#making-mods-general
1 messages · Page 500 of 1
im listening
right. can you show me a screenshot of what's in the C:/Users/cherv/AppData/Local/Temp/Rar$DIa23524.12669.rartemp/ folder please?
i dont see that folder
is there anything called Rar something in the Temp folder?
ya
that one then
ther are like 5
is there one with the number 12669 at the end
no
can you screenshot those five folders please?
no but i could test the map with that
oh wait, do you have Nexus Mods App
oh my god
oh I don't know how to fix this, I'm sorry, this is their fault
don't uninstall it unless you back up your mods first
whos fault
well not the app but i go on the website
oh no nevermind i dont have the app
nothing i just drag them out of the mods folder
we'll figure it out
can you make sure that if you type "Nexus Mods App" in your start menu search bar nothing comes up?
nothing there
well we ruled that out at least
-# I'm sadly not experienced enough to help you out but you can do it! 
ya
can you send a screenshot of your stardew valley folder please?
sure
if we can't figure it out after that then we'll try a different approach
when you made your map, how did you add the tilesheets to it?
can I see a screenshot of that folder? one last screenshot I promise
wixh part
your good
the content unpacked folder
me either tbh
should we change our aproach
try this version of your map
not working weird
ya
are those other tilesheets (like charlie's pizza place) tilesheets that you created yourself?
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.
hmm, does the map look okay in tiled?
idk how to tell
when you open it in tiled, are there any errors and can you see everything fine?
can you try getting m y tiled extension and seeig what it looks like after you set it up and hit Ctrl+.?
!tilesheetinator
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.
please read what the command says, we're talking about an extension here
but having read back, I'm not sure I'm going to be able to help you tbh
helloooo i have returned with yet more questions-
is it possible to make a non-flower item that has varying colors, like flowers do?
ALSO is it possible to re-activate and de-activate a convo topic? krobus has a habit of disappearing after stressful times, and I wanna make sure that their shop (which is now only openable via a tile in a map) remains closed during those periods
look at TintColors in crop data
ooh okay tyyy, this is gonna be for an artifact but I'll check it out!
in that case look at ColorOverlayFromNextIndex
anywhere that supports item spawn fields you can use the ObjectColor field
oooh tysm!!
though for artifacts every color variants will just be considered one item
(and yeah ColorOverlayFromNextIndex in object data too)
that's what I want! thanks selph 
wanna make my players cry by adding a chance for shadow monsters in the mines to drop shattered ghost pendants 
and to vary the color bc pretty
unfortunately monster drops is not one of those instances that support item spawn fields
(Until 1.6.17, rigjht????l
setting that field makes it so the color of an item comes from the sprite next to the main sprite instead of tinting the entire main sprite
okayyy
you still have to spawn the colored instances somehow, which as mentioned is not a thing for monster drops
could i just randomize the texture?
non
aw
CP token random only evaluates once a day
ohhh yeah and that would change alll the textures everyday
(1.6.16 renames ObjectColor to Color and makes it work with clothing)
I thought monster data used item spawn mumble in 1.6.that one
what's up with the new user atra 😭
ah yeah 1.7 migrates monster data to a data model, with item spawn fields for drops
ohhh nice!
you can make em drop colorful artifacts then
but right now monster drops is still the fugly string delimited format
no color variety works too! it was just an idea and not crucial to the overall goal of making players cry
hmm how much would you cry at that? wanna maximize the sad
OH and also are convo topic re-activate-able?
Hey now

New quote added by atravita as #6878 (https://discordapp.com/channels/137344473976799233/156109690059751424/1413550674012016690)
awww :(
hmm, any ideas as to how I might make the 'krobus disappearing and their shop (which is now only openable via a tile in a map) being closed' thing works?
hey, so i wanna do a retex of the watermill building that dropped a bit ago but i have issues doing the skins as seasonal changing because the mod author does the textures in a weird way or something. I thought I could do it like i did the retex for the HxW buildings but those use just one sheet with all seasons so idk...
is this building https://www.nexusmods.com/stardewvalley/mods/40403
they use tokens and just all load into Buildings/{{ModId}}Watermill
so that's what you should do as well
make sure your mod has a false dep on theirs
like, how tho im bad in doing things different from what i usually do
send/unsend a mail flag
if spring, load spring texture, if summer, load summer texture, etc.
use the Season token
in your When condition or as part of the file name, dealer's choice
hmmm okay! here's how i have the first disappearing set, maybe i could add another mail flag in the trigger action that remains consistent for all disappearings?
(have you also just opened the mod and see how the author did it)
so my way of doing it like this is like completely not the way to go then? content.json: https://smapi.io/json/content-patcher/729c0346aae84695b2361a1376e5a17e
and https://smapi.io/json/content-patcher/49edeb21a1bf44a982d741270e57ce73
don't set it on any, set it on the host
ohhh okay
i did but i really wanted to just add some skins to not overwrite
hmm, so you're using the skin feature
and whenever you have krobus come back just unset the mail flag
ye
OH and i could broadcast the event so it makes sense that they disappear for everyone
does the skin show up when you use the AT tool or at Robin's?
it does show up but its stuck in spring, no matter what season i go to
i do have it on jsut one sheet tho so idk if i need to splice my seasons?
yeah the base building isn't set up to use seasons offsets
so you have to follow what the author does and load the texture based on the season
i was planning to do more of the mod authors buildings but if i cant get it to work idk
hmmm, maybe that mail flag comes with a convo topic for amount of days missing and then when you have mail flag AND convo topic it's closed? but then ig i could just cut out the mail flag entirely and just give in to needing multiple convo topics
so you have to separate your texture into 4 images, and choose what to load using the Season token
when in Rome, drink olive oil and sip garum etc. etc.
is it possible to have as a skin tho or do i have to completely throw that out of the window
why use a CT at all if you're using a mail flag
no, your skin approach is fine I should clarify
it's only the texture load you have to change
uhhhh to make the shop show up again? i'm confused as to how i might remove the mail
hmmm
so i thought a CT would work
there's an action to remove mail let me see
instead
so no tokens then so i can do the when field for each season?
oh ik there is, i just though a CT may be simpler
you can use tokens in the file name
"FromFile": "assets/{{L@Source}}_{{L@Seq}}_{{Season}}.png"
uh
then make sure to name your files so that they end with _Spring, _Summer, etc.
