#making-mods-general
1 messages · Page 474 of 1
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.
sorry, can you send the default.json translation file not the content.json, I should've specified better
you have an extra comma at the very end of the translation file, try removing that and seeing if it works
ok!
Also in the content.json on line 91 in the "MoveEntries" block, the "Id" should be capitalised to "ID" according to the json parser
Ohhh ok i’ll do that too
what would you suggest as a way to share a file that is slightly over discord limit?
Theres the option of google drive if you have an email address you don't mind being seen,, you could also try compressing it in a zip (if you havent already) or a rar or 7z format which may be compressed slightly more?
Theres also github too if you have a github account
Oh theres also the possibility of sending as multiple messages if it's not one file, a little bit of a pain but certainly not the worst thing either
Can also make it a rar and split it up (other formsrs might support that? I just know rar definitely does)
it seems like you closed your special order entry too early. Objectives should be on the same level as Name etc
i think i tested the CP component alone and it was still bigger than limit
Oh ye then decent compression or catbox would be the best then
TIL HarmonyLib has a Join extension on IEnumerables... that was causing some confusions 
must've flipped the join and select order at some point and couldn't figure out for the life of me why this line wasn't working outside ModEntry...
list.Select(d => d.SomeField).Join(delimiter: " > ")
Is this meant to make a string?
I actually had no idea there was a linq join so i always used string.Join(sep, somestringlist)
it correctly makes a string with HarmonyLib
but string.Join() is the correct way to do it in all other cases
the linq join is for db queries looks like
at least now the board doesn't crash? 😅
i replaced "breakingstardew" with "modid" here in case that was the issue but im not sure
can you send the whole thing
did you see this? @hollow root
i did, i moved some brackets and stopped it from crashing the board, do i need to move more?
yes, you can see that your bracket closes the first Entry and then you open a new entry called Objective
oh ok
is there a way to force a special order to appear or do i have to keep brute forcing it
@tawny ore sorry to bother you, but do you think it would be possible to write a compat with Ultra Organized Chests and chest colors and alternative textures? I tried with my limited knowledge and reached this point but I used chest.draw and it seems it can't be resized in menus. Just wondering if you think it's possible before I go crazy trying XD
how do i get smapi to stop telling me its an unknown command
when i type in any command not just that one
For quests, how can you reference internal ID's from your mod? The UniqueId is "ASF", though it keeps registering it as a "gift" to Willy, whereas doing a vanilla item works, am I inputting this wrong?
what are you typing
do you not have console commands installed?
i tried different commands to see if it would say the same thing
Do you have the Console Commands mod? it should be installed with SMAPI automatically
It would be in the Mods folder
here?
If you don't have it, I think the consensus is to reinstall SMAPI? not too certain on that however so it may be best to wait for someone that knows for sure
Theres also the Save Backup (I think) mod that that you're missing aswell, it's also bundled with SMAPI
thats weird, ill try reinstalling it later, ty
Right on both accounts.
Heyyyyyy how do I mod an event that, like, triggers immediately after doing something? For example, after you finish a bundle, a small event with the junimos happens, I want to do the same on my mod. How should I do that? Do I need C#?
(I'm scared of C#)
omg twinning
(i am too)
You probably don't need C#, but what kind of bundle is it?
Actually, it's not a bundle, it's a special order. Need to deliver wood, stone and iron bars and It's already working (I'm so proud of myself omg that was so hard to mod and understand
). After completing that, I want to add a small cutscene that will trigger immediately, it'll be an npc thanking you for the job and stuff.
Omgggggggg :0
hm but doesn't the event take place in some specific location?
It would be rather annoying for player if they are in the mines getting rocks and then bam event
Putting that aside you can use spacecore playevent trigger action to start the event anytime instead of player going to a place, the timing of when you can call the action depends on what triggers you use
To clarify, the game also shows it's the right ID, do quests not take that?
LocationChange is probably good enough
On a custom map, between the mountains and the backwoods. I plan to trigger it only when you finish the quest. Like, you finish delivering the items and then BAM event. Just like finishing the junimos bundles on the community center
Junimos don't do that though those are night events 
Anyways another thing you can consider using instead is unlockable bundles
Those would actually just let you do a event on completion
Tyyyyy
Does anyone know? For ItemDelivery quests? Just trying to figure out the format for entering the fish from my mod, this shouldn't be happening (every other part of my mod even mail treats it fine, not sure why it wont work for the quests here)
Reminder though, normal fish (O)131 (for example) work
just not modded fish, when it should, I'd suppose
have you deleted and restarted the quest since editing it, assuming you've made changes to it at some point?
let me try that, dont know why it didnt cross my mind, i'l ltry it on a new save rq
When you get a quest all of it's data is stored permanently on that quest object and saved, it no longer reads from Data/Quests ever at that point
you can also remove a quest with the removequest trigger action
WOWWWW
that was the problem
😭 ty
when making new context tags where do you have to first declare them, or can they just be made when they are being used to specify something?
I got SMAPI commands to work. What would my special order ID be? This?
SMAPI says this
Replace {{ModId}} with your actual mod ID from the manifest.json
with many commands there may be no output to the console, it's always best to check it it works ingame
I checked the special order board and mine didn’t appear, should I sleep?
that debug command doesnt put it on the board
it just starts it
itd be in your quest log if anything
ohhh okay
IT WORKS 
i don’t know if it’ll look bugged on the board when it shows up naturally but it looks fine in my quest log
ok wait now i cant give pierre the quest item to finish it
https://stardewmodding.wiki.gg/wiki/Context_Tags
this doesn't contain how to create one
there is a big section titled "How to add context tags?"
you dont need to do anything more than what it says in that section
if you write the tag down it exists
wait hold on do i have to create a new context tag for the special order to work
not just put down the item id
because im using my custom item
i dont know anything about special orders but the field being called AcceptedContextTags would indicate to me that it needs a context tag
im looking at the wiki and i think i do have to make one
oh, ty
as chu says, every item has an autogenerated tag for free
you can replace your item id with a tag that it would automatically have
when you make a recipe (cooking) can you make it so it has multiple unlock conditions, such as /s farming 3 and /f marnie 5?
so CatsAndMods.BreakingStardew_o_SkyCrystals?
no, literally id_o_<your item id>
ohhh
and i assume item id doesnt have to have {{ModId}} in it
will do
it does. because that is part of the item id
oh ok
It has to be whatever the item id literally is
hopefully that fixes it
hi everyone
how can u add dialogue to characters? pls no wiki link as the first comment or else i pull nerd emoji (lol)
its just like basic dialogue, like
I got a quest that Willy wants to talk to the player, just gotta meet em, that all works but its just an empty quests and nothing
i was wondering, how hard is it to make Willy say something, when the quest is active, when you speak to him? No need for a cutscene (yet), just basic dialogue like "Hi me like fish", anything
should it look like this
you look at the wiki page for dialogue and the content patcher editdata documentation and you combine the two
🤓
im kidding
i'll try 😭
i dont really care if thats what you didnt want because otherwise you're asking people to re-explain whats already written on the wiki
its the recommended resource for a reason
there are possibly specific tutorials on the modding wiki, but i dont know any myself
i dont know what this is a screenshot of
my context json i can put the whole thing here
honestly, even if there is a mod that does anything remotely similar is a nice resource, but i'll look at both pages and try to form something that might work or so
there are many many mods that add dialogue to characters
i dont know what part you've screenshotted. is that your Data/Objects entry? your specialorders entry? an entry targetting somewhere else? its too cropped. screenshots are not recommended. when posting json its always preferable to upload it to the json validator and send the link here
!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.
