#making-mods-general

1 messages · Page 499 of 1

short temple
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I Don't know how to code the map location tbh

west thunder
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Clarification.

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I could do without, though.

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my goat..............

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Actually, if I could do without, then why am I wasting y'all's time in the first place?

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Unless adding spaces has some hidden defect?

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But it works!

autumn tide
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sorry, I don't accept DMs from ppl I don't know well

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gtg for now, but chances are I'll log in sometime later! bye y'all :)

opaque field
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My plan for Maru is that it's more of a Kuudere vibe. Her interactions with you are more of a social experiment until she realizes shes falling for you

devout otter
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Well, ideally not after the mod is uploaded, because then your uploaded manifest wouldn't have the key.

heavy pewter
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How do i cover that transition from robin's house to current location? I usually just postfix patch warpFarmer() here but i want to go full smapi event hooks here

devout otter
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Make the page, then grab the page code before uploading to the page.

west thunder
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Just replace these in the content file?

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Also, both the portraits AND overworld sprites didn't work here, yet the parentheses are only tied to the former. Does that mean they broke down the entire file or something?

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Because I admitedly haven't checked if the monsters worked or not, just Krobus.

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But they seemed to have worked with spaces.

opaque field
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I got my boots to look right in the game

meager depot
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As a host, is it possible to modify the money of an offline player?

lucid iron
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Like with a mod?

meager depot
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yeah

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using c# in particular

ruby marsh
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Game1.GetPlayer() should work but I didn't try that myself.

lucid iron
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Yeah you need to get the farmhand's Farmer instance

west thunder
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Like, at all.

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Unless it's because I haven't updated my Monster Variety yet?

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But that might just be reaching.

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@autumn tide I'll need y'all's help after all.

short temple
west thunder
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Yeah, I think I'll need help with i18n.

heavy pewter
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They all call warpFarmer(locationRequest, ...) to warp the player to their designated locations

lucid iron
lucid iron
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The catalogue has a little dialogue where you may open building menu

heavy pewter
lucid iron
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Ah the ol platform specific behavior

lucid iron
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Just to be extra sure it's a mobile quirk and not due to mod implementation

short temple
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How i create a custom moving sprite inside a map? I want to do a dwarf working on a forge hitting it with his hammer

lucid iron
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You can do animations in tmx

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But is the dwarf a map tile or an actual NPC?

short temple
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A kind of mix actually i want him to standby by in front of the forge hitting it and have a dialogue like, leave me work human i need to finish this tools

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Dont know if i make an animated tile instead

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Or a standstill NPC

urban patrol
rocky copper
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Does anyone have any information on what DaisyNiko's recolors are doing on a layer adjustment level? I'm trying to use their Photoshop edit layers, but I use GIMP and my program doesn't have the features that are actually changing the color. I'm pretty sure GIMP has the tools needed to make the changes and I can do it if I just know what the adjustments are. I'm opening the layers in Photopea, but it won't tell me what those layers are doing. This is driving me crazy.
EDIT: Wait, I think I found the info in Photopia

lucid iron
lucid iron
short temple
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I'm gonna need more coding for this to work

lucid iron
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If u want to be able to talk to them, then a npc is easier yeah

short temple
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Thanks for the advice pal

wet iris
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nvm... it doesn't do it, there's just a machine control panel mod that shows it as that but then they dont actually turn into juice or anything

brittle pasture
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I still don't see the code

wet iris
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well

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it works tho

brittle pasture
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I assume that means you no longer need assistance with the code

wet iris
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yeah thank you for being willing though 0:

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i do appreciate it

autumn tide
lucid iron
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That's why hops become pale ale instead of hops juice in vanilla

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And machine control panel shows that as the pale ale rule first, followed by the juice rule (which contains hops as possible input even if normally not reachable)

autumn tide
wet iris
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ig i can just put my special ones first instead of my bad old code đŸ˜©

odd ginkgo
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whew, my mod overhaul is like 98% done and the last 2% is taking forever

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marriage dialogue, festival data, movie theater data... what if I just say "no one can go to the movies" iswtg

lucid iron
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It's achilles turtle

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Every day 98% of the remaining work is done

ornate locust
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Technically you can make people reject movie tickets...

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I do it for just one kind of movie, but you can just decide NO MOVIE

gray bear
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no more movie!!! not even fnaf 2

west thunder
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So that's literally all the default file is, huh?

lucid iron
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Yep it's not that complicated

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The deal with configschema is that it uses specific keys that is documented, normally this is used via {{i18n: key}}

west thunder
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So I can just have a billion different lines that just change the display names of config options?

lucid iron
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Mhm

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Just make it right format n u good

west thunder
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Hm.

west thunder
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Because the monsters seem to work perfectly with them.

gentle rose
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did you remove the brackets?

west thunder
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The parentheses?

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Mhm.

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No work.

gentle rose
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new json in the validator and log please?

lucid iron
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So the name in the config schema section is the token to use

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You gotta make sure it all matches

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Display name from i18n is only for gmcm

west thunder
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It's Winter Star's Eve.

west thunder
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Must be spaces then.

gentle rose
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in that case, we can't debug theoretically but once you're at your computer we can help SDVpuffersquee

west thunder
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But the monsters WORK with 'um. This is mystical.

gentle rose
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is krobus' internal name actually krobus

lucid iron
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Yeah i believe so

gentle rose
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don't abandon the festivities, we can do this tomorrow if you want

west thunder
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Only two people.

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Two very well fed, sleepy people.

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Here you are. Back to the table I go.

gentle rose
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when the festivities are actually over, the log would be helpful at this point

autumn tide
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Okay I have returned- uhh lmk if I can help out Radical!

lucid iron
urban patrol
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would there possibly be an issue with putting quotes around “true” etc instead of bools

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!log

ocean sailBOT
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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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

west thunder
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What are the bools like, though?

opaque field
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When I speak to my NPC I get no translation, but I do have the default.json with the corresponding dialogue key

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sigh back to fixing events for now XD

urban patrol
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“MakeKrobusCool”: true

uncut viper
short temple
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Hi everyone i have a question, i changed my volcano dwarf shop using the PNG image of the volcano shop, how i make this work changing the volcano map tile? I need to turn it to tmx or it should do fine in PNG format?

urban patrol
short temple
urban patrol
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have you read through the content patcher documentation? it explains every type of action you can do and cases where you might do it

short temple
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Yeah i read a lot of useful things yesterday but not everything, that is one of the things i don't know

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My Bad if i write something funny its the phone autocorrector

urban patrol
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no worries! yeah i would start by looking at EditMap and EditImage

short temple
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I Will, thanks for the info

west thunder
urban patrol
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no, button said that’s fine

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you can upload your log though

rugged flax
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hi people, i'm trying to make a npc,but i just program him for speak ,but he don't speak,idk why. one person said to me put a blank.json, i made, and i still can't speak with my NPC. someone can help me?

lucid iron
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!log

ocean sailBOT
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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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

rugged flax
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its on content

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patcher

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say don't have errors

ornate trellis
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you load a blank and include the dialogue.json

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same with schedule

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 103 C# mods and 181 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

west thunder
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Silence, Guvvie.

west thunder
urban patrol
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what is your mod id so we can filter it

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(for future reference though, it's usually best to test your own mods in isolation to rule out strange interactions with other mods)

lucid iron
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Well it says it loaded krobus rn

west thunder
lucid iron
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Are you failing at disabling

west thunder
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If that's what it is.

west thunder
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I then enabled the features in-game via the config to no avail.

lucid iron
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Oh so delete config.json if u changed

west thunder
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My Talkohlooey's portraits work fine though, but that's because they just replace the mod assets and not anything else.

west thunder
lucid iron
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You can check the config json generated after first launch to see what it's at by default

autumn tide
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Hm, you could set the portraits to low priority?

west thunder
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Well, the config file I have up to this point had everything set to true.

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Because I, of course, wanted to see if Kroby works.

west thunder
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Nor why would I want to do that (curious, not confrontational).

autumn tide
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OH to make the the Kroby portraits/sprites have lower priority to other portrait/sprite mods, assuming you’re including the Kroby stuff on your main monster recolor mod

west thunder
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The only reason I made a redesign for him was to fit with the brutes and shamans.

