#making-mods-general
1 messages · Page 468 of 1
It's not a c# override
I forgot where it is (strings 2?)
.....I also may be thinking of 1.6.16
but how is the string supposed to get there withoit C#
the cider is the only one i'd be considering a sprite change for -- i'm fine with the bottle sprite for the others, it'd just be nice to get sake instead of unmilled rice wine forex
Sorry, by not c# i mean "in the base game"
In at least one version
It's not hardcoded
Ahha
1.6.9 migration docs
So by adding the relevant key to strings, would it automatically override?
are you inviting others? (it's me, i'm others)
its in strings/objects

What is said discord???
from context it seems to be about building our own mod host, which i find interesting
It's interesting, buuut... well, as someone extremely unemployed, I gotta say DP are a hard benefit to beat
god knows I don't get paid for taking care of my grandma, it's nice to get some income somewhere
especially after they rebalanced dp rewards
well, not for all of us
(but the amount I got before was... kinda obscene considering how little others got, so I'm not actually complaining)
(and it's still a pretty decent amount considering its a hobby I put no money into)
@indigo yoke Saw your new mod
Swinging a pickaxe every day in the mines will increase your fitness IRL [... context that really isn't important or significant don't worry about it]
Finally, I can lose weight without touching grass
I was apparently in some bizarre sweet spot because mine stayed basically the same LOL
I had one big mod like twenty years ago that still gets downloads and a bunch of little ones
My october 2025 DP was about 20% of what it was for March 2024. 😔 (which, to be fair, is the highest I've ever gotten thanks to 1.6 coming out)
A more fair comparison with my average before the algorithm change is like ~30% (estimating on the low side, I was in kinda a lower dip for like 6 months pre-1.6)
Maybe now that Oblivion Remastered is out, my old Oblivion mod will stop getting random downloads (it's already gotten 21 unique ones this month)
...oh, I thought 20 years was a hyperbole
Twenty years ago...
oh my god
(Not many people here seem to come from modding other games - much less bethesda games)
My dad was trying to teach me cpp by handing me a textbook
minecraft
I'd say minecraft is the most common one I've seen, yeah
I did minecraft (and Terraria) before SDV
2006 is such a different year
Technically I was too when I started MC modding
("Technically" because 19)
And of course the first (non-trivial, since technically three heart dance partner came first) SDV mod I did was adding multiplayer
But I think I've well proven by now that I'm kinda insane when it comes to mods I want to make
gestures vaguely at crime thread
Delightful crimes!
Hasn't been touched in weeks
And unless that happens in the next week or so, it'll probably be a lot longer
thanks KAR2
I find that November is a cursed month for productivity
There's also hytale potentially being available soon (or at least news on it)
And Terraria 1.4.5 being planned for release in the next couple of months

Yup
We were talking about it at work today
Fucking holiday every time I turn around
Someone is on vacation or one of your subcontractors is on vacation
or holiday preparation
no grass. only dirt!
I somehow had my most productive day in months today lol
Made a bunch of new leaves for leaf collecting 
As long as I don't use my scythe to collect hay, anyways
i made exactly one bad morrowind mod in like 2003, if that counts 
2003....
tbh I wanted to make a machine that was just a treadmill. but couldnt figure out how to do it xD
like you locked your player on the machine for 1-2 hours and produces a battery while getting an exp
i was still Not An Adult, but old enough to click around in the editor & make an npc vendor
though iirc i accidentally moved some lamps around on the wrong map too
It does!
Meanwhile, me, my first Bethesda game being Skyrim… in 2016
(It was released in 2011 apparently)
I dont know what Skyrim is
I think 04 was when I did the NWN one
(Although to be fair my parents actually cared about ESRB ratings)
Why are there ai generated key takeaways on the Official Documentation
Welcome to 2025, it's a dumb year
gotta use those investments™ everywhere they can
I definitely dont knoe what NWN is
Extra “docs”, no effort
neverwinter nights (dungeons & dragons thing, accessible modding, my sibling did that)
Neverwinter Nights, real old D&D-based game.
I've never heard of it before
YEEEE
(This is pretty normal)
I LOVED making old netherwinter nights modlules
(I grew up under a rock)
2002
so yeah
I fell off at NWN2 with the literal Rocks Fall Everyone Dies ending
no clue what I was doing
Big craftable that places a flooring next to it automatically, the amount of time you spend running against the BC on the flooring builds up the charge.
Removing one removes the other, of course (using net events, like Bigger Craftables did)
it was like, block-based map editing + add props and npcs, pretty uniquely accessible at the time
I never played any NWN game, but my brothers enjoyed it a lot

I technically I played one of the original baldurs gates at some point, but don’t recall anything about it
I also don't know what baldurs gate is
For 2002? Yeah that’s insane
I actually messed with modding BG1/2/TOB, but that was more recent than my messing with NWN even though it's older
good ol Weidu
2023 game of the year
Big RPG
Has modding
i played all the old baldur's gate stuff a lot
though i never did 1 without cheating, some fights were rude for a 12yo or w/e
I did mod BG3 too, but it's a REAL PAIN
I dont know how to make a big craftable stick a flooring tile next to it
but like custom machine properties that check to see if the player is running against it, and continue to raise the counter the longer the player runs next to it is a great idea
“Some […] was rude for a 12yo or w/e”
ie. reason I’ve never played through ocarina of time, or a bunch of other games from that era
Or, MoonSlime.....
Like I said, net events
What if you make a mobile app that tracks your actual irl step count
I think that's another where it was like "I played 50% and watched someone else do the rest"
Go check out bigger craftables
And gained agility based on that 
If it’s not in my mono repo abandoned folder, there’s a separate repo for it
I mean I did have an RPG idea based on this at one point
NWNs was kind of a bad game, but the building module and tools it had for players to make their own was like super great
Like a classic rpg, where you used actual steps to fuel moving in game
Most of the existing stuff is all GPS based, which is eh
the DLC for NWN tho was fantastic
There’s also WalkScape now though
The game Zombies, Run! was like that
You have DLC in the year of our lord 2002
WalkScape...m
I mean they were called expansion packs back then
well. they were called expansions back then but yeah
The DLC was entire new campaigns that came with new tilesets and stuff you could use in modules
we've finally reinvented the tamagotchi but with satellite data requirements
Tbh Zombies, Run was fun
Esca if I cant brag about my workouts on stava why doooo them
It doesnt count unless social media knows smh
they were definitely pretty substantial. I never played any for NWN2 though, even though one of them was supposed to be really good, because NWN2 ended with literal rocks falling and everyone dying like a parody of a bad D&D campaign
i mean fair, i like exercise tie-in games, but also they're not enough to bully me into going out more
so 50/50
I mean I wouldn’t call most gps walking games that. (But I’m 99% sure something like that exists)
I mean Etho made tamagotchi in MC, so anything is possible
I feel like pokemon go & clones have that vibe, walk around -> collect stuff that is kind of powerups
WalkScape works based on steps not GOS distance, and the world isn’t tied to the real world at all. I thought it was neat
the most surreal thing I ever saw was the after-end cards for NWN2 talking about people who I half didn't remember being sad that the party was dead and then moving on with their lives, really, who did that
Yeah but will the critter die if you don’t walk?