wait i figured it out
nvm still cant give pierre the leaves to finish the special order. heres my log https://smapi.io/json/content-patcher/7a1373fd75034a13aa5d260b549ca5fa
https://smapi.io/json/none/ac6c1cb4ca204022829df143cdaf72a5 i cannot for the life of me figure this out.. any assistance plz?
your item is {{ModId}}_SkyCrystal
not pierre sky crystal
so i managed to add pierre’s name and make it plural 🤦♀️
Buffs is a list of BuffObjects. you currently have an object whose first thing is invalidly set to an object
In other words you wrote "Buffs": { instead of "Buffs": [
(make sure to fix the matching } too into a ])
json syntax makes me wanna krill my self
I updated AcceptedContextTags to id_o_{{ModId}}_SkyCrystaland Pierre still won't accept the special order, I might just take a break from this and work on something else
you might have to make the AcceptedContextTags all lowercase, including the ModId part
I will try that too 
you can use the {{Lowercase}} token to make it easy
id_o_{{Lowercase: {{ModId}}_SkyCrystal}}
also if you havent been deleting and restarting the special order every time, make sure you're doing that
Makes sense
You've got the right idea, but yeah the chest.draw method is meant for drawing chests in the world. I don't know if it'd be easy to support Alternative Textures since I'm pretty sure it prefixes chest.draw so that's the only method it affects. To support playerChoiceColor you'd have to write your own drawInMenu method that handles the lid/spritesheet the same way that chest.draw does.
Is this the right place for SMAPI feature requests? The GitHub said I should go here (or to the subreddit, but I don't use that since the API changes).
sure; pathoschild is pretty responsive
what do you have in mind
Quick question
I was making it so when my hammerhead is gifted to Willy, he would have a response
I made a quick response to test and play around
However, when gifting, that message doesn't pop-up, is it by chance?
no, it should pop up
that code looks correct; check that the item ID matches and that you included the file
if im not wrong from the looks of it the swords seem to be just 1 sprite
and the game rotates it as needed yes
might start off with a sprite for that to mod then#
oh my g osh
i love when i reach out, especially when your here for help
its always the most unexpected, random things taht cause issues
i forgot, i made a gifts.json, im so good that i forgot to import it

gonna give that a try rq
IT WORKSKSS
Basically a new type of PatchMode. Shall I ping them?
(though bear in mind that Pathos may not be as readily available for comment as usual due to very recent home flooding issues)
(Oh no, hope it's the best case scenario!)
([see here](#1387907186713301072 message))
-# isn't patchmode a content patcher thing

since you can also edit images with SMAPI in a C# mod ofc
I would have searched the repo but I'm on mobile and my tolerance of github search is limited
Still typing, but ContentPatcher is basically a more user-friendly API for some SMAPI stuff, as far as I know (could be totally wrong on that).
CP just uses SMAPIs editimage functionality
dw, take your time! I was just throwing a general question out there because I couldn't remember
you're pretty much correct on that, depends on how someone classifies all the tokens and whatnot extra stuff on top as just user-friendly API stuff
it does have a fair bit of its own stuff like tokens so I just couldn't really remember, but for the most part yeah
otherwise its just a json wrapper around the SMAPI events in essence
making the yato
i just popped in and was wondering why a minecraft golden sword was being remade
am i the only one that sees that golden sword in this
🤣
half the swords just be minecraft ones tbh
@ivory plume
People told me I can ping you for Feature Requests (though please take care of your home first).
Basically I'm interested in something like PatchMode.SubtractPatchMode.Mask (thanks @gentle rose). If I edit a sprite sheet I sometimes want to make certain pixels transparent (let's say making Pierre bald). Of course I could simply just PatchMode.Replace that area with transparent pixels, but if it's all sprites in a sprite sheet that's a lot of targetAreas.
The alternative would be to replace the entire image with an edited version, but that wouldn't be good for compatibility with other mods. Sure, different priorities might help there, but I like the scope of my mods to be as limited as possible (compatibility is hard enough).
As such, I suggest PatchMode.Mask. You specify a source and the alpha value of every pixel will be subtracted from the corresponding pixel in the target. Most often that means you have fully opaque pixels in your source, which means the corresponding pixels in the target will be set to 0 no matter their previous value (but of course you could also experiment with making a pixel 50% transparent by using PatchMode.Mask with a 50% transparent source).
I hope I explained that well.
oh I was confusing patchmode and patch action
teaches me to message at nearly midnight
Hello timezone neighbor.
Half past midnight here.
Hello other timezone neighbor!
Its 6 pm here
so your subtract is based only on value, right? rather than the usual colour channel based subtract blend mode
tbh blend modes in general would be fun
Kinda. I'm bad with all these blend modes. What name would you suggest?
Holy shit the yato
I guess technically it would actually be a mask?
fixed the colors a bit
but subtract isn't a bad name either, I was just clarifying!
Yeah, true, mask is right.
it could be expanded to remove the RBG value however so that it can act as both subract and mask at the same time right?
I vote full blend mode support /hj
old or new handle?
it would solve at least 2 issues I have had previously XD
would solve at least one I saw someone else have
and I think monogame actually has support for blend modes so it may not even be terrible to implement, the main question would be order (since that becomes even more important) and performance
I'm not good at recognizing different shades of colors, what is the difference?
i like the subtract idea as described though if i hadnt seen it said here i would assume subtract would work on colour so i dont think its a clear name for it
blends in more pretty much
as for other blend modes im not really sure if theyd have a real purpose? like why would i use Multiply instead of just Replace
I think I see it now. The new one is definitely better.
and if the answer is targetarea hell then i think adding a blend mode is just sorta treating a symptom and not a cause
could allow recolours to provide limited support to custom items out of the bag
do u want to use this in a C# mod you are making 
now for the hardest part. actually getting it in the game
my one weakness
Yeah, @gentle rose suggested PatchMode.Mask, so I added that. I feel like that's better.
cus you can just do it if you want
Sorry, I'm really slow at typing.
just gotta manually do all the Color[] stuff
not even, I think monogame has methods for this
also smapi image editing works on the raw pixel data
ah
dont think monogame stuff even comes into play
if it did then i never found it and had to do all that shit manually
aside from just having a Color[] array
I mean, preferably I want it in ContentPatcher since that's easier for simple image replacing. But for that it first needs to be in SMAPI.
draw takes a blendmode argument iirc
you're suggesting SMAPI should patch every single instance of draw in the game?
I have no idea what im doing but ill probably figure it out
no, I'm providing evidence for why I think monogame has support 
content patcher does a lot more than simple image replacing tbh 
but imn ot sure what the point is if its not what SMAPI or the game uses
obv monogame can support it when drawing but SMAPI isnt drawing anything, its editing/creating texture2ds
crime 😌
but yea i think your idea will get more traction if you have actual mod usecase to go with it
there are lots of mods that offer special draw operations instead of actually altering the texture
and simply ask for color mask in those cases
do you know if it uses a GPU enabled library for this?