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And, in the future, snipers and... girls?

autumn tide
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Alright! That way it can still be true by default and won’t override

west thunder
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Shadow girls are a thing, apparently?

autumn tide
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Idk why they got the girl sprite like that 😭

west thunder
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Don't tell me.

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I want it to be a surprise.

autumn tide
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Why are the shadows so gender roles

west thunder
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I've only got around to seeing the dangerous skull caverns.

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Only a matter of time until I take a look at Danger in the Whatever.

autumn tide
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Oh they’re not even in game

west thunder
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WHAT?

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Then what's the point?

autumn tide
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YEAH

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idk old remains of pre-release shit?

west thunder
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Pretty sure the snipers are, though. People told me so.

autumn tide
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Ngl I realllly hope they never gender role my beloved shadow blobs SDVpufferwaaah

lucid iron
west thunder
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Might do something fun, because my brutes don't look mentally stable enough to wield a weapon, a ranged one at that.

autumn tide
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although ngl the idea of the shadowfolk with bows being like the shadowfolk version of fembots or some shit would be very amusing

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I don’t know why that came to mind

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a profound silence has entered the chat

gentle rose
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I think seasonal cute characters is editing over your krobus stuff

autumn tide
autumn tide
west thunder
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As intended, monsters true, Krobus false.

autumn tide
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wait so what's not working?

gentle rose
west thunder
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But how could this be?

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I don't remember it changing Krobus

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Let me double check.

autumn tide
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maybe seasonal cute characters has some planned krobus edits and it's still in the files?

gentle rose
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your log says it is

autumn tide
west thunder
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this can't be

autumn tide
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it seem that it can SDVpufferpensive

gentle rose
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the logs don’t lie 😌

west thunder
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My logs don't lie, and I'm startin' to feel they're right.

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Odd. When I found out Cat Valley and my emote mod were conflicting, the console told me so.

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Not this time, though.

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Hmm.

autumn tide
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hm

west thunder
autumn tide
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mhm!

west thunder
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Well, then I'll just need to disable 'um.

autumn tide
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could also set your priority to higher if you want your mod to override others

gentle rose
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it’s because there’s no conflict, you’re loading and they’re editing

west thunder
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Mmmyeah, there's a Krobus portrait and overworld spritesheet. It's definitely the fault of the seasonal cuties.

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Eh, either way, so long as theirs are disabled via config, everything should be alright.

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I think. I hope.

autumn tide
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it should! just maybe make a note that seasonal cute outfits has kroby stuff in your mod desc

gentle rose
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or not. lots of mods edit krobus, it’s not really your problem tbh

autumn tide
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OH also if you still want me to show you how to the i18n stuff I'd be happy to help!

west thunder
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I'll add a heads-up to check for anything that might interfere.

west thunder
autumn tide
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yeah, it just seems that mod users can be irritating about compat LOL

west thunder
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For now, I just want to test it out and hopefully update the mod tonight.

autumn tide
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alr!

west thunder
gentle rose
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this is why we say test on a minimal loadout though

autumn tide
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happy update :)

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oh and christmas eve-

west thunder
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Thank you, triple.

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You lot have been quite helpful.

autumn tide
west thunder
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You've saved the mod, as per usual.

autumn tide
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aww :) this server's really awesome

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everyone's so helpful it's rlly sweet

west thunder
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This is quite possibly the most helpful server I've actually been in.

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No matter when the channel was last active, at least one person immediately answers to your questions.

autumn tide
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oh yeah it's awesome!

west thunder
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You dudes are like supercomputers.

odd ginkgo
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hi ya'll, can someone help me figure out what's going wrong with this indoor window in the spouse room?

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these are the map properties

odd ginkgo
autumn tide
urban patrol
odd ginkgo
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otherwise... maybe no window and I'll test whether the player can place one

urban patrol
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did you patch reload/exit and re-enter the location/sleep?

odd ginkgo
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I did not!

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okay, some more testing to do

urban patrol
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day/night tiles and light are weird, especially when cheating to test stuff

odd ginkgo
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I keep trying to remember that about all the playtesting haha, events happening out of order and dialogue happening out of order because I keep manipulating time lol

latent mauve
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spouse room windows tend to be strange because the day/night tile properties are actually set in the Farmhouse itself and not the spouseroom map.

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The DayTiles and NightTiles map properties are cleared when loading the spouse room, so custom values for those properties won't work for married players.

lucid mulch
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There is a hard coded list of tile indexes that will automatically append to the day/night map properties which the spouse rooms do use

odd ginkgo
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so the window needs to just be in the spot where it's hardcoded to be

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I'll look at the vanilla spouse rooms

latent mauve
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More important that you just use the actual tile they use for those windows, based on what SinZ is saying

lucid mulch
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Its the vanilla tilesheet coordinates more than the actual tile

latent mauve
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by tile I meant the tile in that spriteindex rather than the location of said tile on the map. 🙂

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so the same one on the vanilla tilesheet, yep

autumn tide
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also on the topic of spouse rooms- okay so basically I wanna make krobus's spouse room partially closed off bc I'm making them autistic and they need time alone- would it be possible to make a spouse room enclosed like that wish extra walls? or just should i straight up add a warp thingy (that leads to a new room where kroby spends his alone time) to the spouse room?

odd ginkgo
lucid mulch
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Putting a warp in there does not seem easy

autumn tide
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aww :(

lucid mulch
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I haven't tried personally, but warps in farmhouse in general are a pain, and that's before taking into account trying to put it in the spouse room

autumn tide
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gotchaaa okay

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maps for me are just a mystery in general

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maps are some vauge higher power the mortal mind was never meant to comprehend

lucid mulch
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Farmhouse is the weirdest map in the game

lucid iron
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maybe u can just leave that spot blank

latent mauve
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Elliott just goes invisible when he's on his book tour

odd ginkgo
odd ginkgo
autumn tide
urban patrol
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sparrow you should use tilesheetinator

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!tilesheetinator

ocean sailBOT
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You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

autumn tide
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wait how tf does the default marriage schedule

odd ginkgo
autumn tide
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i was thinking they spend a select amount of time in their room etc etc but HOW DOES SCHEDULE

latent mauve
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They spend time in their room if it's raining mostly

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Saturdays are patio days

autumn tide
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cause even with csk idek how to define where in the farmhouse to put them-

lucid iron
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hm sparrowfren since u have mmap as a dependency u can probably fake day/night tiles with a TAS and a light yggy

autumn tide
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ohh and kroby also is only outisde on rainy days..

lucid iron
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thats how the new glowing trees work

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the lights (which r very hd) are a long lasting TAS

odd ginkgo
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oh!! I might as well go all out if I'm going to make it required

lucid iron
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i never attempted to use it for spouse room so uh, it might be haunted blobcatgooglyblep

autumn tide
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SDV scares me

uncut viper
autumn tide
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oh god of course this bitch is even more complex-

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no disrespect kroby you're my blorbo SDVpufferheart

lucid iron
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everyone knows there are 3 genders, bachlor bachlorette and krobus

uncut viper
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yeah Krobus doesnt use the spouse patio

autumn tide
latent mauve
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Krobus doesn't want to be seen, he does not go outside on patio days.

autumn tide
uncut viper
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He will stand on the porch tho

lucid iron
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he doesn't even have a patio in vanilla right

autumn tide
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nope

uncut viper
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just doesnt like the sun

latent mauve
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yep, just close enough to duck inside if needed, Button

uncut viper
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Also Claude don't bank on CSK being 100% foolproof for married/roommated NPCs

autumn tide
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oh ik lol, but better than vanilla

uncut viper
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fuck if i know how to untangle marriage duties properly

latent mauve
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In vanilla, Krobus expresses at one point that even though he's moving in, he doesn't want to be seen by the other villagers, so Krobus has some odd behaviors that are in keeping with that.

calm nebula
autumn tide
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ahem.. CA.... if you ever wanna wholly redo the schedule thing that'd be nice-

autumn tide
autumn tide
lucid iron
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it uses another thing (wild tree tile props) but in your case you'd use them as ordinary tmx TileData props on the spouse room

mellow laurel
fossil osprey
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Yeah

lucid iron
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oh does AT still have the wallpaper bug

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jank where it is not quite flush with bottom tile

mellow laurel
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hmm including the shadow? I will test.

hard fern
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i wish we could actually see files for mods without downloading

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cuz sometimes i don't want to download a whole mod just to check something

west thunder
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It appears I am eligible for getting the dangerously cheesy Mod Author role.