Can I delete a trigger action?
Yes, what are you trying to do
You can also just have it marked as done
I miss expansion packs. Most DLC now is just like.... oh a $20 skin 🤮
I miss when it was like, $20 get a 5-10 hour mini campaing with new effects, spells, and powers, things to do, ect.
all the pokemon i never caught probably ate each other, nature is cruel 
Monster Hutch Framework has a trigger action to send a letter to unlock the monster incubator, but I want to unlock the monster incubator via a different method so I want to yeet that trigger action.
For $39.99 (not including tax, or VAT), I can give you five talk topics!!!!
I can't figure out what I can do to delete it. Setting things to null just gives me errors.
(and a new set of skimpy outfits.)
"SkipPermanentlyCondition": "DAYS_PLAYED 59, PLAYER_STAT Current {{ModId}}_Tickets 0 0",
(that we pinky swear that aren't just pallete swaps of ones we released six months ago.)
Oh just set the id to null
Wait does that not work
EverQuest 2 expansion packs would raise the level cap by 10, add a whole new continent with several overworld zones and a bunch of dungeons, and of course quests etc.
Sometimes a new place for new characters, too
Nope that doesn't work. [game] Trigger action has no ID field and will be ignored.
But the SkipPermanentlyCondition will work, thanks!
Plz show code
"juminos.MonsterHutchFramework.MonsterIncubatorTrigger": {
"Id": null
},
yeah, I forget the syntax to actually erase entries, but in theory it should succeed for any data asset 
(but there are several ways to just hack a trigger off if needed)
"juminos.MonsterHutchFramework.MonsterIncubatorTrigger": null
God I'm tired. You?
Oooh I didn't realise I could just null the whole object like that thanks
Yeah
Anyways
I apologize for starting the dlc convo
It should probably be in #programmers-off-topic
sim 2 expansion packs have like double the content of sims 4 expansions packs but sims 4 expansion packs cost more than sims 2 did
I'll go chill with the stupid green owl
it's hard to move once we get started 
And pretend tomorrow is a workday

yeahhhh, times have changed
I blame it on horse armor as a joke
(It is technically a work day but many someones put too many meetings on my calendar for me to do anything and we arent busy enough for me to want to stay late after 5pm to be actually productive and not in a meeting)
(also i was thinking about the sims 1 free dlc/tie-in ad, a pepsi machine)
(first actual DLC I saw & it really set the tone for the concept)
Tbh I dont know what dlc is other than the literal concept and the fact that gamers seem real mad
you pay $5 to the company that made the game, and you get a first-party mod that lets you buy horse armor or w/e
depending on the company, you may get more or less
or $0 for the old ones that were product placement, but now those cost money too 
hmmm, that shouldn't be too hard
paradox for example is decentish about it (their games are the problem)
but scamco will cheerfully make 20 sexy outfits for 2.99 each
ugh now I gotta find which server I posted something on
I've never interacted with paradox stuff since my brain's incompatible with the genre, but I hear things, yeah
the real fun is when you start looking at AAA/AAAA games
"yes, here's a 80 base game, DLC AND Microtransactions!"
Yeah, I play Stellaris and Surviving Mars
they released a rebuild of it (and gave owners 50% off) but apparently they didn't fix all of the existing bugs
which is uh..choices were definitely made there! :V
I've watch some stellaris (and am watching someone play as greenland in the new europa thing)
stellaris was really tempting because of the story elements, but uh, can't RTS to save my life
shakes hand in Crusader Kings
I hated it when EQ2 did this, because you also had a monthly subscription
yeah, FFXIV kept me for a while because
it was sub + microtrans + dlc
and the microtrans were entirely mostly avoidable unless you needed to race-change.
Not sure you need the DoingStuff 
Yes, you had to buy the game, and the expansions (though at that poiint the lately one gave you all the old ones), and have a monthly subscription, and pay to win microtransactions that not-so-gradually became insane
(Crusader Kings was the game I modded on Steam Workshop btw, didn't much like that platform for it)
I feel it became worse overall when AAA companies started to cut base game content and reintroduced it for the DLC because they couldn't finish it for the release in time. so instead of delaying the release, they just add it in post for extra charge.
or the topic of day 1 patches that are like 20gb to fix bugs
DoingStuff was to prevent infinite recursion from the callback triggering more callbacks, if I remember right
I'll mod any dang thing, I've modded a kinda janky Chinese cultivation game, I don't care, I'll mod that baby
Pretty sure those events now fire a tick after things actually change now tbh
See, I don't mind it as much for FFXIV. It could be better, but coming from EQ2, it could be much worse
more bold than me, a lot of the unity games I kinda despaired at modding
I've ranted about it pretty recently (I think in #programmers-off-topic )
Can you mod my work software
stares at SunnySide
Jk
Really? It didn't look like that when I was in the code recently
Admittedly I didn't look too closely at the container portion
google Huh, I guess Amazing Cultivation Simulator IS a Unity game...
I know that is how inventory works
Beyond what I needed for the change
It wasn't so bad though
Isn't that a smapi event
another game I wanted to play but couldn't get my head around mechanically 
(though I do like dwarf fort things, it's just a high learning curve)
Nope
I haven't tried Amazing Cultivation Simulator. I should.
I mean like someLocation.netObjects.OnElementAddedOrWhateverItsCalled += kittycathandler;
I love ACS, it's amazing how once you learn one bit of it, there's always twenty more bits to learn until you have a whole window of tabs of spreadsheets and stuff
I mean, SMAPI does have an event for that nowadays I guess?
