#making-mods-general
1 messages · Page 463 of 1
ohh so you can have it find the correct file in assets?
and if u want can you replace it with just the name? (wait no nvm thats dumb)
It looks at every asset you put in the Target field and takes the last part, basically.
ok so it should be structured like have assets folder, have candy.png in assets, have magmasprite.png in assets, and when you put those names under target they load with that specified png with the name?
ty
"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`.
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" },
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" },
so modid in this case is heyyouheyhey?
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."
understood
Yeah. Technically your asset name can be anything at all. But it's recommended to put in {{ModId}} so that:
- The asset name is guaranteed to be unique.
- It's easier for people to track from what mod the asset comes from.
(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)
yeah, i think u told me b4 but ty
and how do you load the asset to a specific object, like for example a cooking dish?
Do you want to edit an existing dish, or want to load a new dish?
For food, you just need to do Load on its image png.
And then edit the game's Object data to consider it food.
Editdata to add the object definition, an image load for the texture (or use internalassetkey) and editdata for the cooking recipe entry
i think ill figure it out
You can take a look at this: https://stardewvalleywiki.com/Modding:Objects
The Appearance section is where you'd point to the image you Load.
ty
im gonna try it now, wish me luck 🤞
ty
in your object data you put the name you chose for "target" as the texture
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
shit i guess its more than like 10 if its asking for 13 lol
k, im just gonna make an individual file for every item jus cuz easier
its definitely easier early on. if you do end up putting multiple on one remember the count starts at 0, so to target the first sprite you would use index 0
ok
how long is a row and how long is column?
as in how many sprites or how many pixels?
both
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
objects are 16x16 sprites, npc i think are 16x32
ok
A tile is 16x16, so a lot of sprites are multiples of 16
https://stardewvalleywiki.com/Modding:Objects
is there like an example of object creation giving the whole structure?
everything in Data/Objects.json in your unpack is an example
cp dont change format?
no
once you're inside Entries/Fields, you are mimicking the vanilla data structure
it is the same concept for every single asset
Technically yes, but the unpacker unpacks it in the same format cp uses, so effectively no
ok, is there a modded example?
any mod that adds an item
oh shoot im dumb that works
can u suggest a very simple one?
no, i dont know what would make a good example mod
k
You're getting dangerously close to "do all the work for me" territory here
oh shi i didnt mean to im sorry
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
im sorry im jus really tired rn and my comprehension isnt very functional, if it ever hapens again jus tell me to stfu and ill understand
inside the BETAS folder...
I just needed any folder and I already had it open. Don't worry, I've moved it now lol
damn, and i was just about to put out an update to delete any extra files inside the BETAS folder on game launch
in the display name and descm what does i18n mean/do?
i18n stands for internationalisation and it's how we make our mods easy for people to translate
so its just an extra thing that helps with access for more people?
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.
ok, thanks
is there a wiki page for whereand how u create the string variables in Displayname and desccription?
These two pages:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Translation#i18n_folder (ignore the section called Reading Translations - that's only for C# mods)
ty
top on is for peopple making translations and bottom is for making mods?
Nope, both are relevant for making mods
Some info is duplicated across both pages, but some is present on only one of the two pages
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.
ok, ty
srry
It's ok, now you know :)
ty
does anyone know if sve loads its i18n anywhere? I need to access item names
🤔 loads the i18n? doesnt it not just use it normally? (like the {{i18n:}} stuff)
if they don't load it anywhere and it's of critical importance, CMCT would let you use another mods i18n
Yeah I'm considering that too
But it might be few enough items that copying strings is also fine
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?
honestly i think it would depend on the other game's guidelines
I'm thinking of a mod that adds a small town-wide role play that nods to Elder Scrolls.
since i see plenty of crossover mods all the time
baldur's gate (3) valley was a notable example 
Okay wait that sounds amazing
amusingly also the only one i've heard actually have legal issues
hasbro/wizards of the coast sent a ceast-and-desist copyright hit on the mod, but withdrew it when people rightly rioted
well i'm sure that's hardly the whole story
other than that i've not heard of any mods ever being in hot water
Wow that's nuts. Like Nintendo nuts lol
honestly i think since stardew modding is pretty minor, there usually wouldnt be any legal issues?