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Would anyone have the time to assist in these endeavours?

autumn tide
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mhm!

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not rn, but want me to showcase your mod?

lucid iron
west thunder
lucid iron
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yea bouncer dm is mod mail just follow instructions given AquaThumbsup

west thunder
lucid iron
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did you send a private message to @outer glacier ?

west thunder
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Mhm.

lucid iron
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someone will reply through bouncer yep

west thunder
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Stellar.

lucid iron
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dont need my help and im not qualified anyways

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(as in im literally not a mod/junimo)

west thunder
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Then I'll wait for the forest spirits to claim me.

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Thanks.

west thunder
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awww yeaaah

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Right in between the cool kids, too.

brittle pasture
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doesnt c come before u

tender agate
#

does it count capitals as a separate letter

tender agate
uncut viper
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its a wiki. you choose where to put the edit

hard fern
tender agate
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yes but which wiki

uncut viper
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(in general. this wiki page in particular is meant to be alphabetical, but you still have to intentionally make it so)

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the normal wiki

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should be above radium yeah

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though the list is already slightly inconsistent in other ways anyway

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so i dont know how much the junimos really care

tender agate
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oh wow didn't know there's a wiki list of mod authors that's crazy

uncut viper
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you have to be on this page in order to have the server role and decompile repo access (if applicable)

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they are synchronized

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(which is why you cant just add yourself to it willy nilly)

tender agate
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decompile repo access?

uncut viper
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yes. mod authors of level 50+ can request access to a private GitHub repository that contains a cleaned up version of the decompile

tender agate
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oh...that sounds useful

uncut viper
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its not source code, it is still the same decompile you could make yourself

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but with a bit more work put into it so it can be recompiled or ran in debug mode or whatever and has the commit history to see changes across versions

lucid mulch
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same decompile with a bunch of manual fixes applied so it can recompile again

uncut viper
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and also has the unpack too i believe

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but dont quote me on that one

lucid mulch
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unpack and extra to actually extract the shader effects that the standard unpack cant do

uncut viper
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quote sinz on it

patent lanceBOT
vernal crest
#

@autumn tide Info about config because I saw you talking about it before: spaces are allowed but I recommend not using them because imo it's a better habit to be in to not put spaces in keys. Also, don't use the Description field because the description should be i18ned as well and you don't need the field to be present in the ConfigSchema for config.<name>.description to work as an i18n key.

autumn tide
vernal crest
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Yeah it's super handy!

autumn tide
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oh also happy christmas! it is christmas day for you right?

vernal crest
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You can use it for values as well, though I found that the value IDs need to match the i18n if you want to be accessible for blind players because Stardew Access reads out the value rather than the i18n.

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Yes it is, thank you and merry christmas for you as well :)

heavy pewter
rough lake
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Excuse me, I have a question about a certain function. Someone told me that with a certain code or command I can track a specific word within the game and replace it with another without having to search individually in each dialogue.

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I'm doing the change manually, dialog by dialog, but I don't understand how to do it with events.

vernal crest
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The same way you do it with dialogue. Target the asset that the event is in, copy the entire event into your file, and change the name in each place in that event.

brave fable
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the way of doing it automatically and programmatically would be by writing a c# mod to replace all pattern matches on all data assets loaded

rough lake
brittle pasture
brave fable
#

oh

brittle pasture
#

it is not compatible with any additional dialogue mod as a result

rough lake
brittle pasture
brave fable
#

well to be fair any attempt at this problem is going to be incompatible with something

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e.g. Sebby or seb or sebdog instead of sebastian

hard fern
#

sebdog...

rough lake
#

{
"LogName": "Maru Dialogue", //Dialogue changes for Maru
"Action": "EditData",
"Target": "Characters/Dialogue/Maru",
"Entries": { //Name change + Gender specific language.
"summer_Tue": ,
"summer_Tue4":

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Hey, what's the code that works? Because since I've only changed the dialogue, I can't get any character to mention it to confirm that it works.

hard fern
#

you're missing some } though

vernal crest
#

You can use console commands to make them say a specific line. Like debug loaddialogue Maru Characters/Dialogue/Maru:summer_Tue

hard fern
rough lake
rough lake
vernal crest
rough lake
#

aaaaa thank you

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And by any chance, is there anyone here who would like to teach me how to write a C# mod? I'd like my mod to be compatible with others like STE.

hard fern
#

STE?

vernal crest
#

We can point you in the right direction to find resources for learning C# but to ask someone to personally teach it to you is to ask a lot.

rough lake
#

jajaja

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I think I wrote it too fast and changed a letter.

rough lake
#

Okay, so how do you create a C# file? What's the difference between that and a JSON file?

vernal crest
#

You could try looking at the C# comms people and seeing if you could offer to pay them for lessons

#

JSON is a data storage format, it merely stores data in a specific format so programs can read it. C# is a programming language - you use it to write the programs that do things like read JSON file data (and everything else - Stardew Valley is written in C#).

rough lake
#

ohh....

vernal crest
#

Usually when people say "ohhhh" they don't understand, is that what is happening for you?

rough lake
#

No, it's just that I suppose it's difficult because we're talking about a programming language like Java?

vernal crest
#

Yep, exactly

rough lake
#

:,v

brittle pasture
#

how much experience do you have with programming

vernal crest
#

If you know Java already, learning C# won't be too hard

rough lake
rough lake
brittle pasture
#

!yellowbook is a good resource

ocean sailBOT
brittle pasture
rough lake
#

okey

#

I'm going to try to venture into the world of C#.

#

If this blows up, I'm afraid I'll have to ask for your help again.

#

:,v

vernal crest
#

Start by following the tutorial Selph linked to get a simple C# mod working without trying to make it do anything to dialogue or names yet

rough lake
#

Okay, the thing is, for now my .json mod only changes the character's appearance and name in dialogue boxes and menus.

#

So I haven't really accomplished much.

vernal crest
#

I'm not sure how that is related to what I said?

rough lake
#

perhaps I misinterpreted it

#

It's because I don't speak English, well, it's not my native language.

vernal crest
#

I was just saying don't try to make the C# mod change any names at first.

rough lake
#

That's why I'm having so much trouble understanding this; the help pages are in English, and things get lost when they're translated.

vernal crest
#

Just follow the tutorial exactly.

rough lake
#

🙁

vernal crest
#

It does sound really difficult, I'm sorry

rough lake
gentle rose
#

What's your first language, Mariel? a small number of the help pages were translated into Chinese

rough lake
#

spanish xd

gentle rose
#

oh SDVkrobusgiggle should have guessed from the name, really

rough lake
#

I can translate them without a problem, but sometimes the translation changes too much what it says or misinterprets everything, or if

gentle rose
#

let us know whenever that happens so we can both help you and improve the help pages

rough lake
#

Hahaha, yes, it's classic for Spanish speakers to have biblical names, sometimes I hate it :,v

rough lake
swift ravine
#

Hey can I get some help with an error in my mod, I keep getting the I can't load "- your mod because its DLL has no 'Mod' subclass." I followed the guide on the wiki but I don't know what the problem is.

vernal crest
#

Can you show what you've got? Ideally via github link?

swift ravine
#

I don't have a github link sadly, but I can put the basic code here

#

namespace Bebes
{
/// <summary>The mod entry point.</summary>
public class ModEntry : Mod
{
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
helper.Events.Input.ButtonPressed += this.OnButtonPressed;
}

    /*********
    ** Private methods
    *********/
    /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
    /// <param name="sender">The event sender.</param>
    /// <param name="e">The event data.</param>
    private void OnButtonPressed(object? sender, ButtonPressedEventArgs e)
    {
        // ignore if player hasn't loaded a save yet
        if (!Context.IsWorldReady)
            return;

        // print button presses to the console window
        this.Monitor.Log($"{Game1.player.Name} pressed {e.Button}.", LogLevel.Debug);
    }
}

}

#

I'm pretty new to this lol

vernal crest
#

I'm still pretty new to C# myself unfortunately, but I can see that you didn't copy and paste exactly from the tutorial

#

Why don't you try doing that and see how that works?

swift ravine
#

okie

#

Even with it directly copied I get the same error

vernal crest
#

You're sure you saved and rebuilt it?

swift ravine
#

Yes

vernal crest
#

Can you show me a screenshot of your installed nuget packages, please?

swift ravine
vernal crest
#

Wait, your project is a Visual Basic one

#

It needs to be C#

#

I think you set up your project incorrectly

swift ravine
#

Oh?

