#making-mods-general
1 messages · Page 498 of 1
i'm sure i remember a NPWLB mod
New quote added by atravita as #6860 (https://discordapp.com/channels/137344473976799233/156109690059751424/1452805395675353130)
ok, where does potato gratin fall under the cube rule i must know its my favorite
man, i sure butchered those words, huh...
hello would some mod author like to showcase a mod of mine after i post it
sure!
then i will post it in modded-stardew in just a moment
it's weird being a mod author.. i still feel so new
tyty
Same vibe as left beef
thats what ive been saying
middle bread? so is bread the spread or w/e in this scenario?
you guys are very entertaining
I scrolled so far back in the chat to catch up and I’m wheezing lmfao
bread spread....we do have caramell cookie spread thats close enough right
also void i think it's 2 am for you pls try to healthy sleep schedule 💖
1:23am
carry on my wayward son..
eh, tomorrow you can kick me if I am awake at this hour tbf cuz then i need to go to bed early since i have early shift on christmas eve
i shall
Inside-Out Grilled Cheese Sandwich Recipe https://share.google/7rvKOG5QLRW1vPaGy
eugh also good luck with work retail on christmas eve must be intense
im so confused how it is inside out
The cheese is on the outside!
Bookmarked this to make tomorrow cuz I’m baking sourdough
ooh fun
today i wanted to make cookies but i burned the cocoa powder and gave up ✨
been yapping here since ✨
well not in this channel but yk
its pure hell ngl
Ii worked at kohls a while back and Black Friday/christmas were insane and still haunt me
Sending all the energy and patience for surviving the hell scape
my condolensces on that. I'm lucky in that my work is probably going to be dead on christmas eve (and we close early)
if i wanted to create a mod for another mod, a rival hearts one, should i reach out to the mod author first to make sure i have permission before attempting anything? i've been thinking about it for a while and i want to try modding something like that, but just want to make sure i'm not stepping on any toes or wasting my time
Yes, both community etiquette and Nexus require that you have permission from another mod author if you intend to release a mod that includes significant content for or changes to another mod.
Who is the NPC? (Just curious lol)
okay that's good to know! i wanted to come up with some rival hearts events for the rsv characters since i've dated them all and i feel guilty abandoning them all after i get married, so i wanted them to find love too
Nice! There are a few rival heart mods for some RSV characters but it's great to have more!
yeah i have basically all of the rival hearts mods downloaded that don't conflict, but i feel sad when i'm the only one happy and then there's just that village populated by 90% of my exes
live in the doomed world you have created.
Is there a way for me to see my portraits in game for the purpose of seeing all the emotions? (I’ve been running people down in-game, but it’s kind of annoying and I can’t guarantee I’ll see the emotion I need to)
You should be able to use the dialogue console command if you specifically need to see the emotion in the dialogue box. If you just need to ensure that your emotion portrait is definitely in game, you can patch export.
debug dialogue <S:npcName> <S:dialogueString> e.g., debug dialogue Abigail 0Test$4
I will try that and thank you for the link 🤗
im making a branching event where certain choice affect the music choice in a later event. should i use a fork?? questionAnswered? should i use a series of quickQuestions and switchEvents and then make the music in the last event tied to the event id precondition????
Helb!
i love fork 😔
nothing wrong with fork if it is meeting your needs, but qq is strictly more capable
Ok thank gosh
- spaghetti-loving caveman after i (time traveler) introduce him to the proper utensil
Thanks everyone for answering my questions yesterday, I ended up doing
new CodeMatch(ci =>
ci.opcode == OpCodes.Call && (ci.operand as MethodInfo).Name == "ChooseFrom"
),
new CodeMatch(ci =>
ci.opcode == OpCodes.Stloc_S && (ci.operand as LocalBuilder).LocalIndex == 7
)
but now I'm having trouble making my own code instructions
new CodeInstruction(OpCodes.Ldloc_1),
// v2 (location of rod)
new CodeInstruction(OpCodes.Ldloc_S, v2Storage),
// lighting event
new CodeInstruction(OpCodes.Ldloc_2),
new CodeInstruction(
OpCodes.Call,
AccessTools.Method(typeof(UtilityPatch), nameof(CheckCombinedLightningRod))
),
new CodeInstruction(OpCodes.Brfalse, label),
new CodeInstruction(OpCodes.Ret),
new CodeInstruction(OpCodes.Nop).WithLabels(label)
I get NullReferenceException: Object reference not set to an instance of an object.
CheckCombinedLightningRod is a public static bool that takes in 3 things
I checked that the access tools method is non null, that v2 storage has the correct thing. when I remove the last three lines, the exception goes away
I also put logging at the beginning of my function to see if anything happens but I don't see it in the logs
label was created with new Label()
can you post the full function
public static void CheckCombinedLightningRod(
Farm farm,
// v2 is the vector location of the randomly chosen lighting rod
Vector2 v2,
Farm.LightningStrikeEvent lightningEvent
)
{
try
{
ModEntry.Logger.Log($"Start", LogLevel.Error);
ModEntry.Logger.Log($"Start {Game1.timeOfDay} {v2}", LogLevel.Error);
}
catch (Exception ex)
{
ModEntry.Logger.Log(
string.Format(
"Unhandled Error in {0}.{1}:\n{2}",
nameof(Utility),
nameof(CheckCombinedLightningRod),
ex
),
LogLevel.Error
);
}
}
its basically got nothing cuz i commented it all out
Can't do that
stupid question how do i get an il
i dont remember what its called in the transpiler parameters
the ILGenerator generator
Add in an parameter with type ILGenetator
(i always call mine il and forgot thats not the default)
And call .DefineLabel from there
(well "default" aka whats used in the docs)
Hey, mine are called gen
see that you need to pass a new parameter in the transpiler into the code matcher object
and see the label creation methods I used below
success thanks yall
how do i make a music choice conditional depending on a seen event id?
i don't want to make a gazillion conditional 14-heart events
Use a dynamic token
Feel free to ping me if you need a hand figuring out how to use it in this context
custom luau soup item reactions
i just speed-composed 6 songs
@vernal crest hi, abagai! i am done setting up the token. how do i use it to change which music plays in an event?
Are you using it as the first command in the event setup or using the playMusic command?
Okay so instead of having playMusic SummertimeSadness/ in your event, you'd have playMusic {{DT_EventMusic}}/.
so i only have the dynamic token values rn, how do i connect them to the songs?
If that makes sense
Hmm actually, is this event happening on the same day as the event that decides which music will play?