Oh that code is literally using the SMAPI one too
Nowadays I forget about that part of SMAPI
And just prefer the netfield ones
Which is painful since I need to subscribe to every location
Photographic memory and use it badly lol
(I think S&S has some code that was impacted by that oversight - specifically, the teleporter stuff)
(or had back when I worked on it anyways)
I thought amazing cultivation simulator was irl
I'd say "no, plants are different" but you can infuse elemental qi into plants in that game
or so i recall from like, one person streaming it
You can uplift a plant and turn it into a person in that game if you want
(My capitalist hot take is that this is in part due to the fact that they cant raise the price of games with inflation.)
Would anyone be interested in making a small c sharp component for my mod?
I dont know how simple it would be but basically i just need to assign different kissing sprites to my noc depending on their direction they are facing
That and the rising cost of making games because of the obsession with super duper realer-than-reality graphics is getting higher both feel like factors.
But many cases get to the point of it just being greed.
I'm sure it'd be easy to find documentation about the profits of some gacha game for an example
oh super easy, especially for korean ones since they are forced to by their government to post profits each month to comply with gambling laws there
Tbh the relaxing of regulations around gambling is
I missed "relaxing of" and almost said "not enough"
so... For mods,
Provably the worst idea of the 2010s
I want to make a museum, but i don't know if i want to use the museum framework or not
Yes.
Since i want to have all my items in specific wings
Like found in 3 minutes of google
Make N maps and N museums then
jun to july 2025 profits.
edit: sorry revenue
But the wings are all (or mostly) part of one map
So i had thought of maybe doing something with unlockable bundles instead, where players could submit items to each exhibit, and then it would be displayed the next day
I wasn't ever a sports person but sports betting has absolutely ruined everything
God.
I really need to sleep
So anyone interested in maybe a skill trade situation?
skill trade?
yeah like I need someone who can code something in c# and in return ill make assets for them for their mod?
Im sure there's people who take c# conms, right?
i dont know if that would be a equal trade though im just spit balling
sorry i just woke up again </3
I tried this, but its still saying this ?
maybe. tho I am still currently editing the NPC gifts tastes in a horrible way in my mod since I can't figure out how to properly edit the assets in the asset event xD
aw my replyy
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Show your full manifest?
the GNMTokens mod needs to be required, if you're doing it via manifest
(which also means the mod won't work unless that's installed, to be clear)
CP won't let anything use optional tokens without requiring them to exist first, either with HasMod checks or that
uh
Does Json Assets add dialogue of any kind?
It shouldn't
you add the dependency to your mod
im sorry, im so embarrassed
You'd add the dependency to Make Gil Read and Make Gunther Real
(It is editing other people's mods, not making its own.)
I appreciate that typo, give Gil books
i didnt understand earlier, they said json manifest so i did the json manifest
like here is where I am at but the event is never called for NPCgifttastes (testing vs vanilla) so atm it is never implemented.
Ok i think that's the problem. They didn't mean json assets. Json is how everything is written
json is a file type, and the manifest is a .json file
Every mod has a manifest and it's all .json files
like how .png or .txt are file types
sorry
(more accurately json is a data notation language or whatever but its file type is "json"
i thought they meant the one mod specifically, didnt understand
In unrelated news, I now want a mod that gives Gil random dialogue lines about the latest issue of a book or magazine he has been reading.
Does gil read better homes and gardens
I'm already cozy and winding down for sleep, but maybe another day I can code a thing xD
Forsy, he could easily comment on the vanilla combat or mining power books, but coming up with fake publication names has potential
Lol for a moment i didn't realize you were talking to me and was just commenting on bugs
Haha, it took a minute to click that "wait, Forsy is the consistent part of their name"
he's gotta be doing something in that rocking chair all day
He could be the stereotypical guy who's watching you behind the newspaper
is it supposed to look like this ?
im sorry for all the stupid questions, i try learning it on my own but the language barrier makes it harder for me, is my first time modding stardew
it must be placed after the "ContentPackFor" braces
with a comma after said braces
"ContentPackFor": {
"UniqueId": "Pathoschild.ContentPatcher",
},
"Dependencies": [
{
...
}
]
ohh
idle question: is there any code difference between grapes you forage and grapes you grow on the vine?
One is forage, one is a crop. They're both the same grape
so like this ? :)
Missing a }
make sure theres still a } at the very end of the file to match the opening one at the very start
oh yes yes youre right
oh no :(
just the one brace
oh so its good now then ?
assuming you added the brace
then yeah, that mod will now successfully no longer load without GNMT Tokens
and Content Patcher won't complain if it uses GNMT tokens
so, they give you different xp points (because the action is different), but they're the same item in your inventory?
i ask bc in my slightly more ambitious wine mod dreams i thought it'd be neat if you could make red or white grape wines
though thinking about it further just making green grapes and red grapes different crops would make more sense
Well i think growing the grapes for your wine would make sense, since thats how vineyards do it
also true, but sdv already fudges realism in some major ways, so I'm not too fussed about it
though i am fussed about "potato juice"? listen,
unrelated but jonathan pfp...omg,,,
Potato juice...
Look, we all know what Pam actually wanted, so it was perfect that the farmer fell short with 'juice'
Hello, everyone! I have a question about the Seed Maker. I know that in vanilla, it does not permit fruit tree saplings from being made. I have created two fruit tress, one that yields a flower. I have created custom rules for seed maker that are visible in Lookup Anything. Yet, it will not accept the input. I have removed any context tags on the fruit that label it as a fruit tree. I have seen other mods do this with only Content Patcher. Does anybody have any ideas on how to proceed? Thanks in advance.
!json post code pls
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
also removing the tag doesn't do anything
the seedmaker checks Data/Crops directly; fruit trees don't work because they're not crops
(what's likely happening is that your output rule is being checked after the vanilla "catch everything" rule, and said rule doesn't give an output item for your fruits so it returns nothing)
(you need to use MoveEntries to move your rule to the top)
Thanks a trillion, @brittle pasture ! The MoveEntries was the thing I was missing!
i changed everything in the make __ real mods but he still cALLS ME MS
You sure you changed everything? Check again
i did the patch summary asset "Characters/Dialogue/Gunther" in the smapi window and i am very confused
i did
Do a direct search for that exact line in your mods folder using find in files
find in files...
