#making-mods-general
1 messages Β· Page 502 of 1
mhm
While ppl often do so for data assets because you get to use tokens
okay
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?
You have all the words but the order is incorrect 
fuck
Do you have a blank.json first of all
You load that into "whatever target you want"
And the target becomes the thing you write before the :
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
mhm
It does nothing to the actual game content
okayy, so would this be correct? I'm sorry I take forever to learn shit-
{
"Action": "Load",
"Target": "FileWithKeys",
"FromFile": "blank.json"
},
mhm
The distinction matters cus assets is what game uses to reference stuff it doesn't know about the file system
gotchaaa okay, is there anything else I should do or do I just plop this code into my content.json?
After the Load you also wanna do the EditData
okay, so like
To quickly test a token u can do
debug token [LocalizedText claude.Krobo:playernameDwarf]
Lastly give the asset a more unique name than FileWithKeys
FileWithKeys2
AFileWithSomeKeysInIt
tfw there's some kind of common bug with your mod but no one can figure out how/why/where it comes from π
omfg my brain is lagging like hell
xoxo_myfavoritekeys
2 fps or some shit
AThingWithSomeStuffThatAreSometimesCalledKeys
goddammit brain..
You can do it!
lmao that's how I label work files, Nov_report, Nov_report_revised, Nov_report_revised_edits2
okay could someone go over that again please
I'm really sorry-
What is bug 
Feed it to the nerd pool
It's like tossing ppl shark pool u see
SHARKS WITH FRICKING LASER BEAMS
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?
there was a mod for that at some point, i'm not sure if it's still up to date
Do u want it to become more HD or become actually just bigger
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...
okay SO - I plop this into my content.json
{
"Action": "Load",
"Target": "HITC_FileWithKeys",
"FromFile": "blank.json"
},
and THEN... uhhhhhh
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?
You can use spacecore for that
you can see the tiles are exactly where some islandy bushes go
They said Vibrant Pastoral, and that they tried disabling it, but it didn't change anything
You should ask them for a patch export mapnamewrittenout
Make sure they send you the tmx + all pngs
thank you, that's so so helpful
This is assuming you can't reproduce
I just needed a direction
And that these are all vanilla sheets
Most likely their sheet is not correct bc tile recolor messed up
You can see how they are consistently wrong
they are, for this cove especially. The only added bit are the purple starfish, which are fine across the baord haha!
Btw cc my fren express interest in translating your mods to chinese but they aren't i18n'd atm right
i was like "what is this command "mapnamewrittenout"" for a few seconds
is there something in specific I should look for to target? I'm scrolling through the docs again
Not all the way no, but I've been working on that the last few days - I think I just have some secret notes and then all my objects
You could run mod through https://nom0ri.github.io/sdv-i18nifier-app/ to generate all the i18n 
yes, to my shame
So that ppl can translate
I do think it's usually better to start with i18n but y'know not too late to fix it
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
i can help with i18n-ing!!
That's what I've been doing with my mods that I'm currently working on - Shane has been such a lesson
I just need to take a whole afternoon and i18n-ify... anyone who wants to help is my hero
literally anything you want
a trade made in heaven, yes for sure
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
what do you have trouble with exactly?
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
I don't think it resolves tokens
itttt doesn't haha
I just renewed HiDive to watch made in abyss though so I'mma sit down and just try and blast through these objects XD
you can provide your json for help with the fishes part
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?
i see you have a fishareaid that is CCFreshwater
where is it defined? what is the purpose?
can you try commenting it, and removing all the
"Season": null,
and see if you do fish something?
I noticed it was something in other mods that added custom locations so I thought I needed to include it (but it sounds like I maybe don't) yeah lemme try that rq π
it may be useful in areas with two different water point, like pond/river in the forest
ooooOOOOOOooooh okay. Game's loading now :3
THAT WORKED
immense joy ensues crackling intensifies
glad i was able to help
(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
)
Hi! I'm looking for a mod to change the icons for a couple tree seeds? (Maple and Birch I think)
#modded-stardew if you're looking for recommendations
Oh okay thank u
sorey
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
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?
Immersive Festival Dialogue
it added over 600 new lines just for festivals after year 1
Follow the specific keys
That is still more than vanilla has 
Probably just have to change it to apply to the y2 keys too
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?
