#making-mods-general
1 messages · Page 485 of 1
deporting you from canada
anyway, apologies about that. I got too involved in prob lem solving that I should have just submitted it back to you rather than puzzle out compatability on my own
I got it fixed on my end. Checking to make sure the other Make Reals don't do something like that as well, just in case
I was thinking that maybe on Nic's file there's no key for dating dialogue? I remember seeing marriage but not dating
did you try the patch export
I got on the game's files too but couldn't find where the accepting bouquet dialogues are 
you’re correct, i don’t have those keys, which is why you’re adding them (via EditData)
Marlon does, but appearsto be a "just make sure you load yours after Marlon"
I think no
i did not have any others to test
do this
🎄 ?
@indigo yoke
I feel Patching <BuffEffects.HasAnyValue> to also check spacecore skills would be best... but I have no clue how to accomplish that
I haven't looked at the stardew code yet, but what's so hard about patching that?
I can't recall which class BuffEffects is, to be fair
just a loop over a buff's stats (stam, mag radius, fishing level, etc) to check if any are non zero
Yeah but like, does it not have a reference to anything to let us know it had spacecore skill stuff, or something?
custom spacecore buffs are tied to the custom fields of the item and I don't know how I would pull the effects off the item for it to check
I think I added support for Data/Buffs for them as well? If not, I meant to.
Let me open the decompile repo and take a look
BuffEffects has no way of knowing what buff it even is
its just a grouping of stats with no identifiable parts
It's not showing
...oh that's a NetFields class?
Okay so it'll be easy to attach data to it in 1.7 at least
got it figured out
I mean, we could add a custom netfield anyways
you can’t find the file, or inside the file your lines aren’t showing?
It's not like SpaceCore doesn't already do that
The lines aren't showing
Might simplify some of the other stuff too
okay so that means your patches aren’t applying
Like I am sure there are ways to do it. I just don't know how
is this inside a separate file from content.json? do you have a patch inside content.json Including this file?
capital I Include btw
BuffAttributesData doesn't have CustomFields???? LAME
can unlame it for 1.6.16 thx
Separate file, That's what I was wondering about though, should I name the file Include?
no let me explain
like at my skill level, I most likely would go for patching a transpiler for IClickableMenu.drawToolTip. But like for blueberry or Kasey? Connecting the spacecore skill buff data to BuffEffects.HasAnyValue feels possible/plausable which is why I suggested it.
@indigo yoke Here's an example of adding netfields with a harmony patch if you want to experiment: https://github.com/spacechase0/StardewValleyMods/blob/develop/framework/SpaceCore/Dungeons/DungeonImpl.cs#L60
Though, that won't help with getting the data onto BuffEffects to begin with...
(It's Casey by the way)
But this is already for 1.7 😔 (so I assume Pathos wants to keep CustomFields for 1.7?)
when SMAPI loads a mod it looks at two things: manifest.json and content.json. that's it. everything else, it has to be told where to find it. for separate files, this is done either through Loads or Includes. if you look at my content.json, you'll see that for every file in my mod folder, i've put a patch in content.json with the Action Include, which for JSONs, basically tells CP "hey can you please copy everything from this FromFile path and paste it right here in content.json?"
(Technically that's only for Bufs not BuffAttributesData, but still)
so since you don't have a patch to Include this file, the game has no idea it exists
also i mentioned that target mimics file structure but isn’t actually—FromFile is different, it does actually need to be the file location
wait, confused, how is that different from the custom fields we already have on buffs?
?

Okay I'm guessing that that means it was added to BuffAttributesData? But Pathos did that, so not entirely sure 😛
@ pathos unwater your home and answer at once
Too late already have the branch open
I mean he might want to prioritize it not for that reason but because the PR pile keeps growing
also fair
Okay yeah this is for BuffAttributesData
but yeah, the logic around buffAtt into BuffEffects is a bit confusing, figured it was a mislabel
(I'm up to 13, not including the not-done-yet stuff that is going to be 3-4 PRs for SMAPI rather than SDV)
(And of course I'm still working on stuff for not-SMAPI, since that's literally my job)
might be good to switch spacecore buffs then to buffatt than just buff data then once 1.7 comes along.
I updated the 1.7 migration page to clarify that
Yeah, one thing I want to do for 1.7 is investigate a code crime idea that would let me do structured complex fields on StardewValley.GameData stuff. Not 100% sure it will pan out though
"structured complex fields" ie. "the whole reason stuff like ObjectExtensionData still exists" (or more specifically, stuff that isn't simple to parse like Color, Vector2, etc. - such as lists of data models)
It works perfect now but I put the incorrect portrait key so he was like: "Yes babe I love you too >:(" Lmao
quick question it doesn't matter if i have a bunch of tilesheets does it so long as they're all properly loaded
Aggressive affection.
as opposed to one single tilesheet? unless a framework requires them all in one sheet, theres no functional difference most likely for whatever it is you're doing, but there is a performance cost
well i don't intend to do 1 per sprite
but like i'd rather separate different item types if i can
the same applies. no functional difference but there is a performance cost
but how bad is the performance cost
likely not enough to worry about
okay thank you
death of a thousand cuts thing and all that
ah yea i doubt i'd have more than a dozen at worst
is there an content tag that contains all object ? I want my character to only accept gifts on their birthday
you might be able to catch most if not all of them by using categories? not sure if anything falls outside of that
okok
books dont have a category tag
they do have a context tag though
does someone also know if acceptbirthdaygift has a bigger priority than rejectitem ?
book_item i think
vanilla books do, modded items not guaranteed
😔 i can't think of any way to foolproof it, yeah
mmm its probably possible with C# thought right?
literally anything is possible with C#
conditionally editing "CanReceiveGifts": false in the NPC's data would probably make more sense, though it wouldn't limit what they can accept on the birthday
https://stardewvalleywiki.com/Modding:NPC_data#Social_features
could you use a wildcard? like item_o_*?
no
(why am i cursed with a border now)
darn
you accepted your discord wrap-up gift and probably applied it without realizing thats what you were doing
ah, yeah, I pressed that button again when someone mentioned it
it did nothing the last few times
if canreceivegifts is false by default and i add this would it work ?
{
"Action": "EditData",
"Target": "Data/Characters/{{ModId}}_Cheval",
"CanReceiveGifts": true,
"Condition": "SEASON winter DAY 24"
},
i forgot entries
NPC data doesn't have a "condition" there, or for the gift setting
you'd need to use Content Patcher's tokens to change true/false conditionally, e.g.
