#making-mods-general
1 messages Β· Page 470 of 1
ok! goodie! i'll do some more testing and editting
hopefully there will be no issues ;w;
specifically Jelly, Pickles, Mead, Honey sprites should be fine, they are the ones explicitly mentioned in the perms section
I doubt you can use the sprites for Honeys and Jellies for Octopetalasο»Ώ, Honeys for Korea Blossom, they were made by someone else for the mod
ahh! yeah basically it's just the honey and mead icons im doin since the mod im making a pack for only touches meads
basically better honey meads just allow the said honey and mead to be recolored and priced according to the flower/fruit/source value
is there a list of the consequences of using the property to make a map a greenhouse/greenhouse like?
i'd like to have a map with some fruit trees bearing fruit all year round, and want to see if there's unwanted side effects
π€ i dont think there are? ex: ive turned a slime hutch into a greenhouse and nothing happened
i could grow crops
pretended my slimes fertilized them XD
i'm considering an outdoor map
i don't remember if island west uses greenhouse property or other hardcoding
Pretty sure it uses hardcoding? I have touched that map before and don't remember a greenhouse map property
ok! so if someone has info about possible side effects on using greenhouse property on outdoor map, feel free to ping me
or if i can achieve the same effect (fruit trees growing fruit all seasons) in another way π
tilled dirty will not decay in the location (unless you set the DirtDecayChange map property specifically)
jukeboxes will be usable
thanks! this is great to know
i can add the property (since i may have artifact spots)
i will say i dont claim to know that is ALL of the side effects though
just a couple i noticed when checking just now at a glance
also means flooring will never draw the winter version when placed there, whatever that entails
yeah i will have to test stuff, such is modder's life, but it's a start π
Ok So I got the Machine to actually LOAD INTO MY Mod but I can't put anything into it
did you edit Data/Machines
well the data file is meatmachine.json
does it have to specifically be Data/Machines or Data/Meatmachine?
post your code at smapi.io/json pls
and yes, Data/Machines
if you're following the wiki tutorial don't deviate from it pls
what you name your file has no bearing on its content
Well now its all named correctly
but it still wont take the wheat I tested
This is what Data/Machines has now
https://smapi.io/json/content-patcher/2fc4807ae3f74ade9bd06e635e3e3b5c
This looks more like a big craftable data than machine
I'm following it from The Tutorial on the WIki
yeah I was about to ask why did you fix it by deleting everything and paste in the big craftable data
I doubt wiki has that exactly like that but im on phone
you changed your Data/BigCraftables patch when you were supposed to change your Data/MeatMachine patch (into Data/Machines instead)
What you target and how matter a lot
to reiterate:
- your big craftable data is already correct
- your machine code's Target field is incorrect, but you fixed it by "fixing" the big craftable data instead of the machine data
change that back to Data/BigCraftables
go to bed cmon
that's the machine code, which as mentioned needs the target to be Data/Machines
Its in progress
to be clear, you need to have both a patch targeting Data/BigCraftables to add the machine item, and another patch targeting Data/Machines to add the machine behaviours/rules
the two are not interchangeable
well I gotta have dinner soon so Ill be back
fondue emoji, this world amazes me
its really quite something sometimes to look at what emoji proposals have been accepted and which have been denied
Wait hang on fondue is a regular none discord emoji?
yes, fondue is in the unicode consortiums emoji spec
I thought it was something made for Love of Cooking or Cornicopia, wow
has been since 2018
What a specific emoji to be made
im a fan of this recently accepted proposal myself
you're thinking of :love_hotel:
one day we'll get crying_laughing_eye_open
anyone is free to submit a proposal
with enough collaboration, one could even submit a stardew specific emoji proposal
certainly to be denied, but you could
I mean, Love of cooking in a Love hotel is a tad different to what I thought the mod was about
(this unicode emoji proposal is absolutely the last place i expected to spot sailor moon)
this is wonderful
would you believe its not even the first time ive seen sailor moon in a unicode emoji proposal?
We need an announcement in #bulletin-board to get a stardew emoji in
do you.. often look at unicode emoji proposals
("why have you seen multiple proposals?" sometimes you get bored)
at one point i was curious how emojis are decided on and looked into it
you can see every proposal ever made and its status
???? ?? ? ??
this was me but top level cctld proposals
wHY
my question is why does the watermelon so big
i am... confused
somehow i imagined that was the case. but it doesn't stop me from getting lost
Demetriums could be an emoji
did you read my mind
if only demetriums were as comparably popular as elephants
..hm.
consider the following
thats... oddly coincidental
the process is that "you submit a proposal, the council decides whether 1. there's a super specific geographical region they can assign this tld to, or 2. if it's a trademark, whether it belongs to a giga big tech company they can't afford to deny, and then accept/reject your proposal based on that"
I thought the were the same number in my sleepy state, I was a tad confused
i didnt realize anyone could submit tld proposals either but i suppose that makes sense. i wonder if they have an elephants clause
(also sorry junimos ill take the off topic blame this time oopsie)
popularity of .berry domains: 0
popularity of .elephants domains: also 0
oh this isn't programming chat
someone could make a unicode emoji support mod though
basically if you want to propose .cool domains your chance of it being accepted goes up by 900% if there's a village named EcoolΓ© in the Champagne region of France
i would unironically love it if i did something in game and an NPC reacted with the crying with eyes open laughter emoji
yessss
we need an updated emote framework cough cough
we just need a proper custom emoji framework that is updated and works
jinx lol
some kind of standard consortium
Ferngill Consortium of Emotions
Perfect
hmm the name should be an acronym that's a word
So who's volunterring to make this?
an emote framework isnt exactly difficult
NOT ME I CAN'T CODE
anyone else i beg you
If I knew how to make C# work with SDV I would
i'll make some emotes
its entered my mind before but ive always thought of it as one of those things where people say itd be good, but then when its out theyd go "well i dont really want another dependency..."
i'm chill with dependencies!!

"how can i do [specific thing?]"
"you need [framework]"
"oh... well i dont want an entire dependency just for the exact thing i wanted to do..."
i actually already have some emotes i made-
I'm just confused
so the Machines.json in the Machines folder needs to Target Data/Machines?
I try to not have many deps if it's not needed, but if it's something I want I will add away
People need to embrace dependency for things they wanna do
otherwise nobody will ever do the thing you wanna do!
easier wished for than done
like omg just make it an optional dependency
it's not hard!
even optional dependencies make it hard for a framework to gain traction, though
theyre better, for sure, but still
it doesn't matter what the file name is, what's important is that
- you have a code block that edits Data/BigCraftables that adds your item into the game
- you have another code block that edits Data/Machines that defines how it processes inputs into outputs
and use those names exactly
why do frameworks need to gain trigger actions?
pretty please i beg you
im glad blueberry is finally admitting they like the use of the word traction for trigger actions
Double down. Have it required. I wanted to do this, you want my mod? you get the dependency.
oh no, this is a protest πββοΈ
I think the only optional dependacies I've used are for when two frameworks do the same thing, i.e. spacecore and calcifer for cat overrides, or if I'm patching something so my mod loads after
New quote added by head_in_the_cl0uds as #6749 (https://discordapp.com/channels/137344473976799233/156109690059751424/1439415914570453042)
how exactly does a C# mod make themselves a required dependency
caveat: I don't know crap about C# LOL
i mean you can, it just also won't load
(I have to go somewhere now feel free to ask for help from one of the other 5 chatters kthxbye)
It was never stated it would work
a content pack can choose to make a C# mod a required dependency. a framework cannot reasonably force a content pack to make it required in the manifest, though
I'm not saying to do that though
unless you make your own contentpack format ofc
I'm saying someone who makes a mod and wants to do something that needs a framework should just set the framework required and go about their business
..that's a thing-
oh. well, yeah, but thats the thing, a non-insignificant number of modders dont wanna do that lol
Gunna make my own contentpack format and it will just be emojis (Full circle!)
content patcher is just a specific type of content pack framework. fashion sense is another one, as is Alternative Textures, etc
of course, content pack frameworks are just regular c# mods that use the content pack api via SMAPI
yeah I'm just wishing they would! Because stuff's just not gonna get made if people don't make it.
huh
but given the flexibility and documentation of CP it's generally just preferred to make content packs for that instead
im gonna have my own content pack framework in the future too, even!
but only because its kind of required
otherwise, yeah, what berryblue said
ahem
raised garden beds used to have its own content pack format before 1.6, but since it was less usable than CP i just folded it into that instead
ooo a cinnamon scroll emote
really the only reason to make a new content pack format nowadays is if you need direct access to the files or you need the data right at gamelaunch or earlier
(there is quite a lot to creating a proposal)
i know i tried before-
π₯ π theres a few swirls already
fish cake..