No, the deciding event is a 6-heart and the result event is a 14-heart
Oh okay that is fine then
The same way that you would without the dynamic token. Load the music to Data/AudioChanges and make sure that its ID is the same as the value in your DT.
Wait, but the values in my DT are simple strings without the {{ModId}} token in them
Wait nvm thats not how it works
the ID is just the in-game name right
You can make the values include the mod id token or you can put the mod id token in the event
like Spring (It's a Big World Outside)
Your custom music should have a mod id prefix in its ID
Yeah
what if the dynamic token name alr has my modid in it, would i then do {{ModId}}_{{DT_{{ModId}}_SongToken}}
that is so cursed
Will this also mean that if the player skips the event, no song will play? Good.
Don't put your mod id in the dynamic token name
ok
It's internal to your mod (unlike the value) so it doesn't have to be globally unique
Excellent...tee hee >:3
Let me make a placeholder 14-heart event (guess i'd better make it an 8-heart for now) and test it
Thank you so much for your help btw, I would've really struggled otherwise
You don't need to make it an anything heart event. You can give it no preconditions and just use debug ebi to run it. (Or go to the location you've put it in)
oh yeah
eh whatever
It's saying {{DT_SongToken}} could not be used as a token bc that token could not be found.
But it's a warn, not an error
Is that just because i haven't done the deciding event yet?
It's also saying "must set the Action field"
It might, or you might have a typo somewhere. Share your json please
You should have a default value for the DT by the way so that if a player doesn't choose the music there will still be a value.
Oh. Yeah I don't got that. Gimme a second to fix that n then I'll share my json
yeah dynamic tokens are better with a default neutral value as a failsafe
like if the player skips an event or something
oh. my. god.
so many
i have never seen so many errors on one file before
Ignore the warps, those work fine
You appear to have tried to put your dynamic tokens inside your Changes field instead of the DynamicTokens field like they're meant to be
they go OUTSIDE CHANGES???
Hello!
I’m specifically trying to make a trigger that runs the first time the player speaks to an NPC (Willy for example) on a randomly sunny day, and then never repeats. What’s the correct way to set up the TriggerAction so it checks weather and conversation, runs only once, and doesn’t show again? (The dialogue and the trigger action never get shown again)
I'm pretty much making a quest that starts as soon as you randomly talk to Willy on a random sunny day, but I also want that dialogue he says for the quest to never appear again
Hwuh oh. It's now saying that "Player_has_seen_event" token cant be found
....im using a query, not a condition
crap
waht is hte condition for player seein a certain event
u can make the dialogue a 1-time dialogue, then add a fallback
Hm...do you know any page that talks about a 1 time dialogue and fallback?
I am new to this sadly-
yes
Hmm, yes, I did check this page earlier, though I had trouble locating where on it talked about something similar
And I assume this requires 0 C#, right?
there are a few ways to set this up, but I would:
- set two trigger actions, one adds a conversation topic on a sunny day and one removes it on non-sunny days, have them always run but with a
SkipPermanentlyConditionset to having a mail flag - the dialogue for said CT has a command to add a quest and set the above mail flag
the tricky part here is that you wanted a dialogue only on sunny days
so just a regular CT won't do
oh I missed some of the context, yeah that's more complicated
seeing CT dialogue automatically makes a mail flag, <npcName>_<CT>
(unless the CT contains the word "dumped")
And you want the dialogue to be random, too, Lucy? So may or may not happen on any given sunny day?
ah I keep forgetting that part, thanks
@vernal crest It's playing the default no matter what. Do I put the default at the bottom instead of the top?
No, you put it at the top because it gets evaluated first and then the others come after. Use debug gq PLAYER_HAS_SEEN_EVENT Current <event> to check if the game is recording you as having seen the event(s) that you're using as your condition.
It is not.
Is this because all events are a switchEvent from the main one (the 6-heart event)?
It might be, I am unsure how secondary events are recorded. I can check though, give me a bit.
okay, thank you so much
Maybe the randomness could be contained in the trigger action
My whole day spent on one (1) hearg eveng.
That seems like a small amount of time to spend one one event to me lol
I usually spend much more than one day on them
...i coded the base mod in 2 weeks and this update has been in the works for. uh. 14 days
Hmm yeah it didn't record a vanilla one as having been seen either
You can just set a mailflag in each secondary event and check that instead
my mod is like 10% content 90% mailflag atp
I'll do that n get back to you
Mailfglag no work ;c
it's still playin da goofy ahh theme
@vernal crest should i repost my json
Have you checked if the mail flag is showing as true?
(You might want to start i18ning soon)
gimme a sec
Please, lord no
I am scared of i18n
false. it's midnight so im done for now
ngl coding without i18n scares me more
wdym I have to go to where the text is used to edit it
Good luck with it tomorrow. You can try just manually adding the mail flag if you want to check that the dynamic token part works before you have to fiddle with why the mail flag isn't being added.
I love my 2000 lines of text all being in one of 17 places
I i18n everything as soon as I do it so it makes it very easy to keep up with
I like breaking up my i18ns for different characters
Events being the only exception because of how much I change stuff around, so I use the i18nifier for them
Makes it easy to know who is speaking when
Oh yeah i second that
It does kinda mess up the way I like formatting my i18b but oh well
I do a find and replace to change the keys to the format I want lol
Took me a while to lol
is there a way to load a Content Patcher mod in a subfolder?
like if my mod has a CP pack in its folder
I think as long as the CP mod has manifest(?), SMAPI will read it
Unless someone has modified smapi itself, nope
ah great ty
Oh sorry I thought you meant something like
[C#] mod 1
Manifest.json
[CP] mod 2
Manifest.json
That is also how I interpreted Erin's question, dw.
You can't nest a mod inside another mod folder. You can have as many mod folders as you want inside an umbrella folder, but that umbrella folder cannot have a manifest.json in it
except now both the main mod and the cp mod are in subfolders :/
That is how all mods that come with both a CP portion and a C# portion must be packaged.
that means anyone with an older version of the mod is going to have problems when they overwrite
Then you tell them not to overwrite and instead delete and reinstall
I've made changes where I told people they had to completely delete and reinstall. They survive.
still seems like not great design... I add a content pack and suddenly my mod files move to a sub folder
The content pack is an entirely separate mod as far as SMAPI is concerned
yes but why not have them all in the Mods folder as normal?