"CanReceiveGifts": "{{Query: {{Day}} = 1 AND '{{Season}}' LIKE 'Spring' }}",```
but with your NPC's birth day/season instead of those
a dynamic token would probably be clearer
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#dynamic-tokens
thanksss
alright patch export appears to indicate all the gifts are applying properly to modded dudes... success
It looks like Gil was the only guy not playing nice, but I did a pass through anyway. Noticed Morris's gifts weren't applying to all possible Morrises too
it did work but i got stuck because of "=" and "==" diff
I don't quite understand some of the dialogue commands, is there a way to have the dialogue set up such that a given line will pick 1 of 12 names out of a hat at random or do I have to use the delimiter with || to set up a sequence of 12?
sorry about that, == is what C# code does, I just guessed CP would use it too 
no worries at all I'm glad it works
you can use a dynamic token with Random, but keep in mind Random is only evaluated at the start of the day
that's fine, but I have no idea how to set that up
It's not jumping out to me on the dialogue modding wiki page either
congrats!
Speaking of funny errors:
[game] The social page found conflicting NPCs with name DialaSBV (one at Custom_SBV_DialaCafe {X:4 Y:8}, the other at Custom_SBV_DialaCafe {X:4 Y:8}); only the first will be shown.
uh.. why are you double loading the same npc at the same spot, game? 😄
Why not
you want to look at dynamic tokens instead, in content patcher documentation
then you would write the dialogue like "Today I'll visit {{RandomNPCName}}!"
Nic and I's result of me learning how Json works lol
ooooooof, I'll fall back on that if the delimiter fails me, but thank you
can npcs wander around in a location by themselves ? like they move from position to position but without leaving a specific location
No, you need to give them a schedule
yep, look at vincent for an example of how to use square
but it can’t be all over the location
I thought they were asking if the NPCs had some kind of auto roam
yeah i think we both heard different things lmao
is either of those what you meant?
Square would still need to be in the schedule right
yep
i was asking if i could place an npc in a location and make them move in a specific range
it's ok with me
yes square can do that! you define the area they wander in
That's part of their schedule then. You can just make sn npc walk back and forth the whole day if you really want lol
when creating dialogue for a mod, what specific indicator can you use to put dialogue for a specific set amount of hearts with the character?
[[Modding:Dialogue]]
I'm creating a new json with completely different dialogue. What i meant to ask was, for specific hearted dialogues how do i put that in that i want it for specific hearts? like instead of "Mon4": is there a way to make it dialogue that can be shown at random depending on the hearts you have with the person? i keep wanting to put "4": but I dont think that would work and the wiki doesn't really say anything about it
probably "<location><hearts>" or "<dayOfWeek><hearts>" like "Tue2": "dialogue for the character on tuesday with 2 or more hearts",
I'm still confused.
If you want to randomize dialogue you can use the random token
I'm sorry for being so confusing😭 . I just wanted to know if there was a way to put it at random without location or day and still have it be set to a specific heart
The vanilla keys don't support what you want
But you can achieve it by using content patcher conditions instead
how do you do that?
The idea is that you overwrite every key with your own i18n stuff instead
You can then control what key with tokens such as hearts https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#relationships
thank you for the help!
i am a cheeto
Congrats!
Get Dusted
Ugh the sweet relief when your coding finally runs smoothly
I need some help!! 😭
My high-definition portrait (mod) can't load my winter portrait! No matter what I do, it just won't load, so I'm here to ask for advice on what to do. 😢
The high-definition portrait mod is Portraiture, with the Nexus Mods ID ending in 999.(The normal winter portrait clothing is black.Moreover, there are no errors reported in my log.😣)
Is there anybody on that might know if it's possible to debug sdv from Rider on Linux? Doesn't work for me from Rider, does work from vscode.
It's still bugged from what I know
Thx. I'm guessing that it's to do with the steam container, and if one could somehow extract it out of there and make it run with default runtimes, that might make it go.
Portraiture uses its own system for seasonal/location portraits
you need this mod: https://www.nexusmods.com/stardewvalley/mods/24534?tab=description
True, it doesn't depend on steam, but it does depend on the steam container that it's shipped within. That is, it's loading runtime modules from there rather than the main dotnet location.
Hey, I made it! Thank you so much!
I have more and more respect every day for people who make CP mods compatible with each other:
For what it's worth, stardew opts out of the steam runtime mechanisms, and the stardew install has a self contained .net install
Like SinZ says, it's nothing to do with Steam. Stardew works from any directory, without Steam loaded.
As for Rider, well... right now, nope: https://youtrack.jetbrains.com/issue/RIDER-112901/Rider-fails-to-attach-debugger-to-an-instance-of-SMAPI-Stardew-Valley
I've had this reported for over a year. It's at least been acknowledged, but no movement yet.
Auto plots, lets you set up plots of any size and shape to be automatically tilled, fertilized, planted, and harvested as you specify per season. Will pull seeds from chests or buy them if available from the seed shop.
Hey, I started a "getting started" guide for FF: https://leroymilo.neocities.org/tutorials/FF_getting_started some feedback would be nice.
also if anyone has trouble getting started with FF, you can point them to this
Is there a way to prevent specific NPCs only from randomly visiting the resort?
"CanVisitIsland": "FALSE", id assume
where do I set that? assuming I already override the character with a mod, do I just slap this as a condition in there in the content.json?
thats part of the Data/Characters yeah so you jsut add it like any other thing in there you change not in the appearances tho, jsut simply like when you set them to romanceable or anything basic
guessing you're trying to edit this?
ok, an example would really help me here, I mostly learn by mimicry
do I just set the CanVisitIsland false between action and target?
this is gonna be added in addition to the already existing appearance
I have absolutely no clue how to set this up then
are you changing the conditions only?
I only want to blacklist all the spouses from randomly going to the resort
that's not an appearence field, as void said
appearances dont matter then
jsut targget the npcs Data/Characters overall and set "CanVisitIsland" to false
then they wont visit at all
can I just make an adhoc CP file that goes like
this and repeats for every spouse
unsure if you need targetfield here
isnt it "Target": "Data/Characters/leah" ?
nope
I based it off this
p sure you need target field or else it either doesnt work or will set literally every npc to never visit
"Format": "2.8.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Characters",
"Fields": {
"Maru": {
"CanVisitIsland": false
}
}
}
]
}```
you can just do this
and then add one for every bachleor
example from CP docs
will the example I used above work? Because I will just copy and repeat that then
true, saves a bit of unnecessary repeating..
you can just add more fields here
id jsut keep and test to see if it works and if it doesnt you can try beas example? up to you
Beas would be a bit less bloating tho
I am not trying to sound dismissie, but bloat has ceased to be relevant a few hundred lines ago 😂
are those schedules
even if that is inefficient as all hell, I am still gonna keep going 😂
uh
why do you have the same schedule for all days
you could just use GOTO to simplify it
yes, or I could stick with what I understand
you can just do marriage_Fall then
every weekday has a different schedule
that'd work right?
like, do the schedule on idk marriage_fall_4 and the rest of the week do GOTO marriage_fall_4
i only see the same strings and positions in that screenshot
yeah they all look the same
yes, because it's all the same weekday
look at the dates
they are 7 apart
this is basically marriage_fall_<weekday> but because I didn't see that specified as working, I use this
can't you use weekdays in the key
yeah but what i mean is all that repeats you can just do the GOTO thing to make it less bloated for the ones that DO repeat
thats not marriage tho
I specifically set this for only marriage
hmmm
anyway, I am fine with the bloat, switching to something else will just muck with my muscle memory now
this is not for release anyway, so it's fine
i personally jsut set my npcs rain schedule to a normal schedule where they dont stay inside
is marriage_season not a key
theres also the option of randomizing but i havent done it before so idk
and I completely forgot what I was doing now 🪦
well, anyway, back to the topic of the resort
you wanted to see if your no resort visit works
and i will go make myself lunch so im gonna be afk lol
i wasn't aware the marriage schedules were so limited
but yeah see if your island edit works first before duplicating
ok, slight adjustment
can I set the "canvisitisland false" with something like
"Condition": "PLAYER_NPC_RELATIONSHIP Any Abigail Married",
so that it only takes when you're married?
