#making-mods-general

1 messages · Page 505 of 1

urban patrol
#

!json can you show us what you tried?

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.

ornate locust
#

but the condition changes the map and locations if it's year 3, etc.

lapis steeple
#

When I load the game in and go to the wizard's he acts like vanilla and lookupanything says no schedule is loaded

urban patrol
#

i'm not sure yet if this is the issue, but we don't recommend putting spaces inside of config option keys

lapis steeple
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are there any?

urban patrol
#
        "Some of the other men should be changed too": "True",
        "Hearts:Wizard": "0,1,2,3,4,5"```
lapis steeple
#

oh you mean the "Some of the other men should be changed too" part?

urban patrol
#

yes

lapis steeple
#

okay I can edit that but the other config option keys all have spaces and seem to work correctly so I kinda doubt that is the issue here, though its certainly possible

urban patrol
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also, your animation descriptions aren't formatted correctly

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it takes a slash-delim string

west geyser
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Y'all, do I need just one content json for my NPC and new crops? Or do I need a content json for each thing I wanna add?

urban patrol
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"int[+]/int[+]/int[+]/[dialogue]/[offset]/[laying_down]" off the top of my head

lapis steeple
#

Oh the parts that say Dialogue Bit are all redacted parts to not have any of the nsfw dialogue shown since we aren't supposed to share anything nsfw in this server

urban patrol
urban patrol
lapis steeple
#

Yes

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It's just the schedule not loading at all

west geyser
#

How is Include used? Sorry if I am bein a lil dense with the info btw.

urban patrol
#

my suggestion is to use patch parse to see how your tokens are being parsed, because if neithere patch is applying that suggests that they're not ready

west geyser
#

Thanks!

lapis steeple
#

ty!

#

for the tokenizable string, would that be "Characters/Schedules/Wizard" or something else?

urban patrol
#

in what context

lapis steeple
#

patch parse parses a tokenizable string and shows the resulting metadata
With the example of

patch parse "assets/{{Variant}}.{{Language}}.png" "Pathoschild.ExampleContentPack"

urban patrol
#

oh, no you want to pass the token you want to parse

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in this case you want to check your config option and the heart levels

lapis steeple
#

ah fun

#
Metadata
----------------
   raw value:   Hearts:Wizard
   ready:       True
   mutable:     False
   has tokens:  False

Diagnostic state
----------------
   valid:    True
   in scope: True
   ready:    True

Result
----------------
   The token string is valid and ready. Parsed value: "Hearts:Wizard"``` 
Everything I enter outputs basically the exact same thing?  Even when I made a typo on the config option and said Soem instead of Some?  (example is patch parse "Hearts:Wizard" just swap out "Hearts:Wizard" with anything and it looks the same for everything I've typed, with the same true and falses even??)
urban patrol
#

can you do a patch summary? probably should have asked that first

lapis steeple
#

it's a really large mod, the summary is hundreds of lines >.<

urban patrol
#

that's okay i can still read it i'm just looking for those patches

ornate locust
#

IT IS FINISHED

urban patrol
#

!log please upload it here when you do it

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.

lapis steeple
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Some of the other men should be changed too | [X] true
it's true

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and the other things it changes in the mod are working

urban patrol
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that's not what i'm looking for; i'm looking to see if the schedule patches are applying

urban patrol
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you want the log uploader, not the json validator

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or did you do that to redact it

lapis steeple
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I just clicked the wrong link. I cut out the rest of the log to redact it

urban patrol
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okay well according to that, the conditions match (for low hearts) but the patch isn't being applied

lapis steeple
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yeah i see that. I wonder why

urban patrol
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can you comment out the config option in the When and see what happens? to try and isolate the problem

ornate locust
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this is fine

urban patrol
#

wow that's a lot of work good job

lapis steeple
ornate locust
#

@iron ridge sometimes I go into a modding void and things happen, I am sorry for the sheer size of the PR I just put in. Uh, enjoy?

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(also I ended up moving one of my own festival positions to avoid stepping on the previous Void PR, LOL)

gentle rose
#

or since loading your mod

lapis steeple
#

that's what I'm testing right now

gentle rose
#

you’re testing if you slept? I assume that means you haven’t and are now trying to sleep. schedule changes happen at the beginning of the day so you have to

lapis steeple
#

oh sorry, the first time I loaded the game in, when i went to sleep it crashed. I think it's because of how I commented out the when so I was changing that and retesting 😅

#

I definitely could have been clearer 😅

#

alright nope. still not working

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I even tried parsing it down to just the one schedule and no when at all and nothing

golden basin
#

im trying to make my player wake up in a different location when they pass out on my map and im struggling to do so can someone helpe me?

#
"Action": "EditData",
"Target": "Data/LocationContexts",
"Entries": {
//LOCATION CONTEXT
"{{ModID}}_YamayVillage": {
"PlayRandomAmbientSounds": true,
"CopyWeatherFromLocation": "Default",
"PlantableLocations": [],
"ReviveLocations": [
{
"Condition": "PLAYER_LOCATION_CONTEXT Target {{ModID}}_YamayVillage",
"Location": "{{ModID}}_DoctorOffice",
"Position": {
"X": 16,
"Y": 13
}
}
],
"PassOutMail": [
],
"PassOutLocations": [
],
"CustomFields": {}
},
}
},``` 
Shouldnt this do exactly what im thinking?
vernal crest
vernal crest
lapis steeple
vernal crest
vernal crest
lapis steeple
#

effectively the same thing

ocean sailBOT
#

Oops, couldn't parse that file. Make sure you share a valid SMAPI log.

vernal crest
#

Are we looking at the first animationDescriptions patch?

lapis steeple
#

no the schedule

vernal crest
#

Have you slept since removing the When?

lapis steeple
#

yes

urban patrol
#

are there any errors or warnings in your log

lapis steeple
#

No

vernal crest
#

Try patch export Characters/schedules/Wizard

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Then open the file it exports and see if your edit is present

vernal crest
golden basin
#

oh shoot

vernal crest
#

Waah, my log is still so gigantic

golden basin
vernal crest
lapis steeple
vernal crest
lapis steeple
vernal crest
lapis steeple
#

No Schedule Loaded

vernal crest
#

Is yours the only mod you have installed for the wizard?

lapis steeple
#

Yep

golden basin
lapis steeple
#

I play a very mod-lite game with only a few mods at all tbh

vernal crest
vernal crest
golden basin
#

yeah but does my doctor office need the same context too

lapis steeple
#
           "Action": "Include",
           "FromFile": "assets/Jsons/Wizard.json",
        },```
is in my content.json and that is the file with the schedule in it?
#

that's how I edited every other character's schedules

vernal crest
ornate locust
#

There is something you should know about the wizard

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He has no schedule

vernal crest
ornate locust
#

So you have to edit his schedule slightly different from other people

golden basin
west geyser
#

How does one tell what the tile coordinates are? I'm trying to figure out where I wanna place my NPC(who will have placeholder sprites) just to see if I am actually making the NPC exist.

lapis steeple
ornate locust
#

Yeah you gotta load a blank first

urban patrol
#

(i'm very glad you guys are helping, i never would have known that)

lapis steeple
#

how would I do that?

ornate locust
#

I ran into that problem myself

vernal crest
west geyser
#

Mk. Thanks.

urban patrol
ornate locust
#
            "Action": "Load",
            "Target": "Characters/schedules/Wizard",
            "FromFile": "Data/Empty.json",
            "Priority": "Low"
        },```
And the fromfile is a blank json
vernal crest
#

Not totally blank

#

It has to have {} in it

west geyser
#

I'mma figure out how to open the maps in Tiled later.

ornate locust
#

Right, content-blank, still needs the brackets

golden basin
#

that fixed it thank you aba!!!

lapis steeple
#

awesome. one second while i set that up

west geyser
#

Hope y'all do good on your mods, I'mma go see the coordinates I wanna put my NPC at and then go to bed.

vernal crest
#

Hmm why is CP doing such intensely verbose logging

ornate locust
#

man I'm gonna be seeing coordinates in my dreams tonight

#

coordinates and Bald Gus

vernal crest
#

Also look at this monstrosity:
13:36:07 TRACE Content Patcher 212 patches were rechecked for OnTimeChange tick.

ornate locust
#

oh god

vernal crest
#

Jail for all of them! Jail for 1,000 years!

lapis steeple
#

IT WORKS

ornate locust
#

yeee there you go. The blank load thing got me too on him

lapis steeple
#

I am going to bed now. Thank everyone who helped me!