You can, then theyd both be subfoldered to Mods
Well, you don't have to make yourself a subfolder
I can't SMAPI automatically subfolders them
You just cannot have an entire mod folder inside another mods folder
SMAPI doesnt automatically move any files
We'd end up with every CP mod being inside a Content Patcher folder if that happened
well nothing stopping you from dumping those 3 folders into the top level Mods folder yourself if you really have to preserve the existing structure
SMAPI didn't put anything in any folders. That's not what SMAPI does. It doesn't touch your file system like that
don't though
this is what happens when I build the mod in VS... sorry I guess it's not SMAPI, it's the mod builders
Then yeah, thats the mod package builder
since I'm pretty sure most self-respecting unarchivers would automatically create a folder for you anyway (I know mine does on Linux)
Because that's what most people do for multi-part mods
You can just... move them outside the folder
You might get confused users if they're meant to be a package deal and aren't subfoldered like normal though
I can... every time I build the zip file? make a new zip file?
but yeah I'm going to add to the chorus that you should just tell your users to live with it
I don't see why not?
I don't use the zip file that the builder makes for me
sorry, I didn't realize we shouldn't use it
No one's saying you shouldnt
I usually don't either because I forget about it
But if you don't like how it packages your files, then don't use it, or repackage them differently after
Or don't bundle your CP mods in with your C# mod at all
sorry, I guess no one sees the issue I am having, thanks for responding anyway
We know what the issue is, we're just telling you that you don't have any other alternatives
was that really what you were telling me though?
Yep
oh my mistake, it seemed like you were trying to tell me lots of ways my issue wasn't an issue
You were being told all the options available to you after being told that what you wanted wasn't an option
(summarizing everything) you can let the mod builder make the zip for you, and edit it manually to remove the top level folder
so instead of the zip containing one folder which contains 3 folders, it can contain 3 folders directly
but if you do this then some unarchivers will just make a folder for you and the end result's the same
alternatively you can just make the CP mod be a separate file on your modpage
thank you, I did think of that, but I don't want the user to know about one of the content packs, because they are secret items
I think you severely overestimate the typical modding knowledge of an average user
- nexus file preview would show it anyway
I just want the items to be bundled with the mod... they shouldn't be an optional download I don't think
You could always just create them in the C# portion
yeah that would work, ty
Not only would that make them unremovable but then the amount of people who'd know about it drops to practically 0
(Well unremovable via uninstalling)
it came up because someone updated my mod to CP and added the pack to the mod folder... but then it wasn't being added
idk what they were doing, but now I have their content pack in my mod folder
they didn't delete before updating most likely
on github I mean
(I think that it's a good thing to be opinionated and subjective in coding, so my subjective and opinionated opinion is that we spent way too much time debating a solution to a problem that honestly doesn't exist, and it's totally okay that you think otherwise)
I just said it doesn't seem like good design to have the mod structure changed automatically just because I add a content pack to it... people were trying to tell me it wasn't happening... felt like gaslighting, sorry if I misunderstood
Is there any other pants template for fashion sense?
(yeah that's a breakdown in communications on our part 😅 online chatting is difficult)
Trying to draw my armor in the game and this thing is really confusing
Pants are cursed
(I don't recall any of us saying that it wasn't happening, only that it wasn't a problem, which is different)
(my template follows CP format because I couldn't make sense of Fashion Sense, but it is equally cursed)
i might try out that one instead
There is also an asesprite and PSD version floating around that other folks converted
gotcha and thank you
Are there any community modding tools that I can use?
For what purpose? You don't need any specific tools to make mods in general, just a text editor like N++, Visual Studio Code, or Sublime Text.
By that I meant is there a specific type of mod you want to make that you have been led to believe requires a specific tool?
I’m working on a mod for my wife and I’ve figured out how to replace sprites. I’ve simply just replaced the portraits for one of the marriable characters so that I can do a self-insert.
What I don’t know how to do is change text. Such as a character name or dialogue. I haven’t looked at any guides yet
!startmodding Have a look at these links - ignore the C# stuff, you won't need that unless you want to start changing game mechanics
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
@outer glacier
(thank you!)
Is Spacecore still the best way to make a warp totem?
it sure is the only way i know of to make one without going straight to C#
excellent, that's pretty much what it looked like from my research so ty for confirming! 😄
Hey guys, I've come up against a bit of a stumper and figured it was time to phone a friend.
https://smapi.io/log/f8d6f7b7f2cd4ae78f57f9064e0c4893
I have an event that patches a couple of map assets and loads one in. All of them rely on the same flag:
{
"LogName": "Patching bathhouse menslocker room door for event (female player only)",
"Action": "EditMap",
"Target": "Maps/BathHouse_Entry",
"Priority": "Late",
"MapTiles": [
{
"Position": { "X": 7, "Y": 3 },
"Layer": "Buildings",
"SetProperties": {
"Action": "WarpWomensLocker 3 27 BathHouse_MensLocker"
}
}
],
"When": {
"PlayerGender": "Female",
"HasFlag": "{{ModId}}_Seb12h"
}
},
That flag (Kantrip.OlderSebastian_Seb12h) is clearly listed in the user's HasFlag section of their SMAPI log, yet none of the changes are being applied.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 48 C# mods and 121 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
" [X] | [ ] | [ ] | Late | Patching bathhouse menslocker room door for event (female player only) (EditMap Maps/BathHouse_Entry) // conditions don't match: HasFlag
[X] | [ ] | [ ] | Late | Patching Hospital map for event (EditMap Maps/Hospital) // conditions don't match: HasFlag
[X] | [ ] | [ ] | Late | Patching Mountain map for event (EditMap Maps/Mountain) // conditions don't match: HasFlag
[X] | [ ] | [ ] | Late | Patching Railroad map for event (EditMap Maps/Railroad) // conditions don't match: HasFlag
"
Are they definitely a female farmer?
Oh you posted the log whoops I skipped that
And it says the HasFlag is the one that doesn't match
I am doing well tonight
Ummm is it possible that the user has edited the files and changed the HasFlag check somehow?
Edited the mod files? I can check, but this event has plagued me with issues for so long I doubt it
It seems to work fine for most people
But then I'll get someone like this. This is the first log that has managed to capture a failure to launch event, but the flag is clearly there so I'm just... scratching my head
Yeah me too, hence the only thing that I can think of being that what the HasFlag is checking for is not what is actually present.
Oooor...how long before the check happens is the flag set? Like is this patch meant to be applying the same day?
One second, let me check
Yeah, it's day started (because I have to check weather). HOWEVER, usually by the time they get to this point they have gone through 2 other mini cutscenes leading up to this point that also rely on the same flag.
