#making-mods-general
1 messages Β· Page 464 of 1
Another thing I thought about re:science/tech was a crop genetics mod
(like modded minecraft, in the Forestry mod)
ohh with cross breeding and stuff?
And its also way too easy
Mr beast jumpscare??
No actual infrastructure, and day 1 access pretty much
yeah agreed
Place a chest next to your furnace? Never need to do anything except add more furnaces adjacent
stardew's world is too limited for pipes though
Potentially, but also like, traits you could improve to let them grow out of season a little bit, or in the desert, or slightly faster, etc.
science could also be some kind of scientific method thing where the more you do a certain action the more likely you are to discover something (invention), or in order to unlock an upgrade you have to do a bunch of varieties of a certain action a bunch of times (actual scientific method)
most you could do is have an extra machine that needs fuel for automate to work
I have a notepad file about it somewhere
i really like this idea
repeat scam in this server for a while now, governor gets them after a second 
I had a conveyor belt prototype at once point, which involved multiple world layers
Ground level, underground level, and above ground level
There's a gif of it somewhere on this server's abyss of casey prototypes
even easier in 3d
Could've been worse, could've been better. I think I had some goggles to set you swap between them or something. Which was tedious, but my code crime techniques were less advanced back then
i see
The only mod gifs I have favorited are:
- original 3d mod prototype (ie. not the new one, but there's a thread for that)
- wiggly arms
(Wiggly arms was a "for fun" config option for Extended Reach)
damn that's cool! is this in the same engine?
I had an electricity wire system conceptually working
And a "logic wire" system working (which let you toggle conveyor direction)
Yep, it's a mod
The more recent prototype of it is in the secret crime thread which definitely isn't located here: https://discord.com/channels/137344473976799233/1414326612215992446
Gotta scroll up to like october 11/12 for the most recent gif of it
also it supports VR
I could do a stardew version of mystical agriculture maybe
But now I'm sorta getting the standalone-game-itch once again
it's cyclical, it'll go away soon
i completely understand
i have this little 64x64 led matrix and progress has been
1 day of everything, 3 months of nothing
The only reason I started working on 3d/VR again is I couldn't find a good stardew-like for VR
And making a game from scratch would take muuuuuuch longer
(And be much harder, because then I have to do all the other areas of the game too, like writing, design, etc.)
no true, but redoing everything so it works in 3d as a mod also seems like a lot of work
I mean, I don't have to rework everything
I mean, assets, sure
But like, the gameplay will still be 2d
With some trickery
Like if you find one of the gifs with movement? That's vanilla collision handling
(I have some idea for making more 3d-like features, but that's for post-1.0)
(after all, what's the point of 3d stardew if I can't jump on the table)
you have to redo every map right?
lol what are u trying?
downloading it.
Original version, yes. This version, mostly no?
This version basically uses extra layers inside the map file (patched in via normal methods) that define a heightmap
been watching this 3 min video for the last 30 mins
not hard science but this is what I hope my WIP mod could be; I have some ideas like a floor item under sprinklers that keeps nearby dirt tilled, a deluxe heater that allows animals to go outside in winter, or a tackle that automatically smokes caught fish
I do echo the sentiment that much of the current magic mod scene is essentially "do X but with magic instead of however SDV does it", but at the same time it is hard to add on to the basic gameplay loop without either 1. an insane amount of work that 2. defeats the purpose of SDV being a chill farming game (that's why all of my ideas are just items that provides some passive effects instead of anything that requires engagement)
Stuff like buildings and what not will still need models, but the terrain? Easy
I've got screenshots showing it somewhere in the thread
not worth my time im not even spriting myself really im just tryna look at existing ones and edit slightly in case need be
Yeah, it'd honestly be easier to replace the stardew game loop to be magical, instead of add magic on top
I'm hoping that's what Haunted Chocolatier would be
i see so you "just" have a height map for the terrain?
(btw @deep pier i declined your friend req just because i don't accept them from this server on principle, it's nothing against you)
aside from the chocolate
oh all good
Little more complex thanks to stardew being stardew, but mostly, yeah
The rest indeed seems like trickery to make it 3d (still very impressive don't get me wrong)
Part of the project is gonna be 3d model versions of everything... so yeah, the trickery on that front will be gone eventually. (The billboards are placeholders)
(But also if we're gonna focus on 3d mod discussion we can move to the thread π )
you could partially solve this by giving magic mods an alternative ways to do things to how you'd normally do them
like have some pedestal ritual thing going on that lets you conjure crops
that's what I was complaining about before though
(But you responded to selph not me)
yeah that is what most magic mods are doing already, and in my humble opinion it's not the best solution
I mean it more as an alternative to farming as a whole
or some other mechanic
no it's not good tbh
Hence why I was dissatisified with Magic.
The other thing, is adding new things for combat
But that's not all that helpful when combat at its core isn't great
magic spells are also kind of meh since they are either too cheaty or too weak to bother
literally
The movement and melee and enemies and and and ... need overhauling
(Which, hey, another one of my mod ideas I have various notes on!)
there's also like 3 enemy types
@urban patrol help
flying enemies, melee enemies and slimes
My combat mod was basically:
- fix movement
- fix attacking
- fix enemies (variety and AI)
One of the things I was considering was a damage type system, but I think I ended up deciding that'd be a "supported, but unused without additional mods" sort of thing
stardew needs a dodge roll
hey now, slimes are trying their best
!ask
Ask your question or describe your issue here, and someone will help if they can!
and swinging a sword shouldn't lock you into the animation
That was one of the things I tried!
I didn't want to deal with farmer animations though (solely because of mod compatibility), so I ended up making it a dash instead
There's a gif of that somewhere around here, too
Hmm
dodge roll, back dash, parry, tools, stagger into death blow
Metroid-style morph ball with colors pulled from current outfit, got it
also stardew needs more particles if you hit something
EXACTLY
morph ball mode go
I need poison cogflies in SDV
what if we replace the sheriff shooter game with binding of isaac
no I need to remove the sheriff shooter game
something something doom in SDV
why
(it is a mod btw)
something something I did that mod already
i'm gonna make a haunted choclatier minigame for sdv before the official game even comes out
i have spent too much time grinding it and failing
(though it wasn't quite what I was intending from the original idea)
Casey what mods haven't you done?
Not many to be honest
Most things people do I have at least prototyped something similar at some point
Even on the framework side
even poop framework?
why can't I recall the name of this
I did say most, not all
stardew diarrhea mechanic when
thank goodness I would be worried if more than one people was struck with divine inspiration to make a poop framework
okay what about a little robot helper that flies around you and can help you with harvesting and stuff
however if we count the transitive property of "what has casey allowed others to do using her frameworks"...
Yep
I never got far on that one
though it wasn't gonna be a robot
It was gonna be a cat
Different vanilla achievements would unlock different costumes
lil junimo helping you out would be so cute
And of course it had a skill tree and such
I had a junimo raising prototype too
Well
It never quite reached prototype
you did they far but you had a skill tree?
It was gonna be like the Sonic Adventure 2 chao garden
Planned, not implemented
ah I see
It mainly never happened because the person I was gonna make it with stopped modding
We had some fun costume ideas
that's too bad
Some of them were gonna be "replacers" rather than costumes, and one was gonna be pathoscat
I have a screenshot of this somewhere on a different server I think
It never reached a playable state though
I see
But the notes on that one were pretty detailed
a chao garden-like thing would be so cool, though I'd have it replace the current rather underbaked slime hutch
factorio bots I meant btw
not slime rancher
I don't think there is a single mod out there that actually makes the slime hutch worth it unless casey has something that was in the work for it
Some of my other ideas-or-prototypes that I haven't mentioned yet are:
- proc gen caves
- "minecraft skyblock" farm type
- a different type of fishing that was basically a pokemon-style minigame
- alchemy
(colored slime egg was close, like 25% close)
These are all ones that never even really got to a good state in the github repo
...though I did have a gif of the mode of transportation for the skyblock farm
Lost somewhere on this server probably
Nah, this was gonna be branching off in the secret woods
its worth it for me bc i like slimes
is there a building utils mod?
