#making-mods-general
1 messages · Page 456 of 1
And I want to know if it's possible for it to be only editable via config.json
Which is the default for C# mods, but it's for a CP mod
I'm not seeing anything in the docs for CP or GMCM about it, so I'm guessing the answer is no
no
Maybe you can suggest it to Casey or pathos?
I don't think it'd be a very frequently used feature but since she's here, hey Casey do you want to make that change for me? /j
/me runs away
(But feel free to make an issue on github for my theoretical GMCM 2.0 changes)
i would think itd be a change on CP's side
I would also expect that but Pathos wasn't here right in this moment xD
@ pathos
GMCM 2.0 is gonna include stuff for content packs that I’m like 97% sure pathos won’t go far (since he’s rejected it before)
I think it's just me wanting to provide more options for users than are actually necessary
i mean how would a content patcher mod specify it without content patcher a) offering the option and b) respecting it
(Basically, cp packs will get full power, except custom widgets of course)
I mean content patcher literally tells GMCM what options are available.
(sorry, casey, i did that specifically because i saw you were in the chat
)
(Aaaaand a little bit of embarrassment about having made a mod in such a way that it's giving a bunch of users problems because I didn't follow the normal convention and now there are consequences)
that is exactly my point? its content patcher telling GMCM. how is content patcher to know it shouldnt?
So I just load a separate json with the GMCM data (specified in manifest, not assuming a specific file name just in case)
Oh, I thought you meant “how could you even handle that on CP side”
(Also, this isn’t a data asset because I don’t think mods should be able to edit other mods config pages)
I’m not surprised (and I half wondered)
And iro didn’t even question it
It’s a conspiracy I tell you
It may not make sense, but if wren ever joins in on it, my mind will be in absolute shambles
Every 1d7+1 days, you each hold a drawing to see whose name you each get this time
I considered leaning into it
My mind would never know peace
but figured it was funnier to refuse to acknowledge it entirely
Also not surprised
…yeah, it would’ve been too obvious if you immediately responded with calling ichor iro
Gotta make me question my sanity for it to be effective
hi, would anyone know if there's a way to add campfire to a map that you can toggle on and off like the one in front of linus' tent? like a tile property or something?
You could make a custom campfire-shaped fireplace and then spawn it on the map
I'm pretty sure there's a way to spawn furniture on maps anyways
If you want the effect to be baked into the map itself the only option is c#
@blissful panther Hi DH, I'm following the Doc on how to add a Close-up interaction from MEEP, but I'm confused on how to load in a custom asset,. It says
"Action": "MEEP_CloseupInteraction_Image Mods/DecidedlyHuman/MaruRobot",
But it doesn't give an example on the load part. So I tried to follow the example file path "Mods/DecidedlyHuman/MaruRobot":
"LogName": "Load MEEP Images - Pepper",
"Action": "Load",
"Target": "Mods/RaffieJohn/Pepper",
"FromFile": "Assets/MEEP/Pepper.png"
},```
But nothing is happening. Here is my code that I followed from the doc:
https://smapi.io/json/none/bb8656a898f4436cb5fb67bece1b9a34
I see, thank you!
If you're familiar with FTM, the forage spawner can add a craftable campfire and prevent players picking it up, which is how Linus's fire works
"Forage_Spawn_Settings": {
"Areas": [
{
"SpringItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
"SummerItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
"FallItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
"WinterItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
"UniqueAreaID": "Fireplace test",
"MapName": "Mountain",
"MinimumSpawnsPerDay": 1,
"MaximumSpawnsPerDay": 1,
"IncludeCoordinates": [
"20,15/20,15"
],```
(also you'd want to make the tile impassable so NPCs don't break through it
)
thank you so much! i'll look into it! 
I’m almost confident that 90% of issues can be fixed with FTM
eventually everything will become spawnable forage 
(until I finish 2.0 stuff, then it's all trigger actions) (sort of)
Haha. Well I figured out how to use it to spawn tools in the world. So it made my WIP farm feasible
I need trigger actions to make it rain bombs that are set to explode….
For reasons
I'll make a note to remember how active bombs spawn, since they're one of those unique edge cases
I may or may not be looking at more… intricate… dungeons
So raining bombs would help
mmm bombs are temp sprites with endfunctions rather than items
in any case you'd need to run the spawn behaviours on each tick, otherwise you've just got a location that explodes dramatically once you enter for the day
having things 'drop from above' is also totally outside the realm of the base game content so you'd need another setup for that
iirc even temp sprites don't support it, i'm fairly sure the 'stop at ypos' arg only works with a negative motion Y, i.e. upwards
(used for fireworks, which typically don't go down)
hey blueberry while you're here--i was trying to use the new viewport commands you elaborated on on the wiki, but got this error:
[game] In event #CookingLesson5 for location Saloon
[game] On line #69: viewport farmer
[game] Error running event script Data\Events\Saloon#CookingLesson5 on line #69 (viewport farmer).
NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.Event.DefaultCommands.Viewport(Event event, String[] args, EventContext context) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Event.Commands.cs:line 4420
at StardewValley.Event.tryEventCommand(GameLocation location, GameTime time, String[] args) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Event.Commands.cs:line 307```
does `actor` not like `farmer`?
ah, you want player instead.
ahhh i see
dark reader extension my beloved
24,000 line json 
is there a better way to do this? basically trying to apply a snowy version of the texture if its snowing, and the config option is enabled for snowy days
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Query: {{Snowy Days}} {{Weather}} |contains= snowing": "false, true"
}
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "true",
"Weather": "snowing"
}
},```
do you need a query in the first one? why not check it one by one like your second patch?
it was kind of a dual test, to see which would be cleaner, i intend to use the same method for both, but i was more wondering if they could be combined into one editimage action
i suppose you could set a dynamic token like {{Snowy}} that's Snowy when (true conditions) and NotSnowy when (false conditions), and then name your files accordingly, and use the token {{Snowy}} in your FromFile
CP docs lay out how to do that more clearly
that also means that you're not checking a query on location change which is very expensive resource wise
You shouldn't need to do an OnLocationChange update rate for that because the weather is set at the start of the day
I think I might actually need to, I got the code fully up and running (mostly) but when disabling "Snowy Days" the old snowy textures still load
imo players should expect errors when changing config mid-game session
Yup
i dealt with this last month or so and poor aba was very patient with me lol
You never try my patience nic 
All the rest of my config works as expected, its just snowy days that isnt getting properly disabled
I checked thru it like 3 times, no linting errors or anything
If you're changing the snowy days config midway through the day without OnLocationChange, it is expected behaviour that it will not update until the next day
i added the onlocationchange update to each entry, same deal
Which of the two methods from above are you using?
this is what i ended up going with for now:
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Weather": "Sun"
}
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "true",
"Weather": "Snow"
}
},```
(Why must everybody put spaces in their config settings 😭 )
ngl i thought it wasn't even allowed skdjhfksjfh
To my immense sadness CP does allow it D:
And you're saying that the snowy changes are not getting removed when you disable the snowy days config?
You can put spaces in the config but then it cant be i18n'd
(Learned this the hard way)
Correct
ahhh
Interesting, I didn't know it broke the keys
Well, good, because people shouldn't be using spaces
And you changed map after disabling it?
does it break anything else?
sorry i'm derailing the convo this can continue later
aye
Not that I know of, it's just bad practice to use spaces in IDs and people should be in the habit of not doing it ever
If it works it works, I can guarantee you spaces arent the issue here, i just tried a test without them
Try doing a patch summary to see which patches are being applied
I know the spaces aren't the issue. I would've told you if they were. But you should change them so you can i18n your config anyway.
spaces in keys do not break i18n
They do not
I have another mod with over 100 config options 18 languages supported
Works great
Has spaces
Poor oclarina then
yeah I was going to say they dont break i18ns
!log please use the log parser and upload your whole 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.
but needed to check first
Well they should >:(
has anyone told you you're stubborn
How did i break them then....
you're not my linter 😌
thisisfine.jpg
It is a mystery
spaces in keys dont break anything in general unless its another mod that doesnt handle it properly
You're the first in the modding community so far lol
(also to clarify i mean config keys here. dont know what the game itself might get up to for things like item ids or whatever)
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 54 C# mods and 83 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Oh, of course. I thought this earlier and then forgot: you shouldn't have that Sunny weather condition for your first patch
Because it is not sunny
my poor hand hurts from clickying and clackying all day 
Thanks for pointing me in the right direction, removing this from the first entry and instead using the snowy days config set to false works
Sometimes I just cant wrap my head around logic problems like this, so thanks for your patience
Have you tried clackying and clickying instead
hello working on my mod really simple question someone very talented took my commissions and made my mod mini map my question now it appear on a new save but not on my current save is it normal and do i have a way to make it appear or is it stuck with the vanilla one ?