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 
there's pokemon mods that haven't been smited
'pretty minor' with upwards of a paltry half a billion downloads, outnumbering several bethesda games and baldurs gate 3
and where mods can so very easily be monetised for nexus funbucks 
except for the baldurs gate the third issue i guess
Oh so they were rightfully miffed 🤣🤣
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'
I think that speaks volumes to the power of Stardew Valley
still no idea why they went after it hahah, just corporate executives and boardroom meetings i guess
in line for hasbro/wotc
but in any case go for it
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
You know, I hadn't even thought about music. That's a good point, thank you.
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. 
How does a content patcher framework work?
🤔 a content patcher framework? content patcher is the framework.. do you mean like, framework mods that add features you can then use with content patcher?
Yeah
well i'd figure the way they work is different based on each framework
I’m trying to make a dialogue mod but I’m not exactly sure what’s a good framework
what are you trying to do exactly?
Making a jealousy response mod
This is my first mod so I wanted to start with something simple
we're going to need more detail than that. what are you specifically trying to do?
"jealousy response mod" could mean different things to different people
ack, reminds me i should probably get to working on a mod i left as a wip
Trying to add more jealousy responses to the jealousy dialogue while specializing it to suit each vanilla spouses
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?
water, I can't know what you specifically mean when you say "other existing jealousy mods" unless you explain. assume we have no context (because we don't)
I mean dialogue
Sorry I meant dialogue like add more dialogue
I wanted to add more dialogue instead of the one generic jealousy dialogue
I’m not good at explaining
Still can't seem to come up with a decent name for my jerky mod
What’s your mod about?
Hm
Jerk and jerky aren't the friendliest source for idioms lol
Jerky time :) (emoji necessary)
How do I make a dialogue mod
That's actually one I was considering as I may also make a burger mod
Jerky Time
you can then name that one Burger time :)
You should just be able to use content patcher
Yep
JERKY (it's an acronym for Just Entirely Really (K)nice Yums)
lol
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
How to use content patcher cause idk about you guys but I’m REALLY stupid
Read the wiki and look at mods that do something similar to your concept
!cp
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
the second link is a good start
For dialog it's pretty much all just text editing
SpouseGiftJealous
jealousy makes sense as a character flaw for specific characters ig but it's strange to have as a default that's treated as normal
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)
And it only happens when the player gives a gift to an opposite sex marriage candidate whom they are dating, unless it's that other marriage candidate's birthday! It's such a bizarre situation
Really? Thought it was the same gender
didn't it originally happen for any opposite sex marriage candidate (regardless of dating) or am I misremembering?
also it's "same sex as the spouse" rather than "opposite gender to the player", btw
Yeah I know I wrote that section lol I was just going off (incorrect) memory
There's a bunch of yandere mods if you want jealousy
and yes this was a pre 1.4 thing!
hmm, the wiki contradicts itself
one place says hated gifts do count and the other says they don't
Maybe I shouldn’t do it
Hmm
brief look and im leaning on gift type doesn't matter
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
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
can you tell if hated gifts counted in 1.4?
I dont have a 1.4 build and cbf going through the git repo and finding the exact block in tryToReceiveActiveObject
was very easy to find in 1.6.15 due to the characterdata fields
[Steve/Jack Black voice] Chicken Jerky!
I'll see myself out 
fair enough
Oh no
Guess that could be the description for the chicken jerky...lol
Oh no is the correct reaction I think
I’m staring at a blank screen rn
I vote for this
Chicken Jerky, desc: CHICKEN JERKY! (Blame the discord)
Ughhh I feel unmotivated now, great
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
Thanks
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
I'm still very confused on what is [response IDs], how to determine one?