Well, the example is a simplified version. I'm making a mod that edits some hair styles and I noticed that it's really hard if the hairstyle leaves a pixel empty for all sprites.
it literally just takes in an array of pixels from the texture2d and replaces the byte values for each RGBA of each pixel
you can just add new hairstyles tho
isn't texture2d a monogame/microsoft xna class
if u dont wanna deal with the vanilla textures being undearneath
its not drawing anything iro
there is nowhere to say "i want to draw this in blend mode multiply"
yeah I'm not saying it is
I want to prevent the vanilla textures showing when the new hairstyle is smaller than the old one.
then im still not sure what your point is
yea i do understand the desired effect, just suggesting a workaround (add an entirely new hair with new texture)
and alpha yato
i would just patchmode replace, i dont think your subtraction idea is any much better for compatibility considering the wide array of npc edits that change color, height, appearance data, etc
now i just need to figure out how to put them over the galaxy blades....
It's a workaround, but I preferably only want to edit the hair pixels. Like, mods that change the skin color would only be compatible if they are loaded after my mod and if they exclude the hair. Because of that I don't want to edit any of the non-hair pixels.
for npcs
Yes, NPCs.
ok makes sense then
finally found the thing I was looking for. you can "draw" to a texture
Sorry, should have clarified.
what would you do if you have a hairstyle where the old vanilla hairstyle covers some part of the face but your new one doesnt
Despair.
ye ok i dont know how to replace the weapons sprite
lol
can you explain the relevance /gen
if you guys havent figured it out im the worst modder of all time
you can make a new texture using the tools available to draw calls, meaning you can use blend states to create a texture without drawing to screen
Noooooo. You are good. Modding isn't just about putting stuff in the game, it's also about making stuff. You're doing good.
meaning no need to reimpl blend states
if you're thinking about dsv, that mod already adds a bunch of variant spritesheets for npcs. so the variant apppearances wouldnt be edited by whatever you're doing unless you provide explicit dsv compat.
for other npc appearance replacament mods, a large portion are complete sprite replacements to turn them into some fandom cgaracter or something. I cant think of too many that change the skintone without these other considerations.
Not trying to shut down your idea, just trying to point out the other stuff to consider here
(making the stuff to put in game is 50% of the work, agreed for certain)
can i make stuff? yes but can i do any of the coding or injecting part? its my bane
i messed up doing cross worlds so bad nobody could figure out how i messed up
you can find the same sort of edge cases that make an idea not work for Overlay or Replace
always nice to have options
If you're familiar with making a content patcher mod, have a look at the content patcher documentation for EditImage and look for an image file in the unpacked files which has something to do with weapons
if you're not familiar with making a content patcher mod, have a look at the wiki for the Modding getting started page
trying to replace the galaxy sword and the forged one
my point though is that that isnt what SMAPI does, so it wouldnt be trivial to add blend mode support in general this way. im also pretty sure iirc that SMAPI specifically tries not to create new textures but instead reuse old instances, for performance reasons?
ok time for me to use my brain
(I know theres a command but I can't remember it unfortunately)
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
did u do this already?
i have it unpacked it seems
im p. sure it only creates new instances for extending bc it has no other choice
I'm pretty sure it can do that too but I'm not digging up the docs on mobile rn 
tbh I wonder if that would be more or less performant than what smapi currently does. in that I'm sure it's less performant because plenty of people have looked at optimising already but I'm interested to see why
see my problem is all the weapons are the same image but i made my weapons as there own
In the Content Patcher documentation for EditImage, theres another field that will be useful, "ToArea", it lets you choose a specific area instead of replacing the whole image
ooh
take a lok at TileSheets/weapons.png in your unpacked
SMAPI can do anything, it just purposely doesnt want to, which is why it edits each pixel individually. i cant imagine creating a new texture AND doing the blending stuff could be more performant than, if anything, just doing the blend mode manually when editing the raw pixels
that name without the .png is your target to patch
(also im actively making dinner rn so if it seems like im missing a message or missing something you said in a message its bc im distracted)
no, I mean that the method I'm looking at can draw to an existing texture
(same haha)
how do i use that?
Yeah, there's not really any specific use-case now that would not work with workarounds for me, but I feel the mode would still be nice to have for edge cases. We can easily color in transparent pixels, so making existing pixels transparent would also be nice.
the documentation has all the information about that so that's the best place to check
Have a look here: https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/action-editimage.md, it gives a good example layout for "ToArea", and explains it in more detail
what made you think it's 1.5? /gen (I like to see where people get confused to better understand how to help in the future)
idk what the version meant and i found one online that said 1.5 when finding it outfor swords
thought fromate was just a file thing tbh
it's actually supposed to be the version of content patcher you were using when making this mod, so right now, 2.8.1
it helps content patcher detect old mods and automatically update them so they work
You might be missing a } at the end.
really?
(are we on 2.8.1 or 2.8.2 or 3)
your json needs to have exactly as many {s as }s
And a ]. Every bracket that is opened needs to be closed.
(2.8.1)
(should have stuck to my gut. then again, I'm still on 2.7.2)
Also, you can paste code here like this:
```json
mycode
```
Yeah, there's still one ] missing. It should be between the two }.
(pretty sure I'm on 2.6? in my defence I have not updated my mods in a while)
thanks
I'm really glad that ContentPatcher isn't that strict about JSON and accepts trailing commas and comments.
{
"Format": "2.8.0",
"ConfigSchema": {
"Version": {"AllowValues": "default, alternate"}
},
"Changes": [
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/GalaxySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 64, "Y": 0, "Width": 16, "Height": 16},
"When": { "Version": "default" },
"Default": true
]
}
Now the second-to-last } is missing.
Here:
{
"Format": "2.8.0",
"ConfigSchema": {
"Version": {"AllowValues": "default, alternate"}
},
"Changes": [
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/GalaxySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 64, "Y": 0, "Width": 16, "Height": 16},
"When": { "Version": "default" }
}
]
}
thank you
No problem. By the way, if your FromArea is the whole FromFile, you can skip it.
now i just need to do one for the infinity blade
huh?
Like, if your image is only 16×16, then you don't have to specify a FromArea, because it will just take the whole image by default.
If it's bigger, then ignore what I said.
where are you getting "Default": true from?
Good point. That shouldn't be there.
nah every sword is in thbe same image
Ah, okay, then sorry.
honestly i just followed a template idk what or where that is
removed it then
which template?
i just found one for the galaxy blade somewhere
nothing for the infinity tho
so i gotta figure that out myself
I don't think so. The ID is a string, the index an int.
I would just open the sprite sheet in your preferred editing software and count the pixels to the start of the sword.
i need to figure out the y axes
fair
That's what I always do.
not sure where i stop tho
Hey guys, sorry to crash the conversation, but I have a super weird issue and I cannot even come up with an idea what might be causing this XD so I originally made a map and implemented it with the CustomLocations field, but now I changed it by adding my map as an entry to the Locations .json file. Everything worked perfectly, but now my Paths layer is completely messed up. I am unable to add new bushed/trees etc. , but not just that, I am also unable to delete the ones I have placed already. I can literally delete the whole layer, but the bushes and stuff I've placed before still stay there and that makes absolutely zero sense to me XD I can change every other layer perfectly fine, it is just this one layer for some reason. I can also place tiles from the paths file onto another layer and it shows the symbol for the tile, so the tilesheet is definitely being recognized, if that helps
16x6 16x7
The Bushes and many other things are Terrain Features and they don't get removed automatically when you edit the paths layer, there is a mod that allows them to be removed in game, I'll see if I can find it quickly, but if I can't it should be called Terrain Feature Refresh I think?
x97 y112
I think you miscounted the x coordinate.
