#making-mods-general
1 messages · Page 480 of 1
maybe it just werks if u also load to Characters/Dialogue/MarriageDialogueLeoMainland
oohh
might try that then
i was thinking of trying just leomainland for the dialogue but removing marriage but that might work too
the wip adopt leo mod is using new framework so that he doesn't take up the spouse slot
oh wtf
he becomes Child instead
so the implications r no spouse room and no patio but he runs around really fast 
he is a wild child it makes sense
all I see are three pros
adopt leo and give him the zoomies
(If all goes well, the new Adopt Leo mod would be ready for release some time within this week.)
you also get to make him his own room that's another bonus
if you're curious to try the edit though until then, change Line 7 in content.json to this:
"Target": "Characters/Dialogue/MarriageDialogueLeo, Characters/schedules/LeoMainland, Characters/Dialogue/MarriageDialogueLeoRoommate, Characters/Dialogue/MarriageDialogueLeoMainland, Characters/Dialogue/MarriageDialogueLeoMainlandRoommate",
and in the code folder in RoommateDialogue.json, change Line 6 to this:
"Target": "Characters/Dialogue/MarriageDialogueLeo, Characters/Dialogue/MarriageDialogueLeoRoommate, Characters/Dialogue/MarriageDialogueLeoMainland, Characters/Dialogue/MarriageDialogueLeoMainlandRoommate",
yea if u r already roommates with leo in your save u might as well try it
oh wow okay !!! i will Try ......
(no guarantees that works or if its even the issue)
no harm in trying lawl
dophin is not a fish is making the content pack 
and i did the C# crimes
chu is making the framework.
well we opened up the game and it Kind of worked? it said Some of his written dialogue and then the second half of his sentence was a blank dialogue box, we might troubleshoot further or see if it was just That specific dialogue that didn't work but hey we're happy with any progress so thank you tons for even bothering honestly !! 😭 we might just wait it out until the new leo mod comes out
if it managed to show at least part of the intended dialogue then the rest is prob just jank with the dialogue syntax 
yeaqh thats what id think too, though i dunno if ive ever seen a completely blank box before, that parts strange
better than before at least
the spring_16 dialogue seems to end with a #$b# with no dialogue after it
im gonna stop lurking to add on, it was dialogue for winter while we're in fall
in fact several keys do so just do a ctrl-F in the i18n default.json for $b#"
to be specific
yeah thats also some jank syntax
aahhh
so is just the dialogue itself ... yeah theres like hundreds of lines in there 😭 perhaps just waiting for the new leo mod is best
very jank since that doesnt even have a command separator. dunno what the intent was or how it works at all
this one held together by duct tape in gum 💔 not that i can diss i have 0 knowledge but yknow
tbh if you just removed every instance of $k in this file itd also probably fix a lot of issues lol
do we remove this as well then
Perhaps ...
if it ends with #$b#" then thats jank but i dont actually know if it causes any real issue or weirdness
Wow the $k is like Every Other Line 😭
at this point we r in normal dialogue modding land so
pls refer to this for what stuff means
particularly the Format section which describes what these tokens/dialogue commands do
!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.
!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!
!manifest
manifest.json is the file that tells SMAPI that a folder is a mod. Here's the wiki page on manifests, which has some things you can copy-paste into the manifest.json if you're making a mod: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
(if you want to use commands feel free to do so at #governors-mansion to avoid drowning out discussions (not that there is one currently but still))
I believe we finally got the Leo adoptable mod to finally work 😭, his spouse room still doesnt show up (just shows up as Abigails) but I'm married to Shane so I can just have his instead anyway. thank you guys so so much for the help :)!!!
Im so sorry I didnt realize that was what that was made for
(no need to apologize I was just giving a reminder 😄)
I'm working on a small dialogue and event mod for some vanilla characters. So far between the modding wiki tutorials and the main wiki's extensive details and some digging under the hood of another mod, I think I'm not making any wildly big mistakes.
However, I have 3 questions, 2 in dialogue, one for the events (so far):
- I want to have one of the characters who does NOT go to the resort have some lines related to the resort opening. But there doesn't seem to be a suitable existing condition or conversation topic to trigger it. Am I missing something obvious?
2: Similarly, I'm hoping to trigger one comment by one villager based on a vanilla question asked by another character - but there are two response IDs and I want it to happen regardless of the answer. Do I have to set up two separate dialogue lines even though the string is the same, or is there a way to include them only as one line?
3)I have an event where Alex tosses a football at another character (again). The original football is hardcoded so I can't use it, and that's fine; I can make my own sprite (maybe not quite so comically oversized).
What I haven't been able to decide is if it's better to use a temporary actor (stricter sprite requirements if I understand correctly, some of which I won't need when it literally goes in a line forward, then another one back, but I think I already have the code sort of figured out) or a 1.6 temporaryAnimatedSprite. (easier sprite, I think, but I'm not actually sure of all the coding per the wiki) . And what happens if it overlaps an existing character sprite - can I make it appear on top for the duration?
for #2, you should be able to trigger the other NPC's dialogue based on any of a set of response ids having been chosen, so one line should work
Island_Resort is the mail flag for resort repaired
you can give yourself a CT based on that flag with trigger actions
however, maybe be aware of a bug around response ids which is fixed in the next game update (unreleased) #making-mods-general message
(if you try to recycle a response within the initial question, all of them will yield the first response id)
Anyone know how to look at the whole smapi error script I forget the commands
!log check the instructions on the page
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
ty
Is my "Mod ID" My unique id?
It's whatever you're calling your mod internally, it should be unique but descriptive enough (like, not just a bunch of numbers)
yes, it's the UniqueID field in your manifest
Does Someone have a full Content patcher modding guide?
I'm trying to make a Content Patcher mod, but I couldn't do anything, even using the GitHub guide...
Can an expert someone help me please...?
what do you have so far?
Basically... Nothing...
I'm new on this...
I'm just making a test mod to know what I needa know to make what I wanna...
I've been working on a total expansion mod—a new island, new NPCs, and all that stuff... I've been running test after test to figure out the correct structure for everything I want to add, but I've been trying for almost 3 days to get the game to detect a new location... I don't know if I actually need more information, patience, or what, but seriously, if anyone has a complete, structured guide, please help...
This is I want
can we see what you already tried, please, since it didn’t work? it’s hard to help without knowing what went wrong
Could You possible help me later when I'm free? Either in a private message or right here in this chat. I have to step away for a few hours, and I'll start working on it again in about 6 hours.
We can help you here, it may be different people but someone will be able to help you for certain
!json When you're free, if you use the first link and paste the stuff you have in your json into it then send us the link, we can help a bit better too
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.
Ok, I'll do it, If I have any issues, I know who to ask for help.
personally, I’m not going to be able to help you until you actually show us some of what you already have (and I don’t do help via dms)
Is Leo's Pelican Town schedule being handled by Characters/schedules/LeoMainland a fairly new thing?
Because I took a look at some older mods and they are patching Characters/schedules/Leo with a HasSeenEvent condition on his moving in event instead. But to my understanding, that wouldn't actually affect his Pelican Town schedule, yar?
it was like that in 1.5
Ah okay! So older mods that are patching Characters/schedules/Leo basically doesn't work properly anymore now, right?
did they ever? Leo is also from 1.5
Oh, okay. That's odd, then. I wonder if there's some bug related to that then.
Like SVE patches both Characters/schedules/LeoMainland and Characters/schedules/Leo with identical schedules and I'm wondering what's the purpose of that.
doubtful theres a bug, i dont see anywhere itd be and it would have been there for, what, 4 years now? they likely just do it because who knows what mods might be doing to move leo around
the game checks if Leo's currently applicable Home is not IslandHut in order to use the Mainland schedule and dialogue
works just fine in vanilla, plenty of room for mods to mess that up though
C# mods might also just directly load the regular schedule for whatever reason
5 years, potato tomato
Fix for games where Leo won't stay on the mainland!
