#making-mods-general

1 messages · Page 463 of 1

narrow owl
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so like candy.png?

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or magmasprite.png?

devout otter
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Yes.

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Also yes.

narrow owl
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and if u want can you replace it with just the name? (wait no nvm thats dumb)

devout otter
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It looks at every asset you put in the Target field and takes the last part, basically.

narrow owl
devout otter
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The structure can be anything.

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Wait, I'll give several examples.

narrow owl
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ty

devout otter
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            "Action": "Load",
            "Target": "HeyYouHeyHey/Licorice",
            "FromFile": "YourFolder/Licorice.png"
        },    ```This means "Look for a file named `Licorice.png` within the folder named `YourFolder`, and Load it as an asset named `HeyYouHeyHey/Licorice`.
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Now if you have two assets you want to Load, ordinarily you'd do it like this. { "Action": "Load", "Target": "HeyYouHeyHey/Licorice", "FromFile": "YourFolder/Licorice.png" }, { "Action": "Load", "Target": "HeyYouHeyHey/Cotton", "FromFile": "YourFolder/Cotton.png" },

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But maybe you don't want to bother typing all those so you can shorten it to: { "Action": "Load", "Target": "HeyYouHeyHey/Licorice, HeyYouHeyHey/Cotton", "FromFile": "YourFolder/{{TargetWithoutPath}}.png" },

narrow owl
devout otter
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Which basically means "I want to Load two assets. one is named HeyYouHeyHey/Licorice and the other is named HeyYouHeyHey/Cotton. Please look for Licorice.png for the first one and Cotton.png for the second."

devout otter
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Yeah. Technically your asset name can be anything at all. But it's recommended to put in {{ModId}} so that:

  1. The asset name is guaranteed to be unique.
  2. It's easier for people to track from what mod the asset comes from.
uncut viper
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(to be clear, HeyYouHeyHey isnt literally meant as a stand-in for {{ModId}}. you do not replace {{ModId}} yourself, Content Patcher dos it for you)

narrow owl
narrow owl
devout otter
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Do you want to edit an existing dish, or want to load a new dish?

devout otter
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For food, you just need to do Load on its image png.

devout otter
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And then edit the game's Object data to consider it food.

lucid mulch
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Editdata to add the object definition, an image load for the texture (or use internalassetkey) and editdata for the cooking recipe entry

narrow owl
devout otter
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The Appearance section is where you'd point to the image you Load.

narrow owl
narrow owl
quick sand
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in your object data you put the name you chose for "target" as the texture

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sprite index tells it which sprite in that spritesheet to use.
here candy.png has like 10 sprites and the sprite index says count them until you reach 13 then use that one

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shit i guess its more than like 10 if its asking for 13 lol

narrow owl
quick sand
narrow owl
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how long is a row and how long is column?

quick sand
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as in how many sprites or how many pixels?

narrow owl
quick sand
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either way its up to you if youre just using your own (not adding to vanilla).
the size of each sprite however is determined by code and you gotta look it up

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objects are 16x16 sprites, npc i think are 16x32

gaunt orbit
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A tile is 16x16, so a lot of sprites are multiples of 16

narrow owl
uncut viper
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everything in Data/Objects.json in your unpack is an example

narrow owl
uncut viper
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no

narrow owl
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oh cuz it kinda did with fishponds iirc but idk

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ty

uncut viper
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once you're inside Entries/Fields, you are mimicking the vanilla data structure

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it is the same concept for every single asset

gaunt orbit
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Technically yes, but the unpacker unpacks it in the same format cp uses, so effectively no

narrow owl
uncut viper
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any mod that adds an item

narrow owl
uncut viper
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addendum: any CP mod

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past 1.6

narrow owl
uncut viper
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no, i dont know what would make a good example mod

narrow owl
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k

vernal crest
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You're getting dangerously close to "do all the work for me" territory here

narrow owl
vernal crest
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Me unzipping a copy of my mod inside the BETAS folder to check something in it: there's no way this can go wrong later

narrow owl
uncut viper
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inside the BETAS folder...

vernal crest
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I just needed any folder and I already had it open. Don't worry, I've moved it now lol

uncut viper
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damn, and i was just about to put out an update to delete any extra files inside the BETAS folder on game launch

narrow owl
# quick sand

in the display name and descm what does i18n mean/do?

vernal crest
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i18n stands for internationalisation and it's how we make our mods easy for people to translate

narrow owl
vernal crest
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Instead of putting player-visible text directly inside our content.json files so that translators have to publish entire copies of our mods to translate them, we use i18n tokens inside the content.json and put the player-visible text into the default.json file (if English) in the i18n folder. Then translators just make a new file for their language and publish that.

narrow owl
narrow owl
vernal crest
narrow owl
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ill leave u alone now

vernal crest
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Some info is duplicated across both pages, but some is present on only one of the two pages

vernal crest
# narrow owl ill leave u alone now

No, this kind of asking for help is fine :) You're asking for resources that aren't necessarily easy to find. You're also welcome to ask questions about the content of those pages if you find a concept that you aren't fully understanding.

The problem before was asking to be given an exact mod to look at for help when there are so many object mods and it can be quite easy to see on Nexus how big they are - a lot of them will say "this adds X objects", for example.

vernal crest
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It's ok, now you know :)

narrow owl
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ty

drowsy pewter
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does anyone know if sve loads its i18n anywhere? I need to access item names

hard fern
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🤔 loads the i18n? doesnt it not just use it normally? (like the {{i18n:}} stuff)

uncut viper
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if they don't load it anywhere and it's of critical importance, CMCT would let you use another mods i18n

drowsy pewter
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Yeah I'm considering that too

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But it might be few enough items that copying strings is also fine

wheat kelp
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Hullo! Back with a random question.

How does crossover content from other games go over? Like if I wanted to add a small mod that's a nod to content from another game series.. I imagine you'd need to make it generic/not use their names?

hard fern
wheat kelp
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I'm thinking of a mod that adds a small town-wide role play that nods to Elder Scrolls.

hard fern
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since i see plenty of crossover mods all the time

wheat kelp
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Any examples I can look at that pop out at you?

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I don't really... Play other games 🤣

brave fable
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baldur's gate (3) valley was a notable example SDVpufferthumbsup

brave fable
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amusingly also the only one i've heard actually have legal issues

wheat kelp
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Never heard of that before

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Okay so a cautionary tale, good to know

brave fable
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hasbro/wizards of the coast sent a ceast-and-desist copyright hit on the mod, but withdrew it when people rightly rioted

hard fern
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not sure what the whole story behind that one was XD

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oh

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you typed it

brave fable
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well i'm sure that's hardly the whole story

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other than that i've not heard of any mods ever being in hot water

wheat kelp
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Wow that's nuts. Like Nintendo nuts lol

hard fern
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honestly i think since stardew modding is pretty minor, there usually wouldnt be any legal issues?

wheat kelp
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Okay cool. It might be a while before I can get the code figured out, but I want to add a cute lil (innocent) Dark Brotherhood questline SDVpuffersquee

hard fern
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there's pokemon mods that haven't been smited

brave fable
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'pretty minor' with upwards of a paltry half a billion downloads, outnumbering several bethesda games and baldurs gate 3

hard fern
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😭

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i meant like, usually you hear issues happen with other games

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just not stardew

brave fable
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and where mods can so very easily be monetised for nexus funbucks SDVdemetriums

hard fern
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except for the baldurs gate the third issue i guess

wheat kelp
brave fable
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sure, if you view it from a lens of 'profiting from two existing intellectual properties', less if you view it as 'wow this is the most unbelievable marketing for our game that we didn't even need to request or invest in'

wheat kelp
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I think that speaks volumes to the power of Stardew Valley

brave fable
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still no idea why they went after it hahah, just corporate executives and boardroom meetings i guess

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in line for hasbro/wotc

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but in any case go for it SDVpufferthumbsup there's plenty of crossovers already, i'd just advise against reusing assets entirely, which would likely just amount to redistributing music in this case

wheat kelp
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You know, I hadn't even thought about music. That's a good point, thank you.