#

and especially you midnight!

light jasper
#

does anyone know if there's some window-level scaling that happens on macos with retina displays? I expected some of my elements to be smaller like they were when I was developing on windows but they're larger on mac
I work at 100% zoom and ui scale for consistency so I don't think it's that...

silk basalt
#

i'm back with my possibly stupid questions again,,, really starting to think maybe i'm just not smart enough for this lmao thxIloveit

#

can someone explain what i'm missing here to get these maps loaded in...? i have them in the assets folder, and i tried following the guide on the wiki, but it just resulted in smapi just opting to not put them in repeatedly

vernal crest
vernal crest
#

They're not the only issue here, but they're the first.

silk basalt
#

duplicate object key?

vernal crest
#

Yes, so you are trying to have an "Action" line twice in the same patch which is not allowed.

silk basalt
#

i figured i needed to have them be separate, but it didn't work either way

vernal crest
#

Remove the EditData one

#

Secondly, your Target is wrong. You're trying to load maps into Data/Locations, which doesn't work.

silk basalt
#

the wiki said to add it there, but

vernal crest
#

Did you read this section of the wiki page? Specifically the "Adding a new Location Using Content Patcher" bit?

silk basalt
#

those were the instructions i was trying to follow, yeah;;

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i think i'm just not grasping something obvious

vernal crest
silk basalt
#

OH

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the location has a wholly separate entry?

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and then the entry has the map attached

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i think someone tried to explain it earlier and i thought i got it but. uh. i obviously did not

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sorry to make you spell it out for me again;;;

vernal crest
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Sorry, game was loading so I was stuck lol

silk basalt
#

so it's an editdata sort of like how i added in the character data?

vernal crest
#

It's not an easy thing to explain and I can't think of a useful analogy, unfortunately.

silk basalt
#

just different location and stuff?

vernal crest
#

But maybe think of it kind of like an NPC. An NPC has the visual part you interact with in the game - portrait and sprites - but it also has character data. You have to load the visual stuff and then tell the game "this visual stuff is associated with this NPC". Without the visual part you wouldn't be able to see the NPC to interact with them, and without the character data there'd be no interaction to do when you saw them.

It's kind of the same with maps. Maps themselves are the visual part, while locations are the data. You need the visual part to have something for the farmer and NPCs to run around on, but you need the data for it to be anything more than just visual. It's a bit more intermingled than with NPCs because you can have some data on the map itself, but it's sort of the same idea.

Does that make sense?

silk basalt
#

yeah, i think i'm getting it

vernal crest
#

So you need two things: a Load patch for the map so it gets into the game, and then an EditData patch for the location so the data is there too.

#

Are you looking at any other mods as examples while you're doing this?

silk basalt
#

do you have a specific one you think would be a good reference? i was thinking of looking at sve, but i was worried that would be too complex for what i'm trying to do

vernal crest
#

Definitely don't look at SVE

#

It's massive and full of things that are no longer good practice because it was first made a long time ago

urban patrol
#

maybe i should make a mod that does one of everything just to have as an example lol

vernal crest
#

If I was ever willing to make my messy mods public I'd already be halfway there but they're called messy for a reason lol

brave fable
#

well then you have the same issue of having to dig for the correct example in a mod that does everything

uncut viper
#

"everything" is also a whole hell of a lot.

urban patrol
#

yeah and i don’t particularly have the time or motivation SDVpuffersquee

brave fable
#

there's examples of most tasks in the CP docs, right beside their appropriate documentation. as far as i can imagine it'd just be all the examples and none of the documentation

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well, aside from the SDV specific behaviours like schedules and marriage behaviours.

silk basalt
#

hrmm so will i need to include the tilesheet i used with the mod? or just make it a requirement? i assume i'll need to load it either way?

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i used a custom one, i mean

silk basalt
#

no, it was one i found on nexus, so i figure i need to make it a requirement?

vernal crest
#

Yes, it has to be a requirement in your manifest.

#

You are actively not allowed to include the tilesheet in your mod.

silk basalt
#

right, i figured

vernal crest
#

So no, you do not load it.

silk basalt
#

okay! got it

vernal crest
#

Once in game, your map will make use of the tilesheet as it has been loaded by the tilesheet mod.

silk basalt
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how do i find the uniqueid for the tilesheets so i can list it as a requirement on the manifest? :0

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oh nevermind they have a manifest in the files sorry asldkjf

latent mauve
#

Ah, I see you figured it out 🙂

silk basalt
#

uh. now how do i fix my dumbass mistake of not saving it to the correct folder,,,

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the map i mean

vernal crest
#

What do you mean?

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What folder is it in and what folder do you think it should be in?

silk basalt
#

the .tmx files i made before i didn't have saved in the mod folder, they were saved in the tiled folder

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so when i tried to save them to the mod folder it. didn't keep anything

vernal crest
#

You should never try to save to a different folder, you'll cause tilesheet climbing

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Exit Tiled and cut and paste the files into the right folder in your file browser

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Also, did you start your maps using a vanilla map as your base?

silk basalt
#

yeah, i did
should i just like... make them again in the right place?;;;

vernal crest
#

Okay, starting with a vanilla map is good

#

Though I'm not sure how you ended up with them inside your Tiled folder

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No, you don't need to make them again. We'll just fix the tilesheet climbing.

#

!mapfixer Try uploading them to the map fixer

ocean sailBOT
#
Stardew Valley Map Fixer

There is a map fixer tool by Spiderbuttons that can fix common map errors such as tilesheet climbing.

Upload your map file(s) as .tmx and click FIX to run. Your fixed maps will be downloaded as a .zip file and will need to be extracted in order to replace your old versions.

Feel free to let Spiderbuttons know if you run into an issue it can't fix.

silk basalt
#

do i just need to move the tilesheets i used?;; like the ones from stardew?

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like, this is what i'm winding up with

vernal crest
#

Have you read the instructions for how to use the tilesheetinator?

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You should not be moving any tilesheets anywhere at any time

silk basalt
#

i thought i was using it correctly, and i got the house to work, but the garden's not cooperating

vernal crest
#

Have you added the custom tilesheet mod to tilesheetinator?

silk basalt
#

yeah, i only used it indoors though

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i think maybe i should just... try again tomorrow, i'm sorry

#

i've been fumbling a lot today

vernal crest
#

Then if your garden map is only using vanilla tilesheets, you should be able to have it fix just by pressing Ctrl+. on your keyboard

vernal crest
gray bear
#

take care of yourself first SDVemoteheart

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mods can wait

deep cypress
#

For Multiplayer saves, where does the game save the farmhands' data?

iron ridge
#

install node & npm, run npm install in the directory and then npm run build and I think it'll make a folder with a html file or two you can just open in browser

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Maybe it'd be npm run dev actually to be easowr

west thunder
#

I've decided to do some touch-ups on the slimes.

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What eyes should I give them?

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Something like Vanilla or something more akin to my duggies and sprites?

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The latter would add a bit more personality, but I fear I might be overdoing that style, no?

deep cypress
#

Roll with your style. Go all out.