(If there's one thing players always want, it's even more dialogue.)
Hm can u queue up more dialogue if u do some text operation append with #$e#
yeah and variation so things aren't always the same
Does that work 
I'm still playing but I might see if I can adapt it to work with the new stuff
Doesn't adding years break basically everything? Or is that just for positioning.
yes for dialogue, i haven't tested for festival
When I looked at the dialogue logic it seems to be limited to the character
So it should be fine to have shane on y5 dialogue and some modded npc on their y1
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
but well, good enough
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
I was thinking itd be nice if u can have like 3-5 dialogue in 1 fest
To make seeing all 600 a little more practical
they were spaced out over years and based on relationship status
Fwiw i don't think there's been that much changes in the dialogue syntax
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
Though i assume $query would have been after your time 
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
can I use the i18n-ifyer to also make my event guide easily translatable?
hm wait maybe not cuz the guide is a txt not a json
I think there's not much easier to translate than a txt file
i18n is for stuff mixed up in code, generally
oh okay cool :3 theennnnnnnnn I think I just need to add i18n for my furniture
and then test the locations, event updates, buffs, weapons, and dialogue triggers
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?
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?
yeah youβll probably have to make a new map patch
SVE frequently shifts things by like one tile
even if you do not think you need to make a new patch, you need to make a new patch
i guess you could technically do patch mode overlay and just change coords but thatβs iffy
easier to just visualize with a new map
I went through the "this looks the same- oh actually this one tree is over a tile" thing
cliff edge moved by one tile, etc
so annoying
And if your patch has the ground in it, that may have also changed just a teeny bit, enough to notice
It's your safest bet, yeah
alright
now to open the SVE map into Tiled and have a nice long cry...
oh my god
never mind
SVE users can rot
I need medication for this
use tilesheetinator
it's a future rohan problem oh my god
!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.
Tilesheetinator does really speed up loading those tilesheets like a dream
im just gonna
not
for now
i still have i18n to focus on first, even with the i18nifier
Doofenshmirtz ahh names
"Ahhh, Perry the Stardew modder! Behold, my tilesheetinator!"
absolutely my favorite modding tool (sorry soundboard you're still up there)
this buttom. In Tilesheetinator
good button
Install polyamory modding tools and you can have multiple favorites π
NOO and then I have to adjust NPC schedules as well and I go back to school on the 4th
Hell no im not starting this
you would only have to change schedule points if they're hanging out in their yard or smth
they are
constantly
all the time
WAIT once the community center is built do the ladies go there for aerobics instead of pierre's??
WHOA there buddy, looks like Slightly Bigger Farm has some competition lmao
Not by default, but I believe there are other mods that change the schedule so the community center gets used more
ok good
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!
so that the shop would be always the roommate version?
you should be able to just add the shop tile yourself
as long as the tile index is the same
if its the same exact chest from the tilesheet it should work
mhm! here's the code about it:
it just might get removed if its in the same exact spot from the removal code
just put the chest one tile to the side
ik I can, but would that stop the game's chest thing from appearing?
ik, that's what I'm planning on doing
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
then you dont need C# to add the shop yourself when not roommates
nothing is stopping you from using OpenShop
you said you wanted to add the shop chest when krobus is not roommated, bc by default it only appears when roommated
mhm
could I just add a conditional map patch when not roommated that has chest and tile action on that same tile (but different layer)?
no, it cannot be on a different layer
Oh? Like if i put the chest on buildings 3 or something would the tile still be okay on buildings3?
i just said it cannot be on a different layer
it must be on Buildings
not Buildings3
...okay
the picture of the chest can be on Buildings3, sure, but the tile action cannot
Little lost tbh-
itd be a broken chest that didnt do anything
OH okay, so tile actions only like base layers?
it's what i do when i'm overwhelmed
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
oh i did lol, I'm just a bit of an idiot 
you can remove it if krobus is in fact roommated so you dont have two chests
okay! like add that conditional map patch with the tile being different
you would have only one patch that conditionally adds a tile somewhere that is not x31, y17
when krobus is not roommated
(or x31, y16)
perfect! i think I got that then!