Aa found this on Community Center Reimagined json comment
Looking into it a bit more, apparently there's a bug where Leo just won't move to Pelican Town during the early days of 1.6.
At least according to a Reddit thread I found.
they still should have been patching the Mainland schedule though, because the code that changes to the Mainland schedule is still there in 1.5.6
i dont know what the bug was but the Mainland swap wasnt introduced in 1.6
I'm assuming that the mods that don't patch the Mainland schedule never really worked to begin with, and the mods that patch both did it to combat the 1.6 bug.
shrugs. plausibly. maybe one of those authors is still around to ask if the curiosity was high enough
wow im really rusty. so i have this config setting that's either set to true false.
i want it to affect values tho, either 0 (icon doesn't show) or 0.5 (shows), would the most straightforward way to do this be dynamic tokens?
also if my desc doesn't make sense helping me make it clearer would be super helpful
Yes, use a dynamic token.
Your description makes sense to me but you should be doing it via i18n, not the description field.
alrighty, thank you! 
do i just leave the desc empy? or should i just not include it as a field
I think you should do it with an i18n token?
aba will have to confirm what they meant though
you don't need the i18n tokens for configs
don't know if you need to include the Description field though
ok yeah i removed it and its fine
Whoops sorry I forgot I said that and went and played a game lol. Yeah just removing the field and using the config.<name>.description key is the way to go, as I assume you found already ^_^
Bea is right, no tokens for config. There are already keys for config names, descriptions, values (when needed), and sections. It's great because you can set your values to anything you want and have the key display something totally different - except that sadly Stardew Access reads the actual value rather than the i18n so I had to change my configs to match what was in the i18n anyway (and presumably non-English blind players are just out of luck).
theyre getting close to being able to call c# from c++ 
fear
but this is so cool
Good morning!
I created a custom farm and someone reported a graphical bug with the tiles at the greenhouse entrance. I hadn't even noticed because I use NoGreenhouseEntranceTiles in my mods. So I wanted to see if a mod was causing the bug, so I removed all mods except Content Patcher and the mod I created. Then I started a new game, and the bug is there, but it only appears on a custom farm. If I create a game with a vanilla farm, the bug disappears. Maybe there's something wrong with the map I created? Do you know what could be causing it?
possibly wrong tilesheet order
the game is trying to pull the entrance stepping stones from a tilesheet, but it recognises it based on name or order, i can't remember
so if you have different name/order than vanilla, the game will pick tiles of index whatever and whatever2 from tilesheet 1, but you have a different tilesheet 1
I put the z_ in front as I found written in the instructions, what is the exact order?
The tiles are all Vanilla.
You need to rename z_spring_outdoorsTileSheet to untitled tile sheet
(I downloaded your farm and did some trial and error because I was unfamiliar with the problem)
I'll try that right away, thanks for the information!
And the others don't need a z_ in front of them because you're not editing a vanilla map.
It's not hurting anything that they do have the z_, but it's only actually needed for edits to vanilla maps where you're adding new tilesheets to them.
Ok thanks I didn't know that.
I'm guessing the code looks specifically for tiles on untitled tile sheet and since there's not a tileset called that it goes strange. Not quite tileset order in this instance, but the same sort of principle.
It's likely, but it's funny though.
79 hits for it in the code 
but yeah, it does this in GreenhouseBuilding.DrawEntranceTiles
TileSheet tilesheet = map.GetTileSheet("untitled tile sheet");
if (tilesheet == null)
//get the second sheet, or the first if there's only one
tilesheet = map.TileSheets[Math.Min(1, map.TileSheets.Count - 1)];
Thanks guys! You made me realize a mistake I was making, which was a huge help!
Oh so it's checking for name and then order if the name returns no result. Interesting, thanks!
do we have a comprehensive list of stardew events?
Good morning! What is the best way to add tokens for non vanilla npcs to implement jealousy dialogue? Would it be to make a token and set a condition for when mod is installed?
for example { "Name": "RivSter", "Value": "Sterling", "When":"{{HasMod |contains=Himetarts.ARV.CP}}" },
you should ask those authors about whether their characters should have jealousy dialogue and how
its usually easier for u to just make a convo topic that other mods can put dialogue on
ty, that's on my list I was just curious. A lot of people have been asking me to add dialogue for a modpack of mine for external NPCS
like Shane gets jealous if you have high hearts with Sterling
I'll check in with the authors and go from there 😄
hey! got this error, uhh how can I set priority?
[Content Patcher] '(CP) MY MOD?!?!?!?!??!?!?!' has multiple patches with the 'Exclusive' priority which load the 'Maps/HeadInTheClouds.theyrejustcuteokay.Locations.LewisBasementEVENT' asset at the same time ((CP) MY MOD?!?!?!?!??!?!?! > Other_Events > Code/Events/Other_Events.json > LewisBasementEVENT Loader, (CP) MY MOD?!?!?!?!??!?!?! > Town_Events > Code/Events/Town_Events.json > LewisBasementEVENT Loader). None will be applied. You should report this to the content pack author.
OH
NVM
I GOT IT
i had the same shit in 2 files 
ah, the joys of mapmaking
Monthly mod stats time!
Mod compatibility
80.2% of SMAPI (C#) mods are compatible or have a workaround, up from 79.7% last month.
Unique mods by type
There are 482 more mods this month, continuing our recent busy streak.
The breakdown of new mods by type is:
- +305 Content Patcher;
- +74 SMAPI;
- +51 Alternative Textures;
- +31 Fashion Sense;
- +11 XNB (??);
- +3 Farm Type Manager;
- +3 Furniture Framework;
- +2 Mail Framework Mod;
- 0 Custom Music;
- 0 Dynamic Game Assets;
- 0 Shop Tile Framework;
- -1 Better Artisan Good Icons;
- -1 TMXL;
- -2 Custom Furniture;
- -2 Producer Framework Mod;
- -3 Json Assets;
- +11 for frameworks with <100 content packs.
Content Patcher packs
We have 12,816 Content Patcher packs.
The top five Format versions remain...
- 2.0 (3,782 ↗ 3,842), 2.3 (864 ↗ 867), 2.4 (652 ↗ 667), and 2.7 (500 ↘ 495) for Stardew Valley 1.6;
- and 1.19 (572 →) for Stardew Valley 1.4.
Open source
- We have 3,782 tracked C# mods, of which
- 2,324 mods (61%) have a source code repo, with
- 1,220 (52%) in a multi-mod repo and 1,104 (48%) in a single-mod repo.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API dropped a bit to US$212/month. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for ← October 2025 • December 2025 →
- Full mod dump (76 GiB)
- Download all open-source mod repos
- Dynamic view of mod dependencies
And that's it for this month! Feel free to ask if you have any questions.
ppl are still making xnb mods??
Apparently!
(For the record, I got explicit permission from Nexus to continue datamining under their new terms of service.)
Hi everyone!
Im the person who asked in the @ebon steppe account, this is my own account
Im trying to make my own content patcher mod
But I dont know anything 
i guess it makes sense a shapeshifter would ask questions with another account /j
do you know what mod you want to do?
usually a good approach is : search for a mod doing a similar thing (using the same framework), preferably a simple/small one, look at how it's done, then look at CP documentation to understand things, then ask questions here
XD you're right
it is easier to answer "how do i use (whatever property)" than "i don't know anything" (mainly because it's not a question)
I wanna add a custom location and teleport to the new location with a smapi command, but I couldn't do anything with only my begginer knowledge 
{
"Format": "2.8.0",
"Changes": [
// your changes will go here
{
"LogName": "Load Map: Location example",
"Action": "Load",
"Target": "Maps/MyMod_example",
"FromFile": "assets/Maps/exemple.tmx"
},
{
"LogName": "Regist Location: MyNewLocation",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"MyMod_example": {
"Type": "Custom",
"MapPath": "Maps/MyMod_example"
}
}
}
]
}
This is my content.json file and the game doesn't allow me teleport to, because a nonexistent location
those Data/Locations field are not correctly nested in a "CreateOnLoad" field
see reference here: https://stardewvalleywiki.com/Modding:Location_data
also remove Type, dont set it unless you know what you're doing
Ok, i'll do it
+3 FF
-2 CF
The future is here now, old man
helloooo i need help
it's events
as per usual
so, my temp actor NPC keeps walking too far?
this is the code, but dog4 keeps walking 4 blocks down instead of 1???