See I always forget it exists. So no, I never did that
I've literally never built one in actual gameplay.
with features like a copy-paste
could you be more specific
It kinda sounds like... happy home designer, was it?
you see this is why you need a boyfriend that always does the slimes because they're cute
blueprints you say
there's Happy Home Designer's thing where you can save and paste furniture layout
.s/boyfriend/girlfriend/
but also that requires someone I'm interested in to actually be interested back
(I also don't become interested in someone too terribly often to begin with, to be fair.)
yes that looks like what i was imagining
i cant find a file for the vnailla icons of pets
I haven't "seriously" played multiplayer casually (ie. not for testing) since I made the multiplayer mod so I could play with my brothers before the official MP was released
i see the sprites in animals
i actually started modding for my own playthroughs :)
it's in LooseSprites/cursors i think
the icons are in cursors
I don't think I've ever played single played in this game
cursors strikes again
There's a reason I basically never make mods I'm not at least somewhat interested in the idea of. and also joke mods
yeah I have never made a mod I won't use myself
meanwhile ive literally never used any of my mods in my own playthrough
i keep making mods that i hate in order to please others
just kidding
That would be ridiculous
woo recipe items
I mean I have
insert joke mod collection
Why would someone seriously play with "Sharing is Caring"
custom item query support for ticket machines? that is great
And while not quite as bad, "Angry Seagulls" would also be pretty annoying
not even Level Up Stars? 
extremely important mod must have every playthrough
THATS WHAT THIS GAME IS MISSING
birds
<insert another mod idea somewhere in my backlog>
install multiplayer exp share for the lil particles
(It was a more expanded version of Bug Net, essentially. Including a zoo, like animal crossing)
(yeah I don't think I'm capable of making a 100% joke mod. this is probably the biggest reason I didn't join the tortilla trend because I can't think of any idea that won't have me go "cool, time to disable this after going to bed")
better Call Saul intro every time you enter the greenhouse
You mean you wouldn't be interested in playing with something like Autocorrect Valley????????????????????????????????????????
Wow the spam bots are really active today
or maybe it's just me that's more active
does it support "Google Translated to a different language and back at least 10 times" mode
(gn!)
no, but this is actually worse
Have you not seen Autocorrect Valley
I should expand that to work for every string in the game at some point, instead of just item names
i have not done a modded playthrough since 1.6 released
I in fact have been reading its mod page, and I maintain that my idea could have potential to be more stupider
if i want to refer to coordinates for icons, which are 16x16, would the firsts icons x be 0 or 1, same thing for y. and would the width and height be 16. then would the next icon be using an x coordinate of 16 or would it be 17. and so on for the next one being either 32 or 33?
but mostly because I've seen some stupid crap as a bilingual speaker
I mean, with translate, there's probably some semblence of the original meaning left
But what the heck is a "gloated quirt"
everything starts at 0, yes
(I mean, the answer is "a pleated skirt", but how would you know that without the corresponding item?)
next is 16
would my second icon be starting at 17
or 16
Ah. I'm a monolingual plebian (though I am familiar with the many-translations nonsense for other reasons)
you translate first and then autocorrect
That works
Unfortunately, I'm not paying for a translation API, especially with how much that would run on modded installs
Now, if there's a translation library that supports every vanilla language? I'll consider it
Oh, even better: Try translate, autocorrect anything that wasn't translatable to something else, then do the translate cycle
or just get autocorrect for every language and add that between each translation
(just in case you didn't see my answer above, it's 16)
(the most reliable way to get pixels coord is via an art program like Gimp; you'd enable grid and use the selection tool)
ok and should i be worried if the png for 6 icons for example is 95x16 pixels instead of 96 (bc 16x6 is 96 not 95)
mb for ping i js realised after sending if thats something that botheres u
(I don't mind pings at all)
well it depends on where you're using the sprite; if it doesn't care about sprite indexes (ie. it only asks for exact pixel coordinates) then it's probably fine
but still for your sanity's sake if the icons are meant to be 16x16 the spritesheet should be 96 then
for dogs i saw some thing called bark override is there a cat equivalent
or is it the same idk
it's the same
Alright I need some portrait for dummies tips. Stardew uses sheets, do the individual portraits have to be 64x64? I saw 250x250 is able to be uploaded into portraiture? Whatβs easier, what do yall recommend.
from a technical perspective, 64x64 is easier because you don't need to do anything fancy with it as the game supports it already
from an artistic perspective, idk
from a personal perspective I greatly prefer portraits that stick with the vanilla pixel art style instead of HD
I love being able to recognize who did the first react but what emoji was used
I've never seen anyone but blueberry use the nodding head - I mean, "head shaking vertically"
There's one emoji called "pffft" that is always... one person from the Ambiguous Trinity, not sure which (and I'm not even gonna try to remember which)
99% sure green celebrity funny emoji is irocendar
the remaining 1% is forgetting which person irocendar is
That was my instinct, but again, Ambiguous Trinity
Trinity?
iro, ichor, and tlitookilakin, of course
Who else?
Those three all have very similar usernames to both of the other two, don't you agree?
please somebody convince my brain to be sane
(Also, I have to pull up wren on the @ ping dropdown (dropup?) every time I try to spell their username)
if wren is tiktoklinkalink i do not try to spell their username
i need that valuable working memory for passwords and credit card info π€
That is indeed who I meant
Remembering your credit card information? No need to boast so openly
@urban patrol @brittle pasture @unreal spoke thanks very much for the advice everythings working now it seems
time to rot for a bit
The thing is iro has a dog
And ichor has a garden
So they are two different people in my mind

In the same way Elizabeth is the sane one and I'm the insane one
Those won't stick in my brain
- garden: requires touching grass
- dog: dog. need I say more?
Hmm. Based on code (ie. elizabeth's mods/PRs, vs yours), I can agree with that
Ichor also has sourdough
What did i do that was insane π
looks at macro pathfinder
looks at ROS, everywhere
looks at whatever that expression builder nonsense was
I woke up to this yesterday morning too! You are groundhog daying me!
Pffft is definitely iro
You're right that code was insane and irrelevant π
which one
oh, any of them
irocendar is the one with the font mod
strange, i thought irocendar is the one with the portrait mod 
must've confused them with someone else
no that's ichortower. obviously
Bluebs never said it was their own CC info. Could be yours!
Silly map making question, how exactly does the game determine weather a tile is water for the purposes of self irrigating crops?
Trying to add a dedicated Paddy Crop space to a farm map of mine, so I guess it also means figuring out how to disallow sprinklers in that section...
So if I was using 250x250 it would have to go into portraiture right?
yes
I believe if it's within 3 tiles of a water tile
Dang. Is there any way to format to 64x64 or would I just have to start over π₯²
MMAP also has a "paddy tile" thing so you don't need water
So the specific tiles in the tile sheet huh?
tile property Water, Back layer
Interesting... Honestly still not really sure if the dedicated Paddy space is actually what I want but something feels super off with it from having been playing with the map so far and I wish I could explain better than that
like this is the silly little thing ive got going on. and between all the grassy tiles not being 'usable' space, it just feels super hard to actually do anything without severely getting in the way of either yourself or the barn animals the farm gives starting access too.
you can try resizing in your image editor of choice
it just makes whatever tile a paddy
of course you can just resize the image down, which will result in compressed/lost detail, or you can redraw it, or use a framework for HD portraits
I see. going to mean some major map redesign if thats actually what I go for. wonder if i should just bite the bullet and make some of the grassy area tillable so the map isn't more than half dead space that spawns forage.
Alright Iβll give it a shot thank you
well no this one is just tile property, you can slap them anywhere that's diggable
if you want to redesign map to have more water then you don't need this at all, vanilla paddy logic will apply
unrelated to the actual water situation. since, as the above image, over half the map is as is untillable dead space. not even actually sure the paddy thing is going to fix the real issue.
there are like five different emojis I know are chu. demetriums is chu or blueberry. squinting laughing face (non puffer) is atra

yes that is one of them
except half the time if you check it will actually be scarlett 
Atra is too frugal to pay for discord
If atra was not
You would get the knitting server's knit heart emoji
i would probably also have a tell if i had nitro, but i don't know what it would be
I wanted mine to be the little blob cat but alas my intro is gone now
well there's frugal and there's 'this is completely useless' haha
if i had nitro i would just be using pufferchick emojis in other servers, which is stupid, hence why i dont have nitro
Oh i so would be using
everywhere but also
The latest version of Smapi Launcher, 1.1.4??? for mobile.
I'm assuming
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [
"(BC)16",
"OutputRules"
],
"Entries": {``` is if you want to append stuff to output rules?