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
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
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
mhm
as in, that is guaranteed behaviour
gunlance users rise up π½
Everything is hardcoded. Everything.
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
use BETAS
make the npc say "use the sign next to me"
does BETAS have an action that just closes a dialogue box and does absolutely nothing else 
i thought you wanted it to open a shop not close a menu
i have many mysterious and important use cases
if Game1.drawObjectDialogue works with an empty string to open and immediately close itself then you could do that i guess
if it did then i wouldn't need the action πββοΈ
you would because that one isnt available via vanilla tractions π
i tried all sorts and nothing worked hahah
well if u just add action that do Game1.exitActiveMenu that'd work right
load-bearing unknown and unexpected mod action behaviour
you could set players health to 0. when they die it closes the menu i think
this may have side effects
nonsense
im not sure if we r doing a content mod only or if custom C# is ok
side effect: get to see harvey :)
i assume blueberry feels comfortable writing C#
well the idea was content only and writing my own action to close the menu in c# was the compromise
but blueberry has many mysterious and important use cases
this was the rice cracker shop from || || months ago
ah i never recovered from the psychic damage
you know, the one with the readable dialogue string
that also included a detour into boxing and unboxing a networked private struct to edit damage values
π
..oh no will this be another thin crust pizza-
did something change with Game1.player.isSitting ?
i was fixing one of my mods and it's shooting this error: Operator '!' cannot be applied to operand of type 'NetBool'
you'll likely want to use IsSitting() instead
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
(some asterisks around certain netcollections)
just need to check if the farmer is sitting or not
sure, just mentioning for future reference, since netfields are pretty ubiquitous in the game
i see... it helped with the other 120 errors x3
hmm what is the name property warning AvoidNetField: 'Game1.player.name' is a NetString field; consider using the Name property instead.
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.
not a horrid thing.. but my code is old and i need to figure the new things
Have you seen the flexible recipes mod by 6480
why did you send that in 3 channels at once
note the capitalisation
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; }
so simple.. e.e here i was concerned it was more complex
it really is as simple as consider using the Name property instead hahah
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.
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 ‴οΈ
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
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
yeah.. I probably don't use it because it causes the game to freeze xD
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
indeed
well it was a passing thought.. the mod's scope is met with the updates
hmm.. my reststates aren't working...
@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
!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!
did you do this yet
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.
No worries :) everyone's new at first
unpacking the vanilla content allows you to see how vanilla recipes are defined
then, you can go look at say fish taco's recipe
oh yeah cause it would allow all fish!
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
honestly Flexible Cooking is probably the most comprehensive example of context tag cooking recipes
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.
yep there are mods that let you do more things to recipes too
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
so seeing the vanilla data helps you know what is and is not base game
if you have a particular recipe you want to add/modify ppl can help you with that
there it goes... sleepy farmer
narcolepsy mod that has you pass out whenever you sit in a chair for 10 clock minutes
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!
i considered doing that
but for now.. the longer you sit the faster the regeneration
https://www.nexusmods.com/stardewvalley/mods/7336 Didn't realize it needed an update... here it is!
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
Is there any talk about the 1.7 changes yet? Are there expected to be many changes?
!1.7
-
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.
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 hoursβ¦.
π« i feel very silly
iconic ngl
Helllo
this is how many poyos i have π
that seems like theres some duplicates? why all the copies
big fan of poyo variety in general though
Please add a question to their dialogue so the player can say "Poyo" back to them π
Poyo!
I don't know any better way to say poyo other than the 5 types, I was copying off a template for an custom npc inclusion to a stardew squad mod, because it was startling to see kirby speak in full sentences
who the heck is this?
probably spam
Scammer, most likely
Someone probably got hacked and now trying to crypto scam you
good idea
usually they're bots
They can't reqd
writing dialogue is difficult for me
why would they read it
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
right click -> apps -> publish
**π£ 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.
π 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 β€οΈ
also for selph and chuve and anyone else I am forgetting for stuff : )
the whole server is always really nice ngl :)
oh i just meant, if this is i18n, why not just reuse the same 5 for everywhere
Anytime Lucy!! We're a community here
...speaking of anyone wanna share their tilesheets-
i got some!
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.
You are very welcome! Glad to have helped! I just saw the new update, downloading it now!