well i suggested RemoveMail because it sounds like you want to manually control the state of the "variable"
....i am very confused
ok ill try
...would a CT still work? sorry i am exhausted rn-
you want to set a "variable" (quotes because we're in CP land and those don't exist) of "is krobus available rn" and set it to either true or false depending on certain things happening. the best way i know of to store data is by checking mail flags, since you can't exactly store it anywhere else
CTs are good for counting down a timer, which is their strength over sending/unsending mail, but the drawback is that they can only be used once, which isn't good for something that'll be flipping back and forth
yeahhhh, ig i'll just make a new one each time cause i am controlling each disappearing individually anyways
so you're going to check "if CT1 || CT 2 || CT3..." then close shop?
seems messy to me but it's your mod so gl!
it is but so am i- and ty!
thank you, selph! this actually fixed it that was much faster and easier to fix than i thought
they are not mail flags and will not be caught by things that check for mail flags
seeing someones CT dialogue does set a different mail flag that you can then actually remove in order to reuse the same CT for the same person
however i would agree with nic that just using mail flags directly is better. like, far better
does anyone have a mod where it adds one location into the game
Why do you ask? I think plenty of people have made custom locations before
Hi, 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
They've been given a lot of help and have ignored it all
oh? ig I'll try it with mail flags then, thanks :)
ofc!
it's showcased now :) congrats on update!
I read back to see what help you were given and it looked like the issue was identified as something in your map file (the file you are editing in Tiled) and not a code issue, so your best bet at this time may be recreating the map rather than looking at someone else's code example.
specifically, making sure that:
- every tilesheet you use is vanilla OR
2a) every custom tilesheet that you didn’t create is installed properly
2b) every custom tilesheet you did create is EITHER being loaded OR in the same folder as your map
Thanks!!!!!
ofc!
ah i see. I don't remember everyone who pops in and out if this channel
Howdy yall, I was wondering if anyones tried to make a mod that makes furniture have a cost when purchased from the catalog rather than it being free. Ive been mucking around debugging the ShopMenu code but cant seem to figure it out, just wondering if anyones tried anything similar
hmmm i haven't but catalogs ARE considered shops in game code afaik! at least they have entries in data/shops
likely ive got overriding mod dlls or its not a perfect decompilation but my debugger isnt able to pin point stuff either - i wonder if anyones made a custom catalog where stuffs priced
the catalogues are coded as shops and is defined in Data/Shops
you can see that the Catalogue shops has entries with price 0
oh i see codes the wrong place to look its in the data files? sorry im new to modding is it like straight up json or xml data files
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!
ah will do this - thank you friends! makes a lot more sense 
then you can edit the shop data with just a content patcher pack if needed
why would schedules just sometimes not work? I've done a patch export - it says the schedule exists and there is a "rain" entry, but Lookup Anything just says "No Schedule Loaded". Is it a broken schedule, I wonder?
Loaded another day that it was raining on and that worked fine, so goodness only knows
Can someone help me? My code for renaming weapons and locations isn't working, and I don't know how to write it correctly.

!json
If you share it (using the json website) and your log, then people can help you without having to ask for those things first.
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.
I already deleted it :,v
Smapi was telling me it didn't recognize the translation, let me try to redo it as I had it.
As far as I know, the JSON was formatted this way; the code is at the end.

for the SamsOldGuitar Name patch, you're using Target: Data/Weapons when you should be using Target: Strings/Weapons
other than that it looks fine
i'm not entirely sure what's up with your {{i18n:samev.733330/f Sam 750/w sunny/t 700 1500/z winter/y 1}} strings but if it works it works hahah
i don't see your location name change patches, though
I have no idea about the locations, and since the weapons thing didn't work, I didn't move anything.
here's a hint - you can find sam's house in Strings/StringsFromCSFiles as MapPage.cs.11072
But I thought it was the same thing, just using "Target": "Data/Notes
Data/locations
have you looked at the unpacked files you're editing
And so for the other things to which I want to change a word
surprisingly Data/SecretNotes does actually have strings inside, but generally you'll find strings in the Strings folder rather than Data (with Data/Events and Data/mail being the other notable exceptions)
Yes, I had to transform them with a program.
then you can see Data/Locations is not a string-string dictionary, but a string-object dictionary that doesn't contain the string you're trying to modify
and the location data for sam's house is instead fetching a string from Strings/StringsFromCSFiles
The mod works, except that when I got to the weapon name translation, smapi indicated that it couldn't find the translation, because I made an i18n file so that anyone could translate it.
your i18n file pls
the key matches. can you post your fixed content file
thanks
That was the mistake.
Quick little script: decompile every assembly.
It decompiles every C# mod in your Mods folder into a combined Visual Studio solution, so you can easily find which mod is doing a particular thing or search for certain code patterns.
Spenny reality warp....
Does anyone know where the heck Sam's picture is? I've searched through all the folders and I can't find it.
I just realized I also have to edit that object, hahaha
the painting sold by the travelling merchant? in one of the furniture tilesheets, the last one to be added I think
Spouse portraits are in the junimo furniture tilesheet
If one is thinking (dangerously) of making an expansion - how important is C#? I have this idea to add my story world of Mako Point but it looks like most expansions like that include some amount of C#. Is it at all potentially helpful to look at the code other expansions use?
it really depends of your goals
you can do an expansion without C#, it's about if you really need this special thing or not
VMV was without C# during a great part of the developement and has C# only because some friends were offering it. I would have found some workaround if i had no C#, or adjusted things
Is it possible to somehow get bee houses to work with custom bushes?
That's kinda what I thought, and I don't really have much besides 'oh that would be a neat thing to add' as far as my goals haha mostly I've been focusing on making the tiles/sprites for the world since that tends to be easier
Good to know! ❤️
Or at the moment this is not possible without DLL?