You decide it. Have you looked at the example question further down the page?
"<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
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.
"$q 12220000/12220001 Fri10_fallback#$"
I just really don't get how to get those numbers
You make them up
oh really??
Except don't use numbers
I see I thought there's suppose to be a process
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
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.
I see I see
Frankly it's still somewhat foggy to me but I'll have to test it out and see
ty for your time!
Did you see the example question I mentioned before, further down the dialogue page?
It shows one use of the response IDs
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)
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.
not really sure what i'm doing wrong tbh
alsoo having issues with the game not finding my maps
..why must no one be online when i choose to debug
I'm online
YES okay tysm
I'm looking at it but I have to look at what trigger actions are
Your action fields need to be Actions
oh shit are they not?
Because Action is just one string Like this "Action": "My Action"
action is for one single action, actions is for a list
OH
[ is opening a list closed by ]
ill help you understand this error:
It says #1 and #2 which are 1 and 2 in your list
The error says its has trouble reading the expected type, so it means your format is wrong
At path action
So that tells you that the format you wrote on line Action is wrong
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)
Well what do you think
1 and 2 dont work, but your other ones do
I don't know what you're talking about, just make it match your other ones
compare your data with this: https://stardewvalleywiki.com/Modding:Trigger_actions#Data.2FTriggerActions
okay-
NVM I GOT IT
thanks!
i understand what i did wrong now lol
thats good
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
You need to be able to recognize it for yourself for the future
yeah
my brain just takes a while to understand things LOL
on that topic- my maps won't load-
okayyy json time
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
Can you attach the full error? Trying to see if the TMX is at fault or the code.
oh, okay! the error or my log or both?
[game] No location with name LewisBasementDestroyed```
Error log, please
!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.
i got a lot of mods- https://smapi.io/log/977680dc1f1a4d849e43c1b1f19f43b0
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
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"/>.
Specifically it looks like the paths tilesheet on one (Destroyed), and townInterior on the others
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.)
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
(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)
(My "minimal" mods list is currently around 71 mods. I am in dire need of a cull lol)
got it, thank you!
sorry it took me a while lol
I made a program for myself (heavily modified from StarDrop iirc) that handles symlinks and the folder stuff for me so I now don't ever need to cull bc it handles the dependencies automagically (sometimes, it's a tad broken and doesnt always work but thats something I can deal with)
Faaaaancy
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)
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
that's like the magnum opus of my C# learning so far, still useless with actually applying it to Stardew mods themselves though
(Plus I have 21 testing tool mods at all times)
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
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?
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.
I wish I had thought of that, I did the long way, I shall certainly be doing that way now though XD
Ooof that must have been a lot of work. I hope you at least used find and replace
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
I am not comfortable enough with programming for it to ever be faster for me to write a script for something like that, alas
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
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.
No documentation on it currently.
GMCM uses the same UI system, however it doesn’t use the XML part. It constructs the stuff directly.
XML part uses standard xml syntax, but there isn’t a standard for xml in particular
Remind me in 30 minutes to find xml UI example
You're a meanie...but okay, kittycatcasey (#6944795) (30m | <t:1762622453>)
umm I can't find the tilesheet climbing in the destroyed one? I'm just very confused rn
it's just
<image source="springobjects.png" width="384" height="624"/>
and
<image source="paths.png" width="64" height="256"/>
Then make sure you are using the corrected TMX in your mod folder, because the error said this:
StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) MY MOD?!?!?!?!??!?!?! loaded map 'Assets/Maps/LewisBasementDestroyed.tmx' with invalid tilesheet path '../../../../Content (unpacked)/Maps/paths.png'. Tilesheet paths must be a relative path without directory climbing (../).
oh? okay that's really odd
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
okay
alr, went to bed and it still can't find it, going to properly restart the game now
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.
okayyy
..oh wow okay got a shit ton of errors
at least now i know lol
!tilesheetclimbing
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"/>.
uhhh, is it alright if i put my log here again?
no clue how to interperet these errors
That's what this channel is for, go ahead!