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I planned on hand drawing all the assets, which is why I'm so excited I just got gifted a fire tablet with a pen. I plan to draw the Blade of Woe as one of those collapsible stage knives. SDVkrobusgiggle

vast flicker
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How does a content patcher framework work?

hard fern
vast flicker
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Yeah

hard fern
vast flicker
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I’m trying to make a dialogue mod but I’m not exactly sure what’s a good framework

gentle rose
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what are you trying to do exactly?

vast flicker
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Making a jealousy response mod

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This is my first mod so I wanted to start with something simple

gentle rose
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we're going to need more detail than that. what are you specifically trying to do?

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"jealousy response mod" could mean different things to different people

hard fern
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ack, reminds me i should probably get to working on a mod i left as a wip

vast flicker
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Trying to add more jealousy responses to the jealousy dialogue while specializing it to suit each vanilla spouses

indigo yoke
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i know there is most likely a way through patches and stuff, but am asking just to see if there is a more simple solution.

I would like to make a crafting item that takes like "paper, other items, 20 hp" to craft. is that possible through an easy method or am I going to have to go through patches?

gentle rose
vast flicker
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I mean dialogue

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Sorry I meant dialogue like add more dialogue

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I wanted to add more dialogue instead of the one generic jealousy dialogue

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I’m not good at explaining

shut edge
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Still can't seem to come up with a decent name for my jerky mod

vast flicker
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What’s your mod about?

shut edge
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Making jerky in dehydrator, and two extra dehydrators

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A few recipes

vast flicker
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Hm

shut edge
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Jerk and jerky aren't the friendliest source for idioms lol

hard fern
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Jerky time :) (emoji necessary)

vast flicker
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How do I make a dialogue mod

shut edge
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That's actually one I was considering as I may also make a burger mod

drowsy pewter
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Jerky Time

hard fern
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you can then name that one Burger time :)

vernal crest
shut edge
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Yep

obtuse wigeon
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JERKY (it's an acronym for Just Entirely Really (K)nice Yums)

shut edge
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lol

vernal crest
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I have a vague memory of writing Hiria some jealousy dialogue before deciding "wait I hate this terrible mechanic and it's super heteronormative too I'm not doing this" so there must be a key for it

vast flicker
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How to use content patcher cause idk about you guys but I’m REALLY stupid

shut edge
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Read the wiki and look at mods that do something similar to your concept

obtuse wigeon
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!cp

ocean sailBOT
obtuse wigeon
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the second link is a good start

shut edge
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For dialog it's pretty much all just text editing

vernal crest
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SpouseGiftJealous

gentle rose
obtuse wigeon
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Then check out the Content Patcher docs which can give more information on the features of content patcher with some examples (they can be found on the Nexus page for Content Patcher)

vernal crest
vast flicker
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Really? Thought it was the same gender

gentle rose
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didn't it originally happen for any opposite sex marriage candidate (regardless of dating) or am I misremembering?

gentle rose
vernal crest
shut edge
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There's a bunch of yandere mods if you want jealousy

gentle rose
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hmm, the wiki contradicts itself

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one place says hated gifts do count and the other says they don't

vast flicker
shut edge
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lol

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Up to you, I'm just joking around

vast flicker
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Hmm

lucid mulch
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brief look and im leaning on gift type doesn't matter

drowsy pewter
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love going through my bug reports tab and marking 90% of them as "not a bug" because the person reporting never responded with more info

lucid mulch
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needs to be a datable person of the same gender as spouse (not roommate), not their birthday, dating and a luck rng check of Game1.random.NextDouble() < 0.3 - (double)((float)who.LuckLevel / 100f) - who.DailyLuck
and 1.6.9+ (not sure exactly which version but not in 1.6.8) there is also Data/Character flags to additionally have GSQ to filter it further, and change the friendship change from default -30 to some other value

gentle rose
lucid mulch
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I dont have a 1.4 build and cbf going through the git repo and finding the exact block in tryToReceiveActiveObject

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was very easy to find in 1.6.15 due to the characterdata fields

finite ginkgo
shut edge
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Guess that could be the description for the chicken jerky...lol

finite ginkgo
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Oh no is the correct reaction I think

vast flicker
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I’m staring at a blank screen rn

shut edge
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Chicken Jerky, desc: CHICKEN JERKY! (Blame the discord)

vast flicker
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Ughhh I feel unmotivated now, great

fossil osprey
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If you don't know where to start, I can recommend downloading a mod that does something similar (if I understood your case, anything that modifies dialogues could work), and using it as a base to do your things

vast flicker
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Thanks

fossil osprey
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If you want, I had made a little mod changing a few dialog on different npc (not on nexus, never officially tested it or anything lol), that can be a very simple example for you

obtuse finch
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I'm still very confused on what is [response IDs], how to determine one?

vernal crest
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You decide it. Have you looked at the example question further down the page?

obtuse finch
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"<response ID> is used to group responses for future reference (multiple answers can share an answer ID)"

Other examples I've seen through others coding consists of numbers, though I am not sure if they serve a purpose or just random

vernal crest
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They do serve a purpose. They're used to record which answer is chosen in a question. You can then use that to customise future dialogue or even trigger events or other actions.

obtuse finch
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"$q 12220000/12220001 Fri10_fallback#$"
I just really don't get how to get those numbers

vernal crest
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You make them up

obtuse finch
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oh really??

vernal crest
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Except don't use numbers

obtuse finch
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I see I thought there's suppose to be a process

vernal crest
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For example if you had a question asking the player if they like pizza you could have $q {{ModId}}_LikesPizza/{{ModId}}_DisikesPizza bla bla bla

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They're only numbers in the game and in old mods because the game used to not accept string IDs. Now it does, so we never have to use meaningless numbers ever again.

obtuse finch
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I see I see
Frankly it's still somewhat foggy to me but I'll have to test it out and see

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ty for your time!

vernal crest
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Did you see the example question I mentioned before, further down the dialogue page?