Would definitely need C# code, yes
And there are no existing framework with such a function?
not to our knowledge, or it would have been our first answer
DynamicToken question: I've gained permission from the mod authors of two NPCS to add jealousy dialogue for Shane (early hearts only, boy ain't gonna be insecure it's not fun to write lol) how do I set up the tokens to make that work?
what are you trying to do with dynamic tokens, just because i'm not sure what the use is
Maybe it's not a dynamic token question then haha I thought maybe I needed to make like, a 'rival' token to use. I guess maybe what I'm really looking for is how to recognize that the player has hit '2-4' hearts with the 'rival' NPC to then trigger the ConversationTopic lines( the jealousy dialogue)
i would do a trigger action checking for the number of heart with this npc, and a when condition for the mod
ty! I'll try that and see if it works
Should custom bushes bear fruit indoors, outside of the specified season?
are you asking if custom bush the mod works that way?
yes
Yeah I believe indoor = greenhouse
What if it's a pot in the house?
yea that's considered greenhouse
Neither in the house nor in the greenhouse does this code work out of season https://smapi.io/json/none/61287be5631d438cb91c995a3e060109
I tried different options - the result is the same.
your ConditionsToProduce block is missing commas between each "string" ah wait no it's behind the comment 
can you try having just 1 condition "DAY_OF_MONTH 21 22 23 24 25 26 27 28" ?
This is the first thing I did. But it didn't work in the house. Then I added other conditions.
Hello everyone. Im back at modding SV and Im trying to update/redsign my old map mods, and Im struggling learning to use Tiled again. xD
Quick question, is there a way to be able to choose map varients (EX regular, Expanded, No clutter, etc) from the mod manager while still only needing SMAPI and Content Patcher?
that doesn't make much sense to be bc im pretty sure that would at least work 
and cornucopia bushes r basically that
I found a content file written like this, and Im curious just how they got it to work?:
what mod manager is this?
you mean a config?
yeah, probably.
Ive only ever done single map edits to inject. Ive never had varients be chosen In-Game
you don't need extra mods to make config, althought GMCM is very convenient
what you posted is a dynamic token, which is another way of achieving the same goal
inkubus it might help to be more specific about what you want to do
so that we can give specific answers too
i suggest looking at CP doc for config and dynamic token, and return with questions (also answer chu's one can help)
Trying to chance my Modest Map Farm to have varient options of where to place a pond in it
is the pond a separate tmx already?
I can do that???
yea
I just have 5 map varients for the farm itself
terror
xD
(this reminds me of 2019 discovering content patcher overlay feature)
Initially, I did cornucopies using the example. I recently updated all the fashions, maybe that's the point?
aye
yep that does match the content.json you showed here
(fashions?)
FarmType is a config token, and by default the value is "No Lake"
mods
So I guess the questions is how can I allow users to choose?
when used in Assets/{{FarmType}} Farm.tmx, this resolves to Assets/No Lake Farm.tmx
content patcher has built-in integration with GMCM
so with what u have it should show a dropdown
!gmcm
Generic Mod Config Menu (or GMCM https://www.nexusmods.com/stardewvalley/mods/5098) adds the option to edit some, but not all, mod configs from either the title screen or the options page in a save. It also has a special screen to edit keybinds for all mods with GMCM integration.
The presence of the gear it adds to the title screen is not a method for checking whether mods are installed, only whether GMCM is installed.
So people should be able to see it in GMCM if they download it?
But can still change it without?
the remaining thing you should do is make i18n descriptions 
and if they don't have it, they can edit the config.json
it's how we did it back in my time
yea without gmcm just means edit config.json by hand
theres info on how u can add a description in i18n, which will appear as a tooltip
awesome
Hrmm, now that I think about it tho, changing maps like this tho, if they go from one to the other, clutter will stay on top of where the new pond is....
yea ppl usually solve this by RTF or with that one trigger action in BETAS
Not familiar with BETAS in this context
for a farm map tho i wouldn't worry too much
farm maps r usually installed n configured one time for new save so
doing nothing is fine to me 
Im trying to recall, but wasent there a mod that clears all clutter in a map with a button?
Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).
ty now thats why that sounded familiar
this one's player side as in the mod user go use the thing
BETAS is mod side
if u r update farm in general you could consider making it additional farm instead of replace
You can add farms now?
damn, you can't change the return type on reverse patches
Like... ones you can choose seperately???
have been able to since 1.5
damn Ive been gone TOO long
what is ur frame of reference 
Okay so testing the first bit, and I dont see my mod showing up in MCM
last version u played/modded?
I published my mods back in 2022
well the file u showed is named content - Copy.json did you fix that first
yes
that is back in 1.5.6 then
so u could have done it back then too it was just hella niche
(I think we created the doc page much later though; it was only mentioned in the migration guide for a long while.)
yea i think ppl assumed it is 1.6 feature, esp cus meadowlands is first vanilla farm to use it
can you post a log so we can help check?
@lucid mulch For your SMAPI pull request:
I extended your fix, since I don't think we needed the previous asset language handling at all. When you have a chance, could you retest the scenario you mentioned with Profiler to make sure it's still fixed with the new changes?
11:59:59 ERROR Content Patcher Patch error: Modest Maps Farm > Load Maps/Farm has a FromFile which matches non-existent file 'Assets\Standard Farm.tmx'.
Interesting....
Not sure why its acting this way
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 36 content packs.
Aslo, RTF isnt actually clearing anything....
where are these files placed in?
for RTF you need to turn off the farm protection
here is the actual problem for your configs
Ignored Modest Maps Farm > ConfigSchema field 'FarmType': can't use FarmType as a config field, because it's a reserved condition key.
you should rename the config something else, since FarmType is a standard content patcher token
ah
So like this?
Yep, that seems fine.
Minor suggestions:
- Make the
assetsfolder name lowercase by convention. (Content Patcher file paths are case-insensitive, but it's more efficient to avoid needing to map them to the real path on case-sensitive systems.) - Use the latest
"Format": "2.8.0"to improve startup time (since otherwise Content Patcher needs to apply all the newer version migrations to your content pack).
Sigh, now its acting like the tilesets are invalid but I swear I was using exported vanillia tilesheets
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 36 content packs.
Do people just place all tilesheets used into assets nowadays?
The tilesheet is probably valid, the problem is just the path to it. See this doc section about the error to fix it.
ty
2.8.0 is the latest format for content?
Yep. The latest Format version is always the last Content Patcher version (ignoring the patch number). So Content Patcher 2.8.1 = "Format": "2.8.0".
awesome. thanks for letting me know that. Gonna change all my mods to that then
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
It's essentially the version of Content Patcher your content pack was designed for. Newer versions of Content Patcher will apply automatic migrations so older content packs continue working with any newer changes.
If u put the schema thingy it'll remind u if number changes
When say designed for.... Is there anything I actually need to do?