#

Maybe I did lol

vernal crest
swift ravine
#

Yes

#

I may have hit a wrong button

vernal crest
#

And make sure that you didn't select Class Library (.NET Framework) ?

#

The VB one appears to be right below the C# one so I think you clicked that by mistake

swift ravine
#

Oh

#

Yeah I totaly did lol

#

Let me try that real

#

quick

#

thanks for the catch

vernal crest
#

No worries, I hope that fixes it!

swift ravine
#

Thanks again

hard fern
#

đŸ€” can we target specific lines in events with TextOperations or no?

#

since i know you can do it with gift tastes, i thought maybe it might work for events, since they both have those slashes

brave fable
#

sure, you can use text operations on any text

#

since event lines are slash-delimited just the same way as simple data entries like fish and gift tastes, it'd be exactly the same setup as for those

hard fern
#

oh ok good

#

the hard part is uh... counting. i guess.

vernal crest
#

You don't count for text operations, you specify the delimiter and then the value to search for between the delimiters

hard fern
#

but maybe im confused at what you're talking about

vernal crest
#

Are you doing replace delimited?

hard fern
#

?

#

SDVpufferwaaah im confused

#

uhh ok wait i think i get it... maybe

vernal crest
#

What kind of TextOperations patch are you doing?

hard fern
#

i want to replace specific lines of dialogue in an event

#

...actually it might just be better for me to edit the entire event

#

now that i'm thinking about it

gray bear
#

can you edit one line from an event?

vernal crest
#

I personally prefer to use ReplaceDelimited rather than everything the whole event

#

Yes you can

#

I helped someone edit just one sentence inside a speak command, even.

#

Forsy if you're trying to replace specific lines but you don't know what ReplaceDelimited is... I'm not sure you're actually doing TextOperations

hard fern
vernal crest
#

You forgot that you'd written it?

#

You can replace commands by counting the fields btw but you don't use TextOperations for that, you use Fields

hard fern
#

im too busy thinking about editing gift tastes with that

#

so i confused myself

#

and didn't realize what you were talking about even existed

vernal crest
#

I see lol

gray bear
#

speaking of gift tastes, the way to add specific ones for NPCs is to edit their dialouge and use AcceptGift_<id> right?

vernal crest
#

That's to give them specific responses, it doesn't affect whether the gift is loved, liked, etc

#

Though you could make the taste for the item neutral and then use an action in the dialogue line to add friendship points - but they wouldn't get any bonuses for birthdays that way

gray bear
#

thank you! already set is as hated/loved etc just haven't added the dialouge for it yet.

gray bear
pliant patio
#

sorry in advanced if this is a FAAQ but, does the sdv modding wiki show you how to get the unpacked sdv files for sprites, ive looked it up but cannot find it. If not could i have some help with that here ?🙏

gray bear
#

!unpack

ocean sailBOT
#

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!

pliant patio
#

thank youSDVemoteheart

#

what is the difference between the two?

#

for context i would like to make and play sdv mods

gray bear
#

i don't think its for regular mod authors

pliant patio
#

ah

#

ive went for the regular versionSDVpufferthumbsup

final arch
#

the one for developers logs a bit more info, its unlikely youll need that

royal stump
#

SMAPI for developers isn't generally necessary, yeah
it just flips this config option to true

/**
 * Whether to enable features intended for mod developers. Currently this only makes TRACE-level
 * messages appear in the console.
 */
"DeveloperMode": false,```
final arch
#

its also just a config change afaik

pliant patio
#

ohh I see, good to know

odd ginkgo
#

I know its xmas so not expecting a response - but can anyone give me an example of using MMAP to make a window work in a custom spouse room (and/or making the wall decoratable so people can place their own windows? I'm almost giving up on putting light in the room at all

ornate trellis
#

thats why i dont have any windows in my spouse room SBVLmaoDog only the light tile from path layer

lucid iron
#

You can make it only appear with windows using condition mushymato.MMAP_WINDOW_LIGHTS

odd ginkgo
#

I'm eternally grateful

#

thank you!

ebon birch
#

im trying to adjust blinking rate and i cand decide if 1 blink or 2 blinks per loop looks good. the raichus do 2 blinks, the pikachu does 1 blink. opinions?

#

this clip is longer than it needs to be, my monitor blinked off and i had to wait until it came back on lol

west thunder
#

Can't plant Cornucopia crops (kiwi, blackcurrant, gooseberry and the two grape types) on Ginger Island. Was winter during the time of incident. No out-of-season messages, only random planting noises and nothing else changing.
https://smapi.io/log/36cb63988e004f348d3e7bb5b867bb6d

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 103 C# mods and 181 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

west thunder
#

idc!!!!

#

Saplings and winter roses planted successfully, though.

#

But that's as to expected, since one could do the exact same on the mainland.

#

Do I simply wait for the season to be over?

ebon birch
#

i believe there is no winter on ginger island

gray bear
#

shouldn't be

ebon birch
#

???

west thunder
#

Is it all a coincidence???

#

I've no clue.

gray bear
#

ginger island should not stop u from planting crops ever

west thunder
#

I mean, it let me plant the others, just not those ones.

gray bear
#

this shouldn't be happening

west thunder
#

I'd check it in spring, but I'm:

  1. Low on time;
  2. Need to download a crap ton of mods to start the ingame year.
rare prawn
#

Anyone have a cheat sheet or examples of different ambient lightings?

lucid iron
#

For events?

rough lake
#

One question: does this code change the character's dialogue but work for any language? Or do I need to specify the language since my mod is in Spanish?

#

{
"LogName": "Maru Dialogue", //Dialogue changes for Maru
"Action": "EditData",
"Target": "Characters/Dialogue/Maru",
"Entries": { //Name change + Gender specific language.
"summer_Tue":
"summer_Tue4":
},

gentle rose
#

can we see all of your code in the json validator please?

#

!json

ocean sailBOT
#

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.

gray bear
rough lake
#

That's a "I already made a mistake," right?

ocean sailBOT
#

@rough lake You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

rough lake
#

:,v

gentle rose
gray bear
rough lake
gentle rose
#

you should use something called i18n instead

ebon birch
gray bear
#

i mean, do they want it to apply to all languges

#

there's also a syntax issue, hold on

#

Missing a } before the final ]

rough lake
#

thanks jajaja

gray bear
rough lake
gray bear
#

you're just editing a vanilla dialouge right

gentle rose
rough lake
gray bear
#

do you want it to only edit the dialouge when its in spanish?

rough lake
gray bear
#

code is correct

#

im more interested in intent

rough lake
# gray bear code is correct

And it works for events too, I think; I just need to change the "Target": "Characters/Dialogue/Jodi" value to Data/Events/

gentle rose
#

there's a website that can help you do that

#

uh what's the command

gray bear
#

for events it's a bit more complicated

gentle rose
#

!i18n

ocean sailBOT
#
Creating Translation Capability

So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!

  • How to make your mod compatible with other languages: stardewmodding.wiki.gg

  • The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".

  • If you're converting from an older version of the game, there's a converter for ease-of-access.