If you notice any issues (hopefully not), then let me know in DMs or on the Bugs channel! It just released, but I am pretty confident that it's very stable : )
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
: )
why do you keep just sending that emoji
is this a new bot thing
not sure, dont see anything malicious yet, but would watch it
if it is, it seems the most harmless ever
have seen a weird amount of accounts doing this
Possibly server retention bots, not sure, could be a test by someone to see how it performs, but yeah if it keeps doing it..would be weird- 
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
it's also always mmg, #stardew-spoilers and #town-square ??
yep, 4 accounts in the last 2 weeks only in those 3
this is a different user too lol
it was the same user as earlier today
Hi
I'm doing an add-on for the Wedding Anniversaries, making dialogues for the wizard. Except I'm struggling to make it work
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?
hey! could you send your 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.
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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
This is the tutorial from the original mod's creator
hmmm i think you got the target wrong them
oh sorry forgor to explain
it was like the tutorial before
didnt work
i tried changing it just now
sure
Can you show your json again when you have fixed the target, please?
turn it off and and turn it on again is god-tier coding advice LOL
just checked, still doesnt work :/
aww :(
Your syntax is wrong
how exactly does it not work?
Your brackets are in the wrong place. Let me show you
{
"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)
}
No, not replaced. Then they'll be missing their curly brackets for the patch itself. The square brackets need to be in addition to, not instead of.
ohhhhhhh thank you so much
whoops, i didn't notice the lack of the blue brackets around the action thing until after i typed that-
is it working?
It still didn't work 
it just doesn't show the dialogue i've written for it. it shows the original mod's generic one
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
So your patch isn't applying at all
What's your mod's unique ID? As written in the manifest.json?
RasmodiusWeddingReminders.BackedPotatoes
!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?
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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
yes, just a moment
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
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
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
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
I've tried both with "contentpackfor" and without it, without it smapi says it doesn't work
ohhhh okay, i'll try updating it one sec
hellooooo I've fucked up somehow but I'm not wholly sure why, got the repeating error of doom for some of my emotes (making a pack for FEM)
https://smapi.io/log/aa01f5069a1648c2b01a2470a8420d75
https://smapi.io/json/none/880136fcafba42b5b199f1a0d39cab4e
the ones that cause the error of doom are the ones with uniaue opening animations, HITC_GreenCheck and HITC_Spinny
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
I'm sure it's some stupid blunder but idk what
claude, Button told you before that your OpeningTexture path was wrong
It needs to match what you've Loaded it to
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
...what does that mean π
It means it needs to be identical!
Just copy and paste the Target from your Load patch into the OpeningTexture field
It worked!!! lmao
thank you so much for helping and your patience, I know it must be frustrating helping ppl who are doing such beginner mistakes lmao
thanks
You're welcome! It's not frustrating at all, don't worry. If you're a beginner, it makes sense you'll be making beginner mistakes! I made them too when I was one ^_^
oh is this another more children mod 
rmbr to handle gender past kid 3
camiska stop replying and go to bed
Not more children, just settings when/how to make them, how often you get asked and fertility things!
ah yea i prob have to make compat lol 
Jokes on you Iβm reading up on #1435357722114523218
it is big overlap with have more kids
but idm making it so that if ur mod is installed, i follow your settings
Ohh! I added something that will disable my mod if hmk is installed
noo sleep it's almost like 5 for you or some shit 
u should eep now i shall not elaborate further 
Because it patches the questionevent as well iirc
Im still brushing teeth :3 I have a valid reason for like 3 more minutes
oh what im doing is replacing the event actually
but yea u can go look at me sauce once u r awake ill leave links here:
I just finished writing all the things, the next days Iβll test it and then I can send it over/make a branch
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 
gn!!
Doesn't play on mobile unfortunately
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.
have you found the place where the token is written out? i'd be interested to see how it's formatted
Just looks normal to me.
"When": {
"Relationship:MadDog.HashtagBearFam.Gunnar |contains=Dating, Engaged, Married": true
}
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
If that was the issue it would warn every time, not just sometimes
that's true i forgot about that lol
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.
π€ it might?
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 
i'm glad you figured it out!