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It shows one use of the response IDs

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I'm also happy to answer more questions or explain more at any point. I've explored dialogue questions quite a bit - even written a tutorial on them (an advanced one though, on how to write chained/nested questions)

autumn tide
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hellooo console's mad at me, gonna put a screenshot and attach my json

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!json

ocean sailBOT
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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.

autumn tide
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not really sure what i'm doing wrong tbh

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alsoo having issues with the game not finding my maps

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..why must no one be online when i choose to debug

drowsy pewter
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I'm online

autumn tide
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YES okay tysm

woeful lintel
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I'm looking at it but I have to look at what trigger actions are

drowsy pewter
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💨

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oh its trigger actions? nvm i can help actually

autumn tide
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eee ty!

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no clue whatsoever

drowsy pewter
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Your action fields need to be Actions

autumn tide
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oh shit are they not?

drowsy pewter
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Because Action is just one string Like this "Action": "My Action"

hallow prism
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action is for one single action, actions is for a list

autumn tide
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OH

hallow prism
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[ is opening a list closed by ]

autumn tide
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omg tysm!

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i didn't know that mattered SDVpufferchickcry

drowsy pewter
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At path action

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So that tells you that the format you wrote on line Action is wrong

autumn tide
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uh huh

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okay

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..so do i just add an s?

drowsy pewter
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furthermore it says "error reading string", which means with the format you have, it currently expects a normal string there, not a list which is [ ] (not important just elaborating even more for the future)

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Well what do you think

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1 and 2 dont work, but your other ones do

autumn tide
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add an s and change the curly brackets to regular ones?

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I'm kinda clueless-

drowsy pewter
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I don't know what you're talking about, just make it match your other ones

woeful lintel
autumn tide
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NVM I GOT IT

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thanks!

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i understand what i did wrong now lol

drowsy pewter
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thats good

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in my personal opinion i dont like to tell people what character to change here or there because they will just randomly change stuff without thinking about it. sometimes get frustrated and change even more stuff to try and make something work

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You need to be able to recognize it for yourself for the future

autumn tide
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yeah

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my brain just takes a while to understand things LOL

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on that topic- my maps won't load-

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okayyy json time

autumn tide
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SO whenever I try to warp to my map or have it open in an event, there's an error saying that the map can't be found. My other map I made with the same entry-things works, so I'm like 80% sure it's a map thing specifically. the maps just don't work and I genuinely don't know why bc I'm new to tiled and I made the maps while very sleep deprived- is there anything I might go about to fix them, or should i just try again? I'm pretty sure it's not a json-related thing, but I'll attach it anyways, as well as my map's TMX files
https://smapi.io/json/none/17468e1418a5408b833ec8e65f690c2a
would really appreciate any help- I am slowly but surely losing my last feeble remnants of sanity

latent mauve
autumn tide
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oh, okay! the error or my log or both?

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[game] No location with name LewisBasementDestroyed```
latent mauve
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Error log, please

autumn tide
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!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

autumn tide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 81 C# mods and 229 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

latent mauve
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Okay, you have tilesheet climbing errors

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!tilesheetclimbing

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

latent mauve
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Specifically it looks like the paths tilesheet on one (Destroyed), and townInterior on the others

vernal crest
#

It's generally recommended to develop mods on a much more minimal mods folder setup so that you can be sure you're not getting errors during development that are due to incompatibility with other mods. Better to test incompatibility after you're sure your mod already does what it's supposed to.

(Not related to your error here, which lily already pointed out. Just a general note that makes troubleshooting much easier.)

fast plaza
#

Does anyone know much about the spacecore UI XML loading? the documentation for spacecore doesn't say much about it except that GMCMuses a the same system, but I can't find much about the GMCM UI stuff either. Wondering if it uses its own thing or if it just follows an existing XML standard

obtuse wigeon
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(a good basic modlist that I use often is CJB cheats, Item Spawner, and the terrain feature deleter mod, then what ever other dependancies I need at that time. I have a seperate mod folder for each mod I'm testing)

vernal crest
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(My "minimal" mods list is currently around 71 mods. I am in dire need of a cull lol)

autumn tide
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sorry it took me a while lol

obtuse wigeon
vernal crest
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Faaaaancy

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I have 11 in-development mods in my dev folder right now, plus all their dependencies and my testing tools, as well as all the mods I check compat with (which I edited so I can disable them in the config in-game)

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It's really handy to be able to check a bunch of different recolour compat without even closing the game once but it does bloat my log

obtuse wigeon
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that's like the magnum opus of my C# learning so far, still useless with actually applying it to Stardew mods themselves though

vernal crest
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(Plus I have 21 testing tool mods at all times)

obtuse wigeon
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that's another thing I also did! it's fantastic being able to test recolours like that, I wholly recommend it for people who do recolour compat stuff often

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actually out of interest how did you modify various recolours to disable them in game with the config, did you go through and change every editimage to work with a config token or did you do it in a less time consuming way?

vernal crest
#

Naaaah I just moved the entire changes section of the content.json into a file called aba_content.json and then added an include patch for aba_content.json in the content.json that I enable and disable with a new config setting.

obtuse wigeon
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I wish I had thought of that, I did the long way, I shall certainly be doing that way now though XD

vernal crest
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Ooof that must have been a lot of work. I hope you at least used find and replace

obtuse wigeon
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I did one better, used a python script instead to just insert the config condition at the end of the patches, I wouldn't've done it manually thats for sure XD

vernal crest
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I am not comfortable enough with programming for it to ever be faster for me to write a script for something like that, alas

obtuse wigeon
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sometimes I do over complicate things when theres a much easier way like just moving the content.json to another file then loading that with an include

hard fern
#

I once wrote up an entire dynamic spreadsheet that would calculate the answer if i just punched in the numbers, just to cheat on a math test that i got a question wrong on because i made a typo.

next plaza
#

Remind me in 30 minutes to find xml UI example

patent lanceBOT
#

You're a meanie...but okay, kittycatcasey (#6944795) (30m | <t:1762622453>)

autumn tide
#

it's just
<image source="springobjects.png" width="384" height="624"/>
and
<image source="paths.png" width="64" height="256"/>

latent mauve
autumn tide
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oh? okay that's really odd

latent mauve
#

If you think you have fixed it, try running the game again and get an updated error log to see if that has gone away

autumn tide
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okay

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alr, went to bed and it still can't find it, going to properly restart the game now

latent mauve
#

Just sleeping won't be enough to remove map errors even if you fixed them in the backend, you need to run patch reload <YourModID> (without the < > ), and in some cases return to the title screen and reopen your save after doing so, if you aren't completely reopening the game each time.

autumn tide
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okayyy

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..oh wow okay got a shit ton of errors

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at least now i know lol

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!tilesheetclimbing

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

autumn tide
#

uhhh, is it alright if i put my log here again?

#

no clue how to interperet these errors

obtuse wigeon
#

That's what this channel is for, go ahead!

autumn tide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 81 C# mods and 229 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

autumn tide
#

i am so lost rn omg

latent mauve
#

Looks like townInterior_2 is fussing now

autumn tide
#

aw

#

damn map-making is hell

obtuse wigeon
#

(Oh how I wish the log viewer has line wrapping)

autumn tide
#

and i thought advanced moves were hard-

latent mauve
#

And because it's calling out the tsx, I have to ask: are your tilesets properly embedded in the map TMX files?

autumn tide
#

uhh probably not?