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
i am so lost rn omg
Looks like townInterior_2 is fussing now
(Oh how I wish the log viewer has line wrapping)
and i thought advanced moves were hard-
And because it's calling out the tsx, I have to ask: are your tilesets properly embedded in the map TMX files?
Now that they are embedded, check that they aren't climbing
but it still can't find the location after patch reload-
will do!
nope, still just those two, and still no climbing
Okay, so the deserializer itself has docs in the SpaceCore readme:
The UI system itself, though, does not
Which two were they?
That being said, I think I have an example of the UI loading somewhere
Okay, well, townInterior_2 was the tsx it was failing to find, so what does your line for that one look like?
also thank you so much for your help 
Here's a gist for XML UI examples (though you should ignore test.ms and content.json, that was for stuff that got discontinued): https://gist.github.com/spacechase0/9d7e7c29567fb902cadb82a7ff86af49
I think I posted a gif somewhere here
-# (also love the new display name LOL)
I need the line right under that one 😛
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"/>
Okay, so, you see how the townInterior_2 tileset doesn't have the image source line before it closes?
That means it's probably not embedded.
shittt okay
hm, is there anything beyond just adding in the image source thing that I should do?
check the "Embed Tilesheet" checkbox when adding the tilesheet, should be under where the path to the tilesheet is
okay..
@next plaza: find xml UI example (30m ago)
-# it'll go back to kittyKAR2casey between demo weekends
Found it! (Though it includes the no-longer-available scripting stuff) https://cdn.discordapp.com/attachments/156109690059751424/1040141561788375121/devenv_3ipD32n58u.mp4?ex=69102bd1&is=690eda51&hm=aa13a80fc9f09ad35bf77cf903c2cda1c26c8f13900141770bb2275fe4341fa7&
I was wrong, it's "Embed in map", sorry! (bottom right checkbox)
Alternatively, I think if you already have an unembedded tileset, there's the "Embed Tileset" buton down below.
i tried that, but nothing changed :(
What's the .ms filetype? never come across that before, a quick search says its the Autodesk MAXScript which I'm not sure if I believe (I know that's the scripting, I'm just quite interested)
MiniScript. Same thing that Farmtronics uses
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.
i have no clue what i'm doing-
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
I can try it real quick if you send me the most recent TMX
i'd love that!
It's the spacecore-ext-engine branch
thank you so much :)
what's your nexus profile so I can credit you?
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
www fascinating, I had no idea that existed, I shall take a closer look at that, would be quite useful!
There's a video of that somewhere too
I mean you can't use it, it never get released
I kinda want to do it again using a different scripting thing (unsure what at the moment)
Test custom collection menu using that (can't find a gist for it though) https://cdn.discordapp.com/attachments/156109690059751424/1042918150284517376/StardewModdingAPI_IEADUbqshL.mp4?ex=69106277&is=690f10f7&hm=71b4d948587e96ff3bf208f94124540da44872a7266250bc53192e6c5da7a590&
okay, I have no idea how you ended up with the tileset dimensions being 32x32 with no rows or columns, but I think I've got it fixed by transplanting the code from a brand new embedded tileset of townInterior and townInterior_2 xD
okay thank you so much-
my Nexus profile is fireredlily, the same as here. 🙂
i don't know what or how or why i did that either-
Can't find the teleport tool though
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
Also featuring one of my favorite placeholder images: kitten bee
(I think my game project has that image in there too, still)
@latent mauve ..okay gonna restart the game again-
comparison as to what was fixed so it at least wasn't erroring in Tiled anymore
fixed is on the left
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?
still! one working is good lol
hm, would i be able to paste your edits into the others?
