#making-mods-general

1 messages Β· Page 502 of 1

lucid iron
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It's just that no one does this for png cus no advantage

autumn tide
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mhm

lucid iron
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While ppl often do so for data assets because you get to use tokens

autumn tide
#

okay

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so, I make a new file for my localizedText keys, and that file is loaded into blank.json, which is included by my content file?

lucid iron
#

You have all the words but the order is incorrect Dokkan

autumn tide
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fuck

lucid iron
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Do you have a blank.json first of all

autumn tide
#

mhm!

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but i've never used it for anything

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it's just chilling there

lucid iron
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You load that into "whatever target you want"

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And the target becomes the thing you write before the :

autumn tide
#

...brain is lagging like hell one second

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also tysm for your help!

lucid iron
#

I stress again that Include is basically just a way to tell CP to go to this other file and paste those patches in right here

autumn tide
#

mhm

lucid iron
#

It does nothing to the actual game content

autumn tide
#

okayy, so would this be correct? I'm sorry I take forever to learn shit-

 {
            "Action": "Load",
            "Target": "FileWithKeys",
            "FromFile": "blank.json"
        },
lucid iron
#

Yeah

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You may note that I keep calling these assets instead of files

autumn tide
#

mhm

lucid iron
#

The distinction matters cus assets is what game uses to reference stuff it doesn't know about the file system

autumn tide
lucid iron
#

After the Load you also wanna do the EditData

autumn tide
#

okay, so like

lucid iron
#

To quickly test a token u can do

debug token [LocalizedText claude.Krobo:playernameDwarf]
autumn tide
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dammit hit enter too fast-

#

mhm!

lucid iron
#

Lastly give the asset a more unique name than FileWithKeys

calm nebula
#

FileWithKeys2

opaque field
#

AFileWithSomeKeysInIt

odd ginkgo
#

tfw there's some kind of common bug with your mod but no one can figure out how/why/where it comes from 😭

autumn tide
#

omfg my brain is lagging like hell

odd ginkgo
#

xoxo_myfavoritekeys

autumn tide
#

2 fps or some shit

opaque field
#

AThingWithSomeStuffThatAreSometimesCalledKeys

autumn tide
#

goddammit brain..

opaque field
#

You can do it!

autumn tide
odd ginkgo
#

lmao that's how I label work files, Nov_report, Nov_report_revised, Nov_report_revised_edits2

autumn tide
#

okay could someone go over that again please SDVpufferwaaah I'm really sorry-

lucid iron
#

Feed it to the nerd pool

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It's like tossing ppl shark pool u see

autumn tide
#

SHARKS WITH FRICKING LASER BEAMS

opaque field
#

side question: I know that Button's Emote Framework makes it so that you can make emotes of (almost) any size, is there something like this that could apply to regular items? like, if instead of 'onion egg rice bowl' or 'specialtotemcharm' being 16x16, I could make them like, 32x32 instead?

hallow prism
#

there was a mod for that at some point, i'm not sure if it's still up to date

lucid iron
#

Do u want it to become more HD or become actually just bigger

odd ginkgo
# lucid iron Feed it to the nerd pool

In one of my new maps, the Cove, there's a set of tiles that are getting re-arranged. Same tiles each time, and I'm pretty sure it's the ones I borrowed from the ginger island tilesheet, to "jazz up" the beach. I think it's a recolor that's doing it, but it's been two users so far with the exact same tiles...

autumn tide
#

okay SO - I plop this into my content.json

 {
            "Action": "Load",
            "Target": "HITC_FileWithKeys",
            "FromFile": "blank.json"
        },

and THEN... uhhhhhh

opaque field
#

I want to have just a little more room to make sprites but still have them look the right size in game. I keep trying to make a choker/collar item but there just aren't enough pixels - so maybe more HD?

lucid iron
#

You can use spacecore for that

odd ginkgo
#

you can see the tiles are exactly where some islandy bushes go

lucid iron
#

This doesn't look vanilla

#

Do you know what recolor they used?

odd ginkgo
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They said Vibrant Pastoral, and that they tried disabling it, but it didn't change anything

lucid iron
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You should ask them for a patch export mapnamewrittenout

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Make sure they send you the tmx + all pngs

odd ginkgo
lucid iron
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This is assuming you can't reproduce

odd ginkgo
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I just needed a direction

lucid iron
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And that these are all vanilla sheets

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Most likely their sheet is not correct bc tile recolor messed up

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You can see how they are consistently wrong

odd ginkgo
lucid iron
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Btw cc my fren express interest in translating your mods to chinese but they aren't i18n'd atm right

hallow prism
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i was like "what is this command "mapnamewrittenout"" for a few seconds

opaque field
opaque field
lucid iron
lucid iron
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So that ppl can translate

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I do think it's usually better to start with i18n but y'know not too late to fix it

odd ginkgo
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Early on in overhauling, I put a bunch of dialogue for Taro in, and it kept returning errors, so I never went back to try again even though I KNOW it's necessary

autumn tide
#

i can help with i18n-ing!!

opaque field
#

That's what I've been doing with my mods that I'm currently working on - Shane has been such a lesson

odd ginkgo
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I just need to take a whole afternoon and i18n-ify... anyone who wants to help is my hero

autumn tide
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i can!

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maybe we could do a trade or something?

odd ginkgo
autumn tide
#

YES

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anything to not do spritework

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uhh can I DM you?

odd ginkgo
opaque field
#

I'm hoping to have an update out for Shane that includes everythging being in i18n soon, but I'm struggling to make the event locations visitable and have the fish part work T.T

hallow prism
#

what do you have trouble with exactly?

opaque field
#

When I try and fish there I just get junk rather than any of the fish I listed T.T

#

i18n ifyer also doesn't seem to play well with the {{ModId}} prefeix

lucid iron
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I don't think it resolves tokens

opaque field
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itttt doesn't haha

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I just renewed HiDive to watch made in abyss though so I'mma sit down and just try and blast through these objects XD

hallow prism
#

you can provide your json for help with the fishes part

opaque field
#

ty!

tame moat
#

Getting closer on my Gun Blade. Just need to work out how to rotate the sword during firing. You guys know any mods that do custom weapon animations?

hallow prism
#

where is it defined? what is the purpose?

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can you try commenting it, and removing all the
"Season": null,
and see if you do fish something?

opaque field
hallow prism
#

it may be useful in areas with two different water point, like pond/river in the forest

opaque field
#

ooooOOOOOOooooh okay. Game's loading now :3

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THAT WORKED

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immense joy ensues crackling intensifies

hallow prism
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glad i was able to help

uncut viper
#

(iirc I think one other mod it affects is Machine Terrain Framework? from last time I saw SinZ mention it. however for my two cents since I am one of the ones it breaks, I'd be perfectly happy to accept such a breaking change since the benefits outweigh it and fixing the issue is easy anyway, I just haven't yet because it's currently not required. So if it is just me and MTF feel free to act like it's just MTF SDVpuffersquee )

coarse pine
#

Hi! I'm looking for a mod to change the icons for a couple tree seeds? (Maple and Birch I think)

calm nebula
coarse pine
#

sorey

dusty pine
#

sigh I have finally returned to the game to learn that my mod is now completely obsolete because CA did his own version of it in the updates hahahahhahahhaha

lucid iron
#

You are promoted to vanilla congratulations

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What is the mod btw Bolb

opaque field
#

ok so for i18n ifying my config.. do I just put the part it gives me in the default like everything else or do I need to add like {{i18n:PlayerPronoun1.name}} to the config section of my content.json?

dusty pine
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Immersive Festival Dialogue

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it added over 600 new lines just for festivals after year 1

lucid iron
ornate locust
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Probably just have to change it to apply to the y2 keys too

lucid iron
#

It depends on how you want to handle an update (assuming that's why you are in this channel)

#

Besides that maybe u can just use _y3 and on keys?

ivory plume
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(If there's one thing players always want, it's even more dialogue.)

lucid iron
#

Hm can u queue up more dialogue if u do some text operation append with #$e#

hallow prism
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yeah and variation so things aren't always the same

lucid iron
#

Does that work bolbthinking

dusty pine
ornate locust
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Doesn't adding years break basically everything? Or is that just for positioning.

hallow prism
lucid iron
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When I looked at the dialogue logic it seems to be limited to the character

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So it should be fine to have shane on y5 dialogue and some modded npc on their y1

hallow prism
#

i make a mod when i use append to add to vanilla dialogues, it works fine, it may just be weird if another mod edits the original, vanilla line

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but well, good enough

dusty pine
#

It's been so long since I did any mod writing (2018) so I have to do a lot of work just to get current. But I've always wanted to update it

lucid iron
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I was thinking itd be nice if u can have like 3-5 dialogue in 1 fest

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To make seeing all 600 a little more practical

dusty pine
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they were spaced out over years and based on relationship status

lucid iron
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Fwiw i don't think there's been that much changes in the dialogue syntax

ornate locust
#

Yeah, if it's conditional like that, you can probably just apply it to both y1 and y2 and be done with it. The conditions would do most of the work

lucid iron
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Though i assume $query would have been after your time Dokkan

ornate locust
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maybe just bump back whatever conditions space them out over years so they start on y3 instead of y2 so both vanilla ones get seen

opaque field
#

can I use the i18n-ifyer to also make my event guide easily translatable?