MORE
fish cake??
ye i think it is supposed to be some sort of cake?
Yep! it's japanese
spiral icing my fish cake
the this emoji π₯
certainly not a fish cake we get in the UK
Google Oh I see
it tastes very fishy, not a fan of it myself
(it's worth keeping in mind that a lot of the unusual, specific, or unrecognisable emoji are japanese, given they sort of came up with the concept)
it's like a cinnamon roll but fish and not cinnamon
so the spiral is stuff inside and it's rolled up, I was imagining icing
can't believe a fish cake tastes fishy
ikr, unheard of
I'm shocked
I need to make a quick last minute add to cornucopia for a fish flavored icing cake
how innovative
fish icing...
YES
ty recent emojis, wasn't a jumpscare at all
i mean bacon cake is a thing
AA
lord what have we done. we're back on the emoji
tis the circle of life
apropos of nothing at all, are emotes only used in like.... events? and when you shoot them with a slingshot
I think so?
and with custom triggers
ignoring anything custom for the time being
I guess multiplayer too given you can select them
i think when you drink mayo or go through trash too?
NPCs will use the
emote when blocked by the player, and use other emotes when accepting/rejecting gifts, being kissed by the player, ..
i was just looking at the code for the old emote framework and wondering why it was checking dialogue
yeah, it added built-in emotes to dialog
oh, you said it so confidently i just assumed you used it 
LOL sorry
Confidence is key
I copy and pasted the EXACT things into the Files and I didnt change ANY names
Yet the stupid machine still refused to take the Stupid wheat
(ok im back)
post your code again please
you accidentally posted your Data/BigCraftables twice (the first link is incorrect)
https://smapi.io/json/content-patcher/f62b963a69e745c0b934fa64d9480798
heres the correct link
you didn't include the machines file
just the big craftables file
you need another entry to Include the machines file
so like drag the StoneMill.json to the Data Folder?!
doesn't matter where it is, as long as you point to the correct path in the Include section
so sure, if it makes it easier for you
your own folder structure is completely up to you and has no bearing on your assets when they're in the game; all you need to do is make sure your FromFile values match the folder structure and filenames
tbh I recommend just putting everything in one file for now, however do you feel confident doing so without messing things up
unlike your Target values, which must follow conventions used by the game
I'll keep testing things out
so like the Target should match StoneMill?!
the FromFile points to the machine file
do you see the second entry that says "load from "data/BigCraftables.json""
make a new entry just like that in your content.json, just change the filename to point to wherever your machines file is
and don't forget the comma separating the two of them
It works...
I dont know WHY another mod I was using as Reference did it a different way
there are many ways you can do things; as mentioned by blueberry your folder structure is all up to you
hm, should I add the achievement IDs to the achievement wiki page?
wdym the achievement ids
like the ID the achievement has in the game that can be used in dialog topics
thats already visible in the raw data no?
just the numbers here
yeah thats on the page
oh it is?
It's in the raw data dropdown
I don't see anything, but i miss a lot of things in plain sight
OH
okay thanks aba 
i was looking at the non-modding page lol
no need for modding information on a non-modding page
i'm trying to make a configschema that will automatically adjust to use simplefoliage as the retexture value if that mod is installed alongside mine. everything looks to work as it should if i manually select it, but it doesn't change from the default value of vanilla automatically. if anyone would be up for having a look at my configschema, i'd be grateful!
!json please always upload long jsons to the validator
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.
give me a minute to do that - my bad!
no worries!
have you restarted the game since adding the dynamic tokens and did you enter a save/sleep a day after changing the config? (unless the config was already set to Simple Foliage when you launched maybe? (im not actually too sure how UI mods deal with the title screen and token readiness and etc etc))
((not that im saying you're rexturing the title just that i dont know if you still need to enter a save or w/e to ready the dynamic token in that case))
yup! i just had a thought though. is it because the following:
"Name": "Retexture",
"Value": "simplefoliage",
"When": {
"HasMod": "Az.Foliage",
"Retexture Selection": "Simple Foliage"
}
}```
is being read as "has simple foliage mod AND retexture selection = simple foliage"? i'd want it to be read as "has simple foliage mod OR retexture selection = simple foliage". is there a way to do that?
yeah, both of those When conditions need to be true
ah, i see! can i do an "or" argument, or do i need to do:
"Name": "Retexture",
"Value": "simplefoliage",
"When": {
"HasMod": "Az.Foliage"
}
},
{
"Name": "Retexture",
"Value": "simplefoliage",
"When": {
"Retexture Selection": "Simple Foliage"
}
}```
you can try a Merge token:
"When": {
"Merge: {{HasMod |contains=Az.Foliage}}, {{Retexture Selection |contains=Simple Foliage}}": "true"
}
your way would also work
this sounds like what i was hoping for. i'll try that, thank you! saves me space

if a content pack needs a tileset, do you just put it in assets?
A content pack is unlikely to need a tileset (which is a .tsx file for maps). Are you meaning a tilesheet (a .png file)?
Either way, the convention is to have an assets folder and to put assets like maps and images in there, but you don't have to.
technically you can put it wherever... it just needs to be in the same location as the FromFile in your json
yes, a tilesheet
so if you write it as "assets/myimage.png" inside your mod folder you need to have an assets folder where your image is
Im checking the smapi log and figuring out the error, so hopefully it works.
okay it worked
does smapi have an isinternalasset thing
what situation are you in where you act differently depending on whether or not its an internal asset
there is ContentCoordinator.TryParseManagedAssetKey however it aint publicly available
i might be forgetting an obvious one somewhere else
oh theres also ContentCoordinator.IsManagedAssetKey() (also not public sinc its ContentCoordinate thats internal) but that literally just checks if the key starts with the SMAPI prefix so.. you can just check that too
I'm having issues with a mod I made, it replaces the vanilla portraits with different type, CP sees my mod but for some reason it loads the vanilla portraits instead,
[20:20:34 TRACE SMAPI] Content Patcher loaded asset 'Portraits/Lunna' (for the 'Lunna - Astray in StardewValley' content pack).
the relevant code can be found here: https://github.com/dancoe77/007-Stardew-Valley-Mods/blob/49d7bfc58b66ced3191b80e667239df4813dcaaf/[CP] Alternate_Portraits_for_Lunna_and_Raphael/content.json#L109
if someone could look at my code and tell me what I'm doing wrong that would be amazing, and thanks in advance, π
[20:19:56 INFO SMAPI] Alternate Portraits for Lunna and Raphael 1.0.3 by dancoe77 | for Content Patcher | Replaces Lunna's and Raphael's portraits with a different style
and thanks, π«Ά
or maybe point me in the right direction? That would be cool too, π
!log Can you share your log too please? Make sure you've loaded into a save and talked to Lunna in the game session the log is for
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.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 35 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I did talk to her, π
and I used developer SMAPI
Thank you. Unfortunately it looks like your mod is doing nothing at all. Can you hop back in game (if you got out), talk to Lunna again, and then copy patch summary full dancoe77.AlternatePortraitsLunnaRaphael into your SMAPI console and then send me a link to that log?