poor claude struggling with the same shit i was struggling with yesterday

it works tho!!!
i've been working on this for over a week
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
i'm just special like that
doing it on purpose is much different from somehow doing it on accident
Even after moving back to a normal map
(Something to do with a static field for the pixel scale in the custom xtile version, if I remember correctly)
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
i would still like someone to make a working isometric map someday
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
the others were 16x16 though
Many people have, including myself. you didn't say in stardew
That is confusing then XD
i trust my audience to put the pieces together is all
ponders the new code crime idea
Can't think of anything fun I'd want to do with it though.
That trust is heavily misplaced for those who are pedantic enough
I'll just make stardew3d have an isometric view
or they're just not my audience perhaps
"Not my monkeys, is my circus"
okay..
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.
got it, i'll try!
thank you so much lol
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!"
ohhhh okay
damn so that's (part of LOL) what i did
uh, anything I should do with this?
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
..uh, it's just the vanilla ones, so just go into tiled and click the embed thing?
New quote added by head_in_the_cl0uds as #6732 (https://discordapp.com/channels/137344473976799233/156109690059751424/1436774140634730646)
Yeah
You can but you gotta be careful, may lose tiles n gotta redraw
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
oh, it's just that for the error, still trying to see what i did before sending the log
ive been looking at this but don't quite understand what to do when I write my file, could anyone help me understand?
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?
If it is just explicitly rude, I would
have you looked at the example on that page a little bit down? if so can you xplain which part in particular you need elaboration on?
I think you can moderate comments?
if it’s in violation of nexus TOS you can also report it
I delete their comment, regardless of whether its directed at me or someone else. If its egregious enough it gets reported, yeah. Sometimes I also block them if I feel particularly annoyed
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.)
https://www.nexusmods.com/stardewvalley/mods/19854?tab=posts&comment_id=161485468 - just in case anyone has thoughts.
OMG I LOVE THAT MOD!!!
i have it, it's great :)
Thank you!
yeah, I'd classify that as a rude comment personally
ugh, sorry about that :(
sounds like they didn’t even try the mod too
yeah, that's such an unnecessary comment
ikr! like cmon
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
ppl know themselves and their disabilities
So hiding/deleting the comment wouldn't be an overreaction?
nope!
nope
not to me, at least
it's not adding anything to the conversation anyway
not at all, it’s your mod page and you’re allowed to decide what it displays
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
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.)
yup! the link just said that the comment wasn't available :)
these are the TOS that protect you from rude comments btw
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)
have you started with the Schedule data wiki page (/gen bc I feel like it probably offers a better explanation than I could)
hm, maybe just think about where your npc would want to go on a daily basis and draft a few average days before coding?
!npc i advise looking at the tutorial here for a general idea
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:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
the guide also a very good idea
yeah i always advise tutorial (if available) in one tab and the wiki in the other so you have both available
yeah, it's not about setting up the schedule.json as of now, i do have some templates for that as well. i think it's more of a writing aspect here i think? i'm just not sure how to tackle this
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
I see the comment was already removed but anyone attempting to undiagnose you over the internet is inherently rude and deserves to have their comment deleted and to be blocked from your page. I'm sorry you had to deal with this 
@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
The building draw layer applies to the build menu as well. This menu is different so my harmony patch doesn't work. I catch it and emit a warning (yellow text) because the actual building placed in world is fine
There is nothing for you a content mod to do
cool, thank you
// i18n/default.json
{
"item.name": "Pufferchick",
"item.description": "A tiny hybrid between a pufferfish and chicken."
}
for example this: suppose I have multiple items... Do i replace [item] with the actual name of the item like ex: "SeaweedSalad.name": "Seaweed Salad"?
and then I call it in the item making thing?
and like when I have multiple does how many {} I use matter?
like
{
"stuff"
},
{
"Stuff2"
}
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
yeah, but do you need a new pair of {} for ever set of things?
no, all key/value pairs in your default.json should be inside one set of brackets
"Pufferchick.DisplayName": "Pufferchick",
"ChickerPuff.DisplayName": "Chickerpuff",
}```
ok, ty
i think I understand now!