/positionOffset Krobus 16 0/move Krobus 2 0 1 true/warp dog4 52 64/viewport 51 65 true
/speed dog4 2/move dog4 0 1 3
its x y not y x. youre looking at 3 down
uhh, could you elaborate pls?
OH do temp npcs not have that face direction thing???
oh wait i didnt see the 0 lol
OH dw haha
have you tried with taking out the speed if the dog moves properly then
hm
OH lemme paste the character's code
the event command:
/addTemporaryActor dog4 32 32 1 1 2 false Characters
and the thing that loads them:
{ //dog4
"LogName": "Dog4 Loader",
"Action": "Load",
"Target": "Characters/dog4",
"FromFile": "Assets/dog4.png"
},
maybe pasting your whole event might be better for people to look at
its more of a guessing game for me personally. i only used a tempactor once before and it worked lol
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.
thanks so much for your help Void 
im trying but im not that great in problem solving events 
LOL, neither am i 😭
event are..?
im surprised rn that you only warp the dog when you change maps isntead of everyone, didnt know that was a thing
events are just another plane of being idek
oh should i warp everyone?
i'm not exactly experienced
idk, i thought you need to do that xD
who knows 🤷
New location working on! Don't do anything, but works, its just an example because I wanna make an expansion mod with tons and tons of new things, like NPCs, Locations, Marriage partners and more, but its so frustrating... But now I have the first step, it's time to continue... Thank u so much
oooh congrats! maps are the bane of my existence lol
mhm expansion, im in the same boat, itll get better after the frustration, dont worry.
i was making a dialog mod but now it's a full overhaul of two characters so
well, it works for me and i saw other events do it so i jusut gonna continue doing it xD
scope creep go BRRRRRR
but about your dog...idk man. i wonder if its because your pause os too short, but tbh you got a few commands ive never used before so idk
..i'll try more pauses then???
cause ik sometimes that helps for some things
i think
i hope
i pray of the coding gods
NOPE
all i can say is take out bits and see if any of the xisting things cause it(or maybe a lack of a specific command idk)
AAAUGH
okay 
its time like these id myself go in here and cry about my event issues lol
i hope someone with more knowledge comes in to help
a flawless strategy
i just insult console
..i'm not kidding-
I’ve definitely done that before like “excuse you wydm”
Might be unrelated, but I think I recall something about there needing to be a pause after the jump command and before any movements from that character to prevent weirdness?
hmmmm
Me: let me causally make some dialogue: 54 events and a character overhaul
the dog doesn't jump at all tho
I'm trying to read the event commands on mobile but it's slow going LOL
tis simply the progamming way
dw! thanks for your help :)
it looks like jump should just be jump actor and intensity (default 8)
(not that it means that doing that will work because modmagic)
'hm, maybe i could add a few dialog lines to this character' two complete character overhauls, 130+ pages of lore, and 9 events later-
let me do a character expansion - makes 3 separate paths based on choices made in a shared prologue section that then triggers mail that the other paths go off of that have custom maps and gift items
0 or 100 there is no in between
i am not in fact, exaggerating with the pages of lore
I love that tho
thank you 
Is the dog moving too far after the speed command?
prob 5% will actually make it into my mod but still-
yup! but it still did the same without the speed command so
Its necessary
it is!!
Have you already tried a pause after the speed command?
i will now!
besides, what's a story without elaborate trauma for all the characters ✨
80% compat 
just a little trauma as a treat
..oh there already is in the version im testing
Also proudly announcing I finally got my freaking NPC to work on a base level
lil projecting
YAY!!! congrats 
Hi
hey!
I have a big problem.. T_T
ty, lil Iggy Nova has been such a work of love (6 months)
aww :) i gotta download em if you're gonna publish your mod :)
Do you know how to change the town map with a mod?
it is possible!
change in what way
comes with a lot of potential compat issues tho
WHO. T_T
I'll def post when she's available ❤️ lil demondame crash landing
Only other thought is to maybe try swapping move for advancedMove just to see, since move goes weird sometimes with other interactions.
ooh maybe!!
I need to patch Shane so bad (that aforementioned choice prologue path thing? gone - pick your path via config)
Can you be specific about what you'd like to change? E.g. "i want to make Clint's shop prettier" or something like that
after this i'll resort to the classic Universal Fix™
130 fucking pages??? 
i could never...
I am learning to really love advancedMove
hell yeah 
HOW
has never used advancedmove in any of their 30+ events
I got 54 events ppl need to MOVE XD
No, no. My idea is to change the entire map of Pelican Village, the area where Pier's shop is, and the rest.
I have all the files, but I don't know how to link them correctly.
AS YOU SHOULD advaced move is it's own unique layer of hell
yeah, they can with move nobody gonna catch me beyond that lol
I added my first temporary sprites too ❤️ tho I did have help from an incredibly knowlegable Twig
It's to replace some parts
change as in the placement or jsut the texture or adding things removing things...
ive only used advanced move for like. when it's necessary
i'll just use move for everything else
okay now the next move goes into the void
sorry
not you @ornate trellis LOL
remove and put things
🤣
Do they still go into the void if you only move them one space?
yup
eughhhh maybe ill have all their movements be advanced moves 💔
god i hate advanced moves

trying to hype myself up to actually do that and not yap here-
eughhh
im sitting ehre twiddling thumbs instead of doing child dialogue, so
fair fair
I can't really think of anything else I know of that would interfere, unless you somehow have an animation that hasn't been stopped before movement
sadly, no 
I’m thinking about starting a new mod to link to a different mod I made and abandoned instead of troubleshooting
oh yeah btw
i'll try the Universal Fix™ first
ooh?
back to the topic of having or not having to warp an npc when you change maps..
AUGH now another mod's event triggered-
Most of my event voidwalks have been because my movement coordinates were too far over and the game pretended collision wasn't a thing
if anyone happens to have an answer to that
So moving into a building tile, for instance, and then getting stuck out into void
HM that might be it
i did make a custom map for this
and i cannot in fact, make maps
oh to have the door to the dog's pen open
ahh
Are your files .tmx format?
As in map files
yes
Take a look at content patcher docs on EditMap then
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md
I'm going to warn you that changing town map is precarious and has chance to break many other mods
Also has a good chance to break vanilla events.
our advice is usually to leave town map layout alone and be careful even adding new things to the spaces if you care about compat
the word counts of my various documents-
i gotta add these up hold on
..that is 30,660 words of lore
@autumn tide
I found this, it might be exactly what you need for your event trigger.
not including all my code or dialog-
OH MY GOD TYSM!!!!!
i owe you my life
... I just stumbled upon it while looking for some new mods...
still i really appreciate it LOL
I feel very stupid but I added a new event and I can't for the life of mine figure out where the mistake is. I guess it's probably some minor typing error but I don't see the forest for the trees anymore
https://smapi.io/json/content-patcher/774546f01b90458c94ff706041e47e30
..also i am very dramatic excuse that-
hmmm what event is it?
the affected log is "Pei Ming 2 Hearts"
Apparently that it throws an error.