Do a patch export? Then you can see what exactly you missed maybe
uh
You need a text editor like Notepad++ or Sublime. Then you can use it to search the content inside the files in any folder you want
ohh okay i have notepad++
Don't bother with the patch export because that won't tell you which mod it's from (sorry Forsy!)
Ok if you hit ctrl f it will open the search window and then you can go to the find in files tab
well patch export would export the dialogue as it is after all the edits, but we can already tell it says "Ms." somewhere bc he says it right there 
I may be stupid
Xei are playing the game and editing the pronouns for xeir personal use (I hope that's the right way to use those pronouns ginger)
everyone may be stupid from time to time but i wouldnt call this one of those times
thinking of the usual troubleshooting steps = not stupid
Promouns...
I hate phones
yes, thank you !
tho i also use it/its if thats easier :)
thats what im changing it to in-game anyways, lol
I know, I used its before ^_^. I like to rotate between pronouns if people have multiple listed
thank you :)))
to test a token's values, you can do patch parse "{{thetoken}}"
also, i was doing the search for this specific dialogue but when i press find all, it just opens a blank directory and am kind of confused, lol
if this gives the expected then ur misteak is the data edit 
Press the three dots button
tell it to do that not me
yes...
button whenever i type button meaning the object discord asks if i should ping u
you should
Button 🔘
say yes to ping discord ask you ping button yes ping me
oh goodness this might take a while-
i have 2 hits
OH MY GOD...IT WAS THERE THE WHOLE TIME
Oop
i was looking in the content file not the regular dialogue file...
im such a fool
BUT
now i know
LOL
And now you know how to find other stuff like this in future as well
Find in files is an incredibly useful tool
what does 'wrap around' mean with ctrl+h ?
Text wrapping
sorry, i do all my coding (for HTML/CSS) in russian, these terms are new to me
Makes it so all the text is visible instead of the horizontal scroll bar
?
Oh. Hm it just ate the whole first part
yeah idk why
what json is that from?
i copied the token right from the tutorial
gunther's dialogue
what json is that dialogue in? is it a content.json (or included file) or directly in the i18n?
Wait is that json Load-ed? Vs Include
uhm
that is also important to check
this is Make Gunther Real?
yyes
the name of the json file itself is irrelevant
sorry these are new terms to me
it does appear to be a Loaded file
You can't use tokens in loaded files afaik
correct
oh uh
you will have to change the Load patch to an EditData patch
how do you do that ?
in the content.json file, you should be able to see under the // D I A L O G U E section where there is a Load action
yes i see it
you can either change the entire thing to an EditData action, like some of the other dialogue edits beneath that, or edit only the individual lines you're using tokens for
either way you'd need to copy the relevant lines from the dialogue.json into the EditData patch
it'll need to all be formatted like the EditData patch expects, whicxh you can read that link to see how its done and follow the other examples inside the mod already to do
i believe in you 
thank you ;;
you can basically copy paste the patch starting on line 147 (assuming you're using something like Notepad++ that tells you line numbers), remove the line that has the "When": {"HasSeenEvent": "..."}, part, and then change the keys inside the patch to whichever ones you're changing
for example the one you were editing in dialogue.json is the "Fri" key so you can just do this:
{
"Action": "EditData",
"Target": "Characters/Dialogue/Gunter",
"Entries": {
"Fri": "Happy Friday, {{Hana.GNMTokens/Title}} @! [...]",
}
},
if you are editing more than just the "Fri" dialogue then you can just add them directly beneath the "Fri" line inside the same patch
okay uh
wait sorry just because im kind of confused-
which...file am i editing LOL
content.json
okay i thought so just wanted to make sure
so starting at line 147 in the content.json one
desperately tried translating into russian and shrimply confused myself more

IM NERVOUS
Maybe just try and get everything working in english before translating to russian?
reading in two different languages and both are awful
no no that is issue lol
i tried to take the instructions i was given, but translate to russian to see if i could understand it better
but i absolutely do not LOL
not translating the mods themselves
Ohh
Machine translating is nor good at technical stuff
I think you can just do the whole editdata thing instead of just changing individual lines, if that's easier
?
you can put it at line 147 and move the other patch down, but i only called out that line in particular because that had an example you could look at for help
okay
the whole editdata thing would just involve copy pasting every single line in dialogue.json anyway
ahh
i dont see any other dialogue that uses gendered terminology in the content.json so i dont think it really matters where you place this new EditData patch
since it wont matter when the rest of the edits are applied since you wont care about them anyway
okay so just slap that in there ?
i would still opt to put it in the dialogue section just so its where its relevant
but thats up to you
yeah
so instead of having each individual dialogue line, i just put
{
"Action": "EditData",
"Target": "Characters/Dialogue/Gunther",
}
},
or am i wildly wrong
You misspelled his name
it should look exactly like what i wrote above
oop
It's spelled Gunther, with an h,
HEY HEY I COPIED WHAT THE OTHER PERSON SAID
(button you spelled it wrong too)
BUTTON SPELT IT WRONG NOT ME /lh
LMAO
BUT
with his name spelt correctly, is that all i have to put in ?
ok so 99% exactly how i wrote it
that will be all you need to edit that Friday dialogue specifically yes
you only have to add and edit the lines that you are trying to use tokens in
as opposed to removing the Load patch and then copying the entire dialogue.json which has many lines that do not need tokens at all because you are not touching them
okay so, after the dialogue bit in the content.json, i add what you wrote and also include every instance of the GMNT being used
that is...actually a lot easier
if you have any other dialogue that you've added the tokens to, yeah
okay !
for my item that disappears when using it to learn a recipe, but needs to stop disappearing once you run out of recipes to learn from it, i cant decide if it's better to set ConsumeForTriggerAction to false and use RemoveItem to deduct one item (maybe deducting the 'wrong' stack if the player has multiple stacks of items in their inventory), or set ConsumeForTriggerAction to true and use AddItem to return the item if you have no more usage for it... again maybe returning an item in the 'wrong' slot or with a different quality
sigh...
theres so much i have to copy ouh my gOD
and then once you're done you have to do it with every other mod you want to edit :D fun
If this is about a frontend for SV mods SinZ mentionned, I am also very interested
are there too many brackets i cant count-
have you considered the json validator
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
try also using sublime to write your code with instead of note pad?
also you gunther's name is still missing the h 😔
fork
dangit
oh i closed it without saving it again
universe telling me to restart
HJBGSFHJGSF
sublime auto saves
i wonder if abby would like other purple gemstones, as opposed to just amethyst
they all taste like purple
well, abby doesnt actually eat amethysts
that dialogue line only applies to liked gifts
im mostly just joking
I wonder how I can put a quest dropbox indicator on a map tile when it's not a special order
maybe spacecore hd texture overlay
Im not sure if abigail knows the difference between different gemstones. She just sees the amethyst and goes "haha thats me-colored!!"
animated tile map patch perhaps
the indicator itself is not a higher resolution, but the up and down motion is a sine wave 
I cant say for certain but i feel like most people wouldnt even notice the animation being a little different. Unless there was this and a special order dropbox right next to it
oh I know that indicator. good old 6x10 from cursors 
its from cursors2!