Hi! This requires C# right, since there's no way to "give" monsters items?
-# ty!
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.
take a look at appearances 
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...
the bulk of the work is gonna be drawing all those outfits (it's a lot)
Are you planning on making your own designs, or are you using Seasonal Cute Characters as base?
might help to do a single character first
I was going to use their sprites and do my own versions of the portraits.
I’ve done some mock up work on several to get an idea of what I’m trying to do.
yea i mean
draw say all 4 seasons of pierre
do the content patcher stuff to get him in
after doing a whole set you know what u gotta do for all other characters
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
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
by looking how it's done and looking at the mod documentation (CP has a good documentation) and then asking questions?
Yar, expanding of what Lumina said, Seasonal Cute Characters have designs from various people, and some of them require permission if you want to use their designs for release. Other mods usually make their own designs/sprites for those they couldn't obtain permissions for.
I haven’t decided if I want to publish it just yet. The dialogue mod I would publish. But I will look and double check for sure
okayyy, tried to get a provisional schedule and dialogue file to work, but there must be an error in my coding which i can't figure out
https://smapi.io/json/content-patcher/f41bbf1ec4514a99a81fb25614227c1a
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
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 :(
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\",,
lowkey forgot what the manifest.json file is for
because one of them is part of \"Strings\\schedules\\{{ModId}}_Peiming:PeiMingHouse.000\"
so what is closing the schedule string?
the manifest infos
(mod name, mod id, mod author, if it's a C# or content pack, for what mod and such)
ohh let me try this!
if im converting a dog/cat texture pack to add them instead of replace them what do i do wiht the manifest .json
also how do i make things look codey on disc again
for personal use
i prefer no pings
my apologies
!haiku (maybe commands will work for me one day)
ill turn it off
of course it doesn't work for me
!codeblock
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.
i see
Official Suggestion (not really), have !haiku as an alias for this command because it's how i remember it 😄
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
!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.
how do you know they aren't loading?
(you can use the command patch summary YourModIdActuallyWrittenOut in the SMAPI console to see which patches are and aren't applying)
if im converteing a mod for personal use can i jsut ger rid of the update keys in the manifest
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
yes
you'll get grey text in the console that there's no update key though
yeah ive seen that with mods ive downloaded before
'this mod has no update keyts in its manifest blah blah blah'
yep
i used look up anything to check the npc, there's no schedule loaded and the gift tastes are only the default ones
!json can we see all relevant files
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.
yes, give me a moment
i prefer no pings 🙂
my bad, I keep forgetting that replying immediately pings
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
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
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
content.json: https://smapi.io/json/content-patcher/08bd4512e7fe4d4397c5b36c465b9e0d
dialogue: https://smapi.io/json/content-patcher/5fa6c3bf5dc745e5b579dcc3b3f818ed
gifttastes: https://smapi.io/json/content-patcher/ea6bc724480f4876a224f2776175bbce
schedule: https://smapi.io/json/content-patcher/8b5d2504b8da43c0a252787f200b0e13
gotcha yeah if you just yoink their assets for personal use you can build it from scratch easy
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
no ignore that
that's only relevant for your content.json
can you send your dispo as well
sure!