(I have both Joja Frozen Dinners and Drink Fresh Eat Frozen installed and I've finally got fed up enough to write a mod so you can just use the first's microwaves for the latter's items. <_<)
make micdrowave framework
scope creep peers at me sternly
I feel the gaze of my current task load saying no. :S
micdrowave
Hello, i want to ask something about optimize startup load time on Windows platform
currently i found way to reduce load time around 3.5s from 4.5s to 1s
reduce time within code call SGameRunner -> GameRunner
and i disable code LocalMultiplayer.GetStaticFieldsAndDefaults()
my question: what is this function: LocalMultiplayer.GetStaticFieldsAndDefaults() ?
is really we need to call LocalMultiplayer.GetStaticFieldsAndDefaults on game startup ??
i think we can improvement this load time, just don't call LocalMultiplayer.Initialize()
we might need to call LocalMultiplayer.Initialize() when we open split-screen CO-OP mode
The funny thing about adding am od that lets you fish up trash is that DW&EF's items.. are all Trash category
this look like vanilla code, it's probably best to ask about it in #1387907186713301072 instead
as for what it does, GetStaticFieldsAndDefaults scans for InstanceStatics which is how vanilla game does local mp static swapping
i think it is getting optimized next version already by limiting who can use the [InstanceStatics]
mods should use PerScreen
wow 1.6.16 good thread
Oh coolπ
You can try timing stuff on the alpha branch 
Ok, i will check it
i have test 1.6.16 alpha and reduce load time from 8.2s -> 7.7s
i'm not sure why on android it startup time just 2s
on android is really faster than windows π₯²
what are your computer's specs? (they shouldn't really be much lower than a phone, but still worth asking I guess)
suppose I loaded this sprite, how would I call it when making a new item in the "texture" field
Hey all, so I'm considering making my first custom npc, who is a magic user and will appear at random times, then disappear after you talk to them to go back to an off-screen map (if that's a thing)... is that possible? Sorry if these are dumb questions, I've never modded before
put the same thing that you have in Target, i.e. Mods/{{ModId}}/SeaweedSalad
ty
like this?
off-screen maps are a thing, but you can't send them there after speaking to them with just content patcher, or maybe with any existing framework that i can think of
just before you go digging check if the wiki has what you need on the frameworks list
Aw, so no way to warp them or whatever? Oh well 
(BETAS can warp NPCs)
it has a ton of stuff
well there you go, you can use BETAS to do it
Is that a mod?
yes
Ah alright, thank you! Do you happen to know how that would work within an NPC schedule?
contrast too low, can't read, but open up the game and see
k sorry, ty
btw:
"Action": "EditData",
"Target": "Data/Objects",
"Fields": {
"{{ModId}}_SeaweedSalad": {
"Id": "{{ModId}}_SeaweedSalad",
"DisplayName": "{{i18n: SeaweedSalad.description}}",
"Description": "{{i18n: SeaweedSalad.name}}",
"Type": "Cooking",
"Category": "-7",
"Texture": "Mods/{{ModId}}/SeaweedSalad",
"Edibility": ""
hi, my pc:
ryzen r5 5500, ssd nvme
my android: snapdragon 8s gen4
[Content Patcher] Can't apply data patch "Fish nonfish ponds > EditData Data/Objects #2" to Data/Objects: there's no record matching key 'labryinth996.fishnonfishponds_SeaweedSalad' under Fields.
what does this mean?
you should be using Entries instead of Fields if you're adding a new object
change Fields to Entries
yeah Fields is for targeted editing of an existing object
oh ty
you know what I find hilarious? The fact that I just wanted to put seaweed and algae in fish ponds and now I am knee deep in a side quest to make an expansion for fish_nonfish
lmao
Hi hi, I need some logic help here. I have 3 different versions of the same event:
- One if the player has no spouse
- One if the player has any spouse at all
- One if the player specifically has any of the vanilla spouse.
How do I put those into precondition without using a When field?
is the second one for any spouse modded or vanilla?
probably tyhe GSQ precondition
Any spouse at all, who are not vanilla. (because the vanilla spouse would get the third version)
unfortunately, the Spouse precondition and the PLAYER_NPC_RELATIONSHIP GSQ only take an exact name match
idk that there's a way to distinguish between vanilla and modded without checking all 12
yeah it has to be specific NPC or Any
well the vanilla names are known ahead of time so checking all 12 is easily feasible
although the GSQ does also take Any as an NPC name
can you use a query inside a GSQ?
you still can't check multiple at once otherwise
just use ANY
though while maybe not Query you probably can just stuff all the vanilla names into a DT and do somethin with that and the Spouse token
What I'm unsure of is... GSQ doesn't have priority like a When condition, right? How to ensure that the "Haley" version of the event would play instead of the "Any" version of the event?
one version would check that they have a spouse AND the spouse is one of the vanilla names
thje other checks that they have a spouse and the spouse is NOT one of the vanilla names
Or how to ensure that the spouse version would play instead of the non spouse version?
event preconditions can be negated with !
Okay, so...
i do actually like the Query idea i think that has potential
DolphINaF.AdoptLeo_Event2/!Spouse AnyDolphINaF.AdoptLeo_Event2/Spouse Any/!Spouse Haley/!Spouse Harvey/!Spouse SebastianDolphINaF.AdoptLeo_Event2/Spouse Haley/Spouse Harvey/Spouse Sebastian
?
Pretend that we only have 3 vanilla spouse.
Wait, no. The third one would never work.
could you not simply put the Any event after the Vanilla event given they have the same event ID
yeah it would be checking that you have all of them as spouses like that
if you make a dynamic token named "VanillaNames" whose value is "'Abigail', 'Leah', 'Maru', [...]" then you can do {{ Query: '{{Spouse}}' IN ({{VanillaNames}}) }} which will be true if the player has a spouse that is one of the vanilla ones, and false otherwise
then you can put this query into the GSQ precondition
Ah I'll try that.
Thank you!
Hmm, what's the drawback of using When with this, anyway?
that wouldnt be in a When condition
itd be in the precondition
but the downside to using When is that it isnt available in Event Lookup or similar if its not currently When-active
(and by "or similar" i mean any mod that might have an interest in knowing what events exist)
Ah yeah sorry, I got that. I just changed the subject slightly asking what if I don't use precondition.
Ah, hmm. Okay, I'll try doing precondition, then.
I was thinking that the same event would always be available anyway, just slightly different version, so would that matter much to Event Lookup.
you could do this in just a precondition without the Query too and could save yourself some context updates but itd be a kind of annoying ANY query to write and keep track of your quotes
i would think it'd matter to Event Lookup if your event didnt exist when it should yeah
can help the player figure out which one they might get
Oh wait, wouldn't it be annoying if Event Lookup list events you can never get do to not having the right spouse and such.
Nah, not really. You just see that the preconditions are not going to be valid and that's that. It'd be more annoying to see an event, think you can't get the event because you won't meet the preconditions, and then get that event after all because the other variant of it was hidden behind a CP patch condition.
(A minor annoyance, I will admit.)
what is the update rate of When? if it's not something like OnLocationChange then i'd be worried about it sometimes not being ready
it can be quite a big annoyance depending on the differences and depending on the users other mods (for instance, if they have a poly mod, they can plan what order to marry people in)
Default is DayStarted
your Spouse isnt going to change any more frequently than once per night anyway
Because it's like... the same event that differ only in actors. Say you have Daulton as a spouse, and then you see the event listed that has Daulton version and Elliott version. The only difference between them is that Daulton dances a little in his event, but otherwise it's exactly the same and you can't get them all anyway.
Not with that attitude /j
i guess that's only an issue if it's meant to play the same day then
its still not an issue
your spouse is updated overnight, just before your wedding
the tokens will update accordingly
ah okay
if you want my opinion, its that its not your decision to make to decide how much the user playing your mod should care about the differences
And the event is not even about the spouse. It's a Leo adoption event. So I feel like the focus should be in listing the precondition that's related to Leo.
I definitely cursed all the modmakers with events gated behind CP conditions in my last playthrough
i might not be able to get them all, but if i specifically want to get Daulton's, i would want to know that it even exists beforehand
{ //Creating Items
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}_SeaweedSalad": {
"Id": "{{ModId}}_SeaweedSalad",
"DisplayName": "{{i18n: SeaweedSalad.name}}",
"Description": "{{i18n: SeaweedSalad.description}}",
"Type": "Cooking",
"Category": -7,
"Texture": "Mods/{{ModId}}/SeaweedSalad",
"Edibility": 36,
"ExcludeFromFishingCollection": true,
"ExcludeFromShippingCollection": true,
"Price": 170,
"ContextTags": [
"color_green"
]
}
}
},
{
"Action": "EditData",
"Target": "Data/CookingRecipes",
"Entries": {
"Seaweed Salad": "152 3 157 1 419 1/{{ModId}}_SeaweedSalad/s Fishing 3"
}
},
does this looks correct for making the item and recipe?
I was trying to ensure I had seen the content before retiring some mods (so I could use different mods next playthrough) and had extreme difficulty planning it
No, your recipe ID should be {{ModId}}_SeaweedSalad too, plus your recipe is missing field 1 so fields 2 and 3 are in the wrong place
you should test it out in game and see! :)
oop, after fixing those
Alright. Another question then. What about compatibility? If I want to ensure another mod is able to add their version of the event, how could I set that precondition?
what do I put in field one, the wiki said unused
im not sure what you mean
"The values in field 1 are of different types for cooking and crafting recipes, but both kinds of value are unused by the game. For cooking, the field is set to a pair of numbers. For crafting, the field is set to Home or Field."
(@ dolphin)
so i can jus put irrelevant number?
You cannot skip fields in a slash delimited string. The number of slashes present is used to determine which field each bit is. If you don't have enough, you're putting things in the wrong place.