I use it in map event markers 
Anyways I realized I have to draw her blinking. Maybe I'll just animate some leaf or something waving on top of tthe dropbox to draw attention to it, so both of the animations can be done in the same way
🤔 ok so i want gemstones. but i dont want them to just like. show up in the minerals section. i know changing the category makes them like, behave. but i still want like, the "mineral" category. i heard spacecore could do some magic..? but idk how that works
could you try using Category: -12 (minerals) but something other than Type: Minerals?
i did that but it still caused my thing to show up in mineral collection
and with the not_museum_donatable context tag?
the decompile messes up the collectionspage constructor hahah, it checks for both ("Minerals" or -12) and is donatable
(obviously this will not help if you want to add them to a custom museum, but then you're just being weird)
i believe that at the time not_museum_donatable did not remove things from the collection, and i do not know if it has changed in the last couple months
so both workarounds would have to be implemented to make it work, you're saying?
oh? i'm looking at my 1.6.15 decompile, not the 1.6.16 alpha
just the context tag, the others will be ignored if the item isn't donatable
from selph in may this year
(believe me, I did try, and then had to revert the change after a month of people constantly reporting the issue)
was that not fixed between 1.6.9 and 1.6.15?
when was 1.6.15?
before may this year, but he did only mention 1.6.9
This entire convo is making me go "how tf did i do it then..." bc i swear i got minerals to say theyre minerals but not be in the collection
in any case i thought the issue was that the minerals do show up in the collection
But i could be misremembering and its gonna drive me insane bc i cant check
i do want to add them to a custom museum but i think im going to do crimes for that part anyways
maybe another C# person can elucidate when they're here
you want donatable minerals that don't tell you they're donatable 
:) it's a secret
best watch your words, cowboy 
Im sorry gunther i didnt mean it
but yeah i just don't want them bluttering up the vanilla minerals menu
Ill expand my museum extension as apology just give me six months to a year
careful you don't find the sewer locked behind you one of these days
since im going to be using them for. crimes
yeah i get it, i avoid adding anything to the collections menu in all of my mods. but unless oclarina has some insight, it's checking for the minerals type, the minerals category, the (O) type identifier, donatable or archaeology or minerals context tag
so it's pretty thorough about adding your item
my surefire suggestion is to make your gemstones fish instead, which will move them out of the minerals collection 🤝
I will have insight in 3 hours at the soonest unfortunately
see: stonefish
can you spot the off center one 
Bc i swear this is what i did and it worked. Did i lie to myself did it not work. Did i do something else in addition. Im losin it
Specifically i changed them to type: basic but idk.
I cant find the off center one im too busy going "whoa look ametrine"
XD
i, too, could have solved this mystery hours ago if i wasn't thinking about the ametrine 
I genuinely cannot see the off centre one at all, they all look pretty central to me
The fifth one is off center but it doesnt count bc it has an odd-number width and can never be perfectly centered
tell me why i made so many diamonds
I can't, i dont know
Wwww fancy name
calcareous concretions...
Ooo I love the name
(did you got an answer on that?)
what???
fish
i have an urgent thing to do that requires me to escape this place, sorry bye bye bye
uh oh, good luck
joke aside, make them something neutral (there are a few basic things that are not displaying any category) and use spacecore category display override to show them as "mineral" but maybe in a slight different color so they are not confused with classic mineral
(a light purple maybe)
Calcifer also have category overrides too if that's already a dependency
{
"LogName": "Custom Categories",
"Action": "EditData",
"Target": "spacechase0.SpaceCore/ObjectExtensionData",
"Entries": {
"{{ModId}}_BlackChanterelle": {
"CategoryTextOverride": "{{i18n:MtVapiusMushroom}}",
"CategoryColorOverride": {
"R": 120,
"G": 56,
"B": 0,
"A": 255
},
},
"{{ModId}}_Porchini": {
"CategoryTextOverride": "{{i18n:MtVapiusMushroom}}",
"CategoryColorOverride": {
"R": 120,
"G": 56,
"B": 0,
"A": 255
},
},
"{{ModId}}_WoodgoatMushroom": {
"CategoryTextOverride": "{{i18n:MtVapiusMushroom}}",
"CategoryColorOverride": {
"R": 120,
"G": 56,
"B": 0,
"A": 255
},
},
"{{ModId}}_Basil": {
"CategoryTextOverride": "{{i18n:MtVapiusHerb}}",
"CategoryColorOverride": {
"R": 129,
"G": 125,
"B": 4,
"A": 255
},
}
}
},```
it can also easily be an optional thing if you don't use either yet, because worse thing is that if it's not installed, it just will not display anything special, so players will not miss a lot
the only thing stopping me rn is that the categorytextoverride does not take localizedtext currently, which is something i want to ask casey for before i do for my own items
how would I go about editing this field with content patcher (to add on more recopies)?
