#making-mods-general
1 messages · Page 506 of 1
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 10 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i was trying to add the maps i'd made, but now the whole thing is busted
thanks!
Please stop putting yourself down. We don't agree with it but also it puts a burden on us to have to reassure you every time. We want you to feel capable and to enjoy that experience, but that isn't possible if you keep insisting that you're incompetent and stupid.
(I know this message might feel kind of harsh, but I don't mean it to be. I just want you to see the impact that your self-deprecation is having and know that there's a better option for you
)
You broke your json on line 98 or 99. Probably a missing bracket or comma.
I"M BACK IN THE GODDAMNED BUILDINg.
At least you're not the only one
no, you're right, i'm sorry. it's a bad habit i have;;; the first time i tried modding any kind of game, the only people i had for help were very impatient with me. not this game thank god but. i'm still getting used to knowing people are like, actually happy to assist me with this stuff;; i'm sorry about that
I think I am out of the building. I am 90% sure it was a missing quotation mark. Again.
that's alright :)
omg it's working! Thank you so much
np!
sometimes you just need reassurance, and you can just ask for that when you need it
They are there, I just can't see/interact and idk why.
If I was to create a custom reward type for a special order inheriting OrderReward, would this cause issues with the save file? As the new custom reward object is not in the XmlInclude list for special orders Rewards?
Your target in your load patch for the sprite is probably wrong
Just want to say thanks to @lucid iron @calm nebula @uncut viper for the help, got my little mod working (as far as I can tell)
https://github.com/ElegantSyntax/es-nicknames/
i do really want to thank you guys for being so patient again, i do truly appreciate it. 
I'm having some trouble getting a mod to work, and I'm pretty sure the issue is with the image file itself, but I'm not sure how to confirm that or where to start on fixing it. First error is upon loading the save file, second/third is when I try (and fail) to open up my menu in the game. https://smapi.io/log/8c29f1a79fb2413e81906e7a64bc79f2
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Education, with 8 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
When I comment out the last 3 lines, it works fine! The bundles themselves work. It's definitely something to do with the bundle artwork
yes
if you need to serialize a custom type use SpaceCore's serializer API
ah thanks will check that out
What does this mean?
just means steam or gog is eating dirt currently
My lil guy still ain't showin up, n I made sure the sprite connection was right, so idk why they ain't showin up. I'mma try one more thing then come back to y'all.
They frickin vanished.

be free, my rat
Did you see my reply about what was wrong?
It's because you have the lines for your load patch inside your EditData patch. It needs to have its own set of curly brackets after the EditData patch.
omg thank you so much! I didn't even see that, and that fixed it
everything is somehow shifted down by 1 pixel, not sure how that happened but I'm sure I can fix it lol
Can I ask a grammer question?
Sure
i think i got it figured out, he's back again! i'm not sure i got the maps loaded in correctly, but
i decided to remake the house and garden map, since i wanted to try to make it a bit more efficient than before
I'm sure they'll want to thank the person who rescued them, so don't be a stranger." is the (,) in-between them and so necessary?
yes
Yes
Right, thank you.
I messed something up or something. No clue what I messed up.
!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.
Share your json and we can check
My content json? Sure. Do I just do the smapi.io/json thing?
mhm!
hm, i don't see anything wrong but i am still very much a beginner
Your Target for portrait and sprite loads has .png in them, but Targets should never have file extensions in them.
Not to mention that for the sprite, at least, the Target is just wrong
Can you share your dakotalifeau.json via the validator as well please?
oh yeah, it's the error i've made 12,000 times! wonder i didn't catch it
So because your NPC's internal name is AU_TubbineDakota, your Targets need to be Portraits/AU_TubbineDakota and Characters/AU_TubbineDakota
So both of them are actually wrong at present
Thanks. This is the first time makin an NPC or even trying to make a content patch for Stardew.
You're doing great :) npcs are hard lol
Thanks. I'm doin one of my aliens. In their language Dakota means Happy life.
oh sweet! i love fantasy
Currently I'm using palceholder sprites and portraits until I get the actual ones done.
Do I gotta wait for the patch to fully load before loadin up my game to see if it works?
I am not sure what that means. As soon as you save your file, the mod will be updated. You don't have to quit to make changes though. You can use the console command patch reload <modid> (replace <modid> with your mod's unique id) to update your changes while in game.
Mk. Smapi just says that the content patch is loading for a while when I start the game.
Can you show a screenshot of what you mean?\
Yee
Oop. Somethin happened. Now it's sayin I need an xnb file. There is a red wall of death.
hellooo i hath returned with yet more code conundrums, is this formatted correctly? wasn't sure about what sort of bracket to use
Ignore the part about the xnb. I suspect that you changed your FromFile field as well as the Target. Is that right?
that just means you mismatched your targets (where you loaded the asset to versus where the NPC is looking for it)
I did change my targets.
Your Target for the portrait is wrong again
Fudge.
It needs to be exactly the same as the internal name
I may be dyslexic.
See how it's missing the AU_ from in front of it?
Yee. Now I do. Sometimes I scramble or miss parts of things I'm writing.
comparing to the vanilla Data/LocationContexts, PassOutMail is a list:
"PassOutMail": [
{
"Id": "FoundByMarlon",
"Condition": "RANDOM .33, IS_COMMUNITY_CENTER_COMPLETE",
"Mail": "passedOut4",
"MaxPassOutCost": 0,
"SkipRandomSelection": true
},```
Here is how to identify which brackets to use: when it says list, it's square brackets. When it says model or object, it's curly brackets. Since PassOutMail is a list of models, it means you need to have square brackets first, and then curly brackets. However, you shouldn't have the key in front of the curly brackets.
Esca just showed what it should look like.
The placeholder is in the world! Now I just gotta figure out why I can't interact with em.
aaa okay, thanks all! i still get confused with arrays/dictionaries etc
Possibly an issue with your dialogue include, if you want to share that
i tried to model it after trigger actions
Don't forget that you can just open Data/LocationContexts and see what it's like in the actual data
list vs dictionary only really matters on the C# side, so it does get confusing, best to find a specific example (or the wiki using phrases like "list of models" in this case, etc)
rather, the reason to use one vs the other is a C# thing
my brain is whirring like a loud fan one sec..
I found the issue.
I had forgot to put the internal name for Dakota into the Dialogue json target.
That was my suspicion. Nice work figuring it out ^_^
by the way, I think I found the single most cursed space in festival mapping
Anyone got a link to a tutorial on how to add a custom crop?
[[Modding:Crop_data]] i don't think there's a tutorial but here's the wiki page
Mk. Thanks.
Thank you!
omg the only one that came up in my search was JA lol
No wonder Claire has such eye circles
she's getting squished

That's from the Flower Dance, I think it's one of the most position-cursed because of the map size
deep, cleansing breath see, I was worried about things like this...
hi sorry wondering if i can get help with something, im trying to make a werewolf npc and i want him to swap spritesheets under certain conditions like the day of week and time of day. i tried this but it stays on the main spritesheet and doesent swap to the second, instead giving this yellow error, i really dont understand anything here so im sorry if this doesent help explain my problem 😭
two things
- to use multiple GSQ in a Condition field, separate them with a comma
,, not a plus+
- when specifying assets in the appearance itself, you need to use a game asset, not your filesystem path
so for example, for Portrait, instead of using assets/WolfPortrait.png, you need to use a Load action to provide that image as a game asset, then put that asset (the Target from that patch) as your portrait value
ah okay thank you very much, ill try that there now
you should also know that 32x32 for your NPC's size is going to cause you problems unless you have enlisted some C# or a suitable framework to address it
namely, your NPC's pathfinding will break, and you may have some rendering problems in specific situations
i see
worth mentioning as well that npc appearance is only checked and updated when the npc changes locations (meaning map/area). just putting a time of day in the conditions won't cause it to be evaluated when the time rolls over
So I just realised I can't give my NPC gifts. I'm tryin to give em one of their loved gifts, but it isn't letting me. Anyone got any suggestions on what may be wrong?
can you talk to them? usually i hear that an NPC won't give dialogue because their gift tastes aren't set (they are entwined in strange ways in the code)
i guess also make sure you didn't accidentally make them antisocial
I did have that happen once and realize I somehow broke all my guy's dialog
i'm having some issues still, would someone mind looking over the log and the json and telling me what i messed up?;;
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 10 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
you've put your CreateOnLoad at the wrong level in your Data/Locations patch (you're creating a location called "CreateOnLoad", but instead you want to have a CreateOnLoad inside each of your new location objects)
I think I set em. Maybe I messed up in the gift tastes json. I can do the smapi json thing n send ya the link if ya wanna take a look.
I can talk to em.