I assume I'm gonna need separate change blocks for each NPC if I want to?
canvisitisland accepts GSQ, so you don't need to
I don't know my way around how to format this
you already did
instead of false, put in "PLAYER_NPC_RELATIONSHIP Any Abigail Married"
CanVisitIsland is the same as a Condition field, but specific
doesn't that need to be !Player then because I only want them to visit if not married?
do you want abigail to visit the island when she isnt married?
yes. Am I expressing this wrong? ⚰️
you did before, so
it'd be "!PLAYER_NPC_RELATIONSHIP Any Abigail Married"
since you want this condition to be false
that's what I said
{
"Introduction": "I'm the club president",
"Saloon_0_20": "The club is closed right now, come back when it's open.",
"springSaloon_0_20": "The club is closed right now, come back when it's open.",
"winterSaloon_0_20": "I know it's cold outside but the club is closed @.",
"2_*": "Dialog mdr"
}
does someone know why the "2_*" is selected when i talk to an npc even if there are at the location and tile ?
I was basing my assumption on this behavior https://stardewvalleywiki.com/Modding:Dialogue#Location_dialogue
ive no idea what 2 is reffering to
oh, day of the month! this means this dialogue appears every 2nd
do the rest load without any errors?
no i don't see errors
spring prefix doesn't work, but I see that you got a no prefix one
Does it work if you remove the tile
wiki says it does, does wiki lie
It's a bug, fixed in 1.6.16
wait maybe i'll quit and relaunch the game completely instead of reloading the mod
is it just spring or all season prefixes
well it works now
love it when i test an event and get totally unrelated red text from a mod i didnt do anything with and then its also partly in German in the log? i dont have any mod set to my mothertongue or anything lmao
game is speaking to you, clearly
Just spring
fasinating
idk what the game wants from me
mood
the mod the error is about is NPC Map Locations
so i cant even go in her and be like can anyone tell me what this error means because its in freakin german
anyway, if i set no preconditions in an event will it jsut trigger whenever the player enters said location the event is in?
*the next time the player
hmm, if its just location? yeah
yee
Can't you just translate it?
i guess i can but idk if itll be right. not that i even know if it has to do with my mod to begin with 
Hime, (sorry I'm nervous to just like "@" you) I was wondering if it would be okay if I add a few Sterling-related jealousy lines to my Shane mod? @orchid acorn
its this btw https://smapi.io/log/d10122ad0c054e7db28db73da3a9fd91 is does translate to "The operation is not applicable to a file with an open area associated with a user" odd enough its only one sentence of it in german but anyway
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
hime is rarely in here its probs better to @
Oh thats seems like the OS returned the error when the mod did something like read or write I think
Hrmmm maybe it's saying the config.json for NPC Map Locations can't be accessed
(If u don't proper @ I don't think hime will see this)
hm, odd
I went back and added an @ will that do it? Or do I need to do something else
I think that tags?
Discord won't ping for edit in @ afaik
the only thing i really did was to test my event(as you can obviously see) with a few patch reloads (and one CJB time forward)
oh nvm then (in response to the @ thing)
You can also go ask hime in sunberry channel perhaps
ooh, okay ty
Is your OS language set to German void?
yes, but this is the first time ever anything was translated
i mean, its not really impacting anything, im jsut really confused
i think its just stardrop or something holding onto config file too hard
I think it was probably just a coincidental file lock situation where the game tried to access the mod's config at a time when it was locked so the system said it wasn't available. If it doesn't happen again I think you can probably just write it off as a one time thing.
ah, okay, yeah, ill keep my eyes peeled to see if it happens again
Am I able to make cooking recipes that change their name/description/price/edibility based on what was used while keeping the sprite
I had to beat the crap out of the FarmAnimal pathfinding, but the cows now descend upon me like seagulls if I have hay in my hands. I'm calling that a success 😂
Let's see if we can store some personality values and traits now
XD what?? Sounds kinda scary lol
I turned the intensity down before I tested this too lol. I'll grab a video
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Portraits/Cheval.EnglishClub_Cheval' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Characters/Cheval.EnglishClub_Cheval' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Characters/schedules/Cheval.EnglishClub_Cheval' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher edited Characters/schedules/Cheval.EnglishClub_Cheval (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] task complete.
[17:26:24 TRACE game] gameMode was 'loadingMode (6)', set to 'playingGameMode (3)'.
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Characters/Cheval.EnglishClub_Julien' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Portraits/Cheval.EnglishClub_Julien' (for the 'EnglishClub' content pack).
[17:26:24 TRACE game] getLoadEnumerator() exited, elapsed = '00:00:03.2783318'
[17:26:24 TRACE game] setGameMode( 'playingGameMode (3)' )
[17:26:24 TRACE SMAPI] Game loader done.
[17:26:24 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1920 Height:1080}
[17:26:24 TRACE SMAPI] Context: loaded save 'r_354635322', starting spring 2 Y1, locale set to . Single-player.
[17:26:49 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1920 Height:1080}
i Included 2 files cheval.json and julien.json, and they are almost exactly the same file, both load and edit their own schedule json files, however in the loading of the mod, content patcher doesn't load julien schedule ?? how is it possible
!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.
!log too, makes it easier to understand the log
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.
the only error i get is Missing required fields: Format.
but it's a secondary file, shouldn't i only add it on the content.json ?
At least you turned the intensity down lol
While I was beating up the vanilla pathfinding, they tended to animate and then creep towards me like ghosts.
horrifying
You can kind of see them doing that in this vid but way worse in previous iterations
feed the cow or else
here are my files :
https://smapi.io/json/content-patcher/dfb45081042642cfbbb460edcb5405f1 (julien.json)
https://smapi.io/json/content-patcher/bd7da169304a499794594f55dbd8ef4f (cheval.json)
https://smapi.io/json/content-patcher/6500bdd7ea4b4bb7a43082a48accd0b8 (content.json)
and my logs :
https://smapi.io/log/4ee3ff5f5c53475fb37cf2cb07e614e9
Why does cheval.json file loads Characters/schedules/{{ModId}}_Cheval and edits it in the logs, while julien.json does not ?