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 35 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Thanks. Okay so your Lunna_Winter edit is ready to be applied, but it doesn't look like the original Lunna mod gives her a Portraits/Lunna_Winter asset so there's nothing for your mod to edit.
You do not have to guess, you can just open Lunna's files and check
on the original mod, thanks for that, π«Ά
@vernal crest thanks for the help that was it, there are no _Winter assets for any of the characters
https://pastebin.com/vq2fkghw i'm having trouble constructing an instance of Game1.activeClickableMenu. i copied this and the related functions from the luau code, but i'm confused why clickToAddItemToBonfire on line 119 is saying it needs parameters. i copied this directly from the luau soup menu, which doesn't pass anything in
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
try making clickToAddItemToBonfire static
that fixes line 119, but now i can't use this in clickToAddItemToBonfire
of course you would need to make addItemToBonfire static too and remove the this reference
i see i see
actually why clickToAddItemToBonfire just calls addItemToBonfire with the same arguments anyway, you can probably just remove the middleman
this is used for non-static instances of things because it refers to itself as a singular instance of whatever type it is
a static thing is, well, static, meaning there is only one of that kind of thing across the entire application, so there is no "this"
so like it doesn't need to distinguish between multiple copies of whatever the method is?
a non-static Cat class for example would mean calling this in one of the functions refers to that specific cat, whichever one is invoking the function
but a static function within the Cat class is exactly the same for all cats
it doesnt apply to individual cats
i think i get it
so another error on line 119, the this at the end, is an issue because activeClickableMenu is static? but then why does vanilla code put this at the end?
FestivalOffering is static
in the vanilla code, there is an implicit this in front
in Event.checkAction i mean
hmm okay
Event.checkAction is not static. all the code running inside that function is confined to the context of that specific event instance
and so is clickToAddItemToLuauSoup
it knows that when it is saying it wants to use clickToAddItemToLuauSoup, that it wants to use its clickToAddItemToLuauSoup
so then is the solution to make FestivalOffering not static, or to remove the this at the end because it's unnecessary?
im not sure what end you mean
the last parameter in ItemGrabMenu
it's an overload and tbh i'm not entirely sure what it's doing
oh. yeah, you cant do that inside a static function because the idea of a "this" doesnt mean anything when this function, due to being static, is shared across every hypothetical ModEntry
makes sense
you can remove the this; it's for the class to know which object is responsible for the item grab menu, and its one usage so far is draw the junimo harvest toggle button if it's called by a JunimoHut
lmao yeah don't need that
its used for chests and furnitures
oh that does make sense, i saw it being called there when i was looking
though im realizing you might just mean "this is the only result that changes" not "this is the only case that uses it"
the actual context field on the menu instance is also used though, its not solely checked in the constructor
ah yeah it's the one usage in the class itself; there's a bunch of scattered usages as well
s/its one usage/one of its usage
if (this is ItemGrabMenu grabMenu && grabMenu.context is LibraryMuseum)
{
drop_direction = 2;
}
would love to know the justification here
this is in DropHeldItem()
why does it need to drop in the 2 direction specifically in the museum
uh 2 is down, so it's to make sure the item doesn't fall in Gunther's direction?
lol
doesnt do that for mr snails hut tho
i never wear one of those
not even an iridium band? how do you navigate at night 
two coffee thieving rings or bust
ah but consider: java ring merged with a band
two burglars ring dont stack iirc
darn if I was an ECE major I would be very offended
I'm a nerd 
https://smapi.io/log/1bcb7c001dd64d6498eb3077ebb61608 what did i do 
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 0 C# mods and 0 content packs.
is it a stardrop issue? (still on my part i mean)
I get that when I break my symlinks
So if C:\Users\nbeym\AppData\Roaming\Stardrop\Data\Selected Mods\VeilFestival is not a valid path anymore because you changed your mod folder name or where it was located or something and maybe didn't refresh your mods list in Stardrop that might've caused it
i rebuilt the project and i noticed it moved outside the subfolder, so maybe that was it. i deleted the old copy from the subfolder and just now restarted stardrop so i'll see if that fixes it i guess
okay yeah loading like normal phew
thanks
is my C# mod even loading? https://smapi.io/log/8a70ad90c03846d6a8f9ef4b6a0339ab?Levels=trace~debug~info~warn~error~alert~critical&Filter=veil i tried to put Console.WriteLine in there to debug but i'm not seeing anything at all happen
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
No worries. I was very confused the first time I did it but now I've done it so many times I know immediately what to look for lol
yeah lol i was like how did i possibly break the game so bad with my 1-method mod...
I'm not good with the language but what event did you put your console write line in? (Like asset requested or button press or whatever) Has that event happened?
i put it a bunch of places, but the first one that i think should be called is here:
{
GameLocation.RegisterTileAction("handwrittenhello.VF_Offering", FestivalOffering);
Console.WriteLine("Successfully registered tile action FestivalOffering");
}```
did you actually look in the console, or did you just look at the log? you're not using SMAPI's logger.
you have a Monitor in your helper
use that to log
yeah i was looking in the SMAPI console
try using the Monitor then and not Console
there is, but your mod aint gonna be initialized a second time
oh that makes sense yeah
SMAPI and the game can only launch once so if you're redoing something that happens when your mod loads or the game is launched then you need to restart
!reload otherwise there's hot reload
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
okay Monitor.Log worked, thank you
so it's registering the tile action but nothing happens when i use it 
i need to get ready for bed but here's the code as is https://pastebin.com/dtv1K5pV
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
when i do this for the gunther mod, he still won't say everything else thats included in the dialogue file idk why :(
earlier i was told [] is optional, <> is required, so i thought maybe it would work
removing it doesnt work either
they were probably referring to on the wiki that's what those symbols mean
they said to use it earlier i think ? iirc
no, when i wrote [...] i meant it in the citation style "theres more stuff here but im omitting it for brevity" way
as in, i didnt want to write out the whole rest of the dialogue when just showing an example of how to do something
not stupid!
i have to copy paste all of the dialogue for each line with the GMNT then ?
I have a question nightowl plus has a bug were you not teleported back to were you were
And it seems to be connected to any update of sampi after 4.2
Any idea how to go on to patch that bug yourlsef?
(bug has not been patched since june this year)
if the mod's open source then you can patch and recompile yourself
if it's not then π€·
How do i know it open source?
usually the author links the source code in the description somewhere
doesn't seem like that's the case unfortunately
the author is on here, but hasnt been active for nearly a year
Yeaaa thats why i wonder if i could have done it myself π
the best way to check is via https://mods.smapi.io and clicking show advanced info and options
so i added the rest of the dialogue, and now it shows this but doesnt say anything afterwards,,,,,,,,,,,
"Target": "Characters/Dialogue/Gunther",
"Entries":{
"Fri": "Happy Friday, {{Hana.GNMTokens/Title}} @! Though I suppose the weekend is all the same to a farmer, isnβt it?^Happy Friday, {{Hana.GNMTokens/Title}} @! Though I suppose the weekend is all the same to a farmer, isnβt it?#$b#Do you have any weekend plans?#$e#Well that sounds lovely all the same.",
}
},```
OH
the duplicate text hold onnnnnn
me when i cant read
ouh god what this mean
im looking line 142 but cant see anything ?