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
wowee mine could never
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?
for the butterflies youβll have to use MMAP. you miiiiight be able to do the junimos with a TAS but i think MMAP can do them as well
Oh...um, what is MMAP and TAS?
mmap = misc map action properties (i think) and Tas = temporary animated sprite
...and how can I use them...sorry I don't really understand the explaination on wiki
i dunno, sorry, i just know what they stand for
π too lazy to delete lines of code in case if it yells at me for accidentally deleting something π which it did and it took 30 minutes for the red text to finally disappear from the terminal
I think you don't need MMAP if you use temporary animated sprites for both right
though TAS is a bit complex to set up
i guess you could try manually do the random flight pattern but like why
You'd need a lot of TASs to have them fly around randomly
with MMAP itβs just a trigger action
i love your mod for muttering farmer, it inspired me make the one I'm working on right now
and the critter setup but itβs not too hard
iβd send an example but iβm in bed lol
you can of course do manual sprites for the butterflies
sometimes TASs feel like recommending C#. yes you can technically do anything but you gotta know the secret sauce
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.
https://stardewvalleywiki.com/Modding:Event_data step 1 is to read about temporary animated sprites and decide if you want to do it that way or if youβd prefer to add MMAP as a dependency and use it instead
Okay, I've read that, and...I still don't understand how will it brings me a junimo or a butterfly....
TAS allows you to draw any sprite to the screen, with custom animations and movement paths
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
and yeah it's also exceedingly complicated and you might just want to investigate the framework mod MMAP and read its documentation
Oh...anyway thanks, I'll go and check
I don't think TAS is that complicated, tbh. It just takes very careful reading of the wiki and using an example.
Can I use addTemporaryActorfor junimos?
What spritesheet are junimos on?
crashing out i made two versions of a modpack and only one works and it's due to some sort of syntax error
Characters i think
Then yes
Usually the error in your log will tell you what the syntax error is and where
the red text isnt appearing so i just have to trial and error it π
You can use various troubleshooting tools to check things, like patch summary to see if your patch was applied and patch export to see if it's in the correct format in the asset
i found the issue, i made the character lower case and i have to redesignate everything as lower case π
Even though we recommend matching case, not a lot is actually case sensitive usually 
it's a custom NPC, the name for it is in lowercase, but the code for the additional modpack has it in uppercase, it's the only reason I can come up with; because there is no red text, and the other modpack for another npc works just fine
When you say modpack, do you mean content patcher mod?
I think so? It's a content patcher addon for another mod, to add dialogue for the custom NPC
Is it for muttering farmer?
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 π
Ok it is a content patcher mod then
why do some modpacks have dll files?
modpack or just mod?
molds that have dll files are C# or have C# components
just mod, my bad
wish I could edit them, but visual code studio doesn't seem to like the file type
well you'd have to decompile them first
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
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
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
I can read it, I'm just not familar with the file type
!decompile you can use ILSpy to decompile a mod DLL in the same way you can decompile the game
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
tysm
I'm pretty sure it's not muttering farmer and I have no idea what mod it could be
Might not be this one since you have to talk to them to see the chat bubble, I think?
I don't have that mod, but I have this one https://www.nexusmods.com/stardewvalley/mods/29815?tab=description but I don't know if it does the same. Thanks for helping though, I'll try to get rid of it
like for some reason the mod affects custom npcs, which is the only thing bothering me
Oh, thank you so much!! It means a lot to me seeing people enjoying my mods. When you finish yours, would you let me know? I would love to see it
Why wouldn't it affect custom NPCs?
i checked the content.json and it didnt have any dialogue for custom npcs
It probably has generic dialogue for all NPCs
it's only just add ons for custom npcs :') nothing to your scale, but stardew doesn't feel as good without your mod
it was actually specific, I couldn't find any filler or generic dialogue
It might be in the C#
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!!
What has that got to do with it?
DId you confirm it was definitely that Say Hi mod?
the source you gave me for the decompiler is windows only with another one that requires compliling
no because i havent decomplied the dll file yet
Then how can you be looking at a content.json?
I'm using a text editor, the content.json in the mod isn't a dll
Avalonia ILSpy doesn't need compiling, the link goes straight to the release zip
Sorry, I meant if you don't even know what mod is causing it, how can you say the content you're seeing in that content.json is relevant?
