#making-mods-general

1 messages · Page 506 of 1

silk basalt
ocean sailBOT
#

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Suggested fixes: One or more mods are out of date, consider updating them

silk basalt
#

i was trying to add the maps i'd made, but now the whole thing is busted

inner harbor
#

thanks!

vernal crest
#

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 SDVpufferheart )

vernal crest
dire kestrel
#

(dunno why the formatting is weird)

west geyser
#

I"M BACK IN THE GODDAMNED BUILDINg.

summer spoke
#

At least you're not the only one

silk basalt
#

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

west geyser
#

I think I am out of the building. I am 90% sure it was a missing quotation mark. Again.

ornate locust
dire kestrel
#

np!

autumn tide
west geyser
#

They are there, I just can't see/interact and idk why.

dawn lily
#

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?

vernal crest
uncut fable
silk basalt
#

i do really want to thank you guys for being so patient again, i do truly appreciate it. SDVpufferheart

opal glen
#

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

ocean sailBOT
#

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

opal glen
#

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

brittle pasture
dawn lily
#

ah thanks will check that out

west geyser
#

What does this mean?

brittle pasture
#

just means steam or gog is eating dirt currently

west geyser
#

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.

autumn tide
ornate locust
#

be free, my rat

vernal crest
vernal crest
# opal glen

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.

opal glen
#

everything is somehow shifted down by 1 pixel, not sure how that happened but I'm sure I can fix it lol

summer spoke
#

Can I ask a grammer question?

vernal crest
#

Sure

silk basalt
#

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

summer spoke
#

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?

tiny zealot
#

yes

ornate locust
#

Yes

summer spoke
#

Right, thank you.

west geyser
#

I messed something up or something. No clue what I messed up.

vernal crest
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

vernal crest
#

Share your json and we can check

west geyser
autumn tide
#

mhm!

autumn tide
#

hm, i don't see anything wrong but i am still very much a beginner

vernal crest
#

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?

autumn tide
#

oh yeah, it's the error i've made 12,000 times! wonder i didn't catch it

west geyser
#

Also, what is the correct target for the sprite?

vernal crest
#

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

west geyser
#

Thanks. This is the first time makin an NPC or even trying to make a content patch for Stardew.

autumn tide
#

You're doing great :) npcs are hard lol

west geyser
#

Thanks. I'm doin one of my aliens. In their language Dakota means Happy life.

autumn tide
#

oh sweet! i love fantasy

west geyser
#

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?

vernal crest
#

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.

west geyser
#

Mk. Smapi just says that the content patch is loading for a while when I start the game.

vernal crest
#

Can you show a screenshot of what you mean?\

west geyser
#

Yee

#

Oop. Somethin happened. Now it's sayin I need an xnb file. There is a red wall of death.

autumn tide
#

hellooo i hath returned with yet more code conundrums, is this formatted correctly? wasn't sure about what sort of bracket to use

vernal crest
tiny zealot
west geyser
#

I did change my targets.

vernal crest
#

Your Target for the portrait is wrong again

west geyser
#

Fudge.

vernal crest
#

It needs to be exactly the same as the internal name

west geyser
#

I may be dyslexic.

vernal crest
#

See how it's missing the AU_ from in front of it?

west geyser
#

Yee. Now I do. Sometimes I scramble or miss parts of things I'm writing.

royal stump
vernal crest
west geyser
#

The placeholder is in the world! Now I just gotta figure out why I can't interact with em.

autumn tide
#

aaa okay, thanks all! i still get confused with arrays/dictionaries etc

vernal crest
autumn tide
#

i tried to model it after trigger actions

vernal crest
royal stump
#

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

autumn tide
#

my brain is whirring like a loud fan one sec..

west geyser
#

I found the issue.

#

I had forgot to put the internal name for Dakota into the Dialogue json target.

vernal crest
#

That was my suspicion. Nice work figuring it out ^_^

ornate locust
#

by the way, I think I found the single most cursed space in festival mapping

west geyser
#

Anyone got a link to a tutorial on how to add a custom crop?

urban patrol
#

[[Modding:Crop_data]] i don't think there's a tutorial but here's the wiki page

west geyser
#

Mk. Thanks.

vernal crest
#

There is a tutorial!