#

lemme see

#

checked in tiled, apparently two weren't?

latent mauve
#

Now that they are embedded, check that they aren't climbing

autumn tide
#

but it still can't find the location after patch reload-

autumn tide
#

nope, still just those two, and still no climbing

next plaza
#

The UI system itself, though, does not

latent mauve
autumn tide
#

spring objects and paths

next plaza
#

That being said, I think I have an example of the UI loading somewhere

latent mauve
autumn tide
autumn tide
next plaza
#

I think I posted a gif somewhere here

autumn tide
latent mauve
autumn tide
#

OOF okay lol

#
 <tileset firstgid="1" name="townInterior_2" tilewidth="32" tileheight="32" tilecount="0" columns="0"/>
 <tileset firstgid="1217" name="townInterior" tilewidth="32" tileheight="32" tilecount="0" columns="0"/>

latent mauve
#

Okay, so, you see how the townInterior_2 tileset doesn't have the image source line before it closes?

autumn tide
#

oh yeah, it doesn't

#

should i add one in then?

latent mauve
#

That means it's probably not embedded.

autumn tide
#

hm, is there anything beyond just adding in the image source thing that I should do?

obtuse wigeon
#

check the "Embed Tilesheet" checkbox when adding the tilesheet, should be under where the path to the tilesheet is

patent lanceBOT
next plaza
obtuse wigeon
autumn tide
#

oh!

#

uh, how can i do that to a pre-existing tileset?

latent mauve
#

Alternatively, I think if you already have an unembedded tileset, there's the "Embed Tileset" buton down below.

autumn tide
latent mauve
#

second from the left on the bottom did nothing?

autumn tide
#

already embedded, apparently

#

..should i restart tiled?

obtuse wigeon
next plaza
latent mauve
#

honestly, I'm so used to fiddling with the code, that at this point I'd have opened up SeedShop in Visual Studio Code and transplanted it from there. But that's not something to do if you don't know what you're doing.

next plaza
#

If you go back to 1.5 (probably), you can actually compile where I left off with the scripting on one of the branches of my repo

latent mauve
#

I can try it real quick if you send me the most recent TMX

next plaza
#

It's the spacecore-ext-engine branch

autumn tide
next plaza
#

Only other example I can find on gist is the tool that let you teleport a few tiles ahead <removed wrong link>

#

That's not the right link

obtuse wigeon
#

www fascinating, I had no idea that existed, I shall take a closer look at that, would be quite useful!

next plaza
#

There's a video of that somewhere too

next plaza
#

I kinda want to do it again using a different scripting thing (unsure what at the moment)

obtuse wigeon
#

Lua hehe

#

perfectly designed for things like that

latent mauve
latent mauve
autumn tide
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i don't know what or how or why i did that either-

next plaza
# obtuse wigeon Lua hehe

Lua is something I was explicitly avoiding back when I first did this, and I'm gonna do the same thing if I do it again

next plaza
#

(I think my game project has that image in there too, still)

obtuse wigeon
#

your dislike of Lua is well known XD

#

I absolutly lkove the kitten bee

autumn tide
#

@latent mauve ..okay gonna restart the game again-

latent mauve
#

comparison as to what was fixed so it at least wasn't erroring in Tiled anymore

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fixed is on the left

autumn tide
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OMG OMG OMG OMG IT WORKSSS

#

TYSM1!!!

#

AAAA

#

TRIUMPH

latent mauve
#

okay, so based on the error logs, you're gonna have the same issue with your other basement variants

#

based on what I showed you, do you think you can fix those on your own? Or do you need more instruction?

autumn tide
#

still! one working is good lol

#

hm, would i be able to paste your edits into the others?

merry river
#

poor claude struggling with the same shit i was struggling with yesterday

autumn tide
#

it works tho!!!

#

i've been working on this for over a week

uncut viper
#

claude is actually quite unique in that I have no idea how they set the tiles to 32x32 and I've never seen anyone else do that. it's impressive in it's own way /lh

next plaza
#

I tried larger tiles once

#

In the dark ages

#

It was fun, everything broke

uncut viper
#

doing it on purpose is much different from somehow doing it on accident

next plaza
#

Even after moving back to a normal map

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(Something to do with a static field for the pixel scale in the custom xtile version, if I remember correctly)

obtuse wigeon
#

If it was a map made from scratch and not one made from a Stardew map as a base, I can see how that can happen, Tiled by default sets tiles to 32x32

uncut viper
#

i would still like someone to make a working isometric map someday

latent mauve
#

My process was basically:

  • Open in Tiled
  • Add a new tilesheet with embed map checked for the broken tilesheets
  • Add a random tile and save it so the TMX updates
  • Remove that random tile and save again
  • open the TMX in Visual Studio Code, find the new sheets with the correct "image source" line under it
  • Copy everything after the gid and name (like the attached image)
  • Paste that into the "broken" tileset line that had a tileheight of 0, replacing everything for that line except the gid and name part
  • Reopen in Tiled after saving to make sure the images loaded
  • Remove the unused extra tilesets
next plaza
obtuse wigeon
#

That is confusing then XD

uncut viper
#

i trust my audience to put the pieces together is all

next plaza
#

ponders the new code crime idea

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Can't think of anything fun I'd want to do with it though.

obtuse wigeon
#

That trust is heavily misplaced for those who are pedantic enough

next plaza
#

I'll just make stardew3d have an isometric view

uncut viper
obtuse wigeon
#

"Not my monkeys, is my circus"

latent mauve
#

Honestly, you can copy/paste my changes as long as you don't replace the original first gid and name part of your broken files

#

Because that keeps your tiles in place so you don't have to remake the map.

autumn tide
#

got it, i'll try!

latent mauve
#

here, left is old, right is what you want

#

Only change the highlighted bit

autumn tide
#

thank you so much lol

latent mauve
#

the tilecount and columns being 0 is why you had all the Red Xs in Tiled, LOL

#

Tiled was basically saying "There are no tiles in this set!"

autumn tide
#

ohhhh okay

autumn tide
#

uh, anything I should do with this?

lucid iron
#

You can embed the tsx if you want

#

The pro is that you won't mess up map because you misplaced the tsx file

#

Con is you can't share the tsx

autumn tide
#

..uh, it's just the vanilla ones, so just go into tiled and click the embed thing?

patent lanceBOT
lucid iron
#

Yeah

autumn tide
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oh, turns out they're just duplicates

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ig i'll delete them then?

lucid iron
#

You can but you gotta be careful, may lose tiles n gotta redraw

autumn tide
#

i got backups

uncut viper
#

do you realize that in choosing to screenshot instead of uploading your log you are cropping out the information that says what the error actually is

autumn tide
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oh, it's just that for the error, still trying to see what i did before sending the log

narrow owl
cunning kiln
#

I'm posting this here because I'd like the opinions of other mod creators, but it's not about making mods themselves, so please let me know if it should go somewhere else.

#

What do you do when someone posts a rude comment on your mod in Nexus?