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hm wait maybe not cuz the guide is a txt not a json

ornate locust
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I think there's not much easier to translate than a txt file

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i18n is for stuff mixed up in code, generally

opaque field
#

oh okay cool :3 theennnnnnnnn I think I just need to add i18n for my furniture

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and then test the locations, event updates, buffs, weapons, and dialogue triggers

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wait before I dive in for my testing. I want to use Meep on a tv I put in the remake of Shane's room I did. Do I target the map I made with the actual tv or do I target AnimalShop?

balmy valve
#

i think it's finally time to add SVE compat to CtrlAltZero. How would I go about making a dynamic token to change the location of Alta's house? Or would I need to make a new map portion entirely?

urban patrol
#

yeah you’ll probably have to make a new map patch

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SVE frequently shifts things by like one tile

ornate locust
#

even if you do not think you need to make a new patch, you need to make a new patch

urban patrol
#

i guess you could technically do patch mode overlay and just change coords but that’s iffy

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easier to just visualize with a new map

ornate locust
#

I went through the "this looks the same- oh actually this one tree is over a tile" thing

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cliff edge moved by one tile, etc

urban patrol
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so annoying

ornate locust
#

And if your patch has the ground in it, that may have also changed just a teeny bit, enough to notice

balmy valve
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ok.

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so im just gonna make a new map and use that for the patch

ornate locust
#

It's your safest bet, yeah

balmy valve
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alright

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now to open the SVE map into Tiled and have a nice long cry...

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oh my god

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never mind

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SVE users can rot

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I need medication for this

urban patrol
#

use tilesheetinator

balmy valve
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it's a future rohan problem oh my god

urban patrol
#

!tilesheetinator

ocean sailBOT
#

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.

ornate locust
#

Tilesheetinator does really speed up loading those tilesheets like a dream

balmy valve
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im just gonna

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not

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for now

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i still have i18n to focus on first, even with the i18nifier

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Doofenshmirtz ahh names

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"Ahhh, Perry the Stardew modder! Behold, my tilesheetinator!"

ornate locust
#

it does do this with one button once you have it set up though

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~magic~

urban patrol
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absolutely my favorite modding tool (sorry soundboard you're still up there)

balmy valve
#

what is the button

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WHAT IS THE BUTTON

ornate locust
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this buttom. In Tilesheetinator

balmy valve
#

WAAQAHHHH

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I DID IT

ornate locust
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good button

lucid iron
balmy valve
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NOO and then I have to adjust NPC schedules as well and I go back to school on the 4th

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Hell no im not starting this

urban patrol
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you would only have to change schedule points if they're hanging out in their yard or smth

balmy valve
#

they are

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constantly

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all the time

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WAIT once the community center is built do the ladies go there for aerobics instead of pierre's??

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WHOA there buddy, looks like Slightly Bigger Farm has some competition lmao

latent mauve
balmy valve
#

ok good

autumn tide
#

okayyy would anyone who does C# modding be willing to make a small patch for me? basically there's this thing in the sewers where Kroby's shop is hardcoded to only appear when roommated, could someone just ditch the code so I could add the shop chest myself? if you wanna trade for it, just ask, I can help out a little with most stuff!

iron ridge
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so that the shop would be always the roommate version?

uncut viper
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you should be able to just add the shop tile yourself

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as long as the tile index is the same

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if its the same exact chest from the tilesheet it should work

autumn tide
#

mhm! here's the code about it:

uncut viper
#

it just might get removed if its in the same exact spot from the removal code

autumn tide
#

I just have a billion and a half different layers

uncut viper
#

just put the chest one tile to the side

autumn tide
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ik I can, but would that stop the game's chest thing from appearing?

uncut viper
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also it doesnt even need to be the same chest just use the OpenShop action

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no

autumn tide
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I prolly phrased it wrong, I just want someone to delete that chunk of code so I can use OpenShop and not have to worry about overlap with the original

uncut viper
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then you dont need C# to add the shop yourself when not roommates

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nothing is stopping you from using OpenShop

autumn tide
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Could you clarify? I'm confused

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I understand that I could use OpenShop

uncut viper
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you said you wanted to add the shop chest when krobus is not roommated, bc by default it only appears when roommated

autumn tide
#

mhm

uncut viper
#

you can just put an OpenShop action one tile to the side

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of where it normally is

autumn tide
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could I just add a conditional map patch when not roommated that has chest and tile action on that same tile (but different layer)?

uncut viper
#

no, it cannot be on a different layer

autumn tide
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Oh? Like if i put the chest on buildings 3 or something would the tile still be okay on buildings3?

uncut viper
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i just said it cannot be on a different layer

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it must be on Buildings

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not Buildings3

autumn tide
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...okay

uncut viper
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the picture of the chest can be on Buildings3, sure, but the tile action cannot

autumn tide
#

Little lost tbh-

uncut viper
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itd be a broken chest that didnt do anything

hallow prism
#

did you have a break recently?

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maybe drink some water or walk just a bit

autumn tide
#

OH okay, so tile actions only like base layers?

hallow prism
#

it's what i do when i'm overwhelmed

uncut viper
#

i am telling you that the way you do this without waiting for a C# component that may or may not arrive is to put the chest somewhere, literally anywhere else

autumn tide
uncut viper
#

you can remove it if krobus is in fact roommated so you dont have two chests

autumn tide
#

okay! like add that conditional map patch with the tile being different

uncut viper
#

you would have only one patch that conditionally adds a tile somewhere that is not x31, y17

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when krobus is not roommated

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(or x31, y16)

autumn tide
#

perfect! i think I got that then!

uncut viper
#

if you do not touch those two coordinates then it is literally no different from any other map patch or map functionality re: layers or tile actions or whatever

autumn tide
#

also, is there any hardcoding around being able to interact with krobus to open the shop? if possible i'd like to remove that but idc about it too much lol

uncut viper
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if you click on Krobus when he is in the sewers and you're not gifting him an item or anything, it'll open the shop

autumn tide
#

mhm

uncut viper
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as in, that is guaranteed behaviour

autumn tide
#

so that is hardcoded then?

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gotchaaa okay okay

brave fable
stray hemlock
brave fable
#

it'd've'been nice if there was a vanilla dialogue/trigger action for opening the shop to save me a whole 5 minutes of work

uncut viper
#

use BETAS

lucid iron
#

make the npc say "use the sign next to me"

brave fable
#

does BETAS have an action that just closes a dialogue box and does absolutely nothing else SDVpufferpensive

uncut viper
#

i thought you wanted it to open a shop not close a menu

brave fable
#

i have many mysterious and important use cases

uncut viper
#

if Game1.drawObjectDialogue works with an empty string to open and immediately close itself then you could do that i guess

brave fable
#

if it did then i wouldn't need the action πŸ™‚β€β†•οΈ

uncut viper
#

you would because that one isnt available via vanilla tractions 😌

brave fable
#

i tried all sorts and nothing worked hahah

lucid iron
#

well if u just add action that do Game1.exitActiveMenu that'd work right

brave fable
#

load-bearing unknown and unexpected mod action behaviour

uncut viper
#

you could set players health to 0. when they die it closes the menu i think

brave fable
#

this may have side effects

uncut viper
#

nonsense

lucid iron
#

im not sure if we r doing a content mod only or if custom C# is ok

urban patrol
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side effect: get to see harvey :)

uncut viper
#

i assume blueberry feels comfortable writing C#

brave fable
#

well the idea was content only and writing my own action to close the menu in c# was the compromise

lucid iron
#

but blueberry has many mysterious and important use cases

brave fable
#

this was the rice cracker shop from || || months ago

lucid iron
#

ah i never recovered from the psychic damage

brave fable
#

you know, the one with the readable dialogue string

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that also included a detour into boxing and unboxing a networked private struct to edit damage values

kindred lance
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πŸ‘‹

autumn tide
#

..oh no will this be another thin crust pizza-

cyan marsh
#

did something change with Game1.player.isSitting ?