OH NEVERMIND
reading english is hard
how do you find the current dialogue for a character
wait did you make the mod for making gunther real?
omg
i love that one
no i didnt ahjsfjhas i am editing it to have GMNT
so it can have custom pronouns/titles
:)
oh ok
@lucid iron hye chu im struggling to get my animal shop menu opening again
i used the same code i had from before but its not opening up the option menu to choose between pets and farmanimals
What's the context?
i did end up finding it but im basically making a mod to replace a character with a different one
this is super interesting icl
in general, how are mods updated between game versions?
That depends on what changes between the game version. Some mods don't need to be changed at all so they aren't updated. Sometimes the data asset format changes so the mod needs rewriting to put the same information into the new format. For C# mods, sometimes the methods get renamed or changed so the mod needs to be changed to use the new name or use dfferent methods. Sometimes the asset/code/mechanic the mod targets gets removed so the mod just can't be updated at all.
ahhh
in smapi theres also a compatibility layer where smapi will do best effort attempts to automatically rewrite C# mods to point to the correct thing though not all changes are viable to be automatically rewritten at runtime.
and content patcher for major updates (like 1.6) also has its own system to attempt to automatically fix old content packs by pretending to be the old world, let the patches run, figure out what it changed and apply the modern equivilent to the real asset
That's a question for #modded-stardew. This channel is for stuff to do with making mods :)
ah, apologies! didnt see that channel
No problem :)
I was also looking into supporting RTL as a feature in DDFC
but I'd like to hear from you if you already have a working solution 
displaying it properly is one thing, but keeping compatibility with other mods is another
is anyone familiar with making pet shop and farm animal shop combo shops with livestock baazar? im struggling figuring out why my shop isnt working correctly
For pet shop use the normal OpenShop tile action
Do you want it to be a dialogue with both animal and pet shops?
i just wanna get the shop to open
I want it that way
i have the code from the original way we did it and its just not working anymore
The thing doesn't look wrong at a glance but let's try some debugging steps
Try this console command
lb-shop youractualmodid_TillysAnimalPhone
If that doesn't work then
debug shop youractualmodid_TillysAnimalPhone
the animal shop pops up for buying farm animals when doingthe first command
the second command makes the pet adoption shop open
Ok so both of these shops work
but when clicking normal its just the farm animal shop
just to state im on the alpha
Can you try using the ShopId field instead
Had an idea for a Stardew Valley Tech mod, broken into like, 3 different parts
Electricity: add new farm buildings that generate electricity
-Power Grids: place some power poles around your farm, they will connect to any workstation that requires electricity
-New workbench: Electric Arc Furnace, uses electricity to melt ores into ingots faster, no fuel required!
-New workbench: Battery charger, creates batteries when powered
-Solar panels and Lightning rods can be added to a power grid as power sources, powering up to two workstations
-Generators are a type of farm building that generates electricity, they come in 3 flavors
==Steam engines need to be placed near a source of water and fueled with coal or wood, can power up to 30 work stations/buildings
==Wind turbines generate electricity passively, are cheaper than coal generators, and look nice, but can only power up to 15 work stations
==Radioisotope Thermoelectric Generators (RTG) can power 50 work stations and use heat generated from radioactive decay, they require radioactive bars when being built, but produce electricity passively
-Eletric mill: itβs a mill, does mill things but faster
Trains:
-Railroads can be placed like paths and allow agricultural trains to run on your farm
-trains require a locomotive to run, coming in both steam and electric varieties, and can pull carts that can do anything from moving chests to automatic watering, plus it looks cool
Power tools: to keep this short and sweet, power tools are alternatives to your standard tools, they use batteries instead of stamina to do work
-Jackhammers do pickaxe stuff
-Chainsaws do axe stuff
-Weed wackers do scythe stuff
-Cultivators do hoe stuff
-Water hoses do watering can stuff, but requires a spigot to work
Idk this mod idea is about farm infrastructure, a more industrial approach to some things in Stardew
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaβmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Oh shit did not know that existed
mushymato.LivestockBazaar_Shop
this one?
Oh you know if ur on a testing save
And didn't unlock pets at marnie's yet
Then you also don't get PetShopId shops everywhere else
i have a mod idea, artisan goods sprite replacement framework
Nothing stop u from just using the ShopId tho
wait a min i am so silly
now it works
hmm
i forgot pets a unlockable thing
speaking of animal bazaar
So ye it's just up to u if u wanna lock shop behind the normal extra pet
i want to add vanilla animals to the shop of my vendor, i'm not just sure of the best way
(not all animals, just some chickens/duck)
You can tag the with custom field
yes but hmm, i want to edit just the custom fields
This is void chicken so i do also specify marnie's, you won't have to do that
You can target field down them
yes
targetfield Chicken CustomFields
yes
{
"LogName": "Animal Products",
"Action": "EditData",
"Target": "Data/FarmAnimals",
"TargetField": [
"White Chicken",
"CustomFields"
],
"Entries": {
"mushymato.LivestockBazaar/BuyFrom.{{ModId}}_MoiraAnimalShop": true,
},
},
my issue is : do i list them like this
or do i need a "Lumisteria.MtVapius_BundleBonusVoidFeather": { "Id": "Lumisteria.MtVapius_BundleBonusVoidFeather", "MinimumFriendship": 0, "ItemId": "Lumisteria.MtVapius_VoidFeather", "Condition": "RANDOM .07, PLAYER_HAS_MAIL Any DLX.Bundles.Lumisteria.MtVapius_FarmingBundle03, PLAYER_HAS_MAIL Any DLX.Bundles.Lumisteria.MtVapius_FarmingBundle04", },
"id":"mystuff" format?
ok
thanks, that was the part i was unsure about, if i needed to open the id so to speak
Yeah specifically CustomFields is a string string dict
(i know how to target specific fields thanks to my abilities in copy paste, it's more about the specific format INSIDE the field itself that i struggle with sometimes)
So you are editing something just like the dialogue assets for example
thanks π
(it annoyed me that i couldn't buy animals yet at my own stand because i don't have upgraded coop yet, so i will obtain chickens with a discount!!)
yes, it's why i want to have chickens as a way to make the shop useful in the meantime
so players can get used to interact with it and rewarded to have it even if they don't have access to the other animals
OKI then now that I FINALLY Got it Figured out how do I set up the output item in the sense that ANY Type of Chicken Egg will produce Chicken Breast?
Is this a cooking recipe
No
Its a machine where If I put in Any Kind of Chicken Egg (Brown or White Egg, Large Brown or White Egg, Void Egg, etc) they ALL give me Chicken Breast?
If eggs have context tags there's a required tags field
what is the Format for Using SMAPI Command Prompt to get Vanilla Items?
player_add <I:item ID> [I:count] [I:quality] the counts and quality are numbers, and both are optional,
I tried this but it keeps saying that It doesnt recgonize any of the Ids
it takes qualified IDs aswell, so (O)174 is a large egg
if you want an easier method if you prefer a GUI, the CJB item spawner mod may be of use to you
If you share what you're entering we can tell what's wrong too
too late I closed out and I don't rmember how I put it in
This is just an FYI for future rather than pressure to do it now, but you can still find out what you did by going to check your log
hi guys
idk if i made my mod properly
like i dont want to run it cuz in scared its gonna break my thing
!json you can use the json parser to see if it mentions any issues, its also the best way to share the contents of your mod here for debugging and help
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.
the first link is the right one
Context about what you are trying to do also helps
You can make a test save so it won't wreck any saves and you wouldn't be able to permanently break the game
My first fully functioning c# mod
Oh u should probably commit the other bits of project like sln and csproj
If u lose those it'll be annoying to compile
i dont have any contetn yet
idk if its anything good
basically im making a mod that changes wizard to a new OC im thinking of
ok whats wrong with my manifest
is it not gonna break my current save too
!saves
Use this guide if you want to find your save file or transfer it between platforms:
https://stardewvalleywiki.com/Saves.