It's more of an eventuality
If cp goes to 3.0 it'll know to apply whatever breaking change migrations
eventually either content patcher or the game will have new things added to it that you wouldnt have been able to account for when making your mod in the past
so content patcher needs to know that you didnt know about em, is all
Breaking changes are pretty rare, but they're documented in the mod migration guide. There's one change in format version 2.1.0.
There r also useful features added in various 2.x versions
pathos since u r here i opened new chest anywhere PR https://github.com/Pathoschild/StardewMods/pull/1161
its this thingy
Does content patcher ignore the patch number even if you do put "Format": "2.8.1" ?
Thanks for the PR! I have a long list of PRs/MRs/messages to catch up on, but that'll be my main focus in January.
Yep.
ok great thanks
(The patch number is ignored entirely. You can put "Format": "2.8.999" if you want, and Content Patcher 2.8.1 will still load it fine since it knows there's no breaking changes in a patch version.)
Okay sorry to be slow on this, as Im following the guide, but getting stuck on step 4, as clicking tileset properies does nothing
Cool good to know. I have all mine set to the content patcher version so im glad its not broken 🙂
It's a bit confusing, but that's because the tileset properties pane is already open below:
wait
1sec
okay I got it but its still missing tiles?
Does it not account for flipped or inverted tiles?
Which tilesheet are those broken tiles from? Is it possible you still have a broken tilesheet path, or those were custom tiles added to a vanilla tilesheet?
Those r prob from another sheet
No but wait, its acting like its pulling incorrect locations from the tilesheets
They're all froim the outdoor spring tilesheet. Top left are the cliff walls, bottom right is just lake water and edges....Top right are just cobblestone paths...
And for some reason its replacing a grass edge with wood panels?
Custom bushes don't work indoors! https://smapi.io/json/none/03f033ffc89841b78c3de9c121969ba2
Not sure what caused that; maybe the current tilesheet doesn't match the version you originally used? The easiest fix might be to just reapply the right tiles there. I suggest making sure you have the latest tilesheets unpacked from the game files though.
does the vanilla game store localized/user-facing versions of the weather type names anywhere (e.g. "Sun", "Rain, "Green Rain" etc) and if so, where would those be stored?
Alright, I just grabbed a backup, re chose the paths of the tilesheets, and its working now.
I probably messed something up the first time
Lets gooooooo
Does daytimemoneybox ref those somehow?
what if you try with the condition being either what you have now or being indoor
ooh i forgot it showed the weather on there, im not sure, lemme check
The weather report obviously mentioned them but idk if they are nice and atomic
I don't think there are translated standalone strings like "rain" or "green rain" anywhere, though the terms are translated in some lines or phrases
i think it just shows the weather icon 
Your Condition says day of month 21-28, but it's the 15th in your screenshot?
I attached a link to a screenshot - the bush does not work indoors. 😢
you could copy them out to some asset/entry for the official languages, but fan t/ns would get weird 
What if u use cmct to steal uiis2 translations (legally this is a joke)
Friggin greenhouse was off one friggin tile dangit....
The curse of making sure its not covering anything that isnt basic dirt so you dont have to change the greenhouse replacement overlay
Greenhouses aren't part of map now
Yes, but in this case there must be a notification when the harvest is.
I know, but as I understand it, when moved, they still use the dirt overlay to replace where they were with a 4x7 of farmland
Custom Bush has no way to describe your custom conditions in words, as far as I know
So if I set a different greenhouse location, it needs to match that
....right?
Same with the farmhouse
The Tea Sapling bears fruit in any season at home. But a custom bush doesn’t work that way. Although I should.
Custom Bush's documentation doesn't mention any automatic indoor behavior, so you probably need to add that with ConditionsToProduce
(and also remove the ItemsProduced -> Condition, which would prevent items appearing anyway)
Custom Bush has a bug where it ignores the location season/indoors and only takes global seasons into account
your code is correct it's just that it's spring
does that apply to ConditionsToProduce? Seasons is deprecated in favor of that, apparently
(they had issues using that version earlier)
hmm ConditionsToProduce might work
I was going to suggest something like this, but I've never tried the mod myself, and I'm not 100% sure what behavior they want
"ConditionsToProduce": [
"LOCATION_IS_INDOORS Target", /* any day (indoors) */
"DAY_OF_MONTH 21 22 23 24 25 26 27 28" /* the last week of any season (outdoors) */
]```
Is there any way to correct this mistake of the season?
oh, ig it's meant to be summer-only outdoors, one sec
"ConditionsToProduce": [
"LOCATION_IS_INDOORS Target, DAY_OF_MONTH 21 22 23 24 25 26 27 28", /* any season indoors */
"LOCATION_SEASON Target summer, DAY_OF_MONTH 21 22 23 24 25 26 27 28" /* summer outdoors */
]```
Ahhhh Im so happy I got it all working and it looks good!! Cant wait to upload this to nexus as a brand new update! Thank you @lucid iron and @ivory plume
(we should probably use LOCATION_SEASON)
true, I think that's the right format for it?
(and lower-case summer, since the wiki says it might be picky)
(also looking at the source Custom Bush is passing SeasonQueryKeys into ignoreQueryKeys for indoors/greenhouses so we don't even need the indoors condition, just LOCATION_SEASON is probably fine)
I tried doing it this way, but it didn't work. It looks like you will have to do work in all seasons and set conditions for working outside.
(still, I wonder if I can bug Matt into releasing a minor CB update that just fixes the issue with the Season field since it seems like CB 2.0 isn't coming out any time soon)
Oh boy, thought doing a retile would be a simple affaire… I honestly never realised how many tiles don’t match up on the vanilla maps when playing before 😭
can you post your fixed code again
tiles are located in strange, strange places
To be fair tiled makes it easy to see where to find stuff, be nice if I could find some plugins to link it to aseprite tho
It’s more that I’m having issues with where mr ape has used tiles that don’t actually match quite a lot! The fact that they are all very dithered hides is nicely tho
u can get the file locations from tiled iirc
I would be wary of over fitting in general cus mods use them in wild ways
Aye reality is I’m going to have to make this a standalone pack I think!