#

Just ignore it/them?

autumn tide
uncut viper
autumn tide
urban patrol
uncut viper
cunning kiln
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The problem is, I'm not sure how to read it. It feels rude to me, but I'm bad at people (ironically, the post is about someone saying I'm not on the spectrum, when being on the spectrum makes me unable to know how I should respond.)

autumn tide
#

i have it, it's great :)

cunning kiln
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Thank you!

uncut viper
#

yeah, I'd classify that as a rude comment personally

autumn tide
#

ugh, sorry about that :(

urban patrol
#

sounds like they didn’t even try the mod too

merry river
#

yeah, that's such an unnecessary comment

autumn tide
#

ikr! like cmon

uncut viper
#

regardless of who its coming from or what their intentions are, it makes unflattering assumptions about you in order to dismiss and deride your mod

autumn tide
#

ppl know themselves and their disabilities

cunning kiln
#

So hiding/deleting the comment wouldn't be an overreaction?

autumn tide
#

nope!

uncut viper
#

nope

autumn tide
#

not to me, at least

merry river
#

it's not adding anything to the conversation anyway

urban patrol
#

not at all, it’s your mod page and you’re allowed to decide what it displays

merry river
#

as mod user, i often go to mod comments to check what issues people have run into, if a mod is outdated

#

so it helps neither someone who is looking to download this mod nor you, the modder

cunning kiln
#

Thank you all for your feedback! I've hidden the comment (there doesn't seem to be a delete option, but hiding it does the same thing.)

autumn tide
#

yup! the link just said that the comment wasn't available :)

urban patrol
#

these are the TOS that protect you from rude comments btw

merry river
#

this is less of a technical question and more of a "what do i do now" question
I have to make the schedule for my npc and i don't know how and where to start. how would you go about that? (i still have to fix some parts of the interior map but i need a break from that lol)

uncut viper
#

have you started with the Schedule data wiki page (/gen bc I feel like it probably offers a better explanation than I could)

autumn tide
urban patrol
#

!npc i advise looking at the tutorial here for a general idea

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

uncut viper
#

the guide also a very good idea

urban patrol
#

yeah i always advise tutorial (if available) in one tab and the wiki in the other so you have both available

merry river
urban patrol
#

i usually start by deciding what hobbies and likes/dislikes my character has. then i use that to determine where they should go. for example, if they’re a big reader then they might visit the library multiple times a week. if they’re shy maybe they don’t leave the house very often. if they’re very in tune with nature they might spend a lot of time walking in the forest or mountains

gentle rose
urban patrol
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@lucid iron out of curiosity and so that i can warn my one android player if i use it, what’s the feature in MMAP that throws an error?

#

i’m definitely adding it as a dependency but i have to figure out whether to make it true or false/how much work i need to do to safeguard it

lucid iron
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There is nothing for you a content mod to do

urban patrol
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cool, thank you

narrow owl
#

and like when I have multiple does how many {} I use matter?

like
{
"stuff"
},
{
"Stuff2"
}

urban patrol
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the way to call it in your json is like this:

    "Format": "2.8.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/Objects",
            "Entries": {
                "{{ModId}}_Pufferchick": {
                    "DisplayName": "{{i18n: item.name}}",
                    "Price": 1200,
                    ...
                }
            }
        }
    ]
}```
#

as for having multiple items, i would use more descriptive keys than item.name--for example, Pufferchick.DisplayName and Pufferchick.ItemDescription for a pufferchick item, and Chickerpuff.DisplayName and ChickerPuff.ItemDescription for a Chickerpuff item

narrow owl
urban patrol
#

no, all key/value pairs in your default.json should be inside one set of brackets

#
  "Pufferchick.DisplayName": "Pufferchick",
  "ChickerPuff.DisplayName": "Chickerpuff",
}```
narrow owl
#

i think I understand now!

fathom hound
#

Hi! This requires C# right, since there's no way to "give" monsters items?

#

-# ty!

molten briar
#

I’m new to modding but if someone could help me, I’m trying to do my own rendition of the seasonal cute characters portraits. Any advice or suggestions would be really appreciated. Feel free to dm me if necessary!

#

By trade I’m a screenwriter, and I wanted to do a dialogue expansion as well. I’ve played around with it but I can’t quite figure out the formatting and coding.

lucid iron
#
Stardew Modding Wiki

Last edited by AirynS on 2025-10-23 07:04:19
If you want to add seasonal outfits for your NPC, there's two ways you can do this: the token way or the Appearances way. Appearances is a new code structure added in SDV 1.6, so if you're looking at an older NPC's code for reference, they'll most likely be using the token way. The main difference bet...

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the bulk of the work is gonna be drawing all those outfits (it's a lot)

devout otter
#

Are you planning on making your own designs, or are you using Seasonal Cute Characters as base?

lucid iron
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might help to do a single character first

molten briar
molten briar
lucid iron
#

yea i mean

#

draw say all 4 seasons of pierre

#

do the content patcher stuff to get him in

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after doing a whole set you know what u gotta do for all other characters

hallow prism
#

i'm not sure which mod you are considering using as a base, but if i remember, some of them don't have purely open permissions

#

althought it depends of a lot of factors, it may be a good idea to double check that if you intent to release that at some point (of course, personal use is different)

#

for dialogues i suggest looking at a simple mod adding dialogues

#

and the wiki page for them

#

it will help getting the basic idea of how to add them, then there's several nice tricks to know depending of what you want to do

molten briar
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Yeah it’s just all the formatting and stuff. I’ve downloaded some dialogue mods to see if I could just use their formatting and replace the dialogue with mine. But I’d like to learn how to actually do it

hallow prism
#

by looking how it's done and looking at the mod documentation (CP has a good documentation) and then asking questions?

devout otter
molten briar
merry river
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unexpected character "s" but i am not sure where my formatting went wrong

#

provisional? provisory? who knows

#

oh wait, the brackets are off, i think

hallow prism
#

you yave two commas

#

at the end of each lines?

merry river
#

i actually referenced another mod that worked with those two commas at the end but i can remove them again. didn't work with one comma either, got the same error :(

hallow prism
#

fix the commas, test again and see if other fixes are needed

#

i'm pretty sure two would cause issue

#

you may however

#

miss another " at the end

#

"spring": "610 Forest 51 71 2 0/630 Forest 83 51 3 0/900 ArchaeologyHouse 21 5 0 0/1400 Beach 13 26 3 0/1730 Saloon 6 17 0 2/1930 PeiMingHouse 9 5 0 \"Strings\\schedules\\{{ModId}}_Peiming:PeiMingHouse.000\",,

deep pier
#

lowkey forgot what the manifest.json file is for

hallow prism
#

because one of them is part of \"Strings\\schedules\\{{ModId}}_Peiming:PeiMingHouse.000\"

#

so what is closing the schedule string?

hallow prism
#

(mod name, mod id, mod author, if it's a C# or content pack, for what mod and such)

merry river
deep pier
deep pier
hallow prism
#

i prefer no pings

deep pier
#

my apologies

hallow prism
#

!haiku (maybe commands will work for me one day)

deep pier
#

ill turn it off

hallow prism
#

of course it doesn't work for me

deep pier
#

!haiku

#

what is this

#

@unreal spoke do u mind helping me a bit more if thats ok

hallow prism
#

!codeblock

ocean sailBOT
#

You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```

For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.

