#making-mods-general
1 messages · Page 448 of 1
Oh yeah you're right, with it being Back9 you should restrict it to just SVE
Oh so i put the mod id?
Also guys is there any way i can make the sprite appear here even tho it has like 5 sprites one for each season and a beach one?
No, you need to put the item id for the food you want the recipe to make
So {{Modid}}_Beef_Hotpot
Alright will fix it thanks!
You need to load a default texture to Portraits/{{ModId}}_Xavier and Characters/{{ModId}}_Xavier

is it possible to have it so a big craftable triggers a custom tile property when the player clicks on it?
like it just popped in my head that it would be neat as a level 9 reward in Wizardry to have it so you can craft a spell altar so you can access your spellbook anywhere. but how currently the spell book access works is that it checks to see if a tile has the "MagicAltar" property to open it.
The main idea of the mod is to make a city where at first there are simple things and as we progress we add stories, buying and selling places, farms, hotels, etc.
The main story would be about Joja, since in the center of the city there would be a multi-story building with its logo on top, that building would be the Joja headquarters in the entire world, our mission is to get the corrupt people out of Joja Company (it has to be a challenge) and make the owner of the company, changing its name to Stardew Company
ty for pointing me to a place to look~
to the spacecore page!
incredibly ambitious idea, wish you the best
You don't need spacecore to do that. You can do it through just SMAPI + harmony
Thanks, I'm looking for help with the NPCs (their pixel art events, etc.), and the design of the city. For now, it will be vanilla until I create original designs for the buildings and constructions. Surely when I don't know how to do something, I'll ask in this group since I'm not good at programming. When I have the first alpha of the city, I'll put it here.
Oh so its possible?? I didnt think it was. Will test thanks
It won't change according to the season but it will at least be visible
But wont interfere with the season outfits ingame right?
It shouldn't
@uncut viper would it be possible to get a trigger action to spawn buildings in BETAs?
I have this idea, where after talking to a npc, a option to open a shop would appear after the dialogue? Or maybe a option to pick just talking and opening a shop? that way the npc can walk around like a traveling merchant and sell goods from their bag
is it at all possible you think?
maybe like dialogue option - trigger trigger action- triggers shop opening?
anyone knows what is the player frame for front sitting?
don't give microsoft any ideas
do you know if there is a framework that does someting like that?
That's the AI included version of c#
I wouldn't know. I'm old and out of the loop
I would check spacecore and betas
I know betas has open shop for a trigger action maybe i can do that in a dialogue?
Yeah!
IT WORKED
I think C$ is just azure right /jk
Hello which one is the top left tile of spouse room? 1 or 2?
Number 2
Thank you very much 
is there a way to overwrite a specific furniture item tooltip?
spacecore feature (vanilla soon)
Spacecore says Object and Bigcraftable, it will work with furniture too?
welp time to test
uh what feature are you thinking of
spacechase0.SpaceCore/FurnitureExtensionData is what i was thinking
If you're making Furniture, I might have something to suggest...
is it fine to create a topic in #1272025932932055121 if I'm looking for playtest feedback?
Ask #modded-stardew
If you need an example, my Bonsai Trees mod does this
(Optionally only if spacecore is installed)
(Since I figured it was not a critical feature)
ty for the help but I got it xD I was BLINDDDDD and just looked over that feature
Hello all. I seem to be getting a weird yellow error when I add a sellable item to my mod from another mod. My character sells the item correctly and it appears in her item shop. But I keep getting this error:
[Content Patcher] Can't apply data patch "Cut Characters > Include all shop data > Data/Shops/Shops.json > EditData Data/Shops #1 > entry #2" to Data/Shops: failed converting Array value to the expected type 'StardewValley.GameData.Shops.ShopItemData': Cannot deserialize the current JSON array (e.g. [1,2,3]) into type 'StardewValley.GameData.Shops.ShopItemData' because the type requires a JSON object (e.g. {"name":"value"}) to deserialize correctly.
To fix this error either change the JSON to a JSON object (e.g. {"name":"value"}) or change the deserialized type to an array or a type that implements a collection interface (e.g. ICollection, IList) like List<T> that can be deserialized from a JSON array. JsonArrayAttribute can also be added to the type to force it to deserialize from a JSON array.
Path ''..
!json please share your 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.
can you please use the validator as governor said?
yep, thanks!
.choose code crimes, code community service
Choose result: code community service
Dang it uber
.choose SMAPI PR, SpaceCore doc stuff, actually merge all the pending PRs, other lower priority things
Choose result: actually merge all the pending PRs
so you’re trying to add bebsi cola from mineral town to your bebsi shop? i think the problem may be with move entries but let me check the shop data wiki page for the format since i’ve never used it
Wdym casey i only got 3 oneliners for u 
Correct. Rexstrife gave me his character Bebsi, and I want to be able to sell the original Bebsi soda from his mod in mine when people have his mod installed alongside mine
Is there a mailflag or world state ID for mystery boxes becoming available? I know I can just use the playerstat for mystery boxes opened, but still
- I’ve got like a dozen to merge.
- All but a few can’t be merged automatically thanks to the repository reorganization
It’s specifically #2 that makes it the worst
Mine are auto merge!
All I wanted was to go hide in my code crime thread 😔
I yoinked before I edited
Unfortunately that doesn’t make the rest work too
In the past when pathos exploded my PR i usually just rebased
oh i see the issue. move entries is at the wrong place. see CP docs for what level to put it on: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#moving-list-entriesit doesn’t go inside entries, it goes at the same level
I don’t expect it to be complicated, but it’ll definitely more than simply clicking merge
Thank you I shall take a look and see. Much appreciated.
I’ll have to add a remote for each person, checkout their branch(es), and manually rebase/merge, I think
I didn't bother with the ones i had up cus they were really small but you probably just poke whoever to rebase and update their PR casey
i think it just checks a date? let me double check that though
I guess I would probably copy paste their code manually if it was me
Some of these PRs are old
I’m not too good at git
They lose the commit attribution then
Yeah :/
I don't personally
You could comment “hey if you have a min could you make it merge nice thx”
But yeah if u want ill go rebase those brb 
Even if they don’t, it feels like a “credit where credit is due” thing
There's an upper limit of days for them to unlock BUT only if you don't do a certain number of help wanted quests to unlock them early, yes
I did comment on all those PRs and say they were broke and that I would manually merge when it’s time, and almost if not nobody has fixed theirs
Which is fine
Just why it’s the worst option of the ones uber presented 😛

Maybe I’ll do some of the other cleanup/todo items after those are merged
yea but i think it's reasonable to ask ppl to rebase their PRs in general
Like prepare for The Great Splittening (not that it’d be released until 1.7)
Splittening?
Sure, if I hadn’t ignored them for up to a year
Will find link to github issue when I get back to computer, but Ivetalked about it here before
why not both x3?
I found it dw
code crimes = 3d mod, code community service = things actually beneficial to people (ie. framework stuff)
Ah. Well, for anyone else who hasn't seen it: https://github.com/spacechase0/StardewValleyMods/issues/529
Basically, the stuff that makes it where everybody needs the same spacecore version would be in a separate mod, letting mods use the other spacecore stuff without everyone needing spacecore itself....
Is the first one the “not everyone needs it?” One?
Do a little bit of community service, like merging a PR or two
then some code crimes
then a PR or two
then some code crimes
then get absorbed into code crimes
ope it's 1am again from doing code crimes
Not quite sure I understand what you're referring to (for either part)
Probably just me having a brain blip moment
See, yeah, that last part is why
ok i rebased all of mine https://github.com/spacechase0/StardewValleyMods/issues?q=is%3Aopen is%3Apr author%3A%40me
You mentioned that you want to split it up by which ones have to be matching for everyone in MP
but I can’t tell between “stay in SC” and “new mod” which is which for that
I thought the comment was clear on that
Maybe not
First set of bullets is stuff that stays in spacecore, second set is things that would go in new mod
I think ppl who know what’s up can tell and I’m just not up on what’s up
Is new mod the ones that everyone must have in MP?