So we have:
- One if the player has no spouse
- One if the player has any spouse at all
- One if the player specifically has any of the vanilla spouse.
And say that Daulton wants to add a Daulton version in their mod.
got it, ty!
How to ensure that it's the Daulton version that would be playing instead of event number 2?
i think that content pack could simply set your modded spouse event to null or overwrite it with theirs
Which means not listing all the events anyway... π
well, unless you gave them permission to copy your event string
then they can just null out your original, then add a new one with the exact same script but an added GSQ precondition that the spouse is not Daulton
and then they add another separate event with the precondition being that it IS daulton
a C# mod can also do this for any event regardless of permission (since they would not need to distribute anything) so they can also make a C# component
{
"Action": "EditData",
"Target": "Data/CookingRecipes",
"Entries": {
"{{ModId}}_SeaweedSalad": "152 3 157 1 419 1/996 996/{{ModId}}_SeaweedSalad/s Fishing 3"
}
},
```like this?
does anyone know which frame it is that was used in the Flower Dance event? Iβm trynna make the farmer dance in one of my heart events, for showFrame and animate script. looked this up in the wiki but im kinda confused.
Ah I'm pretty permissive so that shouldn't be a problem. Thanks!
itd be a lot easier and compat. ensured for content packs if the precondition was not also part of the key, but alas
So basically it's weighting between compatibility between mods, and providing more user information huh.
oh wait ouch if you do use the query with your dynamic token that's going to suck so much for anyone who wants to edit it
i mean, just putting a When condition on it is kind of the worst of both worlds since the other mod would still need to null yours out
however, i wouldn't say that's your problem
if the player has a non-vanilla spouse then your Version 2 event still exists and would still prevent someone from adding a Daulton specific one
yo holy shit it works, tysm this is enough productivity for me today, basically just hit my weekly goal!
In that case people could just use "When": {"Spouse": "Daulton"} And override them all because the key for all three events would be exactly the same.
Anyone see anything wrong in this? The location loads but does not get applied. I have looked at other packs and I am pretty sure I did everything correct, but I am still not able to have the game recognize the location.
{
"LogName": "Register BS_HatShop location (interior 1)",
"Target": "Data/Locations",
"Action": "EditData",
"Entries": {
"{{ModId}}_HatShop": {
"DisplayName": "Hat Shop",
"DefaultArrivalTile": { "X": 10, "Y": 10 },
"CreateOnLoad": { "MapPath": "Maps/{{ModId}}_HatShop" },
"ArtifactSpots": [],
"Music": [],
"MusicDefault": null,
"MusicContext": "Default",
"CustomFields": {}
}
}
},
{
"LogName": "HatShop - map",
"Target": "Maps/{{ModId}}_HatShop",
"Action": "Load",
"FromFile": "assets/HatShop_Interior.tmx"
},```
im not sure how thats any different from doin that when all 3 versions simultaneously exist
how do you make it so your recipe is in the cooking collection? i dont see anything for that on wki
Pretty sure all cooking is in no matter what
yup nvm it was just wierd visual bug\
ty
why does it say this?
the ingredients worked and its not that
does your map successfully load? do you see errors in your log? can you debug warp to it?
When I try to warp it says the location doesn't exist
Presumably people wouldn't want to touch the event that needs the queries anyway. Hopefully.
Can you share the log?
people cannot edit preconditions regardless of what you put in them
it doesnt matter if its a query that becomes /GameStateQuery TRUE or just /GameStateQuery ANY "PLAYER_SPOUSE bla bla"
they cannot edit it
i was just thinking that if anyone wanted to edit the event script or null it out they would have to copy the query and token too
of the two, id much prefer copying the query than the ANY gsq mess
true lol
I can share the summary
-------------------------------
Local tokens:
token name | value
---------- | -----
ModId | [X] BSavage81.HatShopRestorationUB
Patches:
loaded | conditions | applied | priority | name + details
------- | ---------- | ------- | --------- | --------------
[X] | [X] | [ ] | Default | Flavor mail after exterior repair (EditData Data/Mail)
[X] | [X] | [X] | Late + 20 | Forest exterior touch-ups + door warp to Hat Shop (EditMap Maps/Forest)
[X] | [X] | [ ] | Exclusive | HatShop - map (Load Maps/{{ModId}}_HatShop => Maps/BSavage81.HatShopRestorationUB_HatShop) // hint: asset name may be incorrect (shouldn't include '.HatShopRestorationUB_HatShop' extension).
[X] | [X] | [X] | Default | Register BS_HatShop location (interior 1) (EditData Data/Locations)
[X] | [X] | [X] | Default | Unlockable Bundle: Exterior Repair (EditData UnlockableBundles/Bundles)
Current changes:
asset name | changes
------------------------- | -------
Data/Locations | changed entries
Maps/Forest | patched map tiles
UnlockableBundles/Bundles | changed entries```
I know it gives the hint, but I don't get why I am getting that with the code I shared
@brave fable what was the candle supposed to mean, im sorry idk π
the hint pops up with the use of ModId sometimes, i don't think that's your issue
the game defaults to using the Torch recipe when the crafting recipe is invalid. can you share your full content file at https://smapi.io/json ?
Using "When": {"Spouse": "Daulton"} would ensure that that version event would only happen when the spouse is Daulton. While nullying the second event to replace the key with "if spouse also not Daulton" means that any change I make to the second event would be overriden by the Daulton mod even if the player doesn't marry Daulton.
!log The hint is unrelated. Can you share your full log, please?
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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
the theoretical Daulton-specific-adding-mod can just do the same thing regardless of whether theyre replacing one event that is the only event or only replacing the Version 2 event
any change you make to thi single event would also not matter if theyre nulling it when the spouse is Daulton regardless
i said earlier they can replace with two versions of the event but your example up there made me realize that they can also just Not do that and just replace the Version 2 wholesale with a Daulton-specific version when married to Daulton
under the Id, add the line "Name": "{{ModId}}_SeaweedSalad", to your Data/Objects change 
because if theyre married to Daulton then it doesnt matter that they overwrote the non-Daulton versions because they are already married to Daulton. they arent gonna be married to someone else
if they marry someone else then their When condition stops applying
this does mean that in this compat. instance that they would then have the choice of ensuring all events are listed or sacrificing just one of them
but sacrificing one event in some cases but keeping them all otherwise, is better than sacrificing them all in all cases
{ //Creating Items
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}_SeaweedSalad": {
"Id": "{{ModId}}_SeaweedSalad",
"Name": "{{ModId}}_SeaweedSalad",
"DisplayName": "{{i18n: SeaweedSalad.name}}",
"Description": "{{i18n: SeaweedSalad.description}}",
"Type": "Cooking",
"Category": -7,
"Texture": "Mods/{{ModId}}/SeaweedSalad",
"Edibility": 36,
"ExcludeFromFishingCollection": true,
"ExcludeFromShippingCollection": true,
"Price": 170,
"ContextTags": [
"color_green"
]
}
}
},
this?
Drat, I missed that it was saying Id instead of Name. There is no Id field in data/objects so they should just replace "Id" with "Name" shouldn't they?
correct, there is no Id field in Data/Objects
Indeed. But that goes back into the problem of Lookup Event not listing all the possible events. That's why I said it's weighing between compatibility and user information.
its not really weighing it though. you're choosing between hiding 2 events versus sometimes another mod author might have to hide 1 of them
wierd
oh right, too used to looking at itemid in c#. yeah just replace Id with Name
they as in me or pathos? or who?
ty
they as in you 
ty, srry jus a bit slow with stuff
issue resolved, ty
Aa sorry, I was not conveying my thought well. When I made the statement I was specifically thinking about "When": {"Spouse": "Daulton"} (hiding Daulton's version of event unless you marry him) versus nullifying and replacing the second event (giving user a list of 4 event versions).
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.26100.0, with 151 C# mods and 413 content packs.
hi guys, im new modding and wondering if its possible to change the opening trailer where grandpa gives u a letter etc. couldnt find related content in unpacked content folder
the sprites are in the Minigames folder
if you actually want to change how it plays out that'd be C#
SMAPI blocked asset replacement for 'Maps/BSavage81.HatShopRestorationUB_HatShop': the '(CP) Hat Shop Restoration (UB)' content pack incorrectly set asset to a null value. this line is your issue i think
oh! didnt check that due to the folder name thanks
That seems too late to me. But the log won't load so I can't check!
let's put it like this. There are 6 scenarios possible here:
- You leave all 3 events in the data, no When condition. No other mod wants to add their own spouse version. All 3 events remain visible in Event Lookup.
- You leave all 3 events in the data, no When condition. Another mod adds a Daulton event. They do this by nulling your Version 2 event and replacing it with their own when Spouse = Daulton. There are 4 versions of the event possible, but only 3 are shown in Event Lookup.