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i was fixing one of my mods and it's shooting this error: Operator '!' cannot be applied to operand of type 'NetBool'

brave fable
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you'll likely want to use IsSitting() instead

cyan marsh
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ahh

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so basically, yes

brave fable
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but the issue is really that isSitting is a NetField, and for those you generally need to reference its Value field to get the actual value, e.g. !player.isSitting.Value

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(some asterisks around certain netcollections)

cyan marsh
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just need to check if the farmer is sitting or not

brave fable
#

sure, just mentioning for future reference, since netfields are pretty ubiquitous in the game

cyan marsh
#

i see... it helped with the other 120 errors x3

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hmm what is the name property warning AvoidNetField: 'Game1.player.name' is a NetString field; consider using the Name property instead.

iron lynx
#

Hey, so I've been directed here by a lot of google searching, I was hoping maybe someone has a write up they could direct me too about creating cooking recipes? I've had plenty of success doing ones using vanilla and modded items, but I'm struggling to understand the "use any" functions like "use any egg/flour/fruit" which I was hoping to add into these custom recipes so they're more flexible with my mega modded play through.

Any help would be super lovely, pretty beginner at mod making and really only making personal use ones.

cyan marsh
#

not a horrid thing.. but my code is old and i need to figure the new things

calm nebula
iron ridge
brave fable
#

note the capitalisation SDVdemetriums name vs. Name, where generally the lowercase is a netsynced backing field, and the titlecase is a property that shorthands the value call for you, e.g. public string Name { get => name.Value; set => name.Value = value; }

calm nebula
#

Sorry

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Flexible Cooking

cyan marsh
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so simple.. e.e here i was concerned it was more complex

brave fable
#

it really is as simple as consider using the Name property instead hahah

iron lynx
# calm nebula Have you seen the flexible recipes mod by 6480

I've seen it mentioned in other mods but I'll take a look at its files to see what I can learn from it.

Since this is definitely not my normal modding (I cut my teeth on making Oblivion, Skyrim and Fallout mods) I've been sort of mimicking a very simple "adds 10 cooking items related to the hidden crops" mod since I thought that would be ideal.

cyan marsh
#

do we have anything on creating buffs

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Like XP buffs, for instance

brave fable
#

adding simple attribute buffs or dummy buffs with strings and icons is simple enough with content:
https://stardewvalleywiki.com/Modding:Buffs
adding unique behaviours such as XP bonuses on certain actions will require you to add harmony patches (or events, if available) to handle your use case though, of course