#

You can grow phil the groundhog

west geyser
#

Thank you!

urban patrol
#

omg the only one that came up in my search was JA lol

lucid iron
ornate locust
#

she's getting squished

lucid iron
ornate locust
#

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...

sonic veldt
#

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 😭

tiny zealot
#

two things

#
  1. to use multiple GSQ in a Condition field, separate them with a comma ,, not a plus +
#
  1. 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

sonic veldt
#

ah okay thank you very much, ill try that there now

tiny zealot
#

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

sonic veldt
#

i see

tiny zealot
#

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

west geyser
#

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?

tiny zealot
#

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

ornate locust
#

I did have that happen once and realize I somehow broke all my guy's dialog

silk basalt
#

i'm having some issues still, would someone mind looking over the log and the json and telling me what i messed up?;;

ocean sailBOT
#

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

tiny zealot
west geyser
#

I can talk to em.

silk basalt
vernal crest
west geyser
vernal crest
west geyser
#

Oh. Yee. I misunderstood the instructions.

#

Thanks.

#

At least I be learnin.

#

I'mma go back to doin Dakota's actual sprites.

sonic veldt
sonic veldt
vernal crest
# sonic veldt i think i must have done something wrong here now im getting a different error

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
                        }
                    ],
                },
            }
}
sonic veldt
#

thank you for that ill try that again rn

finite sequoia
#

To fix Ashida

#

(Also are you used a program to see all of that?)

ornate locust
#

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

finite sequoia
#

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...

ornate locust
#

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...

finite sequoia
#

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

ornate locust
#

aaaa noooooo

#

free me from this festival position hell

finite sequoia
#

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

pale river
#

how do I load 2 npcs in the same mod?

finite sequoia
#

Nvm, used the power of ctrl+f to find the flag for the resort Island_Resort

vernal crest
ornate locust
#

ah heck you beat me to it

finite sequoia
#

Yeah! I just had to change what I was searching for and it was right there 😅

pale river
finite sequoia
#

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

pale river
#

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)

vernal crest
pale river
finite sequoia
#

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?

sonic veldt
tiny zealot
#

!log yes, use this link to send your logs

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.

vernal crest
pale river
# finite sequoia I'm curious, what are your plans for your NPCs?

😭 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 SDVpufferheart

finite sequoia
#

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

pale river
finite sequoia
#

It’s a remnant of when I first started modding

pale river
vernal crest
#

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

finite sequoia
#

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

pale river
ornate locust
#

(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)

vernal crest
#

You don't need more than one blank file

finite sequoia
#

Yeah, i didn’t need to include any dialogue so i just kept that as is

vernal crest
#

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?

ornate locust
#

This is why I stopped editing a game wiki, I cannot be trusted with collating information and not vanishing into it

vernal crest
#

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.

pale river
#

do I put dialogue in the assets or data folder? I have it in the data folder at the moment

finite sequoia
vernal crest
finite sequoia
#

I guess I do use an include of dialogue.json, then, if i18n keys don’t work that way

vernal crest
#

Oh you mean your EditData patch is just in the content.json?

finite sequoia
#

It’s been a while since I’ve modded 🙂‍↕️ all I know is it works when I made it years ago

vernal crest
#

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

pale river
#

SDVpufferheart I'm going to move my load + editdata setup from the content file to a different json each of the two different npcs

urban patrol
#

that's how my mod is set up--basically nothing is in my content.json except config, dynamic tokens, and includes

pale river
urban patrol
#

yep

vernal crest
#

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.

urban patrol
#

although i would recommend you change your log name to be more descriptive lol

vernal crest
#

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.

pale river
#

probably a hyperbole of what I'm doing, but I feel like I'm moving a piece off jenga tower right now 😔

urban patrol
#

it's only scary once at least

vernal crest
#

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.

pale river
#

what does this do?

vernal crest
#

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

pale river
#

this is what my content json looks like now (oops need to remove the commas)

left basalt
#

Hey gang! For replacing existing sounds with variations like "thunder_small" or "clank", does a single replacement entry via CP replace all the variations?

lucid iron
#

i dont think vanilla has sounds with variations does it ConfusedAnime

#

sometimes stuff gets played back at different pitches tho and in that case yea you affect all of em

left basalt
#

Looking at the wiki I was seeing this, heh:

lucid iron
#

my guess remains the same then (prob affects all)

#

the audiochanges asset is quite jank blobcatgooglyblep

left basalt
#

Cool, haha

#

Just wanted to make sure I wasn't missing anything. Thanks!!

vernal crest
pale river
vernal crest
pale river
#

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

vernal crest
#

Do you mean Load or Include?

pale river
#

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.

