.
So in normal practice for an insertion like this, you want it to be the same value.
I did the thingy but it did indeed not do anything
Can you try doing patch export Data/Characters and then upload the file it exports to smapi.io/json please?
🫡
(this is actually one of the major problems of the study of conditions, is that we mainly only measure it in terms of negative impact, and lose a lot of information and understanding as a result of that simplification)
Data/Characters patch: https://smapi.io/json/none/6a237116d7a34c28a2250dc0017165eb
That's got your appearance stuff in there correctly. Oh wait! You have misspelled Fall as Falll with three Ls in the Sprite field in your appearance patch
oh wow eagle eyes
Oooooh.
another case where patch summary would have caught it if it was actually readable
OMG YOU WONDERFUL HUMAN
as Characters/Mirren_Fall would have not been applied
Okokok its fixed, time to try this
though should have been console errors about presumably failing to load Characters/Mirren_Falll
Strangely there were not
AHAHAHA IT WORKED
Oh my god, i wouldn't have noticed if i wasnt testing in fall either- But now it's fixed!!
oh? I have a vague memory of people avoiding vortex but before this, i've been a very casual modder and i can usually sus out issues by myself. I'll move over my stuff so i play without a mod manager, espeically now when im modding ^^
nexus is flagging my mod's files all the time idk why, i checked the files and guidelines and its all right
By the way, your spouse room won't work the way you have it now. You can't put a file extension anywhere but the FromFile of a Load/EditImage/EditMap. You have to load the spouse room map to an asset in game and then use the Target from that Load patch to put into your SpouseRoom MapAsset field.
I also swear I won't come back asking for more help until i've fixed the internal name issue, especially now when i know why it was being rude before and messing up when i added the dynamic token ModID. I'm not THAT shameless as to be told a third time/lh
Oh wow youre just going and fixing all my stuff! Thank you, i'll fix that asap too before i forget!
If you want another set of eyes to check over it I'd be happy to have a look and see if I can spot anything? But totally up to you if you'd rather just wait until Nexus get back to you.
Ah interesting.
The AnimatedSprite logic does an asset exist check before attempting a load, and that prevents any errors happening and so never hits the logging code
this actually seems semi like a bug, as that "missing texture" issue would actually prevent the legacy beach logic from running as the NPC logic thinks it loaded when it didn't
like flag as in virus flag?

Something like this...?? 
You need a smidge more than that haha. "Target": "Maps/{{ModId}}_Mirren_SpouseRoom"
Ah! I see, i see, okay im starting to understad how load works now i think, thank you so much!
I thought the Target looked real empty but its like 4am over here lololol
Load works by taking the file from the FromFile and putting it directly into the game* with the asset name that you specify in the Target field. Then, when you want to use the content of that file somewhere, you call it by putting that Target into whatever field you're calling it from (like the Portrait field in Appearance, or the MapPath for the spouse room).
* the file isn't actually getting moved anywhere, but the data from the file becomes accessible to the game just like the vanilla game files are
Ahhhh!! Okokok amazing, dude you're so nice explaining this to me lolol seriously appreciated!
remind me in 24 hours to diagram invalidation
I'd rather boot myself on an unprotected windows XP install than deal with you but we can't all have what we want, can we? (#6910978) (24h | <t:1760752275>)
that was spicier than normal
remind me in 12 hours to fix my buildings
fiiiiiiiiiiiiiiiiiine (#6910980) (12h | <t:1760709111>)
Anyways, its uber late and i cant keep fighting with code all night, i at least gotta go lay in bed
Sleep is an important part of modmaking
Sadly 
Smh
Smhhhhh I'm not touching windows 11
Win11 is fine
Yeah
Yes ill send you please check

I can highly recommend their eyes, theyre very effective
Also Princess Leah if the Xavier NPC mod is yours, you can probably ignore that one user who commented on your mod page with the AVE bug if your mod is not using C#.
(seemed to be an AVE bug with Furniture Framework, but AVE bugs are pretty dang unreliable to even track, let alone reproduce, and often get solved by just restarting the game or adding/removing a mod)
did support get back to you in the end?
Hey everyone! I’m new here and super into Stardew Valley. Just wanted to say hi and maybe chat about farm tips or favorite characters later. Thanks for having me!
hey someone explained the parameters!
blueberry I believe
for which i owe them my life
hello! this is the modding channel specifically, there are others you can check out for non-modding related topics
glad to have you either way :)
What's that?
it's the harmony bug usually and it's very inconsistent
Okay, my English isn’t very good, so I couldn’t tell the channels apart
Oh yeah, not dealing with that
Yep, not worth trying to fix unless it can be reproduced reliably, which it typically can't
it's alr! no worries :) i believe there are SDV servers for other languages if you're interested
I don't think we even could, really, considering how inconsistent it's been and how little else we know about it
Thanks so much! I’m really glad to be here too 🙂
What does AVE stand for?
AccessViolationException
Usually has a bit that looks like this: Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt
Yeah, I have a bug report about this, already answered that I can't do much about it
If I want the player to get a mail 7 days after an event, what would be a good way to delay the mail sending? 
probably use the _memory_oneweek CT:
https://stardewvalleywiki.com/Modding:Dialogue#Topic_memory
Let's pray the wiki page will load
which may look like eventSeen_{{ModId}}_MyFunnyEvent_memory_oneweek
What if my event id isn't called MyFunnyEvent? /j
then i have no advice for u.
wiki is being unreliable for me rn :(
Yeah the wiki has been having 503 errors for the last couple of days for me
okay cool, so these topics are automatically generated. And they can be used in any GSQ field, not just dialogue? I'll try the one that you suggested
they're simply conversation topics, so you can use them anywhere you normally could, whether it's adding dialogue for keys with matching values, or checking for active dialogue events in conditions or preconditions
ah i see, theres a PLAYER_HAS_CONVERSATION_TOPIC GSQ
topic memory is a cool feature
also the memory_oneweek CT will be there for 4 days, so ensure any trigger action action or whatever else handles that
it should send as soon as its available
yeah it's pretty fantastic, imo it's perfect for scheduling events to happen gradually after say, first installing the mod, like a memory CT on unconditional mail flag, and then another memory for time after the first event, ..
rather than having your events and mail behind day-season-year conditions the player might already have passed
SVE had some pretty ugly hacks that could have used CT memory into a trigger action action
I was thinking the alternative would be having 7 empty trigger actions that send an invisible mail for each day you wait
Heheh/
the most annoying one was joja path where they had 7? events back to back that were null-ish events (enough that it did the fades but was otherwise a nothing event) in Town and had CP condition gated them to ensure they didn't run multiple in the same day, to time something to happen 7 days afterwards.
This also meant that because the events were all CP condition locked, it desynced in multiplayer as the final event in the cchain was a broadcast event that wont broadcast to people that dont have it in their game files
Thats beautiful
trigger actions and mutation-free GSQs are a blessing to avoid those user facing hacks
SVE could probably use a 1.6 cleanup if it doesn't mean 10,000 bug reports from users who carried their saves over from 1.4 or something
I honestly haven't checked if SVE made changes in this area or not, I just remember the pain of getting a group of people to all run the correct debug ebi commands in order to resync things
(and having to figure out said ebi command and the order myself)
that does sound awful
did someone shrimp
also 1.5 ebi did annoying things if you were in the map of the event already
1.5 🍤 ...
tbh I'm not sure whats happening with SVE development anymore, its original ambition for 2.0 was the new area and stuff which iirc flash is now going to do in a standalone mod
it's considered feature complete and any chance it receives new features or reworks mossy birch and fir trees i beg is low
Hello I'm trying to make a custom shed map. The building and front layers get tile from a same tileset but duplicated. Can I change all tiles from only 1 tileset and remove the other or should I just ignore it?