#

example from LOC here ‴️

cyan marsh
#
    class BonusExperience
    {
        private static readonly PerScreen<int[]> RecentEXP = new PerScreen<int[]>();
        public static void UpdateExperience()
        {
            if (Game1.player.experiencePoints.SequenceEqual(RecentEXP.Value)) return;
            if (Game1.player.experiencePoints.Length != RecentEXP.Value.Length)
            {
                RecentEXP.Value = Game1.player.experiencePoints.ToArray();
                return;
            }
            for (var skillIndex = 0; skillIndex < Game1.player.experiencePoints.Length; skillIndex++)
            {
                var EXPgive = RecentEXP.Value[skillIndex];
                var currentXP = Game1.player.experiencePoints[skillIndex];
                var gainedXP = currentXP - EXPgive;
                var BonusXP = (gainedXP * 2);
                Game1.player.gainExperience(skillIndex, BonusXP);
                SitnRelax.ModEntry.logger.Log($"Add {gainedXP}XP!", LogLevel.Debug);
                Game1.addHUDMessage(new HUDMessage("You're working Hard!", 4));
            }
            RecentEXP.Value = Game1.player.experiencePoints.ToArray();
        }
    }
``` I made this a while back but I don't use it.. i guess I never got it to work
brave fable
#

see i'd sooner add a harmony prefix on Farmer.gainExperience() to increase the amount given rather than monitoring changes on the list of recent experience gains

cyan marsh
#

yeah.. I probably don't use it because it causes the game to freeze xD

brave fable
#

the issue's probably that you're comparing RecentEXP before the Value has been initialised, but also i'd just replace the solution anyway hahah

cyan marsh
#

indeed

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well it was a passing thought.. the mod's scope is met with the updates

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hmm.. my reststates aren't working...

iron lynx
#

@calm nebula A really helpful mod, and one I'm going to add to the list but it actually doesn't quite fit what I needed

#

If I'm creating a cooking recipe, I'd be looking for how context tags get used to call out ingredient groups rather than a specific one. Examples like "any flour". The mod is helpful because I have almost all of those listed as compatible natively, but making my own I'd have to add the tags in, which is what I'm trying to learn

lucid iron
#

!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!

lucid iron
#

did you do this yet

iron lynx
#

No, sorry I'm super new to this so I'm not sure what that would do that looking at the content and data .json files isn't.

autumn tide
lucid iron
#

unpacking the vanilla content allows you to see how vanilla recipes are defined

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then, you can go look at say fish taco's recipe

autumn tide
#

oh yeah cause it would allow all fish!

brave fable
#

that being said, vanilla recipes can't use context tags for cooking recipes, which is a feature added by SpaceCore . vanilla recipes can only use object categories, given as negative numbers, like -4 for any fish

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honestly Flexible Cooking is probably the most comprehensive example of context tag cooking recipes

iron lynx
#

Okay, yeah that's definitely a good direction. I have other mods that utilize the "any" for a few recipe types but the layout of their data files is significantly different than the simple one I was using to sort of have a baseline.

lucid iron
#

yep there are mods that let you do more things to recipes too

brave fable
#

the catch being that object categories are pretty non-specific and very few of them are actually supported in cooking recipes, whereas SpaceCore has you define your own display text and icon for whatever arbitrary ingredients you list

lucid iron
#

so seeing the vanilla data helps you know what is and is not base game

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if you have a particular recipe you want to add/modify ppl can help you with that

cyan marsh
#

there it goes... sleepy farmer

brave fable
#

narcolepsy mod that has you pass out whenever you sit in a chair for 10 clock minutes

iron lynx
#

Categories alone might be enough for my specific use case. I assume the -14 meat would hook the animal husbandry mod as it is, and -79 for fruit would cover the other need. I don't mind needing wheat flour and chicken eggs in this instance.

Thank you, this is a huge change from what I'm used to with modding so lots to learn but its been fun!

cyan marsh
#

but for now.. the longer you sit the faster the regeneration

#
if (Game1.player.health < sittingHP.Value)
{
    double damageTaken = sittingHP.Value - Game1.player.health;
    double addDamage = damageTaken * .50;
    Game1.player.takeDamage((int)addDamage, false, null);
    Game1.addHUDMessage(new HUDMessage("Hey!! What are you doing?! Don't let your guard down!!", 3));
    Game1.player.isStopSitting = true;
    Game1.player.currentTemporaryInvincibilityDuration = 0;
    sittingHP.Value = Game1.player.health;
}``` even made it if you manage to find a way to sit in the caves and you get hit.. it does more damage
deep cypress
#

Is there any talk about the 1.7 changes yet? Are there expected to be many changes?

autumn tide
#

!1.7

ocean sailBOT
#
Information on the 1.7 update
  • When is the update coming out?
    We don't know yet! There's no release date information at this time. However, patch version 1.6.16 will be released prior to the 1.7 update.

  • What's going to be in the update?
    ConcernedApe hasn't confirmed much yet, but has hinted at content in a tweet. #bulletin-board message

  • Aaaaa will we have to wait even longer for Haunted Chocolatier?
    ConcernedApe says HC development will not be delayed by the update. #bulletin-board message

  • What changes for mod authors?
    Join the thread for the 1.6.16 alpha under #making-mods-general to see what's new and what you might need to look out for with future releases and updates for your mods! You can also make suggestions for changes to benefit mod authors, but note that implementation is not guaranteed.

Keep an eye on #bulletin-board for current and possible future information about the status of the 1.7 update.

deep cypress
#

Thank you! Is says: is modoclyaps? No. But truth: is. Hahahhaha! Am joking i hope.

Thanks you tor sharing! Infill look later when , i?have awake thirty one hours….

pale river
#

🫠 i feel very silly

autumn tide
soft lance
#

Helllo

pale river
uncut viper
#

that seems like theres some duplicates? why all the copies

#

big fan of poyo variety in general though

vernal crest
#

Please add a question to their dialogue so the player can say "Poyo" back to them πŸ™

hard fern
#

Poyo!

pale river
cyan marsh
#

who the heck is this?

pale river
#

probably spam

vernal crest
#

Scammer, most likely

hard fern
#

Someone probably got hacked and now trying to crypto scam you

cyan marsh
#

lol i hate crypto

#

they didn't read my profile

pale river
#

usually they're bots

hard fern
#

They can't reqd

pale river
iron ridge
soft lance
#

Does anyone know how to add a mod into mod-showcase? I just released a major update thats been in the works for 3 months, and wanted to showcase it

#

I do have the cheeto role too, and I have the text ready

iron ridge
#

right click -> apps -> publish

soft lance
#

**🎣 Aquatic Sea Fish Major Update (V.1.1): **

7 new ocean fish, including seasonal Halloween & Christmas catches!
14 new quests, 8 letters, and 38+ expanded Willy dialogue lines.
Custom interactions for all fish & mod items, plus treasures like Mermaid Pearl & Mermaid Tear.
Marlin & Mahi Mahi rewards rebalanced; fixes for Flame Jellyfish, Red Coral, and other minor bugs.

Link: https://www.nexusmods.com/stardewvalley/mods/38752

Nexus Mods :: Stardew Valley

Aquatic Sea Creatures expands Stardew Valley’s fishing experience with over 20 new fish found in the Ocean and Ginger Island. Each fish has its own time, season, and weather conditions, which makes

#

πŸ˜… the amount of times I panicked to even release this version

#

I learned a lot, will fix any bugs I find : )

#
  • all the new artwork and thumbnails
#

@autumn tide @balmy valve @late pewter @worldly wadi

Thank you all for helping me on my mod these past months, I am sorry for pinging, but I do want to let you know that your guidance and teaching has been very helpful for a new modder like me

Thank you (and for anyone else I am likely forgetting) for helping ❀️

#

also for selph and chuve and anyone else I am forgetting for stuff : )

autumn tide
#

the whole server is always really nice ngl :)

uncut viper
balmy valve
#

Anytime Lucy!! We're a community here

autumn tide
#

i got some!

lucid mulch
#

Buttons did mostly beat me to it, but in my modlist it was just a single harmony patch in BETAS and I think a single patch in machine terrain framework.

haven't done mod-dump level scans but its a relatively rare usecase and since SMAPI uses a forked vesion of harmony anyway, one option is to just partially rollback the validation changes or have it run in a temporary compatibility mode.

The only other issue I've seen depending on which compiled version of harmony I used I did have very weird behaviour where harmony patches on generic methods made the method always have that generic argument regardless of what it got called with, which caused problems with my Profiler content pack breaking the content pipeline by making all Game1.content.Load<> to be Texture2D and causing explosions everywhere.

and I don't fully know what I did that fixed it either, but after fixing some bugs in my version of the fork to get the patch naming working again it suddenly stopped having the generic bug.

late pewter
soft lance
#

scroll to the bottom of the Nexus page to view all information on how to catch the fish, and actiate quests, I made it easy

#

: )

iron ridge
#

why do you keep just sending that emoji

dire kestrel
#

is this a new bot thing

soft lance
#

if it is, it seems the most harmless ever

iron ridge
#

have seen a weird amount of accounts doing this

soft lance
iron ridge
#

the accounts have been in here a while so I assume they're still stolen

#

so i'm not sure what the point is then

#

yep, 4 accounts in the last 2 weeks only in those 3

hard fern
iron ridge
#

it was the same user as earlier today

hard fern
#

oh

#

i remember someone who liked thin crust pizza doing it

iron ridge
#

yeah

#

there's been a good few by now

eager tree
#

Hi SDVpufferheart I'm doing an add-on for the Wedding Anniversaries, making dialogues for the wizard. Except I'm struggling to make it work SDVpufferwaaah obviously i'm doing something wrong, I just don't know what. I've messed around with the content file and the manifest for hours now, idk whats wrong. The dialogue never shows up in the game. Could anyone help me?

autumn tide
#

!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.

autumn tide