That specific error means you have a {{ in the text which starts a token, but you're missing the }} to end it.
Another question: how can I make an addon/mod to enable custom character portraits? I'm making consistent-style portraits for the Romanceable Rasmodia mod. I know it could be done by having a file that replaces the base mod files, but I'd like to let the player select the version they want at any time.
ooh, i actually just made a template for portrait making, all you have to do is set RR as a requirement :)
want me to send it here?
yeah... 
Yeah, I thought so, but I still can't find the particular {{in question. let me check again!
I think I found it. The last token in the first line of the event only gets closed by one }.
AAAAA THANK YOU!!!!! I see it now
so just follow the instructions there, and put this in your manifest below
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
this:
"Dependencies": [
{
"UniqueID": "whatever_the_romanceable_rasmodia_modID_is",
"IsRequired": true
},
@autumn tide ows their life to me, but I owe my life to Regex.
hmmmm most intriguing
Ok, i'll do it, i'm makin' just a simple thing, but consistent-style portraits are the best 
-# I would even do a negative lookahead to look for both kinds of unclosed tokens, \{\{[^\}]+(?!\}\})
happy to help! oh also you might wanna add priority stuff too to ensure it shows up, sadly I'm not an expert in that so it'll take me a bit to explain lol
yoink. ty ❤️
ofc!!
deathcount... unf
@raw basin
Doesn't work for me. It simply selects every token up to the last character. Like, for {{ModID}} it selects {{ModI.
I made a slightly longer version:
\{\{[^\{\}"]+(\{|\}[^\}]|")
I love how Regex sometimes just looks like Brainf*ck code.
How easy is it to take 1 thing from one mod and add into another mod? Is it a case of copy and paste or is it more complicated?
hmm, you gotta ask the first modder's consent first ofc
adding onto what claude said, it really depends on how complex the mods you're looking at are
like, define "1 thing"
So I'm currently using Waterfall Forest Farms (WaFF and WaFFLE and in this map they have a custom shed which acts as a basement a shed and green house ,I love the building but have used the map so much that I'm getting bored of it so I was wondering if I could take that building and add it to another farm map?
So to do this you need
- Find the tmx containing the map file of this shed
- Find the Data/Locations edit which defines the shed
- Implement a mod that does something new with this tmx and location data
Tl dr not simple copy paste
Damn I thought as much , I've been looking for ages for a mod that does similar to the shed but unfortunately to no avail
Be the change 
Especially with curly braces and backslash like that x)
Rasmodia is a bit unique with how it handles Slighty Cuter Aesthetic, so you might want to either mention on the mod page for people to disable the Wizard in those mods and disable the SCA overwrite in Rasmodia (I can guarantee you most people will ignore it leading to issues) or mimic what I've done with it
I think doesn't works with RR, because the mod uses different types, idk how i can add a custon option or compat option to make it possible... anyways, thanks for the template, its better to work 
Plus yeah the whole different options for the amount of expressions from RR and RRRR are one big clusterfuck hah
How can I make her compatible for add some new portraits? as a custom...
For the "Leo won't move" thing, it was an issue right from the start of 1.5, and was extensively discussed then (though I only ran into it from the mod player side).
I wana add a custom option to enable my portraits over the original RR portraits. I don't know almost anything, I'm new on this 
Thanks to the responses yesterday, I got my items 1 and 2 answered, anyhow. This was 3, though.
3)I have an event where Alex tosses a football at another character (again). The original football is hardcoded so I can't use it, and that's fine; I can make my own sprite (maybe not quite so comically oversized).
What I haven't been able to decide is if it's better to use a temporary actor (stricter sprite requirements if I understand correctly, some of which I won't need when it literally goes in a line forward, then another one back, but I think I already have the code sort of figured out) or a 1.6 temporaryAnimatedSprite. (easier sprite, I think, but I'm not actually sure of all the coding per the wiki) . And what happens if it overlaps an existing character sprite - can I make it appear on top for the duration?
This was my first draft code for it; short version, will this work? (There's more later, but if this is the wrong thing to do, this is enough to tell me so.):
addTemporaryActor AlexFootball 16 16 5 19 0 false Animal/move AlexFootball 10 0 0 true/
i would use a TAS as complicated as they are because you can control things like movement and acceleration
and yes you can overlap it by making the sort layer a high number
The easiest way would be to mostly follow what Claude sent and add a config option where users can choose which portrait version (how many expression) they want to use. You'd just need to edit Wizard, Wizard_Beach and Rasmodia_FlowerDance
If you want it to be automatic you can just copy what I did with tokens
I'll try it...
you can replace how phones sound like for everyone
Its possible using "Action": "EditData" and using "Target": "AudioChanges"
I more meant "search for 113 so you don't get dozens of results for xylophone".
also the asset is Data/AudioChanges not just AudioChanges
That's right... Data/AudioChanges
Interesting... now let's see if my crappy art skills allow me to make it into a mod 
were you planning on making outbound phonecalls
i believe in u
@modest dagger You leveled up to Cropmaster. That's level 500! The deepening purple represents your mad descent into the server.
huh, a motivational message did it
Just a phone retexture with custom sound
oh u need to do the numbers too then
telephone_dialtone
telephone_buttonPush
telephone_ringingInEar
these 3 cues
thats for when u phone robin or whatever
ah, I also forgot variable length lookaheads were a thing. just do \{\{[^\}]+(?![^\}]*\}\})
It only marks the second of these for me:
{{ModID}} {{ModID} } {{ModID}" {{ModID {}}
My long-term goal is to catch all but the first one.
Oh, wait, it also matches the third one, just in an almost invisible color.
then make the +s lazy eval
oh that colour looks pretty clear to me haha, you may need to have your blue colour vision or your monitor checked
Both look clear to you?
yup
yea same here
I thought for a moment you were talking about a highlight on the last token because I couldn’t figure out what was unclear
I'm thinking a simple solution for the portraits I wanna add to your RR mod. May I copy your content.json and overwrite it with a new option to add the new Rasmodia portrait? I want to know if you're okay with that, not just do it without your permission.I assure you that if you allow me, I will publish that all original credit belongs to you. My credit is only for the sprites that are consistent with the Stardew Valley style (Spoiler: I gave Rasmodia an appearance similar to Abigail's, creating better visual consistency and making the secret heart event in SVE make more sense).
can i ask what the regex crimes are for
and yeah, the regex won’t pick up the last one (fun fact, you can’t check for matching brackets with regex)
Oh, Night mode was on. But it's still unclear. I'm gonna get my vision checked soon.
Checking for falsly closed tokens.
(at least you can’t since nested tokens are valid)
hm i think stardew syntax handles this
If you mean if you can publish a mod that is a content.json replacer then absolutely not, since it'll break both mods whenever there is an update
it's textmate grammar stuff so no lookahead needed
Just imitate how I'm editing the portraits and make it into your own separate mod
is that sinz crimes, atlas(?) crimes or else
Regex crimes? I'm somewhat of a pro in those (looks away from my i18nifier) 
False positives are okay because it's a tool to quickly find bad tokens in a file, not a universal automated solution for everyone. It's good for people here just asking for help.
no its linkoid's vsc extension
so how it works is that it extends json language with more rules
this gets parsed as a "content patcher variable" aka token
Ok, I get it, I refer to just a content.json because its complex, but I'll You suggest 
you will false positive ALL nested tokens though
that part is sinz
nicee
so it’s a schema?
ah yeah that makes more sense
u can consider that a schema but it's not a json schema
Isn't this not possible with just regex, since it's structured and therefor irregular
hey chu, quick question but if a spouse doesnt attend a festival will the hmk kid still somehow be added, probs not?
i made one of these but for stardewui's bespoke xml adjacent thing
yup, can’t do matching brackets with regex
Yeah, fair, but I haven't seen many people here asking for help because their file doesn't work use nested tokens.