Not to be confused with {{DynamicTokens}} since these require the specific {{i18n:<KEY>}} modifier

rough lake
#

I believe this is for events, replacing the location and the event.

#

"LogName": "Saloon Dialogue",//Dialogue Changes for the Saloon Events (10 heart and evil route)
"Action": "EditData",
"Target": "Data/Events/Saloon",
"Entries":

#

and I just need to copy the entire event and replace the word I want

fresh lintel
#

Hello, I just released an update for my first mod. If anyone can announce it, I would appreciate it. I'm close to releasing the final version with everything I've planned.
https://www.nexusmods.com/stardewvalley/mods/26447

Nexus Mods :: Stardew Valley

A Large New Farm Type, inspired on Giga Farm with Forest Farm benefits

rough lake
#

ummmm

#

The mod finally works, but now I have a problem that I don't know if it was my fault.

#

I managed to change his name in the dialogues, but sometimes when I talk or interact with others, the game appears in English.

ornate trellis
#

did you touch any strings or CTs

rough lake
#

I don't think so, only what appears in my .json file that I sent.

royal stump
#

Is your game language set to English on the main menu? Your edits don't have any "When" conditions, so they'll be active in any language setting.

rough lake
#

My game is in Spanish because that's the language I speak.

royal stump
#

I'd recommend checking anyway, but if it's still set to Spanish, try removing other mods, or temporarily remove yours. Nothing in your uploaded file can change the other dialogue's language.

rough lake
#

I just noticed that it only happens with some dialogues or texts; I've already spoken to several villagers, including Vincent, and his other dialogues seem to be fine.

#

I only have these installed and none of them interfere with the language.

ornate trellis
mellow laurel
#

might have something to do with ultimate villager manager?

royal stump
#

it does, yeah, Villager Manager makes unconditional english dialogue changes

mellow laurel
#

(a more recent comment from the author also says this)

royal stump
#

took a bit to search because it tokenizes names and such, but that example is in it

"Sat_1": "{{KentParentUC}}'s coming back soon!#$b#I hope {{KentGenderLC}} brings me some toys.$u",  ```
ornate trellis
#

ahhh

rough lake
#

But then the problem isn't with my mod?

royal stump
#

the English lines are because of Villager Manager, yes

#

your mod would do similar things (show Spanish lines for players in other languages), but it's fine otherwise

rough lake
#

Ah, okay, thank you so much nwn

#

They told me I should do an i18 but I can barely figure out what the heck I'm doing with my mod haha

royal stump
#

yeah, that part's a bit more complicated, just saying "only use this if you're playing in Spanish" is fine

rough lake
#

Let me see if I understand. i18 involves placing all the text in a separate .json file, and then placing the commands in the main file, which is content.json. For example:
"LogName": "Dialogue Jodi",
"Action": "EditData",
"Objective": "Characters/Dialogue/Jodi",
"Entries": {
"dating_Sam_memory_oneday": "{{i18n:jodi.dating}}",
How do I connect these to i18 and allow other players to translate into their respective languages?

#

I think I misspelled what I said last, it's

#

And that's how I connect this to i18 and allow other players to translate it into their respective languages

royal stump
#

yes, {{i18n:jodi.dating}} gets replaced with the appropriate text from a translation file in the SamToFang 1/i18n folder
if the game is set to Spanish, it should use the text from es.json, or default.json if that doesn't exist
and those i18n files would just need to contain something like this

{
  "jodi.dating": "write your text here"
}```
rough lake
#

It's placing, for example in this case, Jodi before the event name, like this: "Jodi.dating_Sam_memory_oneday":

#

And this is what goes inside the content.json file: {{i18n:jodi.dating}}

royal stump
#

"dating_Sam_memory_oneday" should stay that way whether you use i18n or not, the i18n key doesn't need to be there

autumn tide
#

..okay shop ppl- is it possible to make a custom PriceModifiers thingy?

#

(pls @ me when replying bc i'm gonna go do something else rn lol, curious for future modding purposes)

lucid iron
autumn tide
#

no lol, I just wanna make sure i'm not accidentally delving into hardcoded territory-

lucid iron
#

The answer is that u can combine multiple price modifiers but making custom one in C# is a bit of a pain

#

Look at item spawn field

autumn tide
#

oh, I meant for the whole shop? I made this thing lol

lucid iron
#

I forget if this one is also a list (it sounds like it?)

#

The principal is the same tho

autumn tide
#

gotchaaa okay

lucid iron
#

Am not at my puter so I'm just trusting you when you say this field exists sleep

royal stump
#

wiki does say there's a shop pricemod and a per-item pricemod

autumn tide
#

just yoinked it from pierre's shop

royal stump
#

and quantity modifiers are all lists since they share code iirc

#

(not quite sure what the question here is, though)

autumn tide
#

tbh i've kinda lost track too- /hj
i was just worried that the price modifiers field was somehow hardcoded bc I only saw it for the seedshop, but it looks like it's not?

royal stump
#

(okay yeah, both lists)

#

they should work the same for any shop, afaik

autumn tide
#

got it, tysm!

plucky vortex
#

does anyone know how to make a shop menu display after all dialogue has gone through? i was looking to make similar to how krobus' shop works and i'm stumped lol

tender bloom
#

Sounds suspiciously like a job for C# or a framework

royal stump
#

unless that would happen before it ends? I'm not sure if there's a post-dialogue trigger (or a need for one)

rough lake
#

Help, my i18n isn't working, the game says it can't find the translation

brittle pasture
#

that means the key doesnt match
what's your i18n file look like

brittle pasture
#

you have a stray } at the end

plucky vortex
brittle pasture
#

I think you also need the trigger action to reset the dialogue

rough lake
brittle pasture
#

one extra
every { must have a matching }, and you can count them

#

see the json validation error in the link you posted

#

that means the file is invalid

brittle pasture
rough lake
#

yey

#

It's working now, thank you very much.

#

nwn

brittle pasture
#

if you're not using a text editor with syntax highlighting you should

rough lake
#

I'm using Notepad, hahaha

brittle pasture
#

yeah i recommend switching

rough lake
#

Which one do you recommend?

brittle pasture
#

!software

ocean sailBOT
brittle pasture
#

notepad++ is good, so is visual studio code

#

(hmm we should update that link, Atom is kill)

plucky vortex
uncut viper
#

try reversing the order of the commands

#

possible that the opening of the shop, which erases the current menu in favour of a shop menu, prevents the dialogue box (which is a menu) from doing any action that comes after, since it is being forcibly closed

plucky vortex
#

It seems that the dialogue isn't being added despite me rearranging the order

rough lake
#

One question: for the dialog files that come with the MarriageDialogueSebastian documentation, how should I write them in the content.json file?

#

{
"LogName": "MarriageDialogueSebastian Dialogue",
"Action": "EditData",
"Target": "Characters/Dialogue/MarriageDialogueSebastian",
"Entries": {

#

Something like that?

terse spruce
#

anyone know how to make a custome map location

#

i really need help with it

#

no videos work

vernal crest
vernal crest
rough lake
#

Another question to link the change in the event dialogs in the i18n co, is the content the same as normal dialogs?

#

I mean, is this same format used or is a different one?
"{{i18n:caroline.AcceptGift_(O)16}}",

vernal crest
#

You always use the format {{i18n: <key here> }} (except for ConfigSchema). You decide what the actual key is - it doesn't matter to Content Patcher what the key is as long as it matches between the i18n token and the i18n file key.

rough lake
#

And what should be placed within the {{i18n: <key here> }} for the program to localize the translation? in the case of events

vernal crest
#

Anything you want.

#

As I said, you decide what the key should be.

#

It just has to match between your Data/Events/<Location> file and your default.json (or es.json if you're writing yours in Spanish)

#

Would you like an example of what I mean?

rough lake
#

That's just how events look.

rough lake
vernal crest
#

Okay, hold on a moment

terse spruce
vernal crest
ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

terse spruce
# ocean sail

i was just sayimg i dont understand it did not mean to be rude sorry

vernal crest
#

Saying please and thank you helps for not coming across as rude :)

vernal crest
# rough lake That's just how events look.