Do you think this would work better if I was using BETAS and setting the flag the night before maybe?
this condition will be checked at the start of the day right (unsure if that's anything)
What's setting the flag?
A trigger action
"{{ModId}}_Start12Heart": {
"Id": "{{ModId}}_Start12Heart",
"Trigger": "DayStarted",
"Condition": "PLAYER_HAS_SEEN_EVENT Current {{ModId}}_Event_11heart, !PLAYER_HAS_SEEN_EVENT Current {{ModId}}_Event_12heart_0, PLAYER_FRIENDSHIP_POINTS Current Sebastian 3000, PLAYER_NPC_RELATIONSHIP Current Sebastian Married, WEATHER Here Rain Storm, !IS_FESTIVAL_DAY Any, !SEASON winter",
"Actions": [
"AddMail Current {{ModId}}_Seb12h Received",
"AddConversationTopic {{ModId}}_Topic_12h 1",
"SetNpcInvisible Sebastian 1"
]
},
Are the events checking for the flag using a precondition or a When field?
Yes
Yes...both?
Oh! As a precondition
"{{ModId}}_Event_12heart_1/f Sebastian 3000/e {{ModId}}_Event_12heart_0/n {{ModId}}_Seb12h":
Not as a When. The only When checks are in the map patches
Then I think that the events are checking late enough that the flag is present but the map patches are checking before the flag is present.
Hmmmmmm
You could try just switching the Trigger from DayStarted to DayEnding to get it to run when the player sleeps the night before
The problem is the weather. The event is rain dependent
Ah
So I would need to use BETAS or something to let me look ahead for weather the next day (I think)
Well, there's also changing your update rate to LocationChanged
Hm. Can I do that for just this event?
No, you'd be doing it for the map patches themselves so they'd check the conditions every location change the whole game
Ooooof. Hmmmmm. Maybe I could include those map patches in another file and gate it with a When?
It might be worth doing just to confirm this is actually the problem, if you can try to recreate the issue without changing the update rate and then see if it gets fixed using LocationChange
I migth be able to ask the user who opened the bug report to use a special config.json. I haven't been able to reproduce this problem even once on my end
Which is why it's been so hard to fix
Yeah if you have another condition you can gate it behind that'd work I think - I'm not totally sure but Esca said the other day that they thought something like that should stop the patch inside the included file from having its conditions checked
Well, if I'm right, you now have the conditions to be able to reproduce, which are that you have to rush to those locations on exactly the same day you receive the flag for the first time. If you've already been doing that then I might be on the wrong track.
dont think so
Even if it doesn't work, at least it's something for me to try xD
oh no it does it seems
Yes, OnLocationChange is just changing the update rate of your patches regardless of what the patch is doing
Alright. Hopefully this is the magic bullet I've been looking for. Thank you again!
No worries, I hope I was right haha
thinks
I wonder if it is possible to have smapi only read part of a log if it's giant
Or take zip filrs
Alright, I cave.
How do I make it so a mod of mine alerts the player when it needs updating?
Shouldn't be so hard, right..?
Oh, so I just replace the ID with the last string of numbers in my mod's URL?
Because from what I can tell, that's what those are.
no no, its a whole other field
but yeah the number is the last part of the url, which is how nexus reconizes diff mods
Brilliant, thanks.
To be exact you just have to finish the description of the mod page to get the ID, no need to publish
oh right, yeah nexus gives an id as soon as u do that
Either way, mine's been finished a long time ago, so this won't be an issue. For now.
the formatting isn't that important, just how vscode does it, but yeah, this is the gist
and please tell me u don't do ur code in notepad
why is "action AddMail" not workign
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Funny thing is, I HAVE A CODING APP INSTALLED.
than what r u doing
Notepad++, the one with the funny chameleon.
use it 
My lazy ass couldn't be bothered to look for it in "Open with..."
just drag the files into it
Oh wow, this is pretty.

Even shows which value it uses. Fun.
you can set it so json files are opened only by it, u have to do that once
Alright, thanks, now please, someone go check up on FallSpice.
kudos to you for your notepad code working
ty.....
im DYING out here rad
I don't know a damn clue what any of this means, but I do know what it's like to DIE in here.
dawg you just started using VS? put it in dark mode
anyway, the $action AddMail command is not working. im just trying to use it to set a mail flag

then you may want to provide details
like what is not working, and how you checked that it isn't
im trying to add a mail flag
when i do the event and check with a gsq, it's returning false
Did u see something like 🪙 action when you talk to the NPC
nope
heres the json
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 8 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
OH ok!!
alright i shasll try
sorry im tuired
YES it worked...
ok now let me run de event
NOOO the dybnamic token no worken
it's sending the mail flag, but the token isnt updating accordingly
yeah, the mail flag is sending but the dynamic tokens are not
Not updating accordingly
DT needs a context update to apply
Also if u were changing it then patch reload doesn't work need game restart
Ok, so I need to sleep? Al;so i havent been patch reloading ive been restarting
Event that changes music based on what you choose
Are the events separated by at least 1 day
Yeah
One's a 6-heart, the other's a 14-heart
OKAY IT WORKS!!!
THANK YOU
IDK WHAT HAPPENED BUT THANK YOU
Hurrah, you got help.
@outer glacier
👋
@outer glacier (again)
why did you send that in 2 channels at once
this channel, stardew-spoilers, and town-square, at the same time, just like the previous serial waver
is this some highly advanced 22nd century scam method I'm not privy to
wheres the scam
btw. Pinging junimo pings us. Pinging bouncer just pops a message into our mailbox but no 
Thanks either way!
My guess is someone who is looking for community somewhere tbh
Do what I do instead....pretend you're gonna actually go rock climbing some day
It's two days before Christmas, let's bug a modder to rewrite their mod because of another mod. Tis the season
should i be pinging than?
usually ppl ping (at)Junimo (Moderator)

Clearly they're waving goodbye in front of their impending ban 

what does using the Bouncer right click Apps -> Report flow do?
That gives us a message with the reported message, the author of said message, the reporter, and their explanation/description (if available)
ahh gotcha, so its fine that ive been using it for the scam messages then i take it
I miss when spam is like forward this 10times or u die
ik that was so much more fun
finally finished my expanded walksprites for my chu trinkets. just the walksprites for now, more poses will have to come later. now i have to figure out how to program the new spritesheet so it's animated properly
If I'm adding a temporary map in an event, do I still have to load it in the locations? Or do I just pull it from the assets?