#

People will either love it or hate it, but that is far, far better than blandness.

opal hull
#

Map making question: How do I make a door warp that isn't a LockedDoorWarp? Like, one that players can click on whenever to pass through it?

vernal crest
opal hull
light jasper
#

does anyone know if there's some window-level scaling that happens on macos with retina displays? I expected some of my elements to be smaller like they were when I was developing on windows but they're larger on mac
I work at 100% zoom and ui scale for consistency so I don't think it's that...

low marlin
#

Does anyone know if Unique Children sprites are free to port to LittleNPCs content packs such as Growing Valley? Since I would like to use my custom UC sprites with GV

lucid iron
#

The permissions on unique children is pretty closed

#

Are you talking about a sprite you drawn or a sprite from unique children itself?

low marlin
#

The body base is from UC but the hair and clothing would be drawn by myself

hallow prism
#

maybe if you do that take the vanilla children sprite as base

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this would be better in term of permission and freedom to use

low marlin
#

Growing Valley also has base sprites for customising the children that is not one of the unique bachelor(ette) children in the mod - and apparently the ARV Kids content pack for it also share the same body shape as the GV base body

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And yes - per GV’s Nexus page one can use GV assets to create custom GV children…. But not conversion to TFC (The Farmer’s Children) or Unique Children

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That would normally mean I am fine if I use the base sprites in GV for custom children, right?

lucid iron
#

Yeah I'd just use GV base

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Otoh if it's a personal mod then do whatever you want

light jasper
#

I just really feel like I'm missing something crucial with the math here

ornate locust
# iron ridge Have you tested it

Ah, thank you. Fixing Y3 may be over my head, since it was previously just set to copy Y1 completely, but I'm working on the rest

#

noticed some other weirdness while I was looking, like Ian from Ridgeside using Sebastian's face??

iron ridge
#

Blame scarlett /lh

ornate locust
#

Probably just a confused script. Sebast Ian

west geyser
#

Why is drawing NPC sprites so hard?

ornate locust
#

tiny

west geyser
#

Fair. I just wanna draw my deer/goat alien biped.

autumn tide
#

ah, the concept making NPC sprites actually just bought itself a new plot of land in the 18th circle of hell so that's probably why

gentle rose
ornate locust
#

All the fixed SVE positions are working fine anyway

west geyser
#

How much bigger am I able to make NPC sprites til they don't work right?

autumn tide
#

uhhh i think you'd need a framework for that

#

wait a sec i do have a layout thing for size-

gentle rose
west geyser
#

Explain framework? I am still waking up.

west geyser
autumn tide
gentle rose
#

it's doable but pathfinding will break unless you use PoohCore

autumn tide
light jasper
# gentle rose measurestring is based on the font line height, which will include the space for...

Yeah but it's all numbers which is why I'm kind of bamboozled. Also the line height is 42. The glyph cropping is 51 when I check in the debugger so I'm assuming that's it?
Just getting confused about how scaling works -- you can check my original post but the inside of the xp bar is set to 40 so I'm really confused why the reported height of 51 fits inside the box 0.o
(thanks for the ping)

autumn tide
gentle rose
#

basically don't trust that value lmao

light jasper
#

ohhhh so it's not real

#

smh SpriteFont

gentle rose
#

you can quickly test by checking if o and Ag have the same height

ornate locust
# iron ridge Blame scarlett /lh

Okay, committed and pushed, everything seems to work, with the exception that SVE Y3 Expanded's setup does not show anyone. However, this is how the actual site behaves right now even though it's set to copy SVE's Y1, so that is something over my head to fix. The Y3 Main Event works fine (though the game never uses it, I just copied the positions over to it so they show somewhere). I suspect some NPCs are still missing portraits, but I added all the ones I could find.

#

and I fixed all the Sebast Ian situations I noticed

iron ridge
#

ty
Sebastian being Ian should just be swapping the image

ornate locust
#

There was actually an Ian png that was Sebastian's face, replaced it with one with Ian's face

#

That happened with Andy too, Andy was Sandy's face and there was no Sandy image at all, I fixed that.

light jasper
#

just feels bad

gentle rose
#

ui is a lot of hardcoding unfortunately, I hate it too

light jasper
#

yeah the feelsbad is me trying to de-hardcode everything finally 🙁

lucid iron
#

Abs0rbed is the tree names released DokkanStare

west geyser
#

I wanna get some critic on my pixel sketch of my NPC, should I show it here or in the making mods art channel?

lucid iron
#

Art channel better for that

golden basin
#

i cant for the life of me get my player to revive insid the doctors office when knoced out

hallow prism
#

what are you doing currently? can you provide the json?

golden basin
#

I got it working!

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i just needed to bad mouth my code so it would get embarrassed and work XD

gaunt orbit
wispy yarrow
#

I realy want to create a mod. Add new mechanics such as a new ealy game machine and news erly game items.
Is it not too hard to make ?

autumn tide
#

!startmodding :)

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

urban patrol
#

modding is as easy or hard as your determination and motivation make it!

autumn tide
#

and/or hyperfixation 😌

pale river
# wispy yarrow I realy want to create a mod. Add new mechanics such as a new ealy game machine ...

it doesn't sound hard to make if you know what steps you need to do to make it, I think you could take inspiration from other mods (the framework mods https://stardewvalleywiki.com/Modding:Content_pack_frameworks) to see how they implement the items, then you can look at the wiki (https://stardewvalleywiki.com/Modding:Content_Patcher) on how to add functionability to the items. (same links as from the bot)

jovial dirge
#

Hi and happy new year everyone!
I made a resolution to try learning how to mod Stardew Valley (not sure if that was really a good idea 😭).
I’ve watched some tutorials and I understand the general workflow, but they’re pretty old now.
I’m trying to start simple by adding a teleporter to reach a map, but I’ve been going in circles for hours.
If someone could help me via private message, that would be really appreciated. 💛

autumn tide
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

opaque field
#

If you don't want to do C# warp, Spacecore offers a framework where you can turn custom items into 'warp totems' - I use them so players can get to custom maps I've made 😄

jovial dirge
#

I use files in .json. It's ok ?

#

"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"SecretBase": {
"DisplayName": "Secret Base",
"DefaultArrivalTile": { "X": 7, "Y": 8 },
"CreateOnLoad": {
"MapPath": "Maps/SecretBase"
}
}
}

#

I’m teleporting to nothing, I don’t understand. My map is included.

urban patrol
#

!json can you please upload your full file to this site?

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.

calm nebula
#

Default Arrival Tile is used only for like

#

Debug commands

#

And isn't used anywhere else

urban patrol
#

and you don’t teleport, or you teleport to a black map?

stable beacon
#

Anyone else got experience with feeding claude code the entirely of the moding wiki and letting it do its thing?

#

I've had success oneshotting some fairly complex stuff

#

What about yall

tiny zealot
urban patrol
#

no, we highly don’t recommend using AI to create mods. furthermore, it’s against the rules of this server

jovial dirge
#

At first I tried teleporting from one point to another within the town, and that worked fine. No problem.
But I don’t understand how I can, for example, walk on a tile and get teleported to another map.

stable beacon
#

I suppose ppl who come asking for help with AI generated code by the chatgpt web UI can get frustrating over time ig

urban patrol
jovial dirge
tiny zealot
#

why don't recommend: not likely to work
why against rules: (tl;dr) genai bad

calm nebula
#

Just to confirm- what does debug warp secretbase do

stable beacon
#

I see

stable beacon
#

It's pretty cool tho. Unlucky ai coding noobs gotta ruin the experience for yall

jovial dirge
calm nebula
#

I should specify - type that into the black window of smapi

lucid iron
#

Lack of understanding of how your own mod works means you can't fix issues down the line

uncut viper
#

people using it to little success has little to do with my strong dislike of genai

ornate locust
#

I would still dislike it for exacerbating water shortages and burning computer parts just to get a subpar result, yes

urban patrol
#

honestly, even if i could one hundred percent automate mod making with no chance of errors and no immoral side effects like water usage, theft, etc, i still wouldn’t, because i derive joy from the act of making

calm nebula
#

Thank you!

uncut viper
#

well considering the topic was using AI for making mods, and its been said by a junimo before that polite discussion of such is allowed, im not sure why itd be there instead of here, as long as it doesnt go on too long?

calm nebula
#

I'm trying to separate the "help modder fix mod" convo from the "ai convo"

#

A lot easier when there arent two conversations going on

#

And that channel is quiet

lucid iron
#

I wonder if there's some crime way for me to discover all assets currently loaded

uncut viper
#

i mean this lightheartedly but i think you might be the last person id accept an off-topic reminder from. the other person hasnt even gotten back to you yet

lucid iron
#

Stuff in the Game1.content cache

gray bear
#

chu you're such a hardened criminal

lucid iron
#

It's gotta be somewhere right

calm nebula
#

Probably with reflection

#

Yeah

lucid iron
#

I am considering some kinda EditImage helper for the mod making mod Dokkan

uncut viper
#

ContentManager.loadedAssets?

lucid iron
#

Sounds likely I shall look

uncut viper
#

its a private field, so you'll need reflection

gray bear
#

speaking of crimes, i am planning to add color context tags to some clothing items, to maybe help players with color matching. is this niche? yes.

uncut viper
#

unless you want to use the property version, which is actually more protected than the private field, in which case you'll need reflection too

lucid iron
#

Maybe it time to finally publicizer

uncut viper
#

publicizer is nice

lucid iron
#

Although can u use that on base game

#

Or is it cursed

uncut viper
#

why wouldnt you be able to

#

thats the only thing i use it for 99% of the time

calm nebula
#

Also, chue, the game sometimes loads image assets to other (temporary) content managers

lucid iron
#

That's ok tbh

jovial dirge
calm nebula
#

Game1.temporaryContent or smth

gray bear
#

ur location don't exist

jovial dirge
#

I'm really confused about load and EditMap

uncut viper
calm nebula
#

!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.

lucid iron
#

I have 2 vague ass ideas about how to obtain the nebulous list of assets to pick from for editimage and besides inspecting the content

autumn tide
# jovial dirge I'm really confused about load and EditMap
GitHub

Mods for Stardew Valley using SMAPI. Contribute to Pathoschild/StardewMods development by creating an account on GitHub.