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,
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
i...am not sure what you are referring to
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)
Ooooh!
oh i need a format thingy bit but idk what it does
it should be 2.8.0
you can always check the current version in CP docs
it's just what version content patcher is on, and it tells the game how to migrate older versions
ohhh
hello!
does anyone know where the trash bear event is coded??? cant find it
the event where it cleans up the town? I think it may be hardcoded
i never really understood what this thing does and it finally clicked, haha
ok hopefully it works now
im just testing the first skin i converted
Hardcoded
yup, looks like it’s getting an event in the actual assets
yeah uh i defo did not enough or smth wrong and feel stupid because so much red lines
I wonder why it got a numeric event ID though
!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.
im sure its a simple fix but idk what
oh okay, thanks! :))
maybe it already had one in the c# ig 
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.
is your mod jujutsu pets? i'm confused at the event repeater and CP-A errors
what do you have as your format?
yes that
not mine
but the one im tryna convet
2.8.0
lol i think i found what i did wrong
is it in quotes?
forgot the big brackets for the whoke thingy
ah
ima try again and let u guys see if it goes wrong
okay, i changed the internal name and now my portraits and sprites won't load 
i changed the targets to the internal name accordingly
check your target loads for those too. probably you were loading them to Portraits/PeiMing
did you reload? are you seeing errors in your log?
no red error, at least. i'll load up again, one sec
no that wasnt the issue dang it
Target capitalization shouldn't matter in CP
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.
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
this is one of six
but i havent done them yet becuase i need to make sure i do right
you're missing a changes block
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
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?)
yes it is
so uh do i replace it with {{ModId}} in lines 9 and 10
or am i misunderstadning
yep! i mean you don't have to but it makes it easier on you
same thing with the texture and wherever you loaded the texture
sorry can you point out what you changed
11 and 12
idk how the whole folders situaiton should work
what should i be naming the folder in relations to the mod name
you can organize your folders however you like. contrary to what it looks like, a target isn't actually a filepath
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
how the hell do it find the images then wth
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
uh
some people prefer their folder structure to mirror the vanilla game's, but it's not necessary
nah as long as you accept that targets aren't actual physical spaces
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
i probably should have tried writing it more from scratch rather than replacing elles cuter dogs
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)
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.
sometthing to do with the when field
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
im ngl i literally jsut copied one section referring to oene dog
if you don't need this patch to be conditional, you can delete the When line
and replaced thw quotes part
oh okayy
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
yep, then you shouldn't need any When conditions
since you want all 6 to apply all the time
one last try
(its not the last)7
no yellow line lookinggood
uh
ok
i create new farmer
did it crash when you got to the menu
and go past the brown dog
you didn't load an icon texture
alright, dialogue and schedule are finally loading as intended! but the gift tastes still don't
did not know how that works as well/
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
did you change the gift taste target from . to _ yet?
u were waiting for me to experience this after fixign eveyrhting else werent u
"Action": "Load",
"Target": "whatever you set as the target, forward slashes instead of backslashes",
"FromFile": "the filepath of the .png"
}```
lmao as soon as you said uhh i knew exactly what happened, because i've done the same
i feel so stupid right now 
don't, that's tiny and easy to miss
do i need that for every variant
i have come to hate any kind of punctuation ever since i started this
or one at the end
yes, but you can expedite the process by using {{TargetWithoutPath}} (i'll link docs one sec)
hey thats what elles cuter dogs has
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)
ooh
{{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)
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
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
might name cat1 cat 2 cat 3 and dog1 etc instead
Mods/{{ModId}}/blah is traditional but not required
yeah for sure, whatever you like
for convenience
however you should include {{ModId}} so you don't overwrite anyone else trying to load to cat1
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
can you give me a concrete example? i can't say yes or no without seeing your patch
yes, probably one png for all the icons, and then one png for each spritesheet
im also gonna need to figure out the pixel things on the icons better
wiht the x and y
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
are you using VSC? you can auto format your bracket indentation
liek the third one would be starting at 33 for its x value
idk im yapping
visual studio code yes i am
yes, except indexes start at 0
ah
so your first coord would be 0,0 and the second would be 16,0
you can use any kind of art software like aseprite or photoshop to view coordinates on a png
ykw i added the load bit and changed the 1 to 0 yolo ima try again
red lines of death
ok ive gone backwards
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.