deep pier
#

i see

hallow prism
#

Official Suggestion (not really), have !haiku as an alias for this command because it's how i remember it 😄

merry river
#

Okay, smapi is not throwing an error any more but neither the schedule nor the gift tastes are loading in the game. can't talk to the npc either

hallow prism
#

!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

hallow prism
#

how do you know they aren't loading?

urban patrol
#

(you can use the command patch summary YourModIdActuallyWrittenOut in the SMAPI console to see which patches are and aren't applying)

deep pier
#

if im converteing a mod for personal use can i jsut ger rid of the update keys in the manifest

urban patrol
#

also, make sure you're 1) including them if you're using multiple json files 2) loading a blank json that only contains {} if you're using EditData instead of Load

urban patrol
#

you'll get grey text in the console that there's no update key though

deep pier
#

yeah ive seen that with mods ive downloaded before

#

'this mod has no update keyts in its manifest blah blah blah'

urban patrol
#

yep

merry river
urban patrol
#

!json can we see all relevant files

ocean sailBOT
#

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.

merry river
#

yes, give me a moment

hallow prism
#

i prefer no pings 🙂

merry river
#

my bad, I keep forgetting that replying immediately pings

deep pier
#

and if im not gonna need a config.json im assuming a configschema part in the content.json is unneeded

#

im looking at an wxisting mod and a mod i want to convert and just seeign whats there and what i need to make similar

#

and also a template some dude sent

urban patrol
#

i wouldn't just delete the config without checking where it's used elsewhere in the code

#

but if you're building from scratch then yes you don't need config

deep pier
#

okk

#

basically

#

im tryna convert a mod to add new pets instead of replace. and im looking at elles cuter dogs as reference

#

because ive never done this before

urban patrol
merry river
#

and obviously, the schedule and dialogue have some placeholder entries so i can see if it works at all

#

wait, do i only have to add Format: 2.8.0......

#

is this the reason

urban patrol
#

no ignore that

#

that's only relevant for your content.json

#

can you send your dispo as well

merry river
#

sure!

urban patrol
#

however just glancing at this i see that the target of your dialogue is incorrect. it should match whatever you loaded the blank to, in this case Characters/Dialogue/{{ModId}}_Peiming,

urban patrol
#

double check everywhere you mention your NPC's internal name and make sure they all match

#

ah yeah you need to make your character's internal name (the key under entries in your Data/Characters edit) {{ModId}}_PeiMing and make sure everything references that

merry river
#

i...am not sure what you are referring to

urban patrol
#

in your disposition, the line immediately under Entries: { is the key, which is your character's internal name. "PeiMing" should be {{ModId}}_PeiMing, and then everywhere that references your character's internal name, such as the targets of the blank json loads, should match the internal name

#

right now you're adding a character named PeiMing, loading a blank for a different character named {{ModId}}_PeiMing, and then trying to edit a nonexistent file Characters/Dialogue/PeiMing (because it was never loaded)

merry river
#

Ooooh!

deep pier
#

oh i need a format thingy bit but idk what it does

urban patrol
#

you can always check the current version in CP docs

deep pier
#

ok i wont question but i will

#

idk what that number means

urban patrol
#

it's just what version content patcher is on, and it tells the game how to migrate older versions

deep pier
#

ohhh

spiral lion
#

hello!
does anyone know where the trash bear event is coded??? cant find it

gentle rose
#

the event where it cleans up the town? I think it may be hardcoded

merry river
deep pier
#

ok hopefully it works now

urban patrol
#

yay!

#

double yay!

deep pier
#

im just testing the first skin i converted

deep pier
#

and if it does that means im doing it right

#

and can do the rest the same

ornate locust
#

They're loosening up the trash bear code in 1.7 IIRC

#

but not yet

gentle rose
#

yup, looks like it’s getting an event in the actual assets

deep pier
#

yeah uh i defo did not enough or smth wrong and feel stupid because so much red lines

gentle rose
#

I wonder why it got a numeric event ID though

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

deep pier
#

im sure its a simple fix but idk what

spiral lion
#

oh okay, thanks! :))

gentle rose
#

maybe it already had one in the c# ig SDVpufferthinkblob

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 26 C# mods and 17 content packs.

deep pier
#

yeah uh im sure its obvious what i did but idk

#

probably forgot like 1 bracket

urban patrol
#

is your mod jujutsu pets? i'm confused at the event repeater and CP-A errors

gentle rose
#

what do you have as your format?

deep pier
#

not mine

#

but the one im tryna convet

deep pier
#

lol i think i found what i did wrong

urban patrol
#

is it in quotes?

deep pier
#

forgot the big brackets for the whoke thingy

urban patrol
#

ah

deep pier
#

ima try again and let u guys see if it goes wrong

merry river
#

okay, i changed the internal name and now my portraits and sprites won't load SDVpufferwaaah

#

i changed the targets to the internal name accordingly

urban patrol
#

did you reload? are you seeing errors in your log?

merry river
#

no red error, at least. i'll load up again, one sec

deep pier
#

no that wasnt the issue dang it

merry river
urban patrol
#

you have to capitalize the M maybe?

#

normally capitalization isn't a huge issue but

finite ginkgo
#

Target capitalization shouldn't matter in CP

urban patrol
#

hmm

#

what are you seeing if they aren't loading?

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 26 C# mods and 17 content packs.

merry river
#

huh, restarted the game and lookup anything shows me the schedule at least

#

still not the specific gift tastes though, gotta check if i changed the target there actually

deep pier
#

but i havent done them yet becuase i need to make sure i do right

urban patrol
deep pier
#

hah

#

ah

#

now should this work

#

also the icon thing is hard

urban patrol
#

also, if you weren't aware, {{ModId}} is a token that CP automatically replaces with your Mod Id. you don't need to write it out when you're writing JSON

deep pier
#

uhh

#

line 10?

#

i was sort of just replacing hte stuff in quotes from elles cuter dogs

urban patrol
#

9 and 10, yes. if your mod id is Cloudy.jjkpets then you can replace that with {{ModId}}.DivinieTotality (assuming divine totality is the kind of pet?)

deep pier
#

yes it is

#

so uh do i replace it with {{ModId}} in lines 9 and 10

#

or am i misunderstadning

urban patrol
#

yep! i mean you don't have to but it makes it easier on you

deep pier
#

ahh

#

sick

urban patrol
#

same thing with the texture and wherever you loaded the texture

deep pier
#

so

#

in that middle put i can put

#

flip

#

liek that?