Yes that's always helpful
thank you! i will check it over
There's an example on the Data/Locations page you can copy to get the syntax correct ^_^
https://smapi.io/json/none/807b92af27844ce2989b5b29eed3bc5b This is what I did. Maybe I added too many in one thing or put the wrong target? those are the only things I can think of. I've tried changing the target a couple times to see if that helps, but it doesn't.
thank you!! 
Your Target is wrong. It needs to be Data/NPCGiftTastes. Are you following a tutorial?
Oh. Yee. I misunderstood the instructions.
Thanks.
At least I be learnin.
I'mma go back to doin Dakota's actual sprites.
i think i must have done something wrong here now im getting a different error
worst part about this is i had this all working before, like, updating the sprite in real time when the game was 8pm, but my pc died and i dont remember how i did that 😭
You've put your Load patch inside your Data/Characters patch. They need to be separate. For example:
{
"LogName": "Hiria Work Portraits",
"Action": "Load",
"Target": "Portraits/{{ModID}}_Hiria",
"FromFile": "assets/images/portraits/hiria_portraits_work.png"
},
{
"LogName": "Hiria Work Sprites",
"Action": "Load",
"Target": "Characters/{{ModID}}_Hiria",
"FromFile": "assets/images/sprites/hiria_sprites_work.png"
},
{
"Action": "EditData",
"Target": "Data/Characters",
"Entries": {
"{{ModID}}_Hiria": {
"DisplayName": "{{i18n: hiria.display-name}}",
// The rest of her Character Data is here
"Appearance": [
{
"Id": "Work_Winter_Indoors",
"Season": "winter",
"Outdoors": false,
"Indoors": true,
"Sprite": "Characters/{{ModID}}_Hiria",
"Portrait": "Portraits/{{ModID}}_Hiria",
"Precedence": 0
}
],
},
}
}
thank you for that ill try that again rn
EEK I'm doing my annual matinence, and am curious which festival+year it was (If you still have that info...
)
To fix Ashida
(Also are you used a program to see all of that?)
Oh, it was Flower Festival! One of the SVE years, I think Y1. I was using Pillow's festival positions, but it's not updated yet with the SVE NPC positions I sent in, which changes what spots are occupied pretty significantly. So you might want to wait for that for the SVE positions
Yeah, I mostly want to look out for SVE compatibility since I don't use any anime mods nor Stardew Kids so I don't really have intentions of compat there
This is a wonderful resource I wish I had earlier on instead of... installing like 50 NPC mods and finding something open...
Yeah, it's nice. I just added my NPC to it along with the commit with the SVE stuff. hopefully the last nudge I'll have to do for his festival positions for a while...
I could choose to place her right in Bill's spot and claim my mod's older so I deserve it...😈
They'll never know she wasn't always there
I also wanted to pop in and ask if anyone knows if restoring the resort at GI adds a mail flag?
I've found that in one of my mods Thompson just visits GI every Friday since I forgot to add that in development, but nobody's noticed until recently
how do I load 2 npcs in the same mod?
Nvm, used the power of ctrl+f to find the flag for the resort Island_Resort
Just do the same thing you did with the first to make the second
Island_Resort
ah heck you beat me to it
Yeah! I just had to change what I was searching for and it was right there 😅
do I use 2 content jsons, or do I put load both in the same one; Is there a good way to organize it?
Yeah, you only need 1 content.json
If you look at my mod A Pelican Town, I add exactly 2 NPCs
You can see how I do it! Mods can only have 1 content, otherwise they break
this is what my layout looks like right now; I'll take a look at your mod. I only planned to add 1 npc at first, but decided to add 2 more (the 3rd is still being worked on)
Like Andrew said, you can only ever have one content.json. You can put the entire mod into content.json if you want to, or you can use Includes to split as much of it as you want (except ConfigSchema and DynamicTokens) into other files. None of that will affect the actual functioning of Content Patcher putting the NPCs in game, it's just for your organisation.
your mod is very neat and organized, thanks so much!
I really appreciate how you've done it
No problem! It's all a result from the help of people in this and East Scarpe's Discord.
I'm curious, what are your plans for your NPCs?
tried this and got this error, also just general question is there a better way i should be sending these logs
!log yes, use this link to send your logs
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
If you have a look at the error message, it tells you what's wrong. You have multiple patches trying to Load to the same Target, which isn't allowed.
😭 a lot of it are things I don't know how to do yet. Originally I just wanted to play modded stardew with a robot NPC, but I realized he seemed really lonely all the time; so I decided to bring his friends over in year 2 and year 3. I also enjoyed playing with some officer/defender mods, and wanted to try my take on one. That way I could have cutscenes with them interacting with the world, and each other. In the far future; maybe I'll have a feature where you have hotpot with them every friday after they build their cabin. It's just something I want to play with myself 
I think that’s the best way of looking at it, yeah! Playing with your own creation
I don’t know many robot NPCs either, it sounds fun
I know the mod is about a year old now, but why do you have two scheduleThompson.json?, one in the assets folder and the other in the data folder
It’s a remnant of when I first started modding
and then restarting your save because you changed the internal name 😔
You should not usually have to restart a save in the case of an internal name change
There's a field to bring NPC save data across from an old internal name so you can keep the friendship levels etc you already have with them
When you “load” a file, there’s some specific rules they must follow. When you “include”, it’s like a second content.json, which in my case allowed me to add conditional statements to the schedule (IE if this mod is installed, go here instead). However, schedules still need to get “loaded” to work.
So, to do this, you can trick the game, you can make a blank json file and “load” your schedule through that, then edit it in content.json (Or do what I did and create data/schedules.json)
I’m just too scared to delete the assets/schedules out of fear that deleting old things sometimes ruins my code, and it’s not a big enough issue for me to try and solve. So it just sits there unused
And is a relic of my original version before I added conditions in data/schedules
same, except I also have an empty dialogue json 😭
(I found more icon errors while fixing Bill's positions, aaaa okay I'm closing this map, I'm not looking at this map anymore, someone stop me)
You don't need more than one blank file
Yeah, i didn’t need to include any dialogue so i just kept that as is
You can just use the one blank file for every place that you need to load a blank (which is just dialogue, marriage dialogue, and schedule).
You don't use i18n, Andrew?
This is why I stopped editing a game wiki, I cannot be trusted with collating information and not vanishing into it
I could never edit the content side of a game wiki. I don't care enough lol. But I do have to pace myself with the modding stuff or I also just never stop.
do I put dialogue in the assets or data folder? I have it in the data folder at the moment
Oh, I do!
Entirely up to you, it means nothing to Content Patcher or the game. You don't even need either of those folders - they're just convention. Some people (like me) have a data folder, some people put everything in an assets folder, some people (like Pathos) put the json into a patches folder.
I guess I do use an include of dialogue.json, then, if i18n keys don’t work that way
Oh you mean your EditData patch is just in the content.json?
It’s been a while since I’ve modded 🙂↕️ all I know is it works when I made it years ago
Well, you don't need an Include for your dialogue but if you've got working i18n you definitely have a Load + EditData setup somewhere because tokens don't work in Loads
I'm going to move my load + editdata setup from the content file to a different json each of the two different npcs
that's how my mod is set up--basically nothing is in my content.json except config, dynamic tokens, and includes
if I move it, will I have to do inclusions like this? (andrew's code still)
yep
This is how I have mine set up for two NPCs.
No, you don't need the LogName to be like that. LogNames are just for readability when troubleshooting.
although i would recommend you change your log name to be more descriptive lol
You can name them whatever you want.
I don't find LogNames super necessary for the Include patches because CP already lists which file it's including, so I never have any additional info to add.
probably a hyperbole of what I'm doing, but I feel like I'm moving a piece off jenga tower right now 😔
it's only scary once at least
This is the right time to ask: have you heard of our lord and saviour git?
Using git means you never have to worry about making breaking changes ever again, because if you commit (back up) your files before you make changes, you always have access to what you had before.
no 😔 unfortunately nothing outside of "push to git"
what does this do?
That's the CP version that your mod uses. Always best to be the highest minor version possible (so 2.8.x, because the middle number indicates the minor verson)
I recommend looking into setting up a github account and learning how to make a repo and then use it for backing up
sounds good, sounds better than me making a bunch of copies of jsons hahahaha
this is what my content json looks like now (oops need to remove the commas)
Hey gang! For replacing existing sounds with variations like "thunder_small" or "clank", does a single replacement entry via CP replace all the variations?
i dont think vanilla has sounds with variations does it 
sometimes stuff gets played back at different pitches tho and in that case yea you affect all of em
Looking at the wiki I was seeing this, heh:
my guess remains the same then (prob affects all)
the audiochanges asset is quite jank 
You're missing the file extension for the Axlinfo json
thank you, nice eye. Lots of renaming I have to do hahaha
Don't forget about find and replace! It should make it pretty quick to switch X's data over to Axl in the new files
thanks so much; I was manually doing all the renaming 😭 
if one file can't load, does it prevent the other files from loading?