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 1 content packs.
my best guess is that it has something to do with [18:04:26 TRACE game] gameMode was 'loadingMode (6)', set to 'playingGameMode (3)'. between the time cheval assets are loaded and julien assets are loaded but even if it's this, I don't know how to change it
You can't token loads
wha
Its why you see blank loads+ includes so often with npcs
is schedule/julien.json a blank load?
i tried both methods to be sure it loaded somehow
what are the contents of these files
nop its exactly the same content as for cheval
{
"spring": "630 {{ModId}}_EnglishClub 7 7 2 square_2_2_2/1900 {{ModId}}_EnglishClub 7 7 2"
}
i guess, having both isn't an issue
but i also tried with empty files just the {}
same result
yes
so one schedule works and one doesn't?
yes
try running patch summary MODID (replace with urs) in the console
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 1 content packs.
some of julien patches are loaded but never applied apparently
I think it thinks .EnglishClub_Julien is a file extension, theres something that didn't like that but I'm unsure whether it's been fixed or not (or I dreamed it), try replacing the . to an _
works ok for other char tho
Cheval's dialogue also is excluded due to the . too
[X] | [X] | [ ] | Exclusive | Adding npcs jsons (from code/npcs/cheval.json) > Load Characters/Dialogue/{{ModId}}_Cheval (=> Characters/Dialogue/Cheval.EnglishClub_Cheval) // hint: asset name may be incorrect (shouldn't include '.EnglishClub_Cheval' extension).
smapi doesn't vibe with dots
which is odd since most mod id have em
like, this works
Thats why modID has a token to get around the issue of dots in names, I think thats one reason for the token atleast?
behold, dot
This isn't a real problem
It is just hint that became confusing now
Ahh gotcha okay
it's not cause of the load right?
Are you sure u want a load instead of include here?
is there a difference between them?
Well yeah
One of them dumps the json content into asset
Other one is just "do all these cp patches here pls"
[18:35:16 WARN game] Ignored unknown location 'Cheval.EnglishClub_EnglishClub' in save data, including NPC 'Cheval.EnglishClub_Cheval'.
my old room is remembered with my old LocationId now that i changed it
you can't use tokens in loads, so you need to use include
Usually you use Load to initialize the asset
Then EditData to put stuff in
does {{modid}} even count as a token
wait it does work on a new save
-9+
that's the target
im mostly confusion
there are {}
The problem is when someone tries to load a file when there's tokens in the Jason
If you have changed the location name, make sure you used FormerLocationNames in the location data to keep it from breaking on a save with the old location
jason is really particular
that's what I was looking for
but i changed saves so I don't need it anymore
thanks anyway
hey? what's the smapi command to force spawn npcs on the island? and how does that work for custom npcs?
Does anyone know why the Shiko mod won't let me interact with her? I can only give her gifts, but I can't talk to her.
hey! this channel's for mod making, you might wanna check out https://discord.com/channels/137344473976799233/1272025932932055121 :)
that mod hasn't been updated in,,, a while
Long enough it even required PyTK and TMXL... ouch.
im suprised it even runs at all
means you can do
<season><location>_<x>_<y>
is there a way to disable this or is it hard tied to the skateboarding animation?
i think it might be sam's schedule strings
it is
don't think so? unsure
this is the current point
1700 Town 70 71 2 sam_skateboarding "Strings\schedules\Sam:marriage_sun4"/
and that's a full string, but the "sam's trying to do" is taking priority
so how do I get around that?
the animation description has that
I have no clue what to do with that information ⚰️
sam's schedule strings dont have the Thing nvm
but it does have this "fall_11.000": "I gotta go visit Uncle Doctor today... Great.$7",
harvey is uncle doctor....
I have less than zero clue of what that entails

change it depending on whenever sam is married or not
to answer this, yes it's tied to the animation
I mean generally speaking I have no issue nuking that from the game entirely
I find the animation-specific dialogue blockers to be tedious at best and worse than frustrating at worst
wouldn't it just call whatever dialogue sam would have on that day anyway?
animation dialouge likely overrides it
so what I am hearing is I nuke the entire bracket you posted up there from animation descriptions
abby? "spring_4.001": "I'm just here for my annual check-up! Don't worry, I'm not preg... I mean, I'm not sick! Heh.$9"
is that marriage dialouge
is there a way to do that without rebuilding the xnb? if not, I'll just rebuild the xnb
no
do not rebuild the xnb
why not?
i will give you the code please i beg

I get that rebuilding xnbs is disliked, but this isn't a mod for release
if you're not doing anything else with the animation descriptions you can just do an editdata/load on the whole thing
this isn't about release, there's just no need
just with sam's line gone
the reason not to repack xnb is because it can corrupt the game/save
I mean if I am removing something from it, I'd like to remove the entire thing
all of the animation lines are just tedious
content patcher has safeguards in place that never touch actual game data, just access it in the content pipeline(?)
if you just make a json like that you can override the og, no need for xnb-ifying
well, that's a good reason
if you want to remove animation strings, you should target the animation not to call the string, not the string itself
duplicate the file, remove what you don't want, load over
so remove everything
wow these schedule strings are really interesting
just the strings u don't want
no, don’t remove everything. look at animation data and just remove the bit that calls the string
for the animation descriptions, that's all of them
im talking about Data/animationDescriptions
[[Modding:Schedule_data]] i think it’s here
if you just remove everything you'll probably break something that's looking for the strings
unless you go in and edit everything that calls for the strings to not do so as well
this be the animation
when I say everything I mean everything you posted
"winter_16.001": "I'm seeing the doctor about my lungs... breathing in all that coal dust can't be good.",
"winter_16.002": "How do my lungs sound, doc? Sometimes they make a rattling sound when I exhale.", should we be worried about clint
those are strings, not the animation data
because that's everything I saw of the file
again, that’s not the file you need to edit
I'm starting to get the impression there's a certain level of "already knows all the basics" expected in this channel to follow 🪦
well i mean, making a mod without knowing the basics is a bit diffcult but
we're not sure what you actually know or dont know
if you have specific questions we can answer them! but treating people like they don’t know anything can be rude
I have a very rudimentary understanding of how schedule and dialogue data works, that's it
have you read the wiki page i just linked
files in the Strings folder just have text, not any data
we're way sidetracked here, I just wanted a way around the game calling that useless textbox, I don't even understand what you're trying to explain to me at this point
I've read the schedule data page on the wiki, that's not helpful here
and we’ve said: target Data/animationDescriptions. you can overwrite the whole entry (but that’s bad for compatibility) and edit out the bit that calls the string
ok, what you want to do is nuke the whole thing, but just getting rid of it without making sure nothing else in the game needs it is just asking for things to break
if you scroll down it has a box all about animation data
yeah, I have no idea how to do that
then you should review content patcher documentation
i’ll link it
no
then don't make a mod if you don't want to learn how to
Mods for Stardew Valley using SMAPI. Contribute to Pathoschild/StardewMods development by creating an account on GitHub.