they will not, bc a child being added depends on the spouse being added
kk, that means itll save me costumes to do untill i add the spouse
oh yea the other req is that they must be visible as child on the festival day
otherwise they also just dont go, unless you do normal add npc to event
are you sure about this or did you make this true in hmk specifically
thats how game does it psure
oh yeah, i kept the !IS_FESTIVAL_DAY in like in the example
i dont think it requires the spouse to be there
but without spouse theres no "will be added next to spouse" spot?
the spouse being there affects where they get positioned for sure
ive not tested where they get positioned without spouse 
should do that

but that is not for u to worry about and probably more a thing i may have to fix to avoid crashing solo adoption scenario lol
i can prob add a field to explicitly say no festival for this kid too
ah no there is a long check here for married from the npc side
if (!characterFromName.isMarried() || characterFromName.getSpouse() == null || characterFromName.getSpouse().getChildren().Count <= 0)
wow
love the discord overlay hiding half my screen when i wanna pick a save
and characterFromName comes from actors added to event
so no i think it's not possible to have kids go when u not married or spouse never went
yeah just checked and no kids when no spouse
also my kids festival dialogue aint dialogueing, sigh
oh
huh, wall of red text
the lovely NullReferenceException
Nice pls send me log lol
i gotta say tho i CJB the dates to test some festivals in between jsut so you know https://smapi.io/log/ea66cde6adf44935ab877a7c01ea1314
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 63 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
have you considered the multiplayer implications of this
the NPC can be married but not to you
Yep my bug will fix
but why isnt my festival dialogue firing
Marius has the no translation thing so i surely had a typo somewhere but Muirenn straightup jsut has her usual day talk
Well you should ask mr ape that
i unfortunately dont have a direct line to him
It's right there in event.cs
yet
But it seems like it would work as expected in mp
Cus the lines following is getting the npc's spouse (so a Farmer)
Only falling back to game1 player
what if you have children, but no spouse, but another NPC is married to a farmhand?
I think my children do not appear
In vanilla that's the divorce after kids case right
if Emily is married to other farmhan then when this loop reaches Emily, it wont get continue'd, and then it checks to see if i have a spouse and if not then it just gets my children, even though we're in emily's loop, no?
hm, no clue why my festival dialogue wont fire, im probs blind again
How did u add the festival dialogue
ignore i forgot one fall one in the target i gotta fix that
i know i only need the flower dance rn but in case i ever do the others i already added those
Vanilla bug mayhaps
terror
my partner and i never have kids with other NPCs when we play so i have no knowledge of what happens in such a scenario
alth
but its too much effort to set up a test save for it right now so i dont want to
it always is try characterFromName.getSpouse() right
and that if already assert this is not null
NPC characterFromName = Game1.getCharacterFromName(item);
if (!characterFromName.isMarried() || characterFromName.getSpouse() == null || characterFromName.getSpouse().getChildren().Count <= 0)
{
continue;
}
Farmer farmer = Game1.player;
if (characterFromName.getSpouse() != null)
{
farmer = characterFromName.getSpouse();
}
List<Child> children = farmer.getChildren();
(ur decomp has a different variable name than mine so i had to double check)
the thing is if this is the check for Emily, who is married to a farmhand, then Emily's spouse aint null
like the farmer value will never be just Game1.player cus when characterFromName.getSpouse() is null the whole loop is skipped
and when characterFromName.getSpouse() is not null, farmer is the actual farmer emily married
this is the NPC version of getSpouse
oh i see i think
i agree that the decomp and possibly the original sauce makes this hard to read and confusing
i misread that second spouse check as using the farmer
my decomp changes characterFromName to just npc which then gets reused
short and easy to misread
in which case now i wonder how the various polyamoury mods handle it
im guessing sometimes you just show up to the festival with the wrong children
easy mistake to make
i remember free love patches this part heavily yea
for me im just avoiding it hence why i only try to do stuff on children added
hm
if all else fails just skip prefix loadActors 
I changed {{ModId}}_{{B@Kid}}_spring13_* to {{ModId}}_{{B@Kid}}_spring13_2 and I am still not getting any festival dialogue
it should be y2
its not a placeholder
idk, bea told me about it
(i asked the same thing)
hm im struggling to find where in code does it tho
im calling @event.TryGetFestivalDialogueForYear to get the event dialogue
i mean isnt festival dialogue a separate system anyway and wouldnt use the same keys as normal dialogue
its just whats in the festival data innit
yea in that method, it is indeed fetching from festival data
i just dont see where it tries _* 
maybe im dum
oh that explains it 
i didnt mean to imply it works in festivals i just wanted u to know its a literal * where it does work
yea so void u can do this stuff only if u dont use festival dialogue and instead put what u want kid to say directly in their daily dialogue
ahhh
i recommend doing festival dialogue otherwise u can only talk to em once
does your normal npc fest dialogue work
aye, barnabas says what he should say
what framework lets you make your own menus and such
StardewUI?
i think so thank you
ah dang its uhhhhhhh not content patcher stuff i thought it would be
ill stick to space core
Afaik it's basically react but for stardew, so yeah.. slightly different 😅
the "needs knowledge of basic C# modding" does tend to scare people off.
Does it need C#? 
yes
The first thing the documentation says is that it needs knowledge of basic C# modding to use the framework.
its not for content modders
does anyone know if emdashes are supported? i am editing dialogue text for someone, and they have a bunch of space hyphen space i'd like to replace, but i know that some special characters can be a problem and i figured y'all might know.
likely not, but ppl who touched fonts know better
you can test in game to be sure
Yeah, I'll likely have to go that route, just figured someone might know.
I think there is a - based on the file I'm looking at
yeah that's a regular dash
Maybe that could be used instead is what I'm suggesting
thats what they wanna replace tho
Bah.... it seems my old Train Whistle MOD is going to remain defunct due to changes in Stardew Valley 1.5 or 1.6. I am pivoting instead to a differnt train related MOD so that I can revive it, just not in the original intended form. It gives me something to code, and possibly something others will enjoy. I'll keep the rest under wraps until I can prove it out.
Sorry, my bad 😅
I think the em dash is supported, at least for letters.
I think you can use ALT-0151 on the keypad.
this is the emdash —
this is a regular dash -
I know for sure the latter is used
It's just not dramatic enough sometimes
en-dash actually has a specific use as a range separator
and is not meant for general dialogue
but i think no one cares

Not many folks focus on grammar anymore... just look at some of the English game translations in some retail-sold titles.
Off topic, but I'm always surpised when I discover a new npc on Nexus that's not super recent. Idk why I keep thinking I've seen them all lol. Tags are very important and but still ignored sometimes.
why use many word when few word do trick
Because words have meaning, and it can take a thousands words to paint the accurate picture. 😄
word hard me brain, shout loud is enough
WHAT? 😄
what tags you thinkin of?
Nexus tags are kinda odd for Stardew, I couldn't find one to indicate a new characater
definitely not releasing a NPC mod tomorrow and working on the page for it...
like I guess it has a portrait and sprite in it, but that's not really...
Yeah that's clearly not for this game at all
you can create your own tag
ig it has uses in bald gate and the like too ofc
many RPGs have the concept of races
stardew's new character tag is just the category i feel
Yeah I guess
A bit!
Been working on it over a year, and it's finally Happening
I think I'd be nervous too, when the time comes
I couldn't stop myself from working on my mod page months in advance though 
I've released mods before, but this one just had so much more to it
Oh, I did. You just made me go "OH DID I TAG IT?"
(I did)
On the topic of pages, I love encountering really thoughtfully designed ones. It can be like an art project. I'm also glad I tried writing out portions of my page months ago, because looking at it again, I can see everything I hate about my writing, and start over.