I'm saying I don't know, but I would find it kind of odd if dialogue was kept in two different files
i still gotta do stuff with the terminal so my computer doesnt yell at me but don't worry i know what to do; I just going to take a break
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
I can do that?? π
Yeah, using Notepad++ or Visual Studio Code or Sublime Text
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
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
thanks once again, I really appreciate how you helped me
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
I have never seen that happen before. Is your UI zoomed in?
no, it's zoomed out
it does get better when i put at 75% tho, its 85% in the screenshot. might be bc i have a really small screen? like, not even full HD? maybe?
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
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.
I think the hd terminology is dying out in some places tbf because it was confusing
lmao
makes sense
i didn't have this problem before farmer portrait, it stops when im not using it. but most ppl dont seem to have this problem with the mod
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"
for me it means someone who has way more money than i do lmao
Do you have the one by Erinthe (aedenthorn) or mistyspring?
all i know is "whatever won't make this look super blurry" lol
i have from salty and mistyspring. salty's makes other things work and needs mistyspring's to work
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
from what i remember it had a lot of conflicts with other mods i use when i tried :/
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.
By the way, this isn't really the right channel for this. Usually for help using mods you go to https://discord.com/channels/137344473976799233/1272025932932055121
oh yeah sorry, forgot, thanks for the reminder
(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)
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
Yeah I understand, I do ask for help with other people's mods in here sometimes too because I figure that I don't need enough help to bother with a tech support post, just a message or two pointing me in the right direction lol
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.
I think that feature exists
It's a config option
Oh I just rechecked and you're right! My bad
Thank you too btw for making me realize that
One question: how do we conduct NPC dialogue?
this might help:
https://stardewvalleywiki.com/Modding:Dialogue
"Entries": {
"(O)330 Quality 0": {
"IgnoreAnimalQuality": true,
},
sadly this didn't work
didn't make any errors tho either
where does this come from?
the format, i assume you didn't invent it
AnimalProduceExtensionData from EAC
ok
what happen if you patch export that to check it's properly applied and in right format?
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?
my understanding is that it's not set in the same field
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
yeah
Are you inside the AnimalProduceExtensionData field?
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
"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,
}
},
},```
because right now i feel its a bit of a puzzle π
Why have you written the quality field inside the item id?
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
I found EAC really difficult to navigate as well lol
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
yeah
i imagine they make perfect sense if you actually understand all the relevant terms lol
But I think the examples are helpful
they are, i just wish there were more / one for each feature
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
selph may be happy to have some links to put to mods that can serve as examples?
i'll poke around on nexus
is that...not what i did for that part?
item and animal quality are different things here....i think
Again, you've got that Quality 0 bit inside the item id.
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
{
"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,
},
},
}
"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
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
You were using IgnoreAnimalQuality to tell it to only use the quality from the item query, but you had no item query.
Hi everyone!
Iβm trying to use random dialogues inside a schedule, but it doesnβt seem to be working. For example:
"sitting_saloon": "{{Random: Have you tried the {{Random: beer, salad, bread, spaghetti, pizza, coffee}} from Gus? Itβs 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=@@}}"
Shouldnβt this work? Whatβs the correct way to do it?
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?
I donβt have access to a computer with Stardew Valley right now, but in some dialogues everything appears literally, while in others only }} shows up. Itβs strange, I really donβt understand whatβs going on.
But shouldnβt this random dialogue be working normally?
I think I can do it, Iβll send it here in a moment
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 π
!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.
(just so you have the link on hand)
Here are my files. Theyβre in Portuguese, but the content isnβt important. Thank you so much for helping!
Schedule: https://smapi.io/json/none/cad2463240064606bbbb6a42f9da790e
Strings: https://smapi.io/json/none/d5a32118070d49c098d0c771f1badddb
Iβm loading them through an include
i'll test it on a less progressed save later, maybe my skills or something are doing it
@uncut oriole Say do you know how to decompile the phone version of game
Yes.
I made some attempts on the apk but fear I was missing something 
Are there instructions on that
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.
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...
You should buy the game on your phone regardless if you're modding or not. π
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
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.