vernal crest
#

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

pale river
#

hmm I'm not sure

vernal crest
#

Not the Data/Characters entry

pale river
#

you're completely right hahahaha

#

found it

vernal crest
#

By the way, it'll be easier for you if you replace that boxosoup.cmx with {{ModId}}

pale river
vernal crest
#

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.

pale river
#

SDVpufferthumbsup looking out for future you

vernal crest
#

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.

pale river
#

thanks for teaching me this feature hahahah

pale river
vernal crest
#

(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

vernal crest
#

Whoops I very nearly just used {{ModId}} in an AT mod lol

gentle rose
#

magic, I say!

pale river
vernal crest
#

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.

pale river
vernal crest
#

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)

brave fable
pale river
vernal crest
#

I wish LogName could parse tokens so I could have more useful LogNames when I do LocalTokens

hidden yoke
#

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"

lusty elm
#

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?

pale river
lusty elm
#

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?

vernal crest
#

Apparently dust sprites can get caught in cobwebs

lusty elm
#

Dangerous version of the Mines has Cobwebs/Spiders listed on floors 51-69

hidden yoke
#

mmmm gotcha

#

I've never done the Dangerous mines, so I must've never seen them lol

pale river
#

both cavegrass, and lavagrass can drop ancient seeds, they're both located in the skull cavern + volcano dungeon

lusty elm
#

Caves/Dangerous Caves also has Weeds listed on floors 11-29 and floors 91-109, so that might be a variant as well

hidden yoke
#

Weeds as in

lusty elm
#

most likely those yeah

pale river
lusty elm
#

i know they are "weeds" and you're looking for "grass" but sometimes the labels arent so clearly defined as you'd think

hidden yoke
pale river
hidden yoke
hidden yoke
pale river
lusty elm
hidden yoke
#

back to the mines with me, I guess

lusty elm
pale river
pale river
lusty elm
#

I figured

pale river
hidden yoke
#

Welp this'll do for now. Time to go try and trigger the dangerous mines quest.

#

Thanks everybody!

left grove
#

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?

hidden yoke
#

So I'm on mac but

lusty elm
#

do you have the starting quote before the C?

hidden yoke
#

is there any chance you're missing an open quo--yes that

hidden yoke
#

(/joke)

lusty elm
#

the CBJ cheats has immortality buttons

vernal crest
#

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

lusty elm
#

thats nice, better than my old method of immortality + Mega Bomb Spam

hidden yoke
#

I do not, somehow.

vernal crest
#

I am extremely impatient. I find ways to cheat everything for testing.

#

Ah ha

#

debug invincible

#

Or, easier, debug gm

pale river
vernal crest
#

I wish I could cheat to get this flipping moss to spawn

hidden yoke
#

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.

lusty elm
#

im just set in my ways, I come from the time before Smapi came with debug commands rooOld

#

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 rooThink

hidden yoke
#

wow

#

i feel like a little baby

vernal crest
#

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

lusty elm
#

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

vernal crest
#

No pressure if you'd rather investigate and fix yourself, of course ^_^

gentle rose
#

-# I’m 4 days late but I found this while searching for something and yes, that was absolutely the inspiration for the name SDVkrobusgiggle

lusty elm
#

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 rooThink its weird.

latent mauve
#

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

vernal crest
#

"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."

pale river
lusty elm
#

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.

gentle rose
#

no, it’s supposed to grow every few days I’m pretty sure?

vernal crest
pale river
vernal crest
#

I wonder if I can trigger green rain

latent mauve
#

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

lusty elm
#

On rainy days it increases the chance to 20%. it might be unlocked after a green rain day tho

vernal crest
#

Absolutely none of my trees have moss on them

pale river
pale river
latent mauve
#

I think the only saves where I have seen moss before green rain were older saves that had already passed summer y1

pale river
gentle rose
latent mauve
#

So technically would have been after normal green rain if it had existed at the time

lusty elm
#

it can only spawn on the base 3 trees and the special green rain trees

vernal crest
gentle rose
vernal crest
#

Ok I am never making the mistake of running the game without CJB again

#

Why did CA make the farmer move so slowly SBVWahSob

lusty elm
#

yeah, i basically dont turn off x10 speed

pale river
lusty elm
#

then again i make farms that are 150x200 so not turning off x10 speed is a basic pre-requisite for moving around

pale river
vernal crest
#

What the heck. My CJB speed buff keeps not auto renewing

pale river
vernal crest
#

Hooray, I finally got moss!

left grove
lusty elm
#

well, at least it ended up being the easy solution!

left grove
#

yup, thank you

humble grove
#

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)

deep cypress
#

What makes it so a chest can be placed in certain places in a building and not in other places in it?

lusty elm
#

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

silk basalt
#

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

silk basalt
#

AH okay thank you!