Ok here is an example using a few lines from this event that you showed me. You do not have to use event.45.lewis.# as your i18n key, that's just how I do mine so it's easy to use the key to see what is happening. The important part is just that your patch editing Data/Events/Town has i18n keys that match what is in your es.json.

// content.json
{
    "LogName": "Edit Sam event",
    "Target": "Data/Events/Town",
    "Priority": "Late",
    "TextOperations": [
             {
               "Operation": "ReplaceDelimited",
               "Target": ["Entries", "45/f Sam 1500/t 1200 1600/w sunny"],
               "Search": "speak Lewis \"ÂĄEy! ÂżAdĂłnde crees que vas? ÂĄEsto es propiedad privada!$4\"",
               "Value": "speak Lewis \"{{i18n: event.45.lewis.1}}\"",
               "Delimiter": "/"
             },
             {
               "Operation": "ReplaceDelimited",
               "Target": ["Entries", "45/f Sam 1500/t 1200 1600/w sunny"],
               "Search": "textAboveHead Lewis \"ÂĄSam!\"/",
               "Value": "textAboveHead Lewis \"{{i18n: event.45.lewis.2}}\"/",
               "Delimiter": "/"
             },
             {
               "Operation": "ReplaceDelimited",
               "Target": ["Entries", "45/f Sam 1500/t 1200 1600/w sunny"],
               "Search": "speak Sam \"Uh... Eh... Yo... Lo siento, señor.$8\"/",
               "Value": "speak Sam \"{{i18n: event.45.sam.1}}\"/",
               "Delimiter": "/"
             },
       ]
}
// es.json
{
    "event.45.lewis.1": "ÂĄEy! ÂżAdĂłnde crees que vas? ÂĄEsto es propiedad privada!$4",
    "event.45.lewis.2": "ÂĄSam!",
    "event.45.sam.1": "Uh... Eh... Yo... Lo siento, señor.$8\",
}
#

(I'm happy for you to keep asking me questions about it until it makes sense for you, @rough lake SDVpuffersmile )

rough lake
#

oooooo

#

I think I've got it now.

#

I'm going to try it, hoping my mod doesn't explode.

#

jajajsajs

vernal crest
#

If you're wondering about the TextOperations, it's how to edit an event without making it completely incompatible with other mods.

rough lake
#

ammm

vernal crest
#

If you make sure your mod runs later than other mods, you will be able to change the dialogue even if the other mod has edited the event, as long as they didn't change the dialogue itself. You could do that if you replaced the entire event using EditData too, but then you'd replace the whole event with the vanilla one.

rough lake
#

Do you know how to change the names of objects or locations? I need to change the name of, for example, "Sam's house" to "Fang's house"

rough lake
vernal crest
#

Where in the game does it say "Sam's House"? (Asking because I can't remember)

brittle pasture
#

location data has a display name field

#

I'm not actually sure if it's used anywhere visible in the unmodded game

vernal crest
vernal crest
rough lake
#

I think that's the name of the location on the map "Sam's house" although it actually says something like "Sam, Jodi, Vincent and Kent's house"

brittle pasture
#

if you unpack the files and look at Data/Locations you can see the field in question

rough lake
#

{
"Action": "EditData",
"Target": "Strings/NPCNames",
"Entries": {
"Sam": "Fang"
}
Does the one I use change its name in the menu and dialog box, also on the map?

brittle pasture
#

though in this case they are all pointing to Strings/StringsFromCSFiles so you can just edit that the same way you edited all other string-string dictionaries

#

how to do so is left as an exercise to the reader

tiny zealot
#

"MapPage.cs.11072": "Home of Jodi, Kent & Sam", smh this is vincent erasure /lh

vernal crest
sleek grove
#

Just came back nd i dont really know much, how do I make this rotate?
here's my snippet:
"counter_1/table/1 2/1 1/2/0/2/{{i18n:illulen.tns.counter_1}}/0/Mods\\{{ModId}}\\counters",

It doesn't seem to change sprites

terse spruce
#

still cant find the content json for adding a map into stardew valley i have the map made but cant load it in

terse spruce
#

how do i fill in the blanks {
"Format": "2.8.0",
"Changes": [
// add location data
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_ExampleCave": {
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_ExampleCave"
}
}
}
},

    // add the map file
    {
        "Action": "Load",
        "Target": "Maps/{{ModId}}_ExampleCave",
        "FromFile": "assets/map.tmx"
    },

    // add a warp from another map
    {
        "Action": "EditMap",
        "Target": "Maps/Town",
        "AddWarps": [
            "29 67 {{ModId}}_ExampleCave 0 30" // warp from town (center of plaza) to custom location (tile 0, 30)
        ]
    }
]

}

vernal crest
terse spruce
#

does not explain it

vernal crest
#

Yes it does

terse spruce
#

i dont see where

vernal crest
#

How do you think I learned to do it?

terse spruce
#

i dont se the info

dusky sail
#

Content patcher docs tell you how to edit data. Wiki tells you where the data is and what it means. Combine them and you can teach yourself almost anything

vernal crest
dusky sail
#

But youre unlikely to get a step by step hand holding how to make a mod here or there

vernal crest
brave fable
terse spruce
#

i still cant fiure it out been trying for three days

brave fable
#

i also wrote some notes on rotations the other day but i don't have them handy, something does use the words End Table somewhere though

terse spruce
#

i just need content json to paste or a template

#

or a mod with one map in it

vernal crest
#

I just gave you one

#

You can find a mod to copy on Nexus

terse spruce
#

would i just paste this or... {
"Format": "2.8.0",
"Changes": [
// add location data
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_ExampleCave": {
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_ExampleCave"
}
}
}
},

    // add the map file
    {
        "Action": "Load",
        "Target": "Maps/{{ModId}}_ExampleCave",
        "FromFile": "assets/map.tmx"
    },

    // add a warp from another map
    {
        "Action": "EditMap",
        "Target": "Maps/Town",
        "AddWarps": [
            "29 67 {{ModId}}_ExampleCave 0 30" // warp from town (center of plaza) to custom location (tile 0, 30)
        ]
    }
]

}

vernal crest
#

Yes, just paste that in and then change it as you need to

terse spruce
#

what do i change?

vernal crest
#

Use the info on the many pages I have sent you already to work that out

terse spruce
#

they dont tell me i dont know what to do

vernal crest
#

!comms If you want someone else to make a mod for you, go find someone who is taking commissions and pay them for it.

ocean sailBOT
vernal crest
#

I've already told you that those pages have the information that you need.

terse spruce
#

what would i fill in

sleek grove
#

Tried changing it to a dresser and worked it probably was ythat

brave fable
#

but now you can't put items on top, and you can store clothes inside

sleek grove
#

yeahh ill check again in a bit just having lunch atm

brave fable
#

incidentally you'll want to include your {{ModId}} token in the item name

#

I'd try using an EndTable or End Table internal name rather than counter

#

furniture rotations all follow ridiculously specific rules per furniture type and name

gentle rose
brave fable
#

the streets are his home.

dusky sail
#

Vincent owns a villa just outside of zuzu city he just stays at his mom's house for the free food

terse spruce
#

still cant get this to work

dusky sail
#

Can you be more specific on what exactly youre trying to do and which part is tripping you up? All this vagueness really makes it sound like unwillingness to try at all

vernal crest
#

(It is unwillingness imo)

summer dagger
#

hiiiii there!
so i'm not entirely sure where i should insert this question of mine, & i do apologize if this isn't quite the correct place, but um... would it perhaps be feasible to commission a mod artist to update an older mod (which isn't mine) & make it fully compatible for 1.6? it would be solely for my own personal use, of course :')) i've just been trying to do so myself with this mod in particular for hours on end, but still to no avail........ therefore, it is admittedly starting to drive me off-the-walls freaking bonkers!!!!!! catclap

vernal crest
#

What mod is it? The answer depends on the permissions.

summer dagger
#

it would be the "project yellog town overhaul" mod, by @/YriKururu on nexus.

heavy pewter
#

How do i store an item in a static memory? Lets say i want to bring an item from Save A to Save B, i did it with money but how about items?

hard fern
gentle rose
#

I think the concept of personal use gets stretched if the art is shared or especially if it’s commissioned SDVpufferthinkblob so you’re back to needing permission

hard fern
#

Yri's permissions are closed, as far as I know. And Yellog's as well

vernal crest
#

There is a way: the person updating it doesn't touch any assets

#

If it's possible to write the mod such that the user can drag and drop the existing assets into it (or drag and drop the new json into the existing mod) then it can be updated without any asset sharing

hard fern
#

But that would make it impossible to "fully" update the mod to account for new tilesheets, wouldn't it?

vernal crest
#

The person with the assets would need to make their own, personal use, updates to the new tilesheets.