I just left some files blank since I didn't finish making them, but I guess it prevents all files from loading. I just wanted to see if I could spawn the npcs in first
Do you mean Load or Include?
here's the log message
[Content Patcher] '(CP) Command Mission X CMX' has multiple patches with the 'Exclusive' priority which load the 'Characters/boxosoup.cmx_x' asset at the same time ((CP) Command Mission X CMX > load the files (from data/Axlinfo.json) > Load Characters/boxosoup.cmx_x, (CP) Command Mission X CMX > load the files (from data/Xinfo.json) > Load Characters/boxosoup.cmx_x). None will be applied. You should report this to the content pack author.
The issue isn't that they're blank, it's that you're trying to Load two patches that Target Characters/boxosoup.cmx_x
My guess is that you forgot to change Axl's sprite load to the correct Target
hmm I'm not sure
Not the Data/Characters entry
By the way, it'll be easier for you if you replace that boxosoup.cmx with {{ModId}}
how so? Is it in case I change the mod ID?
Because {{ModId}} is a token that you can use to have CP automatically replace with your mod's unique ID, so if you do ever change the unique ID you only have to change it in the manifest rather than every single ID in your mod.
looking out for future you
Not to mention that if you misspell {{ModId}} you'll get a warning about it, but if you misspell your mod's id it won't always tell you that it's reason your patch is failing.
You just have to remember that when you're running console commands in game, you do have to actually spell out your mod's id there because SMAPI and CP have no way of knowing which mod you mean when you use {{ModId}} in the console.
thanks for teaching me this feature hahahah
i just added the debug mod, how did you guess?
(Debug mode doesn't actually have anything to do with what I just said, if that's the mod you mean. But it is useful!)
If you meant ConsoleCommands, then yes it was very timely lol
-# also aba is magic
Whoops I very nearly just used {{ModId}} in an AT mod lol
magic, I say!
I thought you had to add a mod to enable console commands, because concernedape laughed at me when I tried doing debug ppp
If CA laughed at you, it's because you were trying to do it in the chatbox
You have to type into the SMAPI window
And you do need a mod, it's called ConsoleCommands - but it's installed automatically when you install SMAPI so you should already have it provided you haven't deleted it.
aba removed all of the 20 lines of red text I had in a single sentence 
If you have deleted it, you can reinstall SMAPI to get it back
(I think SinZ's Event Tester lets you run commands in the chat box too but don't quote me on that)
i see you've replaced it in the LogName values as well, but these aren't parsed for tokens. fortunately they're already shown under your mod ID, though, so you don't need to include it tokenised or otherwise
very helpful to know, thanks so much for double checking an image that didn't seem to have anything in it!
I wish LogName could parse tokens so I could have more useful LogNames when I do LocalTokens
So sorry to interrupt
If anyone's got a second: I'm working on converting a more grass pack I like from more grass to grass variety (personal use only for now, pending a response from the modder). Grass variety has great documentation, and even as a first-time modder I feel pretty confident. However, the pack I'm converting doesn't have textures for a lot of the types of grass listed in the documentation, as far as I can tell. I'm comfy editing the art to go there, but I want it to match where it's being put.
tldr: Where exactly do caveGrass, caveGrass2, lavaGrass, and cobweb spawn? I feel like it should be self-explanatory but I don't remember ever seeing grass in those areas, just fiber. And I have no guesses for "cobweb"
If i had to guess, it would be the Cave, the Harder Cave Variant, Maybe Dino floors in Skull Cave, Island Volcano, and Cobwebs in the Quarry cave variant maybe?
cavegrass in the dinosaur caves in skull cavern maybe? Lava grass in the volcano? Cobweb no idea though
at least i vaguely remember there being decorative cobwebs painted in tiles in the Quarry Cave tileset.
though it might just be one of the alt tilesets in the harder caves set. there are like 13-14 different variants of the cave all together?
Apparently dust sprites can get caught in cobwebs
Dangerous version of the Mines has Cobwebs/Spiders listed on floors 51-69
both cavegrass, and lavagrass can drop ancient seeds, they're both located in the skull cavern + volcano dungeon
Caves/Dangerous Caves also has Weeds listed on floors 11-29 and floors 91-109, so that might be a variant as well
Weeds as in
most likely those yeah
the cave and lava grass should be similar. The cave ones look like ferns, the lava one are mushrooms
i know they are "weeds" and you're looking for "grass" but sometimes the labels arent so clearly defined as you'd think
why do i have no memory of this. I've been playing this game for like a decade.
really? You should check out a dinosaur cave; They have tons of grass you can cut down
mushymato's documentation and my usual choice of recolor mod both seem to imply it's more like grass than like weeds, hence my confusion.
I was in one literally last night and I did not notice
and then the lava one are mushrooms and not grass lol
it very well could be. also not every floor is going to have them all. grabbing a shot of the net...
https://res.cloudinary.com/ddbybfkod/image/upload/v1732546788/blogs/Roman/how-to-get-dinosaur-egg-in-stardew-valley/img2_gjxfjf.jpg
back to the mines with me, I guess
https://i.ytimg.com/vi/mS2aYUh4iBs/maxresdefault.jpg
Listed as floor 47 in the Dangerous Mines, you can see some grass
after only 2 attempts, they finally loaded together!
Thanks so much! I really appreciate you and everyone being so considerate; Going out of your way to look at code I didn't even mean for people to double check
Need to go back to brainstorming now... + playing with debugging to do schedules
those ones act more like weeds rather than grass
I figured
the green rain reached the mines 
Welp this'll do for now. Time to go try and trigger the dangerous mines quest.
Thanks everybody!
C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe" %command%
pasted this in the properties tab of steam
but the game does not open w smapi
any fixes?
So I'm on mac but
do you have the starting quote before the C?
is there any chance you're missing an open quo--yes that
my hero! Anything you can offer me so that I don't die before reaching the floor in question? (I am bad at combat)
(/joke)
the CBJ cheats has immortality buttons
Are you using CJB Cheats? It's easy to make yourself invincible with that
Also, you can just use world_setminelevel 47 to warp straight there
thats nice, better than my old method of immortality + Mega Bomb Spam
I do not, somehow.
I am extremely impatient. I find ways to cheat everything for testing.
Ah ha
debug invincible
Or, easier, debug gm
same, cheating relationships, cheating time skips...
I wish I could cheat to get this flipping moss to spawn
I'll probably have to learn how to do that if I want to make mods, lol. The most I use is usually noclip to cut down ugly trees that spwned somewhere inaccessible.
im just set in my ways, I come from the time before Smapi came with debug commands 
i think its bundled with the smapi download now, but i remember when it was introduced by pathos as a sidealong mod as an optional download for helping devs to introduce them 
Oh, Draylon! That reminds me, your Confluence Farm is broken, I think? You forgot to embed the waterfall tsx and also to list Waterfall Tilesheets as a requirement.
Specifically the grove map
huh, yeah i was going over comments today, it seems like half my mods have issues atm, gonna have to take a day to fix that.
makes sense, seems like something i'd do
Let me know if you want me to send over the copy of the grove map I fixed up. It might not be quite right because I didn't know what vanilla waterfall tileset you'd used, so I just exported one from Forest (I think) and embedded that.
No pressure if you'd rather investigate and fix yourself, of course ^_^
-# I’m 4 days late but I found this while searching for something and yes, that was absolutely the inspiration for the name 
I tend to be very hasty with patches as I don't like doing them, so im not surprised I made a mistake
Nah, I'll need to open it up to double check anyways as i have a need to be perfectiony, and once i'm there its basically no trouble to fix it myself.
and yeah, i know how that sounds. I am a lazy hasty shortcutting perfectionist, who is also prideful
its weird.
From a quick glance at the changes between the two versions of Confluence Farm it looked like you were intending to change it to use Waterfall Tilesheets as a required mod and just forgot, since the only asset change was the removal of those tilesets in the mod files
"Dear diary. It has been 18 days without a tree developing moss. I am getting weak. I'm not sure I can survive this much longer."
doesn't moss only grow on green rain days?
probably, i think i was trying to unify and remove it internally, instead relying on an outside mod, so it wouldnt end up trying to make the file 2x kind of error and crash out.
no, it’s supposed to grow every few days I’m pretty sure?
No, it's supposed to have a 10% chance every day!
that's so strange! I only see it after a green rain day... 