#

huh, maybe the log too? it looks okay to me at first glance

#

!log

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.

calm nebula
#

Target seems odd

#

Is that what that mod wants

eager tree
autumn tide
#

hmmm i think you got the target wrong them

eager tree
#

oh sorry forgor to explain

#

it was like the tutorial before

#

didnt work

#

i tried changing it just now

autumn tide
#

ohhhh

#

hm, maybe try the OG again?

eager tree
#

sure

vernal crest
#

Can you show your json again when you have fixed the target, please?

autumn tide
#

turn it off and and turn it on again is god-tier coding advice LOL

eager tree
#

just checked, still doesnt work :/

autumn tide
#

aww :(

vernal crest
#

Your syntax is wrong

autumn tide
#

how exactly does it not work?

vernal crest
#

Your brackets are in the wrong place. Let me show you

autumn tide
#

OH YEAH

#

the pink curly brackets {} should be replaced by normal ones []

vernal crest
#
{
  "Format": "2.8.0",
  "Changes": [ // You are missing this set of square brackets
    {
      "Action": "EditData",
      "Target": "Mods/Kantrip.WeddingAnniversaries/Dialogue",
      "When": {
        "HasMod": "Kantrip.WeddingAnniversaries"
      },
      "Entries": {
        "Reminder_Wizard": "{{i18n:Wizard.Reminder.{{Random:{{Range:0,2}}}}}}",
        "Anniversary_Wizard": "{{i18n:Wizard.Anniversary.{{Random:{{Range:0,2}}}}}}",
        "Anniversary_Wizard_Bad": "{{i18n:Wizard.Anniversary.Bad.}}",
        "Gifts_Wizard": "66 74 265 279 434 527 565 575 577 851 852 872 910",
        "Gifts_Wizard_Bad": "78 109 115 277 420 815"
      }
    }
  ] // You are missing this set of square brackets (this is the closing square bracket to match the opening one above)
}
vernal crest
eager tree
#

ohhhhhhh thank you so much

autumn tide
#

is it working?

eager tree
#

It still didn't work SDVpufferwaaah

autumn tide
#

noooo

#

how exactly is it not working?

eager tree
#

it just doesn't show the dialogue i've written for it. it shows the original mod's generic one

autumn tide
#

like is no dialog showing up or a generic one etc

#

gotchaaa okay

vernal crest
#

Can you please copy this into your SMAPI console and then upload the file it exports to the json validator website. patch export Mods/Kantrip.WeddingAnniversaries/Dialogue

eager tree
#

yes one sec

vernal crest
#

So your patch isn't applying at all

#

What's your mod's unique ID? As written in the manifest.json?

eager tree
#

RasmodiusWeddingReminders.BackedPotatoes

vernal crest
#

!log Okay, when in your save can you please run patch summary full RasmodiusWeddingReminders.BackedPotatoes and then use the log website to share your log?

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.

eager tree
#

yes, just a moment

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 70 C# mods and 104 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

According to this, your mod has nothing in it

#

Have you been saving your file?

#

And are you sure you've been editing the copy that's in your Mods folder?

#

Oh hang on

eager tree
#

Yes, I always delete the old folder, and paste the new one. Then I open the files to see if it pasted the right one

vernal crest
#

No, the problem is that Kantrip has made their own content pack format

#

So content patcher commands won't work with it, and your mod is also formatted as a content patcher mod

#

Can you show me the content of your manifest.json, please?

#

Hmm, according to their github they do have CP support

eager tree
#

I've tried both with "contentpackfor" and without it, without it smapi says it doesn't work

vernal crest
#

Ah, there is the problem

#

You need to make it a content pack for content patcher

eager tree
#

ohhhh okay, i'll try updating it one sec

autumn tide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 85 C# mods and 246 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

autumn tide
#

I'm sure it's some stupid blunder but idk what

vernal crest
#

claude, Button told you before that your OpeningTexture path was wrong

#

It needs to match what you've Loaded it to

verbal narwhal
#

i hope my efforts and struggles with gmcm will still be usable when gmcm 2.0 drops! it is 4:30am and I will go to bed, but please take a look at my latest feverdream

autumn tide
#

...what does that mean 😭

vernal crest
#

It means it needs to be identical!

#

Just copy and paste the Target from your Load patch into the OpeningTexture field

autumn tide
#

OH FUCK

#

i got it now-

#

I'm going to disappear now byeee

eager tree
vernal crest
autumn tide
lucid iron
#

rmbr to handle gender past kid 3

autumn tide
#

camiska stop replying and go to bed

verbal narwhal
#

Not more children, just settings when/how to make them, how often you get asked and fertility things!

lucid iron
#

ah yea i prob have to make compat lol kyuuchan_run

verbal narwhal
lucid iron
#

it is big overlap with have more kids

#

but idm making it so that if ur mod is installed, i follow your settings

verbal narwhal
#

Ohh! I added something that will disable my mod if hmk is installed

autumn tide
lucid iron
#

u should eep now i shall not elaborate further sleep

verbal narwhal
#

Because it patches the questionevent as well iirc

#

Im still brushing teeth :3 I have a valid reason for like 3 more minutes

lucid iron
#

oh what im doing is replacing the event actually

verbal narwhal
#

I just finished writing all the things, the next days I’ll test it and then I can send it over/make a branch

lucid iron
#

i do try to make way for any other mod cus i feel mine is too big scope lol

#

so that ppl can choose to use another option for various things Bolb

verbal narwhal
#

This thing escalated as well :D

#

In scope

#

Good night SDVpuffersquee

autumn tide
#

gn!!

gaunt orbit
vernal crest
#

Can anyone please enlighten me on why the CP relationship token sometimes has a little tantrum? It has just done this on a save load, but didn't do it on previous loads or on making a new save.

[16:31:33 WARN  Content Patcher] Ignored Bear Family - Custom NPCs > G + G Unique Includes (from Data/GGIncludes.json) > Player Death - Skull Cave - Gunnar: the When field is invalid: invalid input arguments (MadDog.HashtagBearFam.Gunnar |contains=Dating, Engaged, Married) for Relationship token, expected any of 'Abigail', 'AdelaideRosierVMV', 'AgeBdeR.ShigNPC_Shig', // etc for all my NPCs.
urban patrol
#

have you found the place where the token is written out? i'd be interested to see how it's formatted

vernal crest
#

Just looks normal to me.

"When": {
        "Relationship:MadDog.HashtagBearFam.Gunnar |contains=Dating, Engaged, Married": true
      }
urban patrol
#

hmm yeah

#

maybe it doesn't like contains?

vernal crest
#

I've seen it happen from a bunch of mods across various playthroughs of mine and others' logs I've looked at, but I've never bothered about it before because I've never tried to clean up my mods list lol

vernal crest
urban patrol
#

that's true i forgot about that lol

vernal crest
#

Hmm, actually, it didn't list any of Mads' characters in the expected field. I wonder if that patch is running before their data/characters edit so the NPCs don't actually exist at the time.

hard fern
#

πŸ€” it might?

vernal crest
#

Hmmm I think it's related to the fact that there's a token in the fromfile for the NPC data include and that token must not be ready at the time this check is done, so the Include doesn't run and therefore the NPCs don't exist.

#

All righty I think I have answered my own question! Thank you nic and Forsy for the rubber ducking xD SMCbadge_rubberduck

urban patrol
#

i'm glad you figured it out!

vernal crest
#

Mads is on hiatus at the moment so I am going to write myself a note and otherwise ignore it lol

#

Time to resume mod shopping! The laptop is handling 750 mods so far

urban patrol
#

wowee mine could never

noble ermine
#

Is there a way for me to place some junimos in a specific location during an event? And a way to spawn some butterflies in the same spot, and then have them fly around randomly from there?

urban patrol
#

for the butterflies you’ll have to use MMAP. you miiiiight be able to do the junimos with a TAS but i think MMAP can do them as well

noble ermine
#

Oh...um, what is MMAP and TAS?

hard fern
noble ermine
hard fern
pale river
brittle pasture
#

though TAS is a bit complex to set up

urban patrol
#

i guess you could try manually do the random flight pattern but like why

vernal crest
#

You'd need a lot of TASs to have them fly around randomly

urban patrol
#

with MMAP it’s just a trigger action

pale river
urban patrol
#

and the critter setup but it’s not too hard

#

i’d send an example but i’m in bed lol

brittle pasture
#

you can of course do manual sprites for the butterflies

urban patrol
#

sometimes TASs feel like recommending C#. yes you can technically do anything but you gotta know the secret sauce

noble ermine
#

I'm planning an event that junimos gather together and used some sort of magic, and boom many butterflies shows up

#

But right now I don't know how to get junimos or how to get butterfly.

urban patrol
noble ermine
#

Okay, I've read that, and...I still don't understand how will it brings me a junimo or a butterfly....

brittle pasture
#

TAS allows you to draw any sprite to the screen, with custom animations and movement paths

urban patrol
#

well like i said my recommendation is to use MMAP, but i have to go to bed. others can explain in more detail if you need though! good luck

brittle pasture
#

and yeah it's also exceedingly complicated and you might just want to investigate the framework mod MMAP and read its documentation

noble ermine
#

Oh...anyway thanks, I'll go and check

vernal crest
#

I don't think TAS is that complicated, tbh. It just takes very careful reading of the wiki and using an example.

noble ermine
#

Can I use addTemporaryActorfor junimos?

vernal crest
#

What spritesheet are junimos on?

pale river
#

crashing out i made two versions of a modpack and only one works and it's due to some sort of syntax error

noble ermine
#

Characters i think

vernal crest
#

Then yes

vernal crest
pale river
vernal crest
pale river
vernal crest
#

Even though we recommend matching case, not a lot is actually case sensitive usually SDVpufferthinkblob

pale river
vernal crest
#

When you say modpack, do you mean content patcher mod?

pale river
vernal crest
#

Is it for muttering farmer?

pale river
#

actually no, it's for the stardew squad. I'm planning on doing a muttering farmer one later, because one of the npcs only says poyo

#

the muttering farmer makes npcs talk, so the character that only says poyo, ends up not doing that

#

it works now, it was just an issue of case sensitivity πŸ˜”

vernal crest
#

Ok it is a content patcher mod then

pale river
#

why do some modpacks have dll files?

hard fern
#

molds that have dll files are C# or have C# components

pale river
#

wish I could edit them, but visual code studio doesn't seem to like the file type

hard fern