GitHub

Mods for Stardew Valley using SMAPI. Contribute to Pathoschild/StardewMods development by creating an account on GitHub.

lucid iron
#

I considered just getting the much more limited set of names from object data and big craftable data

#

I am not sure which one is more helpful/straightforward

gray bear
#

i believe i have fucked up. well jokes on me for trying to use a C# command bblueberry sent me to help with this weird project idea

calm nebula
uncut viper
calm nebula
#

Can we see your log?

gray bear
uncut viper
#

what is cs

gray bear
#

this is why u should understand what you're doing, huh? wormsweat

calm nebula
#

Yeah, polyfill and console code dont really play well together

#

It's fine

uncut viper
#

this is console code stuff and not your fault

gentle rose
#

I <3 content code

calm nebula
#

Why do you want the player's shirt color

gray bear
#

i want to add it to the shirt object data

calm nebula
#

So.

uncut viper
#

does using a higher .net language than the target generate polyfill stuff for it? i thought it just changed things around during compilation to not need polyfilling bc itd turn it into the older stuff directly

gray bear
uncut viper
#

Bea what exactly is your plan here with console code to help you with this context tag thing

gray bear
lucid iron
#

I don't think it'll give u the taggable colors anyway

#

Cus only dye shirts even set this right

gray bear
#

this, mostly. maybe just doing it manually is a better idea

uncut viper
#

this is one of the problems with asking about stuff for making mods in modded-stardew

gray bear
#

this is literally a thing LA does with data mining

uncut viper
#

theres nothing in that message you sent to indicate it was for something making-mods related so i doubt blueberry thought you wanted it for any other reason than just like, curiosity

#

bc neither console code nor the value of the shirt colour will give you anything you want or need here

calm nebula
#

FF0000....isnt that red.

gray bear
#

actually all the non dyeable items just use FFF000

calm nebula
#

That doesn't look red.

gray bear
#

its not

autumn tide
gentle rose
#

so the colour la gave is wrong

calm nebula
#

Is the default red?

uncut viper
#

i think its more likely that the game just sets it to red by default if it doesnt even use it

gray bear
#

hardcoding...

uncut viper
#

i doubt LA would be giving the wrong colour if its just reading the fields

gray bear
#

it does change for dyeable items

gentle rose
#

yeah by wrong I meant not the desired output

#

not incorrect data

gray bear
lucid iron
#

I mean i guess u can python script this stuff SMCPufferjail

#

Get some kinda avg closest color thing

gray bear
#

this is in fact, beyond my capabilities

lucid iron
#

Probably 3many effort

#

I also have no idea what giving context tag to clothes would do practically

gray bear
#

do wish stardew had a better way of color matching

calm nebula
#

Is the intention to make the dye able ones dye fun

gray bear
#

it was my very first idea and after thinking about it its kinda stupid

uncut viper
#

i still dont understand what your end result is or why the current colour system is insufficient

calm nebula
#

Or is the intention to with the undyeables

#

No it isnt stupid I'm asking for calcification

#

Clarification

gray bear
#

i wanna make it easier to match the dyeables with the undyables

#

like u have a shirt that's blue and u wanna match the exact shade with a skirt

uncut viper
#

i dont know what you mean by match

#

(or at least i didnt when i was typing that)

calm nebula
#

Tbh it would be easier to get the hex colors with a color picker in your favorite art software

gray bear
#

if im not making it clear enough please do say

uncut viper
#

(its clearer now we were just typing at the same time)

calm nebula
uncut viper
#

im not the one with a sewing and fabric mod

calm nebula
#

looks at selph

uncut viper
#

i dont know what context tags would do here to help match two pieces of clothing

gray bear
#

time to make pleading eyes at Selph

#

as ive said it was my first idea, but tbh it wouldn't help much, since of the way you pick the colors in stardew

lucid iron
#

Well if it is like ur own farmer outfit

#

Drawing it seems easiest

jovial dirge
#

Do I need to add a warp function directly inside Tiled, or is the JSON code enough on its own?

lucid iron
#

Just gotta defeat pants.png

gray bear
#

would be better if the undyed ones showed their color values on hover or something

lucid iron
ornate trellis
#

no one can truly defeat pants.png

gray bear
#

huh?

ornate locust
#

I fought Pants.png once, never again

ornate trellis
#

pants are a prison anyway

gray bear
#

no pant

#

i only throw idea at wall

ornate trellis
#

if I am ever feeling insane again I will work on my FS pants again but until then

calm nebula
#

Defining an algorithm to pick the dominant color from a 16x16 image

#

No, you cant straight average

gray bear
#

what a horribly cursed idea

ornate locust
#

I fought FS pant too, it was not less pain

#

All pant is cursed pant

ornate trellis
#

the only things ive ever did again were hats because those are damn easy

gray bear
#

literally had this idea trying to make the shorts match the shirt but like this isnt even the most used color in it

#

#cursed

calm nebula
#

Just open the image in your favorite image editor and color pick

gray bear
#

practical solution ftw

uncut viper
uncut fable
#

Would anyone be able to point me in the right direction for editing dialogue on the fly with SMAPI?

I'm currently editing the text in the Rendering event, and by MenuChanged it's there, but it's not actually changing the text

ornate trellis
#

silently writes down to attempt FS pack again sigh

#

anyway throwback to when i did this for no reason

gray bear
#

u don't need a reason to be cool

calm nebula
lucid iron
#

Give me the springobjects hat pls

gray bear
#

not the springobjets hat

gray bear
#

what about objects_2

lucid iron
calm nebula
#

If you're editing the current text displayed iirc the game just regenerate that a lot

lucid iron
#

There may be easier/better ways though, tell us what you want

ornate trellis
#

springobjects.png is too powerful to turn into a mask i fear

gray bear
#

i'd say make seperate hats for all of them but i don't hate u, void

uncut fable
calm nebula
#

(Also, tbh, rendering is for rendering, not logic.)

gray bear
#

also is there a mod for fruit hats. i swear i saw it, or did i simply imagine it

ornate locust
#

Looks like a Death Godlike head

ornate trellis
gray bear
#

i love glitchcat hat

lucid iron
#

I got example for this too hold on MikuBear

ornate trellis
#

since I already have it i might remake pathos mask...back then i did it in JA

gray bear
#

was just gonna say hey chu didn't u publich a mod really similar to elegant's idea

#

that says publich doesnt it

ornate locust
#

looks like they had a terrible sprinkle accident

lucid iron
#

So one deal is that ppl would have to opt into actually using this thing like Hey we are [Mod_NPCTag Lewis buddies] right?

jovial dirge
#

I’m reading the wiki, but it’s really frustrating it seriously lacks concrete examples.

gray bear
#

yeah,,, ive only ever added basic things so i'd add example if i had any

lucid iron
#

If you want to globally replace @ with your logic then I'd do a prefix on Dialogue.parseDialogueString

gray bear
#

but if u ask about a specific thing someone will be able to help

lucid iron
#

Like this Bolb

#

But y'know different regex

gray bear
#

SBVCatGasp void you're in the code!! /j

uncut fable
#

Oh thanks I think that's what I am looking for!

ornate trellis
#

im everywhere and nowhere

lucid iron
#

In my case all I'm doing is taking [HMK_token] and expanding it to [HMK_token speakerid]