You can't have two tilesheets with the same name in your map iirc. Apparently you can fix it by exporting the tilesheet as a tsx file, then swapping both tileset image sources for the tsx file, then re-embedding the tileset.
Ok thank you very much 
I feel like I'm totally missing something about event preconditions. This event runs fine with debug ebi, but I can't get it to trigger even after receiving the correct mail https://smapi.io/json/none/dfa5682b118d42208fc178639bb49ff5
on a fresh save as well
Could try setting it to unseen just in case your save thinks you've seen it, I think the command is something like debug eventseen eventid false
Hey how does the whole non-instanced building interior thing handle warping
Like if I wanted to turn an existing location into a building interior, could I just theoretically change it to warp to the farm and then add building data? Or do I need to do some extra hocus pocus?
Are you using the deprecated aliases intentionally? I am just checking while I go to the wiki to see what n means so I can continue checking your json
They still work they're just not recommended
I want to change the events page so they're not even on the table because so many people don't see the "do not use these" instruction above it
it looks like a fun and cool tool that professional event modders use
as well as being in the vanilla data file
Yes, which is why I haven't done said edit because I can't think of how to keep them available for reference
Is 'world traveler' a config option name? I've never seen one with a space in it before
anyways I changed it to the full command and it doesnt work either. I think theres something wrong with my json parsing because the event key does not register as an entry key
but the event like still works when i do debug ebi
yes
(syntax highlighters just dont like to work with extra long keys oftentimes)
and the config option works, the event exists in the game
i was able to get a different event to trigger that only has a day of week precondition
i guess you could remove one precondition at a time to see what the issue is?
it works if i remove the localmail precondition
the issue is I dont know why that mail doesnt work
Don't know if it could be related but your trigger action id and mail id are the same, could the two be getting mixed up somewhere?
(no)
You could try switching to GameStateQuery PLAYER_HAS_MAIL Current <your gigantic mail id>
are you actually reading the mail from your mailbox to verify that you have received it?
You started with it and it worked or also failed?
I'm looking at my in-game mail collection and it doesn't show the mail that I received
There's no condition on the Include on this file btw
do you have any other mods or trigger actions that may be clearing your mail or removing it in some other way?
I don't know, but it is showing other modded mail that i got at the same time. Certainly not anything inside my own mod since I just created this mail ID today and all references to it are inside this file
I'll start another save to test other mods interfering
I can confirm that with only the following modlist, after opening and reading the letter as shown in the json link, it does not appear in my mail collection, but does appear in data/mail. https://smapi.io/log/0894c1a213a74601b8d0ce53a8bfd2f6
I can't exactly imagine what in other files in this mod might be causing mail to be erased if anything, since other modded letters were persisting (so couldnt be a global mail issue), while all references to this one letter are only in the linked json file
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 5 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
so there must be something I'm doing wrong with the mail syntax or something, but I can't see what
debugging chain is literally just new save > cjb cheats gus hearts to 2 > sleep > open mailbox
i can test by making a mod that just sends a single piece of mail, but i dont even know what i'd do if the test mod worked or failed lol
well i'm unfortunately on a bit of a time crunch so I guess my mod doesnt have events for now
until someone else has an idea lol
i unfortunately dont and the only two things left i can think of are just to hopefully aid in debugging, one of which is to change your mail id to something completely different, even just a random string of characters, and see if it sticks, and another is to add a BETAS MailRemoved Data/TriggerActions entry to try and see if the mail is actually being removed from your mailReceived (it wouldnt tell you by what, though)
Thanks! Will try
When testing this I noticed that I couldnt see other mail from this mod in my collections either, but didnt test all the mail in the mod
Thank you!!
@vernal crest helped me solve it!!
i wonder if you could try making your traction have two actions, one to addmail to tomorrow and one to addmail to received
even though reading it should receive it 🤷
changing the letter id (to asdfghjk) fixed it
does it think having an underscore means it's using the season_day etc format?
no, my letters have underscores in them
my first guess would have been matching trigger action/mail IDs but button said that's not the case so idk
I'll now try the previous ID using button's mail removed trigger
idk, might as well try anything at this point lol
however the other mail i was talking about that also didnt show up did not have matching mail and trigger ids
maybe your mailbox has bad vibes and the mail doesn't like it /j
Yup
the reason I suggested the random string of letters is because I was wondering if somewhere the game was checking for mail with NPC names in them to auto remove over night but IDK why the format you had it in would trigger it
it doesn't match a format I know about and I tried searching a bit in the code for it but it turns out there's a ton of places where the game checks for received mail
who would have thought
Could also try sending the mail via smapi command ('broadcastmail mailid' I think) and see if it shows up in your collections tab after reading it from there. That'll tell you whether it's an issue with the mail itself or how it's being sent
Did this, read the mail, same issue
mail id and trigger action id no longer match; button's "jump when mailflag is removed" does not make me jump
I was worried it was because the title was too long or something, but it did show up in collections when the mail id was gibberish
Lmfao
if the id is Cornucopia_GusEventOne instead of Cornucopia.CookingRecipes_GusEventOne it shows up in collections
So it doesn't like the period?
I'm looking at other mods (that were sending working mail while testing) and they have periods in mail ids
yeah all mod ids have periods in them so that shouldn't be an issue
what happens with a nonsense string of the same length
yeah mine is hella long with handwrittenhello.dbda even abbreviated
Cornucopiapleeblepleeblepleeble_GusEventOne shows up in collections
maybe there's an issue with Recipe being in the name?? that's the only thing i can think of
That's not a bad idea
like if there's some code that gets rid of mails that send recipes since there are so many sent
WOW
Well i havent tested it
but thats how it's set up to send mail recipes from villagers
yeah and those don't stick around do they
man i hope nobody ever names their mod with Recipe in it, all their ModId-prefixed mail would be fucked
I'll test it. But it's mentioned on the recipe data page I'm pretty sure, I just cant load the wiki rn
Cornucopia.MoreCrops_GusEventOne works
I hate my life
if i could read C# better i'd check the decompile
So it essentially means that all of the mailflags in this mod need to be tested
I mean, I'll see first if the event will trigger if I change the mail id
but if that's the issue then a lot of stuff is broken
did you ever get around to testing what happens if you send it directly to received in the traction?
I guess i can do that, but I would like the player to read it first
It's possible it's just being removed when it's actually read, so stuff direct to received isnt affected, but changing mail id is probably better
yeah i'm mostly curious at this point
Hold on
well actually vanilla recipes are sent in a RobinCooking formatted key
(wiki finally loaded)
so it's cooking, not recipe, that's the issue, maybe?
i mean i'm just guessing but
it does seem like that is the only issue
i guess you have to change your mod name to Chef Lessons lol
Hiya! I'm trying to figure out exactly what triggers the receipt of robinKitchenLetter, but my knowledge/understanding of the game code is not great. As far as I've been able to deduce, it happens when the player levels up, but at what level?