I wonder if I can trigger green rain
Easiest way is to leave some moss on trees to let it spread
I have definitely had saves where moss didn't exist until green rain
On rainy days it increases the chance to 20%. it might be unlocked after a green rain day tho
Absolutely none of my trees have moss on them
every save I've played, the moss didn't exist until green rain; The one I'm on right now is on summer 2; and 0 moss at all
that's what I always thought was the case
I think the only saves where I have seen moss before green rain were older saves that had already passed summer y1
spring I usually get 0 moss
I’m like 50% sure some of these trees aren’t vanilla
So technically would have been after normal green rain if it had existed at the time
it can only spawn on the base 3 trees and the special green rain trees
That shouldn't stop them getting moss!
that was unrelated! just an observation!
You were just trying to be rude to me!
Ok I am never making the mistake of running the game without CJB again
Why did CA make the farmer move so slowly 
yeah, i basically dont turn off x10 speed
summer 2, year 1 no moss 
then again i make farms that are 150x200 so not turning off x10 speed is a basic pre-requisite for moving around
capitalism, you need to buy the speed up hacks books and coffee
What the heck. My CJB speed buff keeps not auto renewing
I do have 1 moss somehow, but I really doubt it's from a tree; but I was cutting down trees...
Hooray, I finally got moss!
man, yea i was missing the first quo
well, at least it ended up being the easy solution!
yup, thank you
when you gotta use harmony patching for your idea and now your mod is in the smapi naughty list :(((( (sorry i had to, it's been sitting in my mind for days now)
What makes it so a chest can be placed in certain places in a building and not in other places in it?
If i had to take a guess in the dark? a tile property on that tile (or on the tile in the tileset) with Nofurniture T or something. on that building layout
confirming? for the dialogue keys, what makes the game call for, for example, a dialogue marked "wed8"? is it one you see on the eighth wednesday of the year?
for some reason i had it in my head that, for that example, it would only be available on wednesday the 8th, but iirc every season has the dates on the same day
Wednesday 8 hearts
AH okay thank you!
and to give an item in a dialogue box, the format is just [item number], right?
Yes, that's right. Are you using the dialogue wiki page to guide you on how dialogue keys work? It's better than trying to go by memory: https://stardewvalleywiki.com/Modding:Dialogue#Generic_dialogue
yeah!
it's usually much easier for me to grasp it than the more complex stuff thankfully
i just figured i'd ask about that one while i was here since. um. i keep forgetting the difference between #$b# and #$e#
so i try to keep one tab to that section specifically lol
Hmm, does it help if you think that b stands for "break", as in taking a little break between sentences, while e stands for "end", as in it's ending the conversation and the player will have to click on the NPC again to start the next one?
that does actually!!!
Big brain moment actually, i love that. It does become second nature once youve gotten into it but thats great when the brain fart hits
My current brain fart: my charms apply the custom buffs via spacecore when worn, but not the hat. Item ID matches, buff ID matches, buff works when I force it to work, and hat appears without any issues in game.
Hii! I am working on an extra type of sprinkler. I have found where to set up the item in general (object and crafting recipes and I've added custom items for SV before so I know how to do that ) but I can't for the live of me find where I would state the range of the sprinkler/get the action set up. Objects does not seem to state anything about the range/action. I checked machines, tools data etc but no dice. I've been going through the game files for a while now but maybe someone here knows?
Requires c#
Okay, where can I find the data for the iridum sprinkler for instance so I can use it as a guideline?
Object.GetBaseRadiusForSprinkler() I think
I checked the object info but I see nothing pointing at that
Ah okay, so probably not possible then
at least not at my level of skill 😄
Thnx anyway!
👋
bbout to make this hat just a hat and then make 'hat charm' or something TT
Why not ask for another set of eyes to check it?
That would be great actually, I've been staring at the documentation trying to see what I might have missed.
"Target": "spacechase0.SpaceCore/WearableData",
"Entries":{
"(O){{ModId}}_DartCharm": {
"BuffIdToApply": "{{ModId}}_LuckyShield"
},
"(O){{ModId}}_DriftwoodCharm": {
"BuffIdToApply": "{{ModId}}_MiningCombat"
},
"(O){{ModId}}_CasetteCharm": {
"BuffIdToApply": "{{ModId}}_SwiftLuck"
},
"(H){{ModId}}_ShanesHat": {
"BuffIdToApply": "{{ModId}}_TheHatBuff"```
wait I fixed it
it's the 'doesn't work until I ask for help and then it works'
👋
Isn't it good I encouraged you to ask for help? You might've thrown away all that work otherwise xD
Very much so, ty ❤️
What was the issue, btw? Out of curiosity
I missed a ) that I'd somehow thrown on the end of {{ModId}}
Ah, tricky to spot
A tad, yeah. Relieved it's working now
I have a few secret notes, two events to test because I changed the way the event map looks and then a handful of dialogue lines to add - and then I can publish this update
Hi, yesterday Selph helped me with a question about how to make a machine detect a specific flavored item, and I managed to get the expected result. However, now I need a flavored product to be placed into another machine and have it preserve the flavor, but instead I’m getting: Crushed Dried {0} instead of Crushed Dried Orange.
In my mod, I have another machine that accepts flavored items and correctly keeps their flavor. I copied that code and replaced the IDs, and I thought that would be enough, but clearly I’m missing something.
Could you help me, please? = (
I can paste the code if it helps.
Aaa that’s great!!
It always helps to share the code, but please make sure you use the json website
i think u basically want DROP_IN_PRESERVE instead of DROP_IN
🤔 maybe, I can try it
https://smapi.io/log/3b4e52fdf40041448e96547fecea1dfd I keep getting this error of my new crop data not being able to be added. I feel I used the exact same code as the data/crops format so I am confused
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 29 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I'd suggest to also post your crops.json via the json parser from smapi.io
Its in my content json, does it need to be a seperate json because then that might be the problem?
I have all the object data also in the content file and it works
nah you can have it all in one tbh tho it might be harder to read through if its too big, but yeah, then just post your content.json then
the parser also often helps with basic things like when you missed a comma or bracket
https://smapi.io/json/none/b2f5d109d1b24ab8b134131e5e0cdc0e Its under //lumina crops
..i say parser but i meant the json validator lmao i keep mixing up the two words
No worries I found it haha
Ill change the format I saw that error but it doesnt seem to pick up anything else
when sdv hit 1.6 CP went up to 2.0 i am no expert but it surely can cause some sorta trouble p sure
btw you seem to also use the old way of adding npcs
Data/NPCDispositions arent a thing anymore its Data/Characters
I used the framework of an old mod I made, thats why the format were old and it uses some old formats. I will cchange them as I pick up on them. Just to explain how that happened 
The seed works now (the sprites don't work yet but I will figure that out :))
Last edited by AtlasVBot on 2025-09-13 18:56:15
A simple 1.6 guide to adding a new crop to the game using Content Patcher, adapted from 6480's Mouse-Ear Cress example.
yeee, i figured it mightve been the format when i saw the error, heh. good that it works now! btw if you want a nice npc tutorial for 1.6 we have one on our modding wiki(which also has more diff tutorials and stuff)
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
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!
hi chu!
Thnx! I do use the wiki a lot, it is just that some of my framework is still old. I made it in 2023, had less time tow ork on mods and jumped back in now after 1,5 yearish, so a ton of stuff is new and I'm just a fan doing it for fun, so I am trying my best but do need help sometimes
yeah thats perfectly fine. we all generally jsut do it as a hobby and some of us did leave and recently came back so you're in good company xD
Your crop Texture field should not have a file extension
Thank you1 ❤️
Thanks! I was able to solve it with your suggestion. 😁 👍
Can I push an event to happen if one of the people that are in it isn't in the area? Like, I want an event to happen with this NPC and Harvey, but if Harvey isn't in the clinic, for example.
you can use the debug command in the smapi window "debug ebi youreventnamehere"
Or do I need to plan around Harvey's schedule?
like, if I need to test TheWolf.MysteryDream I use "debug ebi TheWolf.MysteryDream" and then it force plays
I think there's an events list mod that has a 'force play' button too
Right, okay, I think I got it. Thank you.
Do you mean that you want to run it for yourself right now for testing or do you mean that you want Harvey to show up in your event even if the player starts the event without Harvey there?
Personally speaking I have experienced some weirdness when i debug ebi an event that's in a location I'm not actually in 🤔 like the npcs don't show up properly
I've never had issues with that. I debug ebi right from my bed.
Maybe my game is just cursed
Ive tried testing events only for my NPCs to not show up at all
So I ended up just going to the location first before doing the command
Or just setting the flag to unseen and triggering it normally (if applicable)
That is very strange
Do you guys think this is ready for nexus release? Been wanting to make my own triggers. Can you guys give some pointers or possible issues that this mod will cause before i release it?