vernal crest
#

You would need to know how to write C# to edit them

#

If they're source available you can find the source and download that to compile instead of decompiling theirs

pale river
#

there's a mod that makes npcs have speech bubbles above them when I walk near them. I can't figure out what mod is doing this, and I want it to stop / edit it

#

I'm pretty sure it's not muttering farmer, but I can't check the dll file in it

vernal crest
#

Can you read C#? Because if not, decompiling wouldn't help anyway. And if you can, you can decompile it.

#

I think it'd just be easier to put your log into the log parser and then check all the C# mods on Nexus though

pale river
vernal crest
ocean sailBOT
pale river
#

tysm

#

I'm pretty sure it's not muttering farmer and I have no idea what mod it could be

vernal crest
#

Might not be this one since you have to talk to them to see the chat bubble, I think?

pale river
#

like for some reason the mod affects custom npcs, which is the only thing bothering me

eager tree
vernal crest
pale river
vernal crest
#

It probably has generic dialogue for all NPCs

pale river
pale river
vernal crest
#

It might be in the C#

pale river
#

i'll check it later, since I have to download things and most likely compile because I'm on a mac

#

thanks for all your help!!

vernal crest
#

What has that got to do with it?

#

DId you confirm it was definitely that Say Hi mod?

pale river
#

the source you gave me for the decompiler is windows only with another one that requires compliling

pale river
vernal crest
pale river
#

I'm using a text editor, the content.json in the mod isn't a dll

vernal crest
vernal crest
pale river
pale river
vernal crest
#

If you can remember any of the lines that you saw an NPC say in the speech bubble you could do a find in files search across your whole Mods folder to find which mod it's from

pale river
#

I can do that?? 😭

vernal crest
#

Yeah, using Notepad++ or Visual Studio Code or Sublime Text

pale river
#

do I just open the mods folder on VSC? I'll try after I take a break

#

I was manually openning all the jsons hahahha

vernal crest
#

Yup, I right-click my Mods folder and choose "Open in VSCodium" and then go to the search tab on the left and it'll search through all the files in the folder (and subfolders)

#

VSCodium is a fork of VSC so it's the same process for you

pale river
#

SDVpufferheart thanks once again, I really appreciate how you helped me

eager tree
#

Does anyone have an idea on how I could fix this? I use Farmer Portrait, which I think is what makes the dialogue go over the text box

#

I try to ignore it most of the time but sometimes it's really bad

vernal crest
#

I have never seen that happen before. Is your UI zoomed in?

eager tree
vernal crest
#

Try disabling farmer's portrait temporarily

#

I don't know what an HD screen is

gentle rose
#

hd was an old name for 1080p iirc?

#

oh no 720p

#

1080p is fhd

eager tree
#

sorry, it might not be called the same name in other countries. from where im front we use full HD screen to refer to 1080p (1920x1080) pixels monitors. mine is HD, not full HD, which is monitors bigger than 720p (1280x720 pixels) but below full HD. mine is like 1300 something x 800 something

gentle rose
vernal crest
#

It probably is the same here I just never pay any attention to things like this lol

#

I even play old games in the wrong resolution. It drives my wife batty but I don't even notice until she points it out.

gentle rose
#

I think the hd terminology is dying out in some places tbf because it was confusing

eager tree
vernal crest
#

The only one I know is 4k and to me that means "someone who cares way more than I do about this stuff owns that thing"

eager tree
vernal crest
hard fern
eager tree
vernal crest
#

You could try switching to Erinthe's one and see if it's any different

#

And/or remove salty's one and see if it still happens with just the mistyspring one

eager tree
#

from what i remember it had a lot of conflicts with other mods i use when i tried :/

vernal crest
#

Not to use forever, just to see if there's a change

#

If there is, you know that the one you've removed is the problem specifically. Otherwise, you know it's just to do with using the farmer portrait mod at all.

eager tree
vernal crest
#

(We send people there immediately if their first foray into this channel is to ask for help but since you're a modmaker too I helped anyway lol)

eager tree
#

i was kind in the mindset of "ill have to fix this" as if it was one of my mods lmao. thanks, ill try changing the mods and see if thats the problem

vernal crest
iron sky
#

Hi @ivory plume! Sorry about the ping. ~~I have a minor suggestion/feature request for the Automate mod.

I hope players have a toggle to allow/disallow moss to be taken from the trees. This is allowed by default, but mushroom logs produce better quality mushrooms if there are more moss on trees present. ~~

I'll be happy and grateful for your consideration. Thanks beforehand! :)

Edit: I've done a goof! It already exists. Sorry for the inconvenience and thanks again.

lucid iron
#

It's a config option

iron sky
#

Thank you too btw for making me realize that

elder scarab
#

One question: how do we conduct NPC dialogue?

gray bear
shut edge
#

"Entries": {
"(O)330 Quality 0": {
"IgnoreAnimalQuality": true,
},

#

sadly this didn't work

#

didn't make any errors tho either

hallow prism
#

where does this come from?

shut edge
#

my dogs mod

#

was trying to make their EAC animal produce be non-quality

hallow prism
#

the format, i assume you didn't invent it

shut edge
#

AnimalProduceExtensionData from EAC

hallow prism
#

ok

shut edge
hallow prism
#

what happen if you patch export that to check it's properly applied and in right format?

shut edge
#

ah i just closed the game

#

but it was working as a produce drop fine

#

ItemQuery GenericSpawnItemData The override item query to use to actually generate this produce. Most item query fields will work, aside from quality (which is determined by friendship, unless specified) and stack size (which will always be 1, or 2 for animals that were fed Golden Crackers).

#

this is what confuses me

#

says "aside from quality" but also says you can specify it?

hallow prism
#

my understanding is that it's not set in the same field

shut edge
#

IgnoreAnimalQuality bool If set to true, ignore the quality from animal friendship and just use the quality from the item query.

#

this also seems like it's saying to set a quality in the query tho

#

so i dunno

#

maybe i'll try this again after i've slept properly

hallow prism
#

yeah

vernal crest
#

Are you inside the AnimalProduceExtensionData field?

hallow prism
#

sleep is a good way to reset things

#

and when you'll try again, provide your full json and log and maybe the patch export

shut edge
#
      "LogName": "RunawayDog Quality Disable",
      "Action": "EditData",
      "Target": "selph.ExtraAnimalConfig/AnimalExtensionData",
      "TargetField": [
        "cryomancer.snesdogs_runawaydog",
        "AnimalProduceExtensionData"
      ],
      "Entries": {
        "(O)330 Quality 0": {
          "IgnoreAnimalQuality": true,
        },
        "(O)86 Quality 0": {
        "IgnoreAnimalQuality": true,
        }
      },
    },```
hallow prism
#

because right now i feel its a bit of a puzzle πŸ˜„

shut edge
#

yeah same lol

vernal crest
#

Why have you written the quality field inside the item id?

shut edge
#

wasn't sure where else it was meant to go

#

since that line is allegedly an item query

vernal crest
#

Yes but it's meant to be for the item and there's no item called "(O)330 Quality 0"

#

You can see from the pig example that it's meant to just be the item id

shut edge
#

admittedly i do not know what i am doing

#

i'll check some other mods i suppose

vernal crest
#

I found EAC really difficult to navigate as well lol

shut edge
#

it's a bit tricky for sure

#

cool when you wrangle it tho

vernal crest
#

Selph's docs are good, but they're coming at them from the perspective of already knowing how it all fits together

#

It took me quite a bit of trial and error and staring very hard at the docs before I could get my EAC stuff working

shut edge
#

yeah

#

i imagine they make perfect sense if you actually understand all the relevant terms lol

vernal crest
#

But I think the examples are helpful

shut edge
#

they are, i just wish there were more / one for each feature

vernal crest
#

Because, for instance, you can see with the last example it's got HarvestTool. HarvestTool is at the same level as IgnoreAnimalQuality, so you could copy that example exactly as-is and just replace the HarvestTool field with IgnoreAnimalQuality.

#

And then you'd have the right syntax

hallow prism
#

selph may be happy to have some links to put to mods that can serve as examples?

shut edge
#

i'll poke around on nexus

shut edge
#

item and animal quality are different things here....i think

vernal crest
shut edge
#

right, that was just somethign i was trying. the other ones don't have that, and still make quality'd items

#

it seems like there is somewhere i COULD tell it quality = 0 but i can't figure out where

vernal crest
#
{
      "LogName": "Ignore animal quality",
      "Action": "EditData",
      "Target": "selph.ExtraAnimalConfig/AnimalExtensionData",
      "TargetField": ["cryomancer.snesdogs_runawaydog", "AnimalProduceExtensionData"],
      "Entries": {
        "(O)330": {
          "ItemQuery": {
            "Id": "bla bla id",
            "ItemId": "(O)330",
            "Quality": 0
          },
          "IgnoreAnimalQuality": true,
        },
      },
}
shut edge
#
      "LogName": "ChillyDog Quality Disable",
      "Action": "EditData",
      "Target": "selph.ExtraAnimalConfig/AnimalExtensionData",
      "TargetField": [
        "cryomancer.snesdogs_chillydog",
        "AnimalProduceExtensionData"
      ],
      "Entries": {
        "(O)84": {
          "IgnoreAnimalQuality": true,
        },
        "(O)62": {
        "IgnoreAnimalQuality": true,
        }
      },```
#

this is what the others look like. they're still popping out with stars

#

maybe i'm missing a comma

vernal crest
#

I don't see you actually setting the quality anywhere though

#

You also need the item query field and the Quality field inside that

#

I shall edit my example

#

Example edited

shut edge
#

hmmm, thank you

#

i'll take a look

vernal crest
#

You were using IgnoreAnimalQuality to tell it to only use the quality from the item query, but you had no item query.

tepid prawn
#

Hi everyone!
I’m trying to use random dialogues inside a schedule, but it doesn’t seem to be working. For example:

"sitting_saloon": "{{Random: Have you tried the {{Random: beer, salad, bread, spaghetti, pizza, coffee}} from Gus? It’s amazing, you should try it!$1 @@ My wife and I usually come here to relive the old days!$1 @@ This is always a great place, we love the music and the company.$1 |inputSeparator=@@}}"