Can you give some more details? Like what even is your mod, what do you mean by not appearing, are there any mod conflics? Etc
If you could share your log too, that may contain the solution
Sorry it's a farm map that replace standard farm, i asked for a minimap so it shows on the map instead of the vanilla one here's the thing on a new save the new minimap appear but in an existing save it does not
as for the log i'll go get it
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 26.0.1, with 77 C# mods and 242 content packs.
when you tested it, did you test it on a minimal mod list? (i assume so, if it loaded in on a fresh save, but im just double checking)
yes i did, i'm not sure if it's normal for the mini map to appear on a new save but not on an existing one
well i would assume its because one of the mods you're using is conflicting
i would guess it's your recolor
?
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "true",
"Weather": "Sun"
}
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "false",
"Weather": "Sun"
}
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "false",
"Weather": "Snow"
}
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "true",
"Weather": "Snow"
}
},```
I may have gotten ahead of myself before, but I did manage to get it working, but its 4 actions instead of the 2 now xD
i tried again with only content patcher and my farm map and it still doesn't appear on my existing save
Three of those patches have the same FromFile
Why are you specifying weather at all for the non-snowy ones?
Basically its accounting for the four different cases that could be happening
But you only need two
You need one that applies all the time by default, and then one that overrides that if it's snowy and the player has enabled "Snowy Days"
hm. share your json?
Case 1: snowy days disabled, sunny, uses normal
Case 2: snowy days enabled, sunny, uses normal|
Case 3: snowy days disabled, snowing, uses normal
Case 4: snowy days enabled, snowing, uses snowy version
The first three cases will just be covered by not checking for weather or Snowy Days. Then for number 4, you check if it's snowing and the player has Snowy Days enabled, and then you change the tilesheet
I assure you that does not work, i just tested that
Take case 3 for example, if its snowing, and snowy days are disabled, the snowy version will load without that specific case
So you had this and it did not work?
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
}
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": "true",
"Weather": "Snow"
}
},```
This will load the snowy sheet only if it is both snowing and Snowy Days is enabled. It will not do so at any other time.
Yep, just tested again for sanity, when its snowing, and the snowy days are enabled with this version, the default is used
Even after changing location?
Correct
The only way to do it is to specify all four possible cases
I tested this for like 30 minutes, really confused as you are now
hm, everything looks right, so i'm not sure why it wouldn't be working 🤔 i'm gonna throw it out there but if you test on an existing save, then go to sleep for a day, does the map change?
Then something is wrong, because you do not need to specify all four cases
didn't test to sleep
That's what I thought as well, but after thoroughly testing it thats the conclusion I've come to
If all four potential conditions dont have a case, then those conditions wont work properly
I need to check this
I didn't even need to change map for it to update
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "assets/winter_pink.png",
"Priority": "Late",
"Update": "OnLocationChange",
},
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "assets/winter_green.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"CT_Snowy": true,
"Weather": "Snow"
}
},
Not sure why mine just completely and totally refuses to work lol
Snowy but CT_Snowy disabled: pink ground. Enable CT_Snowy and hit save: green ground. Graphic design is my passion
Do another patch summary
And check which patches are applying
Patch summary doesn't tell you which of your patches loaded, just what was patched to
Yes it does
That's what I checked before when I told you to remove the sunny weather check
See? Not applying because the weather condition doesn't match
Well I dunno what else to say, patch summary is saying the same thing as before, and the code you provided which was pretty much identical to my first attempt is not working correctly
The only way I've gotten it to work is by laying out all the potential cases
If you wanna test around with the mod i can send a beta version, but at this point i have it working, and im getting a little burnt xd
!json Can you share your whole json please? And also another log with the patch summary that matches the json you share (as in, make sure you did the patch summary while that version of the json applied rather than editing the json after running the patch summary)
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.
beta 1.3
Ok I'll have a look
currently working with the multiple cases method, feel free to try and get it to work properly, i spent over and hour trying to figure it out and came to the same conclusion as you
it should work...
hii.....sorry to interrupt, but i had an idea for an event quest conversationtopic hell. I wanted it to be like.. the player has to go around talking to npcs to get hints about what to do next, and i thought maybe conversation topics could work, but i also wasn't sure how to go about it? cuz unless a player is taking screenshots there's no indicator as to what do do next. so if it's possible, i'd want a quest that could increment in counter for people talked to, and once everyone required has been talked to, the quest turns into a different one that tells you what to do?
I would make it linear like the pirate locket quest, that way you can be sure which NPC should be spoken to next etc
it's not supposed to be linear like that though
it's just you have to talk to the people
they dont need to be in order
Are you testing with a totally minimal testing setup?
Its my full testing suite, lots of mods
sounds more similar to the introductions quest then, where talking to people crosses them off the list until everyone has been met
yeah, i was thinking like that, but 😅 have no idea what exactly goes into it
i think this could work! if you wanted the player to be able to check their progress so to speak you could probably do mail shenanigans? send a letter Now each time the player talks to someone (if that’s a valid trigger—BETAS might have it?) and include information according to CTs the player has active. so the letter could be
{{Token1}} (“unknown”when no CT, information when CT)
{{Token2}} (same as above)
etc
this depends on the trigger existing though
oh and removing the mail from received each time the traction fires, i forgot to mention
oh yay it does exist
i’m making it sound extremely complicated for something you don’t have to do lol
good luck though
Right, well, I've found out why. I did not know that you needed the first one to NOT apply if Snowy Days was enabled. They are both applying but because the snowy one has no ground tiles, the ground tiles from the non-snowy sheet are showing through.
There we go, man im sorry xD
Lol no worries
I should've specified that its one or the other since they are oveylays with different sections
And what's the issue with just having "Snow Days": false in the non-snowy one?
hmm
could there be some kind of item that each person gives the player one of when they talk? and then you can track that
Because the snow from vanilla shows through on sunny days, I see
Aye
oh, that sounds, maybe simpler? 🤔 maybe. like the event i want only triggers if the player brings the items to the location. i'd have to player proof the items and hope they don't accidentally sell it or give it to someone else though
that's one way to do it, yeah
or you might be able to do it as a gathering quest that just tracks that the player received however many of that item in the first place
Ok, I can't find a simple way to avoid your 4 patch solution (the only thing that I can think of that would work is to have dynamic tokens but I don't know if they'd be any less work or better performance), but I don't think your solution is going to work for anyone using mods with custom weather (or even if vanilla has any weather other than Snow or Sun). But I think you could change your "Weather": "Sun" conditions to check "Weather |contains=Snow": "false" instead and that would work.
Ah perfect, thats a good consideration I hadnt even thought of
TBH i didnt know there were weather mods xd
Yeah they are really cool
Ok I said that and then I immediately wrote a two patch solution lol
(I think. I'm seeing what I expect but that might just be because I expect it haha.)
{
"Logname": "Snow",
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Snowy Days": true,
"Weather": "Snow"
}
},
{
"Logname": "No snow",
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Maps/winter_outdoorsTileSheet",
"FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
"Priority": "Late",
"Update": "OnLocationChange",
"When": {
"LocationContext |contains=Island": "false",
"= Enable Mod": "true",
"Winter Changes": "true",
"Query: ({{Snowy Days |contains=false}} AND {{Weather |contains=Snow}}) OR (NOT {{Weather |contains=Snow}})": true
}
},
Never used query before
Can you just have every hint dialogue give you different mail flags, then have all those mail flags be the conditionals for the next part of the quest? That doesn't need a trigger action or anything.
This has been fun and made me feel better about the pumpkinocalypse
oh yes, the answer is always mail isnt it XD I'll try that once ive written out my event dialogue
(thanks for everyone's suggestions)
@elder kite by the way, please feel totally free to ignore this, but have you thought about the ramifications of calling your recolour a very similar name to one of the most popular existing recolours? People already refer to DaisyNiko's Earthy Recolour as just "Earthy", so yours will probably always get confused for Daisy's and you might miss out on some word of mouth advertising because people think others are talking about Daisy's.
Again, this is totally up to you and you do not need to respond or justify your decision-making to me in any way. I just wanted to raise it in case you hadn't thought about it and would find it a disappointing shock upon release.
This is much cleaner thanks for your help I integrated the query structure into all of the regular versions that have a snowy variant
As for the name, I hadnt really thought of that 😅
definitely not opposed to changing the name, i just couldnt think of anything i liked better at the time
at that point id just push the version # to 2.0 lol
open to suggestions on the name, there arent a lot of synonyms to "earthy"
Loamy Valley?
loam...
Woodsy, rustic, natural, organic
Though i think rustic and natural are already used by some thing, just can't remember if they're actually recolors
Woodsy sounds like a good one, if you want it to be synonymous with Earthy
There's a limitation on Nyapu's portraits when it comes to Maggs' "seiso" Seb sprites (I mean non-smoking):
He would still appear smoking in the portraits even when his actions suggest otherwise
Hope I will just do a patch on this for my custom vkei Seb (and optionally Sam and Abby) retexture
I mean lack of custom compat isn’t generally seen as a limitation or bug
(also, if maggs doesn’t call it seiso, and you have to explain it anyway, wouldn’t it be easier to just say non smoking from the get go? 😅 save yourself some extra typing)
hey @frosty hull, I got reports that the latest version of FF doesn't work with the current version of SMAPI for Android, and I've been told it's because it's missing a facade for methods FF is using (ShopMenu.UseDresserTabs). I'm also a bit worried about FF patching inline functions (the filters in ShopMenu.UseFurnitureCatalogueTabs), since I had to target a very specific function path to patch them (in this part of FF: https://github.com/Leroymilo/FurnitureFramework/blob/main/FurnitureFramework/Harmony/HarmonyPatcher.cs#L125)
Could you look into it to add the missing facade, and check if the filter patches are working?