I have to go to bed now so if you return and say you weren't talking about testing the event but instead were talking about how the event triggers for the player, the answer is that you control which NPCs are in the event and schedules are immaterial to that - the game will put Harvey in the event regardless of his schedule if you put him there
That's good to know, too. Thank you. Good night
it's silly but i'm really enjoying using the i18nifier. i feel like i'm doing, like, secret agent type stuff lmao
I'm changing my mod so I use data/characters instead of the old dispositions but cant get it to work and so worried I FUBARed my mod now I have worked weeks on 😭
https://smapi.io/json/content-patcher/328029e8610a48099ee2b2a66fc33e5c No errors in the json validator
https://smapi.io/log/f8ff52dfcf80478ebdf9de50aca6bcc4 but the character edit won't happen
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 29 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
your home data needs to be inside an array []
Ah okay, ty! Must've accidentally deleted it when removing the explanation text
Sorry I always feel like I ask such stupid questions here but I was panicking for a moment too thinking I had FUBARed my work
no worries it’s easy to miss small things like that
if it helps I spent a really long time trying to figure out what was going on with my hat buff only for when Aba to suggest I send my code I realized I had {{ModId}})_ instead of {{ModId}} ❤️ it's a learning process
(I allow myself 1 minute of feeling silly)
Haha thank you!
Running into trouble again but I dont want to ask any more stupid questions, but im gonna do it anyway
https://smapi.io/log/da7e66f4f0124e80939bf00b2af4dc85 The XNB error for his portraits, I cant find anything about XNBs on the wiki page, the format uses a PNG and I have used a PNG
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 29 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I recognize this but I cannot for the life of me remember what causes it
that just means it can’t find the file. it doesn’t have to be an XNB
Governor pls stop saying I have windows 10 I updated to 11 for a ton of money so don't insult me lol

check your from file
Ah okay! Was a little unclear with the XNB but that makes it clearer, I will!
I'm scope creeping myself with death events
@autumn tide: this (18h ago)
Are you really working on a mod if you do't scope creep (I added in a new crop, had to update the format and now my whole mod is FUBARed only because I couldnt help the scope creep haha)
speaking of updating your mod, are you aware that CustomLocations is outdated
I am not but I am sure as fuck not gonna mess with it tonight 
Haha no thank you I will sort that shit out too once I got the NPCs updated
ok cool just wanted to let you know
Haha thank you for doing so! I can't look at the extra work tonight but gonna do it before release
it’s not too hard, it’s just a patch to load the map and then an edit to Data/Locations
Gonna see if my NPC works now or I might cry or at least walk to the fridge for a beer
dammit haha I havent even read it but thats never good
Is there any way to query how many barns the farmer has in a content patcher mod? Would {{Count:{{BUILDINGS_CONSTRUCTED All barn}}}} work?
My NPC finally works
Thank you all for your patience with me
there's a GSQ for it, but you can't use GSQ in tokens
what's the context? if you absolutely need a token you can have a trigger action set a mail flag and then use that mail flag in a token
I want to offer an item quantity in a shop menu based on how the max animals a farm could possibly own.
there is AvailableStockModifiers but it doesn't really support variables, just yes/no
if you're really diligent you can write out "if have 1 building set stock to 1, if have 2 set to 2, etc", but I don't think what you want is possible
Yea, beginning to think this is more C# than I thought it was going to be. My scope creep is showing!
I have managed to break my patch of shane's room: https://smapi.io/log/29804603ddef4eb9b92e6bdfbda813e4
"Action": "EditMap",
"Target": "Maps/AnimalShop",
"FromFile": "Assets/Maps/ShanesNewRoom.tmx",
"ToArea": { "X": 20, "Y": 0, "Width": 10, "Height": 10 }
},```
and I've checked the map names are exactly the same, and it's in Assets/Maps
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.14.0.37, with 23 C# mods and 12 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
!mapfixer try running it through this
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.
some empty/malformed TileData in your tmx
map fixer should fix it
bingo bongo that was in fact it, ty
what specifically pointed to it being tile data? object reference not set?
A null reference exception error happening in the LoadObjects() method
the word object in the sentence "Object reference not set ..." does not refer to the objects layer of Tiled. In C# an object is just a thing. any thing. every possibly type you can have is an object
i see thank you
you can kind of think of it like the code loading your tmx into a data model in a similar way how the game will load your Data/Objects patch into an ObjectData model
this error happens because when it does that to your TileData square, it then tries to look inside it's data and finds that there is no set of properties in it. Like leaving some random field in your object data blank when it's required
so it explodes when it tries to read it
(though to make it possibly more confusing, the word object in the method name LoadObjects does refer to the object layer stuff in Tiled)
The NPC show up now but their schedule/dialogue doesnt seem to load right. No errors pop up but also they dont follow their schedule and I cant talk to thim
(I havent read anything yet but thats the issue i get when something is wrong with their basic information/disposition code and/or gift taste code)
Okay I will remove the gift taste for a moment to test and check the basic/desposition if it still doesnt work
Also if you haven't slept a night in game, you may need to
Sometimes a sleep is needed to kick the NPC pathfinding into gear if you install a mod or location mid save
I started a new game to test
Still always worth it to try a sleep just in case
Alright I will try!
Otherwise, if you can share your code, it will help us to search for any issues in it 🙂
the gift tastes would be required if they are a social NPC
The other common issue is using an EditData (or a Load that has tokens in the entry) on your new NPC's dialogue or schedules JSON without loading the Target with a valid file first.
Give me a sec I will post my content.json via the site
Last issue I typically see is people creating a new NPCGiftTastes json/target rather than adding an entry to Data/NPCGiftTastes
Yeah, the gift taste is required for it to work at all
You can't exclude it
Okay, we will also need the JSON for your included files
Schedules, etc.
I will do both for 1 character since they are set up the same way
(also Custom Locations is deprecated/old, consider using Data/Locations instead!)
But if your location is properly being created then that is likely not part of the issue
but npcs can have no gift tastes in some cases?
not social cases
ok!
that is the part i was missing, i have antisocial npcs with schedules, it's why i was confused
Did you load a blank.json to your schedule and dialogue files first? I see the EditData but not a Load anywhere to create them
I might have overlooked it, but I didn't see it there
(you can't EditData to a target that doesn't exist, and it's very possible that the log won't complain about it and will just fail the action silently)
No shit that might be it cause I used the dialogue and schedule i had already made
i wonder if it would be worth asking pathos about including an error message for cases like this
Easy fix then! Create a JSON file that only has { } in it and name it blank.json
And the concent should load to that or?
Cause the wiki doesnt have those steps commpletely
And then create a Load action to your relevant targets with the FromFile pointing there. You don't need to touch your EditData code, this part is just creating the file so your other actions can find it
I would write up the code block but I am on mobile so it would take a bit
Okay, but where exactly should I put/reference the blank file?
you can load it in content.json or any included file
as for where you put it, folder structure is up to you
!npc have you been linked this tutorial yet? it has blank.json instructions
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!
My NPC Builder sheet linked in there also has a tab devoted to blank JSON
This is the one I have been following but I think I get it now
Tiakall has the blank JSON part in the first link but you have to follow the tutorial pretty exactly and not skip steps
does anyone know how to mod out sve itself but keep frontier farm and the sve items itself, like the seeds and other items it has? it keeps making me lag and freeze for a bit
that’s gonna be a huge task to untangle yourself. you might be able to copy paste the relevant code you want to keep, but there’s a chance that it relies on things you would want to remove. i believe you can do it if you have patience though
relatedly, have you been recommended sinz’ speedy solutions? that might help your performance issues
i have never heard of that tbh, is it in nexus also?
its not always an error. doing this would be bad
good to know then lol
its a fantastic thing to do for optional compatibility
yep
Hello i m a beginner and i want to make my own mod in C# do you have suggestions
e.g. do an editdata on spacecore's furnitureoverrides to add a description, which still works fine if the user doesnt actually have spacecore installed bc it just wont be used anyway
i always imagined that would throw an error or you would have to When HasMod. nice to know it doesn’t explode it
no reason to do the edit if nothing requests the asset, no reason to error
!startmodding i recommend following the button press tutorial on the wiki page here
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
The NPC can finally speak again 😄 (the dialogue works)
!modideas too
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
i really need to get a better grasp on when things happen re: assets and stuff
the gist is just "things happen when they need to and only when they need to"
Don't worry it's fine
"When they need to but also some assets are preloaded and music is special"
Now can we convince you to migrate your Custom Locations to a Data/Locations entry instead? 
i would say if something calls upon an asset to preload it, then that is still, in fact, loading them when they need to
Yes but I need to do my third NPC still first
all the non-map/NPC/storyline stuff SVE has has analogues in other mods
look into Cornucopia
for large logs?
Exactly!