Which kind of sucks
as mentioned, the Seasons field doesn't work properly indoors
have you tried applying the fixes Esca mentioned
quick question: is there any simple way to exit the game out to the title screen? i'm sure i just missed it somewhere in the list of commands
using console commands?
my ultimate goal would be to have it kick you out to the title screen at the end of each day to help avoid binge playing...
!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!
Look at the gamemenu button?
did you mean !decompile
i mean. whatever works
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
Yeah oops
"ConditionsToProduce": [
"LOCATION_IS_INDOORS Target, DAY_OF_MONTH 21 22 23 24 25 26 27 28", /* any season indoors /
"LOCATION_SEASON Target summer, DAY_OF_MONTH 21 22 23 24 25 26 27 28" / summer outdoors */
]
It doesn't work that way either
and did you remove the Seasons field
you should post your full code again every time you make changes
is your current date between 21 and 28
asking because the screenshot you posted above shows the date as 15
which is also what pathos told you when you asked
I checked both on the 15th day and on the 22nd. Doesn't work.
and this is after going to sleep?
I have to go in a moment but everything looks right to me; worse comes to worst you can just revert to the old condition and tell people that the bush not working indoors is a known CB bug
Yes, I checked after sleep. I already wrote about the error on the fashion page.
Oh wow that waterfall
the waterfall is very well done
off-topic but i love your username LOL
Tyty, can’t take full credit as it’s a reworked asset pack I got a while back!
Does anyone know if there's a way to get an item onto the Shipping Collection when it's categorized as a Seed? I'm working on a little crop where the harvest item is its own seed so it can propagate quickly, this requires it to be category -74 which is fine, but it is preventing it from being on the Shipping Collection. I can change the Type to Basic, but that doesn't add it. But Coffee Bean, which does the same thing, is in the Shipping Collection. Is there a way or does Coffee Bean have a code exception?
im very proud of it as well
helloooo making a sewer repalcement, would it be more compat-friendly if I replaced the sewer map directly, OR changed the town/forest warps to lead to my custom sewer maps while leaving the OG maps untouched?
maybe try setting ExcludeFromShippingCollection to false?
I feel stupid. I lost all of my master copies of the mods I've made (which is fine, I guess. I can download them and start from the previous version). But I was halfway through a mod that added Jurassic Park to Stardew Valley. I've lost all the maps, the coding, the monsters. Bah.
not sure if that would override it
the best time to get into version control for your mods was 20 years ago. The second best time is right now
False is the default, so it technically already is, but let me try it to make sure
a lot of people have such stories, nothing to feel stupid over
afaik yeah, Coffee Bean is one of the hardcoded exceptions
public static bool isPotentialBasicShipped(string itemId, int category, string objectType)
{
if (itemId == "433") //coffee bean
{
return true;
//below here: excluded types and categories, etc
Kinda figured, thank you
oh u dont have to make it a seed
(and yeah, in that method at least, the exclusion field only matters if it's true)
default:
{
if (Game1.objectData.TryGetValue(itemId, out var data) && data.ExcludeFromShippingCollection)
{
return false;
}
return true;
}```
has to get past all the type/cat stuff to reach that code
neither would be compat friendly
i think its possible to just make a vegetable that has a Data/Crops entry right
is it supposed to be the same exact sewer?
then u can plant it seed or not
I kept the base of the map the same so it shouldn't screw up maps too bad
like, in the world, lore-wise
mhm!
you can do a non exclusive Load to Maps/Sewers
just replace the sewer then
-# this is it btw:
i would be extra wary and make sure all collision stuff is the same
oh?
I was also gonna suggest what chu said but that train has sailed it seems
im suggesting a specific way to do "replace sewer"
ohhh okay
alright, uhhh how would that work?
Load action, Priority Medium
at the end of the day, maps that replace the sewer will not work with each other
it's just a load action with a different priority
they can if the collision and original structure is simply added on to
which is what I assume chu meant
mhm! and how might that help with potentional config issues? my concern is more with other ppl's events
the advantage of non exclusive load is just that game doesnt explode too hard if another sewer mod is installed
You can get away with a lot of replacing if you still leave just enough that pathfinding and existing hardcoded placements still work
gotchaaa
other mod should win
so like, if you expand the area downwards it'll be fine?
yea down and right is ok
I tried making it a vegetable, and that's preventing me from placing it, even with the Data/Crops. Making it edible also prevents it, even when the rest is correct.
yeah, unless another mod also did that
don't get me wrong you can't be perfectly compatible guaranteed
But it's also not guaranteed to be NOT compatible
well one more option is do it like sunflower seeds 
u drop a veg and a seed that can be planted
need spacecore for this
if you expand down and another mod expands right then you're both probably fine
oh, i do want my area to 'win' anyways, but i'm assuming giving it a high but non-exclusive priority will make smapi less pissy in case of conflict?
if u want it to win then you should do EditMap
huhhh okay
would i still have to load it orrr? map-making confuses me
mhm
huhhhh okay
there is no way to guarantee you "win" with a Load
because if another person also wants to win then it doesn't pick one
You both lose
huhhhh
however i still think u shouldnt want to win here
oh?
I wonder if the "placeable" tag would work for Data/Crops magic 
public override bool isPlaceable()
{
if (base.HasContextTag("placeable"))
return true;
if (base.HasContextTag("not_placeable"))
return false;
if (this.type.Value != null && (base.Category == -8 || base.Category == -9 || this.Type == "Crafting" || this.isSapling() || base.QualifiedItemId == "(O)710" || base.Category == -74 || base.Category == -19) && (this.edibility.Value < 0 || this.IsWildTreeSapling()))
return true;
return false;
}```
lets say i got some mod that changes some small thing
okay
(probably more reasonable to use spacecore than trick the game, but I'm not really familiar with 1.6 object logic)
if u do Load i'd be ok and successfully add my sewer chimkins
It looks like Claude expanded left here though chu
hmm okay.. late being high priority right?
So I don't know if EditMap applies
even with a load u should not expand left claude
so thats a separate thing u should fix
awww :) i am actually giving krobus a pet chicken lol
uhhh nope!
just right and down i think
..i think
Nevermind me then, it just looked like there was a lot more space to the left than vanilla
..like 90% sure...