Yeah.
Thank you, I'll remember that, but just to be clear, I don't really want to remove stuff, I was just noticing that and I wondered if that helps in order to be able to add stuff again XD because thats my main issue there
,
{
"Format": "2.8.0",
"ConfigSchema": {
"Version": {"AllowValues": "default, alternate"}
},
"Changes": [
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/InfinitySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 97, "Y": 112, "Width": 16, "Height": 16},
"When": { "Version": "default" },
}
]
}
galaxy is right so ill keep infinity
I am finally making some progress on some item id highlighting and item completions in my vscode extension
The mod does also let you re generate the terrain features too so it can be very useful as a quick way to test the paths layer
Oh okay, thank you, I'll test it out right away 
just need to figure out all of this
"UniqueID": "",
"MinimumApiVersion": "",
"UpdateKeys": [ "" ],
"ContentPackFor": {
"UniqueID": ""
Combine them into one:
{
"Format": "2.8.0",
"ConfigSchema": {
"Version": {"AllowValues": "default, alternate"}
},
"Changes": [
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/GalaxySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 64, "Y": 0, "Width": 16, "Height": 16},
"When": { "Version": "default" }
},
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/InfinitySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 96, "Y": 112, "Width": 16, "Height": 16},
"When": { "Version": "default" },
}
]
}
Also, you still had 97.
thank you so much
By the way, you don't have an alternate version yet, do you?
whats that?
"ConfigSchema": {
"Version": {"AllowValues": "default, alternate"}
},
Or do you just want to allow people to switch between them?
Oh, but that ConfigSchema makes a setting for your mod where people can switch between two values for Version: default and alternate. I assume that was part of your template?
I see, that mod is a VERY useful tool for making maps XD it worked perfectly fine, thank you 
Like, if people have Generic Mod Config Menu, there will be a new setting for your mod that will allow people to switch between default and alternate. I don't think that you want that.
I'm glad it works for you! it's a great asset for any map makers toolbox
ye
no
what do i change then?
Just get rid of that ConfigSchema stuff and the When thingies:
{
"Format": "2.8.0",
"Changes": [
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/GalaxySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 64, "Y": 0, "Width": 16, "Height": 16}
},
{
//default
"Action": "EditImage",
"Target": "TileSheets/weapons",
"FromFile": "assets/InfinitySword.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 96, "Y": 112, "Width": 16, "Height": 16}
}
]
}
Here are some examples:
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
You're using ContentPatcher, so use the right one.
ok!
is it safe to send it in here for u to double check?
oh wait people see it anyway when published
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.
Absolutely. Nothing risky in there. Unless you suddenly include passwords. Don't do that.
this ones short actuallyu
ill do it anyway
It will also validate your stuff
ah ok
Choose smapi manifest format
It's always kinda good.
Almost. You are using ContentPatcher, so it should be like this:
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
}
ContentPackFor basically says what other mod handles your code and assets. Like, usually you use ContentPatcher to do everything. ContentPatcher is what takes your content.json and your assets and puts them into the game. That's what you specify there.
thank you
At startup SMAPI checks your mods for updates. For that it uses UpdateKeys. If you publish it, you can enter the Nexus ID there, then it will check that for updates.
wait but wont i need it before i publish it?
when you go past the very first page on mod submission on nexus it'll have the id in the url
and it wont be published
It would look like this:
"UpdateKeys": [ "Nexus:2400" ]
Yeah, like, you can make a mod submission, enter title and description, get the ID and then upload the file and make it public.
i need smapi also for this right
Yeah. SMAPI is always necessary.
might as well do the nexus stuff
Do we have a way to auto pull mods from nexus?
you can only automate downloads with premium
Really? I thought you can make an API key.
Maybe there is a mod that auto package server mods, and let users download it.
easy way to (justifiably) anger every mod author you package up and bypass their downloads for
i think you can, but the API will block you from using it for downloads unless you have a premium membership
Just want to make it easier for users, so if a server updates their mods, the users can quickly get going.
whats articles?
Nexus modders get rewarded for downloads, so that'd be pretty rude to any of the modders.
you also would not have licensing permissions to do so for a very large subset of mods
If that is the case, then nexus api should work then.
i understand your intent, but we are explaining why it's disrespectful and not permitted
whats this for im lost
also, stardew doesn't really have a "server" like e.g. minecraft, and the mods that enable such a mode are pretty janky workarounds, if memory serves
(they made one)
quick question which tilesheet contains pam’s house
ah, that's me missing context then. thanks
It is probably easier to download from nexus if they allow.
if you want to have docs or something
in most cases you don't really need to add any
(most people don't put docs on nexus anyway)
thanks
beyond any moral reasons that definitely violates Nexus TOS and if they catch that you're using their API key to rehost their mod you'd get banned real fast
ok my mod is published now! im assuming i cant link it here so if anyone wants to download it its on nexus just search yato
it can be linked here as long as it contains no nsfw content and no ai generated content (including code)
oh cool
(and doesnt break any other server rules obv)
100% doesnt
(id be surprised, i just didnt want to make it sound like every other mod was fair game lol those are just the two most important)
I finally made a none music mod that works
fair
Yay, congrats.
Only took uh atleast 14 attempts at modding
@brittle pasture no im not doing that, im asking if there is a mod to download server mods.
stardew does not have the concept of a server mod
It seems like i found it, using API keys, I can send people mods list, and they can download it. https://app.swaggerhub.com/apis-docs/NexusMods/nexus-mods_public_api_params_in_form_data/1.0#/
you cannot use your API key to download it for someone else
Huh. I've used Stardrop for a short while (until I found it annoying), and that somehow worked.
stardrop will use your premium membership for downloading
No, the mod should ask for an API key from the one joining the server. So each download will be valid.
the user providing the API key will need to have premium
Oh? For me it worked. I didn't have premium and just had a daily limit.
Stardrop does not require premium
You just have to download one mod at a time from the mod page
The bulk download directly inside stardrop does require premium
Oh, true. Now I remember how it worked.
the download in mod manager button works without premium, pressing the download button inside stardrop needs premium
im gonna remake corrin in stardew now
Nexus is annoying. I kinda miss GameBanana.
the tl;dr is non-premium must view the website (and see ads), premium can have the launcher bypass the website and do it directly
What SinZ said, source: Currently battling Stardrop source code rn
its also straight up in the swagger documentation for the download endpoint
NOTE: Non-premium members must provide the key and expiry from the .nxm link provided by the website. It is recommended for clients to extract them from the nxm link before sending this request. This ensures that all non-premium members must access the website to download through the API.
Am I expecting 0 downalods? Yes but am I happy anyway? Yes
this sounds like a pain dealing with nexus, i may go the github route.
though github route only works for mods that have open permission to allow redistribution from a legal standpoint
I will probably just build a map from nexus to github, and then returns the github download link.