- Even if you wiped the animation dialogue, the game would still try to call for them and it would most likely give you error.
- What you need to edit is the part where the game actually call for the dialogue.
- Which is in
Data/animationDescriptions.json
I learned what was necessary
I try to learn only what's absolutely necessary because I am already spending way too much time on what I am doing and not playing the game
if you don’t want to learn then i can’t help you
you’ll break things if you try to just wipe them without knowing what you’re doing
you're telling me to review the entire CP documentation for a single issue I have
good luck
just ignore the irrelevant parts?
you don't need to read editimage or editmap, for example
how will I even know what is and isn't relevant?
Kuugen, you have been doing this for a while. And when people try to teach you the basics you answer with variations of "I don't need to learn that" and "I don't want to bother learning that." Do you just expect people to handhold you forever through parts you deem unworthy of your time?
for example, the people telling you exactly what action to use
you really just need EditData right now. but do read the introduction
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
you'll never know if you never look at it
hellooo i am back to see if this is doable
pasted message here:
okay i am here to ask questions bc i am stupid-
i have the usual "generickey": "{{i18n: 0h.{{Random:{{Range: 1, 20}}}}}}"and basically i want a line of dialog to be able to trigger at multiple heart levels, without having duplicates of that line in my i18n file, i was thinking i might be able to use tokens for this somehow??
why both Random and Range?
I learned how to do schedule data, dialogue data, portrait stuff, and I thank people when they help me understand things I struggle with. What do you want from me?
oh i can do only one? i thought both were necesary
uhh, lemme re-check how range works
ty 
and range is picking a random number from 1-20
mhm
so using both will randomize the dialogue based on a random number?
ty :)
is does right? pretty sure ive had this issue before?
(i dunno?)
i think range is checking if your hearts are anywhere between 6 and 14 then

there is a way to do this, i swear

hmmmm, maybe define every line by heart range and do like
"generickey": "{{i18n: npc.{{Random: 0-2, 2-4, {{Range: 1, 20}}}}}}"
..wait that makes no sense
The Content Patcher documentation is really the starting point for modding with content patcher - I'm relatively new to using it myself for smaller projects now that I've switched away from Json Assets and quite frankly, you need to read the sections of the documentation that's necessary for what you're doing to really know how to do stuff. So if someone points you in that direction, it's to help you. If you reject the help you're being given while simultaneously assuming this channel requires a minimum skill level to even ask questions, you're kinda doing yourself and your project a disservice because you're giving up before you do the stuff you need to do to get the thing working!
I'm absolutely not trying to dunk on you here or be discouraging - the docs are really detailed and it's easy to get overwhelmed while reading it if you're new to doing something - but sometimes you gotta do the prescribed reading to do the assignment. The wiki helps, the modding wiki helps, the people in here help, but the content patcher docs are like the foundational course, you know? /gen
hi quill
"Try to avoid referencing university classes" challenge failed successfully /lh
Hi forsy!
i almost typed quail
who here has made an NPC and knows randomizing dialouge
pls i beg
i am lost in the sauce, sorry claude
i uh.. have(?) but i just am basic
LMAO, no worries :) thanks for trying to help!
and just do random 1-5
i mean this is what i got rn:
there are some keys that seems to just, do a random
but some of the i18n results are repeated so they show up for multiple hearrt levels, but that's hard to sort so
i don't think i18n allows tokens in itself
yesm
hmm i'm sure this must be doable somehow but i am clueless
you can always put a token in a token
token ception?
uhh, for what purpose? still lost lol
things like the exact purpose you're asking about?
uhh, like how might the russian-nesting-token might be used for that?
you can put a range token inside a random token inside an i18n token. it doesn't matter. you can always put a token inside a token.
GOTCHA okay
I just wanted to make some personal edits for my own game, but every day I run into more learn scope creep, and it's already outpaced the "how much time I can reasonably spend on this before the playthrough dies to running out of time" by a factor of 200% and I am not even halfway through the NPCs
speaking realistically, I should just give up entirely on this and cut my losses. 🤷 I have to go back to work until mid 2027 soon so even if I finish this, I won't get to play it.
wait does {{Random:{{Range: 1, 20}}} work as you want it too?
wait so maybe something like
"2heartskey": "{{i18n: npc.{{Random: npc_2h, npc_0-2h, npc_2-4h}}.{{Range: 1, 20}}}}"
my brain is making windows dial up noises
range outputs a list and random uses
dw!
you're doing great, but yeah use the tokens for i18n keys, not values
you're going to need to make i18n lines like npc.npc_2h.1 and npc.npc_2h.2 for this, yes
and so on and so forth
...nahhh i'll just give up 
20 is a lot
i am writer
have you written 20 of each?
modding is very time consuming, it’s true! if you’re running into frustration, you can always commission a mod author to make the personal edits you want. however trying to skip the basics will ultimately cause more work and frustration for you in the long run.
HMMM mayhaps i'll put my dialog shit in a spreadsheet for navigation
I should have just asked from the start what I need to know to do a custom schedule+strings mod, get told what I needed to know, and then immediately given up on that
cmonnn where's the fun in being sensible
when you get to the point that you have so little time, energy and mental bandwith available for anything other than work that you are portioning that out in a schedule of multi-years instead of weeks or months, you naturally gravitate towards that 😂
BORRRRING /j
unfortunately with my age and responsibilities, boring is the only available thing
i get that, but for me I just can't relate much cause I simply cannot work on tasks in a 'normal' way bc ✨ neurodivergence and disabilities ✨
modding is effectively the embodiment of scope creep lol
yeah, and that is exactly why I didn't wanna go and learn all those extra things. Because I am catastrophically vulnerable to scope creep and then said scope creep leaving me with my 5-6 week break that I get roughly every 18 to 20 months, during which I can actually focus on a game, with just unfinished projects and exhaustion. 😂 This time I gave stardew another shot, enjoyed my time and since a few days ago wanted to give some personal modding a try. Terrible mistake, that last part.
I am not gonna remember any of how this works by the time I get my next break, never mind finish what I was working on now. If anything I'm grateful toward the people insisting on 'read these' that I actually realize I need to just stop and give up
well, that just means more time for other projects to mess around with :)
no, not really
there's no shame in deciding not to do something
I already used up twice as much time as I really had for the 'little' mod I wanted to make
my main regret is that now I don't get to finish my playthrough
Well I know how someone else did it! I referenced Eli and Dylan (and they referenced stuff Axell did). Their randomization is pretty streamlined
oh?