How are you using that map
nvm figured it out sry
which do you guys prefer?
If it's urgent then juni for sure :)
can i animate the farmer playing a harp in an event
you can, look at the event json in the unpoacked files there ther one event with abby where farmer plays the harp with her there you can look how vanilla did it
ok, thank you!
my major mod update working correctly on the first try made me so suspicious
thinking my lil guys need some shadows under their feet though
chat, how do i make the farmer do the nausea emote
wait it's animate farmer false true 350 104 105
this is going good so far. i only have this variant plugged in right now, and i had to do alignment and pixel edits to make it smooth. havent tested pikachu and pichu just yet and im too tired to try right now but im happy
also a sneak peak at a custom hit marker mod i'm making. i have the images done, but i need to make the code to replace just those sprites
i planned on making more hitmarkers that randomly rotated on different days (still seasonal) but i ran out of energy to draw more
You need some kinda mod for that and I don't think it's ever made perm
Can't betas do that
Can I just set the mail flag to make a certain character have the "divorced" set and then make them invisible for the rest of day so the player can't spam gift?
I asked a similar question before and someone told me it could
Well you could make it permanent by making the npc undateable
yeah, but i want that sweet sweet gift rejection too
what is a beta
among other Stuff
Dang
noooooou ;-;
if you don't want to depend on another mod there's another quick and easy solution ||roll your own C# component||
i think the best way to do this in vanilla is to not actually go all the way to marriage
You could make them reject every item using RejectItwm
well yeah, this is a "group dating" event ig
Hmmm...
Maybe
The issue with the vanilla "group dating" thing is that they just...forgive you after a week. Whereas the dateables in this mod care deeply for each other, so they wouldn't ever forgive the player for breaking the other's heart
Nah, no marry, this is a dating event
(without some extra dependency)
I love hasflag and when commands, could make them undatable through loading a different basic info/disposition if they have a certain flag
hey guys, so sorry to interupt but im hoping someone can help me with an issue im having repacking Shops.json to Shops.xnb so I can actually make changes to some shops. I used StardewUnpackHack to unpack it and im unsure how to go about repacking. I'm getting this error message
trying to use xnbcli to repack, as recomended by the wiki
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
what wiki are you reading?
the recommended thing is stardewxnbhack now
I have never seen anyone talk about repacking so i've got no clue, someone with a lot more experience than me would need to help ya
oh huh repacking i read wrong 
im not sure what repacker is able to handle data model xnb now
oh im dumb thats what I was using, you are correct
Yeah that's what I was thinking too, you probs have to give more info on what you're tryingt to achieve because repacking into a xml sounds nightmarish, im sure theres an easier way
I'm trying to add a trade to the raccoon shop. Id like to trade 5 geodes for 1 mystery box. Following the Stardew Modding Wiki, I tried using XNBCLI to unpack the Shops.xnb file. I kept getting a failure message so I tried StardewXNBHack and that was able to unpack it. I've added the code but now I'm having trouble re-packing the file. The Wiki says I don't need to repack it if I have Content Patcher. I do have the Content Patcher mod but any time I try to launch the game with the Shops.json file, it tells me the file is missing and I cant access any of the shops
yea i think we are definitely quite off track here 
i am so sorry lmao
still curious where on wiki you read this so we can update 
Ok, im not sure if you're doing this correctly.
Could you elaborate?
What exactly are you doing with the shops.json
here's a quick example of how2 add something to an existing vanilla shop using content patcher
no xnb repacking involved
Oh, chu got it
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Check the wiki tutorial for content patcher for how to make a content pack mod in general
You can come back n ask questions afterwards
OH sorry leeme grab the links https://stardewvalleywiki.com/Modding:Editing_XNB_files
This part confused me as I dont seem to have a content.json file, unless I'm looking in the complete wrong places
Yeah hm i wonder if it'd be good to put a big warning here 
welp, time for me to get reading I suppose! thanks for the help everyone!
Good luck with your mod
it’s def a good shop trade idea :)
Alright gang, I'm back.
I've decided it's enough of a penalty to make them give you the cold shoulder for two weeks and remove all their friendship. Idk how to make them reject gifts during this period though
ugh]
Another one
Anyway, back to the point. Does anyone know how to make NPCs reject gifts for a certain amount of time?
ooh ok
So just ban every category of item qualiry
yeah, but...how?
okay but how do i connect that to the conversation topic/event memory
Can't you do conditional editdata based on if the trigger action/event has happened? I'm a little out of the loop atm
Hmm or can you could set it for as long as the ct is active?
With a gsq
In the editdata conditions
does anyone have a template they use for marriage dialogue?
If im going about this all wrong i give full permission to newspaper me
I know there is one on the modding wiki, i think
found it! ty
?????
Okay here's what i'm trying to do
While conversation topic is active, NPCs reject gift and return dialogue "I don't want this." How do??
That's what my suggestion was for
where put gsq though...
You'd add the rejection lines by editdata-ing the npc's dialogue
OH
The gsq would be in the "When"
I'm not sure how to answer that, the same way you do any other editdata patch? 🤔
I don't think i can help
Im bad at explaining
ok let me try
you cannot use a GSQ in a When condition
Aw man
use the HasConversationTopic token
no. i mean like a token, HasConversationTopic
its a content patcher token
by default
what is Data/SP_Dialogue?
the dialogue file for one of the characters
thats not what dialogue targets look like
other than that, the condition looks correct, assuming your CT id is {{ModId}}_PlayerFreak
characters/dialogue/yada yada
New rule i just made up for myself....if it involves line 1000 or above I am not looking at it
and assuming the dialogue keys are correct. i didnt verify those, just trusting what other people said
id much rather someone send a thousand+ line file and tell me where to look than to only upload a small snippet of their json
Alright, perfect... and this is gonna be such a nightmare to test smh
oh, btw, once i'm done editing maps...which tilesheet pngs should i remove from my folder? just the seasonal ones, i'm assuming?
all of them
all the vanilla ones??
all of them
if you have custom ones, they should ideally be loaded somewhere into the content pipeline into the Maps/<whatever> asset
They are loaded, but I keep them in there
dont do that
i mean, keep them in your mod somewhere
but dont put them next to the .tmx
i don't, i put them in a seperate folder
no, no pngs in same folder as tmx
Thanks for correcting me, i get confused with other conditions and content patcher When conditions
all my pngs are in a folder separate from the tmx, including the vanilla ones. however, i am scared that if i delete the vanilla tileset pngs, my maps will fail to load (it's happened before, it happened today actually)
like the editmap patch straight up did not happen
the vanilla ones should not have been separate
you will now have tilesheet climbing errors
if you always had your custom ones separate too, then those will also be broken
Hi i want to create a custom map location with three dwarves npcs inside, two of them working on a forge and one selling, i have they sprites and the portrait i don't know how to make a code since i'm doing this from Android pls enlighten me what can i do?
when editing a map, every sheet must be in the same folder as your .tmx if you are not using irocendar's plugin
i dont know if there's a tmx editor for android tbh, that's gonna be the hard part
!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!