#

and to give an item in a dialogue box, the format is just [item number], right?

vernal crest
silk basalt
#

yeah! pinkcatnod 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# AvenScared so i try to keep one tab to that section specifically lol

vernal crest
silk basalt
#

that does actually!!!

elfin kindle
#

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

opaque field
#

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.

elder hornet
#

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?

calm nebula
#

Requires c#

elder hornet
#

Okay, where can I find the data for the iridum sprinkler for instance so I can use it as a guideline?

vernal crest
#

Object.GetBaseRadiusForSprinkler() I think

elder hornet
#

I checked the object info but I see nothing pointing at that

vernal crest
#

It's not in the json files, it's in the game's code

#

Because it's hardcoded

elder hornet
#

Ah okay, so probably not possible then

#

at least not at my level of skill 😄

#

Thnx anyway!

urban socket
#

👋

opaque field
#

bbout to make this hat just a hat and then make 'hat charm' or something TT

vernal crest
#

Why not ask for another set of eyes to check it?

opaque field
#

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'

harsh canyon
#

👋

vernal crest
vernal crest
#

What was the issue, btw? Out of curiosity

opaque field
#

I missed a ) that I'd somehow thrown on the end of {{ModId}}

vernal crest
#

Ah, tricky to spot

opaque field
#

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

valid folio
#

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.

autumn tide
vernal crest
lucid iron
#

i think u basically want DROP_IN_PRESERVE instead of DROP_IN

valid folio
elder hornet
ocean sailBOT
#

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

ornate trellis
elder hornet
#

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

ornate trellis
#

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

elder hornet
ornate trellis
#

..i say parser but i meant the json validator lmao i keep mixing up the two words

elder hornet
#

No worries I found it haha

#

Ill change the format I saw that error but it doesnt seem to pick up anything else

ornate trellis
#

ok so

#

your format is horribly wrong

#

it needs to currently be 2.8.0

elder hornet
#

Does it cause the crop issue?

#

Cause everything else works, objects etc

ornate trellis
#

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

elder hornet
#

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 catto

#

The seed works now (the sprites don't work yet but I will figure that out :))

lucid iron
ornate trellis
#

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)

lucid iron
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

ornate trellis
#

hi chu!

elder hornet
#

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

ornate trellis
#

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

vernal crest
elder hornet
#

Thank you1 ❤️

valid folio
summer spoke
#

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.

opaque field
#

you can use the debug command in the smapi window "debug ebi youreventnamehere"

summer spoke
#

Or do I need to plan around Harvey's schedule?

opaque field
#

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

summer spoke
#

Right, okay, I think I got it. Thank you.

vernal crest
hard fern
#

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

vernal crest
#

I've never had issues with that. I debug ebi right from my bed.

hard fern
#

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)

vernal crest
#

That is very strange

heavy pewter
vernal crest
# summer spoke Right, okay, I think I got it. Thank you.

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

summer spoke
#

That's good to know, too. Thank you. Good night

calm nebula
#

Isn't there a Present event precondition too

#

Could invert that one

silk basalt
#

it's silly but i'm really enjoying using the i18nifier. i feel like i'm doing, like, secret agent type stuff lmao

elder hornet
#

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 😭

ocean sailBOT
#

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

urban patrol
elder hornet
#

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

urban patrol
#

no worries it’s easy to miss small things like that

opaque field
#

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)

elder hornet
#

Haha thank you!

#

Running into trouble again but I dont want to ask any more stupid questions, but im gonna do it anyway

ocean sailBOT
#

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

opaque field
#

I recognize this but I cannot for the life of me remember what causes it

urban patrol
#

that just means it can’t find the file. it doesn’t have to be an XNB

elder hornet
urban patrol
#

check your from file

elder hornet
opaque field
#

I'm scope creeping myself with death events

patent lanceBOT
#

@autumn tide: this (18h ago)

elder hornet
#

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)

urban patrol
elder hornet
#

I am not but I am sure as fuck not gonna mess with it tonight SDVpufferwaaah

#

Haha no thank you I will sort that shit out too once I got the NPCs updated

urban patrol
#

ok cool just wanted to let you know

elder hornet
#

Haha thank you for doing so! I can't look at the extra work tonight but gonna do it before release

urban patrol
#

it’s not too hard, it’s just a patch to load the map and then an edit to Data/Locations

elder hornet
#

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

fiery island
#

Is there any way to query how many barns the farmer has in a content patcher mod? Would {{Count:{{BUILDINGS_CONSTRUCTED All barn}}}} work?