"Name": "WeekDayList",
"Value": "Sun, Mon, Tue, Wed, Thu, Fri, Sat"
},
{
"Name": "WeekDay",
"Value": "{{WeekDayList |valueAt={{Query: {{Day}}%7}}}}"
}```
If you have this in your dynamic tokens, you can do something like this and not have to list every day, for example:
```"{{WeekDay}}": "{{i18n:MV.Municipal.Dialogue.Daily.{{Random:{{Range: 1, 16}}}}}}"```
their randomization stuff let me set up my mod dialog pools how I wanted to. Didn't think I could get it working that way, but it worked out
My dialog pools don't replace after a certain amount of hearts, they're additive. So I have the normal day to day dialog in low hearts and more personal things in high hearts. And I can add to the pool based on other mods I have installed or things like Kent and Leo showing up.
so it's flexible
would recommend, it was very nice to work with
how can i do animations for a standing npc ?
The above is also how I randomize dialogue at different locations and also different heart levels
I love it
dumb question - how does one make it - daytime on a map?
my lighting forever feels really weird and dim when I use it for events
Do you mean an animation during their schedule?
i was thinking of the kickflip animation, so yes i think
That tutorial should help
Yeah sometimes you have to check both to find more info
helloooo i got a question on my portrait template mod, does my answer make sense? sometimes i struggle with phrasing things correctly
okay more questions- how might one put a config-related ..thing under the conditions field?
god not more spam-
@outer glacier
so thats where they put the link
oh you can @ bouncer for spam?
yup, either that or the mod role
hmm okay
There's also report in app
I use the report app thing on the message
thought it was just the discord report thing you could use
the screenshots are actually legible; discord filters getting sloppy smh my head
I usually do that but when there's a scam I just ping them 
though the report button is like 30 pixels away from publishing it to mod-showcase

i mean
that does sound a little funny ngl
can someone point out where the incorrect syntax is or what the error is comming from?
do the discord filters actually use OCR? I've been wondering if anyone uses that for a while now
i considered it for ES but i dont think bouncer does
Doubt it tbh
oh I meant the core discord ones, not bouncer
ohh
missing an { for your fourth rule
also each rule should have a distinct id within the same machine, and not all be WheatToFlour
Figured it out
have you added the Outdoors map property? the default is false, which has a low ambient light level
no! That might, in fact remedy this
does the Modding wiki have any resouces on giving modded Items the Qualities? (Base, Silver, Gold, Iridium)
[[Modding:Item_queries]]
item spawn fields are relevant in many places, including machine output (they're what the "common fields" are)
modded items are identical to vanilla items in most cases
so whatever you can do to a (O)12 also works on a (O)me.mod_fancyThing
is that where I get resources for Qualities?
the Quality field
is it like a common issue for npcs to be stuck on warp point for custom location ?
i added a warp in the saloon to another location, but when i tell npc to go to the location they are stuck before the warp point on the saloon
it usually means your topology is cursed in some way
or you have a non standard sized npc
for the record outdoors maps have a few other differences like using the local weather and debris, spawning critters, ambient sounds, etc, so you may have some other changes than lighting
Yeah I gotta fiddle with some stuff, I might just mess with the ambient lighting within the event itself
i had to move my event map back layer to back1 to stop rabbits from appearing on the sky
ridiculous creatures
Are you sure that isnt normally rabbit behavior
yeah it's fine to change just the ambient lighting but it does mean you won't necessarily have the appropriate light for the time of day
i suppose you could do that 
It's not a location that actually needs to like, exist, but I did get it to look right for the event time block
thankfully
mine were temporary event locations as well, same differences 
ooh, okay good to know! 😄
Between that and the little fixes I needed to do I'm now going to torture myself with fanged portraits XD
Isn't there a rabbit in nthe.moon
there is! and a very famous comic book based on it, with a tv show adaptation and an excellent stardew valley clothing mod
Is it possible to make an NPC like a single variant of something? I want to make one of mine like apple juice specifically rather than just juice broadly
hm not really rn
What is the name/terminology for the books like Bait And Bobber and Woodcutter's Weekly that give you more skill in a professional (Foraging, fishing, mining, etc), or luck, etc
Whats the name of this? I dont know since im looking on the modding wiki, sorry if its a bad ask!
they are exp books i thikn
hmm, no probably not. It's the gift taste of a 2 year old so I can't imagine they'd like apple jelly or something
I'll probably just do broad juice category then
thank you!
maybe one day we can have 2 tags in a gift taste
that would be pretty neat. in the meantime will make do!
yeah, just dont know where the modding page for em is : ( (cant find anything about books)
i think books r just a type of Object
https://stardewvalleywiki.com/Modding:Items
Object.booksCategory
Object.skillBooksCategory
these 2
i dont know how exactly they get categorized 
hmm, okay, is there a mod that adds new books? i can look into implementation from there
if not i can check myself
but ty for pointing me that way!! ^^
yea theres some, tho for the new power ones they tend to be C#
what r you hoping to do exactly?
ahh gotcha, im just looking to add basic logic like something vanilla, im not adding anything crazy (id like to make one book add more fish skill and another for luck)
top results for books are https://www.nexusmods.com/stardewvalley/mods/21526 and https://www.nexusmods.com/stardewvalley/mods/23891
hrm to make an exp book
the id has to start with SkillBook_
try adding new object with SkillBook_Lucy.Mod_whatever_<skill id> id
you cant change the amount of exp tho 
functionally same as a vanilla book
probably!
i hope this is the appropriate place? i use Auto Forager and i love the mod to pieces. i have 3 mods that it doesnt pick up the eggs and such from but it does pick up other eggs from the base game so i know its possible.
the mod description says
"If you are a mod maker working on custom Forageable items, to have your item recognized by the Auto Forager, all you need to do is add the context tag "forage_item" to the item definition"
so i need to add that context tag to the item definition in the other mod codes? i figured i would make the change and leave a comment on the mod page of the change i made so if they wanted to update their mod with the line, they could? but im not sure where i would put that line either.
https://www.nexusmods.com/stardewvalley/mods/36167 this is one of the mods i want to use it on for example.
It would be a context tag, check out this page as it shows several different methods for adding tags! https://stardewmodding.wiki.gg/wiki/Context_Tags
thank you!