Back up ur save file if worry
Only if a) you have something in there that could break a save, b) you loaded your current save with your mod enabled and C) you saved your current save after loading it. All three of those conditions would need to be present for your mod to break your current save and you're just making a mod that edits an NPC so it's incredibly unlikely.
Plus as Chu said you can back it up.
Nothing's wrong with it you just had the validator set to the wrong type. https://smapi.io/json/manifest/b52eca9cad5c40bca04221d14082a14d
hellooo i am back with more coding qualms
so, i wanna edit the forest map right beneath the sewer
BUT
that would include editing the Forest-SewerClean thing and I can't find that in data/locations
is it hardcoded??
Not every map file is a location
Oh?
Part of the renovations are hardcoded though
hmm okay
You can probably just edit the forest-sewerclean map
Hm I wanna edit both though, so maybe start with my edits on a cropped version on the forest map and then do that ToArea thing and THEN do the same edits to the forest-sewerclean map?
can't you just do a conditional patch that checks if the cleanup's been done yet?
and base the before version on the map as it is, the after version on the cleaned up one
Wait, could you clarify?
Well I know Ayeisha has an event conditional on the trash bear being done, so there must be a mail flag. You can check for the mail flag
or a world state flag or something
..i'm still lost sorry
okay
actually, found examples: Endwyr's Dusty NPC edits Dusty's house when the trash bear goes by, right? Dusty's doghouse doesn't have a location, but it still has a map. It does this:
"Action": "EditMap",
"Target": "Maps/Town-DogHouse",
"FromFile": "assets/Maps/Town-DogHouse.tmx",
"FromArea": {
"X": 2,
"Y": 2,
"Width": 1,
"Height": 4
},
"ToArea": {
"X": 2,
"Y": 2,
"Width": 1,
"Height": 4
}
},```
So you do your "before" version on the before map and the after version, edit to the target of Maps/Forest-SewerClean like this one does to Maps/Town-DogHouse
that make sense? I figure things out better with examples, so I went to dig one up
Okay
Thank you so much :)
I think I got it
Might still ask for more help later though lol
does anyone have tips for troubleshooting a C# mod? iβm encountering an issue where it loads fine and i have no errors in my log but nothing is happening, and iβm at a loss for what to do next
even with trace on i canβt see anything exciting
-# sadly can't help but good luck with the c# stuffs!
have you tried running debugger
no idk what that is, a mod?
how do i call Monitor.Log inside of a static method? i can call it fine in my Entry
how u do it depends on the IDE
iβm using VS, iβll look it up
just make a static instance to store the monitor on
its fine here cus you can generally assume that your ModEntry is only ever initialized one time
For someone who has completely forgotten how Tiled works (I used it like 5 years ago), how long would it take me (roughly) to re-learn how to remove these bushes/trees that are part of the background of this map?
Related: Please help.
It's 2:30 am and I'm adding this ForagePicked trigger action to my mod because i told button i would do it if it was added before my mod was released
The things we do for mod-friendship
button is literally delaying my mod release, everyone
oh i cant customize HoldUpItem message
meh
#making-mods-general message try installing iro's tiled extension; otherwise you'll need to copy the map to a workspace folder along with all of the tilesheets and then work on it from there
removing the trees and bushes won't take long at all; either they're on the paths layer, in which case you remove the paths icon and then run something like regenerate terrain features, or they're just tiles, in which case you can just erase them
Thanks! I'll look into that extension
helloo how can one search for mail flags?
in what way
in what sense? ones existing on a save, or possible mail flags in general?
first would be a patch summary full, or a debug gq if you want to check a specific one quickly
second would not be realistic
oh, i wanna know the ID for the trash bear fixing the trash
unlike other things, mail flags donβt exist until set, so the game doesnβt know what might be set in the future
there's a non-exhaustive list on the modding wiki i think
or just a 'has the trash bear done the trash-bear-ing' thing
ooh okay, thank you!
you can also try has seen event (whatever the trash bear event is)
if you can't find it i mean
can't find it :(
searched both and didn't find anything 
doesn't have one
oh?
Hang on I have the trash bear thing somewhere
ah damn
There's a flag, I think
thanks!!
gotchaa it wasn't on the wiki's list
OH and another thing for later, is that thing where you toss an ancient doll into the lava lake hardcoded?
trashBearDone - it's a world state ID
i have ideas 
tysm!!!
That's why it's not in mail flags, it's a world state ID
Ayeisha uses it to trigger an event that cleans up trash on her van map
Ayeisha's a mail delivery person
I got that event for the first time like a week ago so good timing
these are the maps! I was able to set it up so it shouldn't overlap with the sewer thing at all, though some future edits will
So I made a vs code extension that auto loads the cp and Smapi manifest schema, and a schema I made for unlockable bundles based off it's documentation page. I will add more schema to it if anyone knows of any out there, or if I get the time to create them off of documentation pages. if you notice any issues, let me know -
https://marketplace.visualstudio.com/items?itemName=BSavage81.stardew-modding-schema
question regarding defining event conditions. I want there to be an event that plays as soon as somebody adds the mod to their game and enters the forest to introduce the npc, regardless of heart level. is the way I used the GSQ correct?
!json The first link is the best way to share your mods code, it helps us read it and see if theres anything majorly wrong at a quick glance!
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.
you donβt even need any event preconditions
without any preconditions itβll trigger as soon as the player walks into the forest
I see! So when the event is set in the forest and I don't define any preconditions, it'll trigger just fine? Did I get this right? Just started with event scripting so sorry for asking so much stuff again
yep, preconditions prevent events from triggering until theyβre met
βyou must open floodgate A, B and not C for this to happenβ
does it have a static copy of the schemas or does it get up to date ones from the smapi website? they do get updated occasionally
content patcher and smapi are from pathos' links
I made the schema for unlockable bundle myself, so it is static
(note that 0 preconditions would still have a single / in the key)
By the way you don't need to make your event IDs numbers. They can (and ideally should) be descriptive strings like {{ModId}}_FirstMeeting etc
ah, thanks for the info! I mostly saw numbers in the tutorials and other mods I looked at for reference, but using descriptive things will make this much easier
Hey guys! I'm new around here, I'm adventuring into the mod-making world and I'm having a couple issues when doing maps, was wondering if someone could help me out? The main problem is with the warps, I can't find out how to change the warp point when editing a map such as the greenhouse or the farm house interior, I've tried a lot of things but it still warps me somewhere else. The other question is about the fridge inside the houses, I know nothing about programming, so it's probably why I can't figure it out, but I don't know how to make it functional and not just a tile, same with benches or chairs.
when you say warp point, do you mean where you warp to when you leave, or where you end up when you enter?
For example inside the farmhouse, I mean the coordinates where you have to step to leave the inside to go to the outside
another question that popped up when i actually wanted to test my event. I saw another mod use "IsOddYear" as condition for festival settings in Y1 and Y2 each. Smapi says it's not a valid token, where would I have to define it?
its their own dynamic token
Could you (or anyone else) help me locate iro's tiled extension please? I've been searching.