(heck every crop/fruit tree SVE has is already in Cornucopia)
if the log is large enough to warrant being zipped, im not reading it anyway, and my browser wouldnt likely like it either
Chue. Selph, and Button are all typing
oh hey my ayce sushi plate arrived bye
Large logs are usually very repetitive so you can cull them at some point anyway
And also you have to b/c zipbomb
if you're going to cull repetition out of logs, you probably dont need to zip them
Issue is getting a user to understand things lol
zipping them is not going to make that any better
Hey one question. I'm planning to create a new bundle on a custom location, is this possible with content patcher or do I need to download another type of framework or use c#?
this would do what you want
Oh oki ty
my npc is a shapeshifter, is it possible for him to use another npc's sprites until you interact with him?
i think BETAS has an on interaction trigger, let me see
it has DialogueOpened
you could use that in conjunction with UpdateAppearance (also a BETAS thing)
what's updateappearance? Is it part of BETAS? oh ok; Appreciate it!!
there’s a tutorial on setting up NPC appearances
could he still use other NPCs' sprites; like a random chance or something? He's a bit of a jokester
Anyone know what Pierre's shop, like the menu where ya buy stuff is called? I'm tryin to find it to buy some seeds to test my custom crop, but I ain't findin anythin in the wiki.
if you define an appearance for each NPC that uses their textures, although with CP random token you’ll only get one NPC per day unless you do fancy shit
Frick. I looked over the modding wiki for 20 minutes tryin to find the shop stuff. Thank you so much.
I have a secret for you
you can search the modding bits this way
amount of time it took me to figure this out: embarassing
one NPC a day sounds good. I was thinking maybe he could be compatible with other npc mods; is that still possible? Or do I have to define my own textures
they would be loading their own textures, but you might have to conditionally add them to appearances
i’m not sure if it would explode if he tried to be sophia and SVE wasn’t installed
yeahh I was thinking how add npc to map does its thing but not really sure how to access the sprites of other mods; + count all the npcs then pick a number out of the range
How do you access that?
Just click the magnifying glass in the upper right search, it'll take you to the page. Hit advanced and you get that list
i mean it’s definitely doable with C#; you just access wherever character data is stored. idk the CP equivalent though
CP doesn’t really have a good parallel to getters
Anyone want to help me with something. I have this mod where I turned Pierre into a moogle and I keep finding dialog I need to change but I am pulling my hair out trying to find them.
So my Crop textures are saying they don't exist when they very much do. I followed the tutorial to the letter as far as I am aware.
There's lots of fun places dialogue hides. Strings/StringsFromCSFiles, Strings folder in general has a whole lot of dialogue. Strings/Characters, Strings/UI, Strings/1_6Strings... I would reccomend just going in each file in the strings folder, and searching for Pierre.
Strings/Quests, SpecialOrders too
Prime example i found 2 cutscenes. One with Morris in it and the other one where he comes to the farm and say he is selling new seeds in year 2 but I swear I looked everywhere and couldn't find them
Are you playing with Expanded?
The text for events is in the events, they aren't localized yet. So you'll have to look through all the events that are in locations to find Pierre dialog in them
Nvm. Fixed it. I just loaded them individually and it fixed it.
which I do not envy
Just go through every single file in Data folder.
This is the only way. It is slow, tedious, and a lot of work, but it is a lot less work than trying not to.
As MidnightVoyager said, the event you are mentioning is in Data/Events/Farm.
Probably... there are many things that are spread out everywhere and not in a centralized location, dialog's one of em
Me going through the five stages of grief in 10 minutes
Looking for like, festival dialogue a few months ago
I have to do that too
I am not excited to got dialog fishing
You got this! 🙂
You can do it!
urg, i may need to do a target field on shake item on a vanilla tree
i hate how i always need an existing example when targetting field
thank you, my poor laptop lol
ive got a coding problem, im trying to use ModBuildConfig and its saying it doesnt exist and cant be found. ive made sure its installed and even tried reinstalling it and restarting visual studios but its not wanting to work. any ideas?
so i dont need to refrence it for the code to use it?
you just need to have it in csproj
which installing the nuget achieves
once you have it doing a build will make a zip and also deploy the mod to your game folder
sweet, thanks
Heya does anyone have any good guides on how to make custom npcs? I wanna make a mod with some mha characters as custom npcs but idk how to get started 
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
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 goin to Marnie's and doin the ID trick since I can't get my Moyak seeds into Pierre's shop.
Ah ty! I'm still super new here so idk many things lmao
to spawn items
(also useful to test shops)
and CJB is great for that too
you may want to provide your code to add item to the shop so we can check what's wrong with it
Mk. Just checkin through all the crop/seed code to make sure I didn't miss a quotation mark again.
the seeds aren't my best pixel art but progress is progress
ok maybe later i'll figure out the target field to add stuff to vanilla trees
Hooray! My prototype works! All I need to do now is add the art for it.
I see a possible mha fan reacted to my message 
Making a "Questionable Art Market" mod to allow purchasing one-time items like the bear statue, chicken statue, iridium krobus, etc.
Why is this "Path" (Tilesheet) used on the BusStop map?
Path, not tile data
i read that wrong
to spawn bushes and have some extra markers CA can use to figure stuff out?
The wiki says that this Path is reserved for places where the spouse will be positioned, either in the museum or in its courtyard
museum?
??
ok yes
this has some specific uses
but outside of that, modmakers, including CA, can put it to mark stuff
here i believe the purpose was to figure positions of stuff when CA changed the map
It doesn't actually do anything but mark a red dot when you're editing a map
So I just found out it didn't even add the items. Currently working to figure out why. Anyone got any suggestions on possible issues?
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
!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.
usually my reason for that is that i forgot to include my object.json
I thought it was used to determine where the map begins and ends, since in the game the BusStop isn't that size
but trying to guess without info is like the lottery, without the money gain if i win 😄
no
I made a json specifically for seeds and produce, should I change that to objects in general?
So what makes the map smaller?
no, provide the info requested
https://smapi.io/json/content-patcher/42d4b9b6addd48e98092b14c8eac0723 This is the json for the seed and produce.
C#?
Ah
can you also provide content.json?
i'm not sure the map is really smaller, but that there's some viewpoint trick
if i zoom out i can see some of the extra decor
i see several issues
i think the log would have them and we would have gained time, so it's really useful to provide all the requested info
so
there is something wrong with the indentation of main file
chance is the entire json isn't even read because of it, meaning none of the content is
your include has a format, which shouldn't be here
https://smapi.io/json/content-patcher/5590231500604c10aa1badd317300b79 Try this version instead (which should be ok for an include, not in a main file)
try this for the main json
the content.json
Thank you.
then try again in game and if there's still issues provide a log with the refreshed json
sure
also don't hesitate to take a break, this can be easily overwhelming
I am aware, honestly just modding cuz I am bored.
I think you could also do {{ModId}}_<npc> for the internal names instead of AU_<npc>
good 🙂
Can I make an NPC stagger? Or something close to it?
What stupidity have I commited this time? 
where are you loading the asset?
i'm not sure what that means, but it may also depends if you mean in event or not
From the asset folder in the mod, same way I loaded objects and crops
ah yes, i missed the big load right before the furniture
it's time for me to take a break too i believe 😄
Haha I was so sure I was being stupid and I was, thnx!
it's esquieplush] instead of esquieplush
sure!
listen, i missed the load, you are allowed to miss the ]
I think they mean an animation of a NPC staggering
Haha all good, enjoy your break, thank you for helping!
🙂
ok for events you may want to look at animation, the wiki has some info about events
look at the other commands
i can find it for them you take a break
advanced move or offset
Okay, thank you
sure spatula!
is it during a cutscene, or walking animation/overworld?
I'm just writing out an event before I try to mod it in, and I just wanted to know what I can and cannot do
See, I want the farmer to find an NPC that's needs to pass out, but before that I want them to struggle a little?
That just sounded mean though
I understand, like you know when the NPC shakes right; I'm trying to find the wiki page for you
basic tutorial of an event, I recommend saving this for when you start coding it in:
https://stardewmodding.wiki.gg/wiki/Tutorial:_Events_For_Babies
the specific command you will need:
https://stardewvalleywiki.com/Modding:Event_data
I appreciate that
I'm using the smapi item lister and my custom crop and seeds still ain't comin up. I can't find any issues in the jsons that I am aware of.
!log and the json again may help us spot stuff
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Mk.
Seed and Produce json https://smapi.io/json/content-patcher/43775ff4fc8b4c798a5d0263595e4aed
and here is the crop json in case that's the reason it's messed up. https://smapi.io/json/content-patcher/8cf428af31ab430ba6a66cad77d869d2
Need any other jsons?
the log would be helpful
Explain the log thing and how to access it? Is it like in Smapi or? Sorry, still super new to making mods.
see here for all the instructions
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 9 C# mods and 1 content packs.
ok the good news is that i see no errors in log
when you said "the smapi item lister", what do you mean?