I'm trying to use a random pool of dialogue for my NPC but the dialogue isn't working in game. This is how I have it set up in the content file: https://smapi.io/json/none/c1b57a7ff96a46a4af7ea0aee70f74a3
and this is what's in the i18n file:
https://smapi.io/json/none/593d391ba8f14ca19e64a52602a8005a
I also don't know that it's relevant because there aren't any errors but here's the log too just in case:
https://smapi.io/log/6ad253c3f6554040b682518fc127582e
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.17.7.19, with 20 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i think you're missing the colon
where am I supposed to put it?
afaik it should be after random
well your colon should be inside your body
im not good at i18ns tho
it's not good if it's missing XD
PPFT
ahh okay let me try that, thanks!
wait is there supposed to be a space after the colon?
like Random: 1
or
Random:1
Can u patch export Characters/Dialogue/{{ModId}}_Andre
json parsers don't care about spaces and newlines, all non-visible formatting is technically optional
But replace ModId with the actual id
like
"Mon": "{{i18n:Andre.{{Range: 1-34}}}}",
three cheers for json parsers!!!
but do format your file to be consistent and readable all the same, because you are not a json parser
thats what you think
That particular line is going to look for a key that looks like Andre.1,2,3,4 etc all the way to 34.
You need the random token for it to pick just one of those 34 numbers
YOUR ALIVE!!!@!11!
I did and it's just showing an empty pair of brackets
I don't know why. The other dialogue (the not randomized ones) are appearing in game
Hm your log shows that the EditData didn't apply at all
(more accurately doesn't show but u get it right)
yeah
Double check that this json is included
okay
And send new log with patch summary
should I patch summary full?
Do just ur mod
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.17.7.19, with 20 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
invalid tokens: Random 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34, Random 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34
did you actually fix the missing colon?
Still looks broken yep
I just edited the Monday one to test
well they all need to be fixed
Chue has the pretty name color now
There is absolutely no evidence for this and is completely something I just made up but I think Pathos's snake inspired the role
#making-mods-general message snake in question
my warp tile was landing the npc on another warp tile that would land the npc back on the first warp tile
but it's fixed now
yaayyyyy
Okay, I fixed all of the colons and now it's running correctly!
May I ask why it worked only when it was fixed for all of them? Just so I understand for the future and don't make similar mistakes. My thought process was that I would ensure I got the format correctly working on Monday and then copy that to the other keys once it did, rather than redoing everything multiple times if I did it wrong again.
because broken parsing will break the patch
a patch can only be applied in its entirety or not at all
Does anyone have knowledge on sebastians dialogue?
im making a sebastian mod and came across some code that I dont know where it fits in the vanilla game
Do you mean you found some dialogue for him but you don't know where it happens?
i might be able to answer, but what kind of code did you find?
How many ticks are there in an in game day?
there are 60 ticks a second
are you asking to time a buff duration? you can use -2 for the duration to last until the end of the day
No, i’m asking for something that checks for whether something is true every x ticks, but didn’t know how long a tick is in terms of game time even knowing the real second/in game minute ratio
if what you're working on concerns game time (of day), maybe it would be better to check your condition using the time changed event?
can anyone recommend some good mods for multiplayer?
I’m actually trying to understand someone else’s mod (random monster ambush)
it's better to ask for recommendations in #modded-stardew
there's some commands and links there for recs
The settings for the mod are kind of unclear….
tysm
But 60 ticks per real life second is good
well, i think that mod was probably vibe coded...
do you want to make a similar mod for yourself?
No
I would not do the same if i made such a mod, but that’s because this mod using c and not the regular json stuff
yea i was gonna say you can add monster spawning with FTM / spacecore
could also do a fairly simple C# mod if you want
(they mention on their user page they ai generate code, art, writing, etc for their mods)
as long as you remember to yeet the monsters on saving you won't have the strange problem 
I didn’t see that, but that explains a few things. I disabled the mod and the monsters didn’t go away, and disabling the mod caused glitches. I complained to the mod author that something in the mod had caused a weird glitch where the camera froze in place unless i paused and unpaused the game repeatedly.
I guess that i will disable mods by that author; then
Is it the same mod author that's been making like 2000 of these mods that don't actually do anything
(if you mean the soil quality generated code mod, that one's pretty clearly by a different user based on the git repo)
(they caused bug looks like)
Yeah it was a serious bug. To make matters worse he was hesitant to consider it a bug and they suggested just to make sure all the monsters were dead before disabling the mod
To be fair most of this persons mods seem to just seem translations which wouldn’t be too hard to crank out quickly i think
I personally feel mod being cleanly uninstallable is important for sdv cus uninstalling a content patcher mod is so easy
So it is kind of shock to user if a C# mod didn't do the handling of uninstall properly
Not that I would uninstall me own mods ofc
i had a mod onc that spawned mosnters
I remember havign to place them in a list to make sure they were cleaned up before save
yeah, I think monsters are still a bit weird when saved, though I haven't re-tested it recently
e.g. they'd end up at tile 0,0 the next day, or certain types would throw errors
though 1.7's monster rework/asset stuff will probably change that if it goes through
It does so now, at least, after i complained. It was just that it was a very strange bug
Despite using ai the person at least understood what they were doing enough to correct errors once pointed out
Actually, maybe I just wont use it
Does anyone know if the "Everything Dew" modpack includes a large map? With the amount of content it has, I don't think the standard size will be enough.
you may want to ask #modded-stardew
you can also browse the mods in the collection yourself
I recommend reading up on a collection to see what you're getting into regardless
I couldn't tell a difference from the uncompressed version
OK thanks
can anyone guide me on this one, if thats okay. i am creating a content pack, and what i wanted is when i give robin service papers (modded item), she would respond and then prompt a yes or no question.
if i pick yes, it should do conditioning to properly show the next dialogue, when current money on hand is enough for the service fee (configurable using config.json) then show the "yes" dialogue, otherwise fallback to "insufficient fund" dialogue.
here's a minimal code in the Changes for Robin's dialogue
i think you need something more complex
sorry about questioning the format, its correct
i think a query will help here
i actually have put them in i18n. oddly enough that exact format works in content patcher, as per my testing, even though its not a standard json format
np, so like a query condition?
yeah so
for the yes response, try "$query PLAYER_CURRENT_MONEY Any 1000#You picked YES!|Sorry, you have insuffient funds"
i think you only need a minimum for that query
can also tokenize the amount with config, this is more of a base example
Player conditions wiki page
yeah this one work, thanks
np
might wanna make it current instead of any if you want only a single player in mp to get it
Does anyone happen to know what triggers little emojis to show up in dialogue boxes? For example this line is getting a gold coin emoji with an e trailing it:
"I've got my own end of season tasks to finish; reports, orders, a few stern notes to suppliers who think 'late' is a personality trait.#$b#"
Specifically emoji 41 in this chart here: https://stardewvalleywiki.com/Multiplayer/Emojis
the gold coin is usually a $, I think?
The only $ is the dialogue break though. And idk where the "e" is coming from.
🪙 e is usually because you've missed a # divider between the dialogue and the $e command
as for e instead of b, it's possible you haven't updated the correct file with new dialogue changes
Gotcha, thank you!
why is the game yelling? 
log: https://smapi.io/log/40a548b13d5940b4a44881861aaf441e
json: https://smapi.io/json/content-patcher/584eb08650144f0c9ac53dac95521199
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 37 C# mods and 25 content packs.