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 
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
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
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
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
The mobile version of SMAPI rewrites a bunch of methods but unfortunately doesn't cover all of them. π 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.
Yeah it's the same from other direction 
Sometimes the transpiler just doesn't workβ’
Even PC has weird platform differences
Like macs eating my patches 
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?
My brain went to thinking you were talking about Mac and cheese because you followed it with eating. Was confused for a second..
You need to get the bounds from the DialogueBox instance
Look for some list of ClickableComponent
I don't recall off hand what it would be sorry
Yeah the problem is that macs inlines small methods more aggressively
So a patch on a getter works fine for linux and windows
But never happen on mac
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.
alright thank you
I think linux is pretty similar to android runtime wise
Though android has extra layer of java right? Idk how that works
No, you don't need to click within the box lil
What i think is going on is that you're trying to click when the safety timer is still active
Try dialogueBox.safetyTimer =0
It Depends tbh
There are library differences that I had to maneuver around when first setting up. But now I understand the flow of things, it's easy to set things up properly for all projects.
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)
I tried it this worked thank you 
somehow clickablecomponents are null even when fully rendered
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?
is it that thing where it needs a an object layer tile called tile data?
like i need to rename that tile?
You need to name the object TileData
okay ill try it, thanks!
Also make sure you have snap to tile on
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?
should be
it seems whenever i launch the game it loses the name
i renamed it after opening the game and the minigame opens now
lol, weird
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?
oh okay cool!
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
if I don't put married dialogue will it default to nonmarried dialogue or do I have to copy?
There's generic marriage dialogue
It will default to the default marriage dialog
I keep thinking it would be cool to have more permanent changes to the game world 
"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?
Ahh, I didnβt know that!
I spent hours trying to fix several issues, all caused by tokens acting up. Iβll change that and everything should work.
Thank you so much!
Remember to qualify your item name but yes that should be fine i think
also prefix your items with your mod id ποΈ
Yeah that's what i meant sorry
also have O instead of 0
oh i thought you were referring to the 0 in there
yep what lumi said
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 π
ahah it's all thanks to aba
why?
who messaged me yesterday with "oh, there's some (0) instead of (O) in vmv" and i was like "oops" π
because it doesn't like the import token and it wouldn't read the data
(technically there was one, and two in my version because i copy pasted a data, so not too bad)
were you doing it manually or using nomoriβs tool
nomori's tool
you should report that to him
oh, okie will do :3
he successfully strips it out in most other places

(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.)
ooooh cool! ty π
{{ModID}} should disappear when converting into key names, did I miss something?
Also not a she 
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
Whatever you want to use, I'm a dude tho 
Hmm... can you send me an example of what you tried? 
Yeah I'm pulling it up now
I thought nomori is she for long time bc
- holo pfp
- nomori, vaguely jp feminine name
- rasmodia, also a name(?)
Hmm... I guess Nomori does sound a bit feminine if used as a name, I just took it from the word for forest π
Can you send it here as code? I'm too lazy to rewrite it π
Like this
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
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 
I always make internal name match the id cus lazy
that's the correct thing to do unless you have reason not to
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
Yeah I mean vanilla doesn't...
coughaquariumcough
Yeah same, just messed up something with checks on the format in the converter 
Every time I open the code for this, I am reminded of how I both like and absolutely hate regex
I'm sure Pathos would appreciate a PR
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....
gotta two cakes the aquarium, it's the only way
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)
per the first bullet point: why can't it still match the id...
I am tempted as always
if I had visually artistic talent I'd make a lot more second cakes tbh
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
Used to put "Wine" in the internal name
Like to get the tipsy debuff lol
Thankfully Data/Buffs
Same!
....I am being told you're NOT referring to cake decorations
i don't like cake so no
New quote added by atravita as #6889 (https://discordapp.com/channels/137344473976799233/156109690059751424/1455646584489508997)
cuz I dont wanna
Pushed out a new version, should be fixed now
then I revoke your "having a good reason not to" card
im looking for help with this, when i launch stardew my arcade object loses the TileData name
-# cannot help bc maps are my mortal nemesis but good luck! I believe in you 
have you ruled out the usual culprits of editing the wrong file/forgetting to save etc?
yea, itll load into game even, but i have to rename it after its loaded to get the minigame to load
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?
yep to everything, but i dont have to patch reload it
would it be something to do with content patcher changing the file?
not likely. any edits content patcher makes happen to things in the asset pipeline after being loaded, not to your files
you donβt have a C# component do you?