Hello all my loyal fans, cornucopia cooking recipes will be delayed for an additional 6 months because i need to change the name! See you in Q2 2026 
where is that? i can look but i can't promise i'll be helpful
LevelUpMenu.cs
Logo I've been debugging this single piece of mail for 2 hours
technically you could cjb cheats yourself up a level each day
fun, right?
ok
we;;
every mail thats currently broken is getting its id changed to Cornucopia.CorkingRecipes
this fixes it
please
gus has become a vineyard owner
tedi suggests Coooking
i wonder if that's something that can be dehardcoded in 1.7, but i'd want someone to confirm that's genuinely the issue before i request it
I'm taking submissions for the next two hours while I fix every file that has mail
yeah
wait for realsies?
submissions...
wait
that's not what I thought it was
don't mind me, la dee da
@brittle pasture here's something for you to read when you wake up; mail ids that have Cooking anywhere in the name seem to be removed from received mail when read, and we need a C# person to confirm this before it's added to the wiki
in unrelated news, all the mail in my mod has to be recoded
From Gus' Kitchen
Chef Recipes
Culinary Delights
mix and match the above as desired
You could change recipes to directions
we think it's cooking that's the issue
+ah
I'm waiting at a government office I have plenty of time to take a look at the game code
(This is funny because I can actually game the system by "typoing" the first mail in a series of identical mails, then keep the remaining identical mails as the "broken" version so that the player only has one unique letter in their collections)
i need to go to bed (after neglecting these events i was trying to work on for 2 hours) but i'm riveted to find out the answer
Lmao
You unintentionally stole one of our spinoff mod's names btw
ksjdfhskjdfh
well that just means it's a good name then
also sorry logo, i took a look and it is indeed unreadable to me 😔
I appreciate you looking, nic. Thank you!
Haha

i did see that CraftingRecipe.cs has the definition of TryParseLevelRequirement which might tell you how it checks
can confirm event works now that mail shows up
But in the end
I guess i should feel good that it wasnt a stupid mistake on my part
nobody could figure it out lol
yeah that’s one of those Classic Stardew Quirks we all know and love lol
i feel you though, i ran into an issue with one of my quests because apparently if your quest starts with h in the next quest field it removes the h because it’s looking for host
lmfaoo
my mod id is handwrittenhello.dbda and i COULD NOT figure out why it was looking for andwrittenhello etc etc
although luckily button knew that when i brought it here
did you have to do hhandwritten
no i just reversed the order so CuringNiko_{{ModId}}
foraging level 3
Thank you!
(I'm shocked I was able to understand any of it
)
I think it must be because you get the Cookout Kit at that level
I appreciate you looking!
I am, so lost in the sauce, why where what does the game not like about random mail with Cooking in the mailid why do you care game where's the code that handles this
i am half certain that every single mailflag in my mod is broken
but half begging thats not the case
ok, thankfully it only applies to real mails and not every mailflag
one of my beta testers reported some weirdness that would have been explained if their mailflag was not working
but it works on my end
AHA
GameLocation::mailbox()
if (!mailTitle.Contains("passedOut") && !mailTitle.Contains("Cooking"))
{
Game1.player.mailReceived.Add(mailTitle);
}
If the player reads a mail from the mailbox and it contains Cooking (case sensitive) in the mailTitle it will never be added to mailReceived
Hey 6480 try a lowercase Cornucopia.cookingRecipes
hmm
i already changed everything to corking
Hehe
that passedout part should also be added to the wiki
in case anyone is putting passed out in their mod if
I love me my corking recipes
I was searching for this code for like 50 minutes apparently and I'm still waiting at the gov office aren't gov office waiting times so nice (send help)
If no one else gets to it by the time I'm finished with business here I'll edit the wiki to mention those two cases
well this can't be right since LoveOfCooking mail persists... doesn't it
maybe the game is hardcoded to specifically target my mod
maybe suggest to pathos for dehardcoding/less silly hardcoding? 
man im pooped. i need this mod out
ah yes i forgot that normally i draw banner art for the cornucopia mods as well
Nahhhhhh
hahaha
so do i have to rename to Love of Corking now or
have you checked your mail yet haha
if letters you send persist in the mail collection its probably fine
LoveofCoooking
well i've had countless bug reports about the mail but never had solid answers, though the mail does seem to persist otherwise nobody would ever be able to use the menu
if you add directly to received mail it will stay there
the issue is if you only send it to the players inbox, they read it, the game will not send it to received
and i suppose the seasoning item crafting recipe mail works just fine because you'll keep the recipe even if the mail isn't added to your mailreceived list, and it's never checked again
yup
son of a 
the cooking mod economy is in fucking shambles
my mod. tossed out like junk mail
Uhhh
someone two weeks ago was in here saying they coded right-to-left text
Let me find who it was
sounds like you'd better contact them if you're interested in collaborating 
a number of people have appeared and disappeared while looking into RTL text, so if they've made a working prototype then they're your best bet
wonder what secrets the government couldnt let them release...
not at all hahah
i can't even imagine how you'd make arabic work with spritefonts either, but i think some mods can load truetype fonts instead that could sidestep the problem
assuming you're working with arabic of course
i don't know any other right-to-left written languages other than like, printed japanese and chinese
(hebrew also is)
those two options just about cover the entirety of stardew valley modding hahah
it's best you discuss with the author of the forwarded message above
Hello all. Had a question about map modding and it comes with an error (it's my mod and a modified map, all private atm). Should I post a log here or submit a thread to modded tech support?
Can a NPC set to HomeRegion: Other still participate in the Winter Star if WinterStarParticipant is set to true?
The wiki isn't clear
!log use this to share the log. Modded tech support is directed at player using mods, not mod makers
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.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 55 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
They can be, but opens a can of worms of issues that crop up
So if it can be 16x32 it's best to be
Ah, nevermind my error, seems I did a dumb on something and fixed it. Everything seems copacetic now. Fingers crossed that it stays that way! ^^
if only the problems started and ended there 
for starters: rtl languages still write arabic numerals left to right, so you have to deal with backwards numbers
(backwards compared to the direction of the language, not compared to how they look in english)
Iirc there is a framework out there that allows you to have bigger NPCs, can't remember the name tho
those solutions are great for engines that use conventional fonts that you can just load in, but since several things in stardew use sprite fonts I think an actual programming fix is necessary either way, so someone may as well do it the “proper” way instead of using text editing hacks (which are still really cool to see though, I love that people made tools for this)
sprites in detail, I think
ye
@hard fern: fix your buildings (12h ago)
I think poohcore is the one that deals with the pathing issues from larger NPCs but don't quote me on that
anyways im going to ignore uber it's like first thing in the morning
who wants to make buildings first thing in the morning
Yimbys
Hello! I've got a question regarding content patcher. How are config option changes handled? Do all patches with affected conditions load again?
yes patches reload when saving in Generic Mod Config Menu if they use a config token whose value changed
I added "in GMCM" since I don't know if that's the case when editing the config file manually which no one does anyway
if you edit the config manually 🤔 uhhh i dont think it automatically refreshes
you might have to patch reload it, or you might just have to reload the game entirely
i can test that
patch update i think would do it
Thanks for the response guys, i have one more question; i have this patch which the player can toggle on and off.