It's awful, but I'm glad I can see that now
for anyone who needs to know this in the future: emdashes — do work when used in default.json ❤️
Did you use &mdash or did you enter it normally?
i entered it normally, using alt code 0151
Good to know, thank you.
@whole raptor I'm afraid I've concluded that adding the new option to the GMCM menu isn't possible. Your mod is either structured in such a complicated way that I can't adapt a solution, or I just can't find a clean and concise way to do it. After exhausting my own ideas on the matter, I consulted an artificial intelligence (I admit, it's a bit shameful), yet even after over 23 trials, the AI determined that the task is either currently infeasible or that our conceptual approach is flawed. This suggests the issue may be a code syntax within the Romanceable Rasmodia mod, potentially isolating or overriding all attempted patches coming from a separate mod. It seems the only person capable of making this possible would be you, as it is your own code and you can do whatever you please with it.
One of the options suggested by the artificial intelligence is to use your code directly, which I specify, I WILL NOT DO WITHOUT YOUR CONSENT, especially when you specifically said no.
The other option is to create a texture replacement, that is, download a .zip file that has the same path as one of the textures in your mod and replace it. This is also something I do not want to do, as I have principles and I will not do something that infringes on anyone's intellectual property rights. Only you can do it, so if at some point you wish to update and if it is to your own liking to add the textures I created or not, let me know, so I can give you those sprites. If you don't want to, I can't say anything to you, since I am not the owner, and I emphasize, ONLY YOU have the right to do whatever you want with your mod. I apologize for writing so much XD. Thank you for letting me try with the tokens, have a very nice day 
What exactly are you trying to do..? You can't add something to Rasmodia itself, but you can easily make a mod that requires Rasmodia and adds on to it using it's own content
I wanted add a custom portrait as a custom option, allowing enable it like the base mod of yours but nothing works XD
Well... you can't add a custom portrait option to the options existing in the mod, but you can make a separate mod that will change the portraits for Rasmodia (if I'm understanding correctly what you mean by custom portrait)
That would be the recommended way. It's also more friendly to players. I don't expect the option added by a an add-on to a mod to be under the entry of the original mod.
why if there are two mods that use the same asset, neither work?
shouldnt it be whatever has the higher priority?
If 2 mods load the same asset it won't work, if it edits the asset there's no limit
but why doesnt it work
Because by default Load is set to Exclusive, and if two have Exclusive, neither will load. You can edit the loading priority in content.json.
Excl.. yeah that
even in non exclusive case
only 1 Load actually mean anything
if you had a Load on say blue abigail with priority Low and green abigail with priority High
this won't error, but you just get green abigail
okay this is odd, it suddenly works now
not gonna magically mix those 2
Did you turn it off and on?
no
Then I got no idea.
I tried writting High and didn't work
can bugs just disappear
You mean, neither did load?
tbh if you dont want to mess with the content patcher stuff
a replacer mod where you only ship png is ok
Yes, that's called a spider.
normally i wouldn't recommend this but rasmodia is elaborate
So, I wanted to add a new entry to the RR mod's own options that would allow for another option from a different Content Patcher mod. I used EditData to enter the RR entry and add an additional one.
lots of conditional editimages
😐
Sowwy
the other thing you should do is to pls trust ppl here when they tell you things instead of resorting to AI 
But no, usually they don't just disappear. You can trigger ContentPatcher reloads, but that doesn't happen automatically on a new day.
That's not something that's possible for any mod, why not make it it's own mod out of curiosity?
weird
I really don't recommend that. I certainly would be confused by that. No other mod does something like that, so nobody would look there for the options.
In the end you will get a lot of bug reports of people saying "the mod doesn't show up in GMCM; it's broken!!111!".
Its really hard for me, because i'm new on this. I used common programming logic to figure out if it was possible, and making a separate mod isn't easy for me because I don't know how to prioritize each of the images I want to prioritize over RR, just to make her looks more like the Stardew Valley style. 
you will either have to figure it out or do a replacer mod as mentioned because what you want cannot be done
i think it'd be helpful to take a step back and make a simple wizard portrait mod first
to learn what editimage does
You have 2 options:
- Just make it a png replacer so you won't have to bother with code
- Read up on how editing assets work and how Rasmodia actually does stuff for compatibility (setting Rasmoda as a dependency already makes your edits overwrite the base stuff)
Yar, making separate mod to separately edit the images would definitely be easier than trying to patch into RR's GMCM to add a config to edit the images.
how do I go about debugging other mods, is there a good general process?. There seems to be a visual error with alex's sprite.
im not getting errors in the smapi log so I have no idea where to go from here
Ok, I´ll think about it... Thank U so much!!!
patch summary asset Characters/Alex can show you which mods touch the sprite (I think thats the right command?)
thanks!
is also could be patch summary asset Characters/Alex_Beach or patch summary asset Characters/Alex_Winter depending on if it's the beach or winter sprite that is having some issues
I'm kinda curious if there's a portrait mod for Rasmodia that's code and actually handles all the compatibility stuff in a simple way
(I'm not counting Dacar's cause that's dark magic
)
People who install your mod usually don't need to enable or disable it in settings, so you can ignore that for now anyway. It's still nice because otherwise you'd have to restart the game to deactivate the mod, but not necessary at all, and only a few mods do that.
Or you use a framework... I tend to forget about these.
i had a proof of concept of how one might do editimage from content instead of png file
i would like to provide an array of RGB bytes to your custom asset please chu. please construct the texture2d for me lovingly by hand
XD make mods for a game its too confusing...
Don't give up. It's very rewarding.
if that exists and rasmodia uses that then it'd be possible to reduce the compat problems to just "editimage rasmodia's editimage sources"
another and more realistic possibility is DDFC (soon)
Huh, that'd be neat
though im not sure if rasmodia actually loads to new targets that can be distinguished by portrait names
I keep confusing DDFC with CFDE somehow.
Although it'd require all the conditionals to be always loaded.. so not really ideal
(Earlier I messaged Koda/WitchWeed with "CCDE" and the embarrassment hasn't subsided yet.)
it was an invisible mod conflict
I probably have no clue what either stands for tbh 😅 My acronym memory is limited to 3 letters with RRRR being the simple exception 
Dialogue Display Framework Continued and Canon-Friendly Dialogue Expansion.
pour one out for BETAS 
Oh right.. I should've remembered CFDE, since I literally added compat for that few days ago 
... does BETAS have the longest acronym?
That would be RDIT (AED) 
I don't think I've ever known what BETAS stands for, but at least I know exactly what it is 
Nvm CMCT is another exception
You could use this as a template, it looks like it used all the required parts of my code that you'd need:
https://www.nexusmods.com/stardewvalley/mods/38101
thats two acronyms! doesnt count!
But to be serious, I think BETAS is the longest acronym, huh?
Button's
Extra
Trigger
Action
Stuff
Well there's EBAGI to fight for the throne.
... SMAPI?
loads don't actually do anything until mod requests them
technically SMAPI is part of the three way tie
I am dumb... there is at least one (well, 2 with the one above)... and I made it 
but i concede i didnt specify that stipulation from my mind
Oh, right, I always forget about that
I need to make PSPSPS. I know "Pink Serenity's Pretty Super", but I have no idea what to do with the last letters.
Portrait Stand-Ins
Well depends on what exactly you want to make.
Good idea, but I can only code, not do art, so that's kinda an issue when it comes to portraits.
Ok, i'll try with this, I'll let you know if I make any progress on it.
Now im takin' a break...
I don't really know, that's the issue. All mod ideas I have don't fit these letters.
I could make a mod where there's a small Clippy at the bottom of the screen saying: "It looks like you're trying to water your crops. Would you like help?"