#

this is the manfiest

urban patrol
#

sorry can you point out what you changed

deep pier
#

11 and 12

urban patrol
#

yes, assuming your texture load loads to Mods/{{ModId}}/DivineTotality

#

(and icons)

deep pier
#

idk how the whole folders situaiton should work

#

what should i be naming the folder in relations to the mod name

urban patrol
#

you can organize your folders however you like. contrary to what it looks like, a target isn't actually a filepath

deep pier
#

okay glad

#

to hear that but idk what a target is then

urban patrol
#

as long as your FromFile field matches the literal structure of your mod, you could load to the target FluffyUnicorn and it wouldn't matter

deep pier
#

how the hell do it find the images then wth

urban patrol
#

a target is sort of like telling the game where to store things

#

load from box A, put it in box B, and then fetch it from box B

deep pier
#

uh

urban patrol
#

some people prefer their folder structure to mirror the vanilla game's, but it's not necessary

deep pier
#

do i need to underdstand

#

im trying smapi one more time hopefully shoudl work

urban patrol
#

nah as long as you accept that targets aren't actual physical spaces

deep pier
#

ah the reds gone away its yellow now

#

but its ignoring the divinetotality

urban patrol
#

there are some times that the target does matter, like in the case of NPCs (see above), where the game expects to fetch portraits for an NPC very specifically from Portraits/NPCInternalName, but for textures it doesn't matter

deep pier
#

i probably should have tried writing it more from scratch rather than replacing elles cuter dogs

urban patrol
#

can you send the log? also, it wasn't a bad idea to reference an existing mod. we often recommend it (as long as said mod is updatede for 1.6)

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 26 C# mods and 17 content packs.

deep pier
#

sometthing to do with the when field

urban patrol
#

that's probably a config option that elle added

#

this is the potential problems i was referring to when i said you can't just yeet the config section

#

the token doesn't exist because it was never defined in content.json as a config option

deep pier
#

im ngl i literally jsut copied one section referring to oene dog

urban patrol
#

if you don't need this patch to be conditional, you can delete the When line

deep pier
#

and replaced thw quotes part

deep pier
#

yeah i didnt need any config7

#

buecause unlike elles im not adding 324 or so breeds and dont need to select the ones i want to use

#

only 6 so i add all

urban patrol
#

yep, then you shouldn't need any When conditions

#

since you want all 6 to apply all the time

deep pier
#

one last try

#

(its not the last)7

#

no yellow line lookinggood

#

uh

#

ok

#

i create new farmer

urban patrol
#

did it crash when you got to the menu

deep pier
#

and go past the brown dog

urban patrol
#

you didn't load an icon texture

deep pier
#

and sends me to the main menu instead

#

shoot

merry river
#

alright, dialogue and schedule are finally loading as intended! but the gift tastes still don't

deep pier
#

did not know how that works as well/

urban patrol
#

you can't reference textures that haven't been loaded. you'll need 2 addtl patches, one to load the sprites and one to load the icons

deep pier
#

ooh

#

wth that gonna look like

urban patrol
deep pier
urban patrol
urban patrol
merry river
urban patrol
#

don't, that's tiny and easy to miss

deep pier
merry river
#

i have come to hate any kind of punctuation ever since i started this

deep pier
#

or one at the end

urban patrol
deep pier
#

hey thats what elles cuter dogs has

deep pier
#

i dont get it

#

lowkey im lacking alot of knowledge

#

idek what a token is

urban patrol
#

a token is inside {{ }} and it's a special CP feature. it gets replaced by whatever (for example, {{ModId}} tells CP to look in the manifest and grab the UniqueID and replace the token with cloudy.jjkdogs)

deep pier
#

ooh

urban patrol
#

{{TargetWithoutPath}} tells CP to look at the target, ignore everything before the last slash, and find the file called whatever the last thing is (so Characters/Sam would look for Sam.png)

deep pier
#

so targetwithoutpath yup pretty much what i was about to say

#

this is so cool lowkey

#

can i use target without path then

#

and would i put mod id//divinetotality

urban patrol
#

yep, for all 6 varieties just list each target (Mods/{{ModId}}/Breed1, Mods/{{ModId}}/Breed2, etc)

#

you decide what your target is, but whatever it is, texture MUST match it

deep pier
#

might name cat1 cat 2 cat 3 and dog1 etc instead

urban patrol
#

Mods/{{ModId}}/blah is traditional but not required

#

yeah for sure, whatever you like

deep pier
#

for convenience

urban patrol
#

however you should include {{ModId}} so you don't overwrite anyone else trying to load to cat1

deep pier
#

so would targetwithoutpath loook at this and see divinetotality and find divinetotality.png

#

so for now do i need this for the png of the dog sprite and the png of icons

urban patrol
#

can you give me a concrete example? i can't say yes or no without seeing your patch

urban patrol
deep pier
#

im also gonna need to figure out the pixel things on the icons better

#

wiht the x and y

urban patrol
# deep pier

yep, that would give you assets/DivineTotality.png and assets/icons.png

deep pier
#

cuz i put the png into some pixel art thing and im also just assumign each icon is 16x16 so the next one starts at like eg 32 + 1 for x

urban patrol
#

are you using VSC? you can auto format your bracket indentation

deep pier
#

idk im yapping

deep pier
urban patrol
#

yes, except indexes start at 0

deep pier
#

ah

urban patrol
#

so your first coord would be 0,0 and the second would be 16,0

deep pier
#

ohh

#

on the piel art thing it went up to 95,16 i got scard

#

scared

urban patrol
#

you can use any kind of art software like aseprite or photoshop to view coordinates on a png

deep pier
#

ykw i added the load bit and changed the 1 to 0 yolo ima try again

#

red lines of death

#

ok ive gone backwards

urban patrol
#

two steps forward one step back

#

i cannot help without a log though

deep pier
#

yep

#

i was parsing it rn

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 26 C# mods and 17 content packs.

deep pier
#

said smth about line 24

merry river
#

okay, changed the "." to an underscore but lookup anything isn't showing the specific gift tastes anyway. i'll look into it tomorrow

urban patrol
deep pier
#

yeah i lowkey js realised

#

i hovered over it

#

and it told me

urban patrol
#

whenever it gives an error about a specific line, you can usually look at the line above it

#

oh great

deep pier
#

uh indentation consistent

urban patrol
#

i don't use VSC so idk the hotkey, but i know others in here do if they want to jump in

deep pier
urban patrol
#

otherwise i'd look up auto-indentation vsc

deep pier
#

alr ill look it up rq

urban patrol
#

nah it's okay i'm throwing a lot at you lol

deep pier
#

they said smth abt ctrl shift p

#

and so i did it

#

wait

#

format

#

this how it should look

urban patrol
#

yep!

deep pier
#

?

urban patrol
#

much prettier lol

deep pier
#

ive got the fattest grin on my face evertyhime i fix smth

#

feels so good

urban patrol
#

lol same that's why i love modding

deep pier
#

whats a patch

#

u said i neeed a comma after every patch

urban patrol
#

each action is inside a patch

#

for you it's the things inside the blue brackets

#

you have a total of 2 patches

deep pier
#

so do i need commas after each closing blue bracket

#

but not yellow/purple

#

oh yeah

#

it says the commas after purple brakcets are trailing

urban patrol
#

yep! technically not the last patch in the file, since there's not one that comes after it, but it doesn't hurt to have it because CP allows trailing commas

deep pier
#

and underlines them red squglly

urban patrol
#

you can fix it if the red bothers you but trailing commas are okay in stardew mods

deep pier
#

alight added the comma

#

gonna run again

urban patrol
#

!json also, if you weren't aware, this site acts as a json validator and can catch things like missing commas without you having to reload the mod each time

ocean sailBOT
#

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.