Currently trying this atm and it isnt working
{
"Action": "EditData",
"Target": "Mods/leclair.bettercrafting/CraftingStations",
"TextOperations": [
{
"Operation": "Append",
"Target": [ "Entries", "moonslime.Bibliocraft.Pen_Pal_Desk", "Recipes" ],
"Value": "moonslime.Bibliocraft.letter_Victor",
"Delimiter": ","
}
]
}
its not a text operation, do what you would do for adding a context tag to an item
I use C# to add context tags to items
https://stardewmodding.wiki.gg/wiki/Context_Tags this has example for doing so; scroll down
okay ty~
textoperations is for editing within a single string btw

"cute_fish_item": "cute_fish_item" that's kind of weird, just double field to add it when it's a single thing
maybe that is why I thought it had to be a text operation
because cp needs a key to add it but theres no keys in that type of list
You can also do "-1": "value" to add to the first position (add value at -1 position on the list), or any number really, this was what had to be done before cp added the value doubling feature
okies
so basically what I had the first time before second guessing myself and didnt test in game before doing textoperation
{
"Action": "EditData",
"Target": "Mods/leclair.bettercrafting/CraftingStations",
"TargetField": [ "moonslime.Bibliocraft.Pen_Pal_Desk", "Recipes" ],
"Entries": {
"moonslime.Bibliocraft.letter_robin": "moonslime.Bibliocraft.letter_robin"
}
}
hmmm
[05:44:06 WARN Content Patcher] Can't apply data patch "(CP) Bibliocraft Skill > Include Data/SVE/StationData.json > EditData Mods/leclair.bettercrafting/CraftingStations > entry #1" to Mods/leclair.bettercrafting/CraftingStations: this asset is a data model, which doesn't allow adding new entries. The entry 'moonslime.Bibliocraft.letter_Victor' isn't defined in the model, must be one of: .
time to put random stuff till I figure it out
What does the asset look like prior to your edit
🙁 Khloe why did you make it an array and not a list
so there won't be a way to patch the data?
(sorry for assuming the worse, just looking at the frownie face)
You could replace the recipes array with a new one, but inserting/modifying/removing an entry into its not happening
kk
so going into some investigation. it seems that the station won't crash if I put recipes that arent loaded on the list.
still sad it can't be modified, since I wanted people be able to CP their npcs onto the station if they wanted to
if you already have a c# component you could make your own target that just patches bettercrafting's asset
Or see if you can get a better crafting update to change it from a string[] to List<string> so it can be editable

insight time
setting type to "basic" and category to -12 works i think. at least it did for me 🤷♂️
i cant find anything else in my code that would effect it but. the rocks have the purple mineral text. and they cant be donated and dont show up in the gem collection tab
@hard fern just to make sure you see this
looking back at my github history, i was using the -2 category for gems, and did not have a museum donatable tag (but it was not donateable, i assume because the type was basic)
whatever selph has been saying had me convinced it was an issue being solved in 1.6.16
alright i've gotta say i didn't want the mod author or local legend roles but goddamn the mod author legend role is mint
yeah it kinda makes me want to post here continuously for every hour of my life to get xp
Whats the qualification for it? local legend and mod author?
Oh wait ignore me, I see it, I was just blind when I read it earlier
Pomodoro!
ah yes i also had issues with the gem category as opposed to the mineral category. odd. but i just set all of mine to minerals to avoid it
Oh man I still have 1,248 levels to go 😭
At least you're 7x closer than I am XD
I need more people to come and ask help with modding things that I can answer!
Or I could go back to tech support...
I don't think I want the role that much
How do I do <X> so that it changes to <Y> only using <W> and not using Content Patcher or C#
I was going to say it's okay you're new here but you joined in 2022!
I have been around for a decent amount of time but I never interacted XD
My first mod was made in april 2024 which is when I actually started interacting somewhat here, I still feel very new however XD
aba we are nearly the same level 🤝
(i also don't do a lot of modded tech support these days...)
I looked at a few then quickly noped out of there, I get enough of my own tech support to solve XD

that is new, compared to some of us
wait are you telling me it's not 2023 anymore
Been here since 2016 
thats so so long
I didn't even know discord was a thing in 2016 
I joined at the end of April 2024 so Atlas has a significant lead on me
.q 6480
:(

:((
Funny enough I only started talking back in '23, so I've been lurking for two whole two years before actually talking
Are we gonna lose all our quotes
At least the governor works?
it was like the only relevant time i could use q 6480
I wonder what quote 1224 is
we need a seance to bring back uber at least temporarily
I started talking on the day that I joined and I haven't stopped :D
Through the power of discord search.
Oh
I don't see how that fits though 
it shares the date of when it was quoted
(that was one of the first messages i made in this server, thought it would show the date)
the moment... its passed 🌬️
I don't think I realized you've been around that long
But that's before the join date on your profile???
I took breaks from modding (came and went)
Yeah, same here
@moiph I know you left but uber dB pls
The uberbot dev was here at one point?
Oh the list page contains all them I could just make a script to export
I mean, I was friends with a former modder who knew them
Yeah they were a junimo I think?
you made the giant crop framework for me in jan 2020!
6 years
...oh right, I guess that was for you
(Entirely unrelated to sdv)
I'm chopped liver to her
In my defense, my sense of longterm time is almost as bad as my ability to remember names correctly
I mean I said "friends with a former modder who knew them", not "friends with them" 😛
She ended up becoming a junimo too, though. (eemie)
No I mean I'm just surprised I personally have a mutual friend on discord with moiph
(I was gonna say "also we didn't talk much then" but I'm suddenly remembering you were on the PPJA (RIP) server as well)
rip
ah
but yeah we didnt talk much at that time, you were a celebrity modder in my eyes
I got farmer of the week once!
https://discordapp.com/channels/137344473976799233/137350419121700864/351156491874729984
I have over 1000+ messages, idk if I'm willing to search that far back on my phone 
I hear that occasionally when I do finally get to talk to various people consistently and it's still incomprehensible to me
I mean discord search has a sort by oldest
On the phone? I didn't see it
My oldest message is 4/03/2017, but I don't think that's right. Probably because #multiplayer-mod got abolished. https://discordapp.com/channels/137344473976799233/156109690059751424/298617351597850624
I've chatted here a bit
Oldest mention of me on the server:
Also, I just realized that three heart dance partner came out only 4 days before makeshift MP did
I doubt I made the entire mod in 4 days though
Oof my first message was immediately a mistake posting into the wrong channel XD
is uber still down?
0.7874 inches
No!
I think I found my first message, and it was back in '21?! #archived-modded-support message
Hmm
.cat
well wolfram works
because just for you casey
.8ball is uber going to work soon
No
2022 casey what were you doing
Causal mmg talk that is
Casey telling everyone her crimes
We have seen that be true time and time again XD
See: Any one of the various crime threads Casey has.
three months ago casey what were you doing
So many good quotes that I didn't share (because they weren't as criminal sounding)
Casey lore:
- Kirby Air Raiders fan
- Loves crimes
- possible corpse eater???
some other standouts
So who wants to selfhost uber
And this one nexus DM which will always be a classic to me (even if it is actually pretty recent)
I can't imagine where the type is like at all XD
It was meant to be thoughts! 