- You leave all 3 events in the data, no When condition. Another mod adds a Daulton event. They do this by copying your Version 2, changing the precondition to add a !Spouse Daulton check, and then add a separate event just for Daulton. There are 4 versions of the event and all 4 are visible in Event Lookup.
- You put a When condition on your events so only one version of your event exists at one time. No mod author wants to add their own version. 1 of 3 possible events is visible in Event Lookup.
- You put a When condition on your events. A mod author wants to add their own Daulton version. They null yours and replace it with their own when Spouse = Daulton. 1 of 4 possible events is now visible in Event Lookup.
- You put a When condition on your events. A mod author wants to add a Daulton version. They copy your event script, add a !Spouse daulton to the precondition, and then add a separate event just for Daulton. There are now 2 of 4 possible events in Event Lookup.
thanks a lot ill try for a bit
What's before it?
well it's not a pretty log lol let me look closer
the scenarios in which you leave all 3 events in the data with no When condition will always lead to more information being visible in Event Lookup for the player
It should be the line right above it
compared to scenarios where you When condition it
(Lines)
oh you're correct it's a tilesheet error
StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) Hat Shop Restoration (UB) loaded map 'assets/Maps/HatShop_Interior.tmx' with invalid tilesheet path 'z_HatShop_Interior.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder.
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 423
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 263
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 99
at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 64
at ContentPatcher.Framework.PatchManager.ApplyLoad[T](LoadPatch patch, IAssetName assetName) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 585.```
There we go
Yeah, it is a dumb asset name error
I'll check tiled in the morning and make sure it is a relative name
(btw all those east scarp errors likely mean you have two copies of the mod installed)
yeah the folder or image name dont always make sense
the infamous cursors you will someday encounter in modmaking
the tilesheet can be named whatever, but you have to make sure it's either being loaded or in the same folder as the map, and also embedded
Yes, that was a future me issue to troubleshoot
I recommend loading that tilesheet if it's a custom one you've made
Yeah
This is what I get for taking like an 8 month break. I forget all the details
They'll come back to you
Thanks for the help. I now know where to begin tomorrow
I don't know the whole conversation about the seaweed salad.
But SVE has one.
},
"FlashShifter.StardewValleyExpandedCP_Seaweed_Salad": {
"Name": "Seaweed Salad",
"DisplayName": "{{i18n:object.seaweed-salad.name}}",
"Description": "{{i18n:object.seaweed-salad.description}}",
"Type": "Cooking",
"Category": -7,
"Price": 200,
"Texture": "Mods\\FlashShifter.StardewValleyExpandedCP\\Seaweed Salad",
"SpriteIndex": 0,
"Edibility": 70,
"IsDrink": false,
"ExcludeFromFishingCollection": true,
"ExcludeFromShippingCollection": true,
"ExcludeFromRandomSale": true,
"Buffs": [
{
"Duration": 900,
"CustomAttributes": {
"FarmingLevel": 0,
"FishingLevel": 1,
"MiningLevel": 0,
"LuckLevel": 0,
"ForagingLevel": 0,
"MaxStamina": 30,
"MagneticRadius": 0,
"Speed": 0,
"Defense": 0,
"Attack": 0
},
},
],
},
Yar, when I said "weighing between compatibility between mods, and providing more user information" I was comparing number 2 and number 3.
And then my thoughts went astray.
yeah, this one is for practice
well in that case it becomes the other mod author who wants to add compat's problem 
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
Yikes it's weird going back to a normal mouse. My hand keeps wanting to tilt sideways.
did you use to have a vertical mouse?
Speaking about other mod compatibility, you made the mouse friends mod didn't you?
Is it incompatible with something...?
No
Still do, I just realised it might be what's making my chest muscles so sore so I just swapped back to a regular mouse just now and it's so odd haha
I am reworking the Hat shop restoration mod from the ground up, and wanted to chat with you when I get it ready
Ah, okay! There's gotta be some changes to account for that.
Yeah, I want to do what I can to make it compatible.
#making-mods-general message solarize came over to modded-stardew asking if someone coul dhelp them with this (since no one here replied)
oh yeah it feels so weird using regular mice
vertical mice help my wrist so much (sorry this is getting off topicky lol)
I am close, once I get these errors wrapped up
try looking at the farmer sprite asset maybe? lemme check rq
When people don't know the answer they usually don't respond because otherwise 90% of this channel would be people saying "that's not something I know, sorry"
Thanks for the heads up! Feel free to ping or DM me when you're ready!
totally fair. just figured y'all might have missed it and they weren't sure how to ask again.
and sometimes things just get buried under active conversations
Same, I feel like I am starting over. Forgot all the rules for stuff.
it goes from 0-125
every body sprite on the left corresponds with a hand/arm sprite on the right.
im kinda confused tho cause there are only 6 body sprites on the left, but have 8 arm/hand sprites on the right. i know the flower dance sprite is the 7th arm/hand sprite but i can't get into it.
EDIT: talking about the first row.
ough there was a file with what every farmer pose was that someone made but im so lost in my spaghet file structures
Just joined in on the convo, but when the farmer "dances" isn't it just a weird combo of "walking forward" and that one "half-squat" animation?
This is how I dance, so that makes sense to me
i want to make the farmer raise their hands, just like in the flower dance.
If I check the wiki page you sent, it's saying "row 1 frame 1, row 1 frame 5" etc.
hopefully that helps at all
this is all from the top of my head which is very sleepy rn so those files might not help
but hopefully it does! the different colors should correspond to layers that describe what the poses are
and you can match up the index with the pose and go from there
Raising hands looks like the 4th frame with the corresponding 2nd set of arms
thank you. this is super helpful. gonna use this in making more heart events.
credit to fireredlily for going through the pain lol 
the flowerdances are the magenta ones here if my brain is braining
pulls up channel, sees pants and armless sprites AAA flashbacks to the pants mod
I bet sleeves are a real pain too, huh
sleeves are handled automatically by the game
unless you're working in fs where it's manual
this would've been so useful when I was cursing at the farmer sprites XD
well sleeves are more slightly haunted, given it naively picks 3 colours from around the armpits for chroma-keying the shirt colours to the sleeves template
Oh, that's a different curse, huh
that actually explains some oddities I noticed the one time I was messing with a shirt
it's always fun seeing an expansion wiki go
"the fish is available in all seasons!"
"skellady.SBVCP_Aberrant": "skellady.SBVCP_Aberrant/95/mixed/20/60/600 2600/winter/both/690 .15/4/.1/.1/7/false",
"oh."
In.unrelated news I kinda now want to make an electricity mod and know I shouldn't
season in fish data is unused
alright, out of curiosity, why's it there then? What's it actually do? nothing?
the same reason alex's house is called JoshHouse
(artifact from previous versions of the code)
I mean, it's a mod though. I guess whoever did the fish wasn't aware of that?
it's there because something has to be there
Usually with fields like that I put something to help me find it in the code better, might as well be useful to me if it's unused by the game
(more correctly, the field can be blank, so it's probably there because the author thought something has to be there. regardless my point stands, the field is unused, and the mod author is fully aware of that fact since that fish is correctly listed on the wiki as all seasons)
Yeah if I was looking at my code and saw a blank field, I'd probably think I messed up too, putting a thing there is probably helpful if it isn't used anyway
.. That means the reason it's not spawning is .. uh.. wonkier.
because it's not spawning for me, hence why I was curious why. I guess I'll open up the location data.
If that's the fish I think it is, it's like the Legend and you gotta fish a specific spot
I caught it just a few days ago
https://sunberryvillage.wiki.gg/wiki/Aberrant aha, sure is, click the spoiler
is it? in this specific case because the fish ignores it? Because i'm pretty sure it is used in normal cases
i think it's "this fish is spawned in by something else" so it ignores the season data
the wiki claims that the location data is prioritised:
https://stardewvalleywiki.com/Modding:Fish_data
it's possible that this value is used as a fallback, but i haven't checked.
hmm, i will have to look at my fishes data at some point then
i dont see anywhere using it as a fallback
a fish is skipped entirely if its location data says its not the right season, and the function further on that checks the slash-delimited string doesnt bother looking at the season section at all
hmm then i missed a change in 1.6, no big deal
Me waiting for Demetrius to open his door so I can test a mod (I forgot to install CJB cheats)
debug commands should still be here
debug time (time) may help depending of the goal
π Thanks, that works (Unlike the mod
)
Hi everyone!
Have a little question about making cooking recipes.
Is there a possibility to use ContextTags in recipes code? Or is it only allowed to use ItemIDs?
Trying to make my recipe more "universal" so to speak but have no luck so far
And my code for the recipe looks like this:
"Pemmican": "684 1 -4 1 item_berryitem 3 390 2/10 10/Aimon111.WitchSwampOverhaulCP_Pemmican/none",
If you don't mind a dependancy, SpaceCore allows for using context tags in recipes
I think however you have to include a translation key and an image for them, unless theres a way to get them automatically that I'm unaware of
Whoops forgot to ping, sorry!