{
"Action": "Load",
"Target": "Characters/Abigail_Winter_Outdoor",
"FromFile": "assets/{{TargetPathOnly}}/Abigail/{{TargetWithoutPath}}.png",
"When": {
"Season": "Winter",
"OutdoorsWinterOutfitEnabled": true
}
}
But I see this implementation causes the warning when i toggle it off:
Skipped reload for 'Characters/Abigail_Winter_Outdoor' because the underlying asset no longer exists.
Is this how its supposed to work or I should be doing this some other way?
do you also have a patch that loads it when the config's off
I thought about always loading Characters/Abigail_Winter_Outdoor with some default value like:
"FromFile": "assets/{{TargetPathOnly}}/Abigail/Abigail_Winter.png",
and use an EditImage patch based on OutdoorsWinterOutfitEnabled but it seems wasteful?
that's also an option, or you can add another load block for config off
or you can use appearances and do away with When blocks entirely and avoid reloading
i'm guessing that each method has its pros and cons and it depends on the application?
clarification: avoid conditionally loading a texture
(sorry if someone else replied & I missed it)
Yes, WinterStarParticipant can allow NPCs from any region to participate. If the setting is true or false, it doesn't matter where they're from.
HomeRegion only affects that if the participant setting is null, or if a custom NPC doesn't have the setting at all.
usually reloading/editing images is expensive (which I guess doesn't matter as much for changes that only happen on config), while Appearances with config is much faster (at the cost of maaaybe keeping more textures loaded in memory)
I suppose Appearances also don't reload until an NPC changes location but tbh that's a small issue
Hi I might have a dumb question but i know nothing about making mods for SDV there is a warp treehouse system on the Legacy Farm map. i was wondering if it could be possible to make it a purchasable building from Robin. I love the concept of it a lot but also want to use different maps
so... for one you'll need to know how to make a custom building. it would be possible, that im pretty sure aboout
I think that config tokens used inside Appearance entries also don't update until the next day
[[Modding:Buildings]]
they very much do, like in any place config tokens are used as mentioned
it's just that if those tokens don't control what png is loaded into a Texture target (just what Texture is used) then the NPC only updates appearances when they change locations
really? then i must have something off in my code
see my explanation above, it may be working as intended
hellooo does question null still work with only one option?
EDIT: just looked at other events, i was doing it wrong lol
sorry if i'm a bit dense, but to see if i understood correctly given this appearance entry in an EditData patch:
"Entries": {
"{{ModId}}.AbigailWinterOutdoors": {
"Sprite": "Characters/Abigail_Winter_Outdoor",
"Season": "winter",
"Indoors": "{{WinterClothing |contains=OutdoorOnly}}", // false if WinterClothing=IndoorsAndOutdoors
"Outdoors": true,
}
},
the appearance won't change until the npc moves locations because the config token doesn't affect the sprite loaded?
If the token controlled the asset loaded in Characters/Abigail_Winter_Outdoor then it would update after changing the config option?
you got it
ooh alright
hey! anyone know what the frame for the farmer hugging is? can't find the spritesheet for some reason idk
it's prob not cursors for once-
ty!
I published my first mod
https://www.nexusmods.com/stardewvalley/mods/38667
aaa that's awesome!!! congrats!
TS PEAK
very small but still an accomplishment
def downloading this i always misclick-
I actually thought about this like why wouldn't the dev make that
and u made it
I'm downloading ts
ur the best
one question, I added the repo to Github but I am not sure how to link it back to nexus
you can just put a hyperlink to the repo in your mod description
i usually put mine under Mirrors as well but that's not necessary
hey! how can I stop showFrame?
Try using stopAnimation.
I did, sadly did not work 
Did you use it on farmer or NPC?
Can you use showframe again to change it?
hmmm lemme see
As in, change it to the next sprite you want it to be
Then you probably need an endframe argument.
does anyone know a quick way to convert this to CP? https://www.postype.com/@kayainsdv/post/10331164
oh? ill try that in a sec
looks like endframe isn't on the wiki?
Or the web version: https://lybell-art.github.io/xnb-js
A web application that allows you to unpack or pack xnb files.
it is not xnb it is json assets
ok gonna try this one
Oooooh this looks super handy!
i’d suggest showing this off at #modded-stardew and have it showcased (i can do it for you if you want)
and i am so confused
what do i download in this
doesnt this one have a web version or smt?
I will do that and it would be pretty cool if you showcased it! I am pretty new to the community so I am not quite sure how things go around here lol
okayy for some reason this is making krobus run off-screen?
/playSound dwop
/jump Krobus 3
/speed Krobus 10/move Krobus 0 -1 0
/speed Krobus 15/move Krobus -1 0 0
/speed Krobus 15/move Krobus 0 -1 0/showFrame Krobus 16/positionOffset Krobus 16 0/showFrame farmer 101 false
uhhhh any ideas? i'm genuinely not sure why?
Check #mod-showcase 
thank you!
(it’s where we show case newly published mods made by modders of the community)
seems to be python, so i doubt it. i've never used it, i just pulled the link from our bot command that lists all the known converters
I thought that converter was broken, did it get fixed?
does it have to do with the jump so near to the running?
lemme see
anddd they ran off-screen again okay
In my experience the speed command makes the move command really janky sometimes. I also had it move the NPC way further than I set. I couldn't find a fix for it unfortunately
gotcha
i just wanted light speed kroby 
shadow speed ig-
YALL i did the wrong frames so now I have this-
dammit-
uhhh what should I do?
OH it was a FS glitch okay
hm, what should I do? is it an event thing or just the other mods?
oh maybe I could warp them to their positions and then see? or just do the directions thing
it worked!
how did extra museum space make new "vanilla" museum spots possible? I looked into the tbin map via tiled and also checked their content.json and couldnt find any clue how?
I couldnt find anything about this on the wiki either
any tile that uses the same tile index as the regular pedestals will also be museum pedestals automatically
so if you just use the same tiles from the tilesheet as the vanilla museum does it'll work
ohh thank you!
great!
because I would love a bit more space but not that much more (I see the purpose and intention behind it though) as the extra museum space one adds
oh nice to see you back again
@verbal narwhal
Thought I disabled copilot but I guess not? Now its trying to run powershell commands on its own without any directions... How do I turn this slop off properly?
Someone tell Elon to get grok to keep its nasty little hands off my code 
ugh elon....
wrong person but I appreciate the enthusiasm
@next plaza would you accept a PR that makes JA objects use the object type system more fully? Right now this is the code that sets the Type for objects in JA:
Type = Category == ObjectCategory.Artifact ? "Arch" : (Category == ObjectCategory.Ring ? "Ring" : "Basic")
However, the types Cooking, Crafting, Fish, Mineral, and Seeds can never be set, which probably results in issues with the Cooking and Crafting items being required for shipping (not sure, haven't tested), and definitely results in the Fish items being required for fishing and shipping, and I'm fairly confident messes with the mineral collection page if someone makes minerals.