Thighs/thoughts
Ohhh that makes more sense XD
Clearly, DH's thoughts always have thighs involved
Thighs should be in everyones thoughts, specifically when they are from a chicken, and cooked nicely
You might think it weird that atra has more quoted messages than me
But consider: I'm likely the most avid quoter here, and I usually refrain from quoting myself
...to be fair atra also seems to have a lot of utility quotes, from back before we could make commands
Exactly!
The murder spree quote was one of my rare self quotes
Because nobody else would do it
(it was talking about harmony patching your brain, leading to cloning / consciousness transference and backups)
the opensource version isn’t the real version 😔 missing like half the features

wouldn't be too hard to remake it at all! such an easy thing to do
(I tried, its so time consuming)
proof that rust users are worse than arch users
You were a celebrity to me when I joined as well! Now I casually namedrop you to other people instead :D
(Same, for the record.
)
That was me with EVERYONE 😭
I have heard this from at least three different people before today, so I'm not too surprised
at least four* actually (forgot literally the first person, since she hasn't modded or even been in this server in a while)
I also went and bragged to my wife the first time Pathos talked to me xD
sees language of repo
hisses
LMAO
i know someone whos both an arch user and rust user
Also, to be fair, despite being around for as long as Pathos, I was kinda anxious/avoiding reaching out to pathos as well
Never cared about a single actual celebrity in my life but prominent Stardew modmakers 😍
For a little while
very annoying person to deal with sometimes
I brought it up to my friends that this server basically lets you chat with some of the most famous SDV modders on here cause I was so shocked-
For me, the old "top modding trio" used to be:
- Pathos (still around, and still the top to me
- Entoarox (not really around I think? and hasn't done anything interesting for mods that I've seen in ages, but Advanced Location Loader was a pretty big deal back then)
- Routine / Platonymous (not really around)
Tbf this is genuinely a much healthier creator-consumer relationship than like the vast majority of fan communities
I do think Pathos is a very good candidate for that spot, though. What is working directly on Stardew if not hyper-modding?
the deep lore of stardew modding, huh 
And how Pathos technically didn't create SMAPI being the big one that gets people.
Oh? I didn’t know that lol
My (modding) life is a lie! XD
Rust mentioned
I know I have read who made it on his patreon but I forget
Tis a mystery
ClxS
or zoryn4163, both major contributors can't tell which was the original person
ah zoryn4163 was initial commit
Serenity
What are Examples of a Mod ID?
So much better than discord
the unique id field in their manifest
most people use AuthorName.ModName
Rust mentioned 
I have also done that too for so many people here XD (not to your wife though, that would be odd)
hey now I work directly on stardew too
(and so should you! the convention works best if everyone follows it)
And you're pretty well tied with Pathos in my mind for that spot!
I might've even done contract work before Pathos! (just not long term contract work)
Got it
Using the literal string "AuthorName.ModName"
And you make cool mods
Same here! But pathos is more ✨elusive and mysterious✨ so they get more mystique LOL
And do cool crimes.
Iconic tbh-
So what y'all are saying is pathos is top for things above board, and I'm top for the coding underworld
...Stardew modder alignment chart when?
You do it
Where does aethenorn fit
I was gonna make a unicode joke but pathos blocks unicode
Definitely the chaotic side
How do I spawn in a custom machine to see if it works?
debug fin
The only one I overlapped with is you
Lol
And I've also been effectively retired for 2+ years
alternatively use CJB Item Spawner
Sorry, you and Pathos
it, CJB Cheats and Lookup Anything (among others) are crucial debugger mods
where do I put this?
Failed parsing fin (FuzzyItemNamed) command: required index 1 (string itemId) not found (list has a single value at index 0)
this is what it tells me
you also need the item id
where would I input the item ID?
as the next argument after the command
debug fin itemid
(or just use CJB Item Spawner)
The Item's name is stone mill but its not in the CJB Item Spawner
hmm mayhaps you misspelled something or it's not added properly? either way try the command then
am I allowd to send content.json files though this server?
!json sure we do it all the time, but use this link
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.
is your second link the entire file?
if it is then it's formatted incorrectly; it needs to follow the format of content.json (an object with a Changes field, which is a list of changes that you want to make to the game data)
I'm testing that thing out rn
also if your first link is the entirety of your content.json file then you're not including the second file
is the second file the manifest.json?
the second file you posted above
Then wdym by I'm not including the Second File?
if you have a json file that's neither content.json nor manifest.json you need to use an Include action in the former to load it
ok after SOME trouble shooting I got to this issue
Ignored Humane Husbandry > Load BC sprite sheet: can't use the Target field with an Include patch
check the CP docs for how an Include action should look like
(on phone cant link it sry)
Update on the email to NexusMods about the "linking to NexusMods" part of the TOS: The responding support team member did not know which section of the TOS I was talking about and asked for the specific section.
And so the email chain continues
very cool and reassuring
i love when companies don't do communication on major contractual changes
Can anyone else link me to it?
I got a response!
now I don't know if I should trust the Modding Wiki at this point but how do I have the Content.json load in the Machine?
I might have missed it in the previous discussion, but is there a reason you are attempting to use an Include instead of keeping your changes in content.json?
Thats what another mod that I am using as Reference Did
It will work fine if done properly, but it might be adding needless complication if you aren't sure what you are doing.
Alright, well to explain what an Include is:
"FromFile": "assets/extrastuff.json"}```
in your content.json basically tells SMAPI/Content Patcher to act like the changes written inside "extrastuff.json" (anything inside that file's `"Changes": [ ... ]` section) has been added to the file in the space where you have that code block.
Following that example, if you didn't use the Action: Include code and just copy/pasted everything between the Changes: [ ] brackets from extrastuff.json into your content.json in between the [ ] for Changes, you'd get the exact same result.
I'm having an interesting mod conflict occur for an event mod I made and I'm curious about if there's a workaround for it. Some maps don't have an event file, so I loaded a blank.json into Data/Events/Blacksmith.
The problem is that there's another mod (that someone else is using) that is also doing the same thing, so there's a mod error message: [Content Patcher] Two content packs want to load the 'Data/Events/Blacksmith' asset with the 'Exclusive' priority (Lucikiel - Stardew Valley Expanded (SVE) Compatibility and Pelican Town Event Expansion). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.
I know I could trigger the event using the Town and change the map in the particular event, but I would prefer to keep the Blacksmith's as the location trigger.