For example in this edit i'm working on of the first farm house, the warp point is set in the red square even if I changed the coordinates in Tiled, to the blue-square's ones. I tried changing it from the content.json and it didn't work either
No worries :) would you be up to sending me the links for the tutorials you were looking at? If they were on the modding wiki I should be able to update them
I just forwarded the instructions and here is a link to a message in the thread. If you look in the pins you will see the actual file itself is in a pinned message. Sorry for such an awkward way of doing it - I'm on mobile and it refused to let me link to the thread. #1399862293331972246 message
Thank you, I appreciate it!
this one in particular had it, but then again the ID was a date. there's also a reference to this which is super old but good for getting the basics down. I suppose just stating to add a descriptive string in the wikipage would be helpful to avoid confusion :)
Last edited by AtlasVBot on 2025-09-13 18:56:22
In the SMC server, we had a team competition called SMC's Funniest Home Skits to write up some humorous dialog for an event. This is the detailed breakdown of the event script used in the competition!
CUSTOM EVENT GUIDE
by Siv
Hello! I'm Siv, maker of Siv's Marriage Mod. This guide is meant to help anybody make custom events for their game. If you...
Okay yeah I'll update the wiki one, thanks. The forum one is one million years old and I have no access to it so that one will just have to stay as a "be aware of how old it is and use the official wiki to check what's changed" thing lol
yeah, i figured the forum thing haha! those very small things might be obvious if you've been making mods or have been coding for a while, but for people who are doing that for the first time (like me lol) it might be a bit confusing, so thanks!
@brittle pasture can i put multiple feed option ones one custom trough? like have it where you can place bugmet or corn
not yet currently
and I can't promise I'll implement that in the near future π for now what you can do is have a "animal feed" item that you can craft from either of them, like what I do with Chicken Feed
@vernal crest Thanks again, got it all working after figuring out unpacking etc. Will need to play around with Tiled for a bit, but I think I'll figure it out.
@_@ was wondering why something was doing like double the damage I thought it should be doing...
int finalDamage = (int)((ammoDamage + Game1.random.Next(-(ammoDamage / 2), ammoDamage + 2)) *
(1f + player.buffs.AttackMultiplier));
cause for final damage I accidently added ammoDamage + AmmoDamage
I do have a specific Tiled question if anyone is able to answer. I'll play around with it if not: is there an easy way to select a single tile on one layer and shift it to a different layer?
I always select it with the select tool, ctrl + x to cut it, then change to the other layer and ctrl+v to paste it
Is there a trigger action allowing xp gain in a skill (including modded trigger actions)?
BETAS has an AddExperience trigger action
sigh...yeah I'll do it. Alexa play my sad song playlist (#6955816) (18h | <t:1763400755>)
Remind me in 20 hours to look at association xp/theme. Synced random?
just for kicks i'm gonna use lunar cycles to time that one. let's see if I can pull it off (#6955824) (20h | <t:1763408458>)
I opened up my farm map to change, like, one thing. Now I've changed a dozen. I added a working ladder between two levels! I know that's not impressive for this group, but I'm pleased π
Maps arent always easy so good job
This is my very last attempt at this and Iβm beyond frustrated. I have been patient for months but have hit my limit. So, I have tried manually modding since may, once in nexus I download the mod manually a little window with a zipped file pops up with an option to open next to it. When I right click on the zip file in that little box thereβs no extract option. When I use the open file option, it takes me to downloads and a file is there that doesnβt appear to be zipped at all. Everyone keeps telling me βwhatβ I need to do but no one can tell me βhowβ it needs to be done. If I can figure out how to properly unzip a file, then I will be great! I can finally find my mods folder now (which was a huge obstacle). I understand every single part of every video, guide and walkthrough EXCEPT basic folder management, they take about 5 seconds and say something like βunzip to this extract to that and download to whateverβ just like every person on earth has experience doing so and itβs frustrating. Yes Iβm ignorant. I want to know how to unzip files into a folder. STEP BY STEP spelled out like Iβm in kindergarten. So letβs fast forward.. I have a paid premium account with nexus for this exact reason. I figured a mod manger would help me. Of course I downloaded vortex and quickly realized how terrible it was with stardew and I heard about stardrop. Iβm still very new to pcs and gaming on them so I figured it would be easy and convenient . But now, after being unsure if I ever unzipped smapi OR stardrop correctly to the right spot in the first place, Iβm in doubt. Do I need to go to a downloads folder and then try extracting?? I have no clue. So after all this, I am finding out that yes indeed, manual modding is far easier than the other crap. But for a beginner thatβs tripping and falling over every single hurdle and spending countless frustrating hours to no avail, itβs complicated. Stardew valley is simply not worth this.
Are you on windows?
You say you can find your mods folder now, so if you navigate to it, do you see the files ending in .zip?
I disagree! That's totally impressive!
This is the wrong channel for this but to unzip a zip file you need to open it and then drag the folder inside it out of the zip files and into your Mods folder.
I did it!!!!
I get the idea that this person doesn't know what you mean by "drag the folder" out.
Based on what you said, H.D. Foster, you may be better off not doing mods as you allude to. But if you want to DM me, I'll spend a few minutes trying to help you if you answer the questions I asked to start.
Unfortunately tutorials/videos will tend to assume you're already familiar with the OS itself, so I can see how it'd be frustrating trying to learn modding while also learning the underlying OS. I suggest posting a thread in #1272025932932055121, and we'll walk you through getting it working. (Feel free to ping me there if you don't get an answer.)
Pathos beat me to it
i'm not sure where to ask this, but i figured you guys might know. i have a mod that changes how totem crafting recipes unlock, but i've already unlocked one of them through foraging levels. is there a console command or something i can run to forget it so i can experience the mod fully?
Hm, the console command list only has one to add recipes. That's not necessarily definitive.
debug action MarkCraftingRecipeKnown Current \"Warp Totem: Farm\" false
amazing, thank you 
The little bit of floating tree-top next to me there is there because when you open up the cave path to the desert (north of me) it edits the surrounding tiles with a triggered something or other. At least I assume this must be the case because that tree top is not in the tmx file.
Given that is the case, is my best/only option to find the part in the code that edits the map?
Nevermind, I'm dumb. There is a folder of MapPatches with little tiny sub-tmx files. I found the right one and edited it.
I donβt even know how to reply to my responses. How do I ping?
if you're on mobile you can hold-tap to bring up the reply options, or if you're on a computer/laptop mouse-over the message to get the reply icon
or write out @ followed by their username or display name, e.g. @bblueberry
Do water tiles in tmx have a special property that makes them impassible? Because they are only in the background layer, but block movement just like the building layer.
Usually I see a copy of the cliffs around the water on the buildings layer, but I think there is an impassible tile property as an alternative?
There are some water tiles on some maps that have a tile property of Passable set (which no matter the value will make them impassable - and vice versa for tiles on the Buildings layer). They don't necessarily always have that property - if you added a tilesheet to a map it would have no tile properties because the properties are held in the tmx itself (and can be exported by exporting as a tsx). If you click on a water tile you will see whether it has the property in the properties box, like in my screenshot.
It's how vanilla stops you from being able to wander off the bridges in the forest
Hm, no, they don't have any custom properties, but they're all grouped together. Is there another way to set properties for a group rather than for an individual tile?
Oh, weird. I moved the cliff edges from building to back4 (which is on top of back), because I wanted to be able to walk to the edge of the cliff. In Tiled they are shown as "over" the water. But in game the water has this shimmery layer that goes on top of the background layers, and is blocking movement.
If we look at accessibility, only the "normal" water background tiles are blocking movement. The ones that are a tile with a rock or plant or something do not.
Which makes me think there's some common property that is being applied to all instances of that specific tile type that blocks movement.
Is that possible?