This tells you how to make an NPC, but i also don't know how you're going to do all of it on android
!androidsmapi
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
that server has it's own mod making channels which could help you better
rohan isnt good at maps
I have edited a few but i use them for me only because i don't know how to edit the base code of nexus so i just download some random farm animal mod and overhaul it from the name to the sprites and the produces too
The Nexus mod codes from every single mod they bring a numerical record inside so i don't touch that just rework the whole things and leave it as a new one
I'm still not sure what you mean
What are the nexus mod codes?
How do I make an event immediately lead to another one in a different location?
The numerical reference smapi uses to update the existing mods
That's just the numbers at the end of the mod's URL
Are you ValcristBolton on Nexus?
Yep
Can you take down your Shadow Shaman Black Mage image please? You don't have permission to use Bog's artwork.
Thank you :)
Np that is the reason i came so i can learn to make My mods without using others
This is all the update key is, it isn't even necessary. You can remove that and the mod works fine.
Thanks i'm gonna test so i can probably Change some sources to create new farm animals
yea this doesn't have anything to do with making mod work 
im confused by what you have and what you want to do
I want to do a dwarf basement workshop
Maybe something inside the quarry cave a trapdoor leading to the shop
so you need these things asset wise
- textures for the dwarves
- the map tmx file
- a map patch to add the trapdoor
then you will want to apply these things in game with content patcher
Textures and portraits are done i have a few of those so how i do the tmx file? And what does it do inside the Game? The location textures or it's something else? I think i'm gonna need to do this from a PC and then port the archives
on PC people usually use Tiled
im not sure what is meant by archive but i do hope you are not packing xnb
No, i want My own customized xnb map so i have to do it myself i just read what You linked me thanks buddy
You want a .tmx, not an .xnb
We don't work with .xnbs
Right pal, i got confused todo many new things to learn and translate mentally
one step at a time 
what you can do for now is grab clint's shop and use that as placeholder
while you focus on making the location exist
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I'm using the dwarf under clint shop mod that was the one that gave me the idea to do My own so i can add a few more dwarves to the quarry mine
Quick question. If I made a mod that changes a character’s name for example, would I also need to change every bit of dialogue that references that character’s name?
Or would it just automatically insert the changed character’s name into the dialogue ?
you'd need to change all dialogue yes
You won't be able to release your mod if you make it using yuninocorn's mod as your base, just FYI
is there some kinda popular youtube video about doing character replacement mod...
this aint against you specifically i just feel it's very frequent topic in recent weeks
Is there a reference chart or a document of all of the in-game text that I can CRTL-F in
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
best way is do it yourself
I'm not gonna use his mod as a bas cuz it Will conflict directly with his and that would ruin My mod
I’ve already replaced a characters spirites with custom ones I just have to work on text next
Just be warned that it's so much work to replace the name that it'd actually be easier to make a new NPC. Not saying that you shouldn't continue with a replacer if you want to, but giving you a heads up in case you're doing it because you think it's easier.
I’d rather not affect gameplay beyond cosmetic
or just go "my name is Joseph, or Sam for sort. yes, really."
I know a full replacement takes to rename the content, manifest, and the default also so it can't conflict between the same log inside the smapi
you don't have to start from anyone else's mods you can just create new json file (which is a kind of text file with special name)
More importantly, there are strict rules around using other people's assets. You can't use other people's work unless their permissions allow it.
I only do that to use them for myself, as You can see in my Nexus there sre no mods uploaded
And i'm aware of it, thanks for the info i'm gonna try make My own code so i can make some great things
Boooo I'm going to have to involve Harmony to try to make the 1% daily incoming telephone call chance configurable, aren't I 
I mean the chance that a call happens
cant u just fire the ring event more
I know you can add new phone calls themselves, I've writted a bunch up but then it occurred to me that incoming calls period are rare
Hmmm
i think doing that is a lil bit more flexible
just tell your phone call to ignore the base chance and put your own random in the trigger condition
but i do see the 1% yes, it's DefaultPhoneHandler.CheckForIncomingCall?
oh it looks like u can also
add ur own phone handler
useful if u need joja to call you about renewing your JojaOL subscription
i still get calls from <large ISP over here> every year telling me to switch their shitty cable internet when i have fiber
:(
this is almost exactly literally already in Data/IncomingPhoneCalls
adding your own handler for incoming calls is not very useful
its your only option if you want to add outgoing calls, though
yeah I do this for JojaFresh and buying local ad
What do i need to make custom farm Animals?
Ty
I changed all mentions of a particular character's name in NPCDispositions, repacked it, and dropped it into my game but for some reason nothing has changed
so it's like a vestigial file?
It was used in 1.5, it's not present in 1.6 at all
What would you use now in that case to change a name
Content Patcher
Make a mod that has a patch with a Target of Data/Characters and use that to edit the NPC's DisplayName
be warned that changing an NPC's display name is easy to do in the character data file, but changing every time someone says that person's name in dialogue (or mail, or secret notes, or whatever) is a much thornier problem
And then the many dozens of other patches you will need to edit all the dialogue files, event files, strings files, etc
If you're doing this for personal use, it may just be easier to use this mod to change their name in your save (though I can't say how well it works): https://www.nexusmods.com/stardewvalley/mods/9271
is there a hall of fame for crap apologies?