Would changing the priority maybe make it work?
Yes, you will need to add your Priority so that you do not load blank.json if another already has. In your case, you'd likely want "Priority":"Low" on your patch so the other mod can overtake your blank.json
For best practice, it's probably better to never exclusively Load (make a Load without setting a priority) a file for a location that's not a brand new custom location made by your own mod.
I appreciate the help!
there seems to be an invisible tile in my map that blocks the path. is there any way to figure out which layer it is on? it's on a bridge if that information help. I can provide details later if this is too vague 
If it's blocking collision, odds are good that it's on the Buildings layer.
yes, the bridge tiles are on the buildings layer which i only have one of
Buildings layer cannot be walked through
that is just a function of the Buildings layer
the other bridge tiles are passable except for one of them. all of them have been set to passable = T so i'm not sure what the problem is
In order to make Buildings tiles passable, you need to put a TileData object with the "Passable" custom property on it.
You can add tiledata for Passable:T
Doublecheck your water tiles under the bridge and make sure none of them have Passable on them on the Back layer.
Passable on Back layer does the exact opposite of Passable on the Buildings layer, so if you used the wrong water tile, that can happen.
huh, didn't know that, adding it to the List of Things
good idea, I'll check! thanks!
Hi! Quick question I read on Reddit that there’s a list of modders that accept commissions for custom mods is the list still available sorry if I’m wrong btw 🥲
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
^ that one
Thank you:)
Okay I still can't get that specific tile to work :(
also the NPC won't walk around it either
you added that bridge, correct? it’s hard to tell where in the forest this is
can you open up your map, go to the tile sheet tab, then click the wrench button at the bottom right to open up the tile set editor
then click that tile and look at what properties it has
(this is not my map patch, just something for me to check coordinates)
it's on the buildings layer
and that's the water tile below on the back layer
(for reference, the properties screenshots are from the map patch file)
good luck void 
can i ask why you put it on the buildings layer?
is that how vanilla does it
i don’t have the map open
that's odd... someone had me renamed as MangusPixel on the comm page 
yeah, vanilla had the bridges on the buildings layer with the passable tile property
hellooo got a few dumb questions, what are the object layers for in tiled?
the pink ones? tiledata
That's pretty cool there's a page for commissions. All the love for artists and coders here and the work they do 
okay perfect, does every layer need one?
or just ones with interaction?
i am not sure
looking at the unpacked vanilla maps, every layer has a matching object layer so i kept it that way even if there's nothing on it
hmm i can't figure out why it wouldn't be passable if that's built into the tileset...
what's your patch mode?
i think editmap, let me check
will SDV object to groups in tiled?
if you didn't specify a patch mode then you just have the default
those are all
okay so nothing that would patch over you
you shouldn't have to do this, but can you try adding a TileData on the buildings layer with Passable T
yes, let me try
Question is there a flag that enables the farmer being visible again after they been warped inside the farmhouse?
I have Game1.displayFarmer = false: but for whatever reason the farmer is still visible
the game sets it to true in several places, but Game1.onFadeToBlackComplete() might be the issue after warps
the tile is still impassable for whatever reason, tried creating a new save file as well, no luck
When anyone has time to take a look, I'm trying to fix the mod compatibility for an animal mod so certain drops will be added only when a certain mod is installed. I tried adding in the "when" "hasmod" condition on the items themselves, but they still drop an error file whether or not the indicated mod is included: https://smapi.io/json/none/6880b46e08ab4a718dbbe13260213f07
NOTE: I'm aware the mods I'm testing mod compatibility with are outdated. I'm just using them for testing.
i’m stumped. if you want you can zip your mod for me to look at but i can’t promise i’ll find the issue
Idk if I'm allowed to share this here but I managed to compile a c# mod in a smartphone using GitHub CodeSpace
Log Info: SMAPI v4.3.2.1 - 1762347400 with SDV 1.6.15 build 24354 on Android Unix 33.0.0.0, with 10 C# mods and 5 content packs.
it'd help to see the error log too; I don't see anything obviously wrong with the json, at least
Thanks for ur help thats def it instantly found it in ilspy to double check if it was setting it to true again and it was. simple workaround i just gotta run it after the warp is finished and the fadetoblack has finishes
OH also does changing the opacity of layers in tiled work for SDV?
Unfortunately, nothing comes up in the error log. It's just that the cross-mod items will still drop as error items, even if the mod in question is removed. I'm trying to fix it so that if the mod isn't installed, the item in particular is ignored.
i would imagine not; better to adjust opacity in your png instead. but you can try it and find out
thank you, i just tried another thing but that didn't work either. give me a moment to send you the zip
that’s really cool!
thanks :)
your Whens are not in the right place
Oh, I see. The issue there is that your "When" conditions are inside the actual object; they can only be applied to an entire "Changes" entry, on the same level as Action/Target/Entries/etc. You'd need to use separate changes*, or turn the conditional parts into dynamic tokens or some such at least.
you can't put them inside the data of the patch
how would this allow me to have the Machine added to the items menu?
I was just explaining how the includes work, in case that was tripping you up! Your code earlier was trying to use a target with an Include action, which doesn't work.
Targets get used with Load, EditData, EditMap, or EditImage actions primarily. In this case, I believe you are using an EditData action?
Honey, no, you're here now, you're here. You're home, with your favorite fuzzies. Baby, please, come back to us....
- marmarru
well NOW the problem is that it can't make up its mind as its now giving me the error that Its expecting a comma while also saying that its A TRAILING COMMA EVEN THOUGH ITS NOT SUPPOSED TO HAVE A COMMA
I was thinking that so thank you for confirming 😩
I see, so I might have to resort to using Dynamic tokens then. Hmm
https://smapi.io/json/content-patcher/f0a322afec794f29a20809506d2244a1
here is the Stupid Script
🙃
its always the most over looked errors
it helps not to assume what it’s saying since it said nothing about commas and trying to figure it out from the words in the error you understand. it was mentioning line 22 and ends so I looked for closing brackets around line 22.
also you're targeting the wrong asset (for now)
Data/BigCraftables contain the data for the item, Data/Machines contain the machine rules, and for now you're editing the former
TargetField is another option, e.g. you could have the existing "change" with just base game items, then have separate changes for each mod that target the produce field & add entries to the list. There's a bit of a learning curve and setup either way, though.
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#target-field
(also this needs to be shared here)