Yes that is what I meant about it being a tile property
As opposed to a tile object property which is on an object that is manually added to the pink objects layer
Ok, but clicking on the water does not show me such a property. Custom Properties is empty.
right click on the tilesheet in tiled
go to edit tileset
you can have more custom tilesheet properties in there
see how I'm clicking on the water in the tilsheet?
That got it!
Thanks.
I found it.
Yeah, that one single tile is set to impassible.
Appreciate the help, both
I should really link to the "explanation of what a tilesheet property is" tbh
every third time I go take new screenshots
FUTURE ATRA: TILESHEET PROPERTIES YOU CAN SEARCH THIS
Hm. So if this is too annoying to answer, no worries. But if I want those cliff edges to be walkable, but still have the water in the background... the water property is going to make it shimmer over any other "background" tiles apparently. Is the best solution possibly to restore the cliff edges to "building" status and add an object property that makes them passable?
haha, fair enough. Appreciate it.
i mean you can probably just put Passable on those water edge tiles
and make an invis building layer over the actual water
so that way you can walk on the edge, but just not in the water itself?
like these edges
I'd need to put passable, and remove the water property, because it otherwise shimmers "over" the cliff as in the image I shared.
Is that possible?
i think it's because you have them on Back4
π€
try putting them on buildings and giving them the Passable property
Water is "back", cliff edges are back4, but in Tiled it shows back4 on top of back.
I'll try that.
a layer suffixed by a positive number will always show ontop of a lower number in game
sort of like this:
Buildings2
Buildings
Back4
Back3
Back
Yeah, I'd figured that out. But the issue was that even though the water was on "back", the shimmer created by the water property was applied over ALL back layers, not just the water.
So it layered water, then back4, then water shimmer.
Ohh gotcha, sorry I misunderstood
Huh. So, applying a TileData property to make a tile passable definitely works; it works on some of the tiles. But the water with the impassible property is over-riding that. So the tile property of impassible has priority over the object property of passable.
I have a workaround, though, I think.
Workaround worked. (I replaced the water tiles with one of the variety water tiles that did not have the impassible water property, but was still visually the same for the bit sticking out).
Appreciate all the help! +1 Tiled Understanding, -1 Problem.
Now I just need to tweak things so this doesn't happen:
π
This is the fastest Tiled learning I have ever seen
I used it briefly, about 5 years ago, to edit a few things on my farm. So I'm not 100% new. Don't want to get too much credit.
Sorry if this is the wrong place to ask, but is there anyone in here that could help me with my manifest.json
Trying to do a test mod and smapi is saying thereβs something wrong with my manifest.json 
yep, it's the right place
you can upload and share the SMAPI log here: https://smapi.io/log
and the manifest.json itself here (check the drop-down for a manifest option): https://smapi.io/json
If you put down more bushes on the Paths layer (with the red icons) that would then require a terrain reset in-game for them to show up, correct?
In an existing save, yes
cool cool, thanks
So, the modding page for Tiled says that Front layer is drawn behind the player if the player is south of them. That's definitely front layer (not 'always front'), and I'm definitely south of it. Anyone have a guess what's going on?
hmm can i see where it says that? afaik i've never been able to get Front layer things to appear behind the player
that's why the benches in town are blocked off behind iirc
interesting! i would believe the wiki over me but personally i've had to resort to weird things in regards to that lol
(mainly, blocking the player from standing south of Front tiles)
The wiki is correct that front tiles go behind the player when the player is south and in front of the player when the player is both. My guess is that you have that tile on always front as well as on front - or that you have it on a numbered layer and perhaps it doesn't adhere to the front draw logic.
No, none of that is the case. Just verified. It's on front (not front2), and there's nothing at all near there on always front.
hm. Mystery.
Something weird is going on, because there's nothing on the building layer either, and it's definitely blocking movement through the railing.
this is a map where i had to put plants all in front of the railing to prevent the player from walking there and the player appearing behind it
I think that is just how it works tb
if memory serves, Front's layering logic might rely on having tiles on Buildings right below, so standing directly beneath one still renders it in front of you (hence the illusion bench in town square)
so for example if i were to replace plants with a bench and then sit on the bench, it would render correctly?
So if I put a building layer below the phantom thing, it should in theory work? I'll try that.
The additional draw layers are alsp kept very tight to the original
It's not the existence of the building tile
It's just simply thr player is not allowed to stand there
oh i see
I think there is some confusion about whether ichor meant having a buildings layer tile on the same coord or on the one south of it
yeah i should have been clearer about that. with Front tile at (x,y) and player at (x,y+1) the tile renders in front of player
Game afaik doesn't adjust map layerdepth by player position
vanilla typically prevents the player from standing at y+1 with a tile on Buildings
Um... is this computer coordinates, where Y+1 is lower. Or cartesian coordinates, where Y+1 is higher.
y+1 is one tile south of y (using coordinates as they appear in Tiled)
Computer
cuz you bridge parts on on Front
oh i didnt scroll
down
So, the whole thing about "behind the player if the player is south of them" from the wiki is incorrect? You just need to prevent the player from standing there?
If you next go "oh what if I do Front-100" it's not a small step per number
More insufficient than incorrect. If the player is y+2 it will be behind the player
The game scales them within a tiny band
Well, yeah, but that's because if you're at y+2 you won't overlap with the tile anyway. So that seems like a redunant way to frame it π
Except that you can see in your own screenshot that you do
you can overlap if you have a tall hat
i wonder how positionOffset in events or schedule anims interacts with this
make the player take off their hat if they get near
OH, I think I got it now. And I think I have a workaround, but need to test.
I have obviously never tried to use a Front tile where the player can go on the tile directly below it for me to have not experienced this before. Because I've definitely tested Front layers from above and below and had them work correctly.
I need this for the foyer for shoes
sockdew valley...
Not really a workaround as much as realizing there is no reason for the bottom part of the railing to be on the front layer.
Not sure why it was originally.
i didn't encounter it until i tried to make my npc sit on a bench with the upper part on Front 
(this is also when i discovered the illusion bench)
Now just have to figure out how to deal with that missing support. (The original mod covered it up with a tree because the coloration of the water underneath is weird.
you can always make your own tiles! <-- this is how you fall into madness
Yeah, not doing that π
Lumi also has lovely outdoor tiles
There are a number of mods like that - just piles of tiles for you to use
illusion bench?
It's fine, I just replaced it with a tile without the support for now. I may have to come back to it when I repair that bridge.
There's no way to make an impassible barrier on the border between two passable tiles, is that correct?
Yup
the one with bushes behind it
the top of the bench is on like buildings or buildings2 i think? and then the bushes prevent the player from walking behind it and breaking the illusion
behold
Thought not, oh well.
yeah, tiles are either passable or not, no in between
I just hate the 'wasted' cliff side space. But it is what it is.
at least players will be used to it, since that's how cliffs are normally built
You know what's infuriating about those benches?
If have a NPC sit on, say, the left one in the winter
the SNOW ON TOP OF THE BENCH ARM shows up on top of them
nothing else, just a white line of snow
but chair tiles! ugh
It's the snow on top of the farther bench arm
Not the closer arm
So there's this white line across the NPC's middle. The other arm is behind them, that snow just is in front
artist's rendition of the snow if it was red
So I had a guy sit there fine year round, but SURPRISE SNOW
Oh!
ohhh because it's on the tile above technically
Yeah
It would be nice to have cliffs you can jump down
so you get this (but white)
(Attempts the nerdsnipe)
didn't someone just make a jump/sprint/etc mod
Does that happen if the player sits there
You know, I don't know, I was so annoyed at it that I didn't even try.