elder hornet
#

My NPC finally works SDVpufferparty Thank you all for your patience with me

brittle pasture
fiery island
#

I want to offer an item quantity in a shop menu based on how the max animals a farm could possibly own.

brittle pasture
#

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

fiery island
brittle pasture
#

registering your own token probably works

#

wouldn't be difficult at all

opaque field
#

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
ocean sailBOT
#

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

urban patrol
#

!mapfixer try running it through this

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.

uncut viper
#

map fixer should fix it

opaque field
urban patrol
uncut viper
#

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

urban patrol
#

i see thank you

uncut viper
#

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

uncut viper
elder hornet
#

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

elfin kindle
#

(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)

elder hornet
#

Okay I will remove the gift taste for a moment to test and check the basic/desposition if it still doesnt work

latent mauve
#

Sometimes a sleep is needed to kick the NPC pathfinding into gear if you install a mod or location mid save

elder hornet
#

I started a new game to test

latent mauve
#

Still always worth it to try a sleep just in case

elder hornet
#

Alright I will try!

latent mauve
#

Otherwise, if you can share your code, it will help us to search for any issues in it 🙂

uncut viper
#

the gift tastes would be required if they are a social NPC

latent mauve
#

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.

elder hornet
#

Give me a sec I will post my content.json via the site

latent mauve
#

Last issue I typically see is people creating a new NPCGiftTastes json/target rather than adding an entry to Data/NPCGiftTastes

elder hornet
#

I tested it without the npc gift taste at all and it didnt work

latent mauve
#

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.

elder hornet
#

I will do both for 1 character since they are set up the same way

latent mauve
#

(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

hallow prism
uncut viper
#

not social cases

latent mauve
#

They have to have CanSocialize: false to omit gift tastes IIRC

#

Or be a map tile

hallow prism
#

ok!

#

that is the part i was missing, i have antisocial npcs with schedules, it's why i was confused

latent mauve
#

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)

elder hornet
#

No shit that might be it cause I used the dialogue and schedule i had already made

urban patrol
latent mauve
#

Easy fix then! Create a JSON file that only has { } in it and name it blank.json

elder hornet
#

And the concent should load to that or?

#

Cause the wiki doesnt have those steps commpletely

latent mauve
#

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

elder hornet
#

Okay, but where exactly should I put/reference the blank file?

urban patrol
#

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

ocean sailBOT
#
Creating a Custom NPC

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

latent mauve
#

My NPC Builder sheet linked in there also has a tab devoted to blank JSON

elder hornet
latent mauve
#

Tiakall has the blank JSON part in the first link but you have to follow the tutorial pretty exactly and not skip steps

elder hornet
plain plume
#

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

urban patrol
#

relatedly, have you been recommended sinz’ speedy solutions? that might help your performance issues

plain plume
#

i have never heard of that tbh, is it in nexus also?

uncut viper
urban patrol
#

good to know then lol

uncut viper
#

its a fantastic thing to do for optional compatibility

empty quartz
#

Hello i m a beginner and i want to make my own mod in C# do you have suggestions

uncut viper
#

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

urban patrol
#

i always imagined that would throw an error or you would have to When HasMod. nice to know it doesn’t explode it

uncut viper
#

no reason to do the edit if nothing requests the asset, no reason to error

urban patrol
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.

elder hornet
#

The NPC can finally speak again 😄 (the dialogue works)

calm nebula
#

!modideas too

ocean sailBOT
#

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.

urban patrol
#

i really need to get a better grasp on when things happen re: assets and stuff

uncut viper
#

the gist is just "things happen when they need to and only when they need to"

calm nebula
#

Don't worry it's fine

#

"When they need to but also some assets are preloaded and music is special"

latent mauve
uncut viper
elder hornet
brittle pasture
#

look into Cornucopia

calm nebula
#

Hmmmm I think I can possibly nerdsnipe one of y'all into letting smapi.io handle zips

uncut viper
#

i could not care less if smapi.io handled zip files or not

urban patrol
#

for large logs?

calm nebula
#

Exactly!

brittle pasture
uncut viper
#

if the log is large enough to warrant being zipped, im not reading it anyway, and my browser wouldnt likely like it either

calm nebula
#

Chue. Selph, and Button are all typing

lucid iron
#

You can't snipe me when i didn't figure out how to get smapi.io to run locally yet

brittle pasture
#

oh hey my ayce sushi plate arrived bye

calm nebula
#

Large logs are usually very repetitive so you can cull them at some point anyway

#

And also you have to b/c zipbomb

uncut viper
#

if you're going to cull repetition out of logs, you probably dont need to zip them

calm nebula
#

Issue is getting a user to understand things lol

uncut viper
#

zipping them is not going to make that any better

calm nebula
#

They zip teensy!