My plan to fix would be to make a function that returns the Type from the Category if possible (all of the above are also categories) and otherwise assigns Basic, since this seems too complicated to inline.
today for the first time i found out that windows + c opens up a whole copilot application!! jumpscared me when i just wanted to ctrl c something
oh shit it does?
dont know if this was the case in win10 (I miss it already)
i'm on mac so I'm prob lucky lol
long live windows 10 🫡
i never even used it I'm just pissed they discontinued perfectly good software and devices-
i dont know if I would call win10 perfect but it feels like a downgrade to me :(
(the explorer was really bad in win10 in my humble opinion)
it has been ages though since i have used a max (rip my mom's handed down old airbook that died in 2017)
does it feel like your pc can do all the things you want it to be able to do?
omg i remember using my dad's really old plastic macbook-
eh
yeah, it runs pretty good, just sadly a lot applications are windows-exclusive
THIS
it was a crusty discolored yellow and I miss it dearly 
..anyways
Yeah sounds fine. (Postponing merging PRs and a release benefits me again! 😛 )
If you wanted you could use the newer C# match expression stuff instead of a new function. (Though I'm not picky either way, especially for JA.)
Like, the code snippet you posted would be equivalent to
Type = Category switch
{
ObjectCategory.Artifact => "Arch",
ObjectCategory.Ring => "Ring",
_ => "Basic",
};
Hello! Does anyone knows if there is a mod that makes it so mushroom trees stay looking the same during winter as in the rest of the seasons instead of a half tree?
wait i think it was older?
lemme see! that sounds fairly simple
ah sorry, mine had the same "thick" bottom part but was like steely?
you'll wanna ask in #modded-stardew
Oh, sorry. I'll ask there.
cannot find one? it's weird lol, it seems pretty simple.
oh yeah! I've seen those! and it's alr lol, I think it might still be able to turn on? idk it's been sitting in a random drawer of old devices my dad hoards bc I did not spontaneously mutate my autism from nowhere-
Neat, I’ll try that!
it seems fairly simple, if you can't find any others I might be able to make one? it seems simple enough.. famous last words lmao
I've got a question about artifact spots...how can I set my artifacts so they do NOT appear in any other map besides the one I list via CP? i thought it'd be enough to just have the locations listed in the object but I got told they can be found in other locations...is there some sorta default where i can set the chance to 0 or something
I would be very grateful if you could! I've been looking around and just found a mod called Tree Overhaul, so I'll try it first. Hope it works because I play on Android. 🥲
aw crap I've got no clue how to make android mods 
if its solely a content patcher mod, it probably works on Android just fine
no different from making a PC mod
and it looks like Tree Overhaul is pretty outdated?
OOH okay
(i dont know what Tree Overhaul is though, so i dont know if its all CP)
...screw it I'm making it
(and if it doesn't it's out of your ability to fix)
are they Arch type items?
Someone just recommended me No stump tree! 😄 Though I'll have to wait at least two week or so of playtime to see if it works since it says that it won't change if I'm in the middle of Winter, but that it'll change from the next winter after the mod is installed. 🥲
yes
then i dont think you can do that
is there a reason they need to be set to Arch specifically?
damnit
alr, lmk :)
idk I thought I needed that so it properly counts as an artifact
Oh, it gave me error when I installed it?
you can put whatever you want in artifact spots if thats all you needed their artifactyness for
hmm, i think there's a mod tech support channel?
🥲🥲🥲
but the "Default" location which the game uses for... well, default stuff, can choose any random item that is type Arch for its artifact spot list
they're story-wise artifacts. I dont really need them to be donatable tho since I gonna have them be donated via a quest box anyway
then they probably dont need to be Arch types
hm, i guess you're right
@zenith venture Update: it is, unfortunately, not fairly simple 
can't help out, sorry :(
hmm
i don't believe my arch type items appears in artifact spots i didn't decide they would go
without using a mod that makes extra generic artifact spot stuff (like arch skill)
O:
it should use :
"ArtifactSpotChances": {
"Lumisteria.MtVapius_ForestTrailSinuous": 0.02,
"Lumisteria.MtVapius_ForestTrailLong": 0.02,
"Lumisteria.MtVapius_ForestCrystalLake": 0.02,
}```
For locations it accepts
it adds the Default list of artifactspot data to the location data as well
isn't it as simple as changing the mushroom tree's IsStumpDuringWinter field to false
which has an entry with RANDOM_ARTIFACT_FOR_DIG_SPOT
Tree Overhaul is a large code mod that does a bunch of stuff on top, but just the mushroom tree during winter part is simple
i had no clue that was a thing lol, just planned on changing the texture
actually looking at the code again, those chances will actually override it, as long as you provide at least one
changing the texture isn't necessary (nor does anything), the mushroom tree doesn't actually change texture during winter, but gets turned into stump form (which that field controls)
ah, so it's added by default to artifact list UNLESS you specify a chance?
i thought that was the ArtifactSpots list when i first read it (as in the location data) my bad
i did have it set too tho but they still appear in other locations
if you have ArtifactSpotChances on your Arch item then it will only be used in the places you specify a chance for, if your item is type Arch but has no chances at all then i think it just wont appear
(in artifact spots)
((when using RANDOM_ARTIFACT_FOR_DIG_SPOT))
are you testing on a limited mod list then, spooky?
"{{ModId}}_LostIsland_EnchantedForest": 0.01,
},```
for example
because it may well be a mod affecting that if you do not
oh its not me, its someone else that told me they got a bunch
ok then i would ask them for a log
yeah i probs gonna do that, i do know she got a lot of mods lol(tho im not aware of a mod that even does that kinda stuff but who knows)
for what i remember i never got an out of place VMV artifact before installing archeaoeoaoeoeoaaology skill
(there is an extra letter in the english version compared to french and i don't remember which one so you have a lot of bonus letters instead)
Archaeology skill adds every single item with type Arch, regardless of anything else in its data, to an artifact loot table which can appear as extra loot when digging up an artifact spot anywhere
i don't remember the behaviour of your book, button, i think it just increases "normal" chances?
ill do you one better, i dont even remember my book
after a quick self reminder, im pretty sure i just add more entries to the Default ArtifactSpots list with nice items in em
It's okay! I'm grateful for you trying. 🥰❤️❤️❤️
(and of course a mod can decide to add a custom object query like "item with type arch", if they wanted)
which is pretty much what the Archaeology mod is doing
yeah i assumed it was C# but it's doable with CP
it should probably just reuse the same RANDOM_ARTIFACT_FOR_DIG_SPOT query instead
hmm
i think it would be great for respecting whatever the mod author had in mind yeah
just more chance of what can already be here
ok turns out it was indeed archaeology skill 
glad it's figured out at least 🙂
Where are enemy sprites in the unpack?
Characters/Monsters
Thanks, somehow missed it
Having trouble targeting the seeds in this mod, tried both of these target strings:
"Target": "shekurika.MagicalCrops.CP/Objects",
"Target": "Mods\\shekurika.MagicalCrops.CP\\Objects",
Okay this is really weird, this is the string that works now...
"Target": "Mods/shekurika.MagicalCrops.CP/Objects/Objects",
because it is the string the mod uses? have you opened its files?
if it loads a texture into some asset name, use that name exactly as it's written
there's no standard
While true, none of the 27 mods I have supported except for this one use the Objects string twice
Its confusing if nothing else
there's literally nothing that says they even have to include the word objects at all
It does feel weird because of the redundancy, but not because "not standard" per the above mentioned reason
If theres no standard why is everyone using the name Objects for their seed sprites lol
Its not enforced, but there is definitely a standard
Im sure there's an ur example mod that did it
you've checked every single crop mod on Nexus?