(new mod = the post split one)
Yes
And to be fair, given some upcoming developments in the 1.7 alpha (once that resumes), there's a few things that might could stay in current spacecore. However, those things also tend to need serializing, so for the most part, no
I try not to touch netfields when I do C# so I’m not very familiar with how they work
They seem scary
They're not that bad
I get why they would seem scary
But once they're made (especially with the upcoming changes), they're basically the same as every other netfield
I’ve only done MP stuff through the SMAPI messages thing, I think
That's decent enough for "events being triggered", but for actual data I find it super cumbersome. Especially if that data needs attaching to a player (or worse, random items that could be anywhere)
Yeah, I was mostly trying to get people to look reasonable as far as outfits go in Customize Wedding Attire
So the MP stuff was mostly cosmetic
Another downside of the SMAPI messaging is that it only works if the host has SMAPI
(As far as I know, anyways)
The new stuff will work even if the host is pure vanilla
I think all the MP stuff was entirely for the sake of players looking the same to their friends as they did on their own screen
Which is not the most critical thing
Yeah, see, this would work for that
Add an optional field that stores that data attached to the farmers
Update the value locally, and it'll sync even if the host is vanilla
casey is there anything in spacecore that’s getting yoinked into base game/SMAPI anytime soon?
Depends on if Pathos would a SMAPI update with new features anytime soon
The main thing I'm aware of is SpaceCore's serializer API. The SMAPI version will work differently (in a way that's a bit safer, ie. no extra files like currently), but I'm gonna make sure SpaceCore can load things in a backwards compatible way once the transition happens
gotcha
(So that people won't lose stuff once that happens)
GitHub:
Command line:
No conflicts, what is GH on
@brave fable 
So, anyone knows if there's a mailflag or world state ID for this? I'd be really surprised if there isn't one after all
Mail flag, sawQiPlane
Perfect, thank you
(Source: beginning of Utility.tryRollMysteryBox)
its ofc possible but i feel like itd be real fragile for a bunch of reasons?
• accidentally overlapping existing user-placed buildings/objects
• if we instead do safety checks then it might break progression/something if the building just silently fails
• if you place the building outside the farm/somewhere buildable then they are permanently stuck there with no way to move them, which may be undesired by players for bullet 1 reasons and also bc what if the map is edited by another mod and its out of place? what if the mod author had a bug and a building got placed somewhere incorrectly? what if the player just no longer wants the building there?
• farmhands might build things in the shadow realm
"farmhands might build things in the shadow realm" sounds pretty crazy for SDV if you don't know the context
also if you planned on spawning a building on the farm then good luck accounting for every single farm map
i love calling it the shadow realm out of context when talking to my non-stardew friends about stardew modding
As you should
"dang it I accidentally trapped myself in the shadow realm, again"
Hmm, seeing all these GMCM PRs kinda makes me want to work on GMCM 2.0...
i know this isnt the point of this screenshot but why was SkillBuffPatcher.cs using System.Net.Mime.MediaTypeNames
Because IDEs are dumb and add using statements they think you want when you never even needed them
i understand...
Automatic using statement addition is one of my most common complaints
That, and System.Numerics as a suggestion for Vector2/3 and Matrix
(i say even though ive never actually had that happen)
I feel like 20% of my commits are "run code cleanup" because of that
plus forgetting to do it mid-edit
I should probably figure out precommit hooks and put a using cleanup thing in one of those
i think all of my unused import/using cleanup is because at one point i wrote code that DID need it but then erased it but never erased the using
Like. Come on.
Some of these are from code that got moved elsewhere
But like
I doubt I ever actually used System.Security.Cryptography.X509Certificates
seems like something you woulda used for hash purposes
was gonna ask whether farmer data ever used cryptog certs
My closest guess is it autoimported that when I was doing the local variables for transpilers thing
I mean I guess I can just check git blame
Um, no
It was from the commit where I added the flash event command
This super complex and very crytographic event command
After I get this release out, should I:
- Work on GMCM while I'm actually in the mood
- The painfully boring task of finishing going through all the opened issues (3 pages + 5 issues, apparently)
probably GMCM
The children modders yearn for the mines GMCM 2.0 update
(16 merged branches. That was a lot)
I guess I'll have to work on updating some of the mods I use to use GMCM properly then.
(a lot of "this uses depricated code" when they start up.)
android doesn't support my silly and unnecessary multi-line i18n key thing
Broken code in EMP.dll: reference to StardewModdingAPI.ITranslationHelper.ContainsKey (no such method).
Well, since it's not time for 1.7, I'm not gonna get rid of deprecated APIs yet
(that method being added in like march & they updated in january)
So you'll have time
i didnt even think ContainsKey was that new
That being said, you'll be able to do a lot more with 2.0
which is good because lol my schoolwork is killing my spare time like nothing else
the android repo for SMAPI does have it, but yeah, no updates released
thats unfortunate
just using Get(key).HasValue() is a quick fix for now, though it would've been weird reflection otherwise
I have confirmed that I also now passionately hate project management.. ><
anyway, on that note, time to write up about Microsoft Project before work
just package PC SMAPI with your mod and reference its DLL instead
/j
I was going to do the reflection, but the internal class nesting stopped me 
shoutout to publicizers
I used that for the first time recently
And it wasn't even for getting into SDV
it was for getting into a git submodule because I didn't want to bother with a custom version of it
(tangential note, I htink writing a python script to convert things to local-token friendly templates is proof positive I may have lost the track on this conversion.)
but I have something like.. 113 mails to convert? :V
and I need to figure out if multiple GiveItem actions is best for mail that gives you multiple things.
you should use the mail command that adds an attachment
it works with multiple items
not quality though
...why have I had a couple people in the last week say something about SpaceCore being incompatible?
mobile?
Most likely
I guess it's possible, despite
Ppl dont read
I wonder when the new android smapi is released so I can stop telling ppl to use EMC 1.6.0

at one point I got 6 consecutive "mobile don't work pls" comments on my mod 
Anyways, SpaceCore/GMCM/JA/ExperienceBars updates posted
@indigo yoke Thanks for your continued work on Wizardry. You probably already know, but lantern is still not doing anything except take my mana, FYI. Figuring out the rest 🙂
Also ||Photosythesis! 😮 ||
hi, im very new to all to all of this. is this the place to ask about trying to contact modders for update permissions? if not, could someone point me in the right direction, please?
Hm, this isn't specifically the place for that, though if you saw them chatting you could ask. Are they on nexus? Have you tried contacting them directly?
ah, i was hoping maybe someone knew somewhere to try and reach out to folks. i searched the username and last i saw them post here was 2021 iirc. i have, but they only accept messages from friends, and dont accept friend requests, so i was hoping someone might know what to do in instances like this
its to my understanding based on the updates thread of the forum support for all of their mods and the mods they were granted permission to maintain is asssumed totally ended, so ive desperately been trying to find any means to reach them so the mods dont... uh... phase out of existence? ):
what mod? have you checked:
- the mod page permissions
- github permissions (if they have it)
otherwise if it’s just for personal use you can update it however you like
assuming it's SFW, which mod is it?
from what i can tell, they dont exist ):
some of eemies and minervas mods, as far as i can tell they dont exist. the last statement i saw on minervas blog is updating is a grey area, and to ask fandom elders, but on moddrop it says to ask, and unauthorized ones will have takedown notices. while personal use is fine, what im sad about is it essentially just phasing out aside from individuals who opt to do that
that case would be all rights reserved yes
eemies map recolor, interiors, buildings etc
im not really sure what is meant by phasing out here sometimes ppl just get up n leave modding lands
their choice if they want to keep the stuff around 
you can always update it yourself for personal usage and this is right channel for that kind of help too
the mods just dying is what i meant, but yes true
oh yeah I think both eemie and minerva have fully left the stardew modding scene. idk much about minerva’s mods but I think generally unless a mod author explicitly says people can pick their mods up, it’s best to just let them be and do personal conversions, like chu said
thats why i was hoping someone knew a way to even contact anyone for permissions, but i guess it is what it is. i wouldnt know where to begin even on a personal conversion, permission was step 1 for me then i thought id figure it out lol
recolors are fairly easy 
if its not a map recolor and just content patcher editimage they probably still work
you mean for the original? it was converted to cp, but for 1.4
so i guess even trying to figure out what parts need updating is the next step :,)
You would need to fill in the missing parts of the recolor yourself
have you tried just using it? content patcher migrates a lot of things to keep them working
yea my point was that a texture is still a texture, hence why simple ediimage type mods that don't add items or whatever tend to just work 
yes, a lot of it is broken because theres been 2 game updates since, so a large amount of assets dont match, and ive noticed a big glitch with doors, so i guess what i mean is technically some of it still works, but then you have really blatant mismatches like newer trees, and.... the entire island :,)
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
well for new textures you're not really updating the mod per se then are you, you'd have to make new assets yourself no?