#

100th the size!

#

What if we do the zipping via Javascript

worldly wadi
#

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#?

gray bear
#

this would do what you want

worldly wadi
#

Oh oki ty

pale river
#

my npc is a shapeshifter, is it possible for him to use another npc's sprites until you interact with him?

urban patrol
#

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)

pale river
urban patrol
#

there’s a tutorial on setting up NPC appearances

pale river
#

could he still use other NPCs' sprites; like a random chance or something? He's a bit of a jokester

west geyser
#

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.

urban patrol
west geyser
#

Frick. I looked over the modding wiki for 20 minutes tryin to find the shop stuff. Thank you so much.

ornate locust
#

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

pale river
urban patrol
#

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

pale river
west geyser
ornate locust
#

Just click the magnifying glass in the upper right search, it'll take you to the page. Hit advanced and you get that list

urban patrol
#

CP doesn’t really have a good parallel to getters

versed moss
#

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.

west geyser
#

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.

deep cypress
#

Strings/Quests, SpecialOrders too

versed moss
ornate locust
#

If he comes to the farm, that event would be on the farm

#

in the farm event file

deep cypress
versed moss
#

The mod doesn't support expanded

ornate locust
#

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

west geyser
#

Nvm. Fixed it. I just loaded them individually and it fixed it.

ornate locust
#

which I do not envy

deep cypress
#

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.

ornate locust
#

Probably... there are many things that are spread out everywhere and not in a centralized location, dialog's one of em

opaque field
#

Me going through the five stages of grief in 10 minutes

#

Looking for like, festival dialogue a few months ago

versed moss
#

I am not excited to got dialog fishing

deep cypress
#

You got this! 🙂

opaque field
#

You can do it!

hallow prism
#

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

plain plume
split linden
#

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?

lucid iron
#

mod build config is not a namespace

#

it sets up the build logic only

split linden
#

so i dont need to refrence it for the code to use it?

lucid iron
#

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

split linden
#

sweet, thanks

pine elbow
#

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 tt_cry

lucid iron
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

west geyser
#

I'm goin to Marnie's and doin the ID trick since I can't get my Moyak seeds into Pierre's shop.

pine elbow
# ocean sail

Ah ty! I'm still super new here so idk many things lmao

hallow prism
#

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

west geyser
#

Mk. Just checkin through all the crop/seed code to make sure I didn't miss a quotation mark again.

hallow prism
#

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

late pewter
#

Hooray! My prototype works! All I need to do now is add the art for it.

pine elbow
late pewter
#

Making a "Questionable Art Market" mod to allow purchasing one-time items like the bear statue, chicken statue, iridium krobus, etc.

pine elbow
#

Damnn

#

Gl with the modding

late pewter
#

Random daily stock! No gates,

#

Only attempt at balance is rediculous prices

untold oriole
#

Why is this "Path" (Tilesheet) used on the BusStop map?

split linden
#

so you can read the sign

#

wait nvm

ornate locust
#

Path, not tile data

split linden
#

i read that wrong

hallow prism
untold oriole
#

The wiki says that this Path is reserved for places where the spouse will be positioned, either in the museum or in its courtyard

hallow prism
#

museum?

ornate locust
#

??

untold oriole
#

oh, i'm error

#

cinema, sorry

hallow prism
#

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

ornate locust
#

It doesn't actually do anything but mark a red dot when you're editing a map

west geyser
#

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?

hallow prism
#

!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.

hallow prism
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

hallow prism
#

usually my reason for that is that i forgot to include my object.json

untold oriole
#

I thought it was used to determine where the map begins and ends, since in the game the BusStop isn't that size

hallow prism
#

but trying to guess without info is like the lottery, without the money gain if i win 😄

west geyser
#

I made a json specifically for seeds and produce, should I change that to objects in general?

untold oriole
hallow prism
west geyser
hallow prism
untold oriole
#

Ah

hallow prism
#

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

hallow prism
#

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

#

try this for the main json

#

the content.json

west geyser
#

Thank you.

hallow prism
#

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

west geyser
#

I am aware, honestly just modding cuz I am bored.

pale river
hallow prism
summer spoke
#

Can I make an NPC stagger? Or something close to it?

elder hornet
#

What stupidity have I commited this time? SDVpufferblush

hallow prism
hallow prism
elder hornet
hallow prism
#

ah yes, i missed the big load right before the furniture

#

it's time for me to take a break too i believe 😄

summer spoke
#

In an event, sorry, I should've clarified better.