Shouldn’t this work? What’s the correct way to do it?

hallow prism
#

what isn't working at the moment? it doesn't trigger? it gives strange characters? else?

#

can you provide the json, are you loading the schedule dialogue or editing it?

tepid prawn
tepid prawn
hallow prism
#

i can't tell you how this dialogue is supposed to work, it's been a bit of time since i did random dialogues (and i don't really do it this way, althought it should work on paper)

#

but it's why we need log/json and all to check things πŸ™‚

#

!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.

hallow prism
#

(just so you have the link on hand)

tepid prawn
hallow prism
#

how are you adding those currently?

#

is it a load or an edit?

tepid prawn
#

I’m loading them through an include

shut edge
#

dang

#

seems like it's still coming up iridium

shut edge
#

i'll test it on a less progressed save later, maybe my skills or something are doing it

lucid iron
#

@uncut oriole Say do you know how to decompile the phone version of game

uncut oriole
#

Yes.

lucid iron
#

I made some attempts on the apk but fear I was missing something kyuuchan_run

#

Are there instructions on that

uncut oriole
#

If you have the mobile SMAPI installed it has the dll in the root folder for mobile. You can use a decompiler after you've extracted.

lucid iron
#

Ok time to buy game on the phone then

#

I may have been avoiding this to have reasonable excuse to not fix phone mod problems...

uncut oriole
#

You should buy the game on your phone regardless if you're modding or not. πŸ™‚

lucid iron
#

Yeah but I play on PC

#

Pathoschild has a private decompile repo for the PC version (windows specifically)

#

There's also one for the android version but it hasn't been updated since 1.5.6

uncut oriole
#

I know. Mobile controls isn't as good as PC and mod support is almost non-existent. This is why I'm focused on making the mobile version better.

lucid iron
#

It'd be good to have newest version there so that people can do support for phone easier

#

Right now I'm basically just guessing what to do based on logs lol

#

And I gotta remember that phone users dont have right click or middle click Dokkan

uncut oriole
#

That sounds awful without adb. Especially when method signatures are different on both platforms. It's not helpful that SMAPI just says a mod isn't compatible without more details. That's also something I would like to fix on the mobile side of SMAPI

lucid iron
#

Oh it does actually give some more details in Trace

#

When trinket tinker stopped working on phone back in 1.5.0 I eventually got logs that told me what methods were missing

uncut oriole
#

Yeah but it could more more verbose. I'm actually not too familiar with how PC does it since I've been targeting to mobile first and then filling in the gaps for PC

lucid iron
#

I think these are all covered by rewriters now

#

When smapi has error that says not compatible there's usually a matching "broken code in blah blah" in trace

uncut oriole
#

The mobile version of SMAPI rewrites a bunch of methods but unfortunately doesn't cover all of them. πŸ˜• I have to do the same thing for the mods I wrote that support both platforms. At least until I can help update mobile SMAPI.

lucid iron
#

Yeah it's the same from other direction blobcatgooglyblep

#

Sometimes the transpiler just doesn't workβ„’

#

Even PC has weird platform differences

#

Like macs eating my patches ANGERY

vivid rapids
#

I'm trying to automate answering a dialogue box, but I'm having problem submitting my response after selecting it. Tried receivedLeftClick but It's not working and I'm confused about the coordinates, anyone knows a fix?

uncut oriole
#

My brain went to thinking you were talking about Mac and cheese because you followed it with eating. Was confused for a second..

lucid iron
#

Look for some list of ClickableComponent

#

I don't recall off hand what it would be sorry

lucid iron
#

So a patch on a getter works fine for linux and windows

#

But never happen on mac

uncut oriole
#

That's interesting. I have the game on all platforms but have not targeted Linux or Mac directly. Now I'm curious if my mods will work.

vivid rapids
lucid iron
#

I think linux is pretty similar to android runtime wise

#

Though android has extra layer of java right? Idk how that works

calm nebula
#

What i think is going on is that you're trying to click when the safety timer is still active

#

Try dialogueBox.safetyTimer =0

lucid iron
#

Would it be possible to just skip clicking

#

And call the afterQuestion

calm nebula
#

It Depends tbh

uncut oriole
hallow prism
# tepid prawn I’m loading them through an include

ok! i was away, so i don't know if you got an answer, but tokens don't work in loaded files, they work in edited files however. The usual approach is to load a blank file then edit it to add what you need (for stuff that doesn't already exist in vanilla)

vivid rapids
#

somehow clickablecomponents are null even when fully rendered

split linden
#

Hi, im new to modding and was hoping for some advice. im trying to make an area with a working junimo kart. ive apllied the Action property Arcade_Minecart to this tile in Tiled, and gotten it to load in game. But right Clicking the machine doesnt load the minigame. Do i need to add something in the code to make this function?

shut edge
#

is it that thing where it needs a an object layer tile called tile data?

split linden
#

like i need to rename that tile?

lucid iron
#

You need to name the object TileData

shut edge
#

yeah here's one of mine

#

i forget to do it every time

split linden
#

okay ill try it, thanks!

lucid iron
#

Also make sure you have snap to tile on

split linden
#

yep

#

so i named it, then saved. but when i loaded it it didnt work. i checked tiled again and its not named anymore?

#

i rename it here right?

shut edge
#

should be

split linden
#

it seems whenever i launch the game it loses the name

#

i renamed it after opening the game and the minigame opens now

shut edge
#

lol, weird

opaque field
#

smapi keeps saying that I have 2 copies of my 'sweet talk' mod - There's the overall folder and then the CP and C# components each have their own folder. Is that not the right structure?

hallow prism
#

They need different id

#

Like sweettalk and sweettalkcp

opaque field
#

oh okay cool!

twilit quest
#

I just wanted to share this - it's an update to a building mod that includes versions that work with my Broken Farmhouse mod. I'm so excited to try it out! https://www.nexusmods.com/stardewvalley/mods/3163

Nexus Mods :: Stardew Valley

Changes buildings to stone ones. Now compatible with seasons, you'll need to install content patcher for those options, but I am leaving in a file for people who just want to save the skins in the bui

pale river
#

if I don't put married dialogue will it default to nonmarried dialogue or do I have to copy?

lucid iron
#

There's generic marriage dialogue

calm nebula
#

It will default to the default marriage dialog

#

I keep thinking it would be cool to have more permanent changes to the game world SDVpufferthinkblob

opaque field
#
                    "Name": "WolfsTooth",   
                    "DisplayName": "{{i18n:CacklingCaracal.TheWolf.WolfsTooth.DisplayName}}",
                    "Description": "{{i18n:CacklingCaracal.TheWolf.WolfsTooth.Description}}",
                    "Type": "Basic",
                    "Price": 500

{
  "Action":"EditData",
    "Target": "spacechase0.SpaceCore/WearableData",
    "Entries":{
      "(0)WolfsTooth": {
        "BuffIdToApply": "{{ModId}}_LuckyShield"
      }
      }
},```

is this the way to set up having equipping the WolfsTooth adding the custom buff?
tepid prawn
lucid iron
urban patrol
#

also prefix your items with your mod id πŸ—žοΈ

lucid iron
#

Yeah that's what i meant sorry

hallow prism
#

also have O instead of 0

urban patrol
#

yep what lumi said

lucid iron
#

I'm not as smort as lumi unfortunately

opaque field
#

I had to remove the mod id part when I i18n them, and I have already started to re-add them back in - and okay I will πŸ˜„

hallow prism
#

ahah it's all thanks to aba

hallow prism
#

who messaged me yesterday with "oh, there's some (0) instead of (O) in vmv" and i was like "oops" πŸ˜„

opaque field
#

because it doesn't like the import token and it wouldn't read the data

hallow prism
#

(technically there was one, and two in my version because i copy pasted a data, so not too bad)

urban patrol
#

were you doing it manually or using nomori’s tool

opaque field
#

nomori's tool

urban patrol
#

you should report that to him

opaque field
#

oh, okie will do :3

urban patrol
#

he successfully strips it out in most other places

whole raptor
ivory plume
#

(Note that i18n keys are only accessible within the current mod, so there's no need to prefix your mod ID. More generic keys like WolfsTooth.Name are fine.)

opaque field
#

ooooh cool! ty πŸ˜„

whole raptor
#

{{ModID}} should disappear when converting into key names, did I miss something?

whole raptor
urban patrol
#

oh my bad!!

#

i can’t check pronouns on mobile what do you prefer

opaque field
#

When I was trying to do Objects if the Object had {{ModId}}_ everything would go blank. So I had to remove it and add the "CacklingCaracal.TheWolf" in the prefix part

#

lemme see if I can pull it up rq

whole raptor
#

Whatever you want to use, I'm a dude tho SDVpuffersquee

whole raptor
opaque field
#

Yeah I'm pulling it up now

lucid iron
#

I thought nomori is she for long time bc

  • holo pfp
  • nomori, vaguely jp feminine name
  • rasmodia, also a name(?)
whole raptor
#

Hmm... I guess Nomori does sound a bit feminine if used as a name, I just took it from the word for forest πŸ˜…

opaque field
#

but if I take the {{Mod}}_Id part out it works

whole raptor
#

Can you send it here as code? I'm too lazy to rewrite it πŸ˜…
Like this

opaque field
#

oh oops yeah

#
                    "Name": "{{ModId}}_CharcoalSwordArt",
                    "Displayname": "Charcoal Sword Sketch",
                    "Description": "It's a small sketch of a sword, a little smudged.",```
#

brb picking up a printer

whole raptor
#

Ah, it does strip correctly from the ID, but I must have forgotten to add it to do the same for internal names

#

Wait.. why does it even care about that SDVpuffersquint

lucid iron
#

I always make internal name match the id cus lazy

uncut viper
#

that's the correct thing to do unless you have reason not to

brittle pasture
#

some old mods (mainly ones ported to 1.6 with minimal changes to make then run) still think the internal name is the unique identifier so there is also existing expectation that they're unique

lucid iron
#

Yeah I mean vanilla doesn't...

brittle pasture
#

coughaquariumcough

whole raptor
#

Yeah same, just messed up something with checks on the format in the converter SDVpufferthink

#

Every time I open the code for this, I am reminded of how I both like and absolutely hate regex