Take a look at the content patcher docs and unpack current game assets
i think you have a really good point if i didnt misunderstand. do you mean as like, a standalone mod "intended for use in tandem", that wouldnt require permission? im frightened to step on toes and hadnt thought of it like that before :,)
I need some help understanding roe rules in FishPondData.
-
Are ALL custom fish automatically eligible to produce roe? In my mod my fish only has produce data for a different item, yet it still produces roe anyway.
-
How do I stop my fish from producing roe if so?
i will do that!
would it be more appropriate to make a thread as i try to work on things and figure them out, or would it be okay to keep posting here? i dont want to spam or anything
This one is updated for AT, which should work indefinitely. https://www.nexusmods.com/stardewvalley/mods/12093
thank you for that!
oh! most of the images in the description dont load, but i see one where they were granted permissions to convert! does anyone know if that is the sdv forums, chucklefish, or elsewhere? this was 2022, so its possible i may be able to reach out to eemie! if i can get permissions ill still seek them lol
One thing you can try is messaging eemie on the chucklefish forums. I'm sure they don't log in, but it may be set up to send them an email when they get a message.
thats a great idea, i hadnt thought about email notifs!
That permissions message looks like it's from the Nexus forums.
uh oh ):
"As of 2020 I have decided to transfer all authority over the majority of my mods to minervamaga. They have been updating the mods to make sure they keep working each and every update, and I am very grateful for that! It makes me happy to hear there are people that want to keep my mods alive so people can enjoy them, it simply humbles me.
Therefore, it is best that all questions about permissions/rights to use my mod's assets, or questions about a collaboration or just in general, are asked to minervamaga. You can reach them here on nexusmods, on the stardew valley subreddit or in the stardew valley discord."
well... if that person got permisssion in 2022... then maybe its not too obnoxious for me to try messaging?
Well, message minervamaga, if you can.
To be honest, I don't love your chances, though.
It does deeply suck when older mods are 'lost' due to more restricted permissions, so I sympathize. And obviously the "well you can update it for yourself!" isn't much comfort, since it's silly to have potentially large amounts of people each independently updating it for themselves. But I don't think there's a better way.
minerva isn't active anymore
The most recent statement I can find from her is the following "Plagiarism is not a nice look kids - if the permissions do not explicitly state free to use with credit without first requesting, you cannot use the material in your own work. Unofficial updates are one of those grey areas, so heed advice from trusted fandom elders in those cases. But to borrow someone’s work and incorporate it into your own, especially if it’s monetized?"
Frankly, if it were me, I would take that as permission to do an unofficial update, provided you do nothing but update it - no adding content or altering any content. But to each their own.
i can try on the nexus as well, but it was to my understanding they moved to moddrop, and on that profile they said to use discord, which was where i hit the brick wall with them not accepting messages or friend requests ):
there is a point when it's ok to regret there's no way to update something and move on
But I'm on the more liberal side of unofficial updates in general, others will disagree. I cannot see any issue with someone literally just fixing the bugs caused by an update if the original author has disappeared. Again, this is my view only, probably not the majority view.
imo, the spirit of the idea is that eemie had strict permissions overall, and trying to find a wording that may allow something is not really worth it
i saw that, and thats also part of why i was hoping someone knew a way to reach them, and to get more feedback re: grey area. my personal stance is theres a difference between someone blatantly stealing and trying to claim something as their own with no credits, and credited attempts at preservation, but i absolutely dont want to step on toes. its to my understanding minerva has been plagiarized for someone elses profit before, so *thats another reason im also really reluctant to do a public update with no permission ;w;
in this instance since it was originally eemies, im seeking either/both out for the purpose. otherwise i think itll be personal, or as buttons suggested a separate mod, although im not entirely sure if that would be acceptable
Lumina's view is fair. But my reading is that "Unofficial updates are one of those grey areas, so heed advice from trusted fandom elders in those cases." did not need to be included in the statement at all. Minerva chose to put that in there. Which is an odd choice if you don't want to leave room for unofficial updates.
Anyway, it's a matter of your view of taste and respect. I'm not going to say 'go ahead and do it!' because it will rub some feathers the wrong way. IF you do, though, as said, it should be done with absolutely no changes to any of the content, even if you think it's 'better'.
Oh boy, the spacecore update isn't working for people...
to be clear, i speak without knowing at all what either of their works are like or how uniquely they are done and presented, and was simply going off of the assumption that they are a recolour. if its simple recolours, i dont really find those to be "claimable" ideas myself personally, but if theres extra bits tacked on like floral aesthetics or little sparkles or whatever, it gets muddier. but regardless i think it would require your own mod with everything it being made entirely by you, and not an update to the original
@tender bloom Remember us talking about if your draft PR worked? Apparently not. 😛 The new data asset was never loaded in the asset pipeline
(I didn't catch it before release because the save I loaded into have no fruit trees)
i hope you're not flooded with messages
thats also a good point, thats a... interesting thing for them to say if they were 100% credited update opposed? to clarify, my intent wouldnt be to touch anything that already exists, but to add on. the map recolor was most recently for 1.4, which means it would be additional content since that update that would be added. the only touching to original content would be specifically to make it functional, not preference, and i while i do have a personal stance on preservation, id err on the side of permission if i can get it ;w;
There's like 5-7 people with the issue that posted so far (with logs!)
i still remember the whole set of "me too" and "+1" the last time
war flashbacks gif
Yeah, I don't think there's anything more to say. You're not going to get explicit permission. You're going to have to make a judgment call knowing that some people may be upset.
(and knowing that it doesnt matter what you personally think if it goes against what is allowed on this server or the unofficial update thread)
yeah i don't think it's just a matter of "people being upset", there may be reports and such
Yeah, you may not be able to talk about it here. I don't know.
Nooo lol
like, it's not only a question of your judgement call
both of the latter are firmly in author-first territory, not majority opinion territory
yes, eemies is a map recolor of content up to 1.4! although it includes alis custom grass iirc. oooh, okay, i think i understand what you mean better. a similar palette from scratch by me? or do you mean hex codes arent "claimable"? id thought before youd meant that "content for up to 1.4 = their mod" and "content from 1.5 and after = a separate mod"
nexus is even moreso on the side of the author, though of course that would require one of them to report you
Anyway, stiffening, have you considered the possibility that you could make an add-on mod that required eemie's CP version, and then just add the tiles that she didn't convert already?
Because that would be unambiguously fine.
there is always ambiguity, prerequites are better but not perfect
It would mean people would need two mods, yes. But it's less messy permissions wise.
that is what id meant, with the assumption that if their recolour is just like. "change this brown to red and this orange to green" then that cant really block someone from doing the same on their own with newer assets, theyre just colours. but anything with more creativity and originality involved in the original mod enters copyright territory that im absolutely not qualified to weigh in on the standing of (nor am i for anything, to be clear)
it is an improvement but not a way to solve everything
i think theres been misunderstanding so i want to clarify my aim was to find a means of reaching folks for that explicit permission, otherwise itd be personal
for personal use, you can ofc always do whatever you want
Oh. Well, you won't be reaching them. So, if that's truly it?
Yeah in this case there isn’t a way to reach them
Minerva isn’t active and hasn’t been for ages
If you have decided that a lack of official permission for an unofficial update is the end of it, stiffening, then... that's that, pretty much.
thats why when someone posted the link for an at conversion for eemies buildings, i was musing i may be able to reach eemie :,)
i mean it cant hurt to send a message on the nexus forums but yeah thats basically your only option here
it is possible, the thing is, we don't have special knowledge about how/where
they may have reached eemie on an entire different platform
thats what made me say have a "...wait" moment when i thought buttons mentioned it, but i wanted to make sure i wasnt misunderstanding, since that is a totally new idea to me, and possibly a solution lol
which this channel can help you with if you need it 
Frankly, as much as I appreciate eemie's work... I don't personally think the difference between her recolor and vibrant pastoral is enough to justify the effort in making an update at all, or spend hours trying to track down a disappeared author. But obviously if you're passionate about it, then you disagree.