TDIT - P4E
also two acronyms
"Pink Serenity's Pretty Super Personal Sidekick"
i am struggling to think of non sdv 6 letter acronyms tbh
PEMDAS
I love this. Thank you.
ROYGBIV
WYSIWYG
chu isnt wizzy wig enough
i understand now that my inability to think of these is a self protection mechanism from my brain
pathetic. so quick to forget MTF (AAC (FCTF))
that is now three separate acronyms
We always have the good old ROFLMAO
which is a different sort of incorrectness to the people who supplied two acronyms as a counterpoint /lh
and yet the name of one single mod
did i say "does BETAS have the longest mod name"
yes
proof:
you have the bot maintenance role and yet you cannot maintain your own eyes
many such cases
It's past tense though. So the present usage doesn't count.
the present left just as soon as it arrived 
XNB mods often break the game and are not recommended. See:
- using XNB mods for more info and a list of Content Patcher alternatives;
- reset your content files to fix problems caused by XNB mods.
For mod creators, see editing XNB files for help unpacking & editing them (including for use with Content Patcher).
im putting red mushrooms in the soup governor
if i wanted to be super pedantic id say thats an initialism and not an acronym
what is a name if not something used to refer to a mod such as i do
can you repeat that
have at thee
My cat is on top of me again and prevents me from working on mods. Truly a CATastrophe.
hey it's one of those RIT thing
in the joja route, where are the npcs from the warehouse cutscene located?
This is purrfect.
yes, near the bottom
ugh trying to make things compatible sucks
hence why i am doing it myself
im having to remove entire chunks if code that make no sense with other mods
is there a wiki page for animating in tiled? i feel like i've seen in somewhere and i cant find it 
there's this bit on the maps page, not sure beyond that
https://www.stardewvalleywiki.com/Modding:Maps#Tile_animation
@wanton pebble: this again (150d ago)
jumping into tiled after some time is scary all over again 
its either that or I make custom art copying existing styles for new expressions
which im terrible at
You can do it sugar!
tiled is a warm, layered hug
or maybe its easier than I think, not sure
oh sweet, that notification is no longer needed so I don't have to kick the can down the road again XD
it makes me houses and gardens
You could always give it a go and see how you find it
I stream my stardew game. If it looks bad, people wont like it
eeping teddy! 
My heart! What a cute kitten ❤️
Just a thought about something that's still quite far off, but how long can an npc mod title be before it's kind of unwieldy? My mod's WIP title is: blank blank blank NPC - (npc)name.
Would "Parcy's blank blank blank NPC - (npc)name" be too much? Is the first one even a bit much with 3 words + the "NPC" before the name? I'm just in a mod page editing mood right now 😅
Are you gonna make a series out of that
The problem with Parcy's is that I might think that's the npc's name
Or that there would be a "Parcy" in the mod
Oh, did not think of that...
Idk, I might be able to add a parcy in the mod though 😆
As long as you got "Custom NPC" and "charactername" i think it's fine
putting "<your name>'s" in a mod title only works for me if it's a valid descriptor of the mod. otherwise i just find it a bit crass, if i'm honest
That's fair
e.g. "elle's town buildings" is fine because it's elle's version of the town buildings
I think it might just make more sense for portaits and visual stuff
Yeah, like Elle's
Is the first title without the name still kind of long? Without giving it away, I think it might be fine because it's descriptive.
Yeah, I think it should be fine like that.
i'm not sure you can really make a mod name too long, truthfully. like chu said, the most important thing is to have the important keywords in there so people can find it with nexus's search
Right
Mod pages are kind of fun!
I like browsing and seeing what everyone comes up with
I haven't attempted adding in pictures to either of mine though
need to learn more about utilizing BBcode still
i forgot, do dynamic tokens need {{ModId}}?
no
It's "as needed"
If you use a dt in a patch that updates on location change it will get rechecked when you change location
Is it possible for a spouse to visit their spouse patio on a day other than Saturday? My NPC has a sat marriage schedule and as a result never visits her patio. I don't want to change the schedule day either
dynamic tokens are just regular tokens that you control the value of
they work the same otherwise
no
well i might as well just not give her a patio....
sorry if this doesnt make much sense but -
since im spawning teddy the NPC after viewing the wetfood event, and that's updated on dayending and save load, while my map patch for teddy's area is OnLocationChange, and im not sure how to make sure the map patch updates only when teddy can also be spawned in. i'd love for teddy to be able to be spawned immediately after viewing the event but i'm not sure if that's even possible
teddy cannot be spawned in immediately after viewing the event unless he was just invisible beforehand and not actually locked bhind an UnlockConditions
have a mail flag that is sent on daystarted when hes unlocked and use that to control the map patch
ohhh thank you so much!!
Quick check, is there any obvious reasons setting up a i18n set-up would make an NPC suddenly un-interactable with? Last time this happened it was an issue with the gift taste and/or disposition file but i can't figure it out ^^" I'll share my stuff if needed ofc but i thought maybe there was something common newbies do that mess with it-
i18n on its own won't do that, but if you missed one of the required parts during your conversion, that would do it
as implemented by content patcher, i18n is just a text storage and retrieval system, and the game does not ever even "see" it
☝️ if you did everything right then theres zero possible way for the game or any other mod that isnt content patcher to know you used i18n tokens at all
(unless another mod reads your json directly or reflects etc etc dont worry about it)
truly, we are all powerless against mod crimes
Right right, I figure I've probs missed something... I've set up the i18n folder with the default.json file, and then set up the stuff there with the "i18n-key":"content", and the dialogue has its "key":"{{i18n-key}}"
But now when i try to talk to my NPC it's impossible, the icon doesn't even pop up.
if the NPC was working before and the only thing you've done since then is convert it to use i18n tokens, then you just need to double check everywhere you've done so for a mistake or mistyped key or removed Include or something, because from the games pov, everything would be the same as it was before
Do the extensions for VSC check stuff like i18n tokens?
I did use a converter but the few tutorials I found also explain it as "simple" as that. And yush, I'll comb through my stuff ^^" But at least I can more safely assume it's a human error on my part lolol
No clue, i did check the i18n through the online checker and it came up clear there at least if that's what you mean.
Do you want to share your code? Maybe we can find it together.
Yeah, i'll get it uploaded! Thank you 
It's now when someone points out something totally obvious and I look like a fool
/lh
you should also upload the default.json
Good evening, I have a problem with this Love of Cooking mod, it tells me I need to update smapi but I already have it updated
pls
What exactly is {{ImportToken}}?
I- Hm i think I did a funky once when i got confused in the converter
!mh hi! modded-tech-support is the place for this question (this channel is for modmaking purposes)
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).
anyway it's likely that you downloaded but did not actually install the smapi update
Sorry, I didn't know, where could I post my question?
The bot suggested the channel.
GETTING THIS FIXED DID THE TRICK
Oh my lord, thats so silly-
was there nothing in your log to indicate anything about that token being an issue?
also, while unrelated, AcceptGift_(O)-80 is not a thing that is going to work
Nope, I checked but I had no red or yellow text
Darnit, I was thinking it might not but I haven't and noticed that it hadn't worked before, but neither did my other gift specific dialogue so i thought it might be that
I'll just manually add the flowers then when i have the energy :P
you can do it by context tag, or gift taste and tag, or just taste. you just cant do it by category
Thank ya'll for once again with combing through stuff-
(and ID obviously but you've got those)
Oh i see! 👀 Thank you!
I just used a smart search thingy (called Regex) that can do stuff like look for { somewhere after {{ because that's often a bug, as in this case.
Ooooh, big brain stuff I see, I will certainly keep that knowledge in my back pocket for the future 
You're welcome. Good luck with your mod.
Thank you!
I've had two people wanting to translate the mod and one person who mentioned getting the i18n set up so i wanted to be nice and do so early ^^
That's nice of you. I really like how the community is working together.