We have these:
https://www.moddrop.com/stardew-valley/
https://www.moddb.com/games/stardew-valley/mods
assuming there is a github download link is a very big assumption
Discover Stardew Valley mods, tutorials, questions, requests, and fan discussions. Also known as SV, this is the go-to hub for custom content and help.
Most mods on nexus are only on nexus
moddrop isn't automateable realistically
you need an account for downloads more than a few mb and they have no documented api
and like sinz said, you still might not have redistribution permissions anyway
Moddrop also always works like ass for me, but that's unrelated
going through github would be probably best. Im not redistribute due to me providing the github repo of mods.
you uploading someone elses mod to github is redistributing
I guess if a mods is not on github, i would just not use it.
you will be missing like 99% of mods
very few mods use github releases
No, im sending them the github repo of the maintainer.
and 99% might be an understatement
I feel like it's less annoying than on Nexus due to GitHub Actions.
sure, but there's not a finished mod builder action yet
I don’t use any of that fancy stuff
i vastly prefer nexusmods to any other mod distribution platform ive used
I know how to push, pull and that’s mostly it
maintaining releases in a monorepo is kinda annoying, and compiling mods that depend on smapi and stardew in github actions isn't trivial
its possible and is starting to be done, but there is like <10 mods that actually have it working
I get lost on GitHub 1/3 of ghe times i use it
there are more that do manual github releases but still annoying
particularly when 99.9% of traffic will go to nexus anyway
I’m actually fine with GitHub the website but I don’t believe in local GUIs for git
But if it’s a lot of clicks sometimes I’m lazy
I mostly just make a release ZIP whenever I push with a commit message that starts with [release].
Haven't really bothered with Nexus, don't want to support them.
Actually, probably better to just get data from SMAPI https://github.com/Pathoschild/SmapiCompatibilityList?tab=readme-ov-file#readme
The mod data used to populate the SMAPI mod compatibility list: https://smapi.io/mods. - Pathoschild/SmapiCompatibilityList
They support unofficial releases link as well.
Also help with updating their data as well.
- that is only C# mods, which is not the majority of mods
- that links to repos or forum threads, not release links
(and not everything on that list has either listed)
This is just a starting point. Easier than maintaining one myself.
I will probably ask the users if the mod is not on the list, to add data themself. Collect that data and update the SMAPI repo accordingly.
I was trying to edit frog friends to have only one frog on the purchase menu with alternate types as practice for my animal templates but I can't figure out why it isn't working fwefewfj
i could swear it's identical to mods that do work
code pls
yeh, on it
I didn't want to mess with the original json too much, just make the frogs one animal type with options
obv not my mod, but I tried looking at a couple of other mods like Everia's dragons, which DOES work, and I can't find the inconsistency
animal IDs refer to their internal IDs (ie. the key) not their display name
I'm sure its something super obvious 
Speaking for myself, even though my stuff is MIT..
I did try that, for some reason it didn't work so I tried a few other things
if I know people are packagin to a mono-repo, I'm close sourcing real fast. :V
you also need to set the other frogs' purchase price to -1 to make them not show up
this was my latest hell attempt
the compatibility list is only for C# mods, and broken content packs, and C# mods only make up ~14% of the total mod count
ahhhhhhhh
I put up with Nexus because I have to
do both of those and post the code again if it still doesnt work
doing it elsewhere is <_<
Tangentially, one day, the nexus mod manager app will be good enough not to random oauth error at me
I use it primarily because I also mod cyberpunk
question, is the key this field? "Entries": { "Red-Eyed Tree Frog":
Good to know, im will just write a mod to see how far I can get. If i do need data from nexus and it is not available anywhere else, I will return the nexus id as the last resort.
you.. could just link people to the mods and have htem download it .. manually?
Hey guys, might be the wrong channel but how do I know if a mod is client or server sided
there isnt a concept of client or server
there's no such concept as client or server side mods
there is no concept of a client or server side mod
It is indeed the wrong channel if you're wanting to use mods
stardew modding is not like minecraft modding
Obligatory: there's no concept of client vs server side mods for stardew
snort
So can I use a mod whilst in a game with others playing vanilla?
the answer depends on the mod
!mpmods
You can mod your multiplayer games, but to avoid any hiccups, all players' mod lists need to match. If players have mismatched mods, you will experience bugs in your game - even if the mods were working fine earlier, there is no guarantee that they will stay that way, and strange things may start occurring.
There are few exceptions to this. The main mod page often includes information on whether or not they work in multiplayer.
See the wiki page for more details on how mods work in multiplayer!
Multiplayer Mod Checker is an easy way to determine if host/farmhand mods match.
as long as it's a mod that is mp friendly
The answer is mo. Because i hit enter too early 😔
you can use most CP mods as long as they're only visual or don't make any weird changes to stuff for everyone
generally, I'd say the only mods you can use while the others use vanilla are re-texturing mods that change but do not add in any way. But even then you'll want to check
yeah it very much depends; some aesthetic mods that may seem safe actually are not (most notoriously, mods that use the skin system)
the caveats of what is safe to be different and what isn't isn't trivial to explain
skins are different yeah
I feel like the only way to know for sure which ones are safe ro mismatch are if you're actually involved in modding yourself and understand how the systems work
though "If players have mismatched mods, you will experience bugs in your game" is pretty overly-definitive
I just wanna use a speed mod lol
like you can use elle's animals pre 1.6 skins in mp but the newest version will go nuts
But thank you guys for all the info
it probably is but it's easier to tell people seeking help that rather than go into an in depth explanation in an automated command
i dont think you need to lie to do that lol
kind of like "if you have to ask you can't afford"
its literally just wrong
sure but if you add even the slightest hint of ambiguity some people take that as a challenge
again, i simply dont think lying about it is the way to go
I get it though, I just think that lying to get ahead in life is awesome /s /lh
especially if every time ive seen the command used, its been sandwiched by at least one person saying "but UI mods are probably okay"
eh I wouldn't say its a lie so much as a way to avoid getting bogged down in unnecessary detail
My favorite part of mp mod mismatch are farm maps. Which do not break things if one person has one and the other doesn't, because it's merely a map replacement. But it does lead to funny things like walking on water
you wouldn't teach first graders that imaginary numbers are a thing
I do remember that command used to be a lot less, erm, definitive, and it was reworked after the nth case of ppl going into mh with only "aesthetics" mods (read - spacecore animation mods)
lmaoooo
i dont understand how saying something knowingly incorrect is not lying
simply bc you dont think the person reading would understand it if you told the truth
you're welcome to change it, but the support volunteers arrived at that wording in the past for a reason
i am not welcome to change it. i dont have permissions
oh wait i genuinely legitimately forgot sorry lol /gen
it's not that they wouldn't understand, its that when you're learning something new it can be hard to parse the useful info from the "could be useful later but not now"
it is for me, at least
you're literally honorary orange in my brain
the point is "If you mismatch mods you will experience bugs" is just not true. If you mismatch mods you may experience bugs. Maybe even would likely experience bugs. but thats not what its saying. its giving a blanket statement that you will experience bugs
nobody asked for my two cents, but i agree with button that the command should be correct and not omit information, but i also agree with selph that the support crew tends to choose wordings on commands for Reasons
A lot of people who play with mods just want to use them and not think about the details. I guess you could have the long explanation in the command, but keep the short answer of "recommended to match all player's mod lists for best results" ?
doesnt the command say there are exceptions right after though
then why lead with the false statement at all?