This may be a dumb question but does sdv have some kind of code obfuscation?
I had to google what that is, but I don't think so? The decompile is fairly easy to read for the most part. Why?
no, it's not like minecraft. everything has the original names. If you reference the dll in your own code you'll be able to use it like normal, no processing required. However, c# has compiler-generated classes and methods for certain kinds of syntax, and those can be tricky to target with reflection since they're compiler-named and not human readable.
SMAPI specifically also has a "facade" feature to help with compatibility for older mods, which sort of creates proxies for some things that were removed or changed in newer versions and then rewrites mod code on the fly to use the proxies so it doesn't break.
Thx that really helped! I have a small experience in Minecraft modding so that's why i asked that (it got removed)
!decompile you may find this useful
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
HAPPY HALLOWEEN!!!
@brave fable hi there! im making an update for my UI interface and i would love to include a recolor and slight retexture of Love of Cooking into the compatibilities!
here are what they look like (and im happy to make any edit you wish as well)
@autumn tide that was close
halloween morning for me lol
wait go to bed it's like after 1 am for you
or don't it's halloween
..sorta
still enough time for a seance methinks
OKAY so- as you may or may not know I happen to be an utter dumbass who's too ambitious ANDDD i have a new idea- would it be possible to add some niche unicode characters to the game text and customize the game’s font to have those unicode characters display as different latin script fonts? I want different characters to have different fonts in game bc I am too ambitious for my good :)

..if this is impossible please just tell me-
Impossible without C# trickery, yeah
alr 
talk to me about it tomorrow-ish, when i release my font framework that does this exact thing
aaa that is so cool!
remind me in 24 hours to talk to ichor about his font framework
Sure thing, head_in_the_cl0uds (#6932897) (24h | <t:1762015560>)
huh, the bot doesn't hate me!
..as much i think
Oh is it that close to release? I thought of that when I responded but I thought it was gonna be a while longer before you released it
god willing, yes
Monthly mod stats time!
Mod compatibility
79.7% of SMAPI (C#) mods are compatible or have a workaround, up from 79.1% last month.
Unique mods by type
October continues the busy streak with 498 more mods, which is the second-highest number since the Stardew Valley 1.6.0 post-release wave.
Furniture Framework reached 100 content packs last month, so it's now tracked separately in these stats.
The breakdown of new mods by type is:
- +322 Content Patcher;
- +76 SMAPI;
- +38 Fashion Sense;
- +19 Alternative Textures;
- +19 XNB (???);
- +7 Farm Type Manager;
- +2 Furniture Framework;
- +1 Json Assets;
- 0 Custom Furniture;
- 0 Custom Music;
- 0 Dynamic Game Assets;
- 0 Mail Framework Mod;
- 0 Producer Framework Mod;
- 0 Shop Tile Framework;
- 0 TMXL;
- -3 Better Artisan Good Icons;
- and +17 for frameworks with <100 content packs.
Content Patcher packs
We have 12,625 Content Patcher packs.
The top five Format versions remain...
- 2.0 (3,696 ↗ 3,782), 2.3 (855 ↗ 864), 2.4 (639 ↗ 652), and 2.7 (486 ↗ 500) for Stardew Valley 1.6;
- and 1.19 (567 ↗ 572) for Stardew Valley 1.4.
Open source
- We have 3,715 tracked C# mods, of which
- 2,305 mods (62%) have a source code repo, with
- 1,216 (53%) in a multi-mod repo and 1,089 (47%) in a single-mod repo.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API held steady around US$238/month. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for ← September 2025 • November 2025 →
- Full mod dump (73 GiB)
- Download all open-source mod repos
- Dynamic view of mod dependencies
And that's it for this month! Feel free to ask if you have any questions.
The mod frameworks have changed a lot since I started tracking mods-by-type stats.
Just for fun: here's the first & latest charts, and an animation of every chart posted between them.
(at least 14 of the +19 XNB is due to a single person uploading a raft of single-character portrait/sprite mods)
(Here's a cleaner animated version, using the higher-res images from Discord instead of Patreon.)
It is sad that XNBs are still the most "popular" after C# and CP mods...
Alternative Textures will be passing XNB mods soon though!
workshoping new names for my mod "an earthy valley", someone pointed out the becuase the naming is so similar to daisynikos, i might want to consider changing it. Here are some of my top contenders at the moment, would love feedback, suggestions or other name ideas. Cheers :)
Terrane
Ulterra
Naterra
Teralis
Terracotta Valley
Between these I like Naterra
(And must confess I did originally think your mod was related to DN's)
Well this is a first
nexus doesnt want us to comment the bee movie script, huh
If you're ever in a data-crunchy mood in the next month (or even just for next months mod stats), another interseting stat/graph might be "total mods by type excluding SMAPI/CP, and excluding frameworks which are no longer compatible (such as DGA)"
...What channel is the support discussion thread under, again?
Nevermind, discord was being dumb
personally I'd love to see a breakdown by dependencies that aren't "content pack for" frameworks so we can see the newer frameworks too 
Oh, yeah, that would be nice. Wouldn't count mods that have optional content with HasMod but don't have an optional dependency (unless Pathos added an extra step to deciding dependencies for stat purposes, which doesn't sound terrible), but still would be fun
it shouldn't even be too much extra processing to find those hasmods, should it
I almost forgot but i need to check if these names are already used too xD
No, but it is time writing code (and debugging why this one little obscure edge case causes the entire thing to catastrophically explode)
The existence of DTs and includes certainly complicates it a little
can the key itself be a DT?
Now if you'll excuse me, I have something to showcase. (Not here or a mod, just "small" UI QOL thing in the alpha thread)
Not sure, but your DT itself could be controlled by hasmod
without includes it isn't too bad to parse as json, with includes it's a tiny bit trickier but should still be fine 
Actually now that I think about it
We wouldn't care about if the token is true or false for this
Just if it's there
So you could probably just parse every non-i18n json in a pack as a CP json, and search for HasMod
grep my beloved
Okay smartypants
how dare you, this is the perfect use case for jq
that's why I asked if the key can be a token, because that would slightly complicate things 
somebody fix my brain, I thought you were talking to yourself just now
(all the previous messages were iro, ichor hops in for a single line. all hope is lost)
that's basically what the dynamic view is for the most-ish part
(forgot to read back and check. whoops)
Oh! @next plaza I wanted to tell you some of your github docs are broken, like on the GMCM Nexus page just sends you to a 404 page in GitHub.
Ah, yeah, they all broke when I reorganized the github repo.
GMCM is one of the ones I should actually update, I suppose...
rofl, it could save you from some comments 
pretending I actually check the comments much

Okay, fixed
awesome!
Where do these ground particles get called from?
The little yellow ones, its so noticeable because its on top of my recolor
TileSheets/animations
Cheers
Has anyone ever thought about doing an expansion mod that focuses only on the vanilla characters? My dream is to do almost an “overhaul” mod someday that adds expanded content, adds and edits events, dialogue, schedules, and maybe even some rival heart events (for non bachelors ofc) for SDV. Not because there’s anything wrong with the core game, it’s obviously brilliant, but because I’d love to expand on the vanilla characters with my head canons and such.
SDV Expanded does a little bit of it ik
i think part of the reason people havent done it yet might be because of the compatibility issues it might cause? like putting all changes in one means ur locked into all of it as opposed to a mod that just focuses on dialogue.
(for example) I know sve is big and popular but it also has a lot of changes that are incompatible with smaller mods that just change or or two things, and people then have to make separate patches for it
It's also a lot of work
Legitimately I recommend breaking it up and focusing on a handful of npcs at a time and releasing those as separate mods
maybe breaking it up based on family would work
Ooo that’s a great idea!
And yeah it would be a lot of work, hence my hesitance to do it. Plus the whole thing with people being locked into this mod and nothing else cause of compatibility
But I’d like to give it try sometime, start by focusing on my favorite characters then going from there.
If nothing else, i've personally found that having a mod to work on has been really good for just like... my mental health tbh. It's a really fun way to keep your brain active and creative. SO even if not much comes from it, getting into it is highly recommended <3
Yeah! And honestly even if it’s not gonna be universally popular for the reasons above I’d love to have it for my game. That’s what matters.
Maybe there will be some that love it and that would be awesome but hey, at least I’d accomplish something!!