#

Rest well!

hallow prism
#

you have an extra ] at the end

#

of your furniture string

elder hornet
#

Haha I was so sure I was being stupid and I was, thnx!

hallow prism
#

it's esquieplush] instead of esquieplush

#

sure!

#

listen, i missed the load, you are allowed to miss the ]

pale river
summer spoke
#

Yes, that!

#

Thank you

elder hornet
hallow prism
#

🙂

#

ok for events you may want to look at animation, the wiki has some info about events

#

look at the other commands

pale river
hallow prism
#

advanced move or offset

summer spoke
#

Okay, thank you

hallow prism
#

sure spatula!

pale river
summer spoke
#

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

pale river
summer spoke
#

Right

#

Thank you

pale river
summer spoke
#

I appreciate that

west geyser
#

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.

hallow prism
#

!log and the json again may help us spot stuff

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.

west geyser
hallow prism
#

the log would be helpful

west geyser
#

Explain the log thing and how to access it? Is it like in Smapi or? Sorry, still super new to making mods.

hallow prism
west geyser
ocean sailBOT
#

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.

hallow prism
#

ok the good news is that i see no errors in log

#

when you said "the smapi item lister", what do you mean?

quiet laurel
#

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

ocean sailBOT
#

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.

west geyser
#

list_items. I also can't add any of the items with the add_player. Do those not work with content patcher items?

hallow prism
#

are you including the debug in your command?

#

if yes, this should work for modded items too

west geyser
#

No, how do I include the debug?

ornate trellis
#

put it first thing in the command

hallow prism
#

most commands require to be in the format "debug commandname commandparameters"

#

there are a few exceptions

ornate trellis
#

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

hallow prism
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

west geyser
#

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?

hallow prism
#

not at first glance

#

try providing a log but with an extra command

#

!patchsummary full

ocean sailBOT
#

Can you do these steps to provide more info?

  1. Load your save and view the content that should be patched.
  2. Type patch summary directly into the SMAPI window and press enter.
  3. Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
  4. Post the log link here.
hallow prism
#

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

west geyser
ocean sailBOT
#

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.

summer spoke
#

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?

hallow prism
#

hmm

summer spoke
#

It's okay if it not okay. I understand

hallow prism
#

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?

west geyser
#

The only location I have em in is in the mod folder.

hallow prism
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

hallow prism
west geyser
#

Could it be a capitalization error?

quiet laurel
hallow prism
summer spoke
hallow prism
quiet laurel
#

yepp, thats what ended up fixing it

#

ohh wait is this for dialogue?

hallow prism
#

on this json

west geyser
hallow prism
#

(not the classic format but that works)

quiet laurel
#

Ahh I missed that, let me try it.

hallow prism
ocean sailBOT
#
How do I reload my changes while I'm still in game?
  • 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 the ConfigSchema or DynamicToken sections if you use them).
  • Translation files: enter reload_i18n in the SMAPI console window. If it's for a Content Patcher pack, also run patch reload afterwards.
  • C#: see the Visual Studio hot reload or Rider hot reload feature.
hallow prism
#

(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)

west geyser
#

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?

quiet laurel
hallow prism
calm nebula
hallow prism
#

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")

hallow prism
west geyser
#

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.

hallow prism
#

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

west geyser
#

More specifically the seeds.

hallow prism
#

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

west geyser
#

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?

summer spoke
#

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

pale river
hallow prism
west geyser
hallow prism
#

this is also way more compatible with other mods that may change harvey's schedule

summer spoke
#

That sounds really useful. Would you mind if I @ you when I'm done writing the events down?

hallow prism
#

no pls, i prefer no ping and i'll go to sleep soon

#

but let me see if i find the precondition now

summer spoke
#

I understand

hallow prism
#

NpcVisibleHere

pale river
hallow prism
#

this isn't exactly the one i remembered but it should work similarly

summer spoke
#

Thank you

hallow prism
#

hunter, i hope someone will have a clue!