I have it open for unrelated testing, lemme check
if it does though, then it's a vanilla bug that can be reported π
lol, when adding a working "ladder", I forgot nothing stops my chickens from going up it.
animals count as NPCs? huh
nah, works fine
oooh, npc barrier neat
that's bizarre, what draw logic differs between NPCs and the farmer?
it barely even goes over you and only if you rub RIGHT against it, if they could make this tile be on the building layer but walk-throughable that'd suffice
Well, my NPC isn't like actually using the sitting action?
he's doing an animation and being taped into place
so maybe it's something in the... sitting code
I just move my guy to sit on a forward facing bench in winter
one with its back against the wall, so nothing's gonna paint any of it over him
the things we do for NPC schedules π
schedule is literally the last thing i have to do before my next mod update and i don't wannaaaaa
recommend using some flavor of fast forward mod to make waiting for schedules less excruciating
Oh yeah that was a life saver
event tester i think can do it
that might be the one
I think the one I use was just called something like "fast forward"
i used to use the one called just "fast forward" but it broke in 1.6.4 or so, so i reimplemented it myself (it's a very simple mod)
Oh it was "Fast Forward for SDV 1.6"
Clearly we desire speed
When you're following one guy around for his entire daily routine for at least a week, YES
That said fast forward can very rarely break events so be careful
Oh it's alright, I was just using it for schedule testing
yep it makes moves weird
Ah, speed run restraining order
just needed to make sure my guy got to places and didn't IMMEDIATELY walk away from them because it took too long to walk there
Which did happen twice
Look if you have adhd
Stuff takes so much longer to walk to then I thought when I was planning it out, oof
hang on i have a screenshot i want to show you guys
player comment on a schedule mismatch (used a1700 instead of 1700)
yeah beach and railroad kill me
i have two maps that branch off the beach too so it's even worse
Railroad is two areas over, I could assume it'd take an age to get there, but I way underestimated the beach
It's the sand
Gets everywhere, etc
Solved that with 0 schedules anyway
fine, you don't walk to the beach, you START there
I used event tester to speed up an event I was testing the other day but I started too early and the farmer just never appeared in the event lol
"bye! βοΈ"
I saw an event in a mod in beta and apparently faster animations can also cause problems in events? Anyway, basically I had a lady say that there were too many people in the grocery store and then walk off into the blackness in Pierre's
Social anxiety life goals
being able to just dip through the void
Yeah I use fast animations for playing and sometimes I have to end events, disable the fast animations for events, and then debug ebi the event again so I can see it properly lol
I'm not sure how I just spent 5 hours using Tiled, but I don't regret it. Done for tonight, though.
It also made me walk into the ocean when I saw the trash during an Eli and Dylan event
but at least the event kept going there, that lady just walked out of the game
Anyone who plays on mobile want to help test a toolbar mod?
Okay, I did these, fixed the manifest tried running the mod again and just got the same smapi error saying the manifest failed
the purpose of those links is that it makes it easy for us to read your json when you share it! the validator can catch syntax errors but if it's still not working we'll need to see it to figure out why
this is it, I have another tab where I went and fixed it all but still gives me the error
https://smapi.io/json/manifest/4154fb39a91d4e84847f23aadbc730d8
that looks like you edited that file in WordPad?
Iβm on Mac so I use BBEdit
we usually recommend software like notepad++ or visual studio code for editing JSON
I use sublime on mac, but i think even textedit would be better than what this is doing at a glance
either way I have no idea how those formatting got in there lol, but you should probably start over
and use something like Visual Studio Code
Dang okay, sort of had a feeling it might be that
ok i checked and textedit also will not do the thing you want
i think the issue is .rtf formatting
yeah I wasn't sure if BBEdit was a WYSIWYG editor (I don't use Mac and all) but if it is don't; you're working with plain text code so any fancy formatting should only be from syntax highlighting
(BBEdit is not a common mac program, I've never heard of it)
bbedit is a venerable macos text editor (like, system 6 venerable)
does venerable mean old? 
Holy crap I think that's before computer was invented.
https://pastebin.com/yfnqFgBj does anyone know why nothing happens when i click on the tile action? i know it's registered because i get the first Monitor.Log ("successfully registered tile action"). i triple checked my map tile data as well
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
i just don't know what else to do to debug
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
is there a π¦ Buildings (not numbered) tile at the same coordinates, and is your object also on the π£ Buildings layer?
yes and yes
i've been trying the top three rocks
should i try splitting the tile data up into 1x1s?
no, that shouldn't make a difference
when you place a breakpoint in the FestivalOffering method, does the game pause there when you click the tile?
by breakpoint do you mean the if/else
no, i mean a breakpoint
simply click in the left gutter to add a breakpoint (unhelpfully cropped screenshot):
you can also right-click to add conditions, actions, logging, etc
breakpoints are far more flexible, helpful, and useful than monitor.log calls for debugging your own mod in your own runtime
do you want it on the opening { of the method?
if the breakpoint isn't hit, your program never runs that far, so navigate to wherever would prevent it from running there
oh that is helpful
breakpoints can only be placed on functional lines of code, such as statements, not braces
...then how did i... never mind
from there you can use the debugging/breakpoint toolbar at the top to step-over, step-into, and step-out of scopes and methods
oh, apparently vsc lets you put them on braces.
and not on else. interesting
so if it hits the breakpoint, it pauses the game?
yes, the program as a whole is paused
this also opens up the entire bottom row of the vsc debugging tools, such as the call stack, locals, watch, and call hierarchy views
other than call hierarchy, which i've probably never used, these are maybe the most useful debugging tools you've got, exposing the entire state of the game and the methods that led to your breakpoint
yeah seems much more useful than just printing statements lol
your whole mod is in the modentry class 
you placed a breakpoint on which line?
Tools > Options > Text Editor > C# > General > Settings > βοΈ Line numbers
you can usually find most options through the search bar at the top:
or by pressing ctrl+T
oh i never saw feature search up there
if there's a mod that shows tile actions on tiles (does the hand cursor appear?) it'd be good to see whether it's actually added to the map
just to check, there's no extra spaces in your map property tile action?
nope
in either the key or the value
nope neither Action or the name
is the hand grey-transparent or full-colour? sorry have to ask since occasionally it comes up
full color
and you're also running the game with debugging enabled from the green βΆοΈ Debug button at the top?
in VS? i believe so
looks correct 
i'm not clicking that button to start the game though, should i be?
i'm using stardrop like normal
you should be πββοΈ your debug breakpoints will not be hit unless you debug the game
ah well.
sorry, i'm too used to it to have asked earlier hahah
oops
lol no worries let me try
does it run the game with all mods in the mod folder?
yes, the stardew modbuildconfig ensures it rebuilds the mod, copies the files to your mod folder (including your content pack if specifically defined in the csproj), and launches SMAPI if it built successfully
okay let me move a bunch of shit out then
how do i define the content pack in the csproj btw?
https://smapi.io/package π―ββοΈ
yippeeee
wait yes π
the second ItemGroup ensures the content pack appears in the solution explorer as well, which is very useful
another if you care:
https://github.com/b-b-blueberry/DesertBus/blob/master/DesertBus/DesertBus.csproj
please hold while i struggle with a bunch of stupid folder bullshit
I have the content pack IN the c# project and it appears twice
maybe I'll move it out and just use that
(you can also tell it to build the mod into a different mod folder)
maybe you could use None Remove= instead of Content Include= 
(I'm not sure what you mean?)
ooooo interesting
it was more in response to nic struggling with folder bullshit
oh 
it doesnt have to build into a folder named Mods
nor does it have to build into a folder in your stardew directory
oh i didn't know that was for me lol