It doesn't specify the exceptions
and i for one am always telling people that knowing what will break in mp is a gordian knot of deep systems knowledge so the best approach is to just match your danged mods
regardless, im not calling for a sudden change to the command or anything, i just made a comment on it, selph replied to it, and i wanted to explain my reasoning for it
mostly bc again i literally cant change it, so it really does not matter what i think it should or should not say
It's like saying "Your warranty is now void" on XDA for Android mods even though some manufacturers accept rooted phones if the root wasn't the reason for them breaking.
That might be too specific.
but i do think a command intended to help shouldnt generally start with the assumption that the person reading it is an idiot who wont understand details
Fair enough, I'm a history major so I immediately take a thesis defense position on things ^^''' sorry if I came off like I was trying to fight, I just didn't really get what the lie was, so to speak
I took the whole command as a whole, rather than just the first sentence I think
If players have mismatched mods, you will experience bugs in your game (except if you don't lol)
Fixed it.
From a tech support standpoint, it's easily easiest to tell a user "You shouldn't do this" than it is to give them all the nuances. I imagine that was the thinking behind the command.
that's my thinking too, tbh
I feel like this "exceptions" is very vague and also kinda situational because a lot of mods actually don't have any info on multiplayer
you can simply say "You shouldn't do this" not "Bad things will certainly happen if you do this"
I mean, "You shouldn't do this" is different to "If you do this, it will explode and you will die for sure".
I think the wording is probably the result of experience tbh
both "You shouldn't do this." and "You will often experience bugs." can be true at once
That's true, I just imagine that was why someone was overly insistent about it.
I'm not very active in mod help now, but I was around during the time we suggested the command being reworked, and that was the rationale too
anyway, I don't think changing "will" to "most likely will" actually makes a difference to the average experience of a tech support volunteer
"strange things may start occurring"... Is my computer going to be haunted now
well if it wont make a difference then to me that seems like good reason to correct it lol
*positive difference
you could argue the other way for that then
this is why philosophers killed themselves lol
Well, if there is no positive nor negative difference, then making it more correct makes autistic people like me happy.
It will install Arch.
Yeah, true, there are different types of autism. Sorry.
that was a scream of "why are semantics so hard to wrap my hear around"
what the whole convo reminds me of
No worries, it's not like I can speak any more for others!
my point, for the whole topic, to be honest, was really just "words don't mean anything more than you expect them to mean and we can argue forever and never reach a conclusion"
If players have mismatched mods, you will experience 99.9% of bugs in your game
what's clearly a lie for one person can just be semantics for someone else
and vice versa
you will experience All the bugs, every single one
including Spiders
I hope it's worms
I'm partial to lil beetles
If players have mismatched mods, your game will turn into Hollowknight
Mantids are nice too
hi hadi
anyway, a lot of nattering on my end, sorry for sparking a debate, Buttons, it wasnt my intention
hi 6480!
been a while
If players have mismatched mods, you might be creating a headache for someone doing tech support if things explode.
that one
If players have mismatched mods, please don't come whining to us if things break or else we will bully you into submission.
"if you have mismatched mods, you will unlock missingno1 under the truck in Vermillion city"
What kind of button is button.. an elevator button, a shirt button, a controller button...
a spider button
I thought that was supposed to be mew
I feel like I just outed myself as very old
yes it was, but mew was intricantly linked to missingno. rumors at some point lol
so i mixed em up
wow I just made up a word too
intricately"
not intricantly 
I don't feel so. Pokémon was only 10 years ago, right?
Stardew was only 10 years ago....
it's my sister's age and she turned 30 last week
The Switch will be 9 years ago soon.
I graduated college ten years ago
in my head I still just got out of high school
ok I think I got this json right, time to break shit
Do you know if there is a docker type environment to develop mod?
docker? 
mod developments need a copy of SDV to build against so there's that if that matters
I do have a docker that can run SDV! I guess it just the matter of adding the development suite on top.
I see, so from a C# project, after we compile the code, the output .dll should go to the Mods directory, and from there, the game should load the mods.
is this for your "automatically deploy mods from github" thing
I never said it was automatically deploy mods from github. It is to show you the list of mismatch mods from the host you connected to.
sort of like this? https://www.nexusmods.com/stardewvalley/mods/6609
Yep! I read the source code of that, it is quite simple.
But it doesnt show to the one who connected to the server.
I want a simple table for the one connected to a host, so that they can click on the link to download the mods without having to ask for the list.
If players have mismatched mods you will need to trawl reddit, stackoverflow, and an obscure game forum with no posts in the last five years for one hint that may not fix your problem
you know, the Gaming Support Experience(TM)
and wow I was scrolled up
Don't forget PCGamingWiki.
Got it to populate installed mods items, hopefully I can work out all the quirks and put out an update tomorrow
Hi! I'm certainly open to the feature. That said, it'll be a while before I work on the next major SMAPI version since I'm focusing on base-game changes for a bit. Pull requests are welcome if you (or anyone else) want to work on it sooner though.
I got the SMAPI example working!
stardev_valley | [05:07:44 DEBUG Hello_World] a pressed W.
stardev_valley | [05:07:44 DEBUG Hello_World] a pressed D.
stardev_valley | [05:07:44 DEBUG Hello_World] a pressed S.
stardev_valley | [05:07:44 DEBUG Hello_World] a pressed A.
stardev_valley | [05:07:45 DEBUG Hello_World] a pressed S.
stardev_valley | [05:07:45 DEBUG Hello_World] a pressed A.
I wrote a docker environment to develop SMAPI mod with build-in game restart. https://github.com/icyavocado/stardew-smapi-mod-skeleton
A skeleton to develop SMAPI mod. Contribute to icyavocado/stardew-smapi-mod-skeleton development by creating an account on GitHub.
most mod authors i would guess are not familiar with docker
given the hell of a time both i and my student had getting docker to...just install and run
i would not personally be excited to use it more
but maybe for people who use it regularly it behaves better
I agree that install docker can be rough via Docker Desktop. But once you get it going, pulling a whole development environment and it just run will save a lot of time and effort. You can also go with something likes vagrant, or proxmox.
my experience with stardew mods is that through an IDE I dont have any issues installing stuff
the docker image we were using saved us from having to compile C so it was more worth it
(not all of C, just a C code thing)
I will use this to develop a few mods, it will get better. This docker also spin up Stardew Valley onto a browser, so you can interact with the game as well.
butter compatibility nightmare
Buttered
No way to use context tags for what your doing?
everyone needs butter
(this is all in a dynamic tokens section)
except jorts
What's the usecase here why is butter being spawned I'm scared
it looks like it's so you can swap out your butters
you cant have context tags as the default item for a recipe. you gotta have an actual item first then paste the context tags on top of that with spacecore
Ah that makes sense
spawn is just shorthand for "create a new butter item" dont worry im not making like. butter frogs
i dont want to make new butter unless i have to.... thus the nightmare
BUTTER STRIKES AGAIN
butter is just too fun to add
CA can butter be part of 1.17 please thanks. end my nightmare
I think that is the only way the butter nightmare would remotely end
Rhe butter cube magic universe
Ok idk how cinematic tuened into cube magic
heya Modders.