Hey, been trying to debug for a while - can't seem to find out what's wrong with my schedule and dialogue. NPC just stands still and they show up, but don't move (following along the Custom NPC tutorial by Esca). After testing, gifting works, been looking around as well into the whole blank.json (added {}, slept a day) thing for the schedule but can't seem to figure out what's wrong. Schedule Viewer shows nothing either. Here's the log: https://smapi.io/log/96b4f17702de46f2bd30dcccb51f89ca
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.11.11.26, with 5 C# mods and 1 content packs.
list_items. I also can't add any of the items with the add_player. Do those not work with content patcher items?
are you including the debug in your command?
if yes, this should work for modded items too
No, how do I include the debug?
put it first thing in the command
most commands require to be in the format "debug commandname commandparameters"
there are a few exceptions
thats why i tend to use CJB Item Spawner when it comes to checking if my objects etc are in the game or not lol i cant remember commands msot times
(can you provide the json of the npc? the content and schedule ones)
!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.
Mk. I'mma go grab the CJB item spawner and try that.
Yee, still ain't showin up. Y'all got any ideas on what the issue might be?
not at first glance
try providing a log but with an extra command
!patchsummary full
Can you do these steps to provide more info?
- Load your save and view the content that should be patched.
- Type
patch summarydirectly into the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
- Post the log link here.
so you'll type, in smapi console, once in game (important)
patch summary full
this may have some extra info about what's happening with your patches
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 10 C# mods and 1 content packs.
Can someone please look at the schedule that I made to match up to Harvey's while he was at a clinic and tell me if I'm just over thinking it?
hmm
It's okay if it not okay. I understand
i'm a bit stumped, hunter, because the includes are included but i don't see the result patches of those
are you sure you're not editing files that aren't the ones in the mod folder or something?
The only location I have em in is in the mod folder.
post it using the json validator and if someone wants to look they will
!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.
then i don't get why we don't see the edits to data/objects and data/crops
Could it be a capitalization error?
Wait, I found the error! Dialogue's still broken though, so will be sending that over. Had the wrong target: "Target": "Characters/schedules/{{ModId}}Bolada",
^^ needed a _
Content: https://smapi.io/json/content-patcher/a5216ee18a574559929a35dad6877675
Dialogue: https://smapi.io/json/content-patcher/7a77f9073f6745b58d9ef1d8d7d25375
no, capitalisation rarely matters and the log would have a trace of something! patch summary full is often used to see that the target is wrong (like targetting portrait instead of portraits)
you target just bolada, shouldn't it be {{modid}}_bolada?
Then what the heck could be the issue?
i'm not sure i have full context of what it's for?
(not the classic format but that works)
Ahh I missed that, let me try it.
!reload
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
(while you are at it, if you don't know about it)
(it took me a bit of time to get used to patch reload but it saves so much time, although it has some limitations)
My NPC once became Jesus when I reloaded my patch while they were on the pier off the far right of the Beach.
Like straight up walked over the water. Lol.
Also, I am still tryin to find out what my issue may be. Should I send the jsons again?
Yep it worked! And thanks for this, I don't wanna have to reboot Stardew each time. Thanks so much!!!
no, unless you changed something
(This is fairly normal tbh. Schedules are....weird)
honestly i don't know what to suggest at this point, outside of a good night of sleep and some fresh eyes. Someone may have an idea, but mine is still "double check that you are having the proper files in here" because i don't see why this wouldn't be listed in the patch summary
usually stuff not in patch summary full means that they arent in the mod at all. I feel if it was an extension issue the result would be different (like "no whatever.json file")
sure, there are a lot of shortcut/debug tools/debug commands that are helpful so my advice to any new mod creator is : if you do a step often, ask if there's a shortcut
Could my attempt at having the stuff sold at Pierre's be messing it up? Or I could try moving the mod into a different folder then back.
starting game a lot? patch reload when doable, skip intro if not.
spending time to wait for a npc? debug wtc or a command to make time pass faster
etc etc
More specifically the seeds.
you can always try to have them in the main content.json for now
selling at pierre shouldn't be an issue
but i didn't see that in the log either
Wanna see the json for that? Also, should I try including the jsons for the seeds and produce and the crop in the content json to see if that helps?
I want to write an event where I needed Harvey at the clinic, so I tried to plan it out around his time inside of the clinic
Sorry
Didn't mean to send that right now
My screen went back and I usually hit enter to stop it
does your sampi log have any red text
there is a precondition for event that automatically checks if the npc is actually here, if you want
No, it doesn't.
this is also way more compatible with other mods that may change harvey's schedule
That sounds really useful. Would you mind if I @ you when I'm done writing the events down?
no pls, i prefer no ping and i'll go to sleep soon
but let me see if i find the precondition now
I understand
did you load those jsons in the content json?
this isn't exactly the one i remembered but it should work similarly
Thank you
sweet dreams
No, the tutorial I was following only had me load the textures for the objects and the crop in the content json.
you need to load the jsons that aren't loading in the content json or they won't load in the game
Do I just include or load load em?
include
if you have external jsons, you include them
if you do schedules, dialogues etc via blank.json those need to be loaded etc
Mk. Hopefully this will work. I've been struggling with this for most of today.
the issue is more that the jsons weren't loading at all, not the code inside of it
if you use the tutorial by tia its explained there
Load: when an asset doesn't exist in the base game at all.
EditData: when an asset exists (either in base game or via being loaded in prior) but you want to edit it.
Include: tells content patcher to include the entire contents of another .json file elsewhere in your mod folder. We will use this a lot for the purposes of not having everything mashed together in the content.json (trust me, you will prefer this.)
Mk. Thank you. The tutorial I was following didn't say anythin bout including those jsons to the content json.
sometimes you have to improvise things
hm i wonder which one youre following then
Last edited by AtlasVBot on 2025-09-13 18:56:15
A simple 1.6 guide to adding a new crop to the game using Content Patcher, adapted from 6480's Mouse-Ear Cress example.
ahh
oh yeah guess not everyone explains it, the one of tia is for making npcs lol (tho id in general browse the 1.6 tutorials on the wiki because sometimes you learn random stuff along the way)
it kinda tells you to make a content pack using another tutorial beforehand, but meh
SO, uh. My seeds be floating in the air. Uh, do I like, edit the seed sprites to fix that?
hi femboy_father, can you drop your crop spritesheet in chat?
it's likely you either miscounted the index to be 1 row further down, or your spritesheet is slightly too small, or your seed is misplaced on the sheet
it's certainly a look
just for reference, looking at the vanilla TileSheets/Crops image you can see that it's formatted as a series of 8 sprites at 16x32 pixels each, totalling 128x32 pixels per crop.
your image will need to be a multiple of 128 pixels wide and 32 pixels high, and when picking the spritesheet index for your crop you'd be starting from 0 for the first crop in the topleft
I think I made it too small.
yep, too small hahah
if you're fine with the sprite you can just increase the canvas size to 32x128, anchored to the bottom-left
of course you can make the sprite taller within that space afterwards if you like 
though this does make me realise the cauliflower is puny compared to the other veg
I will make it taller 100%. Thanks. Also, it is an alien crop. I'm hoping to figure out how to mill it to make Moyak flour, or alternatively keg it to make Moyak dye.
no problem! if it's a vegetable it's likely automatically going to be able to be placed into machines like kegs with the usual output (pickles), but you can add specific rules for your crop by editing Data/Machines
Mk. Also, how does one anchor the sprite to the bottom left?
you can change Mill behaviours as well with an edit to Data/Buildings, both of these using PatchMode TargetField to edit behaviours without overwriting/destroying other data for that entry
*️⃣ feel free to ask about specifics on this when you get around to it
The Help Wanted board has now been beautified as part of Billboard Beautifier. Multiple unique layout based on the quest type and target. Fishing, Gather Resources and Slay Monster have been added, with Item Delivery in a future release. Lots of fun surprises and a few ties to the Junk Mail mod. You want this mod... you just don't realize it yet! 😄 Happy New Year's.
it's not terribly important, you can just resize the canvas as usual and then move the sprites to the bottom-left, but for future reference here's how it works in PS, note the circle and arrows:
i've never really used aseprite so i can't say how it works there
Oh. I know how it works, I think! there is a very similar spot under canvas sizing.
of course in your case you'd be going from 16x128 or so to 32x128
Yee.