Making something that you want to play is a great way to look at it!
i would say there are several mods that touch vanilla npcs, they usually do more small touches than big changes
but it's how i would advise to start anyway, focus on one aspect (a family as suggested, or a theme, or a set of events), see how you like that, add more
do you have fun? then continue. if not, release that as a small mod
??
????
i don't think they're gonna get any notifications anymore 
for festival appearance i just do IS_EVENT festival_spring24 and such right 
where does this event id get generated
isnt it like, in the Festivals data?
(i may be misunderstanding)
yea i guess it is indeed just the asset name 
is it IS_EVENT? i have EVENT_ID festival_spring24 and it works 
iirc those are the same GSQ & it's the only vanilla GSQ with an alias
ohh, I see!
/// <inheritdoc cref="T:StardewValley.Delegates.GameStateQueryDelegate" />
[OtherNames(new string[] { "EVENT_ID" })]
public static bool IS_EVENT(string[] query, GameStateQueryContext context)
yea what esca said
also @ whoever posted earlier, don't worry about interrupting if you need to ask something 
inch resting how its the only one with an alias
I imagine they renamed it mid-development in 1.6 or w/e and decided to use that feature
yea makes sense

I'm trying to make a map edit with compatibility with vpr and I don't know if I have to do anything special or just follow the instructions on the wiki for unpacking vanilla maps into tiled bc its like a recolor/texture mod with .png assets rather then .tmx/.tbin i imagine cause its not map files. I'm very new and lowkey not sure about what I'm doing lol 😅
can someone give me a tip on how to make mods easily like character mods
i just want to add a replacement for Abigail with one of my characterss
and does it have to have pixel graphics or can it be good
if you just want to replace the portraits and sprites, all you have to do is be able to make the images and learn a tiny bit of content patcher syntax to load them in
if you want them to behave like a different character, have a different schedule, etc. then you are signing up for a ton of work and you might as well just make a new NPC instead of replacing one
and by default, yes you are limited to the same resolutions as the base game, so pixels. there are frameworks available to allow higher-res graphics, but working with those is a bit more complicated
Is there a way I can do the "You found a xyz!" and hold it above your head like when finding a geode? but a custom item
if it's for vpr compatibility i would assume it involves recoloring a number of assets. Im... not sure if that would really require you to unpack anything, let alone use tiled? can you elaborate some more?
don't think so currently, but if you're willing to wait til 1.7 I think that's dehardcoded
just tell your users to wait 2 years
i think you can do it in an event with itemAboveHead but not on first find during regular gameplay to my knowledge
i probably did a bad job explaining sorry, I want to change some layouts around town, like paving roads, making more bridges, widening paths, etc and inside npc houses, similar to Karmylla's immersive maps, which adds things like kitchens and makes Marnies living room not a fire hazard lol for example. I use vpr and idk if i need to do something special so that new layouts i do don't randomly have vanilla tile textures? if that makes more sense; i might be asking a dumb question but I've noticed other map/layout mods like dusty overhaul specifically state they have compatibility to recolor mods
You could make it a lost book and then somehow use that as a trigger to give the player the real item using CMF... maybe. Very awkwardly.
you would only need to provide compatibility for recolors if you are adding your own assets (tilesheets). if you're just reworking the map with the same vanilla tiles, no problem you're good to go
the dusty overhaul likely adds new assets, so those have to be recolored, but if you're only using vanilla ones, you dont need to recolor anything.
and if you do it properly, the maps can automatically find the vanilla assets so they will be compatible with every recolor
I can't explain how cool I feel having gotten this shop up and working within 6h (with dinner breaks and other distractions), I was so worried about setting up the shop but it's been going real smooth 
oooh okay! thanks that clears it up for me
gonna eat the bouquets
@ iro @tiny zealot Why does that mod need a textbox?
It was a little like designing candy, very fun
next version was to be driven by GSQs, so users need to be able to type them in. basically need a working textarea
Ah
i kinda wanna make little candies now... grrr grrr pelican town isnt big enough for a candy store
Well that implementation won't allow text longer than the textfield, so keep that in mind
(there are other reasons i haven't finished it, but the text problem was one of them too)
is this in response to you specifically giving them the item and can control the circumstances in which they find it, or is it literally just a random drop or somethin they can get any time randomly and you dont know when
I feel like that could be especially fun in an alternate timeline where people here weren't as averse to modpacks. Like, someone makes a spooky shader set to go with their spooky themed pack
just add a corner to seedshop or something as a candy corner
I was about to say "there is in 1.7" but then I saw selph beat me to it
Better - add an elevator to pierre's shop.
It's now a vertical shopping complex
Thats literally what i personally did
Little flowershop in the corner
if i add a corner next to your corner, then XD SeedShop? more like SnakeShop
i dont know where i'd even add an extra space in pierre's shop
Just a line of new little shops, like a mall
I have a trigger action that spawns the first item in a specific spot in the world but they have to pick it up as forage
shopping mall project when /j

i honestly dont remember if BETAS's CropHarvested trigger works with forage or even if it did if it'd work with objects spawned like that AS forage, but maybe worth a shot?
sounds like a potential use for a certain feature I've talked about that y'all have to wait for the 1.7 alpha to start back up for
and even if i could trigger something how would i do the whole animation?
Spiderbuttons.BETAS_HoldUpItem
(trigger action action that does the hold up item stuff you want like the event command)
ideally there would be like a row of plots and i could just slap a new shop in there whenever i felt like it LOL
central station addon when
is there any free pixel art things cuz paint.net is too hard for me and i want something that has like a brush that draws multiple shades of the same color to make it look shaded
...wait I was joking but that actually sounds like an interesting idea. @ivory plume Central Station shopping area when
cuz im lazy
i thought central station already did rotating shop patches?
!software some things here to check out, but that sort of shortcut is unlikely to produce art that looks like vanilla (this may not be a problem for you)
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Each shop can have a little area to decorate, and what shops are available changes day to day.
If there are more slots than available, multiple floors?
...does it?
What about non rotating shops
they rotate so many mods can have a chance at getting picked
I haven't really actually interacted with mods much since it became a thing
I mean, you can patch directly over the map instead of patching into the existing namespace to make it nonrotating.
i thought CS's rotating shop wasn't implemented yet? did i make that up?
Ah. That becomes a problem if you need a shop as a staple and the person has tons of mods. Same problem with games like MC and adding loot to chests
Then you have to worry about conflicts 😔
They weren't implemented yet when I made my setup, haven't checked to see if the shop rotation is implemented yet
But yeah, I think the plan was to make shops rotate like the NPC tourists do
I was thinking something like the vanilla spouse rooms. But there are multiple available slots, and while people can make shops not always available, they could make ones that are always available. And if they weren't enough room for all of them, second floor or something
I wanted a way to guarantee two of my tourists showed up together but that was not a thing either without directly patching a spot
I had a funny paired dialogue where the two NPCs were on opposite sides of the station and had just missed each other
A way to have non-rotating map real estate without constant conflicts would be really nice
Suddenly imagining something like central station but instead it's just a big room with a bunch of portals to other areas. (Lore wise, going through the portal takes you where you're intending, it's just that the junimo magic the player got afflicted with messed things up a little... or something)
"what about before the the wizard magical makeover"
something something it still happens in the future and timeline shenanigans
I mean, nobody is stopping anyone from making a mall that you use Central Station to reach
resists urge to do exactly that as a map
True, but if it's separate, that's yet another dependency
imagine one of those giant electronic maps like they have in real malls where if you click on the location name it takes u to the store
That would be incredible, but I lack the knowledge
A drone flies by and grabs you like a claw machine and carries you there
I had the thought of doing a series of shops like in The World Ends With You
I don't!
But I have too much I want to do, and too little brain energy at the end of each weekday
you guys really like shopping huh
There are two types of people in the world: People who like shopping, and liars
If you don't enjoy shopping you haven't found the right thing to shop for
I like having money
I coded three different shop lists when the idea of rotating shops even got floated for CS
What use is having money if you can't spend it
Or do you like money in a scrooge mcduck sort of way
Dont look at my inflatable pool full of pennies
<insert rant about the "you can't have your cake and eat it too" saying>
For me it was more of an excuse to be able to curate a list of related furniture or decor items for sale in one spot
Like a toy store or one of those airport novelty shops
That doesn't pleasant to swim through. But then again, neither does an abyss of papercuts
i like shopping because i get Things
One shop with a rotating theme
i like shopping in stardew bc it's just fun.
I do a shop with a rotating theme in my cooking mod and its really fun to put together
Or if you wanna go full scope creep
(tante odette's cat voice) money is to spend
Big department store with rotating themed area
Like the holiday section at <insert half of big stores here>
Hello everyone I am New modder. I plan to make huge department store mod. Bigger than Zuzu city and with 200 npcs. I have no experience. who wants to help me
Money you can't spend is either:
- Resources you can use for making things (metal)
- Resources you can use for burning things (paper)
To be fair, half the motivation for my unreleased "let me fill a shop inventory by context tag" mod was to let me pull restaurant menus quickly.
hey im great with ideas, can i help? I'll let you have 10% of the DP from the resulting mod
Right now my income is a full 25 dollars a month from patreon
You're hired
I mean i just buy VT and hold onto it forever
This is how it's supposed to work right
That sounds less like gambling
I've never in my life sold a stock and I'm not sure I know how to
I thought you were telling me to hoof it to Vegas
Nah, this is atra
Now I’m halfway across the country and you tell me I can do this from my couch??