(also "My suggestion is to change him from sheriff to FBI agent" <apparently this is not suggesting I change anything?)
just a paragraph blaming me for not being thrilled about his comment
I wasn't bothered before, but now I need a giant hammer
oh ffs-
every sentence of it can be summed up as "the problem is with you, you should be prepared for this, you you you... I'm sorry YOU took it the wrong way"
IK honestly insults would be less irritating-
My least favorite kind of person, the kind who says something and then immediately freaks out and blames you when you aren't thrilled over it.
yeah the dishonesty is the real headache
I wonder how bad it would be to compress the log
i think you're giving it more thought than you need to, if there's nothing to be done about a comment i'd just ignore it and move on rather than replying
if i were to worry about every nonsense comment on the internet i'd lose my mind
Blueberry cookbook when ||/jk||
Mod that only has blueberries 🫐
Blueberry pie blueberry muffin blueberry pizza blueberry sushi blueberry pasta
how would i best go about making items that come from artifact spots
making the item is something else entirely, but adding them to artefact spots is as simple as adding an item query to the location data:
https://stardewvalleywiki.com/Modding:Location_data
and for items:
https://stardewvalleywiki.com/Modding:Items
in short, you'd be writing changes to Load your item texture, EditData to Data/Objects for your item data, and EditData to Data/Locations with TargetField on the given location's ArtifactSpots field to add it as an artefact
are you familiar with all these general concepts already, or just getting started?
What happened here...?
im familiar! i just hadnt done the coding in a little while, thank you! :)
no problem! feel free to ask for more info as you need
does anyone have a quick example of a keg condition to exclude custom crops from default juice
i added !inputs but if i add those, it makes everything in the whole game except the custom crops juicable
Whats probably the time in ms of fade to black? im calling warpPlayer() but its doFade arg isnt matching with vanilla fade to black fade time
And use DelayedAction.functionAfterDelay and use the vanilla fade to black time there
hello! i have questions about making trinket spritesheet coding. i've figured out most of what i wanted to do, but I can't figure out how to set the position of the idle animation on the spritesheet
this line is my idle animation, it's 0,128, and this is my code. i'm aware the position is incorrect, but i don't know what the correct answer is
"Idle": {
"FrameStart": 128,
"FrameLength": 4
},```
trying something real quick
i... ALMOST figured it out
i'm so used to having to put image coordinates but this thing actually counts frames, so the answer was 17
however.... there's a new problem
you should look for a static afterfade-sort of event hook to use on Game1, i don't have the code in front of me but you should be able to register some behaviour on fade complete rather than timing it and hoping for the best
this is definitely not what this should look like 😭
sorry im listening to reddit stories on youtube, i forget this damn thing also copies sound LOL
i can fix the sprites being a bit off but there's a flash there as if one of the frames is missing which i'm not sure what that's about, and it's also very fast. i assume there's a line i can add to slow it down
i may have figured out the invisible frame actually! the frames start at 0, not 1, so the startframe should be 16, not 17, and the missing frame is because it's looking for something that doesnt exist
thats really funny it fits so well
lol
i think i fixed it, but i needed to add another row of sprites to the idle because it was blinking too often
might actually be too slow now but i can speed that up, feels a lot nicer
Secret of mana music!!!
I'm glad they got a raise anyway
haha
the speed was at 550, i bumped it down to 400, here's hoping that's a good speed
i wish i didnt have to restart the entire game to test minor edits like this
!reload
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
oh my GOSH you are my HERO
🙂
it sounds like you're accidentally replacing the entire trigger with just your entry?
your targetfield needs to be deeper
i think this speed is the sweet spot
(Doesnt vanilla has tags to exclude pickle/stuff already? Or is it the reverse?)
now i need to do the shiny variant and then draw the pikachu and pichu versions
Nice work figuring it out! I enjoyed your progression of being able to work out what was wrong and fix it ^_^
thank you! sometimes i need to puzzle things out on paper so to speak before things start making sense
im too tired to do the other five variants tonight though haha
but having the one fixed just means mostly copy pasting and then minor edits on the spritesheet to make the actual idle animations for the other five
wasnt initially going to do an idle animation in this update but the idle was just a forward sprite sitting there static and i was like "well i can at LEAST do a blink or something" and it became a whole thing
The scope creep comes for us all
Do you watch Smosh Pit? I listen to them reading Reddit while modding sometimes.
i plan on doing an all fours running animation for when it gathers forage off the ground, but that requires drawing an entirely new sprite set, so that's a nebulous future update
i do not
i listen to darkfluff, mark industries, and sometimes markee
i like darkfluff's voice, he was the one in that video
it has tags to allow juicing/wining non-veg/fruits (same with pickles/jellies)
not the inverse
Ok!
anyway after i finish and push this update for the chu companions i'm going to figure out how to code up my hitmarkers and upload those
i know it seems like i already figured that out since they're in my game, but i have a massive texture overhaul where i combine texture packs on the base sheets, so that instead of 200 texture mods i have just the one. i have to reverse engineer the code i wrote two years ago or whenever 1.6 released to figure out how to actually only replace the hitmarkers and not the entire cursor sheet
i also plan on expanding the scope of that mod by adding in more hitmarker stlyes, like moons and stars
and having them rotate randomly daily
it would be the kind of mod that should have a config but ive never done configs before
that's a problem for future me
present me is going to bed
I tried copying the entire entry identically to my unpack of the content and it still did it when i only changed that one field
code pls
ill send in the morning cause i got work in 6 hours
For some ungodly reason, neither the portraits nor overworld sprites for Krobus that I've made are being used.
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.
yup, perfect
For context, both the portrait and overworld spritesheets of a character use the same exact names, so I had to make separate folders for each pair (regular and trenchcoat) in the assets folder.
no () allowed
wharg
That's bulldookie.
config values don't support special characters
you can make it look like you want with i18n
For future reference, what characters aren't allowed?
Please don't even use spaces
ABC only, i think
And use i18n to control the display name of the setting (and description)
anything other than letters and numbers shouldn’t be used
you're joking
A-Z, a-z, 0-9
And how complicated would an i18n file be?
yes i forgor number ^
Easy
and necessary regardless!
i18n files are big ass lists, and we have an i18n-inifier
Create i8n folder, create default.json file inside said folder, use https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/config.md#translations to add config translations
https://nom0ri.github.io/sdv-i18nifier-app/
this helps ^
Do I gotta look over the whole page or just type in whatever it is I need to do in the Translations chapter you've linked?
the page aba linked is really short. got all info you'd need for config i18n values
Example of i18n with just config descriptions (uploaded here rather than json validator because the validator removes my beautiful comments)
how dare the json validator do this 💔
(You can download and edit it if it feels easier than starting your own from scratch)
You don't have to do anything in the content.json to use i18n for config stuff, unlike for using i18n in other places.
a bit related but should you not use spaces in section names as well?
i go fix. thank you
You can translate them (and give them descriptions!) just the same as config options
this is more of a phrasing formatting question, what I'm trying to make clear is if the user sets "None" on the DISCO mod config, the icons won't show up. help making it clear would be awesome
ty
"config.SourceIcon.description": "Scales the small icon in the top left of sprites showing the item that was used to make it. Sub-Icon Display MUST NOT be on NONE on the \"DISCO\" menu for it to show up.",
Did u mean to ping me 
i pinged you?? sorry
Naw it just seemed very out of context here

But yeah I gotta go back and add tooltips and probably adjust how the button looks later
yeah i have that affect on chatrooms
That said the purpose of having a shared config on disco side is so that you don't have to add it
oh i just let users change the scale of it
maybe i'll yeet that, however
but can't change the scale if they turn it off
Yeah that's another thing I may do in the "always" mode
I'm personally against having too many config that r too fine grained bc i generally think my opinions r best 
that's very based and fair
At some point i just go yeah sure go change this json 
can't think of a single reason players would complain about that /s /j
but yeah its fair
I did a content patch but i need to create a content.json, how i do that?