#

And the actual determining of what string will be resolved is inside the tokenized string handler

ornate trellis
#

might even call me Schrödinger /j

gray bear
#

shouldn't it be Schrödinger cat? i think we know where the dude is

uncut viper
ornate locust
#

He died in 61, so Schrodinger is now the one in the box tbh

lucid iron
#

Ah that's probably easier to patch then Dokkan

#

Then u only need a postfix

uncut viper
#

no you need a prefix

lucid iron
#

Terrible times

uncut viper
#

unless you dont mean on ReplacePlayerEnteredStrings()

#

why is it terrible

#

just replace the @ before the rest of the function runs

lucid iron
lucid iron
#

I dun have decompile before me so im not sure what is the order of @ vs [TS] here

uncut viper
#

the @ gets replaced basically right when it needs to be before display, afaik

#

not during parsing

#

which would be better, because you might want to replace it with something else if they talk to the NPC at 6pm vs 6am when the dialogue is first created

#

e.g. if you start dating at noon

jovial dirge
#

guys, i got a great news, my teleport works SDVpufferwaaah

#

first victory

calm nebula
#

Is dialogue parsed at 6am?

jovial dirge
#

The problem comes from the tilesheets folder. I see that some modders use this subfolder, but for me it just refuses to work. So I put the tilesheets directly in the maps folder instead.

ornate locust
#

Oh that's more complicated than just using a subfolder

uncut viper
#

one big example is schedules

#

dialogue will be created and thus parsed whenever an NPC arrives at their destination

#

which is why $query can be out of date

ornate locust
#

Tiled can only see tilesheets in the same folder as it without something like Tilesheetinator, and you have to load your tilesheets in the files to get them usable in maps ingame

calm nebula
#

I think also the code that handles buyback runs at 6am

ornate trellis
#

the return™ man, my discord is lagging again

gray bear
#

wait is this a pathos mask

#

i have faint memory

#

of pathos not being a cat with a pufferchick

ornate locust
gray bear
#

are these custom tilesheets or game ones

ornate trellis
ornate locust
#

Yeah, also is this custom or not? If it's just about Tiled, there's Tilesheetinator.

jovial dirge
#

Guys, how to add an element to the town map without actually modifying the town map itself?
I mean something like an overlay layer. For example, adding an extra door to Pierre's shop.
What’s required to do that? (A map via Tiled?) Which function should I use in the wiki?

gray bear
#

there are patch modes

#

have a this

#

and yeah tiled is the only way i know to edit stardew maps

urban patrol
#

you can technically do it by using EditMap and changing tile indices etc

#

if it’s just one or two tiles that’s what i’d do tbh

gray bear
#

i mean how would u add a door without tiled

urban patrol
#

you would change the tile index to look like a door and then add a warp tile action

gray bear
#

true

#

dunno if i'd rec that to a beginner

urban patrol
#

i mean i wouldn’t

gray bear
#

and like, same result

urban patrol
#

yep exactly

#

lol

jovial dirge
urban patrol
#

just was saying tiled isn’t the ONLY way

urban patrol
gray bear
#

no, edit map is the only step

#

loading is for new assets/maps, not edits to existing ones

#

u really just need like a 1x2 tmx file with a door visual

jovial dirge
gray bear
#

u need a tmx

urban patrol
#
  1. copy town map into your mod or workspace folder
  2. make desired edits
  3. crop map as small as possible to just your edits
  4. use EditMap with FromArea and ToArea to define where your cropped map should go
gray bear
#

(you don't FromArea for this, you'd be using the entire map edit)

urban patrol
#

(i prefer to just so i know the numbers match but yes it’s not required)

jovial dirge
#

One simple question that still confuses me: when you integrate an already existing map into a mod folder, do you always have to include the tilesets one by one?

gray bear
#

!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.

jovial dirge
#

nice !

#

ty SDVpufferthumbsup

pale river
#

if I want to make a NPC join in year 2, how do I do that? I'm thinking maybe an event that triggers in year 2 to show that they arrived. How do I also make NPCs interact with each other?

fossil osprey
#

You could do something like, they have a year 1 schedule that's just "stay in this out-of-view map the whole day", then have their actual schedule loaded with condition "year 2+"? I haven't done NPCs, so I don't know if you can just conditionally add them

urban patrol
#

you would use UnlockConditions in their Data/Characters entry

#

the condition being either "is year 2" or "has seen this intro event"

calm nebula
#

See keny

#

Kent

urban patrol
#

as for NPCs interacting with each other, you can write events that showcase them together?

#

if that's what you mean

pale river
urban patrol
#

[[Modding:Maps]] the wiki is your best friend

pale river
urban patrol
#

yeah then just write their schedules to match up at points

#

i actually have 2 NPCs who go everywhere together if you want an example

pale river
urban patrol
pale river
#

oh my god I love detectives

urban patrol
#

then you should be excited for my next update where you get to solve cases with them lmao

pale river
brittle pasture
urban patrol
pale river
calm nebula
brittle pasture
#

doesnt the dye pot/sewing machine do that already

uncut viper
#

they don't want to destroy the item in question

lucid iron
#

Objects that r not necessary color tagged

#

Find most frequent color from the texture pls

brittle pasture
#

very intriguing idea, we will get back to you after Q1 planning and strat review

#

in the meantime please submit a one pager PRD to the shared team drive

timid swallow
#

How does one specify the "front" sprite for a new modded furniture (a chair, specifically) using Content Patcher? In Data/Furniture I can only set one sprite.

calm nebula
lucid iron
timid swallow
#

Rotations is set to 4.

lucid iron
#

Make the Front same size as the base and draw front of chair on them

#

Vanilla has this setup on most furniture sheets

calm nebula
#

I'm not going to put math on anyone but me

#

And I'm not doing it

lucid iron
#

Atra has agreed to donate us the 0.2 dev hours

calm nebula
#

Look before I bother doing anything else I need to actually play the game again

#

And playing the game is less interesting than trying to convince y'all to do stuff

timid swallow
lucid iron
#

Yep that's just how it works

timid swallow
#

Alright. Thank you.

lucid mulch
calm nebula
#

Sorry, we use git

#

The git issue tracker

jovial dirge
#

I still need a bit of your help. I made a door that I want to appear on a road in town. My AddWarp is at 8 54. I created a 1×2 door called “Town_Door”, but I can’t see it in-game. What am I missing? Thanks.

ornate trellis
#

shouldnt your edit map where you add it to the map has the target of town and not...whatever that is you have?

jovial dirge
ornate trellis
#

youre doing editmap and not a load so its like you have a cutout you slap on a map to change that area

#

so if coords and the other stuff are right it should work if you put the right target map

#

good luck :3 i cant help more than that, gotta get to bed since ive early shift

jovial dirge
#

ty for your help anyways, have a nice night, take care of you

#

see you soon

urban patrol
#

void is correct you need to target Maps/Town

#

your from area should also be 0,0

jovial dirge
# urban patrol void is correct you need to target Maps/Town

ty for your reply, but content patcher is still annoying me. I did install the Tilesheetinator plugin though. [Content Patcher] Unhandled exception applying patch: Teleport > Town Door.
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Teleport loaded map 'assets/Maps/Town.tmx' with invalid tilesheet path '../../../../Content (unpacked)/Maps/spring_outdoorsTileSheet'. Tilesheet paths must be a relative path without directory climbing (../).

ocean wave
#

how does one code fashion sense i want it get my klee on my head

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

jovial dirge
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.

lusty elm
#

I decided to take a look at making a Farm Map design Tutorial (again) and was looking for my old notes, that I'm pretty sure i did a bunch of work on, but the last thing i can find was from 2021, has it really been 5 years? rooThink

ocean wave
lusty elm
#

No, apparently I tried in 2021,2022,2023, and 2025, but only found my 2021 notes. I really need to clean up my PC/Files and reorg them.

lusty elm
# ocean wave anyone,,

people tend to have specialty focuses when it comes to modding, I for example have no idea how any of that works, and my closest guess would be to sprite replace a hat, which that image is probably too big for a hat sprite.
and generally when someone doesn't know how, they wont respond, so its not that you're being ignored its that the people currently here may not have the knowledge you're looking for. :p

ocean wave
#

oh i thought my message got lost, mb

urban patrol
#

the channel can very quickly fill up with a flood of "i don't know sorry" if everyone replied to things they didn't know :P

valid folio
#

Hello, how are you all?