I did buy some environmentally friendly etfs as a treat
Only could-actually-technically-be-productive gambling allowed
no, it doesn't work this way. the state of vermont is not for sale
I could do a hundred thousand dollars
...I have a response to this, but server rules
Is that enough....
Ok maybe slightly more
You could try maple syrup bribes
I hear that’s the currency up there
I could use a hundred thousand dollars. Wanna trade?
I'll give you momo pics
An infinitely better deal than I offered 6480 for Zuzu City Department Store: the AAA-game-sized mod
I should go to bed soon. And be sad I'm not waking up next saturday instead of this saturday, because KAR2 demo
oh wait is KAR2 supposed to be kirby air ride
Hi. I'm interested in making a mod, but I have no prior experience with programming or anything like it. Does anyone have any video recommendations on where to begin?
No, we don't have any up to date video resources for modding Stardew, sorry
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
thank you
Don't look at the C# stuff unless you specifically want to make a C# mod. Most things can be done with just Content Patcher and/or other framework mods.
Right
Yes
@tiny zealot I have a vague memory that you added a custom event command or two in your C# mod for Lacey. Is that right?
(are you asking because you don't know how to make one?)
(Yes lol I need someone's code to look at - or for someone to point me to the wiki info if it exists because I couldn't find it)
you can just register event command handlers like you do game State queries or map actions
I don't know how to do those either
Event.RegisterCommand or something
basically exactly like that one modding wiki page about making framework mods
Except with event commands
I'm on mobile so I can't find and link it easily atm
trying to change the golden witch's sprite, but i cant find where its located,,,,,,,,,,,,,,,,,
found it, dumbass (cursors2)
The wiki has just gone down for me. Once it is back up I will try to find it, thanks Button
the modding wiki?
ok im back at my desk now its Event.RegisterCommand you want, with a delegate with a signature of (Event @event, string[] args, EventContext context)
event command stuff specifically is not on that modding wiki page tho but yeah its just the same exact concept as the GSQ/Trigger Action/Action stuff
just different things in the function you're writing
it is however important to remember that most event commands will do @event.CurrentCommand++ at the end to actually move on to the next command. so, yknow, dont forget to do that
Thank you! Searching for RegisterCommand found me a modding wiki page that is specifically for event commands
So I will look at both. I can't believe I forgot about the modding wiki haha
If I wanted to have Harvey walk down from the clinic and towards the farmer, does anyone know how I do that?
In an event?
Yes, I want Harvey to start up by the beds before walking down to the waiting room
Using the move or advancedMove commands
Are you making use of the events page on the wiki?
yeah, they've been really helpful
I also recommend this page on the modding wiki because it has more detailed explanations of a lot of the more common event commands: https://stardewmodding.wiki.gg/wiki/Events_for_Everyone
I've also asked Google to describe the processes that I don't fully understand to me like I'm 5 and it's been a lot better than I thought it would
I've already favored that page. I'm really grateful to everyone who contributed to it
Don't use AI
I'm not
How is google "describing" processes to you then?
I'm mainly just using it for word definitions
like the difference between move and advancedmove
But what are you looking at for it to be google?
google search
And are you reading the AI Overview?
at first just to see if I put it in the right way
I have trouble with words sometimes
so it's better to read it and then change it if it isn't right
if it is right then i scroll down
google isnt going to know anything about what "move" or "advancedmove" mean in a stardew context because its just made up stuff
itd just be grabbing it from the wiki page if anything
all i know is that if I put it into google search i tend to read what pops up first
isn't that ai overview?
we'd rather explain things to you ourselves than reexplain wrong AI stuff, is what we're saying
it is AI overview, and its bad
especially since a lot of stuff that AI is trained on is outdated after 1.6
Generative AI (ethics issues aside) needs lots of good, correct data to be able to provide useful information. But it doesn't restrict itself to actually correct data sources, it just tries to find anything that "matches" even if it's old or not even from Stardew.
I'm not the smartest person around. I don't want to annoy someone by asking a bunch of bad questions that are
obvious?
Best way to annoy us is to rely on AI
Best way to not annoy us is to ask us and then trust our answers lol
the freaks (lovingly) here love helping people
i should know im one of them
no matter how obvious the question is, everyone starts somewhere
We like being asked for help
If you're all sure I'll rely on you instead
Probably the major mechanical difference you need to be aware of between the two is that advancedMove doesn't stop the other event commands from running at the same time, so if you want the movement to be the only thing happening, you need to use pause commands after it.
Which also means advancedMove is great for making people move at the same time
Then can I ask a question about proper mod making use and if it's okay?
You can also have other events happen while move is occurring but you have to specify it
It depends on what "inspired" means in this context
If you are using another mods assets (like the art, for example) then you will need to make sure the mod permissions allow for that in new mods and if directions are given on the source mod's page, follow them
If you saw/played with the mod and went "this is such a great mod, I have an idea for how to make a similar thing" - no credit necessary but it'd be lovely of you to mention the other mod and link it in your mod page so people can explore that one too if they want.
If yours is an extension of the other mod that requires the other mod to be used, list it as a requirement in your download as well as adding a link to it on the mod page.
fireredlily covered actually using mod assets
It's the Slayer Valley. After playing, I can't help but make one of my own based off of Demon Slayer. I don't think I can do better or anything like that, I just got a story stuck in my head that I wanted to try. Truthfully, I don't even know if it's good or not. But I want to try, if that makes sense
Is that okay, or am I overstepping?
So yours is based on the same media but your own interpretation of it?
i mean its not like their mod is an original idea either
yes
(not in a mean way, just factual)
That's totally okay.
Right, okay
It'd be very nice and generous of you if you mentioned Slayer Valley in your mod page - to be like "I played this mod and I thought it was great and it inspired me to try to tell a story from Demon Slayer too, I really recommend that you play it", not "I played Slayer Valley and I thought I could do better" (which some people have actually done!)
But you don't have to. It's not their IP or idea so if your mod page didn't mention Slayer Valley at all I don't think people would think that was weird.
Noted
The mod descriptions that are like "Ugh does anyone else hate the images in XYZ mod? Heres my mod to make it better! 😁" (exaggeration but not that much LOL)
Hey 6480, is spacecore the way to do recipes using context tags, or is there a vanilla way to do it?
Hi, you need spacecore for it!
Cool, good to know
I feel like that is one that needs to be absorbed into 1.7
As a standard
It's pretty unlikely since vanilla wouldnt use it
But cooking recipes being a tokenizable data model would be great
just that context tag recipes are a different thing
Are you going to make a similar app for crafting recipes?
where's the exaggeration, I've seen several mods that literally say this lmao
there's actually a lot that goes into the feature, like choosing a custom ingredient name and icon texture, choosing combos of tags, I cant imagine vanilla ever doing it
Is the mod "All the food"
Yeah, vanilla seams to just go for the - numbers for categories when whole groups can be used like eggs and milk
I'm expecting all of these to be required for perfection, right
Oh yeah, cooking doesn't have the option
Well, I look forward to see what you have in store
Imagine making a mod with a cooking recipe that was locked behind perfection
I didn't even know golden eggs existed until a few weeks ago
Call it Good Luck breakfast.
I've never been close to perfection let alone continuing to play after reaching it
As in Good luck getting perfection
I want to add a simple vanilla white cow as a temporary actor in my event, and to my understanding, this should be correct: /addTemporaryActor \"White Cow\" 2 2 95 23 0 false Animal/
However, I only see shadow where the cow should be. Was I wrong?
i think you're making the cow 2 pixels tall by 2 pixels wide
D'oh. 🤦♂️ Thank you!
the worlds tiniest cow was there all along....
ca needs to listen to what we keep telling people about not locking things behind perfection /j
Hey, sorry for the delay! I'll get back to you on this as soon as I can.
Feel free to send it in a DM to keep it easier to find, too.