Yup needs spacecore.
6480 just released a mod focused entirely on this! Flexible cooking recipes I think it's called. It would be a great one to look at as an example.
Thank you a lot!
*also... some sneak peak at new swamp fish
crab pot fish actually
You can actually probably reach out to him and work with him to make it so your recipes are made flexible inside his mod if you want to
i don't believe it's needed as the focus is vanilla recipes
what aimon can do is :
- tag ingredients properly
- have their own spacecore flexible recipes on their mod
(with config if needed)
(aka : if you make a crab pot fish, give it the crab pot fish context tag like vanilla has (with the proper formatting i don't have on hand), and if a fish is a lobster intended to be used in lobster dishes, have lobster_item as a context tag)
Thanks!
if you have context tags question let me know
I recommend using the tag format berry_item instead as this is what is tagged in flexible cooking and in cornucopia and other mods
note that for your example, if you use the berry_item context tag for your recipe in spacecore, it will require that the user has a mod that adds those tags to the fruits. If you want flexibility, i suggest listing both the berry_item and the tags for blueberry/banana/whatever you consider a berry and have maru comes at you with berries facts
My phone wants to fire react everything i accidentally double click on, please know i am not that enthusiastic abiut modding discussion
(spacecore default behaviour is to accept either tag A or tag B if you list several)
yes, or steal the context tag codes from flexible cooking
note that i don't have a fire react but i'm THAT enthusiast about context tags π
true, that is another option
context tags rightfully deserve a fire react, I adore them
now i want an event with maru explaining berries to the player, in the true spirit of tomato event
(she loves strawberries so she probably have Opinions on berries)
Btw, a lot of languages dont have a simple concept for berry, I found this issue when working on a quest
My translators had to translate it including examples of berries in the text
to make sure players would know what is meant by berry
That's a really interesting thing, Welsh also doesn't really have a common word for just "berry" they're grouped in with "fruit", I never made the connection
french has "baies" but fruits that has "berry" in their names in english don't in french
(strawberry is fraise, raspberry is framboise)
And a strawberry isn't a berry, contrary to pineapple
pineapple isn't actually a berry, it's a collection of berries, each of the little diamond shapes you see on the outside of the pineapple is it's own berry
bananas however are berries
So even though English does have a concept of berries, it's wrong lol
Very wrong XD (in spoken language atleast, the botanical definition of berry is right)
well i dont think theres anything wrong in a given language
thats prescriptivism (and says that science is more 'correct' than day to day speech)
just that the relative category that we english speakers consider as berries doesnt exist in every language
That's probably the same biais as in cladistic nomenclature, for too long we placed under the same class similar looking animals when they were actually completely different
The best anecdote I have with that is, using the old class system, mammals are fish
reminds me of carcinization, when sea creatures evolved into things resembling crabs, completely separate to each other
Yay it works now! Thank you everyone for help
cool!
#modded-stardew message
@dusky sail
Hello!
I've updated UB with the ability to use recipes as rewards.
Just write (UB.Recipe) before the item id:
"GuarenteedRewards": {
3: { "ItemId": "(UB.Recipe)(O)197", "Amount": 1 }, //Cheese Cauliflower Recipe
},
"RandomButUniqueRewards": {
"(UB.Recipe)(BC)167": 1, //Deluxe Scarecrow Recipe
}
Additionally RandomButUniqueRewards can be used in PrizeTicketMachines for rewards that will be given in random order, but only once per player. You will need to mix them with RandomRewards or RandomRewardSpawnFields, since unique rewards will eventually deplete.
i owe u my life
Is there a way to add artifact dig spot with specific x y tiles in the map that can only be digged once? Similar to how it works in vanilla game with Treasure Chest in Railroad map for example?
Theres the Treasure tile property, which supposedly isn't fully implemented and UBs SharedDigSpot/IndividualDigSpot.
this from distant lands expansion?
Thanks!
Yep, tried Treasure property but it isn't fully workable indeed - the item spawns back every next day plus smapi gives error every time if you try to dig the spot 2nd time
yep
(For what it's worth, the Treasure tile property is fully implemented; it's just implemented for the way the game uses it, not as a general-purpose dig spot spawner for mods.)
I know somone is gonna come tell me how I coulda done this better but I'm pretty happy with this little hacky thing i did
I needed an item to be able to float in the air easily and potentially spawn particles. looked around the debris + chunks stuff a bit and it just felt like it wasn't quite right for what i needed
so I just stuck it in a big slime and made it immobile, invisible and die on contact
Got it, thank you
Haunted
Those are the kind of solutions I love hearing people use, very resourceful and it works well too!
What if u have magic arrow trinket
Apparently! I got the idea from that thing in the first paper mario game where some 3D NPC's are just 3D objects stuck to an invisible 2D NPC and the whole train hat thing from that one fallout game
Yeah I've still gotta do some checking around on stuff like that.

I immediately thought of the train hat too, pretty sure it was New Vegas
Train hat guy thank you for saving me from tons of work with debris/chunks stuff
In the past i think i used temporary animated sprite for this sorta thing
But for this case the contact checking would have to be done elsewhere if this route 
Maybe if it was a projectile...
I love that mod!
Projectile sounds like it would work too but the whole "item that needs to float in place" just fit way too damn well for the big slime
Yeah i was thinking more in terms of what'd be less hassle for compat
Other mods just see that this is a Monster and may have attacking abilities apply to them
Hi, Is will good? if we fix log timestamp from
"hour:sec:minute" to "hour:sec:minute:millisec"?
like
original: - [00:24:43: DEBUG SMAPI] Waiting for game to launch...
new: - [00:24:43:881 DEBUG SMAPI] Waiting for game to launch...
just add millisecond 3 float point
This may bloat up the game log file size somewhat i feel
Also if u want better timings u can use profiler (the mod)
I don't see how it would increase the log file by much, given it's just a text file, each character is a byte right? 4 extra bytes per line couldn't add up to much surely?
(I don't have a log from a normal play session to work out the increase unfortunately, limiting the amount of data I can gather)
i think we can make config for toggle that feature
like: logTimestampFormat = "HH:mm:ss:fff"
My personal opinion is that it's not really worthwhile to have, vs dedicated profiling thing
If using FTM is an option, the forage spawner has a "buried" item type that creates dig spot with custom contents, e.g.
{"category": "buried", "contents": ["joja cola"]}
https://github.com/Esca-MMC/FarmTypeManager?tab=readme-ov-file#item-settings
And the setting "LimitedNumberOfSpawns": 1 will make a spawn area only fire once per save, if needed
Omg, thank you!
*Realizing I completely forgot about FTM possibilities lol
Been trying to reinvent a wheel for couple of hours haha
that's what programming is all about!
for fashion sense, is there a template for pants that has the actual farmer in it? Iβm having trouble figuring out which pants sprite is for which position the farmer is in
I'm having trouble editing a particular SVE asset. I'm trying to recolor the default snow overlay in the winter town map. This is how it's targeted in SVE and how I've tried to do it in my mod, but it just isn't working. I've tried targeting "Mods/FlashShifter.StardewValleyExpandedCP/winter_town", but that doesn't work either. { //Adds snow to buildings and objects during winter "Action": "EditImage", "Target": "Maps/winter_town", "FromFile": "assets/recolors/Default/winter_town.png", "When": { "EnableTilesheets": true, "IsOutdoors": true }, "PatchMode": "Overlay", "Update": "OnLocationChange" }, Does anyone know what I'm doing wrong?
you need to find where it loads it
IF it loads it
if it doesn't, then you can't edit it
if it does, you'll have the path to use
Can you clarify what you mean by "where it loads it"? Do you mean I need to add "ToArea" coordinates?
does your mod have a dependency on sve on its manifest?
Yes it does
what did your json look like in your first attempt? Before trying the Mods/FlashShifter[...] form, since that will never work
Ok, that's good to know. This is my first attempt, it's an asset I forgot to target when I first made my mod
(also what edit exactly are you trying to make to the Tilesheet png?)
the asset you try to target is loaded by SVE. Where and how?
I'm not sure why a Load is coming into play when from the SVE json it is doin editimage on a vanilla Tilesheet?
depends of what sort of overlay we speak about
to clarify tern, is that json snippet you sent your json, or the json from sve?
SVE for example "overlay" leaves in fall, but they are part of a tilesheet
My mod desaturates all of SVE's assets. So I want replace SVE's snow overlay with the one from my mod that's less saturated. The snippet I included above is almost exactly from the SVE json that adds the overlay, and I tried to use it in my json to target my file
The only thing I changed was the "when" to use a config option from my mod
and you're certain it's whatever png they were overlaying onto winter_town that is adding the asset you want to desaturate?