Is it possible to use a “flavored” item as an input for a machine and have it output another item? I’m not sure how to phrase it properly haha.

For example, an item like this:
"DriedFlower.Displayname": "Dried {0} Flowers"

Can that be part of a machine rule, but not for all “Dried {0} Flowers” but only a specific one, for example “Dried Blue Jazz Flowers”?

lusty elm
#

its okay, its a common misconception, which is why i mention it.
also people tend to get lost in working on stuff or only work in the mood or on certain times/days and so sometimes re-asking is fine, so long as its not often enough to annoy people (which varies).

jovial dirge
#

Third victory! I know it wasn’t a big deal, but now I have the basics and the right GitHub links to keep going. Thanks guys for your links and tips!

dire kestrel
ocean wave
#

i didn't know there was one

dire kestrel
#

how else would fs pack makers understand how to utilize it SDVkrobusgiggle

autumn tide
#

magic

opaque field
#

I have made hats with content patcher - and have PEEKED at the idea of fashion sense

brittle pasture
ornate locust
#

one day I will figure out why the Fashion Sense thing I made can't be layered with other accessories without part of it changing color, or why setting it to not be colorable messes up part of it. But nobody ever knows why when I ask so

#

my shoulder rat shall remain caged

dire kestrel
ornate locust
#

I have redone it so many ways that I don't know how anything works anymore, the nose and feet just turn dark brown if I layer accessories no matter what

#

and with some changes they vanished

valid folio
ornate locust
#

There is a level of "I am not familiar with the workings of this and I am getting desperate" where you just start changing things that could maybe in some universe be related

#

and I got there

dire kestrel
#

that i can totally understand lol

#

hopefully you get it figured out because ur rat is adorbs SDVpufferheart

ornate locust
#

He works great when he's not layered with any other accessory...

dire kestrel
jovial dirge
#

I’m trying to understand how some modders use tilesheets, but I’m confused. I tried opening the Tiled Lighthouse and several others. It’s impossible to find the images. They appear in-game, but I can’t see them anywhere in the mod folder. Did I miss something?

gentle rose
#

!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.

gentle rose
#

(also hi Draylon, long time no see, idk if you were around when I first published this haha)

lusty elm
#

When and if I do get around to making my mapping tutorial its probably going to include stuff that is years out of date and doing stuff manually that has tools to shortcut now that i wasnt around for.

#

I was not, also wassup rooHappy

urban patrol
#

meroe, with the tilesheetinator extension you have to add the ES tilesheer folder via the extension

jovial dirge
urban patrol
#

ctrl+shift+,

gentle rose
autumn tide
#

helloooo what would mean in this context?

gentle rose
#

after that, ctrl+. will fix any map

urban patrol
ornate locust
gentle rose
autumn tide
#

OOH okay, so just if it's included it is true

ornate locust
#

Well you need a value, and people generally use T

gentle rose
#

you still have to have a value after it

autumn tide
#

ohh

urban patrol
#

(honestly, i feel like i and many other modders get/got confused by the 2 superscript, so i wonder if there would be value in editing the wiki)

autumn tide
#

okay so i still need something after the key

ornate locust
#

I did get confused by that too

brave fable
#

if the footnote was at the top rather than the foot i feel like it'd be a lot less confusing

gentle rose
urban patrol
urban patrol
#

kfsfhs i didn't even see

lusty elm
#

Autofeed is the name of the property box, and T is what goes in it. somtimes it needs to be T, sometimes it needs to be not empty, so dont just put a F in there for false, that would be logical, but also wrong. I remember there being a few things like that in the property settings that are odd.

urban patrol
#

i'll actually step off and let you do the tilesheetinator walkthrough as the expert lol

gentle rose
lusty elm
autumn tide
#

okay more questions- is there a way to add a custom passing out rescue thing to a location?

hallow prism
#

yes

autumn tide
#

ooh!

hallow prism
#

i don't remember the details right now but wiki may have it

lusty elm
#

People often expect you to be the expert of your own mods, but its often a dedicated user that has way more knowledge about it, at least thats how i feel about it sometimes.

hallow prism
#

i use it in VMV (just tested it myself. Entirely on purpose. I did mean to be killed by my own monsters.)

lusty elm
#

especially if you havent touched it in months/years

gentle rose
autumn tide
#

dwarf will (hopefully) now pillage you of your gems if you pass out in the mine location at low hearts SDVpuffersquee

hallow prism
#

it's in location context

#

hum

#

you can do custom rescue. Custom loss of item would require C# however i believe

#

you can do an event when dwarf rescue you and then you have the normal item loss and you can imply dwarf took those

autumn tide
#

PERFECT tysm!

hallow prism
#

but you can't select what you lose currently with game commands

urban patrol
#

okay i was going to look at editing the wiki but unfortunately i don't know wiki markup well enough lol

autumn tide
#

pillaging time SDVpuffersmug

hallow prism
#

you can do no loss/chance of loss, basically

#

glad you can deal with that limitation 🙂

jovial dirge
autumn tide
lusty elm
autumn tide
patent lanceBOT
#

you know what rhymes with jerkface? head_in_the_cl0uds. head_in_the_cl0uds does. but fine i'll remind you anyway... (#7016122) (18h | <t:1767462588>)

west geyser
#

I am hopefully doing good at my modding. I am currently using a placeholder sprite and portrait and working on placeholder dialogue(which I will replace with actual dialogue, sprites, and portrait later).

royal stump
#

FTM's 2.0 trigger stuff will have inventory removal that would work for passout stuff (with the right conditions, ig?), but it's still not ready for beta yet, december was a mess here SDVpufferdizzy

jovial dirge
#

i would like to unpack tilesheets like "lemurfurniture"

royal stump
#

not quite, I'll be beta-ing it for a bit after I finish the monster spawn/remove part

lusty elm
#

The benefits and downsides of vanishing for a year, lots of new tools comes out, but also... lots of new tools came out.

urban patrol
royal stump
#

still needs some more commands, but yeah, I've got a working "custom action" thing that's basically expanded trigger actions

lusty elm
#

nice!

jovial dirge
royal stump
#

here's one of the simpler format examples, draylon, just spawning forage once per second SDVkrobusgiggle

urban patrol
royal stump
lusty elm
#

thats really cool, and its got my mind spinning with ideas it unlocks. SDVjuniheart

gentle rose
ornate locust
#

You can put a tilesheet basically anywhere in a mod as long as you load it right. Be hard to find, but you hypothetically could

lusty elm
#

expansion mods often kind of have to compartmentalize during development, but for most other mods its overkill.

ornate locust
#

East Scarp has its tilesheets in East Scarp Core/Assets/Tilesheets

gentle rose
#

oops, beaten to it SDVpuffersquee

ornate locust
jovial dirge
lusty elm
#

that is also fair, its also why i really dont like making my own tiles, even though i'm actually not bad at it, i dont want to contact 15 recolor artists to get permission to make my mod compatible.

gentle rose
#

it doesn’t actually change the map file in any way, just loads the missing tilesheets

ornate locust
ornate locust
#

Recolor guys rarely say "No you can't make your stuff a color that fits in with my stuff"

gentle rose
lusty elm
#

Compatibility is actually the main reason I make Farms with base assets, cuz noone touches the farm map, so i dont have to worry about another mod intruding, and if i only use base game assets, I dont have to worry about recolors.

jovial dirge
gentle rose
#

use it to select your unpacked maps folder

lusty elm
# ornate locust Recolor guys rarely say "No you can't make your stuff a color that fits in with ...

While true, I still often feel i should ask, and some recolor authors actually don't want you to gain DP if you're working with their recolor even as a compatibility thing (I've had some directly tell me no on DP). Some Authors have also left the scene entirely so its not possible to get permission really.

Also I hate having to go back and do more compatability or fixes, so when a new recolor comes out or I missed one I get requests, and If i do it once, it will be expected that I always do it.