Its copying vanilla
The ahem, standard
that's not even how vanilla does it
Vanilla is Maps/springobjects so I'm not sure what u mean
Personally i just load to <modid>/whatever_word for any kind of texture
If u need to find out about how another mod loaded stuff quick, patch summary <their mod id> is your friend 
It's past midnight, you know what that means; I'm having more issues and I don't know whats happening.
SO i got the appearances to work, great. Since then I've also actually gotten around to making sure the {{ModId}} is implemented as well. Issue is, since i implemented appearances, i have been unable to interact with Mirren, my NPC, at all. He follows his schedule, his outfits work and im, as usual, getting 0 warnings or red text in my smapi console.
Content.json: https://smapi.io/json/none/3afbb65057814fb5b746078569293f70
Appearance.json: https://smapi.io/json/none/2360d83dfc0f45a5b994f3cb6bb44bc1
Dispos.json (this was one that fought me before when i couldnt interact with my NPC so im throwing it in as well): https://smapi.io/json/none/a27f4561d8ba4918960c697243d61c80
Smapi console log: https://smapi.io/log/8ce559c1c87a4d0fbc73c7f513d95916
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 1 content packs.
it doesn't really matter; the correct target for when you're patching another mod is not what you logically think it should be, it's what that mod uses
to save time and avoid questions it's always a good idea to peek at its content.json before writing your code
im on mobile so can't debug or help out too much right now, but are the gift tastes actually filled out? with the newly added mod id?
It is, i also checked that one a couple times but it's all with the new ModId 
Otherwise it's a good catch, but it was giving me issues when i was first starting to make the mod so i remembered to check it this time lolol
I'll throw it in there incase im just stupid and missed something lolol
can't help out much with debugging but mandatory 'make sure to sleep irl' comment lol
r u d e/j But i will sleep, i get up in the afternoon so i haven't actually been awake a crazy amount of hours or anything ^^ I was just hoping to get this working so i can put it in a google drive and share it with friends so they can do some quality assurance testing while i work on some more difficult parts!
Nearly done the first table, now I need to start thinking about themes for four more
don't mind the debugging lines
The Zuzu City Express - The Pinball Game
Wumbus is gonna be a good table. I can just see it now
Prairie King the Pinball
so you can't give him gifts, either?
and I'm probably just missing something obvious, but I can't find where you add his dialogue?
Apparently, if you want your character to have dialogue, you need to remeber to include his dialogue.json
haha thought as much 
i was being silly, apparently i had somewhere accidentally deleted his dialogue including thingy while re-organising LMAO
dw, these things happen (especially when you insist on modding after midnight) 
lolol true true, i can't deny that. I am the fool with pie on his face after all
Look, I get my best stuff done after midnight, it's in the name
I write code almost exclusively around 3am tbf
I think an underwater one would be cool!
Now imma just double check another thing and i can generally make it available for some friends to check out so they can help me spot spelling mistakes, too long sentances and other generally small fixes :)
i also mess up more after then, it's a double edged sword
Ice and snow are classics, you could do a ginger island/volcano one! or deep forest/fern?
You keep thinking of all the things you could do, no longer asking if you should
the commas get less visible after midnight, I swear
Hm, I.. I dont think thats allowed Mirren
He's going to work, supposedly
I think something is funky with the wrap out for him.. Maybe??
He just walked off , pls come back Mirren we have things TO DOOO 
Genuinely the funniest thing I've seen is a NPC in alpha going "There's too many people around here for me" and then walking offscreen into the void and never returning
big mood
He's just introverted
Smh dude, and like ive double checked and its very much corrently layered and the farmer cant walk through, he seems to be walking in the "right" direction but he's not wanting to leave the map before going
ok yeah ive had the issue of my npc just fucking...??? walking through the wall, into the void, and coming back to where she was last standing
in a square
and it's so weird and idk why she's doing it 😭
You dont know how to solve it either is what im hearing 
this was very fun! thanks for the new format trick. It automatically got added to the other PR by Github. I had someone test and it definitely fixed the "all fish are required to be shipped" thing.
I mean, i get it, i would also walk into the void if i had a normal 9-5 i think but like... cmon buddy, we've worked so hard to get here
i feel personally attacked
Normal 9 to 5.....
(A normal 9 to 5 is about twenty fewer hours in a week than I actually work.)
@elfin kindle did you patch reload? NPCs void walk when you patch reload in the middle of their schedule
Im gonna sleep once more and see if it helps, but i only patch reloaded once and then slept and it was still an issue
does your NPC spawn on a buildings tile and/or do you path them to a buildings tile?
Neither, theyre never on a buildings tile inbetween going out of bed, moving like 7 tiles to the left and then they just decide theyre done and walk into the void
did you already send your schedule in here?
I think you may need to try the irl version since you said it was midnight an hour ago 
Dont think so, lemme get it and the map patch just to cover the bases ^^
runs away from Elizabeth
ah i was gonna reply to you, sorry lolol but no i havent
and baby it's the weekenddddd
Right okay so whenever he has to leave the map, he just goes to the right and keeps going.... lemme get the schedule and map now
probably an issue with the map patch/warp then but yeah please send
quickest way to get anywhere is to start walking east until you get there clearly
stardew valley proving the earth isn't flat
and you're testing on spring 2?
Ive been trying to change and fix and test the warping cus yeah it very much seems like the issue
Looks to me like a warp issue
I just started a new farm to make sure the house overlay didnt have stuff growing on it so yeah. I've been reloading the game, forgetting that sleep might reset the schedule and just kept going ^^"
How do you warp out of that map
"Action": "EditMap",
"Target": "Maps/{{ModId}}_MirrenHouse",
"AddWarps": [
"9 23 Forest 58 27"
]
},``` i would check these coordinates just in case
very true
I have both one added in the Tiled .tmx file but also added through coding, i have tried to have just one of the other and it still doesnt work. I've changed the coordinates as well, up and down
did you put the warp property on the tile data? if so, is the tile data on the back layer?
or did you go to map properties in tiled and add the warp property there?
however the CP patch looks correct so idk why that wouldn't work
I have it on the map properties but then he just froze and couldnt get out i think, so i put back my tile data warp but i havent checked if its on the back
The tile data is on the building layer so lemme see if that does something
yeah if you're wanting a touch action warp then it needs to be on the back layer
yush, lets see if this does it 🙏
action warp on buildings is for clicking doors and stuff
here's the info for touch action warp
(note that it's player-only)
I had honestly just copied it from another cus i had deleted the original one, since i was adding one through coding anyways lol so i grabbed a random interaction one without thinking
it's an easy mistake to make
i feel like buildings-level tile data should throw an error if the buildings level doesn't have a tile there
can i see what you have now please
if theres no tile, the game literally does not load the tiledata in the first place
there would be no tiledata to error
i see i see
could a schedule being too long make my npc parade into the void? Im wonder if i put too many points on it
if they don't have enough time, then maybe yeah
Gimme a minute to gather some screenshots from Tiled and i'll get back to you!
Yes
like if your NPC spawns in the railroad and then you tell them to arrive at 610 on the beach
or if you tell them leave for the beach at 610 and then head to seed shop at 630
AH I FIXED IT?