But I could be misremembering
OH yeah i moved the path to the forest and the shrine area
well if you moved them to the left past the original left edge, then that is expanding left
i was told that even this 1 tile conflicts with a SVE event
i just been too lazy to do anything about it
uhhhhh I moved the occupy-able space but not the map borders... does that make a difference? sorry maps are one of my numerous mortal nemesis(es)
something u might consider is to just rework ur sewers into lower sewers and add a warp from normal sewers to it 
you dont have to worry as much if u just do that
my brain just blue-screened one sec
i think the key question is how much do you care about being compatible with things in general
medium
oh shit there is?
for example, have you tested the entrance to the bug swamp
including when it's locked
...i have yet to test or implement anything-
but yeah it seems to just be a tile action
oh..
i went and grabbed vanilla sewer just for ref
those are hardcoded coordinates, as I recall from my time in the mirror dimension
fuckkkk okay
one concern of your map is that it's clearly adding stuff above
uhhhhhhhhhhhhhhhhh
and removing some water 
it's either adding stuff above or moving everything else way down, both of which are very bad for compat
yeah i wanted to make it look more realistic lol
When extending a map, you want to go down and right
i also dont know where the dog statue went
welp, ig I'll just make the sewer change config-able and slap a warning on it
i think making it new location is prob best tbh
oh i temporarily replaced it with the shrine of transgender bc i wanna make a new one
You'd be better off making it a new location and adding a warp to it from the normal sewer
that's what i did! ...but i also changed location stuff... honestly idek anymore
i mean your current sewer breaks vanilla things not just modded things
...yayyyyy
when u dont know then the best way is avoiding the problem entirely 
if u want the sewer smog effect in this new location, u can use mmap for it
...the problem being map-making for me ngl 
The map being changed at the top will also mess up all of the Krobus coordinates and the event coordinates, as well as the other interactions that are hardcoded to a specific tile location
its ok and hopefully u will know for next time
its not stupid to be learning
i mean my mod is a krobus/dwarf overhaul but still..
to be clear i think you'd be well within your right to not care about compatibility with other mods if you didnt want to bc of that
but breaking vanilla things is kind of a different deal
i been looking at this map and kind of assumed it was gonna be new map since it looks so different 
yeah- yeahhhhhhh
and not breaking in the overwriting sense but visibly broken
....so- what can i do to fix it violating vanilla's hardcoding?
dont move any warps and keep the passable areas roughly the same
i mean the most sure-fire way if i had to guess would be to redo the map, but start from the vanilla map again and make damn sure you don't add anything if its to the left or up
like, super sure
okay
then you check the vanilla events that happen in the sewer and make sur you know where they spawn actors or have them move and avoid changing those areas too
...yk this is literally my 4th time messing with the sewer map- 5th times the charm ig 
Also helps to incrementally make map and have it loaded in
mhm, like testing as I go?
also helps to know the hardcoded things, like the aforementioned swamp lasers and also, are you aware that the tiles at 31,17 and 31,16 are hardcoded to look like what they look like depending on if krobus is married/roommated or not
nope! how can i look at what's hardcoded?
the decompile
that'd be the chest right?
Tbh new area is just the better answer most of the time
i dunno what it is. i just see its being forced in the decomp
true... but i like being stupid and ambitious
if (Game1.getCharacterFromName("Krobus").isMarried())
{
base.setMapTile(31, 17, 84, "Buildings", "st");
base.setMapTile(31, 16, 1, "Front", "st");
}
else
{
base.removeMapTile(31, 17, "Buildings");
base.removeMapTile(31, 16, "Front");
}
(It is the chest yep)
hmmm okay
The thing that replaces krobo and provides shop
i have acess to the decompile, uhhhhh where are you finding this?
Krobus himself has some hardcoding related to whether he'll show shop
shit
the sewers also still use tile index based actions, so no matter where you put the ladder to town or the shop chest, they will function
i do wanna make krobus's shop a tile for like, always but
this is in the Sewers.cs file
...tryna find the repo one sec
sorry, Sewer.cs, singular
you dont need the repo to look at the decompile
if thats a concern
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
yayyyy
ffs apple...
omfg it literally won't let me override- AAAAAH
okay tried 3 times and it's still not showing the override option
..would anyone mind sending me the decompile😭
if you dont have access to it on github then the only people who can give you that access are Pathos and I think (not 100% sure) Casey
i should have the github..
if you didnt re-accept the access invite when the github org was restructured or w/e semi recently then you dont have access anymore
i dont know. i dont have access.
OH YEAH you're not cheeto!
id assume so.
it prolly is, tysm for all your help buttons 
..okay time to try and read C# (i cannot code)
...soooo hypothetically speaking how hard is it to make a tiny C# edit to make my map vanilla compatible-
i think it's harder than making the map compatible
well shit
and worse for compat with other mods
shit^2
your problem isn't a hard one to begin with, just tedious and possibly against the artistic vision
and you were informed of options
yeah, i am just very very very stubborn- but yeah a map edit is prolly the better idea 
starting from absolutely zero knowledge of how to write C# or set up a C# project or use Harmony will also of course make things much more difficult
i'll do the map edit then lol
new map is the right choice if you really want full control over shape of map 
true... but how to implement hmm
"the sewers have basement where krobus sleeps" is pretty easy sell to me
hmmm
or ig it'd be like B2 cus sewers r B1 
I'll go for the map edit anyways I think
ooooh ty now i can find out why my other custom location doesn't work-
you do still have to fight other mods a little bit in where put the warp but thats like 1 tile for a ladder not the whole thing
just cheking, I SHOULD be able to extend this bit of the wall up?
if you move the ladder then you will need to edit warps pointing to the ladder
...also still planning on cutting out most of the water but I don't think what should interfere..