deep pier
#

oml this would have helped

#

alot

#

no its lowkey fun running it

#

ur js begging smapi to not go red

urban patrol
#

while i'm at it, are you aware of patch reload

#

!reload

ocean sailBOT
#
How do I reload my changes while I'm still in game?
  • Content Patcher pack: enter patch reload <your_mod_id> in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate the ConfigSchema or DynamicToken sections if you use them).
  • Translation files: enter reload_i18n in the SMAPI console window. If it's for a Content Patcher pack, also run patch reload afterwards.
  • C#: see the Visual Studio hot reload or Rider hot reload feature.
deep pier
#

no

urban patrol
#

it's a lifesaver, no more closing and opening the game 50 times

deep pier
#

well great cuz new error

urban patrol
#

this is one of very few cases where you must type out your mod id btw, because SMAPI doesn't know CP tokens

deep pier
#

im missing the file

#

or smth

#

i wrote it wrong probably

urban patrol
#

make sure the png is inside your mod folder and then make sure your filepath in FromFile is correct

deep pier
#

its in assets folder inside the mod folder

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 26 C# mods and 17 content packs.

urban patrol
#

hmm can you send a screenshot of the assets folder/mod folder

deep pier
#

oh i think i fixed it

#

there was a animals folder in the assets folder which had the images

#

i forgot that was between the assets folder and the images

urban patrol
#

that would do it, glad you figured it out

deep pier
#

HES HERE

#

along with everyone else

#

im so flippijg happy

deep pier
#

he looks off centre but its ok

#

yeah defo off cetre

#

now i want to fix that

#

lemme also go look at marnies shop

urban patrol
#

you can't move things in the menu via code without C#, but luckily i don't think you need to: just open the png and move the icon to be in the center of the 16x16 square

deep pier
#

how

#

the icons png has 6 icons

urban patrol
#

!software

ocean sailBOT
deep pier
#

i think i js selected a slightly off 16x16 square

urban patrol
#

oh then nvm

deep pier
#

so like ima js need to move the x value by 1 or so

urban patrol
#

yeah, usually with things that are 16x16 you want them to be multiples of 16. 0, 16, 32, 48

deep pier
#

im js confused bc the png looks like its 95x16 pixels

#

when i go on the piel art qebsite

#

pizel

#

pixel

urban patrol
#

are you counting from 0?

deep pier
#

nah like when i hover over a pixel it says

#

the pixel coords

#

yeah that do look off centre

#

anyones i need a toulet breakn brb

tawny lily
#

Hi guys im kind of back

#

for all the 1 people that might still know me lmao I think I was active like two years ago

#

I was thinking of doing applied energistics from Minecraft but in stardew

#

Very rough idea but a main inventory computer system and some sort of autocrafting

#

maybe automate + any inventory mod already fulfills this niche though

#

I guess I'll make a gui framework with smooth scrolling then :')

next plaza
#

I was working on a mod like that many years ago

#

(ie. pre official multiplayer)

#

Alas, I don't have the code anymore

tawny lily
#

ooh that's too bad

#

do you happen to know if people still use hover labels? I know there's this other mod that does almost the same thing

next plaza
#

Hover labels?

tawny lily
#

my mod that adds tooltips

next plaza
#

Your name does seem familiar, did you ever publish any mods?

#

Ah

#

I guess that's why 😂

#

I don't know

tawny lily
#

hahaha that's fair

#

no I published like 8 of them a few years ago

#

travelling skill is my most popular one, even though it's the one I like least tbh

next plaza
#

I neveur used hover labels myself, but I probably would have if I had playebeen playing and saw it

#

Just looking at the nexus page

#

Oh, that's one I recognize

tawny lily
#

yeah it's one of those QOL things that you can't do without once you have it

#

the tooltips I mean

next plaza
#

Multiplayer Exp Sharing, and Watering Can Give Exp? Yeah, that's definitely why I recognize your name

tawny lily
#

yup those are mine too

next plaza
#

I'm on your nexus profile 😛

tawny lily
#

wowww

#

you found me 👁️

next plaza
#

I mean once you mentioned a single mod it's very easy to find 😛

#

Travelling skill did seem neat but I understand why you say it's one of your least favorite of yours

#

That's kinda how I felt about Magic (and also why I stopped maintaining it, and let other people take it over)

deep pier
#

@urban patrol which software thats free is the best, or the one youd suggest? aseprite and photoshop are both paid

tawny lily
urban patrol
#

aseprite is free if you compile it yourself (there are instructions linked on the page i believe) but i can't help with it because i just use photoshop

deep pier
#

got it

#

thanks

next plaza
# tawny lily why do you think I like it least? (legit question I am curious)

Well, I'm just guessing based on how I would feel if it were my mod.

Basically, it's kinda like Magic: it seems neat conceptually, but kinda needs a bit more to be exciting to me, since most of the functionality was "a different way or slightly more efficient way of doing vanilla stuff".

Didn't mean that you'd feel the same way for the same reason, it just kinda feels like if it were my mod, it would give me a similar feeling for the same reason Magic did

#

And there's nothing wrong with that, to be fair. It just doesn't excite me, as a mod I would enjoy a lot (re:Magic)

#

And especially, a mod to put a bunch of development/maintenance on

tawny lily
#

I see, yeah I love travelling skill as an idea, as I think gradual improvement in movespeed really helps with burnout on a save

#

it makes it feel slightly less tedious after having to walk all the way across town for the 50th time

#

but it's essentially just a space core skill mod, it's not really "my" work

#

but it is my most popular mod I think

next plaza
tawny lily
#

so it's like this cool idea, but kind of low effort implementation

next plaza
tawny lily
#

yeah fair

#

stardew valley is such a hard game to add gameplay mechanics to since it's already quite solid

deep pier
#

idk what u guys r on abt but fr

tawny lily
#

my fave mods are always qol ones

deep pier
#

theyre the ones youll always have installed

tawny lily
#

or mods that add more info to the game itself so you don't have to go to the wiki every time

deep pier
#

content stuff and whatever isnt like smth ill always be having in a save

tawny lily
#

hover labels really is my fave mod, figuring out how to draw the UI was verg satisfying

deep pier
#

but info/qol ull js always need

tawny lily
#

like extra skills or magic etc

deep pier
#

yeah

#

and whatever meant to include that my bad for lack of clarity

next plaza
#

Yeah, mechanics are the hard part

#

Fitting them in with everything else

#

But it's also my favorite type of thing to work on 😔

deep pier
#

mod making is so interesting

tawny lily
#

very fair

deep pier
#

im talking from a mod user standpoint so my opinons may differ

#

mod user only

#

i mean

tawny lily
#

i love visualizations and inventory systems cause i just like numbers

gentle rose
#

forget magic mods, who's making a science mod

gentle rose
#

(/hj)

tawny lily
#

bro honestly

#

that's not a bad idea

gentle rose
#

right? but you'd have to do it so well to make it not irritating

#

(and not just a magic drop in replacement)

tawny lily
#

synthesising ores could be a cool reward for such a system?

#

honestly I've been burnt out on stardew for these past years so no in game reward seems nice anymore

gentle rose
#

I'm thinking general automation and machine efficiency stuff as well as things like that, yeah

tawny lily
#

ooh yeah

next plaza
next plaza
tawny lily