Mostly I mod to paint in tiled, rather than actually make a mod, so my motivation is a bit odd in that respect, I only really make them mods so people have the option to use them, otherwise they just sit there, its why some of my maps are too large to practically use, or very difficult to use or design for.

ornate locust
#

I think I would just not support those recolors that think they own a shade of blue tbh

gentle rose
urban patrol
#

yeah, supporting recolors is already so much of a pain in the ass, if i meet any resistance along the way i'm just not gonna do it

#

i just wanted sand/grass tiles 😭

lusty elm
#

Fair enough, unfortunately If i vaguely remember correctly, the one that said that was one of the more popular recolors (at least at the time, not sure whats even out there and updated now), which means users are going to ask why not if you include the others but not it, then you got explain or ignore in one way or another, which either way invites drama (though you can mitigate it a bit). So I just avoid the entire thing.

west geyser
#

Can someone gimme a simple explanation of what this means? Cuz all I see from it is red wall of death that means I did something wrong or missed something and idk what.

#

At least there is significantly less red text than the last time I tried to boot it up though.

lusty elm
#

line 9 has a grammatical error in the phrasing of the code bits

jovial dirge
# gentle rose

For vanilla mods, I’m still struggling a bit. How do you do it for townInterior_2, for example? Thanks a lot.

jovial dirge
urban patrol
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.

jovial dirge
short temple
#

How can i create a custom sound for a farm animal?

urban patrol
#

[[Modding:Audio]] to add/edit audio and [[Modding:Animal_data]] for editing the farm animal

#

aww bot cmon

#

[[Modding:Audio]]

urban patrol
#

[[Modding:Animal_data]]

short temple
#

I mean the actual audio file is there some way to make one?

urban patrol
#

i think audacity is pretty good from what i hear?

lucid iron
#

Do u know how to use audacity or whatever

short temple
#

Nope

lucid iron
#

You just need to get an ogg file basically

#

That's not sdv specific

short temple
#

I'm gonna take a look

autumn tide
urban patrol
#

is there an action to remove items from inventory

autumn tide
#

yep!

#

i remember there being one at least

lusty elm
#

i believe so, though i dont know how flexible it is in usage cases

autumn tide
#

it's not the neatest idea but it works

urban patrol
#

yeah i wonder if it throws an error or smth if it doesn't find the item

#

or if you try to remove 79 blueberries but the farmer only has 78

lusty elm
#

i find that often times when it comes to stardew valley, neat is not how you end up doing things to make an idea work.

autumn tide
#

hm, i could add the needed gems to the query to that specific letter

short temple
autumn tide
urban patrol
#

i don't think it takes an item query, but i wonder if a) that would work b) you could request that in 1.6.16. i'd need someone more knowledgeable to put in their 2 cents

lusty elm
#

and bombs

#

scope creep rooHappy

autumn tide
lucid iron
#

Ok but isn't adding the item u need then taking it away like

autumn tide
lucid iron
#

Zero sum

lusty elm
#

also the mining candy, if they have any

autumn tide
#

oh, not adding it

unreal spoke
lusty elm
#

eh, at that point its really just "test it and see what happens" to see if it works without a defined number or something.

autumn tide
#

hm okay okay

autumn tide
#

okay AAA tysm y'all im excited for further scope creep adventures

royal stump
#

afaik, the base game options are specific to item IDs, though you could condition it on the GSQ player_has_item first

unreal spoke
#

(Please fact check me. It’s been a while and it’s 1:30 AM over here, so I may very well be confidently incorrect.)

pale river
urban patrol
autumn tide
#

(it is impossible lol)

lusty elm
royal stump
autumn tide
#

i gotta make my dwarf mischeif portrait into a gif or something to use here..

royal stump
#

(FTM has an "item match data" setup, so its future item removal stuff could remove X things by category or whatever, but yeah, not ready yet)

autumn tide
#

ooooh..

#

time to scour framework mods so i don't gotta make some inane amalgamation of tokens SDVpufferwoke

autumn tide
#

they're just an icon let it slide

lusty elm
#

y'know i didnt know for the longest time that you can bomb his rocks, i always assumed it was pick strength locked, and last time I said this some people were like, "YOU CAN USE A PICK?" while i was like "YOU CAN USE A BOMB?"

autumn tide
#

PFFT-

urban patrol
autumn tide
#

ah, unfortunately i cannot C#

urban patrol
#

not with that attitude

autumn tide
#

no please i've scope creeped enough

#

i have a family

#

and cats

#

most importantly the cats

lusty elm
#

I have like 3 unfinished projects cuz of scope creep

royal stump
#

a simple one would probably just be like
condition: if you have {{random gem id, dynamic token}}
action: remove one {{random gem id, dynamic token}}

lusty elm
#

used to be more, but last time I modded I made a concerted effort to finish some.

lusty elm
#

Hence Forever Falls Farm, the Gargantuan farm map with like 7? 9? sub-maps.

royal stump
#

(or ig you could just inline that with seeded random, rather than dynamic) (w/e works)

autumn tide
#

i'm still fairly new-

lusty elm
royal stump
#

a dynamic token probably wouldn't be necessary, just a normal random token, like
{{Random: (O)16, (O)18 |key=RandomGemToSteal}}
in both the condition and action

#

(with actual gem IDs, I don't remember 'em)

autumn tide
#

...okayy..

royal stump
lusty elm
#

I still have Cave farm, which would have to be build from the ground up cuz it was built using frameworks that predated Content Patcher that then died out.
Volcano farm, which was code heavy, but I could probably repurpose into something simpler, but it still has a lot of complications, and I was working on a forest expansion and NPC mod, though I only got baby steps into that one rooThink there might be others i'm forgetting.

autumn tide
#

OOHHHH i got tysm!!!

jovial oak
#

I don't know if this is the right place, but hello beautiful people, I am making a mod and I am learning the events. Currently, I got stuck on question and fork1. I'm leaving the mini event I made so that someone can explain what I did wrong. {
"LogName": "Custom Events in Town",
"Action": "EditData",
"Target": "Data/Events/Town",
"Entries": {
"MyEvent_1766335141440/f jeny 2/t 600 2000/w sunny": "continue/26 66/farmer 26 66 1 jeny 32 66 2/pause 1000/faceDirection jeny 3/speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.2}}"/pause 1000/emote jeny 40/speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.5}}"/pause 3000/move jeny 0 3 3/pause 3000/faceDirection jeny 2/emote jeny 16/speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.11}}"/pause 1000/speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.13}}"/question fork1 "{{i18n:jeny.Event.MyEvent_1766335141440.14}}"/emote jeny 16/speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.16}}"/pause 1000/end",
"fork1": "speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.fork1.0}}"/emote jeny 28/pause 3000/speak jeny "{{i18n:jeny.Event.MyEvent_1766335141440.fork1.3}}"/friendship jeny -50/end"
}
}

west geyser
#

I am like 90% sure my cats think I am insane(I keep yelling at my laptop).

lusty elm
#

you're not stupid, you just don't know, there is a difference :p. a lot of this stuff is varying in levels of intuitivism. as a side note: I'm halfway surprised that word doesn't have red under it.

urban patrol
#

what error are you seeing?

royal stump
# autumn tide OOHHHH i got tysm!!!

SDVpufferthumbsup was poking at an example; I'm not sure how you'd detect pass-out off-hand, but just as a random demo, this would remove a random item ID each day

"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
    "{{ModId}}_Test": {
        "Id": "{{ModId}}_Test",
        "Trigger": "DayStarted",
        "Condition": "PLAYER_HAS_ITEM Current {{Random: (O)16, (O)18 |key=RandomGemToSteal}} 1", /* only do this if the player has random gem */
        "Actions": [
            "RemoveItem {{Random: (O)16, (O)18 |key=RandomGemToSteal}} 1", /* remove that same random gem */
        ]
    }
}```
since those 2 randoms share a key, they both roll the same thing as each other every time
#

(ig those IDs are horseradish and daffodil, now that i check SDVkrobusgiggle)

jovial oak
autumn tide
royal stump
#

it should work in that format too, but (if it does error about missing items) you'd want to get the condition in there with "IF" or something

urban patrol
royal stump
#

oh, tbc I think %action just does an action, not a whole trigger entry? I'm not sure offhand

autumn tide
#

lemme se

pale river
# autumn tide i have a family

SDVpufferpensive i feel this so much. I decided that to compensate for the removal of roommate/dating to my npc, I plan to add 2 other npcs SDVpufferwaaah

autumn tide
#

...i am not wholly sure what this means-

royal stump
#

that specifically runs one action, so it'd do the "Actions" thing in my example, like %action RemoveItem {{Random: (O)16, (O)18 |key=RandomGemToSteal}} 1 %%

autumn tide
#

gotcha gotcha, tysm!!!

royal stump
#

but yeah, I'm not sure if you can use a condition in there, so it might be a bit weird to check for the item

autumn tide
#

you can for the mail!

royal stump
#

SDVpufferheart should work with that then, yeah

#

I was just vaguely remembering Button say "if" breaks in some context, but that was probably events

autumn tide
#

time to go through the item ID list and find stuff that dwarf would yoink..

urban patrol
#

my phone is cutting it off but yes you need the fork command

autumn tide
#

food, ofc

royal stump
#

a lot of the original gems are like, 66/68/70/etc in objects

urban patrol
autumn tide
#

hm, could i do this multiple times? so that dwarf might take multiple items from multiple pools?