OH YEAH
you know where that is in vanilla (the warp in Town) but do not know where it is in modded circumstances
A nonzero number of mod events have the farmer or someone start at the ladder as if they just entered the sewer
mhm, but I'm not necesarily aiming for perfect compat
yeah.. maybe I'll add an area behind it while keeping the ladder at the same place?
you could just extend the right part like a corridor to the back and leave the left side with the ladder alone
oh yeah!
i'm just gonna yoink most of my old edits and make them fit the vanilla map structure
hmm can you import multiple images for tilesheets simultaneously in tiled?
ive no clue, i always rather fully redid my maps than risking it
its getting fun once you do it more often lol
i pray that it shall
u might be the type to benefit from a trello 
looks at my 28 maps
so u can keep track of shit
i am anti-planner cus i just do whatever comes to mind immediately but it does help for bigger projects
I can't even type-
trello boards are a way to plan projects
here, this is what i got for my fishmonger one https://trello.com/b/4UBF0UES/fishmonger-expansion
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
its a bit less organized rn cuz i got a lot done but yea
I use Tuesday
btw i still dont know why UI info suite 2 doesnt register my wild trees but does register my fruit trees lol
godammit it's 4pm i'm not supposed to be this dumb till it's night
still put it in my done pile cuz its beyond me xD
maybe ask abs0rbed once it's close to shipping
idk if that change to add wild tree display name happened
no clue either, i thought it would all happen together but its not really that urgent tbh, im just clueless. i did add them like abs0rbed told me so I'd assume one day it gonna work lol
it should be safe to trash this water pool thing right?
yeah
wanna make sure i don't commit any more compat crimes 
raaaaaahh why doesn't itemqueryresolver just return an ienumarable instead of an array
it uses enumerables internally!! and then just calls ToArray at the end!
What r ur new crimes wren 
as a result I have to copypaste the entire thing to get lazy eval
arrghhh my ✨vision✨ of the sewers is sooo different form the game's..
well I'm trying to solve the Lag Spike of Doom that happens when you open the catalogue (even in vanilla, it's there, just smaller.)
if I can get it to work, it could also potentially alleviate the same problem in Lookup Anything and CJB Item Spawner
Oh one idea i have for that is to optimize ALL_ITEMS specifically
how so?
Make it stop making new items
I did a lot of these things in mcp out of necessity
Yeah, but I was also asking about it to help work on stardew mod wikis because a lot of them are lacking
!decompile is a good starting point
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
!unpack for xnbs
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!
While i didn't replace ALL_ITEMS bc that was overstepping a lil I did optimize away how context tag gsq is checked by my own mod
And I cache the item query results cus it's not too important to be 100% accurate
having a reimplementation is a good idea, it just doesn't work for hhd specifically, since it relies at least partially on shop data
Since I mainly care about a list of sample items to render on a gui not actual items
I think u can intercept the shop data right
Before it's formed
Then u can put whatever u want 
Still i think it's probably fair for HHD to include an optional optimization for ALL_ITEMS (F)
I mean yeah I can change the vanilla stuff, but the point is to have parity for modded catalogues
You can even just register over the vanilla query
true, but the heart of the issue is that it's eagerly loaded
Most modded catalog also use ALL_ITEMS i thought?
yes, but with a PerItemCondition, which requires instantiating the item
Yeah I dodge it by ContextTagLookupCache and extracting that specific gsq
It was just really bad without doing that (dehydrator used to take 3s to load)
lol
I'm not sure how you'd be able to make it not eager while maintaining the category feature of hhd
Like how would u know if there's a lamp in this catalogue if you don't know the entire inventory of the shop
for a variety of reasons, what I'm doing now is feeding it through a copy-pasted lazyfied version of TryResolve , chunking it, storing the enumerator, and then bumping the enumerator each game tick
(this is like aside from the technical problems how2 change to IEnumerable)
Oh i see it's a homemade coroutine
it still has to do the same amount of work, but it removes the lag spike and opens the menu immediately, then just adds more stuff while it's open
yeah, it seemed like the simplest way to do what I wanted
I mean threads would be better, but stardew isn't thread-safe
Yeah esp cus gsq is involved zero guarantees
I sorta just went for optimizing the single load as much as I could, and then caching this stuff so that reopen is instant
When I write the json for other ppl's furniture I tend to use item_id_prefix instead of context tag 
it's a good way to do it
anyways I might pester pathos about changing the return type if 1.7 ever happens
It should be viable for 1.6.16
Assuming smapi can cecil that
There wouldn't be any content side changes either
oh, yeah, it wouldn't be that hard to adapt existing code I guess
you would just append a ToArray call
hmmm
Either way no content changes so i think there is hope
Should ask in the thread once pathos gets back to vanilla game
It occurred to me that this is in context of the list/ienumerable
You can sorta change return type if u insert a stfld or call setter near the end and then actually just return empty list
It's your reverse patch so u fully control where it's being called
Just a question are there tutorials online for adding locations to the game like in expanded??
mhm!
one sec..
Last edited by AtlasVBot on 2025-09-13 18:56:11
Thank you so much!!
ofc! happy modding :)
Hi friends, I took a long hiatus from Stardew modding and I probably won’t return long enough to finish the expansion mod I started as I have gotten tangled up in solo dev stuff and decompilation/documentation projects for other video games. However, my mod What’s Left of Malha (underwater mermaid city expansion) has remained at 90% completion for the past two years and if anyone is interested in taking over as lead developer feel free to shoot me a DM
do you want help open sourcing it so people can take over if interested?
I can publish a repo and probably will, but I’d prefer to offload it to someone or a small group of people privately due to the nature of the mod being a story based expansion
is it post 1.6 or at least 1.6 alpha 
Post 1.6 alpha
might need some edits for the full 1.6 release
tbh I think most people aren’t going to spoil themselves via the repo but it’s up to you!
I don’t really care about getting credit for the mod atp I just think it would be a shame for it to be lost to the sands of time which is why I’m offering it up for adoption
i guess it kinda depends on what outcome you want
- someone polish it up and make it playable at least, maybe do bug fix
- someone fully take over and builds on your work
is there any c# in it? my friend says you had some kind of custom cg maker at some point?
what all needs to be done?
It uses a tool built by Harv that allows for scalable transparent overlays and CG
if it is option 1 then i think properly licensing it as some flavor of open source is best even if you don't publish source
the main thing here is permissions for other to modify and distribute 
I’ll probably push the files to git today actually if anyone wants to take a look
tbh it really depends how much work there is left, is all the creative stuff done?
if you want option 2 then i'd be very careful on selecting someone to pick it up and it might be hard/impossible to find the right person 
I’d love to have a look if/when you do, maybe throw it at some other modder friends who do more content stuff than I do
I’ll just dump what I have and link it here
If anyone thinks it looks cool they can offer to adopt it and publish it on their Nexus or open a PR to fix a minor issue or whatever really
I also need to ask Harv if he’d be okay with making a separate nexus page for the scalable CG dependency because it would be a huge help for a ton of mods
i have been unsuccessful in my attempts to bully other ppl to make a event command like that 
I forked up commission dollars for it but it has been incredibly helpful
Scalable cg? 👀
if i had a event things mod i'd make it myself i just have weird hang ups about what feature goes where
I also have learned C# since two years ago so I can build on it to add features
-# what is cg?