The tile for some reason didnt save the tile custom properties so thats why it was funky?? I dont know, im not gonna complain
But moving it to the back mustve been what fixed it in general, so thank you!
the NPC successfully uses it now?
yup!
nice
hm. all im making my npc do is move from point a in a house to point b in a house. which is literally right behind her
and apparently she decides to spin in a square through walls
before deciding to just leave
and you've checked for buildings tiles etc?
i'll try fixing her schedule though
I now have 3 different commands that warp it all but im lowkey scared to remove any of them....
yeah im able to run around the map just fine
debugging is so much fun
yeah... fun...
if you're concerned it's too long i'd try removing everything but the first schedule point and then slowly adding them back in
exactly
a little extra time taken will prevent possible bugs from randomly appearing in the future lol
Will this actually add the mail to the mail tab or just set a mailflag? RemoveMail <player> <mail ID> [type] Received In the player's list of received mail (bypassing the mailbox).
mailflag iirc
Cool. It exists as an actual mail, but I'm setting it to fire for a spouse and it makes no sense for a spouse to send you mail
assuming you meant AddMail, that will add it to the Collections page mail tab
if it exists as actual mail
lol yeah I meant AddMail. Drat. Maybe I'll connect it to the dialogue instead.
I forgot the $-thing I need to use
$1
right, I'm feeling a bit anxious cos I've really no idea how to test if this works, so I guess I just hope for the best.
@lucid mulch: diagram invalidation (24h ago)
Hello I want to try making a mod but I need some help if anyone would like to help. Basically I am just trying to build the all seeds all seasons mod from nexus but where it also works with modded crops too
is there a program that helps make content patcher cutscenes? similar to the character creator?
You can look for all info pertaining to crop data here: https://stardewvalleywiki.com/Modding:Crop_data
I don't think there's any that's working well. I did see somebody making something like that in this channel some time ago.
Yeah a couple of people have made event makers but I think they disappeared before releasing anything
which was sad because at least one of them looked really cool
Is there a way to call for your spouse's name in a message string? I know you can use %spouse for dialogue.
crops anytime anywhere works for modded crops
wait thats a different thing
i think the CP token {{Spouse}} works
but if you mean a map tile message then you have to use something like StringsFromMaps
That would give you a full-blown Internal ID for custom characters, I thought.
oh hmm perhaps, i should check the docs
You can't just copy what all seeds all seasons is doing, if you make a Content Patcher mod you will need to manually edit it for every mod you want to support. The only way to have full mod support is to do it in C# so that it automatically iterates through all shop entries. Or just spawn pierre's missing stocklist with CJB item spawner
honestly events aren't that bad now that SDV/CP supports newlines in event strings and comment commands, things are much more readable and maintainable
you'll be doing a lot of patch reload and debug ebi, but that's just how it goes
In addition to this you can't guarantee that every mod is adding their seeds to shops the "correct" way, they may do some weird stuff to add shop entries if the mod author isnt so familiar with shop data editing
so even a C# mod may not work completely
It may be possible that pierre's missing stocklist is a flag in farmer data that can be triggered in a CP mod
idk
(but would only work for pierre anyway)
if message strings are tokenizable, you could use [CharacterName <internal name>], but i don't know that they are

Hello, how do you load multiple changes in a content.json file? I tried the following and it didn't work, and a json valadator dosn't like what i attempted either so i think i did it very wrong....
{ "Format": "2.8.0", "Changes": [ { "Action": "EditImage", "Target": "Characters/Monsters/Iridium Crab.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Lava Crab.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Lava Crab_dangerous.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Rock Crab.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Rock Crab_dangerous.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Truffle Crab.png", "FromFile": "crab/crabcover.png" } ] }
...i think i did the code tag wrong as well? that dosn't look right... (on discord)
you're using the same file 6 times. if there are 6 crabs in one image, then define the textures from the same target and different pixel coordinates
also, your target shouldn't have a file extension in it (.png)
Target defines a game asset, which cannot use a file extension
You need a comma after each patch's closing curly bracket. For the discord formatting, you did one backtick and for a block you want three.
If you want to replace every crab with the same image, just put all of their Targets in together like this: "Target": "Characters/Monsters/Truffle Crab, Characters/Monsters/Rock Crab", etc.
Whoops, copy paste fail there
oh, i just used the file extension that was shown by the content upacker, so ill remove the extensions.
and the all in one line thing will be fantastic! Thank you everyone!
Ok I fixed it
The reason you saw file extensions when you unpacked but shouldn't use them in the Target is because you're not replacing the actual file that is in the game content folder, you're just redirecting the name "Characters/Monsters/Rock Crab" to your file instead of the vanilla one.
This works, thank you!
ah, well, its working, but i did assume the default patch mode was overlay, so i think i just need to add that then its good! Thanks again everyone
okay that actually wasn't that bad. Ported the wizard event to content patcher. Now just need to figure out how to (ether though CP or code) to do the +1 wizardry level and other stuff.
what if u add a trigger action action 
I don't know what that is, I dont content patcher that whell T_T
it's not a content patcher thing
its not really a cp thing, just a content thing.
u know stuff like AddMail right
u can make one of these via TriggerActionManager.RegisterAction($"{ModEntry.ModId}_AdoptPet", DoAdoptPet);
and private static bool DoAdoptPet(string[] args, TriggerActionContext context, out string error)
after that when ppl put me.mod_AdoptPet the game calls DoAdoptPet
for events specifically theres event command /action <traction>
"MarkActionApplied": true for triggeractions I am guessing is for making it only trigger once?
okay I found it in documentation
no ur not adding a Data/TriggerAction entry
u r add an action that can be used in places such as Data/TriggerAction
at risk of confusing you further have you implemented custom game state queries?
I thought needed both? make a custom action and then have the trigger action?
it's like that
nay
fak
not really
I know OF custom game state queries. I have not touched them
its fine to make a custom trigger action action without ever using it yourself
thats an entire framework mod 
now in ur case, you will likely want to use it in your cp component such as the event
which was why i brought up /action
the thing that goes in there is simply the action itself, no dependency on Data/TriggerAction
going to look some framework mods to see examples @_@
I basically truncated this bit in me mod for you earlier
Livestock bazaar is not a content mod so it never uses this but another mod used it to make pet adoption happen in event
https://www.nexusmods.com/stardewvalley/mods/35306 this toothless mod iirc
But yeah ultimately the concept is like
You can register a delegate by a string name
And in various context game will call it for u
For testing u can do debug action <youractionhere>
okay this helps a lot @_@ ty
and so does the livestone barzaar
Hello everyone!!! I'm creating a city mod for Stardew Valley, bigger than Zuzu. Please note that the mod is in very early stages of development and I'm doing it alone. Greetings from Argentina. Anyone who wants to participate, whether programmer or artist, is welcome.
Gracias por la atención y disculpen las molestias 😊
do you have...more?
i mean if you're here to recruit people, probably should show what you've been able to do already, or why people should join
yeah, your idea is intriguing, but more details of what you already have (either of that mod via screenshots, etc. or just your own work in general) is what people expect
There are numbers of unfinished expansions...
last question: Triggered_actions are per player right?
if you're talking about Data/TriggerAction entries, yeah (there's an option to make an entry only run for the host)
AddMail (and a bunch of others) accepts a "Player" argument, on whether to act for the current player only, for the host, or for everyone, but other triggers just act for the current player
just looking over vanilla trigger actions, I see alot of like "friendship with X" stuff, so I was assuming per player but wanted to make sure
yay everything works~
second weird content patcher question
{
"LogName": "Actual Patch",
"Action": "EditMap",
"Target": "Maps/SeedShop",
"FromFile": "Assets/altar.tmx",
"ToArea": {
"X": 36,
"Y": 15,
"Width": 3,
"Height": 3
},
"When": {
"HasMod |contains=sb.AltarYoba": false,
"HasSeenEvent |contains=90001": true
}
},
I have an map edit like this, with "HasSeenEvent |contains=90001": true.