Are you doing EditMap or something
Then content patcher shouldn't be editing your map file
is there anyway i could check what last edited the tmx file?
How are you adding the location
content.json custom locations
you can do patch summary asset Maps/YourMapName but i donβt think itβll get detailed
what happens if you patch export it before and after changing it in tiled with the game open
whats patch export?
itβs a command you type into the SMAPI console. patch export Maps/YourMapName and then navigate to the folder it tells you
would my map need to be in the game maps folder? currently its in an asset folder with the rest of the mod
nope, you can structure your files however you like. Maps/Name is the target they need to be loaded to, but itβs not actually a filepath
targets mimic vanilla file structure but are actually abstract
helloooo i have returned with yet more map-making conundrums- tryna load in my sewer replacemnt but it's not showing up, here's my log and .json :) https://smapi.io/log/7a6b29f8d41942f38cbee5a864d52225 https://smapi.io/json/none/82c9d4b218e34c39b575a63bca69e12e
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
currently useing that command returns [Content Patcher] Couldnt load asset 'Maps/mymapname' using a likely type
claude pls test on minimal mod loadout i beg

can still warp thou
very well..
donβt actually type MyMapName. type the actual name of the map as you loaded it
that was my shorthand
i did, i just shorthanded as well π
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
canβt use {{ModId}} there
i have it as custom_, how do i send log?
!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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
it sounds like youβre using an outdated tutorial can you link what youβre 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 thatβs whatβs happening to the map if so
I have a personal question: I created an NPC, but it's not walking. Can someone help me with the missing code?
no.
https://stardewmodding.wiki.gg/wiki/Troubleshooting:_NPCs try these troubleshooting steps!
okay thanks
(cant use tokens at all in the old CustomLocations format either, btw)
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.
you can always provide a log/json once you verified the different steps
But what command makes the characters walk around in Stardew Valley?
none
i though there was a command to make schedules reload or something?
if you dont want to wait around for their schedule to kick in use CJB Cheats and change the time
i don't remember one, schedules are set at a certain point which make them pretty sensitive to reload/changing them during the day
How do the characters walk in the stardew valley
by setting their schedules
if they have a schedule they follow the schedule
!npc follow tiakallβs tutorial here
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
I'm talking about the animation of the NPC walking.
so are we
ohhh, do you mean you want to change their walking animation?
(and yes nic i am trying to test but i think i made it worse-)
the fact that they are walking is based on schedule
Even when the weather changes, they don't move.
i understand language is a barrier, but we can only repeat the same advices
I think this is the point where you post your code so we can look
I think it's a mistake in the SHC
Or an error in the user's command.
An error in the routine command.
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
if you don't have code, log, or any further context beyond what was posted there isn't going to be much more assistance
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
aha the usual suspects!! iβm glad you figured it out
it still saved in the new location which is weird
thank you for your help though this will make moving forward much easier
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?
you can name your folders whatever you want
but it would be confusing for your users most likely
I mean in the sense of Smapi not telling me that I have duplicate copies of the same mod
since neither Core nor Code inherently mean C# vs content patcher
that has nothing to do with folder names, that's your manifest id
oh okay - hm interesting. TY
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
it will confuse me 
when you're in the "end user" position you also have no reason to care
(btw, this is what lumina was telling you last time you asked this, caracal)
I still think the best thing to do is clear names because inevitably someone is going to have to look at your folders
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
so now you're confused too, because the 'Core' one is their content patcher component 
their c# component is 'Code'
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
(my preference for name personally would be Content vs Framework/Code/Core, but yeah it was just a fairly insignificant suggestion haha)
i think some folder clarity is great in general, but it doesn't need to be perfect
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
(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 ???)
Frankly I pull out grep to find shit anyways lollll
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
Why are you using a dynamic token? What part are you using it for?
did youy add the Doors map property?
I am using a dynamic token to change where a house is placed if the player has SVE installed.
well shit.....
alright. Well. Easy enough
I am, I just don't know how to format the value for the dynamic token