calm nebula
brittle pasture
calm nebula
#

Hmmm

#

Your motivation seems to have gone on vaccy with mine

#

Except I think mine left on a multiple year travel trip around the world....

uncut viper
#

gotta two cakes the aquarium, it's the only way

calm nebula
brittle pasture
# uncut viper that's the correct thing to do unless you have reason not to

I've deliberately mismatched internal names in two cases:

  • to make an item benefit from the Rancher profession (I added Cloth to the internal name; this is probably not criminal)
  • to make a modded BC work as a barn/coop heater (the game only checks that the internal name is Heater; this is definitely criminal and will blow up in my face some undetermined time in the future)
uncut viper
#

per the first bullet point: why can't it still match the id...

lucid iron
uncut viper
#

if I had visually artistic talent I'd make a lot more second cakes tbh

lucid iron
#

Though I actually just want like an aquarium farm building that makes roe but is visually like a fish tank

#

That i can build instead of pond y'know

calm nebula
#

Used to put "Wine" in the internal name

#

Like to get the tipsy debuff lol

#

Thankfully Data/Buffs

calm nebula
#

....I am being told you're NOT referring to cake decorations

uncut viper
#

i don't like cake so no

patent lanceBOT
brittle pasture
whole raptor
opaque field
#

SDVpufferheart wheeee! I’m almost home too

#

Ty ❀️❀️❀️

uncut viper
split linden
#

im looking for help with this, when i launch stardew my arcade object loses the TileData name

autumn tide
#

-# cannot help bc maps are my mortal nemesis but good luck! I believe in you SDVpufferheart

urban patrol
split linden
urban patrol
#

let me make sure i understand: your map is correct with the game closed. you save the map. you launch the game and changes are made in tiled without your consent. you go back to tiled with the game still running, correct the map, save it, and then it works? do you patch reload it?

split linden
#

yep to everything, but i dont have to patch reload it

urban patrol
#

that shouldn’t be possible lol

#

i’m not doubting you just completely stumped

split linden
#

would it be something to do with content patcher changing the file?

urban patrol
#

not likely. any edits content patcher makes happen to things in the asset pipeline after being loaded, not to your files

#

you don’t have a C# component do you?

lucid iron
split linden
#

no just a custom location

#

i have the base modentry.cs

lucid iron
#

Then content patcher shouldn't be editing your map file

split linden
#

is there anyway i could check what last edited the tmx file?

calm nebula
#

How are you adding the location

split linden
#

content.json custom locations

urban patrol
#

what happens if you patch export it before and after changing it in tiled with the game open

split linden
#

whats patch export?

urban patrol
#

it’s a command you type into the SMAPI console. patch export Maps/YourMapName and then navigate to the folder it tells you

split linden
#

would my map need to be in the game maps folder? currently its in an asset folder with the rest of the mod

urban patrol
#

nope, you can structure your files however you like. Maps/Name is the target they need to be loaded to, but it’s not actually a filepath

#

targets mimic vanilla file structure but are actually abstract

autumn tide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 85 C# mods and 245 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

split linden
#

currently useing that command returns [Content Patcher] Couldnt load asset 'Maps/mymapname' using a likely type

urban patrol
#

claude pls test on minimal mod loadout i beg

autumn tide
split linden
#

can still warp thou

autumn tide
#

very well..

urban patrol
#

that was my shorthand

split linden
#

i did, i just shorthanded as well πŸ˜›

urban patrol
#

oh lol

#

can you send your log?

#

oh also

#

did you prefix with your mod id and if so did you type it out in the console

#

can’t use {{ModId}} there

split linden
#

i have it as custom_, how do i send log?

urban patrol
#

!log

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.

urban patrol
#

it sounds like you’re using an outdated tutorial can you link what you’re using

#

actually question for smarter people: when SMAPI/CP (i forget which does it) fix an outdated mod, does it edit the files? i wonder if that’s what’s happening to the map if so

elder scarab
#

I have a personal question: I created an NPC, but it's not walking. Can someone help me with the missing code?

urban patrol
uncut viper
urban patrol
#

i see i see

#

i hope this is the issue

elder scarab
#

The problem is that, except for me sleeping, he's not even following his schedule, which is for him to go to Gus's salon and Pierre's warehouse and sleep at the bus stop.

hallow prism
#

you can always provide a log/json once you verified the different steps

elder scarab
#

But what command makes the characters walk around in Stardew Valley?

hallow prism
#

none

autumn tide
#

i though there was a command to make schedules reload or something?

brittle pasture
#

if you dont want to wait around for their schedule to kick in use CJB Cheats and change the time

hallow prism
elder scarab
#

How do the characters walk in the stardew valley

hallow prism
#

by setting their schedules

brittle pasture
#

if they have a schedule they follow the schedule

urban patrol
#

!npc follow tiakall’s tutorial here

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

elder scarab
#

I'm talking about the animation of the NPC walking.

urban patrol
#

so are we

autumn tide
#

ohhh, do you mean you want to change their walking animation?

hallow prism
#

the sprites you define in their sprites

#

the animation uses hardcoded position

autumn tide
#

(and yes nic i am trying to test but i think i made it worse-)

hallow prism
#

the fact that they are walking is based on schedule

elder scarab
#

Even when the weather changes, they don't move.

hallow prism
#

i understand language is a barrier, but we can only repeat the same advices

brittle pasture
#

I think this is the point where you post your code so we can look

elder scarab
#

I think it's a mistake in the SHC

#

Or an error in the user's command.

#

An error in the routine command.

autumn tide
#

also, if English isn't your first language, there are SDV servers for other languages you can check out! here's a link: #friends message

brittle pasture
#

if you don't have code, log, or any further context beyond what was posted there isn't going to be much more assistance

split linden
#

I figured it out, i had 2 versions of the same map, and when the game loaded tiled changed to the old version but didnt open a new window. it wasnt changing the file it was loading an older version

urban patrol
#

aha the usual suspects!! i’m glad you figured it out

split linden
#

it still saved in the new location which is weird

#

thank you for your help though this will make moving forward much easier

opaque field
#

Ok so if I name the main folder "Operation Sweet Talk", and then name the CP folder "Sweet Talk Core" and the C# folder "Sweet Talk Code" would that work?

gentle rose
#

you can name your folders whatever you want

#

but it would be confusing for your users most likely

opaque field
#

I mean in the sense of Smapi not telling me that I have duplicate copies of the same mod

gentle rose
#

since neither Core nor Code inherently mean C# vs content patcher

#

that has nothing to do with folder names, that's your manifest id

opaque field
#

oh okay - hm interesting. TY

uncut viper
#

i dont think its likely to confuse anyone

#

i think theres a very good chance that they literally wont care or probably even notice

#

because they will just drag and drop Operation Sweet Talk into their mods folder

#

and be done iwth it

#

and a user has no reason to care which part is CP and which is C# and which is FTM or FF or CC or whatever, so that doesnt matter

gentle rose
#

it will confuse me SDVpuffersquee

uncut viper
#

when you're in the "end user" position you also have no reason to care

gentle rose
#

I still think the best thing to do is clear names because inevitably someone is going to have to look at your folders

uncut viper
#

its not really inevitable, and its not any work to just open one of them, and also "Core" is a common thing to name a C# component to differentiate it from CP anyway

gentle rose
#

their c# component is 'Code'

uncut viper
#

tbf, if i was actively looking inside "Operation Sweet Talk" and saw Core vs Code, id go to Code first anyway

#

either way, i still dont think Crackling Charcoal should care that much what they name their folders

#

and i think "how would an end user feel about these folder names?" is close to last on the list of priorities

gentle rose
#

(my preference for name personally would be Content vs Framework/Code/Core, but yeah it was just a fairly insignificant suggestion haha)

hallow prism
#

i think some folder clarity is great in general, but it doesn't need to be perfect

uncut viper
#

caring too much about folder naming is putting the cart before the horse

#

finish the mod first, then figure out the names if you still care

hallow prism
#

(it did happen that i was searching where was the mod i had an issue/question about and the internal name was widly different from the folder and i was like ???)

calm nebula
#

Frankly I pull out grep to find shit anyways lollll

oblique meadow
#

Quick silly question and im more just needing a nudge in the right direction more than anything. I have my NPCs bedroom door. When I am low hearts with the NPC, I get the message that I cant enter their room. But when Im at high hearts I cant interact anymore. Ive read the wiki, and Ive copied the setup of like Sam or Alex's rooms exactly and nada. Bottom of the door on the buildings Tile layer. TileData Action Door Jett on the buildings Object layer. It worked before its just....not now. Ive relaunched the game about a half dozen times. Im stumped

balmy valve
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How would I use a dynamic token to change a map edit?

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This is for SDV compatibility

ornate locust
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Why are you using a dynamic token? What part are you using it for?

balmy valve
balmy valve
oblique meadow
ornate locust
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why not use a when token?

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er, when condition

oblique meadow
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alright. Well. Easy enough

balmy valve
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I am, I just don't know how to format the value for the dynamic token

ornate locust
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This is one of mine

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the non-SVE version, but I think you get the idea