(You can do categories via context tag though: AcceptGift_category_flowers.)
I just fixed it, but thank you for taking the time to reply still! It's very sweet of you! ^^
unless the category is books 😔
(i know there's book_item but that may not be guaranteed for modded books)
https://www.nexusmods.com/stardewvalley/mods/39816 .. I am tempted so much to report this for wasting everyone's time. But..
it's not totally wrong. It's just ".. why are you doing this.."
Pagefile increase, hmm
thats the only good point i can give this guide
Ahh I thought the images look familiar
they may have forgotten to mention that pagefile increases are only good if you have a decent CPU, otherwise, I'd recommend never to do it, because that is compressing your RAM, and most laptops cannot handle heavy compression
Sure, 512 megabytes is fine, a gigabyte maybe, if this is a small compression ratio
oh it's this guy again
However, seems unefficent, unless you actually ran out of ram. If you ran out of ram for Windows, increase pagefile, if its on linux, you got a better option to install zram and do a 1:2 compression rate for 1gb out of ur 4gb ram lets say, or 4gb out of ur 16gb ram
free advertising for speedy solutions and profiler
or even 1:3 if ur cpu is a beast and want to turn ur 12gb into 36gb...however an i9 or strong ryzen is needed for that
anyways
oof
I thought my 16gb swap file was a bit over kill, 20 is just excessive, especially for stardew
16gb swap?
huge
also tho is this zram or zswap
id say calling it zram is a bit better since swap is usually disc
disk*
16gb is still smaller than the 20gb they're suggesting in the images XD
zswap is great...if ur using a nvme 4.0 or nvme 5.0
My main PC has 32gb ddr5 ram
i can turn it into 96gb ddr5 ram with a 40gb lpddr4 ram on the side
however thats overkill, and it will also eat my cpu
my main pc is an i9 14th gen, however it will likely be struggling with a 1:3 compression ratio
meaning ur 24/7 running compressed ram (fun!!!!)
if i had 16gb and i was casually gaming, id recommend 6gb be put into zram at a 1:2 compression rate, if u got a decent cpu (i5, or similar that is older than the 11th gen), then Id recommend 4gb into zram
intel pentiums to old cpus...id recommend 3-4gb into zram at a 1:1.5 ratio
for intel pentium its just not even worth it
better to do disk swap then zram in that scenario
Are there any mods that just have like.. a lot more stuff more fish, crops, tools, err upgrading levels (copper, iron, gold etc) and stuff like that?
Unless you're asking because you're planning to make one, you probably want #modded-stardew. This is the channel for making mods :)
Just thought someone made on or something, thanks lol
There are lots of mods that add more content to the game, this just isn't the channel to get recs for them ^_^
how do you add new expressions to an npc
vanilla or custom
no, the NPC
a custom one
simply extend your png downwards in multiples of 64x64 pixels and add them at the bottom
you call them by their index ($12 for example)
is it possible to alias console commands? it's a little tiring having to write out patch reload my.mod.id.cp after each launch
If you're not closing the game and are just going to title to patch reload, you can use the up and down arrow keys to jump to your previous/next typed command.
Okay so like im genuinly just brute forcing my way through making an npc and the only part im seemingly struggling with is where they spawn
unfortunately does not satisfy 'after each launch'
Yes, but I do not know the particulars for why you need to relaunch entirely
So I offered the alternative of not doing that in case it is not strictly needed
The Home field in their Data/Characters entry will set their spawnpoint, if you don't set one, I believe it defaults to the town square
patch reload is a content patcher command, right?
could make a personal debug mod that uses reflection to grab whatever content patcher method handles it and register it to a new alias 
i appreciate that but it's kind of not what i need hahah
really i was just hoping for macros of some sort
macros like C macros? ew scary
macros like typing 'ppp' into the console and having it read 'patch reload my.mod.id.cp'
oh
or even a luxurious 'debug season spring; debug money; debug warp my.mod.id.location'
I think the aliases like ppp for print player position are just manual in vanilla 
oh I forgot those were a thing
they are, i usually have some shorthand console command aliases for my own, but cp is not my own
the command for running a macro is nearly as long as just typing patch reload 
butts
Hasn't someone on Linux written themselves something to do commands for them because Linux doesn't do the arrow key thing? I want to say ichor...
There is always autohotkey on windows where you assign a hotkey and it types it for you
ichor is right here wdym
The dad guy
Also the arrows do work on Linux? Is that a certain terminal that smapi tries to use that doesn't support that I guess? (Assuming xterm as that's the first terminal it tries to use)
that does sound like xterm bullshit
It really does, I changed the smapi launch script to use my terminal first BC wow the text is also so so hard to read regardless of which option I set on instal XD
I'm pretty sure he doesn't use xterm and also pretty sure he doesn't have the ability to select previously run console commands but I cannot find our first discussion about it no matter what I search for, so I'm no use
With the amount of different terminals smapi tries to use, it wouldn't suprise me if one does have that quirk, I think I have 3 different ones installed because they each have weird quirks XD
does ILSpy have a linux alternative or linux version by chance? I don't see a linux specific version
nvm should've looked at the bot command
avalonia ilspy is what I used
I did jsut use avalonia ilspy, however I shall checkout the vsc one given I like having everythng in one place, ty!
im curious, is there a way to replace an npc's sprite with another version after a certain date?
would that also be mail flags?
can just use a when condition
avalonia ilspy is also dead
Or use Appearance with a GSQ to check for the date
depends on how exactly you do it. either way no mail flag needed
well gsq's are tech mail flags arent they
No, they are queries about the game state, which is indicated by various different methods. If you're using PLAYER_HAS_MAIL then you are using a GSQ that is checking for the presence of a mail flag. But if you're using DAY_OF_WEEK then you are, in fact, checking what day of the week it is.
I mean we're using an old version of c# anyway so I don't think it matters too much? 
Probably not, but I try to recommend stuff that may be maintained a bit longer
yeah, I guess I just don't like using IDE decompilers haha
it doesn't work in VSC integrated terminal, that's for sure
okay you have some unfamiliar flavour of linux to me, bc that works fine XD
interesting tile index 
is it possible to set another mod's config option as condition? in that case, I want Free Love's RoommateRomance set to true. Or do I have to grab a token via CMCT?
unless it's a C# mod and exposes it, CMCT is needed
Free Love is a C# mod but I wouldn't know where to find the token
I'm just having a look to see if I can find if it does or not, con't promise I will find anything though bahah
thanks!!
Looks like the only token it registers is the spouses names, CMCT may be the path you have to take
syntax-wise, do I write it like this:
{{Spiderbuttons.CMCT/Config:aedenthorn.FreeLove, RoommateRomance}}: true ?
with " before and after the brackets
is this correct then? 🤔
and both the mod and CMCT need to be hard requirements iirc, right?
Ah
I'm not sure freelove HAS to be a hard requiremnt, I think it can be a soft one? your mod just has to load after it, I'm not 100% certain though
You can't do a HasMod check and a CMCT check in the same condition
as for CMCT, yes that does need to be a hard requirement to my knowledge
(CMCT doesn't have to be a hard requirement if you put it in an Include gated by a CMCT hasmod check)
(ahh gotcha thank you aba)
wait do I even need a hasmod check if i need the mod's config for my include to work
If your mod can be run without Free Love, then you will need the HasMod check to gate an Include which the CMCT config check will be inside. The CMCT config check will return an error if it tries to run and Free Love isn't installed.
okay I think i sort of understand understand in theory (and my mod can be run without free love, yes)
how do I set this entire thing up then?
Put this patch into a new .json file with the CMCT config in the When field. Change the one in your content.json into an Include patch that calls that new .json file and have the HasMod check and Partnership check in that patch's When field.
Oh! I would have done it correctly then, I think! let me see
that makes me Smile ....