Uh, could you elaborate please?
Did the manifest, sprites and the 18in i need to create the content.json file
a content.json is where the base of your code would be (unless you're making a large enough project that you want multiple files for your code, in which the content.json would be used to include the other files)
Alright, so you wanna make the code for that?
Yep i need to learn to make the codes
I'm not really experienced in custom items or animals, but I can attach the wiki links, they're pretty helpful
I have all morning reading how to code from the wiki
The only thing i still missing is the content
Oh yeah the wiki's great! I have a few other guides i can find too
Please it would be very appreciated
any pointers on making 'forage'?
This should be pretty simple. My suggestion is just to download a simple, recent mod that add a farm animal and look at how they do it.
Thanks buddy i'm a fan of your works i have a few of them installed
Check this wiki: https://stardewvalleywiki.com/Modding:Animal_data
https://stardewvalleywiki.com/Modding:Items#:~:text=Farmer/hats.-,Define a custom item,-[edit] https://stardewvalleywiki.com/Modding:Animal_data#:~:text=Spritesheet layout-,Data format,-[edit] https://stardew.button.gay/tutorials/json here!
And then cross-reference to a mod that do a similar thing to what you want to do. I suggest looking at silvermoonchan's animal mods.
no clue but mandatory 'ooooh whatcha making' question?
I've been thinking about mushrooms and rocks and like, pinecones/pinestraw type stuff
my current list of stuff I need to work on is so long haha like I got fixes for Shane, I need to work on Kent and Alex, and I still have cream cheese machines in the works. I think Aimon used to have a mushroom forage mod and that's kinda what inspired it
Forage is just item type forage the part that you want is probably make them spawn yeah?
Ye. I was gonna peek at WAG cuz I know that adds forage
This one, right? https://www.nexusmods.com/stardewvalley/mods/20577
How can i edit the volcano dwarf? I want to change his sprite
within each character expansion I also add: maps, food, recipes, items, clothes, weapons, things that have buffs, furniture (and I think that's it)
oh yeah i'm working on that too!! sadly the volcano dwarf is a literal tile-
like- a part of the map
not even an npc
BUT you can still edit the sprite
So You have to edit the tile then
mhm!
i wanna make the volcano dwarf a real npc eventually but the volcano maps are from hell 
and that interferes with stuff
new area
oooh no but that looks cool! I actually don't see it right off the bat but I did see this which looks cool https://www.nexusmods.com/stardewvalley/mods/8828
uhhhh lemme find the tile sheet where they are..
OH and do you have the unpacked game yet, @short temple ?
In android i did most of my content packs in my phone
So although you can add forage normally you will likely want to do it through ftm/spacecore so that you don't make vanilla forage rare af
So i can backup to cloud anywhere
..i got no clue about android modding sorry
It is literally the same thing
uhh but do you have the unpacked game? it's like a collection of a decent part of the code
Yep
okay perfect!
alrrr looks like the volcano dwarf sprite is in maps/mines/volcano_dungeon.png
😭
okie dokie, thank you! 😄
alr i'm editing kroby's shop and i want feedback on my ideas, here's a table with the shop stuff, uhh go ahead edit anything, i have a backup anyways :) https://docs.google.com/document/d/1qMe7aSTjGpHpsAbMzl9WKdv64b0Dix0Oqtw6f7W6dMc/edit?usp=sharing
i wanna make sure it's not overpowered
So I can just make the i18n file like this?
Or is there something you need to add in the beginning?
Not really i18n are i18n solely by their relative path
The file is just string: string
nah! BUT adding "$schema": "https://smapi.io/schemas/i18n.json", under the first curly bracket makes vs code happier
oh :(
Because config options don't allow special characters like () in it.
So everyone suggested I'd make an i18n file so I could translate the config options from there to whatever I like.
mhm!
I beg of you, how do I set it up?
SO first you wanna set up a folder in your mod.. thing called i18n
Done.
then make a file called default
.json, yeah?
mhm!
Now what?
Link to it.
tyyyy
Mhm.
Just in case.
Yooo i'm waiting for your full monster release it would be great to have variety in the mines
Great job indeed
Thank you, thank you.
okayyyy idk if spaces are allowed in the keys for these when thingies?
They said spaces aren't allowed either, but they seem to have worked just fine?
uhhh again a new modder soo
Thanks for the help buddy i did a tile for the dwarf now i need to pack it to xnb i guess
OH no, no xnbs!
So i left it as a png?
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).
one sec..
hmmm can i ask why you want the parentheses?
hey?
mhm!
@west thunder hmmm you alr with the names being like this? i could still help with the i18n stuff ofc, just thought this might make stuff more simple!
"Krobus Overworld Sprites": {
"AllowValues": "true, false",
"Default": "false",
"AllowBlank": false,
"Description": "Retextures Krobus' overworld sprites.",
"Section": "Krobus"
},
"Krobus Portraits": {
"AllowValues": "true, false",
"Default": "false",
"AllowBlank": false,
"Description": "Retextures Krobus' portraits.",
"Section": "Krobus"
}
},
I have to make a custom update key or Nexus does that when i upload a mod?
leave it blank for now!
I THINK after your mod is uploaded, you yoink the numbers from the link of your nexus post and set that as the update key, but again i am new so take this with a grain of salt
no that's correctm you don't have to worry about an update key until the mod is posted
Thanks
ty caracal 
np 😄
Maybe I'll write an event for Maru today I've been writing men too long. but like her pack, kent and alex and my cream cheese machines all don't have that update key
!maru
Is there some kind of preset content.json file where you can write your code or i need to do it from Zero?
my beloved...
you can just yoink from another mod!
I sent You the png do You think it would work?