No worries. Ok dm'd you
hi, that should be fine
if you need the original PSD at all for the book texture you can find it here:
https://github.com/b-b-blueberry/CooksAssistant/tree/master/Work
thank you so much bblue!!! ❤️ appreciate you
/me glances at the tentative JIRA ticket (re:unlikely - obviously vanilla doesn’t use it)

(I mean the ticket is just for recipe data model, but still)
you haven’t seen the proposed data model
well i havent
It’s actually the ticket I investigating yesterday 😅
It totally makes sense to hardcode it as is currently, rather than use the common Fields for Spawning Items
Nothing suspicious about that message, carry on
(Still tentatively of course, but I doubt it’ll be difficult enough to can it)
unsurprisingly i've thought about a recipe data model a couple times before, but it's surprising how tight-knit it is in different places, and how much room it has to expand or just break
Yeah, that’s why I wanted to actually look into it before I started, since I recalled it being that way when having done the SpaceCore stuff
I may have glanced at LoC and Better Crafting to see if there were any fundamental features not too far out of scope for vanilla that I wasn’t thinking of
(Not the implementation, literally just “what all does loc do” (seemed to mainly be new spices, as far as things touching this) and “what does BC’s API allow”. Not adding everything I saw of course, but it gave me an idea or too)
(Was just looking for any aspects that could be dehardcoded without adding mechanics or new things to the game, you know?)
well it's possible without breaking perfection by patching it in conditionally: the recipe only exists after perfection is reached
honestly i think the main paint-point is in breaking up the cooking recipe method into smaller bite-sized pieces
(A perfection required flag was on Pathos’s proposed data model as well)
but very glad you also looked at craftingrecipe with at least a little naivety in thinking 'surely i could do it better and surely it won't take a few days and some actual forethought'
How so?
run a cheeky little harmony_summary to get a little perspective on the number of mods attaching variously freakish patches to the cook method 
it's not that bad but it's a little amusing
I mean, textboxes took two days, and I doubt this’ll be harder. 😛
<thing I don’t think I’ve mentioned in the alpha thread yet but is kinda game changing for c# mods> is the only thing I’ve done lately that has taken longer than that
(Hasn’t been mentioned yet because I need to finalize something adjacent still)
Well, what do you mean by splitting out ingredients
(Maybe that’s what I should work on this weekend. After this part it can’t be hidden because Pathos will need to review a SMAPI PR 😅 )
ah, ingredients?
Is that not what you meant
👀
👀
i mostly just meant dividing the single monolithic do-everything-for-cooking-including-consuming-items-creating-output-and-also-add-seasonings method into its components, which while a big breaking change, would likely be beneficial for the handful of mods that like to operate on each step
not that it'd likely benefit vanilla at all beyond a little refactoring
Also I guess @rancid musk anything on your crafting recipe wishlist to make BC simpler that’s not outrageously out of scope for vanilla? Main thing I noticed on that front was potentially being able to pass a list of recipes into CraftingPage directly (if you even use that? I’m sure someone would though)
i think that idea came from Limited Campfire Cooking
i'd supported it a little into the love of cooking until something happened
Oh, right. Yeah adding easily patchable points if I’m breaking it all anyways is something I wanted to keep in mind, since a lot of mods touch this already
Ahhhhhh. See I checked the wiki after reading the code and was like “wait is that not a vanilla feature??????”
BC would get a lot out of that too what with Custom Crafting Stations
I haven't looked at the crafting code in awhile, but I would imagine for BC and some other mods, having easier control of what is used for crafting would be beneficial for stuff like using adjacent chests and stuff
(I did mention something super adjacent to what this feature is about in a thread recently, but I'm not saying any more than that 😛 )
(until it's ready for alpha or the SMAPI PR anyways)
in terms of features at all, I do recall people earlier wanting to do recipes that have constraints like "an item with both context tag A and context tag B"
which isnt easy to do in CP even with spacecore allowing context tag recipes
Does the IInventory thing not already handle that?

yes! can't stick around rn but i see that button pointed you to some resources. you can of course look through lacey's code for examples as well
(not all examples you may find are a good idea. some of that code is 1.5-era /lh)
hello iro
how’s the font mod going
Well I'll give one more hint: it wasn't the alpha thread or one of my crime threads. (Actually, I know you already saw it.)
Nothing more though. Not even confirmation or denial 😛
i think what's missing is an entry point for deciding those containers, since currently iirc it's not so simple to determine them from a single point. not that i've looked in a while since it's decidedly close to multiplematrixrequest lambdas that i hate touching
Ah, I thought you meant from an entirely custom point, not hooking into existing calculations
gotta button it up, hopefully today, but busy rn gotta go
(If it were just that I wouldn't be
ing)
oh well i didn't raise the original point, sinz probably has something else in mind
(I know them well enough to know it's something much more nefarious (and directed at me))
Hmm, fair
they r quite criminal-coded
If you know you know
I was mainly just guessing at wishlist as I don't actually do content modding to actually know properly
Ah
I'll wait for khloe to weigh in, then
Not like I'll be touching that again until monday at the earliest anyways
I just live in my humble performance corner, and only look at the rest of the codebase when people ask questions and I read the code to figure out an answer
performance what's that
remind me in 10 hours to actually work on stardew projects
freakin' sinz163, always needin' stuff. FINE. (#6934191) (10h | <t:1762039585>)
sinz, how would you create a craftingrecipe data model? please answer in 300 words or fewer
/me makes recursive call with 100 method calls that have 1000 string allocations each, that is called multiple times every frame
without actually spending a few hours doing research, I would base it initially off machine rules
Are you a schoolteacher or is SinZ an LLM you're prompting
the line grows more blurred each day
Huh, that's actually an interesting idea
for which one
i don't know
too blurry
embedded raw xml, duh
I mean the content pipeline is using xml, not json
realized that i actually have to make the mod when i'm done drawing and writing 
i have an issue with the opposite
how art? what is writing? a pile of meaningless words
one day I’ll figure out what form the content pipeline stores and communicates data as. today is not that day
didn't I literally just say though
and for storing it... open an xnb in notepad, that makes it pretty clear
I mean I've never actually tried modding, maybe it'll be great fun!
🤩
oh the actual modding bit isn't bad
really?
you did! and it contradicts either with what I’ve been told by others or with how I understood what I was told! and now I’m confused!
takes a while to get into it but as long as u get the basics it's not like mind breaking
but the idea would be having a list of item rules that define the inputs, and then either a single or list of output rules defining what it'll make.
output might need to be more constrained due to the UI wanting to know ahead of time what it should be, but it would be nice to have some way for the inputs to mutate the output
though it would be nice to be able to define a recipe that does multiple semantic recipes with one entry, it would cause vanilla problems with how perfection is calculated
content pipeline is just C# types, it doesn't serialize anything
Ah. Well, chaos and confusion is fun, so mission accomplished, I guess

huh? You don't think we edit the the xnbs as binary, do you? (Or did you mean something else)
Cursed mod idea shovel tool that lets you dig but also add snow you need to clear
in terms of Loads and Edits, its just C# types
when no one does a load and it falls back to the XNB reader, then it'll deserialize the XNB file using binary readers and stuff, but the content pipeline will store the C# representation of it
Oh are you talking about on the CP side?
Because the building-for-game side has no concept of edits
the smapi side, but yeah
I was talking about the game side
It's just the normal XNA/MG method for building the content
well it'd give u something to do in winter instead of [checks notes] sleeping
updates atra's Shovel mod, but adds a Unquality of Life config setting
👀
see, the possibility for multiple recipes to define the same output more makes me think that it's the items themselves that should be considered for crafting perfection based on whether they're included as a possible recipe output, rather than the recipe itself being the perfection condition
i know halloween is tech over but great idea for it
it being xml is more of a source code thing afaik, the XNB reader to my knowledge doesn't use any xml serialization/deserialization and it does its own binary format with readers in part as xnb as a format also has to handle images, audio (which stardew doesnt use) and maps very well, in addition to boring data assets
The reader is just deserialization stuff
I meant XML for the serialization part
Again I meant content pipeline in the sense of the game, not in the sense of SMAPI
Like it's literally this https://docs.monogame.net/articles/getting_to_know/whatis/content_pipeline/CP_Content_Advanced.html
Also stardew doesn't use XNB for audio because that's not even a thing. It uses the other part of XNA/MG dedicated for audio (the XACT stuff)
(Hence the separate wavebank/soundbank, for example)
yeah most of the pipeline in traditional xna/monogame is all about the long process to make the xnb files to begin with, with relatively little of the overall process being the runtime reading of the files
which SMAPI heavily expands on
I haven't looked into it much from a pure monogame standpoint other than confirming that monogame as a whole really wants it running on mainthread
and I spent awhile in the rabbit hole to confirm how xnb maps with xTile are semantically tbin files in a trench coat
Oh, yeah, they definitely are. The xTile map situation is so weird
But as far as stardew specific stuff, it's all xml
(xTile is a third party library with tweaks is why I don't count it)
HOLLY SHIT! FF is out of the "frameworks with <100 content packs" category! Life goal met!
Who needs discord discussions when you can have cat
This just made my day
blurry ass cat
He was moving around so I didn’t give the camera time to focus
now to figure out how to put comic sans ms all over my blog
(he's currently in a "must pace back and forth across the entire desk" mood)
I don't keep many blurry ones so have fun
A reasonable person would work on one of their mods right now.