So will that change if only the player who has seen the event or all players if a single one seen it?
I hope it is only for the players who have seen the event
only the players who saw it yes, which (don't quote me on this) may lead to weird results in MP
The problem with Pierre’s stock list is that the seeds that I want are not sold at Pierre’s to begin with in the mod there sold at the traveling cart occasionally so the stock list doesn’t fix the problem
you can use an input argument to specify "any player"
I am okay with that for this specific instance. since it keeps the object the same, just makes it glow and allows the magic menu trigger
yeah I think that's fine
Well if you dont care about seeds showing up multiple times in Pierre's, you can just make a shop entry that returns an item query that sells literally every single seed in the game
shop entry has a AvoidRepeat field which I think solves that
yeah you can do that
the original question made it sound like you only wanted pierre's seeds
!cp
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.
start here and then you'll need to edit shop data https://stardewvalleywiki.com/Modding:Shops
thank you
is it possible to do a game state quary for content patcher's when thing?
there's EMP "GSQ in token" thing, but it's recommended you register your own token since you're already in C# land
yes, content patcher tokens can be used as single tokens that resolve to yes or no
Which way is this quesiton being asked
(I think they want the other way around?)
I see
So like machines and trigger actions can have triggers such as
"Condition": "PLAYER_HAS_SEEN_EVENT Current 90001",
or
"Condition": "PLAYER_FARMING_LEVEL 10",
Was wondering if there was a thing like
"When": {
"GameStateQuary |contains=PLAYER_FARMING_LEVEL 10": true,
}
yes I know content patcher can check for skill level already, but it can't check for custom skill level. spacecore has a game state quary that does tho.
No
If you still want to use a cp token, you can set a trigger action to add a mail flag when a gsq condition is met and then base things off that mail flag


tyvm for the creative workaround. that worked x3
before i get deep into the weeds, is it possible to place decor on the bed in the farmhouse?
just to avoid issues in future, it's GameStateQuery, not quary
Why does it display the wrong icon? Did i do something wrong?
Did i type something wrong?
Your yield (the food that the recipe creates) is a fried egg, 194. https://stardewvalleywiki.com/Modding:Recipe_data
Move the number a little any you can make 194 eggs
What ingredients would make the most sense for dog biscuits in Stardew? I'm thinking flour and corn maybe
Bug meat /hj
anyone know what this buff icon is?
imma yoink it for my spacecore stamina/health regen buffs
Wiki says max energy buff
Obtained from some foods and green tea
seems similar enough to repurpose then
I must have blinked when i was looking at the wiki page haha
Anyone know why this part of the bridge is using the vanilla texture?
Seems like that part of the bridge is an overlay, but I'm not sure what texture it would be calling if not the bridge that I found in
Assets/Maps/winter_outdoorsTileSheet.png
Nevermind I found it 😅
What is this map tile called?
I thought it would be Forest, but that doesnt seem to have the fences/farm plot
Hello everyone!
I am working on my custom NPC mod. How do you make the sleep animation continue during the morning?
When i try to add it at 6.10 the NPC keeps sleeping all day, but if I remove it - the NPC lays awake in bed in the morning.
Any ideas? 🙂 ❤️
Example day:
//Leave bed for kitchen at 7.30, and then to her shop at 8.30. Works until 17.00 and then goes to beach and hangs with Haley until 22.00 --> leaves for bed.
"
730 bloomingvalley.BloomandBrew_BloomAndBrew 11 15 0/
830 bloomingvalley.BloomandBrew_BloomAndBrew 11 28 2/
1700 Beach 41 19 3/
2200 bloomingvalley.BloomandBrew_BloomAndBrew 22 5 2 Hazel_sleep/
",
If I want to edit another modder's farmhouse for personal use, is it "only" editing the map in Tiled that is necessary? (I know that's not trivial, I have used Tiled before).
You have to add another sleep animation that doesn't have the word "sleep" in it for one that won't make them sleepwalk. I don't think you can get the "zz" thing with it but you could add schedule dialogue of it.
Depending on what you want to do, usually the answer is yes.
That's SVE's forest edits
Nothing with warps or weird things, etc.
Thank you!! 🙂 will try it
Thanks
I thought something like that might be going on. How hard would it be to change which texture is used by the tiles there? Can I just overwrite the SVE changes if SVE is present?
You could figure out which tilesheet it's using and use EditImage to change that, or you can do a map patch over the area to make it use a different tilesheet. EditImage is more straightforward but runs the risk of unintentionally changing the tiles if they're also used in other places.
That's actually whats happening here
My pack changes the mountains to be the same ground color as the rest of the valley
And the unintended result was that some tiles that previously used that texture are now incorrect. This is the only one I've come across so far, just need to change like 40~ ish tiles to use the correct texture.
You could restrict your edit so it only applies when the current player is on the mountain map
Isn't that forest but sve
Yep
Unfortunately the changes to the tilset are more than just the mountains
Splitting it up to be able to toggle it like that would be a total headache
Are the other tiles that are darker on the same tilesheet as the lighter ones?
You could do a CP MapTiles change just to change which tile they use
You can check in game using Lookup Anything
This would be ideal..
Tiled is not liking me today
Checking now
Bless
That is normal behaviour when opening SVE maps because they use a combination of vanilla and custom tilesheets, none of which are in the same folder as the maps (correctly)
I use irocendar's plugin to add the tilesheets when I need to look at SVE maps because it's safer and faster than moving tilesheets or maps around
Also a thing you can do in game with LA
Important to note: you have to use the tileset name, not the tilesheet name
Hmm, I think im getting closer 😅
"Action": "EditMap",
"Target": "Mods/Stardew Valley Expanded/Maps/Forest",
"MapTiles": [
{
"Position": { "X": 53, "Y": 22 },
"Layer": "Back",
"SetIndex": "556"
}
]
}```
Anything you see wrong with this off the bat?
Oh, yes
That target
What is it?
How did you get it?
You can see from your LA screenshots that your Target should actually be Maps/Forest
AHA
I tried that initially but it didnt work so I thought I should try to edit the SVE one
Then I just reverted, but chnaged the layer to Back9
That worked
:D
How did you get Mods/Stardew Valley Expanded/Maps/Forest?
Uhh was just a hopeful guess xD
I see
That's always going to have extremely slim chances of working. Targets are very specific things and they have to be exactly correct
You always need to get the target from somewhere. Sometimes it'll be from looking at the game files, sometimes from a mod's files - depends on what you want to edit.
I wonder why they even have that Back9 layer
But good call in switching to that one, because Back9 draws on top of Back so you probably did successfully change the Back one before and it just wasn't visible
Yup, but that is why we make use of extremely helpful tools like LA lol
Don't forget to test it in the other seasons too
Just did :)
The tiles that were "wrong" were different in each season, so I opted to replace the whole 9x5 area
Just realizing but I should probably make it so that change only applies when SVE is installed
Correct me if Im wrong, havent tested yet, but this change will mess up the vanilla map w/o SVE I believe
Depends on whether they're both used in vanilla and if so, how