you know the Caroline green tea scene?
like a big illustration as part of event
Ohhh
I considered folding a similar thing into my portraits framework but cgs are not portraits so they have been banned from the scope
clara iirc
( Short for character graphics in non stardew terms )
clara is a TAS i thought (alex mom right)
she isn’t animated and she’s pretty big so I thought she was a cg? could be wrong though
so not a cg in the vn sense
Every new location in my mod is underwater, so I commissioned Harv to develop a dependency that overlays a png onto the game that can scale to almost every window size to make a “wave” overlay
but I quickly realized that it’s even more useful for CGs
There’s almost no case it can’t scale to unless someone is playing on one of those monitors that’s like 4 feet wide
oh interesting
hm i did actually want to add that for mmap one time
as companion to the fog effects i yoinked from game
I would cry (tears of joy) to be able to draw proper HD scenes haha
ig for the overlay it could have been done via translucent tiles on an AlwaysFront layer? but it sounds much better to do it this way
I tried this and it looks kinda ugly and is very difficult to animate
being unbound from maps is really nice
rn the conventional cg approach is a temp map whose tiles form the graphics
well forsy what r ur dependencies rn 
ill go pester one of them with this PR trust
speaking of animate the tool supports basically unlimited frames of animation at any speed as long as it doesn’t crash your game
🤔 uhh dependencies for my mod?
yea
Sure we can put HD cgs in unlockable bundles
Underwater expansion..? Framework for CGs..? I see something interesting is happening 👀
@ lix heyyy
i guess i can put it in mmap tho, it has been vague ass todo item for a while now
It started happening almost 3 years ago and I got distracted by decompiling pokemon games
underwater maps is something i felt god rays would be perfect for
did you develop a god rays mod?
holy peak
naw thats button
Ngl, valid reason
ye not me lol
it's not a framework but easy to just recommend
the framework side godrays is me yoinking some spaget from islandwest one time 
looks like this #1275188689152114708 message
but button's is fancier
That looks awesome
is god rays the usual name of those?
(this is a much better demo pic than the joke rtx pic)
Yeah that's godrays
Yep
RTX pic is perfect tho 
thanks!
I thought about that, and to be honest I'm still considering it, but it sounds like a really hacky way of doing things
Hm we can't have a crop produce 2 things at once can we?
(I also considered abusing harmony's internals to basically do a manual reverse-patch but that seemed even worse)
Not with vanilla, but I think spacecore can do it, and multi-yield crops definitely can
or Machine Terrain Framework
Ok, I'll look into those later. I had the "brilliant" idea of harvesting the leaves from crops for use in dishes. (Like grape leaves, banana leaves... Uhh. Whatever other leaves there are out there..)
I know bananas are trees but i can deal with that easily
which I recommend for maximum compat (transpiler instead of skipping prefix) and no other ulterior motives
Ulterior motives...
Oh I didn't know mtf had it. Yeah, use that, myc is old and has quirks
May I quickly interrupt?
Anyone here know a thing or two about Monster Variety?
For whatever ungodly reason, my blue squid textures aren't loading in.
chue is just around and I have a feeling they know a thing or two
I just get the boring, Vanilla ones.
Oh, sweet.
@lucid iron erm can u help me prty pls
I do apologise for any disturbances.
if you want help with a mod issue you need to provide the files and info
because right now if Chu answer then the question will be :
"what is the issue?" and "can i see your json/log"
if you provide that immediately you gain one step
Oh, I just got those validated and parsed.
Can you send the link to the validated JSON?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
!log for the log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 109 C# mods and 192 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
The Blue Squids are a variety you have added, right?
Mhm.
Five variants.
I have no idea whether that's the issue, but spaces are never a good idea.
I think Content Patcher handles that, but I can't handle it.
knock yourselves out
I'll probably tackle some of the things that only I can do in TODO.md but no promises
and if this project speaks to anyone and they want to adopt it shoot me a DM 
I will keep the repository under my github but if someone fully takes over they can upload it to Nexus themselves and get the sweet sweet download cred
Your textures are in [your_mod_folder]/Textures/Blue Squid/texture_0.png etc, right?
aw its sad to see this project be put of ice
wdym?
oh i assumed you werent continueing and letting someone else take over by what you jsut said O:
Ah yea. I will probs contribute some but I just don't have the time or interest to finish it all myself and be lead developer
ohhh, i see
The hardest stuff is complete at least, character sprites/events/music is done
What kind of mod is it?
Mini map and NPC expansion, adds atlantis-like city and mermaid NPCs
due to the nature of the mod it also has room for modular additions like new areas and NPCs so if someone adopts it they can do whatever
Oooooo
I have some future project notes, music, and character sprites I'd be willing to offload as well
(those are on my local repo only)
-# pssst can you add a license please
yes
so we know we can definitely use it even if you aren't reachable
i should probs add a license to mine too at some point....if I just knew how those worked
cc by nc sa is the standard for mods right?
Yessir.
In said squid folder, there are the followint .png files.
Blue Squid, texture_0, texture_1, texture_2, texture_3 and texture_4.
Other variant-having monsters have a similar structure.
I think it's usually the standard for creative work but it's whatever you prefer really
cc by nc sa means non-commercial and anyone who converts it also has to license it the same way
I've no clue what it could be.
Okay, added
People will still have to fork+PR to make any changes but I can add full perm collaborators at discretion

perfect for livestock bazaar
Honk honk
is that a heron or a goose
no it's okay I accept the goose
canada geese
we have both, yes
changing this to a heron image just for you

Also, what the hell is this?
goose
Stardew, but there's a one-in-a-million chance of getting jumpscared by a Canadian goose every second?
KDE Plasma icons...curved corners..custom theme? 👀
i am the least riced archbtw user ever
the answer is no this is whatver kde plasma stock is
what ails thee
One has troubles with cephalopods.
You'll find links to some files just a few posts later.
Much obliged.
Try ApplyMonsterVariety on 'Blue Squid' (StardewValley.Monsters : BlueSquid 'Characters\Monsters\Blue Squid' HardMode:True)
u need DangerousVarieties
btw is this with the framework because I am surprised your game ran with that image resolution lolll