Quick question on creating a crop - if I want it to be something that people grow once to "fully grown" but stays throughout seasons like the tea bush, and can only be harvested in a certain season, would I create a sprite on the tea bush 4-image layout or the regular crop 8-image layout? And then whichever one I use, I would create 4 different sprite versions for seasonal differences, correct?
thats why i asked if anyone recognized the interface from the permissions message. worth a shot for both of them, i suppose. since the at conversion was 2022, more recent than minervas been active, im hoping maybe that means eemies around more
its to my understanding vibrant pastoral has orange fall, and part of why i like eemies so much is theres a green fall option. i also really like the trees :,)
https://www.nexusmods.com/stardewvalley/mods/6367 green fall. Just give it a look, at least, before you spend hours more on this.
tis the 'tism probably
thank you!
so to summarize, i guess?
- im still trying to reach out (but not holding out hope)
- ill give vibrant pastoral a shot
- a personal eemie recolor is okay, and i can get support here
- an entirely separate 1.5/1.6 recolor, specifically for assets that i would recolor myself although in a similar palette, would be okay
otherwise thanks for everyones patience with me ;w;
That looks correct to me!!
I miss critter rings mod T_T I keep going back to try to port it myself but get lost in the sauce
C# modders - anyone have stuff for the GMCM wishlist?
I have some stuff written down already, but thought I'd check
is image preview on the list already 
Define image preview
like an api function to draw a texture based on a pending config settings
Ah
that would probably involve adding a way to read pending configs for the other functions and a function to draw a texture
Well, it wasn't on my old wishlist docs, but I before I asked I had modified something from the old gist to be this:
First would be for when the config is first loaded
Second would be for using in "on changed but not saved" callbacks
And that's in the base class for all element types
Does GMCM options add this? (Add-on mod for GMCM)
I didnt even know thats a thing
defining my own “widgets” for options, maybe, if that isn’t a thing yet? like if I wanted I could provide a colour picker for my mod to use etc
It's technically a thing but incredibly janky. One of the improvements is gonna be to make that better
oh this one isn’t mine but it’s one I’ve seen, the option to i18n the mod name
apparently zh mod users have a practice of changing manifests to make the names zh. it would be nice if that could go in i18n instead
(the i18n key would obviously have to be provided to gmcm but still)
That crossed my mind earlier (because of a different, new feature) but wasn't sure if that would actually see any use.
I'll add it
I mean I have some crimes I would like to be able to do but that we are better off not allowing 
I mean if you suggest it I can try to find a reasonable way to make it happen (or make it for you being able to do it easier) 😛
Well now I'm just curious
the main one was the ability to dynamically provide values to things like dropdowns, including changing during a session
How is that not criminal
I said it is criminal
...should I add the ability to make a config page not visible on the title menu
because at that point it isn’t really reasonable as config 
I mean
Even if it's not well supported in stardew
I think per-save config should be a thing
tbh what I really want is the option to per-save config but-
It would benefit many uses cases
lmao
So, I don't think I'll be explicitly supporting this, but like... I already planned on making it where you can open your mod config directly to a specific page through the API
So, if some nefarious person made a config that was populated from ingame values and only openable ingame?
Well, good for them I guess
what if I ask for a Random button
...to randomly set the values of things?
Like everything at once?
sounds useful for bug testing your mod
idk just sounds fun
I mean, I do want the ability to set the values yourself for cases like wanting to define feature presets (an idea I came up with for the VR mod)
So if you really want to do that... you can
hmmm, doesnt show duration if there are no vanilla buff attributes on the item.
ah well. still better than before.
I assumed blueberry took care of all the edge cases in that PR
Booberrry whyyyyyy xD
Ah, but how long will it take casey to merge it this time? 😛
Gaston shake
Alex shake
so he's ROUGHLY THE SIZE OF A BAAARGE
takes 5 eggs to make
nothing else. just pure egg
every time anything is like "just egg to bulk", I just immediately get the Gaston song stuck in my head
I think you can with Spacecore?
I used Spacecore to make my Mana Bloom Potion give mana + energy and no health if using Wizardry
It has a bit where you can set energy or health independently.
EatenHealthRestoredOverride - integer, override how much health is restored on eating this item, default null (use vanilla method of calculation)
EatenStaminaRestoredOverride - integer, override how much stamina is restored on eating this item, default null (use vanilla method of calculation)
ooooooo
yeee
yaaaassssss
Very useful
oh, force of habit. oops
i wake up to a spacecore update
I'm not installing the update until tomorrow, now.
Bumping my questions. I really don't get it, I read some old messages and apparently you NEED a custom 812 ProducedItems entry for custom fish to produce roe but somehow my fish can still give roe without one?
"Action": "EditData",
"Target": "Data/FishPondData",
"Entries": {
"mineralis.vampire_eel": {
"ID": "mineralis.vampire_eel",
"RequiredTags": [
"item_mineralis.vampire_eel",
],
"SpawnTime": -1,
"ProducedItems": [
{
"RequiredPopulation": 0,
"Chance": 1.0,
"ItemID": 879,
"MinStack": 1,
"MaxStack": 1,
},
],
"PopulationGates": null,
"MaxPopulation": 1,
"WaterColor": [
{
"Id": "Vampire Eel Pond",
"Color": "132 111 78",
"MinPopulation": 1,
"MinUnlockedPopulationGate": 0,
},
],
},
},
},```
is it a legendary fish
No
oh wait yeah I just checked vanilla fish pond data and I see it
your fish is being caught by the vanilla category_fish entry in Data/FishPondData
you need to use MoveEntries to move your entry to the top
Will definitely try that, thank you
I also have a Legendary fish that is meant to produce roe, can I safely remove the 812 entry in mod as it's expected to use the vanilla rule?
you can delete the entire entry for that fish yes
Gotcha, thank you again
if you need custom water color you can target edit that vanilla entry's WaterColor field
And I guess one last thing: I have used MoveEntries a few times, but I'm unsure about the usage for this one case. Does this work? Not really sure if I need TargetField here. Also I know I can just add it to the same patch as the fishpond stuff but this skips figuring out the correct position inbetween all the braces and brackets
"Action": "EditData",
"Target": "Data/FishPondData",
"MoveEntries": [
{ "Id": "mineralis.vampire_eel", "ToPosition": "Top" }
],
},```
yeah that looks fine
if you autoindent your files then MoveEntries is in the correct spot if it's on the same level as Entries
I see, thank you
Okay, C#ers - how does this look for GMCM 2.0 API? Currently just a draft. https://gist.github.com/spacechase0/226cd42a48a2bbb1b5fd7a6bd5e195ad
No usage example yet (coming tomorrow later, just this took longer than I expected to be honest), and not much xmldocs yet besides what I felt as really important to clarify. You can take a look at the original draft for an idea on the style of use (https://gist.github.com/spacechase0/da17e6700cfaca63fd146bec230df292), but some aspects have changed significantly compared to that.
(pinging since they responded to the wishlist question earlier: @brittle pasture @gentle rose )
looking nice so far, thanks 
so for my own purposes, let's take CreateImage which accepts the delegate Func<IModConfigElement, Texture2D> texture, how often does it gets called? aka if I want it to point to a new texture how is that handled?
Every frame
ah that'll work for my usecase then 
The reason I changed most callbacks to have a parameter for the element being passed in was mainly because of the editing dialogue thing. It means you can get values based on the object being edited, rather than global state or something
And if you don’t need that you can use do _ => … like any time you don’t need a parameter
will there be a generic button widget
I mean in GMCM text has kinda always had that functionality since you can define what happens on press
I could make a button version though, that does sound nice
yea in the past i needed whole custom option just to make a clickable texture kinda deal
Oh and re:localized mod name, I decided what I’d do for that is let you put a custom field in your manifest (which SMAPI allows) to let you define the mod name’s translation key. (And description)
I mean if the button doesn’t need to react to the mouse you can do that with this
I mean graphically
You can set on click for textures
then i conclude it was not particularly clear that i could in 1.0 api 
I’m not sure if you could in 1.0
oh i misunderstood then
can I whine about you creating the NPC portrait display being clearly a flagrant copy of my menu even though it isn't?
here i was speak of 1.0 gmcm
You can whine about whatever you want as long as it doesn’t break server rules
(I just figured since I was adding item selection, that NPCs would probably be another common request)
tbh i always thought it'd be nice if the mod name/desc just had specific i18n keys in general, not just for gmcm
idk if this was ever discussed w/ pathos
That’s part of why I decided to not make it in the API itself
I'm still offended
Well, depending on if your mod requires GMCM or not… easy to implement now? 😛
the other pain point i had with gmcm is that it does some weird shit with how it opens menu 
I’m really happy with coming up with a solution for editing arbitrary objects inside the new lists
i had trouble in attempting to set it as any sort of child menu
or setting a child menu to it

(and honestly not really, no
I already did the display part, I need two different types of NPC displays, and there's so much custom logic that it would have been about as hard regardless)
Hmm, maybe I should change things a bit to just be a “get clickable menu for GMCM” thing, where you pass it callbacks for stuff like open other menu (so you can handle that yourself)
yea that'd be nice
and like "register this IClickableMenu to the gmcm list of mods"
if someone wants to hand roll everything else for w/e reason
(I have other stuff in mind for this too by the way - since one thing I was thinking of adding was a mod list page.)