Yes, it's the winter_town.png that adds the snow on the bridges and fences
is the issue that nothing changes at all, or that some of the SVE changes are still visible and unaffected beneath yours? (or vice versa)
It doesn't seem to change anything at all
!patchsummary may be helpful
Can you do these steps to provide more info?
- Load your save and view the content that should be patched.
- Type
patch summarydirectly into the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
- Post the log link here.
either a full one, or one for your mod id
(thank you lumi i had to afk for a quick moment before i could say that)
i would also double check that your manifest dependency is set to the CP component of SVE and not the C# or FTM component
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 12 C# mods and 7 content packs.
Yup, I do have the dependency set to the CP component
is your patch in an Include file?
No, I don't think so. Everything's in the content file
(btw that's a super helpful command I didn't know about, thank you!)
are you 100% certain you're saving the file and/or editing the correct copy? because this summary doesnt even list any patch whatsoeverf or Maps/winter_town from your mod, let alone one not being applied
forgive me if this has already been asked or not, are you editing the files that are loaded into the game? and not ones elsewhere?
(well it certainly has already been asked, just 2 seconds before I asked XD)
(also unrelated but i was mobile earlier and couldnt explain well, but the reason that Mods/FlashShifter.StardewValleyExpandedCP/winter_town would never work is because that whole Mods/UniqueId whatever prefix is made up. it doesnt matter. it doesnt do anything. you're not auto-targeting something in a mod's folder by doing that. you can only ever edit a Target exactly as the other mod targeted whatever it is)
Thank you! That's good to know
Super sorry for wasting everyone's time! At least I learned a few new things?
not a waste if you learned something!
it's also a very common mistake I see (and make) often, so you're certainly not alone XD
computers are computers after all and they only do exactly what we tell em to do. almost every question someone asks for help in here with is something they couldve solved themselves
which is to say its not a waste of peoples times in this case or else it'd be a waste in all cases 
(FYI, everything worked as expected when I edited the right file) 
This is a long question, but I have a very fundamental problem XD. So basically, I am trying to change the Minecarts so they don't spawn a Text Box. I made a new small "middle map" where you can teleport in between by just right clicking. So it is literally just a TileData tile with the property Action Warp x y custom_map. However, everything works perfectly fine and the whole thing itself works. The issue is, the tile where the normal minecart functions are located is inaccessible I think. The json file for the minecarts just lets me change or add destinations, but I cannot change or remove the tile's location from where you start the minecarts. I can kind of break the code by removing a destination, but then by right clicking the tile, the game just does nothing and in the smapi log it outputs "ignored action due to missing destination" (not the exact phrase, but sth like that). However, what it doesn't do is letting me place my tile with TileData Action Warp there. The Minecart in the Mine specifically seems to be different. There the Minecart does work via a simple TileData tile with the Action MinecartWarp Default Mine, what means that the tile is easily replacable. But for the other minecarts, this is not the case, they seem to be hard coded. Is there a way to remove the game's original minecart function or maybe just a way to replace the tile for the normal minecart functions? I am mostly using Content Patcher, but I also have the setup for a C# mod. The issue is, I am completely new to modding in general AND to working with C#, so I don't really know where to even begin facing this problem XD
Long ass question, I'm sorry XD
you would need C# yes
well
potentially not actually
they are hardcoded to check certain tile indices (or at least BusStop is, im assuming the others are similar)
but if you change what tile is painted there that should work actually
you could just replace the tile that looks like a minecart in Tiled with your own custom minecart that looks exactly the same but would have a different index
by tile indices i mean like its literally looking for what part of the tilesheet .png the player clicked on, essentially
in the case of the BusStop you'd need to replace the tiles on the Buildings layer and im again assuming the others are similar
Wait, so the game checks for the used tile in the Tilesheet, not for coordinates in a gamefile or something? This would also explain why the minecart in the mine is different, because it is the only one that is horizontal and that is also used by the mine itself (for like coal minecarts in the mine)
that is correct
mostly. the coal minecarts and it being horizontal dont matter
they couldve hardcoded the mine one too
it just isnt
but the bit about it not checking for coordinates and just checking the used tile is how it works
This is so interesting, I would have never thought of that XD thank you, I'll test it right away
theres still a surprising and sometimes annoying amount of places that used tile index checks for functionality
which tbf, sometimes its kinda the best option
That is very good to know (I guess the whole paths tilesheet works that way), I'll keep that in mind
Hi, I made a mail to test if I could get it to work, but the mail never arrived. Iβm not sure if I set up the mail, the trigger action, or something else incorrectly. Iβm unsure if I set it to send the mail at Farming level 4 correctly because I couldnβt find the link that explains it, but I think thatβs how it works, so I set it that way. I copied the structure from a mod that sends mails.
this is the page that explains what goes in the Condition field: https://stardewvalleywiki.com/Modding:Game_state_queries
the correct format is PLAYER_FARMING_LEVEL Current 4
Ty, Selph, you are the best!
It works perfectly fine, thank you π
"Condition": "PLAYER_HAS_MAIL Host IsJojaMartComplete", should work for joja path complete, right?
that's a CP token, not an actual mail flag
you probably want the flags as listed here: https://stardewvalleywiki.com/Modding:Mail_data#List (if you're going the GSQ route)
The mail arrived, the text is visible, and the machine I attached was delivered too, but the crafting recipe wasnβt. To send an item and a recipe, is Mail Framework Mos required?
just looked, your mail is malformed
%item object {{ModId}}_BioSynth 1 %item craftingRecipe {{ModId}}_BioSynthRecipe%% (incorrect)
%item object {{ModId}}_BioSynth 1 %% %item craftingRecipe {{ModId}}_BioSynthRecipe%% (correct)
Aahh ok, I wll fix it
though note that the mail may still look weird (I don't think it properly displays both item and recipe in the same mail)
you can get around it by adding the item with a trigger action instead
%action AddItem {{ModId}}_BioSynth %%
thanks!
Ok, Iβll try both ways. Thanks again, Selph. In the following link is the corrected version so far, the one Iβm going to test.
It worked!!! Thank youuuuu
I used this
item object {{ModId}}_BioSynth 1 %% %item craftingRecipe {{ModId}}_BioSynthRecipe%%
Do I need to do something to make the machine appear bigger with Better Crafting?
is it a big craftable?
Yes, they are the three machines at the bottom.
hmm then I don't know what's up lol
Hahaha, well, it really doesnβt matter. As long as it works, I think itβs fine.
huge kudos to whoever wrote the C# beginner's guide on the modding wiki, because i finally feel like i kind of grasp the concept of C# mods and how they work now
i was struggling with how to connect my unrelated programming knowledge and what i'd read of the decompile/other people's mods/the things people have taught me in here
you can just overlay pants over the farmer base
Selph, could I send you a private message now? I need you to give me the green light on something.
sure
I feel vaguely I might have screwed up somewhere, lol:
just a feeling
I suspect I need a space {{i18n:MyoldfriendsE1.text}}[letterBG Mods/{{ModId}}/backgroundE.png] between the }} and [
hm
i am no mail expert but my custom bg works so what i can say is my difference is i do not use forward slashes
why does your asset name have a .png in it?
thank you!
that....yeah, true 
tbh same with my stuff π€
didn't solve it, but it needed to be done anyway. Hmm.
did you try changing the slashes?
you havent added an index
[letterbg <asset name> <index>]
there were no errors in your log?
nope
what do you have now?
Is there a way for a crop or a bush to change the color of its leaves depending on the season?
cornucopia does it for bush i believe, no idea if it's a feature of bush framework or an edit by cornucopia
Were you saying that to me? I didnβt quite understand.
i was replying to you yea
do content patcher EditImage using the Season token as condition
Ok, Iβll have to ask 6480 then.
Ah, okay. Iβve never done something like that. Is there a place where I can read how itβs done, or a mod that uses it so I can check it out? I got excited about an idea and want to see if I can pull it off haha.