#

So if they weren't able to do that, yeah, it would make it impossible.

#

Looks like it's not on Nexus anymore, so you'd be limited to getting help either only from people who already own the mod, or making placeholder assets that the updater could use to write the new json around

brave fable
vernal crest
sleek grove
#

had to be decor

heavy pewter
brave fable
#

but decor can't have items placed on top

#

honestly just copy the naming scheme of the vanilla end table furniture and it should work

#

including your ModId token as well, of course

brave fable
#

you'd just have some public class BankAccount { public int Money; public Inventory Items; } data model to store your stuff

#

and you'd just read and write from the data file whenever you access your bank

meager depot
#

I'm having an issue where in the host, Game1.player.team.SetIndividualMoney(), doesn't actually work when the existing farmhand hasn't entered the host server yet, but as soon as they have joined once and have left, it will work as intended. Is this normal behavior?

heavy pewter
brave fable
#

it should be fine to serialise the item instance itself, not just the id -- it'll be important to save quality, quantity, custom fields, moddata, preserved sheet index, parent item, and so on

#

for example, if you bank 100 iridium grape wine, you'll only unbank 1 generic wine

woeful lintel
sleek grove
vernal crest
sleek grove
woeful lintel
#

for reference: ```C#
bool flag = (IsTable() || furniture_type.Value == 12 || base.QualifiedItemId == "(F)724" || base.QualifiedItemId == "(F)727") && !base.name.Contains("End Table") && !base.name.Contains("EndTable");

sleek grove
#

.

vernal crest
#

Oh good it can be "EndTable" instead

woeful lintel
#

wtf is that reaction lmao

woeful lintel
sleek grove
#

okay this is on me, it was the case sensitivity 😐 SDVpufferwaaah Had Endtable for some reason

vernal crest
#

We should've warned you it was case sensitive, sorry!

#

It really is ridiculously specifically hardcoded lol

brave fable
#

it would be lovely to decouple all the furniture types and rotations for 1.7

#

we can dream

#

definitely the type rotation sourcerect behaviours drove me a little mad last i tried using them

#

on the other hand, having it all be arbitrary and specific for every existing furniture entry sounds annoying

woeful lintel
#

again, I have a suggestion

brave fable
#

we can dream

opaque field
#

Is there a way to make a one time note show up somewhere? like, a conversation topic in an event makes it show up, but once it's been read it goes away?

tepid prawn
#

Hey everyone, I didn’t quite understand what the difference is between using AliasTokenNames and DynamicTokens.

For example, to replace
"Strings\schedules\{{ModId}}_NPCNameCan
I use AliasTokenNames, or do I need to use DynamicTokens?

I honestly didn’t understand much of the difference between them. Could someone please explain it to me?

gray bear
#

what are AliasTokenNames? can't say ive heard of them

vernal crest
#

Aliases are just to let you use a shorter name for your token

#

I've never actually seen anyone use them

#

Probably because we don't really have long token names for the most part since 1.6 with things like JA and DGA not being current anymore.

vernal crest
patent lanceBOT
tepid prawn
# vernal crest You need a dynamic token if you want to use that as a value, but you're only goi...

Hm, I’m not sure I understood.
In Schedules, for example, I’m going to use multiple animations that start with {{ModId}}_name1_(actionID), and multiple dialogue entries that are Strings\\schedules\\{{ModId}}_name1:(dialogueID).
And I have this for several NPCs I’m going to create, each one with multiple schedules.

From my perspective, it would be useful to create an AliasTokenNames or a DynamicToken where {{name1}} would be equivalent to {{ModId}}_name1, replacing {{ModId}}_name1_(actionID) with {{name1}}_(actionID). Likewise, {{Strings_name1}} would be equivalent to Strings\\schedules\\{{ModId}}_name1, replacing Strings\\schedules\\{{ModId}}_name1:(dialogueID) with {{Strings_name1}}:(dialogueID).

Does that make sense? Is there another, easier way to do this?

calm nebula
#

Dynamic token

#

AliasTokenName is for the token name itself

vernal crest
#

I would personally make a json snippet in my VSC settings rather than cluttering up my mod with a dynamic token just to give myself less writing, but I know others do it.

tepid prawn
#

It makes sense! And how do I usually reference that file inside the schedule?

vernal crest
#

Same way you do with the strings one

#

Characters\\Dialogue\\NPCName:KeyName

tepid prawn
#

Ah, perfect! Either way, I think it would also be useful to use snippets or DynamicTokens for this.

#

Thank you very much, everyone!

turbid grotto
#

ok so im working on a wheelchair bound romanceable npc and im noticing the farmers house isn't really accessible? how would i go about addressing that? suspension of disbelief?

#

also he cant really stand. for the kiss animation

opaque field
#

maybe the Wizard installs a 'warp' button/lever on the wheelchair?

turbid grotto
#

yknow i honestly forgot the town has the local wizard.

odd ginkgo
#

wooden ramp on blocks up a step, installing a button on his wheelchair so that he can open the garage door with the press of a button...

#

maybe even wheel tracks around the side to imply there's a wheelchair entrance through the backdoor

turbid grotto
#

ok cool

odd ginkgo
#

dialogue could imply a lot

#

side note but we also diy'd him a video game controller, we wired up giant buttons in this big wooden box by taking apart a gamecube controller, and then an extra trigger button that he could hold in his mouth and press with his tongue

#

he was quadriplegic, so very limited shoulder/neck movement, but man my dad could kill at mario cart

lucid iron
#

Silly mode the wheel chair is actually chair with chicken legs baba yaga house style and can run up stairs no problem

odd ginkgo
#

the wizard installed a "special feature"

little gulch
#

Hello! There's lots of random info in the pinned messages and such in this discord so I am getting a bit lost and overwhelmed; is there an idiots guide to creating new mods for SDV that y'all recommend? Specifically creating new maps and new NPC's? A YouTube series would be great, but any info at all would also be wonderful!

I have been playing modded games forever, but am getting more and more interested in creating my own and have no idea where to even begin (other than making some pixel art)

woeful lintel
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

woeful lintel
#

here you go

#

SV modding youtube tutorials are mostly outdated (long to make, impossible to maintain, often not a very good teaching tool), so look for written documentation and tutorials

#

you'll want to look into Content Patcher, read its documentation, and try out how it works. People here will be happy to help you if you have any question about it

#

I think there's a NPC specific tutorial but I don't know the command to show it, you'll have to wait for someone else to come by

terse spruce
#

what would the name of this location be {
"Format": "2.8.0",
"Changes": [
// add location data
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_ExampleCave": {
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_ExampleCave"
}
}
}
},

    // add the map file
    {
        "Action": "Load",
        "Target": "Maps/{{ModId}}_ExampleCave",
        "FromFile": "assets/map.tmx"
    },

    // add a warp from another map
    {
        "Action": "EditMap",
        "Target": "Maps/Town",
        "AddWarps": [
            "29 67 {{ModId}}_ExampleCave 0 30" // warp from town (center of plaza) to custom location (tile 0, 30)
        ]
    }
]

}

little gulch
woeful lintel
ocean sailBOT
#

You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```

For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.

terse spruce
woeful lintel
#

please format your code properly.