(And that wouldn’t be great as a CP asset since others shouldn’t be able to edit it)
does the mod list currently have a search bar?
I remember there being a PR for that
Hmm. I guess I could do that, though they’d need to be able to handle GMCMs quirks (title screen mode, in game mode, opened during gameplay mode, etc.)
I was already thinking of showing mods with configs that can’t be edited in GMCM, saying “this mod has a config but doesn’t support GMCM” sort of message via config.json detection)
That might be the one where the person closed the PR and deleted the branch before I could.
Or it’s the one I didn’t have the brain power to investigate actually merging earlier today, since it was more complex than most of the other PRs
Yeah i think it'd definitely be an advanced option where whoever uses it is responsible for all the menu quirks
i recommend not putting a visible complaint that an installed mod does not support GMCM unless the user can turn the feature off
I intentionally didn't put configs on GMCM actually
If they are like debugging only
Or should not be changed at runtime
The user = mod author?
Good point, I was mainly just thinking “it’d be nice if the players can know what they can configure all in one place”
no, user = person playing the game
I mean for that you could just make a page with only text showing current options and a note saying before runtime only
Yeah but i already dislike making a whole gmcm entry just for 1 checkbox 
I guess I don’t understand why a player would turn that off. I thought you meant a mod author to avoid complaints from players
Ultimately if I didn't do gmcm support I usually have good reason
And it wouldn’t be a warning
It would just be some text in the mod list with the config clickable ness disabled
well, i would turn it off. it seems mostly like a waste of screen space and effort
Maybe worded differently? “External configuration available”
i would also rather GMCM didnt say "this mod has config but doesnt support gmcm"
If this feature gets implemented for reals I'll move shit out of read config and into read json just to avoid it 
just to throw my hat in the ring there
Ah. Well, I was just thinking disabled button + tooltip saying something, but if that’s still too much it should be fine to add that option
whatever GMCM does, if there is any implication whatsoever that a different mod is in some way not supported because of something to do with that other mod, the other mod author will get posts about it
@uncut viper @lucid iron what about this?
from people who think the other mod author needs to fix it
I could also add an opt out as a manifest field or something, but I was just thinking how much I hate thinking I configured everything in GMCM and discovering there’s more hidden away in the mods folder
(I’d be less annoyed if all configs were in one folder, like MC modding does)
I don't think it really changes the fact that some configs r intentionally not made user visible
i would also like a parallel config directory instead of in-mod, but that ship has sailed
But hrm maybe instead of log message
I mean pathos has talked about this before with like an auto migration by SMAPI
It could be a info box
I literally said it wasn’t a log message
User press it to get info on config.json
Then i misunderstood the purpose 
(Plz ignore SpaceCore pathfinder)
(That was an atra PR I never got around to fixing for the wider audience use case)
I'm not sure how u would detect that
And people using config.toml.
I’m not aiming for a foolproof thing, just more visibility
How fine grained do u want it to be in particular
Like should it check individual options or merely mod has config.json but not registered in gmcm
I mean I can always make “external configuration available” opt IN instead. That way people still manually are letting people know
normally i wouldnt really care so much but
4.5mil downloads on GMCM
any small subset of users of GMCM suddenly thinking something is wrong with my mod bc of what GMCM says about it means a lot of potential comments
i flatly don't think it's a good idea to police other mods for not supporting GMCM
True. This is an idea I’ve had for a long time that I never thought about those implications of
What about making it mod author opt in
I wasn’t thinking of it as policing so much as letting players now there’s more to config if they want, but if it’s comes across as policing then I definitely want to avoid it, yeah
also, if another mod author made their OWN in game config, telling users that the only config is external wqould just be false
it comes across to me as needy and complaining
That’s a possibility I mentioned earlier, yeah
For example i have a config whose job is to enable/disable a harmony patch, a user theoretically might wish to turn it off, but it can't be edited in game
I could put the little paragraph on me mod page on gmcm if there's api for that
Okay, how about: opt in, a user can specify a translation key for the message they want to show when trying to access their mods config (file edit only, access in game, etc.). If that isn’t done, then it just won’t show anything
That kinda thing isn't super different than me just registering with gmcm and adding 1 paragraph no configs
GMCM has paragraph stuff currently and in the new API, yeah. But I also want to add an expanded mod description sort of thing for people to add other stuff
(But also re:harmony patch configurable - do Patch/Unpatch, maybe using the patch category feature I recently discovered myself, you coward (/s))
Unpatch sounds sinful
its not bad
it would be if you unpatched someone ELSES patches, but uh, dont do that
(SpaceCore literally has a harmony_invalidate command specifically for testing transpilers with hot reload that basically just patches and unpatches something immediately)
Anyways, does this sound good?
It’s basically current GMCM but if you don’t want or can’t do actual support you can just say “hey we have a config you can edit at this spot”
The general list
can ppl filter stuff then
I do want to add search sort stuff with the update, yeah
I can’t imagine how people who have 1000+ mods deal with it currently
…actually, that brings up another question.
If I’m listing all mods, but some have a config button and some don’t - do you think there will be similar problems on people complaining mods without a config when really the mod just doesn’t support GMCM (whether through GMCM directly or through the little manifest field message saying where to find it)?
There wouldn’t be any sort of “hey you can’t edit this through here”, but it might have a similar problem (people thinking a mod isn’t configurable and asking for a config without bothering to actually check the mod folder or docs)
i did have occasional problems where ppl go "why mod not loaded" 
ig it's just about whether you think GMCM should double as a list of active mods
some people do make that assumption
i think listing a mod at all if it has no registered interaction with GMCM invites this sort of problem, yes
Hmmm
The page would’ve been made more clear to say it’s a mod list with config button rather than config list (similar to MC forge), but users will be users…
And GMCM can’t exactly be rebranded at this point
Hence “can’t rebrand at this point”
well if u did just have multiple tabs by default then u can label things
like "configurable", "has config file", "other loaded mods"
I would really like some sort of in game mod list, but…. Making a whole separate mod just for that when GMCM is already made by me seems odd
Guess I can just abandon the “entire mod list” idea
i like that GMCM only shows mods that it can configure. cuts down on clutter
im not really sure personally what the point of an in game mod list is when i can see the list of mods in my Mods folder
or Stardrop if i use that
Not sure what can be done to fix the “people assuming mods not listed in GMCM aren’t configurable” which is already an issue
the mod's folder isnt 1:1 to list of loaded things
I wanted to make it possible to put more in the description essentially. Like “report bugs here”, “documentation here”, “here’s my patreon”, etc
that definitely sounds like something that would/should be in a separate mod to me
True. the multiple content packs for a mod situation with SDV modding still bugs me a bit
or at least the sort of change that could merit a rebrand
Honestly I feel like both that and GMCM should be core SMAPI stuff, but I don’t think that’s gonna happen
Generic Mod Correspondence Menu 
I don’t mind a rebrand (beyond being unable to change unique mod id of course), but I worry about the confusion that’ll cause with such a well wstablished and popular mod
The SpaceCore split is already gonna be painful, but it’s needed because of the multiplayer thing, and I’m gonna wait for a major Stardew update to try and alleviate the pain
if we could update mod unique ids I’d be changing my username for them all
i have preference to not make any player visible things on framework mods, so i would personally would only use this for user facing mod
kinda rolls back round to the "mod authors should opt in" point
Fair enough lol
Still doesn’t fix this though. #making-mods-general message
(Which is a problem with existing GMCM, to be fair)
Yeah this was specifically for replacing a "ruined" building (map tiles) on a specific known map, which would work fine, but it's perhaps too narrow for a general framework and better-suited to a specific c# component
i would agree that its better for a specialized C# component, mostly bc of that misplaced building issue. it wouldnt be that bad to just have in the toolbox if it couldnt result in some map in a save being "permanently" messed up if a user didnt notice before they slept
I thought about having a real building that gets upgraded to the unruined state (either via tokens or trigger action) but that would require extra harmony patches to prevent it from being moved or destroyed
its not clear cut if this is your problem to solve or simply that the users™ should know better /lh
The trigger action forces the players camera to see the placed building for 10 seconds before time resumes (/s)
Really would be nice to just have fields in building data for destroyable/movable conditions tbh
wren what if u make selph do it
I mean that’s the case with a lot of these issues we’re discussing. 😛
Extra Building Config?