Itβs just that I donβt know where to look in the mod, and I also donβt see very well, so Iβm looking for a bit of guidance. I try to do everything on my own, but sometimes I have no choice but to ask.
for the mail? "{{ModId}}.MyoldfriendsE13": "{{i18n:MyoldfriendsE13.text}}[letterBG Mods/{{ModId}}/backgroundE][#]{{i18n:MyoldfriendsE13.title}}",
i'm slowly fixing it as I'm doing classwork @.@
mine are using two \ but i'm not sure if it's needed or just habit
I'm not sure if index is mandatory like suggested, it is worth a try
this example on the official docs is basically whats needed
the index is mandatory
the slashes dont matter
they would matter if mail was a slash-delimited string (which is why they matter for things like Furniture or Fish)
but it aint
Ty < 3
is there a way to trigger an event to only happen when you enter town after leaving the library/museum? i see there are location GSQs but i thought i recalled there being some issue where location doesn't update or smth
it's no big deal if it's not possible, i can just have people accept a little weirdness when the player walks out of the library for the event
you can abuse the quirk of player location perhaps
PLAYER_LOCATION_NAME has lag on update that may or may not still be library when entering town 
besides that was there way to limit events to a particular tile?
there is a tile of arrival
why does the wiki entry for player_location_name endorse spacecore's time trigger
used by the community center event
oh hmm i could do touch action event for the tile outside the library maybe
ooh i'll look at this
the completion of the CC you mean, right?
no
lewis event to introduce you to the building
it can only trigger when coming from bus stop, because it uses the tile as a prerequite
and it's only checked when location changes, then, correct? like it wouldn't trigger as you approach the library?
does it look case sensitive?
well thatd explain the lack of errors from not having an index
i did check for case sensitivity earlier but the weird negation into it being an else confused me into thinking it was just "are you textcolor? if not, fallback to this"
... that fixed it for at least one of them
and it does say 'letterbg' in the wiki page, and I got confused with the letterBG sheeet
.. time to check the other one
the culprit was THE DEVELOPER with MISSING ASSET in the CONTENT
... But it's working now
Because I don't know of any CP-only way to be able to check a player's location in the middle of the day and I didn't want to mislead people into thinking that GSQ would never return the correct location.
I can add a BETAS one too if you want!
no that would be the opposite of what id want
it aint my wiki so c'est la vie and all that
I figured that since it mentions CP all over the place it was ok to sometimes mention other mods too
And spacecore was the one I had experience with because I already knew it had a time trigger
wouldnt location changed trigger check location in middle of day 
now for the "expected" result of PLAYER_LOCATION_NAME, LOCATION_NAME Here <name> works as expected
Yes but this is the GSQ that only checks the previous location
i use that one for the mmap things that spawn random critters on map on entry
So I guess I should have said "checks a player's location without changing location"
i think it feels out of place mainly cus gsqs r used in many places not just trigger
Because the fact that it checks the previous location is not expected behaviour and has tripped a lot of people up so I wanted to warn people of that. But then Pathos said that it's only when changing location so I thought that perhaps it would matter to people to know that if they could check without changing location it would behave as expected.
Feel free to edit it if you think it can be better explained.
well i think it does explain the "use LOCATION_NAME in LocationChanged" tip as is now
Note: When used with a LocationChanged trigger, it will check the player's previous location rather than the one they are warping to. If you need to check the current player's new location, use LOCATION_NAME. If you need to check a specific player you may need to use workarounds such as using SpaceCore's time trigger.
the second sentence re: specific player is the confusing part cus wouldnt it work mostly ok just with rare race conds if checking another player?
I have no idea what a "rare race cond" is lol
like imagine we have p1 and p2 and map1 map2
if p1 goes from map1 to map2, then wants to do something on LocationChanged if p2 is currently in map2
PLAYER_LOCATION_NAME would give the right value cus it's already updated for p2
the race condition comes if p1 and p2 enter the new map at the same time 
What if someone wants to check the host on map 1 but not farmhands and only the host is anywhere near map 1?
as long as the player being checked isn't currently in the middle of warp the value will be correct
e.g. when u do debug gq PLAYER_LOCATION_NAME Current FarmHouse when just standing still somewhere it'll give the right true/false depending on whether u be in the farmhouse or not
And so we come back to: how can it be checked not in the middle of the warp? GSQ in query in dialogue maybe?
yea sure
or shop Condition
because you can use gsq anywhere that accept action via If it's hard to say
but it is also true that PLAYER_LOCATION_NAME is the kind of gsq ppl mainly want to use in locationchanged
it can also just be checked literally whenever a C# mod wants to check it
(and many C# mods blow up by doing those checks wrong for multiplayer as from hosts perspective the farmhands location will be null while mid-warp)
/!\ warning! this user is about to post an opinion, not a declaration that things should be different to cater to them specifically! /!
my original comment was because my ideal wiki page that documents game behaviour and functionality is technically correct, objective, and mod-agnostic i.e. makes no assumptions or endorsements about using something third-party (e.g. another mod) to use it. it simply documents specs.
that + i wasnt sure how a time change was relevant
perhaps like
Note: The player's current location is updated slower than the game's current location. This mainly impacts usage in LocationChanged as PLAYER_LOCATION_NAME will check the player's previous (not yet updated) location. Use LOCATION_NAME to check the location they are entering. This GSQ works as expected in other cases where the player isn't in the middle of changing locations, and it's likely that this behavior will be fixed in future game updates.
hm do u think it works correctly for daystarted
if u passed out elsewhere
Also I think the difference in PLAYER_LOCATION_NAME and LOCATION_NAME is a bug and hopefully is fixed in 1.7, I wouldn't want this quirk to become a feature
yea i can put Due to a bug, in that
iirc you warp during dayending, so daystarted it would already be a stable value.
its purely the locationchanged trigger that fires mid propagation
not my wiki not my monkeys
New quote added by atravita as #6734 (https://discordapp.com/channels/137344473976799233/156109690059751424/1437234604124672212)
Hey there! I'm having some trouble with writing a custom data model to the save file and was wondering if anyone could provide a bit of elucidation on why that might be.
does anyone happen to have the link that lists other locations in Stardew (outside of Pelican Town)? I'm not sure if it's on the stardew wiki or the modding wiki but my googling isn't helping
https://stardewvalleywiki.com/Modding:Location_data Do you mean like here on the bottom?
like lorewise?
yeah lorewise
it'll probably help to know what your process is & the error you're getting, but as a random guess, you might be trying to save net objects (e.g. Item)? those contain circular references and might not be directly compatible with save data
thank you!!
The tl;dr:
I have a ModData model that stores a dictionary. This dictionary has keys corresponding to tags used to keep track of mod data, and values corresponding to the actual states of those tags.
A tag can have four states: Unreserved, Reserved, Ready, and Active.
The behavior I'm seeing is that the dictionary is being maintained throughout one play session, but upon exiting and re-entering a save, all tags are being reset to Unreserved (their default).
where are you storing it
Helper.Data.WriteSaveData("TagStateData", (ModData) modData); has been what I've been using
(And I've confirmed that the entries within the runtime version of the dictionary are updating properly, their values just aren't being maintained when written)
i remember being unable to use anything other than string as dict keys
doesn't deserialize correctly
i have this in one of me mods for ref https://github.com/Mushymato/MachineControlPanel/blob/main/MachineControlPanel/ModSaveData.cs
there's prob jsonconverter stuff i could have done, but lazy
making all the dict keys string worked out
Hmm. All my dict keys are strings, but their values are a custom object with a bit of complexity, so that might be the issue.
I think custom objects are fine as long as your fields or props r public
But yeah i recommend opening the save up to see what smapi actually wrote
...
The answer was so simple π
The custom object's fields were ALL being reset to defaults whenever they were being created because they were given initial values outside of the constructor. sigh
Well tyty! XD
Hey sorry if this is a dumb and stupid question, but how do I create an indoors map? Like, inside the house of an npc. Is there a tutorial? My mind only works with a tutorial
It's not any different than making a normal map
Just that you use door warps and don't set is outdoors
the only "difference" is which map you should copy-paste from as a starting point (an indoor one instead of an outdoor one)
Tytytyttytytyytytytytytytyty
i recommend starting with an existing one, and deleting most things out/editing
then you have a lot of map properties premade for you
Also, are there any framework mods you guys recommend to help me? I'm new to modding and it's all so confusing to me.
Sorry if I misspelled any word, english is not my first language
you dont need any other framework besides CP for buildings, at least for just what you want to do
if you're new, stick with content patcher, and to be honest i recommend resisting the urge (at least at first) to seek out a framework when you encounter something CP can't do
could you clarify what you mean by 'framework'?
i feel like it's a common misconception that you MUST choose a framework when making your first mod. i remember i had the same misconception, and i think one of the first questions i ever asked here was what the wiki meant by that. maybe we could take a look at the wording?
For now, I'm using Content Patcher, Ftm and BETAS.
it is sort of technically true, in an unhelpful way /lh
Oh it's bc I have other things to do, not only the map
many other things
too many of them
@worldly wadi You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
oooh you're teal now! 
the very first step being "choose a framework" maybe could be reworded to "choose a framework, CP is recommended for basics and there are others for advanced features"?
i think it should be something like "figure out which framework you'll need for your intended purposes" or something?
bc if someone wants to make a mod for clothing, they have either CP or FS to choose from, but something like FTM won't really help them unless.. uhh they want to forage the clothes..? can FTM even do that.
i like that but i think that's a little opaque to newbies who have no idea what a framework is lol
hmm maybe something that also tells u what a framework is, i guess?
omg we need to forage clothes NOW

i'd love that, but i also don't know if we can even agree on what constitutes a framework
true-
that wouldnt even be correct though, CP is like, the most advanced and capable framework out there
i'm open to rewording!
and its implied that your mod must be at the very least a CP mod