Not sure if this belongs in Tech Support, but I'm trying to figure out how to adjust prices of items added by different mods using the CustomValues.json from Better Balance.
It's because another mod is conflicting it. I flubbed my last test lol.
hi! someone can send me please a template zip file, that has an npc creation, with visual and dialogue?
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
its almost helping, but thank you 😅 . lang hungary
I don't think a template like you are asking for exists, especially since there are multiple different ways to set up things like dialog...
So those resources listed on the command are what you need
I looked through it, but there are parts of it that I won't understand. But thank you anyway. I'll try to put something else together.
hii, can anyone help me?
im trying to mod a recipe change for heavy tapper, so that I can usee 1 normal tapper + 1 radioactive bar, but since crafting itens dont usually have ids, i dont know what to do here
what exactly are you targeting?
Like show in your json
!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.
it's looking like this basically
english is not my first language, sorry for any mistakes lol
Can you use the website pls
I am immediately a bit confused
i was using a template, that's why the "create new big chest" there, actually forgot to change
i was using this as a guide
Since you're editing a vanilla recipe you don't need any mod id anything
Last edited by AtlasVBot on 2025-09-13 18:56:08
hm wait what
look
i kinda got it
but
the item is wrong
you didnt point it to a big craftable item
and i don't know what i can do to add a tapper
https://stardewvalleywiki.com/Modding:Items for indepth info on how item ids work and why you need the (BC)
ohh
i kinda knew about it
but
i though big craftable
was like
heavy furnace, big chest
those are also big craftables
if it's 2 tiles tall and placeable it's a BC
so things like the braziers, kegs, furnaces, lamps...
clarification: 1x2 objects
(though some furniture can also be 1x2 and they arent BCs)
Smapi logs says no error, but the buff isn't applying. What am I doing wrong here?
https://smapi.io/json/content-patcher/f6d00487903e4132bc8d3236994ac8ed
what are the if Esca.EMP_IS_PLAYER_FREE ## formats?
i am not familiar with those, are they specific to esca's triggers?
.
I just followed this
Both Health and Stamina regen works, it's just the buff that doesn't
ok i am not familiar with this one since i never used it, i tend to put conditions like that in conditions field
my suggestion when i have a thing that isn't working like i want and i don't know why is to simplify it as much as possible
what you can try is : keep a backup of your file somewhere, and try to give your buff with a simple trigger action (aka just AddBuff {{ModId}}_HomeSteadHaste )
if it works this way you know the issue is in the current trigger action set up, if it still doesn't, you have a buff issue
i'm not sure why your buff duration is -2
this may be invalid
i think -2 is to make it last the whole day?
ah yes this is a weird case
then carry on 😄
(usually -1 is used for specific behaviour, but -2 i didn't see yet)
I mean that the logic, to have unlimited speed when in farm, if else then Remove buff
(sorry im not a buffs expert i just know the basics, i can't relly help)
basically what i suggest is to have things set in a way that will allow you to see what is failing (the buff, the action, the combo)
right now you don't know what's failing and netheir do i
(but i have to go anyway)
you don't seem to have "MarkActionApplied": false for the buff trigger, so it would probably only happen once, and that would be on the title screen due to the trigger and lack of conditions
for that and lag reasons, the buff should probably be set to "Trigger": "LocationChanged", then use if LOCATION_NAME Here Farm ## etc
(or possibly LOCATION_NAME Target Farm, I forget which one works during warps)
* technically, I guess "MarkActionApplied": true requires a player to exist, so it'd keep happening until you load a game and then stop
Thanks
Yeah, it's the missing MarkActionApplied that caused it, I always seem to forgot that lmao, seems like I'm not learning from own mistakes huh. Anyways, I apologize for bothering you guys
Alrighty, thank you. Shall I open an issue on GitHub to track it there?
anyone who wants to play grand gangster war game it's a new game i'm getting so bored while playing it alone
nah
Regarding this mod.
Is there a way to make the front-facing sprites of the entity include the extra-long neck?
Or is it reaching the horse sprite limit?
This is the spritesheet, by the way.
The ostrich only appears how it does in the very first sprite, with half it's neck chopped off.
Why can't you just make its neck long
never tried
I was under the assumption the farmer would just... sit on top of the neck?
Though maybe if I were to alter the very last sprite?
I mean you'll never know if you don't try
Then you can say definitely that it does or doesn't happen
Cuz if like this were the case, what would happen for all the other sprites
In that same row
Those are the running frames
where does uiis source this icon?
Can you show the full ui tabs
Why does yours look like that btw
Or is that what you're trying to figure out
that + wanting to replace it myself
🤔 it's always been a little hammer for me ..
So I revised this, its working now but for some reason it's doing the opposite, I'm getting the buff anywhere but not the farm lmaoo
https://smapi.io/json/content-patcher/b89706538bc4413984ce1964b9f02eef
it’s using the old location name for the gsq I think, so it triggers when the location you LEFT is the farm
I should have read it first lmao, thanks for the response
Yay, I made a pull request.
https://github.com/Pathoschild/SMAPI/pull/998
Should have waited until #999.
Sadly, cool new features are only allowed on cool PR numbers. /j

This is a very cool idea, though!
Yay. I'm glad I'm getting good feedback. This might be the first pull request I ever made that gets accepted.
Do you have an example use case? Like, one that makes sense for some mod?
I only know this because I checked back over earlier, but: #making-mods-general message
Sounds very… specific
Would a ReplaceThatTakesAlphaIntoConsideration (name TBD) have more merit?
Or is that what this does
Hm nevermind, that wouldn’t work for making stuff transparent
ReplaceThatTakesSubtractiveAlphaIntoConsideration
Tbh something like what I’m talking about would work… if there was more context. Like, if you could declare a specific ARGB value to mean „ignore this pixel”, and everything else would be replaced
I thought about that, but then you'd need to specify the ARGB value, and since no other PatchMode works like that it would be a much bigger change that would require changing the methods specifically for that PatchMode, and in ContentPatcher there would be an extra field that only gets used for that PatchMode, so I decided the new mode should have the same interface as the others and when in doubt you can first Mask and then Replace or Overlay.
is there a way to change who builds your buildings ? like to a custom npc maybe?
I was really wanting to do that
it uses the same icon as the blacksmith profession, if that helps (figured it out by looking at vanilla tweaks)
hello i just wanted to add some item into the item bag from Ridgeside Village mod, but the item name are "Violet Devil's Claw",
now the problem AFAIK quote are use in JSON file for single character or something like that and i google it said to add a backslash before the quote but now its red, now im not sure which one is correct. oh btw im didnt try to run the game yet even though i know if i did it will either tell me its working or not
Backslash usually indicates a comment.
That said, I don't know enough about tech but at least in Linux, when you have quotes you don't need backslash, but this might be different.
Where on Google did you find that out of curiosity?
Uh.. That's the genAI explanation.
I wouldn't trust those
Pretty sure the double quotes contain that and thus it's fine?
That's what I think too.
Usually, when I type something in the Linux terminal I don't need to have any special characters when it's in quotes entirely
you'd need to backslash if it was a ", you don't need one in this case when it's a '
' is not quote
" is quote
backslash is usually escape, // is usually comment in most languages
how many dependcies is too many
depends if they're common ones or niche ones
Was about to say "depends on the dependency"
is this riddle to hard?