I'll put it in the modding wishlist for 1.7 /jk
Carpentry Catalogue (and Blacksmith Bulletints) (And Repairable Buildings)
I would say suggest in alpha thread, but pathos keeps saying “suggest when 1.7 resumes” rather than “I’ll add to jira to come back and discuss when 1.7 resumes”, so it’d just get lost in the void
what about Repairable Ruins
to keep the alliteration
i think you cant repair a ruin because then its not a ruin
Actually now that you point it out there were other frameworky building thoughts I had, like allowing convergent upgrade paths
if you brought a ruin to a non-ruined state you have not repaired the ruin you have actually ruined the ruin, as it is no longer a ruin
i thought it'd just be the entity Ruin that can have action Repair applied to it
I mean…. Do restorations of vintage things (or older) ruin them
i mean, a lot of people do hold that opinion, yeah
That’s a pretty interesting idea actually.
just call it Serviceable Structures instead
Button what about a trigger action to upgrade a building that is already placed 😛
how would that even work, arguments wise
Oh, I did the terminology wrong.
A trigger action action
i remember there was also a framework side want to make like
a building that can be upgraded, but also built directly
Hmm. Building ID from -> to, target map, optional coordinates? Or maybe the placing of original could mark a mod data with an id that could be used for detection
it's very unfortunate that pathos didn't let me do any crimes
Does he ever
coulda used migrateids to change any building to any other building
Oh, now those are definitely crimes.
How did he stop you
coordinates wouldnt work for the same reasons placing building wouldnt work, really, and that kind of mod data saving stuff for later isnt really the BETAS philosophy so much
Can’t be used after game load?
I missed the original conversation, but if it’s upgrading a building that’s already there, what’s the issue?
for the most (all?) part, BETAS features can all be used entirely standalone and from a fresh install of BETAS
because what if the building is no longer there?
what if its been moved somewhere else?
How about a ontimechanged thing that removes the old building data when appropriate and sets a flag, and then a timed trigger action that checks for said flag and then runs it
Well again, the simplest solution is to do like the greenhouse does and have it be one building which changes based on game flags
(SpaceCore has times trigger actions, but you have to specify each one manually)
well the migradeids thing only runs daystarted 
but yeah, i try very hard to make sure that each of the things i add to BETAS dont need anything done beforehand in order to work properly, so no out-of-delegate tracking or relying on mod data being set somewhere or things like that
Tragic
otoh it does show that it's prob quite simple for wren to just make that for her fancy buildings mod
Hmm. I guess I was thinking this action would be upgrading an existing building placed by the user manually
(User = mod author using BETAs)
imagine making a framework and having a clear design in mind for it. couldn’t be me
(That’s not a dig at you. That’s a dig at me)
the problem is if a player already has a bunch of buildings placed down in their save, and then installs BETAS on like, year 3, how is the UpgradeBuilding action meant to work?
itd have to rely on coordinates but those are fragile bc the player can change those at any time
either that or like a blanket "all/first building of this type that is found", like the MakeMachineReady action, but the MakeMachineReady action is maybe the one i regret the most bc of how its implemented, so id rather not repeat it 
(it was a very very early addition to BETAS. mightve even been there before initial release, when things were looser)
See I don't know what the feature was originally for
I assumed it was the ruins thing, ie. a mod author places building ruins, and the upgrade thing would upgrade that
The mod author already did it themselves
So it's not really on BETAs
if the mod author can place the buildings themselves they should also handle the upgrading themselves, as they already must be relying on some other C# component
Yeah I wanna do something like the greenhouse and I've been thinking about the best way to do it from a cp perspective
if said C# component can only place and not upgrade then it sounds like a request for the other component and not BETAS 😛
Oh, is there no way to place buildings already
not with BETAS
I didn't know you couldn't with vanilla 😛
I should've known, given I literally did the farm map buildings thing for spacecore...
...did I make SpaceCore spawnables able to spawn buildings?
if you could there wouldnt be a need for placing farm buildings like the Meadows farm needing a dependency
(I did not)
"why do those have warnings"
apparently I turned on "yell at me if no xmldocs" in preparation for doc autogen, and never did it
seems like a job for map edits with the ruined building being baked in and not a real building
Now, what you COULD do, if it's a non-instanced interior, is place the the building via map tiles using set pieces, and then just clear the set piece and place the new one with the usable door
...or just map edits
and then using something like uh. i always forget the other mod that lets you spawn farm buildings
why do I overcomplicate things
Yeah that was one idea but then I needed a way to place the real building after removing the baked-in ruins
Hence asking for a place building action
Farm type loader maybe? Is that still a thing?
buildings included iirc
Ah
this might even be able to do it all from the getgo, even with the ruined building being a real building?
but i think it'd fit with the other sc spawnables casey 
Welp, that explains it. I was already on the way downhill mentally at that point
Right, but there's still the issue of blocking moving/destruction
well then you can just go back to making the ruined one a map edit
that is then removed when ready with this Buildings Included patch edited in
even though this is meant for use at the start of a save i think if you just gate its patch behyind a When condition, it'll just do it once when it actually loads in
but dont quote me on that
Anyways, I really need to sleep.
If anyone has more feedback on the GMCM 2.0 API design draft, ping me or DM me (with a ping saying you DMed me if I haven't DMed with you before) or leave a comment on the gist.
(For those who missed it: #making-mods-general message )
It looks like it, since the docs mention player placed objects
I think that would work then
I'll take a look when I get home!
re: multiple upgrade paths (including convergent upgrades), I did briefly consider it for CC but didn't go all the way: https://github.com/zombifier/My_Stardew_Mods/blob/master/CustomBuilders/Carpenters.cs#L38
probably since a better solution is probably via fake buildings and swapping out data
also wren did you end up making the parrot a builder? if you're not already using that framework then in my unbiased opinion y-
Cant place decoration… did i put something wrong?
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [ "Carpenter", "Items" ],
"Entries": {
"ItemId": "RANDOM_ITEMS (O)",
"MaxItems": 1,
"PerItemCondition": "ITEM_ID_PREFIX Target handwrittenhello.TBP_, @requirePrice"
}
},```
how can i fix this to add all my mod items (except for the one whose price i made 0, because it should be only be acquired through an event) to robin's shop, one per day randomly?
i'm trying item queries for the first time and i know i'm not doing them right
!json your full code pls
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.
@requirePrice is not a real GSQ
you want !ITEM_PRICE Target 0
is wiki formatting not loading messing me up?
that's part of the item query in ItemId, not a GSQ
i'll use this, thanks
RANDOM_ITEMS (O) @requirePrice
oh i see
or that
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
oh yeah your code in Entries needs to be wrapped in a block
[ ]?
right now it's 3 loose lines being dumped into Items directly
oops lol
"{{ModId}}_MyItem": {
"Id": "{{ModId}}_MyItem",
// The rest
}
oh so i would need to do it once for each item? i was hoping to expedite the process lol
now it appears but w texture error
please only consider the bunbun decor
i was testing w it
no, just once per entry, your bracketing is just incorrect but your lines are right
try checking out someone elses code
will do. any suggestions off the top of your head? it's cool if not
thanks!
ooh you can even do it by context tag, that's nice
i can do that instead of the fake require price thing i was doing
i wonder why my shop entries are in different action blocks
lines 42, 2914 and 2890
the first time i added objects each object was its own patch so i don't judge lol
you're adding two bunbun items, one as an Object and one as a Furniture; only the latter is placeable
i tried deleting the object one but still doesnt work
what does it look like in game
can you post your log
your code looks fine as far as I can see
need SpaceCore
oh really damn
spacecore breaks multiplayer
will not have desc then lol
if it doesn't have to be furniture, you can make objects placeable
not sure if that's what you want tho
on the floor??