How would one make their crop harvested with a scythe?
pretty simple
edit the HarvestMethod field on your crop entry
if you open up Data/Crops and search for Wheat you'll find a working example from the base game
huuuuh maybe the conversion won't be so bad after all
i swear this single mod has had so many conversion scripts over the years
New quote added by atravita as #6901 (https://discordapp.com/channels/137344473976799233/156109690059751424/1457181808427925626)
what an odd quote 
at this point i think it's had get dressed/glam -> ja -> cp -> i18n -> fs
this twisted project needs to be reset
and of course the spritesheet merger script to fold all the individual ja images and gg accessories into single cp spritesheets
SS_v2_Final_FINAL energy
i can't help it when They just keep making more appearance frameworks
New quote added by atravita as #6902 (https://discordapp.com/channels/137344473976799233/156109690059751424/1457182364064157881)
Any shot ya can link to a tutorial or somethin? Cuz I am like, new new to modding. Sorry if rude.
Hi everyone, hope the new year finds you all well!
I have a custom map that I have made and uploaded to the nexus workshop and it is currently having coop issues, anytime someone joins whether it is locally (split screen) or over the internet, the map breaks and spits out code to the console endlessly until it crashes. I can't figure out the issue, any help would be greatly appreciated!
I am attaching a txt file that shows the errors, as it will be a bit long to post in the chat, but if requested I can post.
Some notes:
The only mods I have enabled are the Map, content patcher, and SMAPI.
I have tested with both a local coop using a controller, and online coop with a friend.
I have tested starting the game with a coop building and a single player game then creating a coop building (also on different days and seasons).
The errors and crash only happen after the second player chooses/creates a character and it attempts to join.
!mpmods it sounds like maybe your co-op partner does not have the mod installed, which would definitely cause them to barf when trying to load the map
You can mod your multiplayer games, but to avoid any hiccups, all players' mod lists need to match. If players have mismatched mods, you will experience bugs in your game - even if the mods were working fine earlier, there is no guarantee that they will stay that way, and strange things may start occurring.
There are few exceptions to this. The main mod page often includes information on whether or not they work in multiplayer.
See the wiki page for more details on how mods work in multiplayer!
Multiplayer Mod Checker is an easy way to determine if host/farmhand mods match.
That was my initial thought to, but it happens on local coop as well. and spits out the same log to the console which makes me think it is something else.
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Send your full log
https://smapi.io/log/d9cc76bd8cf64885b52f851d4bdef1af
I also took a screen shot to show what it looks like, in case that might point to something
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 2 content packs.
do you have 2 versions of your farm installed? also it should not be skipping over that many mods.
Anyone got the basics on what to do for making my custom crop millable? I know I need to target the Date/Buildings for the Mill, but I don't know like what to in the thing, so some guidance would be much appreciated.
that looks more on the level of a corrupted install or a firewall eating files. cuz even with a double layer of your mod, if its trying to do that, should only just fail your own mod. and as a farm map maker, unless youre doing a bunch of coding stuff, it should not be causing something like that. as far as i know anyways, its been a while. maybe one of the old errors got updated to that as something more defined?
Open Data/Buildings, go to the Mill entry, then go to the ItemConversions field and copy one of the crops in there. You'll need to use TargetField to target just the ItemConversions field to add yours in. https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#target-field
Yeah hrm it looks like screen 1 managed to load the farm
its failing to access the farmhouse i think, which might be a byproduct of jeelh's buildings failing?
i suspect most of the remaining errors follow after the first one (screen 2 can't load Maps/Extra_Large_Farm). and i suspect having two different versions of Extra Large Farm installed is related
And then screen 2 is not able to find it
Nope those are two separate maps and are installed separately, I did test with the other version disabled/removed. As for the skipping mods I am using nexus mod manager and those are all disabled, but it always shows those every time I disable any mod regardless if they are enabled or not. 🙂
Ah maybe it's nexus app perms nonsense
using nexus mod manager is also ripe territory for stuff not working
nexus mod manager is known to be buggy with stardew mods, or at least it was, they've been working on making it more compatible for years
But hrm none of this should affect mp situation on a different machine
How do I open the base game files? Or is that something available on the github page to look at?
!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!
Anyways I recommend
- make sure you actually only have 1 version of your farm enabled
- try launching not from the mod manager to eliminate that possibility
oh gotcha so maybe try it really quick and remove those files directly from the mods folder and see if that fixes the issue?
The not loaded mods ar not relevant to the problem i think
it says its failing to find the farmhouse somehow, which might be something like a mod is supposed to replace it, but if nexus is only doing a half-job and confusing the program, as the file is there, its readable by smapi, but is failing, if the save file thinks its supposed to be there, and it isnt, it can cause a failure.
Naw draylon it's Farm
Farmhouse is funny bc it tries to look at Farm map props sometimes
What I am reading is saying to put it in the Stardew folder, but it is saying it is in the wrong folder. Which folder do I actually put it in? Sorry if annoying or anything.
Did you put it in the same folder as your Stardew Valley.exe file?
Do other maps work in mp with that friends setup?
Cuz i cant think of anything you'd fiddle with in a farm that would cause a MP failure where it wouldn't also in single player, except maybe conditional loads.
Unless the Farm is touching fancy actual code stuff.
Or most likely the mod manager is causing the problems, and/or covering up the real issue somehow
Is that the main Stardew folder or is it in another folder?
It's in your Stardew Valley folder. Make sure you find that file before you try to put StardewXnbHack.exe in there
Mk.
Ok, so I figured it out, it was cuz the thing was in it's own folder. I just plopped it in the main folder.
So, I used the unpack, but it still is jibberish and my laptop isn't the happiest.
Ok I just tested it by making sure there was no other versions of that farm in the mods folder, I also removed the mod folders that aren't relevant and tested. Still got that issue, I also just tested different maps, both a built in map and a map off the nexus mods page and they both worked with no issues.
https://smapi.io/log/09938c8adce1443695833089e502baf1
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 1 content packs.
Oh, nvm, I found there is an unpacked version of the content folder.
is your file published on nexus? I might just crack it open and try to see if i can find the issue if so
Are you using a tsx?
this load shouldn't be conditional; remove the "when" entirely
{
"Action": "Load",
"Target": "Maps/Extra_Large_Farm",
"FromFile": "assets/Extra_Large_Farm.tmx",
"When": { "FarmType": "Mogeekan.ExtraLargeFarm" }
},```
So, are IDs for custom items basically tags?
Nope no tsk
It's probably what esca said then
What do you mean by a tag in this context?
something came up, so i'll be gone for like 30 mins. if its not solved when i come back i'll crack open the map file and look around, but yeah. Conditional loads are one of the only things that can break MP, cuz its always true for the host, but the other machine doesnt know what its supposed to do until it contacts the host.
So with the way I made the two version of the map, when they were both installed it would cause issues loading or showing in the farm selection panel, if I didn't put that block in. here is what it shows for the other one to also prevent it happening on the other map.
Like, to for the items that are millable it has "id_o_284". Or do I gotta add that to what I wanna mill?
That's a context tag that's automatically generated based on the id of your object. So you'd add id_o_{{ModId}}_<WhateverTheRestOfYourItemIdIs> for yours.
Mk. Thank you.
The buildings page explains what each of the fields do: https://stardewvalleywiki.com/Modding:Buildings#Item_processing
I'm not sure what issues you mean, but you could try solve it by moving those conditions to your Data/AdditionalFarms edits, rather than the map loads. I'm not sure if that asset supports conditions either, though. 
They both seem to work fine in a quick (and SVE-less) test, if I just delete the load conditions
I wonder if it was something else in my code I just happened to fix and then thought that fixed it 😆 , let me remove that on my file and then test the coop to see if there are any changes
if your Target for both farms was at one point the same (i.e. before you added _V2 at the end) then it would have been a double exclusive load error, if i had to guess
Creating a piece of modded furniture. I don't want the furniture to show up randomly for sale in Robin's store or anything, so I want to disable random stocking in other stores, per the wiki article. Do I just put in a 0 for false and a 1 for true?
you put false for false and true for true
Ya that is exactly what happened, I had to go in and change a few things, which happened to be around the same time I added that other line in
also for future reference, in case its relevant in future modding scenarios, the token "FarmType" is not ready on the title screen ofc bc there is no save loaded. so you cant make the very map you need to be ready when you load a save, conditional on the token that is not ready until you load a save
thats why your patch was not applying and exploding
Yup that totally fixed the issue 
Cool should I also removing the conditional on the farm type as well? for the v2 version
tangentially, I didn't seem to get any starting cabins when creating your v1 in multiplayer, though I'm not sure why at a glance (you've got the vanilla Paths tiles with Orders there)
no reason for it to be conditional
hmm like when creating a coop game and it auto places the extra house for the other player?
yeah, 1 and 4 of this setting in the "host new farm" option didn't create any, so I couldn't join with another client right away
not very familiar with map editing myself, so I'm not sure what it'd want there
same issue with the V2, now that I check
Make absolutely certain that you aren't duplicating any Order numbers on the same cabin layout icon