**Where the sun does not reach, stands the small keeper who once threatened me with bleach.
Friends we then became, and thus I brought them into this game.
Their duty is to hide the strange box, protected by my love for the brown little locks.
To break the vow, follow this how: Bring the small nut that bears her name, and the keeper will relinquish his claim.**
Yeah I'm more bothered by what dependandacy it is lol
meep, spacecore, cenetral station, poohcore,lovestockbazaar,unlockable bundles,extra animal config and my three arcanian based mods....
its alot of depends and i feel weird about it
-# three arcanian? I know crops and I know animals
the guide book
Oh
I always saw this more as a funny (affectionate) /interesting way to go on about your framework/tilesheet
Anyhow. Do continue
i really wanna make a custom builder too but i already have a insane amount of depends jfsdghsdfjgfx
you need to bring some item to the dwarf, no idea what the brown little locks are, and if the name of the nut is supposed to be named after a npc?
i would say its a bit confusing without context
can be very simple if you added a dwarf named hazelnut however, in which case it's more obvious 😄
hahaha okay great, my NPCs name is hazel so i think it will be solvable 🙂 Thank you!!
Just code your own versions of them all into guide! (sarcasm)
The meter isn't good, in case you want such feedback.
Yes i want all kind of feedback, but what do you mean by the meter? :)))
oh i understand 🙂
I'm biased and think this is fine cus i have all these mods already 
It's also helpful to think about which features you use are 100% hard required why use this mod without and which features are nice to have
In the nice to have case they could be optional deps
I HAVE a proposition for you
can i dm you
Usually i prefer to talk about stuff in here
okay thats fine
ok ok so I have this elder tree building that spawns spirits on the farm. and i was wanting to have the building spawn if you plant for of the regular tree seeds in a square ? is that possible with c sharp?
like plant seeds in a 2 by 2 and then in like three days poof elder tree
Oh u want a giant crop logic building
yes!
Possible ofc, but idk where I'd put this feature wise 
i already have all the assets i need and i have a csharp compoent to work with? do you think youd mind helping with it
id credit you and give you a porition of my mod dp
That part doesn't matter to me but I am currently busy trying to finish some other mods 
ahhhh okay i understand
Perhaps ask me again in 3 weeks
i might not remember but ill try
I would prefer to make things as framework features though, especially if something sounds useful to more than 1 person
does it sound useful to others? : O
But i also don't have any framework of mine where this fits
maybe i can talk decidedly human into adding it to meep? it could fit there
but hes very busy usually
The nerdsnipe cycle continues 
But yeah u just caught me at terrible time lol i already got nerdsniped for something last week
Nerdsniping in this context means someone bring up an interesting problem to solve
guilty
Would SMAPI load the "sub-pack" in this situation?
Mods
|-- MyPack
| |-- assets...
| |-- content.json
| |-- manifest.json
| |-- MySubPack
| | |-- assets...
| | |-- content.json
| | |-- manifest.json
no
are you hoping to implement CP style includes
no, I'm planning on making FF automatically convert FF2 packs to FF3 and in some cases it involves creating a CP Pack on the side, so I wondered if I could get away with adding it to the pack's folder or if I'll have to put it on folder up.
Feedback? Which is better?
Anyone good with words that have an idea?
ALTERNATIV 1:
Where the sun does not reach, stands the small keeper who once threatened me with bleach.
Friends we then became, and thus I brought them into this game.
Their duty is to hide the strange box, protected by my love for the brown little locks.
To break the vow, follow this how: Bring the small nut that bears her name, and the keeper will relinquish his claim.
ALTERNATIV 2:
On you way deeper, you find the small keeper.
I gave them some change, to keep my secret out of range.
The reason is to shield the child, whose brown hair makes my heart run wild.
The strange box is safe and sound, Until the needed key is found.
So, bring the small nut that bears her name, and the keeper will relinquish his claim.
? 🙂
I think version 1 is better. The, "brown hair makes my heart run wild," line comes across differently than I think is intended
Can someone help me please? I’m tying to add mods onto my steam deck. I’ve done everything just as shown. All files are extracted into my mods folder and smapi successfully installed, however the game isn’t launching with the mods
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Idk how to get my smapi log on the steam deck like that, I also don’t think smapi is even launching to give a log
I don’t see smapi loading whatsoever, but it says it installed successfully
The rhyme meter. Basically how the rhyme flows. It's rhythm, in a way.
Oh, you are asking about new feedback. Sorry.
still not the right place to ask, go make a post in the right channel. For the log, if SMAPI is running it should open a console next to the game, if it does not, you probably missed a step when installing. If the console appears, the link to share your log has instructions on where to find it on your system
You can open a thread in #1272025932932055121 without a log if you can't launch game at all
I still think the length and rhythm of the verses is to irregular. Trying to think of something...
In theory the buff should work, but for some reason it's not working . Smapi says no error at all, Health and Stamina regen still works too.
(Fixed)
I'm not farming LV.3 that's why🤦
https://smapi.io/json/content-patcher/33069b155da644d5ab268b3219926661
Yeah, i am not very used to this kind of writing hehe
On you way deeper, you find the small keeper.
I gave them some change, to keep my secret out of range.
The reason is to shield the kid, so her future won´t be mid.
The strange box is safe and sound, until the needed key is found.
So, bring the small nut that bears her name, and the keeper will relinquish his claim.
I dislike the word "nut" in that context. It sounds "harder" than the others. But it's almost impossible to find an alternative...
It's a nitpick nutpick. So ignore that.
hahah, thank u soo much for the feedback
I made this, but it might sound too ancient:
Inside the womb of rock and stone
The keeper rests, awaiting
The box, fully stocked,
But so tightly locked,
The nut you seek; her name is known
To find the claim he's gating.
I like it, but it might be to ancient as you said ❤️
Rhymes are hard. I'm also not a native speaker. I once tried to translate my favorite peom into English and had to give up halfway.
Try this:
ouu, nice, i will try it! 🙂
I feel like it is hard enough trying to write a poem in my language, even worse in english
What is your language, if I may ask?
swedish, yours?
German, so kinda close geographically.
Yeah!
A limerick might work regarding rhythm and scheme:
There was a young rustic named Mallory,
who drew but a very small salary.
When he went to the show,
his purse made him go
to a seat in the uppermost gallery.
I gave rewriting the poem an attempt, if you'd like me to share it (if not it was still a fun writing exercise)
Inside the womb of rock and stone
The keeper waits, ever alone
Him to bring the nut
Her name's a clue somewhat
His claim will then be your own
This is fun.
Any idea why this piece of code doesn't work?
"Changes": [
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetFields": ["FlashShifter.StardewValleyExpandedCP_PurpleJunimoVendor", "Items"],
"Entries": {
"Zekushi.BetterDewdropBerriesCP_Dewdrop_Sapling": {
"Id": "Zekushi.BetterDewdropBerriesCP_Dewdrop_Sapling",
"ItemId": "Zekushi.BetterDewdropBerriesCP_Dewdrop_Sapling",
"Price": 10000,
"AvailableStock": 5,
"Condition": "PLAYER_HAS_SEEN_EVENT Any 908072"
}
}
}
]
}```
Looks like you want new item to other mod's shop?
Yep.
Use debug gq <what you got there in Condition>