Source image smaller than source area
Sorry it's hard without seeing the image
Okay so yeah, you probably need ot use To Image
er, To area
You're sticking the whole image on top of a spot on a bigger image
Well technically your "to area" would be the entire image too
For what you have coded
So it didn't even notice that, it just went "32 x 16 is not the same size as the entirety of Objects_2.png" and broke there
sorry smapi lmao
it works!!
this my bandaid fix solution for not having packs for every single crop mox, i just boosted saturation
it kinda works
pickles....too dark
wait
oh no
that's the wrong jelly location baahha
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:
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- 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.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 91 C# mods and 192 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the log you sent doesn’t contain this error
if you’re just starting out making a mod, you need to create your own mod folder and every sub folder underneath it that you want
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 91 C# mods and 192 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
this has the error but that doesn’t change any of what nic said. What event are you trying to run, anyway?
also, new events shouldn’t have number IDs
I wonder why nobody's made a... "More Cursed Objects" type mod.
more cursed in what way? 
tailored purple shorts but they walk around on their own? 
ah, perfectly clear now

numberOfCursedObjects++;
Perfect mod name, there we go.
Cursed as in mannequins. Just more haunted, spooky things that do... things.
Cursed mannequin mod that helps around the farm sometimes when?
there’s that one cursed void chickens mod
thanks onscreen keyboard for sending that wayyy to early
I'm intrigued!
But still, I want more randomly cursed things. 
Clearly
why did the person i asked a log from just delete all their messages...
They were banned.
Apologies if I'm sending the image here since I can't send it to the other channels is there an English version of this NPC
this is not the right place to ask this.
ask this in #modded-stardew by linking the mod instead of blurry pictures.
Maybe that channel should be renamed to #mod-discussion so people find it easier. I wouldn't understand the purpose of that channel based on its title alone.
Is there a @ocean sail command for redirecting people to #modded-stardew?
Theres a #images-and-memes channel I think you can post the images in, then you can ask in #modded-stardew with a link to the images
Thanks brother a more friendlier respond I'm just new here so apologies
"No, more cursed objects!"
is there a event command that lets ignore the tile map layers? like say i want a npc to be above the front layer?
Probably not but can you use a temporarily animated sprite
no, i had to add one to accomplish this.
it's nearly trivial to do, since NPCs have a drawOnTop field and the draw code already honors it, but you can't set it without hooking up an event command
god not more spam-
<@&239770080378880001>
istg there has been soooo much spam as of late and idk why, like usually i don't see any
Probably trying to tempt people when they're most broke bc of the holidays
ahhh yeah that makes sense
sad cause it looks like a real account too, sucks that ppl get hacked
i'm inclined to think there is less thought than that put into spamming
That's probably true
yeah, probably so
it's really not a very elaborate scam
wonder if it ever actually works
anyway, modmaking!
That reminds me of that time we discovered not all spams were bots, after one spammer posted "v" in one channel instead of its whole paragraph
oh shit-
oh yeah mods
(it does or they wouldn't do it. Cast a line 1000 times and you're bound to get a bite)
mods are a thing
hmm, how many like tile message thingies should there be in an indoor map of a house?
i know it's a matter of preference, but what do you all prefer?
I don't think there's a minimum. I think generic things likely don't need it (unless you want to add something specific) but I like to have a decent amount. Anything interesting that might show something about a character
Like I added some messages for fridges when I wanted to show something. For example, I used the line "It looks like someone meal prepped for the week," to show the NPC was organized, but I didn't do it in all the maps
oooh that's interesting!!
I'm working on a new cave for dwarf rn
Are you using the map you showed in the art channel?
so far this is what i've got:
yup! lemme send a new screenshot one sec
<@&239770080378880001>
I like it! If I was playing I would likely go check out to see if there were lines for the campfire, the food, the anvil, and the furnace
ooh okay!
Also some of the little trinkets laying around like the ring and swords
Maybe some of the helmets as well
the ladder one just teleports you to floor 1 of the mines, and the kitchen one opens the kitchen menu
That's cool!
oooh yes! gotta insert my elaborate Helm Lore™ somewhere
another scam? 
okayy so that's adding messages for:
campfire (in my mod one of dwarf's stims is making fires, maybe allude to that?)
furnace/anvil
pond
bed
dagger beside bed
helms (Helm Lore™)
food/ingredient stashes
pickaxe, sword
lil gemstone trinkets
yep 🫠
i don't think i've actually seen any in this channel before a few days ago
hmm, any ideas for human objects dwarf might've 'found' that I could include messages for?
i could def use Action Letter for some lost human letters dwarf ...found
I usually toss old boots out of my inventory when I get new ones in a chest
Maybe those?
ooh okay! i think some fight-y gear and hoards of bombs would be good things to add, as well as maybe a few discarded items of human clothing?
Probably yeah!
could also use Action playSound for a few items for extra immersive-ness
but that might feel like too much idk
The only thing is I think you can't use that and the messages on the same tile
At least I couldn't get it to work when I tried. But I could have done it incorrectly
I didn't care too much about the message to try 😅

hmmm maybe the anvil could work as a forge AFTER a player unlocks the caldera? but I'm not sure how to implement that
That would be neat to implement
Hello i'm trying to work on a mod the thing is i don't wanna be rude it's not my mod and i saw in his permission that i need his permission to modify files so i was wondering how can i contact him : https://github.com/bitwisejon/StardewValleyMods ?
Hello guys, can someone help with this snippet?
https://github.com/kazutopi1/Harmony/blob/main/ShopAnywhere.cs
All the options in "nextPage" doesn't do anything for some reason
Smapi says no error too
Page 1 options executes properly, it's just the Page 2(nextPage) isnt
no worries! where did you find their mods?
NexusMod then i saw he had github
Gotcha, you could just message them on Nexus then, or their profile might have other instructions for contacting them :)
Ok thank you ^^
Hm, is this for a mod you're working on or just general tech support? If it's the latter, you might wanna ask here: https://discord.com/channels/137344473976799233/1272025932932055121
Its a mod I'm making
Gotchaaa okay, uhh sadly I can't help with that bc the only thing i can do is CP and even there I am absolutely a novice-
The mod is licensed under MIT, you may fork it to do stuff
thanks ^^
@raw oxide You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
ooh you're turquoise now! congrats :)

okayyyyy so i wanna add a human book to dwarf's cave that they're trying to study, what should the book be about?
mining maybe? it's something they might be able to use to like cross refernce using diagrams or whatever
adding to this, i try to follow the Law of Conservation of Detail: make sure there is a reason for the message to be there. (it doesn't always have to be the same reason)
examples: give a character a little bit of personality, give player a clue or foreshadowing about something, make a little joke, etc.
hellooo can you put i18ns in other i18ns?
define "in"
Can you please elaborate
like the inside the value of another i18n
No
aww okay
If you need someone else's i18n then you need cmct for that
thanks :)