#

other than that, no idea what you're talking about

terse spruce
#

{
"Format": "2.8.0",
"Changes": [
// add location data
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_ExampleCave": {
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_ExampleCave"
}
}
}
},

    // add the map file
    {
        "Action": "Load",
        "Target": "Maps/{{ModId}}_ExampleCave",
        "FromFile": "assets/map.tmx"
    },

    // add a warp from another map
    {
        "Action": "EditMap",
        "Target": "Maps/Town",
        "AddWarps": [
            "29 67 {{ModId}}_ExampleCave 0 30" // warp from town (center of plaza) to custom location (tile 0, 30)
        ]
    }
]

}

woeful lintel
#

still not embeded... no need to post it again, just edit your previous message...

terse spruce
#

the name i typed is {{ModId}}_ExampleCave but i warped there and nothing

#

so what is the name

woeful lintel
#

Idk

#

could you embed your code though? makes it much easier to read on discord

latent mauve
#

!json

ocean sailBOT
#

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.

latent mauve
#

It's even easier if you put the code in there and then link it

#

However the first thing I would look for is an error in your SMAPI log, as it's possible your location isn't being loaded because of an issue with your map tmx file @terse spruce

autumn tide
#

helloooo i have returned with map questions, what should object layers (the ones with tile actions) be named? does it matter?

ivory plume
#

They need to match the target map layer. For example, tile actions for the Buildings layer would need to be on an object layer named Buildings.

hexed siren
#

For you Windows wizards, I've had some player issues with people using Windows NT not having event commands work, specifically "setDating". Both players who were kind enough to send their logs have very few mods, none of which would interfere with relationship status. Is this a limitation with that version of Windows?

ivory plume
#

There's no setDating event command in the base game; is that added by a mod?

hexed siren
#

Oh really? I was misinformed, haha! I'll dig further into that one, it must be part of a mod that I have loaded on my test saves so that narrows it down quite a bit!

ivory plume
elfin kindle
#

Yeah i was just about to say, SpaceCore is the one that supports that command. I looked at when making mine

hexed siren
#

OH! Awesome, thank you! And that's a requirement for my mods anyway, so the players were missing that one.

ivory plume
hexed siren
#

I'll add it as a required dependency. 👍

autumn tide
ivory plume
#

(Not fully back yet, but we're back home and unpacking now!)

autumn tide
#

Just remember to take time for yourself SDVpufferheart

sleek aurora
#

I try to make a custom bush, but once I tie the seeds to Custom Bush, the seeds no longer exist in the game.

brittle pasture
sleek aurora
urban patrol
#

idk if this is the issue but did you mean to put assets//Items/


terse spruce
#

or how do i add a new map location

urban patrol
terse spruce
#

they never told me so i never figured it out

#

i have been trying for four days

urban patrol
#

yes they did. look at the message i just replied to

#

we cannot hold your hand and walk you through every step, especially if you don’t show any initiative or desire to learn

terse spruce
#

i just need a content.json to paste to test out there are no vieos

brittle pasture
#

maybe triple check that the mod's being loaded

terse spruce
#

correction i tried the wiki but it did not work

#

idk if its up to date

urban patrol
#

the wiki is the most up to date resource we have. you should first check your log to see if there are errors in how you’re adding a new map and location

terse spruce
#

i tried this wiki

#

it says location does not exsist

urban patrol
#

!log can you please share it so we can see

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

terse spruce
#

ok

#

my content json {
"Format": "2.8.0",
"Changes": [
// add location data
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_ExampleCave": {
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_ExampleCave"
}
}
}
},

    // add the map file
    {
        "Action": "Load",
        "Target": "Maps/{{ModId}}_ExampleCave",
        "FromFile": "assets/Map.tmx"
    },

    // add a warp from another map
    {
        "Action": "EditMap",
        "Target": "Maps/Town",
        "AddWarps": [
            "29 67 {{ModId}}_ExampleCave 0 30" // warp from town (center of plaza) to custom location (tile 0, 30)
        ]
    }
]

}

urban patrol
#

that’s not your log. please follow the instructions governor sent

terse spruce
#

debug warp {{ModId}}_ExampleCave
[game] No location with name {{ModId}}_ExampleCave

urban patrol
#

that’s not your log. please follow the instructions governor sent

terse spruce
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 2 C# mods and 0 content packs.

urban patrol
#

you don’t have content patcher installed, so your mod isn’t loading

sleek aurora
#

That's the thing - the mod is loading. But the data from this file is not displayed in the game. Maybe the game bans files with the following names: Items/Bush.json, Bush_Sapling?

brittle pasture
#

very much not the case
what's your content.json

terse spruce
#

still not working

sleek aurora
urban patrol
#

if you installed content patcher and tried again, then please send another log

terse spruce
ocean sailBOT
#

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.

urban patrol
#

you have the following error: Can't apply patch You > Load Maps/{{ModId}}_ExampleCave to Maps/Katie.You_ExampleCave: StardewModdingAPI.Framework.Exceptions.SContentLoadException: You loaded map 'assets/Map.tmx' with invalid tilesheet path 'CharwiesExtras.png'.
check that you have that tilesheet loaded or in the same folder as your map

terse spruce
#

ok

brittle pasture
#

I'm not actually sure listing a file twice has any adverse effects but assuming that Bush_Sapling was meant to be the file you posted earlier it being just that sounds like the issue

terse spruce
#

k have the tile set in the assets folder is that good enough

urban patrol
#

is that the same folder your map is in?

terse spruce
#

ya

urban patrol
#

then yes, although you may have to also fix tilesheet climbing errors, but one step at a time. try loading it now

terse spruce
#

what is the location name

urban patrol
#

you tell me

terse spruce
#

so i have the warp right

urban patrol
#

whatever your entry under your edit to Data/Locations is the location name

#

but the first place to check is always your log to see if there are errors

terse spruce
#

i think it is {{ModId}}_ExampleCave

urban patrol
#

that sounds right

terse spruce
ocean sailBOT
#

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.

urban patrol
#

oh boy do we have a command for gid errors?

#

!gid

gentle rose
#

your map is broken, and when you put the command in you need to replace {{ModId}} with your actual mod id Katie.You

gray bear
#

iro u ok?

terse spruce
#

what doe a broken map mean?

urban patrol
#

this is the error you have. follow the troubleshooting steps it lists

gentle rose
gray bear
#

there's just a random You in that sentence

terse spruce
#

idk what that means

urban patrol
#

bea that's the mod name

gray bear
urban patrol
gentle rose
#

that's their mod id. Katie.You

terse spruce
#

the steps to fix

urban patrol
#

what is your question

gentle rose
#

are you asking for more help?

terse spruce
#

is there a example mod somewhere

urban patrol
#

yes, you can download any mod that adds a new location to see what it does, but that won't fix this error with your map

sleek aurora
#

Everything worked! Thank you! At the end of the day, fatigue took its toll, and I was not attentive.

terse spruce
#

i still cant get it to work

gentle rose
terse spruce
#

tiled

gentle rose
#

from scratch?

gray bear
terse spruce
#

ya

gentle rose
#

you may have to send the map here, but we usually recommend starting with a vanilla map

terse spruce
urban patrol
#

iro i suspect the issue is that they moved a custom tilesheet and then saved it with errors but i can't know for sure

gentle rose
#

possibly? but that would usually have different errors

urban patrol
#

different than a gid error?

gentle rose
#

usually you'd see a tilesheet path climbing error first

gentle rose
gray bear
#

oh dear

urban patrol
#

oh man

terse spruce
#

steam

gentle rose
#

and the unpack?

gray bear
#

some of these tilesheets look like they're from a mod

terse spruce
#

what unpack

gentle rose
#

the tilesheets

terse spruce
#

starde valleu

#

the contentunpacked folder

opaque field
#

Meep question. If I want to do a 'closeup interaction' on say, a tv I added when I made a new bedroom for Shane - would I still do the EditMap to AnimalShop?

gentle rose
#

you seem to be using a .rar file incorrectly somewhere

terse spruce
#

if anyone has an example mod i could use that for testing ig

gentle rose
#

an example mod won't magically fix your problems

terse spruce
#

well ya but i could see how its done