#

i think so..

royal stump
#

should be able to, yeah

autumn tide
#

YES

urban patrol
#

i think you’d need a new key though

calm nebula
#

Isn't there an event command for removing an object

#

Like

#

That one Jodi event uses it

autumn tide
#

mhm! but this is for mail

lusty elm
#

Sup Atra

summer spoke
#

Can someone please explain to me how me trying to befriend Harvey so I can write a line for him turned into three hours of trying to make a good-looking farm? lol

autumn tide
#

...you can nest tokens right?

summer spoke
#

Can someone please tell me a little bit about him? I know he's scared of heights and wants to fly, but other than that I honestly don't know.

#

nest tokens?

autumn tide
#

like put a token in a token

jovial oak
summer spoke
#

Oh, okay, thank you. Sorry I can't help in that regard

lusty elm
#

a lot of the npcs.... actually dont have a lot of defined identity, your best bet is to read his dialogue that he can say on different days/festivals and watch his events.

summer spoke
#

Right, okay. I'll go do that, thank you.

urban patrol
#

or you can look into quick question and switch event instead

autumn tide
#

oh yeah, the general consensus is that question fork belongs in the depths of hell SDVpuffersquee

opaque field
#

yes, yes they do

#

I LOVE quickquestion

#

Also, uh, no reason I'm asking but, like, can you make a machine that accepts animals as input?

urban patrol
opaque field
#

without C#

opaque field
#

input chicken=get chicken nuggets

urban patrol
#

specifically, question fork0 \"{{i18n:charleshearts7.1}}\"/fork leaveCharlesAlone/speak CharlesRowland says "if you choose option 1 in the question, then go to the fork leaveCharlesAlone. if you choose option 2, continue onto the speak command"

urban patrol
proven spindle
autumn tide
opaque field
#

Yeah I usually play with that mod for that reason XD

proven spindle
#

Also g'morning everybody

opaque field
#

g'mornin!

proven spindle
#

I spent all night writing 9 events in one sitting and crashed at like noon lol

autumn tide
#

morning! (8pm for me LOL)

autumn tide
opaque field
#

it just kinda popped into my head as an idea but it's not worth adding to my to-do list rn lol

opaque field
ornate locust
proven spindle
#

Hey on the bright side y'all might be getting yet another penny expansion whenever I get around to testing whatever my brain came up with

ornate locust
#

i'm still seeing coordinates and tiny map icons every time I close my eyes

autumn tide
#

😭

#

for me my Blitzed-through-things-and-then-crashed is usually 1 event max during 4 hours-

opaque field
#

I don't love penny in vanilla but if mods can get me to love Alex I'll keep trying until they make me love Penny too

ornate locust
#

I think I started working on it at 3 and crashed at 2 AM?

opaque field
#

my brain is full of "make secret note that triggers conversation topic, write lines for note and topic, then trigger mail from conversation topic that includes gift, then write that mail

#

and stringsfrommaps

autumn tide
#

the scope is creeping

ornate locust
#

the stickbug is approaching

opaque field
#

I will never release Kent or Alex or any other of my other character expansions bc I will just scope creep Shane into oblivion

proven spindle
#

give in to the scope creep

#

it must feed

lusty elm
#

SDVpufferchicksweatsip My modding days are usually like 8-12 hrs with outliers being like 16 hrs, but I'm also doing mapping, which isn't brain intensive (at least to me).

opaque field
#

I find mapping (like, making maps in tiled) for the most part pretty soothing

#

sprites for the most part - also soothing

autumn tide
#

i shall feed the enternal void that is scope creep with all of my mind and soul, and i shall do so gladly

inner harbor
#

Is there a way to find out what mail is waiting for you in the mailbox? This is because when a mail is broken, you get the mail icon, but when you click on the box you get nothing, and its super-hard to find out what mail is bugged.

ornate locust
#

When I'm on, I'm on. Gotta take advantage of that focus and energy...

autumn tide
#

speaking of BYEEE I GOTTA DO STUFF

inner harbor
#

Currently I've found its loaded in your savefile under "MailForTomorrow" or something similar, but its hard to instruct people reporting bugs to dig through their save file.

urban patrol
#

their log would have trigger actions that were applied in trace

#

you can filter by your mod id which would narrow it down

inner harbor
#

... not necessarily? Not all mail is sent via triggeractions

urban patrol
#

well you would know better than me how you sent mail :P it would also show events seen if you sent it via event

inner harbor
#

(it would narrow it down a bit, but there's still cooking recipes, events, special order mail). Would it be able to tell you which triggeractions fired that day too? I'm not sure... what I do know is that the savefile has a <mailforTomorrow /> component.

gentle rose
#

have you tried lookup anything on the farmer? long shot but it might work

#

oh you want a command for the log SDVpufferthinkblob

inner harbor
#

I haven't tried it because this isn't my bug report, but it is something I've tried to solve for a while

#

and a log command would be most excellent/easiest.

#

or event lookup on the mailbox I guess!

royal stump
inner harbor
#

it happens when you have situations like: have removed the mod that has the letter in it (but the mail has already been loaded into the savefile), or there's a typo in the mail name.

inner harbor
#

(and it just doesn't exist for whatever reason)

#

it might be this code you need to look at, actually: <mailbox><string>spring_19_1</string></mailbox>

#

that one shows what's in the mailbox, right?

royal stump
#

EMP has a console command that lists mail in a named category* or all of them, if that helps check
still a bit inconvenient to get a random user to use, though

#

(save-wise i'm not sure what's in which xml tag)

inner harbor
#

that's useful though! I can make use of that for the times this happens to me personally! What's the console command?

royal stump
#
EMP ListMailFlags
  Aliases: Flag, Flags, ListFlags, ListMail, Mail, MailFlags
  Format: EMP ListMailFlags [MailType]
  Example: EMP ListMailFlags Received

  Lists all mail flags set for the current local player.

  - [MailType]: The category of mail flags to list. Case-insensitive.
    Optional. If no mail type is included, all mail types will be listed.
    Some mail flags might be set with multiple types at the same time.
    Mail types:
    - Mailbox or M: Lists mail flags for unread letters in the player's mailbox.
    - Received or R: Lists mail flags for letters the player has read, and flags that aren't related to mailbox letters.
    - Tomorrow or T: Lists mail flags that the player will receive tomorrow.```
#

so emp listmailflags mailbox should show things currently in their inbox, as far as I know
e.g.

[Esca's Modding Plugins (EMP)] Mail flags in "Mailbox":
  spring_2_1```
autumn tide
#

awwww dwarf SDVpufferaww

noble ermine
#

Can I put multiple actors in one warp? I want them to show up together

autumn tide
#

lemme see...

#

for an event?

dire kestrel
#

DrawAfterShirt
doesn't draw after shirt
kagu

autumn tide
#

or just put continue after each warp to make them effectively simultaneous

dire kestrel
#

oh ffs is it sleeves

noble ermine
summer spoke
#

Harvey is such a sweet dork.

autumn tide
#

idk why but i sometimes get him confused with luigi

summer spoke
#

Now that you mention it...

autumn tide
west geyser
#

I was missing a single quotation mark. I'm outta the building(endlessly reading and rereading my content json)!

autumn tide
#

WOOO SDVpufferparty

silk basalt
#

i'm back with stupid questions again,,, sorry guys,,,