said smth about line 24
okay, changed the "." to an underscore but lookup anything isn't showing the specific gift tastes anyway. i'll look into it tomorrow
oh you need a comma in between every patch. it's easier to catch when your indentation is consistent
whenever it gives an error about a specific line, you can usually look at the line above it
oh great
how do i make that
uh indentation consistent
i don't use VSC so idk the hotkey, but i know others in here do if they want to jump in
u did mention earlier abt this mb
otherwise i'd look up auto-indentation vsc
alr ill look it up rq
nah it's okay i'm throwing a lot at you lol
idk
they said smth abt ctrl shift p
and so i did it
wait
format
this how it should look
yep!
?
much prettier lol
lol same that's why i love modding
each action is inside a patch
for you it's the things inside the blue brackets
you have a total of 2 patches
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
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
and underlines them red squglly
you can fix it if the red bothers you but trailing commas are okay in stardew mods
!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
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.
oml this would have helped
alot
no its lowkey fun running it
ur js begging smapi to not go red
- 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 theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
no
it's a lifesaver, no more closing and opening the game 50 times
well great cuz new error
this is one of very few cases where you must type out your mod id btw, because SMAPI doesn't know CP tokens
make sure the png is inside your mod folder and then make sure your filepath in FromFile is correct
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.
hmm can you send a screenshot of the assets folder/mod folder
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
that would do it, glad you figured it out
(vanilla pets)
he looks off centre but its ok
yeah defo off cetre
now i want to fix that
lemme also go look at marnies shop
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
!software
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.
i think i js selected a slightly off 16x16 square
oh then nvm
so like ima js need to move the x value by 1 or so
yeah, usually with things that are 16x16 you want them to be multiples of 16. 0, 16, 32, 48
im js confused bc the png looks like its 95x16 pixels
when i go on the piel art qebsite
pizel
pixel
are you counting from 0?
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
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 :')
I was working on a mod like that many years ago
(ie. pre official multiplayer)
Alas, I don't have the code anymore
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
Hover labels?
my mod that adds tooltips
Your name does seem familiar, did you ever publish any mods?
Ah
I guess that's why 😂
I don't know
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
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
yeah it's one of those QOL things that you can't do without once you have it
the tooltips I mean
Multiplayer Exp Sharing, and Watering Can Give Exp? Yeah, that's definitely why I recognize your name
yup those are mine too
I'm on your nexus profile 😛
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)
@urban patrol which software thats free is the best, or the one youd suggest? aseprite and photoshop are both paid
why do you think I like it least? (legit question I am curious)
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
🏴☠️
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
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
Same with magic on this part
so it's like this cool idea, but kind of low effort implementation
And on this part, like I said, Magic felt like using a slightly different resource to do the same stuff as before, for the most part
yeah fair
stardew valley is such a hard game to add gameplay mechanics to since it's already quite solid
idk what u guys r on abt but fr
my fave mods are always qol ones
theyre the ones youll always have installed
or mods that add more info to the game itself so you don't have to go to the wiki every time
content stuff and whatever isnt like smth ill always be having in a save
hover labels really is my fave mod, figuring out how to draw the UI was verg satisfying
but info/qol ull js always need
i dont necessarily mean content mods, more gameplay mechanics specifically
like extra skills or magic etc
Yeah, mechanics are the hard part
Fitting them in with everything else
But it's also my favorite type of thing to work on 😔
mod making is so interesting
very fair
i love visualizations and inventory systems cause i just like numbers
forget magic mods, who's making a science mod
example:
(/hj)
right? but you'd have to do it so well to make it not irritating
(and not just a magic drop in replacement)
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
I'm thinking general automation and machine efficiency stuff as well as things like that, yeah
ooh yeah
One of my ideas involves a full tech/automation/logistics thing, but I'd probably need to change vanilla progression a lot for that to make full sense, which is.... eh
see above
very hard and also automate exists and is pretty widely used