HOW
spacecore breaks all multiplayer ?
spacecore does not break multiplayer
yes its a plushie
add the context tag placeable
that's literally what i'm making right now lmao
every time i try to start multiplayer and have it my friends cant join
thats not spacecores problem
does your friend have spacecore
HELP TEACH ME QUEEN
thats you not having matching modlists
yeah
then something else is the issue, but it is not spacecore
that's a modded-tech-support problem, but as far as we know SpaceCore doesn't break MP
@urban patrol do you have a guide?
https://smapi.io/json/content-patcher/7b9f87363ad5402bb6e9ece353a4e3c7 feel free to reuse any code from this
marry me
note that i used tokens as a shortcut so i didn't have to type {{ModId}}_TeddyBear_ a billion times but you don't have to
also this is a WIP so if you notice weird things that's why
oh @uncut viper if you're still here i meant to ask: is the only stamina-related action BETAS has SetStamina? i was hoping not to use spacecore just for its stamina regen feature
the idea i had was while holding an item, stamina increases at a steady rate
yes it is, but you wouldnt be able to do that with BETAS anyway
well stamina regen in spacecore is a buff, does betas support per-frame actions?
even if it had AddStamina
it does not
unless you can get an action to run every frame by some other means
yeah the workaround i was settling for right now is BETAS on item held, set stamina to a crazy high number, don't overflow
which is honestly fine
i could lower it so it feels less OP, but people could still switch items a dozen times and get to full anyway so
it has an ItemEquipped trigger, which stardew also treats choosing a tool on your hotbar as equipping
only tools?
i believe so but its been a while since i checked/added it
the context tag placeable
oh so just that is enough to make it work?
i haven't tested if that makes it placeable on tables and stuff yet though
i mean you have my code and you have my screenshot
(it working with tools in the first place was a "happy" accident, it was only meant to track things like rings or clothing, but, stardew code and all that)
ooh wait it also checks clothing/ring slots? that's awesome
yeah mine are normal objects, so nvm
oh if it doesn't work with objects i'll have to use spacecore to add a buff anyway
anything in that section of the inventory basically, so trinkets as well i believe, and any mods that add their own slots that use Farmer.equip()
i mean like, i just have to add a context tag to make an item placeable?
yes
as far as i know, yes
seems like i should rework some stuff since betas has the PLAYER_HELD_ITEM gsq tho tbh
yooo last minute code rework lets go!
yeah that's the other part i'm using lmao so useful
Ill test for u one sec
ideal scenario is placeable on a bed but i'm almost sure that's not possible
Not placesble on bed
Bed is not placeable furniture
Let me see a table
Table is
makes total sense
chair at least makes sense, interacting would just make you sit
U sure that's a real table? Asking bc it's not a vanilla table
its a real table i placed things on it before
Normally small decor is able to be placed so im not sure why it doesn't work
Maybe ur missing something
idk my brain isnt the most trustworthy lol
the table is a default replacement
i had to walk up to it but yeah it works on this table
i should uninstall this mod lol
is there a trick for making prismatic items or did you draw it manually?
i drew it manually
ah ok
just colorpicked from the prismatic shard
and gave it the context tag color_prismatic
cool
I am trying to setup a mod that adds some items to pierre's shop and I am having some trouble with getting the items actually added to the shop
is anyone available to help?
!json share a link to your json and also one to your log (same website, different page) if there are any relevant errors or warnings :)
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.
I don't know what yoe mean by share my Json file
Upload your json to the website linked there so we can see what you're doing and help you correct it. The json file being the one you're using to try to add the items to Pierre's shop
gotcha here it is https://smapi.io/json/none/623d4eccea6440f3a264b077b169fa86
That is not the correct way to write an item query. You can't have two sets of quote marks as a single value. You'd need to write "ItemId": "ALL_ITEMS category_seeds". I don't see category as being specified as a valid argument for the ALL_ITEMS query though.
That is how I thought I had to write it the first time but it didn't work so I tried this but if that 's the case I don't see why it didn't work the first time
Well, where did you get "ALL_ITEMS category_seeds" from? Did someone send you an example that uses that? The wiki only says you can do "ALL_ITEMS (O)" (O for object, or F for furniture, etc) which is the item type, not category.
Actually, I don't know that this is the correct way to add to the list of items anyway, let me go look at shop data
I'm just trying doing my best with content patcher github and modding wiki since when I asked yesterday that what I was pointed towards
though let me try it with the (O) part
Don't just try it with that, that will add every single object in the game into the shop
I meant it still has the seed category but also inserting the (O) filter
But did anyone tell you that you could use the category there? Because as I have said, there is nothing on the wiki indicating that it is possible.
The reason I was asking is because 6480 has more experience with shop data than I do, so if he told you that "ALL_ITEMS category_seeds" would work then I would trust that. But if nobody told you that specific thing would work then I think you are trying the wrong approach and I will suggest an alternative.
no one told me to use it that way I just meant I am doing my best to put the information together from the modding wiki because I was told to look there but wasn't offered much information past that
Okay, fair enough, but I am now telling you that I don't think it will work so let's explore something else instead of continuing to try it now that you have been given more information.
You will want to add "PerItemCondition": "ITEM_CATEGORY Target -74", I think. I recommend that you also add "Id": "{{ModId}}_AllSeeds" because it's strongly recommended to always have a ID field to reduce the risk of clashes with other mods.
Thank you I will try that and see how it works
busy writing the most ungodly beast of a trigger action in an attempt to put only a single action on this tile
144 different IF conditions
i think you're doing something wrong
you're probably not wrong, but it works
if it works but requires 144 conditions to align, it doesn't work
haha
fyi your specific error flow is now fixed in the upcoming update, so making that specific mistake again would now correctly log the issue, and then fallback to the stock sprite
cc @vernal crest
I saw, thank you for reporting it!
I changed out the lines with "Id": "{{ModId}}_AllSeeds" and the "PerItemCondition": "ITEM_CATEGORY Target -74" it has an issue when I have that first line in the code but it's fine with the second one with the second one the only issue it has is something to do with the brackets
Could you upload your new json to the validator and send a link again please? I don't know exactly what you mean by "change out the lines".
You can't just have a PerItemCondition field. It needs to look like this (I'm pretty sure) including with the extra set of brackets and the "{{ModId}}_AllSeeds": bit :
"Entries": {
"{{ModId}}_AllSeeds": {
"Id": "{{ModId}}_AllSeeds",
"ItemId": "ALL_ITEMS (O)",
"PerItemCondition": "ITEM_CATEGORY Target -74"
}
},
That is telling it to add all items of item type Object if they have the category -74 (seeds). (Edited to add the commas I originally forgot)
(Obviously you need the rest of it too, the Target etc. I just focused on showing you what needs to be inside the Entries field. Also, you have an extra square bracket at the end of your file that should be deleted.)
Thank you again and also thank you for your patience with me I am trying my best but I obviously don't have much of any knowledge with modding
It's fine, we all start at the beginning at some point :)
I have a suggestion to make it possible to place plushies in/on beds
but... the cat
I do need to ask with the "{{ModId}}" part do I need to change that out with an actual mod ID or is it a filter sort of thing
That is a token. Content Patcher replaces it with the intended value before giving the data to the game. In the case of the ModId token, it swaps it for the UniqueId of your mod as listed in your manifest.json file.
Not having bug reports for FF's alphas is driving me crazy
I made a whole ass neocities blog
I sorted my phone's galery for that
ok thats good to know but smapi.io Json Validator seems to have an issue with it
The validator does not have any issues with it, so something else is wrong. If you share your json again I will help you find what it is that's wrong.
Ah whoops that's on me sorry, for some bizarre reason I forgot to add any commas to my example. The Id and ItemId lines need commas after them. I'll go edit my example.
maybe it's bug free! maybe... we can dream, right? 
(do you want to see the funniest bug that came up while I was working on this mod)
I know that some people that could find important issues are just too busy to help, so I just have to wait...