A casey person would start yet another new mod idea based on the ideas she's had this week but has been too braindrained in the evening to work on
my day today pretty much was just youtube and more hpmor audio book
That's fair
I mainly meant "working on one of the many existing projects is reasonable, compared to starting even more new ones"
tomorrow I'll hopefully get my attention on my stardew backlog, and work on the .NET 9 smapi experiment which in turn can do custom GC experiments
and I also need to implement a sampling engine for profiler so GC and frametime measurements dont make gigabyte sized log files and actively harm performance trying to log so much in bulk
(i have several projects that i could work on, and instead decided to do art for a mod when i don't know yet what i want to do for the other parts)
Oh yeah forgot this is also a 4 day long weekend for me, so even more time to try and burn the stardew backlog
you missed pathos' congrats last month I think 
you think so? I didn't get any ping about it, and I thought that the threshold was reached very recently
I might have more than just a couple potential ideas
pathos congratulated you with a ping last month, not sure why discord didn't show it to you
i have hmm... 4 current projects i'm working on (but to be fair 3 of them are variation on giant crop theme), and at least 3 projects i consider doing but they aren't really advanced
- whatever i have vague note about but not actual work for
the giant crop stuff i may have something ready today possibly
You know, another reason we need "content packs that use mods but aren't content packs for that mod" is because we don't get on that 100+ users list if we don't have dedicated content packs (and if you can do it from CP too, it basically won't happen regardless).
Ex. how many mods use spacecore content extension stuff, but spacecore is left out because CP stole its piece of the pie? 😔
we obviously just need a CP pie when we can see the fillings
(which is obviously extra hard to do because things don't even need to be a dependancy, they can be a simple when patch/include)
-# 8
Yeah iro(?) and I talked about that here shortly after Pathos posted the stats
The thing about 8 (and also 2 and 3) is that I can't work on it immediately, I gotta figure out more precisely what I want first 😔
as a content pack modder i am super grateful for this option but it is indeed making some things less visible
damn, I was even active when this was posted, I guess discord didn't think I wanted to see that
Considerably more expensive to compute, as targetting a mod provided asset doesn't require any metadata in the manifest, so to get an accurate view needs to read the content json and follow every import
I still think CP and GMCM should be SMAPI features
I am quite aware
Like I said
And like, as far as percentage goes, yeah, it's much more computation.
But I mean it's hardly LLM level of computation. I imagine more time would be spent waiting for file IO, at least for a very basic version
I can see cp being an included/default mod like console commands, but I think the ecosystem does benefit from it not being baked into smapi as it ensures the content pipeline extensibility is possible userland
I guess the hurdele is having to write the code that goes through CP patches to find assets added by other mods
which don't even need to follow a specific patern
And I'm doubtful Pathos counts all those things by hand, so it'd just be another script to run once its made. (Of course, it still needs making, but the computation time is not that big of a deal in my opinion)
I have a copy of the mod dump somewhere and I have some old scripts to interact with it, so could attempt to calculate it
Yeah. I mean, Pathos wouldn't accidentally make CP able to do something a mod couldn't even if it was SMAPI-core, but I get your point. But in my mind, I consider Console Commands to be part of SMAPI, not a separate mod that happens to be bundled, since it doesn't exactly have its own release cycle
Like if you think about Error Handler (RIP) - sure, it was technically separate, but there was really no reason you should remove it
Historically I would have also said cp having an independent release cycle is also a benefit but with pathos always being busy, that is less of a thing due to how pathos does the mod update waves which includes smapi
Yeah. I also don't think SMAPI updates more than like 3-4 times a year (not counting hotfixes) would be bad thing, either
But of course this is "ideally", which is hard with (as you mentioned) Pathos always being busy
glances at my PR that's over a year old
(which needs updating for latest SMAPI by now, but it never even got code review comments from Pathos since he's just so busy)
I don't know if this is a dumb question, but how did you go about adding emotions to the dwarf?
Uhhh, I'm not entirely sure how to explain it well tbh, but I just used a template with more emotion slots when making my portraits. You can use my mod as a base for yours if you'd like :)
really!? That's so nice!
ofc! glad to help out :))
do i just download the mod to use it as a base?
yup! Just replace the photo, optionally change the character data edit thing I did to make one of dwarf's portraits shake, and edit the manifest :)
I'd love to see your portraits when you're done!
I'm getting this error when trying to unzip your mod, is it anything to worry about?
omg that's so weird another person already reported that?
I have no clue, sorry :(
I'll just send the mod directly
Hmm. If y’all were to classify magic in Stardew, what would you end up with? I’m currently thinking:
- nature magic - junimos
- arcane magic - wizard
- enchanting(/vaguely magitech?) - dwarves (ie. The volcano caldera)
- Maybe shadow magic - shadow people (such as the shamans), possibly the witch
And of course we can’t forget
- dance magic (whatever goes on in that Emily event)
(/s)
is welwick arcane too?
that one has the same error, I'll try skipping and seeing if it still works
oo and like fire/solar magic like in the volcano dungeon
Hmm, yeah, like a prophetic sub school of arcane magic I think (not entirely separate since I think the wizard mentioned them going to school together? Could be totally misremembering)
I already have some stuffs written on void/shadowfolk magic for my mod if you're interested!
The error appears for every single one of the files in the mod 😭
..HOW
okay I'll send them all one-by-one 😭
I mean I’ll be making my own mod from scratch an so am leaning mainly towards vanilla, but I always enjoy a good magic system/lore
alr! new mod project i see lolol
do you know what's happening with claude's mod?
I mean it’ll be like the 4th magic mod I’ve worked on but yeah
you seem like a modding genius
Not remotely
also it'll take a second cause I gotta fix up what i wrote since i typed it at one AM on my phone
wait claude are you on MAC?
I mean I know how to make things happen with code - have coded for like 16 years and modded Stardew in particular since the year it came out.
But for not-code stuff I’m not as good at 😛
..yes
seems like a likely cause
i thought so? but it still doesn't make sense why it would break?
for me, a big part is needing to invest in unlocking the magic, or having a resource upkeep to power the magic
one of the reasons I uninstalled the druid was that you become very powerful almost instantly, and obsoleted a good amount progression from everything else
Yeah, that's part of why I got tired of my original magic mod
That and most of the things you could do were like... things you could already do, but using mana instead of stamina (or something else)?
I don't know exactly but it's usually something
its hard to introduce new systems like magic and have it be balanced with everything else without obsoleting other systems or being dead content
The analyze system was an improvement compared to how it worked in Magic's initial release, but not enough
alr here are the files, note that the image should be in a folder called 'Assets'
Yeah, that's another thing I'm trying to consider.
If I do the automation mod, I'd probably accomplish that by changing progression, since vanilla is basically "manual at early game" and then "hopper at end game", and most of an automation mod would be beyond vanilla hopper level
❤️🔥 ❤️🔥 ❤️🔥
balance is for nerds I want my magic to make me feel powerful /hj
Why not both
After all, if you're wielding power that can bend the laws of the universe, it stands to reason that if you dive deep enough, you can become silly OP
But it would definitely need to be something you put a lot of focus on and actively try to make happen
Rather than could happen accidentally in a casual playthrough
It's been a while since I've touched Stardew stuff, so I'd need to give this a good long think, but the biggest qualitative change is just the whole recipe data model thing. Nothing about the original menu implementation really matters to me since my menu isn't based on it. There's no amount of reasonable work you could do to make it flexible enough for that purpose.
Perhaps the biggest pain point of working with inventories is mutex stuff, but it would be too easy to add bugs to the game messing with those, I expect. Still, it would be nice if the game handled chest mutexes in non-processing locations better. Maybe just a way to tell the game to process a location temporarily?
I'll think about this some more.
the 'easiest' place for magic is teleportation, and have the warp sceptre, warp totems and the obelisks be part of the magic system
when it starts interacting with the farming loop, competing with iridium scythe (but not needing mastery) or tractor (without the resource cost) that's where it has issues
I'm not sure how feasible the other-location-chest thing is since a farmhand would then need to have those locations synced, but I'll keep that in mind. Feel free to ping me again if you have any more thoughts
Yeah, my current idea for farming type stuff in particular is things you just can't do at all in vanilla (though what precisely that means is still being figured out).
I really liked the teleportation system I came up with for S&S
my playthrough of S&S I dont think ever got far enough to actually enable any magic
It was a little obtuse until you tinkered with it though
alr here's my shadowfolk magic lore!
Shadowfolk magic involves some control over life/energy/health/etc, which is why the shadow shamans can make you prone to attack. Most shadow folk, including the more powerful ones, rarely leave the caves and do not enter the mines unless they need to feed, (on energy or like eating meat/other food) which happens every month or so, note that feeding on energy is much more efficient than eating.
Shadowfolk have cores, if a sheep were a shadowperson, its body would be the core (that’s the sentient bit that can actually get hurt) and its wool would be the outer layer, can regen shadow mass (wool in this analogy) like amphibians regenerate limbs. Cores are kinda like the ligaments that hold biological bodies together, the weaker your core, the weaker you are BUT the more control you have over your form.