And yes I wanna see that
Lmao that's a good one
(turns out you need to initialise Texture2D objects, even if you just want them to be transparent. whoops.)
Did it work once you added the commas?
yeah it seems to be working now
Again thank you for helping me. I am gonna go sleep now though because I don't know what time it is where you're at but it's nearly 5:00 AM here and i've been up all night
Only 8pm here! Have a good sleep!
Hey everyone do any of you know about or experienced issues with some nuget packages with SMAPI?
I am trying to use the SemanticKernel package, but getting issues with the Assemblies, just some give me errors, specifically Microsoft.DependencyInjection, and some System packages when I try other Packages.
I tried to switch to an earlier version as I thought it could be conflicts between assemblies of the same packages, but still getting the error:
[14:34:24 ERROR SMAPI] Skipped mods
[14:34:24 ERROR SMAPI] --------------------------------------------------
[14:34:24 ERROR SMAPI] These mods could not be added to your game.
[14:34:24 ERROR SMAPI] - AgentValley 1.0.0 because its DLL couldn't be loaded.
[14:34:24 TRACE SMAPI] (Error: FileLoadException: Could not load file or assembly 'System.Text.Encodings.Web, Version=8.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'.
at System.Runtime.Loader.AssemblyLoadContext.LoadFromPath(IntPtr ptrNativeAssemblyLoadContext, String ilPath, String niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at StardewModdingAPI.Framework.ModLoading.AssemblyLoader.Load(IModMetadata mod, FileInfo assemblyFile, Boolean assumeCompatible) in SMAPI\Framework\ModLoading\AssemblyLoader.cs:line 178
at StardewModdingAPI.Framework.SCore.TryLoadMod(IModMetadata mod, IModMetadata[] mods, AssemblyLoader assemblyLoader, IInterfaceProxyFactory proxyFactory, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase, HashSet`1 suppressUpdateChecks, Nullable`1& failReason, String& errorReasonPhrase, String& errorDetails) in SMAPI\Framework\SCore.cs:line 2086)
This feels naughty how I made this
Are you targetting net 6
Yes, I am targeting .NET 6
Is the nuget u trying to use net 6 compat
Yes, I tried the implementation in a different .NET 6 project to check and is working fine
it seems like the package that’s having problems is actually System.Text.Encodings.Web
what would be the best way (if any) to check if the player unlocked a specific mastery?
is there a flag for this?
Yes this is case after downgrading the SemanticKernel version to v 1.0.0-beta8... when switching back to v1.66 getting DepencyInjection error
oh I now see that’s an ai coding package, which explains the name AgentValley
There's a stat
yes, I am creating agentic npcs :), but cannot get this package to work with the mod... I am wondering if there is not conflicts between versions of these packages of the nuget packages and some dependencies SMAPI loaded earlier...
mastery_4 is combat
I think they just match the skill's number?
So for cp when usage you can either do a little indirection where you set a mailflag via trigger action
Or for some masteries you can check if they got the recipe reward
what would they do? aigen dialogue?
thanks, i may do the flag thing then
Triggeraction on the stat to set a mail flag
Works 
yeah i just wanted to check i wasn't missing a more obvious/direct way
dialogue, schedules, talk to one another, memory etc... I am still looking at what else.
Just fyi, mods made using gen AI or with gen AI content aren't allowed in this server
Rules: #bulletin-board message
Hmm. Should I be a productive member of the community, or revert to my true calling (code crimes).
(Ie. Continue GMCM 2.0 or work on 3d mod)
.choose crimes, gmcm
Choose result: gmcm
Rigged 
sorry :(
I didn’t say I was letting uber choose today.
I did that yesterday. and look what it got me
Well i vote for crimes
crimes!
That's 2 for
same i need to see your 3d stuffs
No new feedback on the GMCM 2.0 api I posted last night, either
Or no pings DMs or comments anyways
CRIMES CRIMES CRIMES
I do not generate code with AI, all of my work is of my own, I am part of the rebelion and for the sake of this conversation I will not use the agents to generate dialog or any content within my mod, but rather just have my npcs use the tool calling capabilities to give npcs the ability to think and call functions that extend gameplay.
I honestly just need SMAPI to allow me to use my nuget packages...
Remind me in 15 minutes to fix #programmers-off-topic message
sure thing, pal (#6914378) (15m | <t:1760882902>)
AIs don't "think", but regardless, it's all AI mods that are banned
I'm not going to debate this with you I was just informing you of the rules.
Casey, if you're making a mod that adds dimensions to stardew, why are you stopping at 3
ability to predict tokens based on the probability distribution provided by the input tokens... but I will not go on about this anymore:)
(Answered in crime thread for the curious of this very important question)
@next plaza: fix #programmers-off-topic message (15m ago)
I don’t wannaaaaaaaaaa
(I haven’t gotten to my computer yet)
Why has nexus not added back the "recent comments on my mods" widget on the front page yet
It went away with the redesign and still hasn't come back
(this has been done @blissful panther )
that sounds like it would be useful
no that's my explanation
didn't realize they had that, my bookmark's just been the My Files profile tab for years 
They don't anymore
or My Content -> My Files, w/e page that is exactly
Now I have to check the comments on each mod
So you know 98% of them are not being checked
Sometimes even 100%!
I have internalized how many posts each of my mods have, so I only have to check the "my files" page
maybe it only pops up after new comments have been added?
granted, I only have 2 active mods...
I mean it's been missing for over a year and I haven't seen it once. And I definitely get comments
Ohhhh okay, not sure how nexus works lol
Nexus works?
Seems like the dependency issue is likely caused by stardew valley's internal assemblies being loaded, I deleted stardew valley's dll for dependencyInjection and other files that conflicted, it seems like it runs fine then, don't know what a maintainable solution is though...\
hey! replacing the sewer fight event rn, I've set the OG event to null and have my custom event working well and everything, but the event is supposed to trigger after you've purchased a stardrop from Krobus, and idk how I might add that condition to my event. There is a n CF_Sewer prerequisite in the OG event, (which I'm assuming is used as a query for the stardrop being purchased) but I couldn't find CF_Sewer in Data/Mail, and I'm wondering; couldn CF_Sewer be used for my event or is it exclusively applicable to the OG event?
it's a flag that gets applied when you buy a stardrop from krobus (or technically any shop that isn't at a festival), so unless you altered that aspect, it should work the same way
public override bool actionWhenPurchased(string shopId)
{
if (base.QualifiedItemId == "(O)434")
{
if (!Game1.isFestival())
{
Game1.player.mailReceived.Add("CF_Sewer");```
The reason it won't be in data/mail is because only letters go in there. Mail flags without letters do not.
yep, lots of them are silently applied by code, or set by events/trigger actions/etc
iirc there's a wiki list of known ones if needed, though it's 503-ing for me at the moment
hi there, so, i created a hairstyle mod (for now i only have one hairstyle) and i tried to test it in the game. i got no errors or anything, but for some reason the hairstyle doesn't show up when i look it up using the fashion sense mirror?? could someone please help me?
!json share your json using the validator website
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.
ohhh okay! tysm :)
I am not very familiar with FS so I have to go look at the docs. In the meantime, have you checked the log to be sure the mod loaded?
i'm pretty sure the mod loaded, i mean, i looked in the mod menu thingy and my mod was there, but the hairstyle doesn't show up when i try to look it up using the FS mirror
should i send the log?
Yes please, same website as before but different page
Can you also take a screenshot of your mod folder showing your json and PNG files?
sure
although, for some reason there are folders missing?? i don't have the errorlogs folder
also, this is what the mod folder looks like
The log folder isn't inside your Stardew Valley folder
oh-
Your png is named hairr instead of hair
hmm, should i change it to hair instead?
oh i found the logs folder!
one second please
https://sending.pastefor.help/upload/ebac37e1 here is my log
Well, the docs do say that it should be named hair.png so that might be how FS finds the image
ooohh, so that was the mistake here!
Can you upload it to the SMAPI website like I asked instead please?
so sorry, i am still a beginner!
oh, sure sure
Well like I said I don't know fs very well so I don't know for certain. Did fixing the name make it work?
i'll test it out
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
hmm? did i do something wrong?
Yes, you sent me the log in the json validator page rather than the log parser page. My phone won't load it because logs aren't meant to go in there.