All Shadowfolk have some slight body warping/teleportation-y abilities, but they’re fairly mild in most, limited to ability to change shape (to a degree) and fast movement in complete darkness. The more robust your core, the less motion you have. Core health is basically the health of the being, shadow folk with small cores are physically weaker and need to feed more often, BUT can warp their form much more easily. As Krobus has damage to their core, they can cling to shadows, teleport short distances (with difficulty) and effectively turn invisible.
Yeah, exactly. I don't expect any changes to how chests work since it's running into fundamental limits of how the netcode is implemented. Just saying it's on my wishlist is all 😛
rezip it?
The thing I did for S&S was essentially:
- You place a teleportation circle, and at least four table-like furniture with objects on them on that circle.
- Walking on the circle would then teleport to a circle that has matching object configuration, if you had the required fuel (or it was in a nearby chest).
- If you want it to go to a different spot, you change the table items to match the other spot.
This also meant you had to actually set up the teleportation target area yourself wherever you wanted to go. (Which also allowed players to define their own targets, rather than a hardcoded list)
i did for lemonwinner and it still didn't work 
Maybe that has changed since I stopped working on S&S a year ago, but that was the idea behind the version I implemented
OH and also shadowfolk can heal others
Hmm, interesting. Some aspects of this I was thinking a little differently for my mod, but this does give me a couple ideas
uhhh just right-click and then compress
oldschool runescape has a decent list of spells which could translate to stardew well.
some that come to mind are thralls for combat and maybe mining, NPC Contact for remotely talking to someone, Geomancy to remotely view the status of farm patches and Resurrect Crops to have a chance to revive dead farming patches
hmmm, can you zip through command line on mac? maybe it would give you more info
I didn't realize RS had non-combat spells
oh is that an app?
That was another problem I had with the original magic mod. A lot of it was combat focused, and combat in stardew needs an overhaul, not "simply" more mechanics
OSRS magic is broadly split between combat spells, teleport spells and utility spells, which all 3 are split across 4 different spellbooks
like, open a terminal and use a command to zip your file instead of the UI
(A combat overhaul is somewhere in my idea backlog, and I did start on it at one point)
huh, alr!
KNEW IT OMG
🤣
I did like dalion's combat changes in his profession overhaul stuff
giving clubs and swords very different personalities
(maybe slightly harder since the reorganization, since the project isn't in the top level folder anymore)
Hello, I hope this is the right channel to talk about this, do tell me if otherwise.
I'm a first time modder and I'm having trouble with this particular problem: [Content Patcher] Could not load content pack: content pack doesn't specify the required Format field..
Throughout my research, I've tried Format: 1.30.0 and 2.8.0. Both didn't work
idk i haven't been on your github lol
Yeah, that was part of the mod I had as well. But that's not enough in my opinion
I think two more things need addressing as a core part of a combat overhaul mod:
- Player movement during combat
- Monster behavior
this is right channel :)
Oh phew!
seems like the Format field is missing according to the message, did you misstype it?
I actually had one aspect of the player movement part made
or maybe it's in the wrong place
You could double tap a direction key to dash in that direction
dalion did have different sword effects so some were defensive swords that ddi the parry thing, and others were offensive that did a forward dash thing
I don't know the right command
!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.
(I wanted an outright roll, but farmer animations. Though I'm willing to take another stab at that eventually)
"Format": "1.30.0"
Is it correct?
Someday I may attempt to comission someone to make a spells system based on the ring menu from secret of mana / evermore
Yeah though a small portion of that is actually leftover vanilla code, though not an actually usable amount
Cat!
if you are writing a mod in 2025 you very much should be using a modern format like 2.8.0 and not a format from a few years ago
try the json formatter, the link is in the box above
I'm not familiar with that game I think
You shouldn't be using an old Format when you can help it, but also, is it at the start of your content.json file, before the Changes line?
Could be useful for inspiration though, maybe I should look it up
Yeah go for it
No, I did attempt that, it shown another problem
Make it a framework plz 8U
Another problem I'm not entirely sure how to solve without invasive changes is the casting system. Like, specifically, without taking up hotbar space from being items, but without tons of new buttons (because gamepads)
which box? I'm having trouble finding it
cast spells by moving the player in funny patterns
@obtuse finch this
Yeah that's why I was thinking ring system, press a button to bring up a menu and it's already controller designed
The ctrl+number method is... not great to use on gamepads, especially if you have other mods that also add new keybinds
bee language style
in terms of automation overhaul, Little rocket lab is a pretty good model to copy as its very much already a simplified factorio, though getting a belt style automation system working in stardews economy is hard as stardew is balanced around machines taking ingame hours, not seconds/minutes
Left and right to select within the current ring, up and down to change rings
I think MCN did something similar actually
Just so i don't put something the wrong place, which emotion is each picture?
Wonder if we have a gif in the abandoned abyss of the mod development channels on that server
It's the same for all npcs iIrc, there might be a wiki page on this
i have extra emotions lol, here they are!
Neutral $0
Happy $1
Sad $2
SHINY! $3
Love $4
Angry $5
Angry-sad-dejected-hurt-idk $6
Angry (shaking) $7
Tired $8
Pissy $9
MCN had a bunch of cool stuff I coded that I'd like to revisit
andd my template :) @worthy ermine
oh yeah, the other way you could approach a magic mod is going more Magicka style and doing keybind combos
Omg is the SHINY for the movie theatre?! That's so smart!
oooh it isn't but now it will be!!!!
ty for the idea 
More of the stuff I made for that:
- "Magic status menu" (elemental resistances, various story key items, a familiar (Penny was a placeholder graphics) and custom wand system, whatever that scrolling textbox system would've been)
- Recipe list for the custom crafting station
- Crafting page for the custom crafting station (the crafting mechanics being inspired by Rune Factory)
- The spell selection menu (as shown in that video)
- Element resistances attached to existing items
holy shit that's impressive!!
MCN had big plans
would love to hear about your void magic ideas btw!
How do you find Stardew's current Format?
Well, the main thing I was thinking was that life and healing type stuff would go with nature magic.
But then I got to thinking... why do they need to be entirely separate? It seems reasonable that all magic pulls from the same source, but different types are just a particular mode of expressing it. So some overlap should not only be fine, but be kinda expected to some extent.
So shadow magic could still have some life/healing related stuff (perhaps in a more negative direction, but be considered taboo even by shadow people?), but maybe would focus more on shadows in a literal sense (ie. light and darkness, leading to illusions, etc.)
it's 2.8.0 :)
thank you
oooh interesting! I'm having healing actally be considered good by shadowfolk, BUT only if they're healing other shadowfolk
so when Krobus heals the player in my mod it would be considered treasonous
(Other things that were done but not really have screenshots included stuff like being able to apply debuffs to monsters, custom buff types (which didn't exist as a data model back then!), and also some frameworky stuff that wouldn't be part of MCN but be dependencies we made that others could use (such as custom wild trees, which didn't exist then - someone else was working on this one))
Hmm, maybe it could be that the shadow magic method of healing hurts normal people, and normal healing magic is the opposite for them, so when krobus heals the player it's considered a corruption of their magic
oh btw, what sort of mod are you making? would love to check it out when you're done (if you're planning on publishing it ofc!)
YES that's awesome :)
might steal that for my mod-
how dare (/s)
I'm learning to add a custom NPC

ooh that's so cool! good luck :)
I'm gonna steal it 
NOT IF I DO FIRSTTT
If I'm making a new character, should I put their file in my main Mod Folder, or should I put it in the Content Folder?
mod folder!
Thank you
...I might've just thought of some new heinous code crimes that would allow using custom Effects for specific objects and such while still using layer depth like stardew does normally
i have no idea what that is but i do love crime soooo
It might cause compat issues with some things - mainly stuff like SpriteMaster (and/or its successor, if that's still a thing?)
What's an UpdateKeys
It's the ID of the mod on nexus (the numbers at the end of your URL)
I'm using Steam to run the game, can I have it on both?
Nexus is where you find and upload mods, that has nothing to do with the platform you play on
Right. Thank you
Just wanted to clarify on this, because I know you were given the current number but now how to determine it on your own in the future: For a mod that uses Content Patcher as the framework (a CP mod), the Format is typically the latest major version of Content Patcher released when your mod is created / the version your mod is intended to work with.
It can be 2.8.1 if that exists but it's more often something like 2.8.0 and ignoring the last decimal's number
hellooo how can one negate when things? wanna have a dynamic token display differently whether or not an event has been seen
There's an explanation of versioning somewhere that explains why the last number can be left as 0 but it basically boils down to anything after the second decimal point is typically not a feature addition or breaking change to a mod that would require bumping the number up
When: "A": "B" -> When: "A |contains=B": "false"
(I think)
The latest major version of Content Patcher, right. How do I find the ID? On the wiki I'm looking at making a custom NPC, it's suggesting that I start with a manifest.
There's a page that helps to get started with CP mods that explains the manifest, one moment while I find it
Thank you
I stole it!
HOW COULD YOU /j
..i might steal the rainbow effect back

MWAHAHAHAHAHAAA
NOOOOOOOOOOO 
me and trigger actions do not get along