#

i have to go, good luck

pale river
#

sweet dreams

west geyser
pale river
west geyser
#

Do I just include or load load em?

pale river
ornate trellis
#

if you have external jsons, you include them

#

if you do schedules, dialogues etc via blank.json those need to be loaded etc

west geyser
#

Mk. Hopefully this will work. I've been struggling with this for most of today.

pale river
#

the issue is more that the jsons weren't loading at all, not the code inside of it

ornate trellis
#

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.)

west geyser
#

Mk. Thank you. The tutorial I was following didn't say anythin bout including those jsons to the content json.

pale river
ornate trellis
#

hm i wonder which one youre following then

west geyser
ornate trellis
#

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)

pale river
#

it kinda tells you to make a content pack using another tutorial beforehand, but meh

west geyser
#

SO, uh. My seeds be floating in the air. Uh, do I like, edit the seed sprites to fix that?

brave fable
#

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

ornate trellis
#

it's certainly a look

brave fable
#

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

west geyser
#

I think I made it too small.

brave fable
#

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 SDVpufferthumbsup

#

though this does make me realise the cauliflower is puny compared to the other veg

west geyser
#

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.

brave fable
#

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

west geyser
#

Mk. Also, how does one anchor the sprite to the bottom left?

brave fable
#

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

real agate
#

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.

https://www.nexusmods.com/stardewvalley/mods/39979

Nexus Mods :: Stardew Valley

Billboard BeautifierGive your Stardew Valley calendar a seasonal makeover and Help Wanted a new exciting look! This mod dynamically applies decorative flair to the in-game calendar and Help Want

brave fable
#

i've never really used aseprite so i can't say how it works there

west geyser
#

Oh. I know how it works, I think! there is a very similar spot under canvas sizing.

brave fable
#

of course in your case you'd be going from 16x128 or so to 32x128

west geyser
#

Yee.

west geyser
#

How would one make their crop harvested with a scythe?

brave fable
#

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

patent lanceBOT
brave fable
#

what an odd quote SDVdemetriums

#

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

tiny zealot
#

SS_v2_Final_FINAL energy

brave fable
#

i can't help it when They just keep making more appearance frameworks

patent lanceBOT
west geyser
arctic jungle
#

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.

tiny zealot
#

!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

ocean sailBOT
#

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.

arctic jungle
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
#

Send your full log

arctic jungle
ocean sailBOT
#

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.

lusty elm
#

do you have 2 versions of your farm installed? also it should not be skipping over that many mods.

west geyser
#

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.

lusty elm
#

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?

vernal crest
lucid iron
#

Yeah hrm it looks like screen 1 managed to load the farm

lusty elm
#

its failing to access the farmhouse i think, which might be a byproduct of jeelh's buildings failing?

tiny zealot
lucid iron
#

And then screen 2 is not able to find it

arctic jungle
lucid iron
#

Ah maybe it's nexus app perms nonsense

tiny zealot
#

using nexus mod manager is also ripe territory for stuff not working

lusty elm
#

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

lucid iron
#

But hrm none of this should affect mp situation on a different machine

west geyser
ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

lucid iron
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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
arctic jungle
lucid iron
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The not loaded mods ar not relevant to the problem i think

lusty elm
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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.

lucid iron
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Naw draylon it's Farm

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Farmhouse is funny bc it tries to look at Farm map props sometimes

west geyser
# vernal crest !unpack

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.

vernal crest
lusty elm
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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

west geyser
vernal crest
west geyser
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Mk.

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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.

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So, I used the unpack, but it still is jibberish and my laptop isn't the happiest.

arctic jungle
ocean sailBOT
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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.

west geyser
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Oh, nvm, I found there is an unpacked version of the content folder.

lusty elm
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is your file published on nexus? I might just crack it open and try to see if i can find the issue if so

arctic jungle
royal stump
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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" }
    },```
west geyser
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So, are IDs for custom items basically tags?

arctic jungle
lucid iron
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It's probably what esca said then

vernal crest
lusty elm
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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.

arctic jungle
west geyser
vernal crest
west geyser
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Mk. Thank you.

vernal crest
royal stump
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They both seem to work fine in a quick (and SVE-less) test, if I just delete the load conditions

arctic jungle
uncut viper
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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

late pewter
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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?

uncut viper
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you put false for false and true for true

arctic jungle
uncut viper
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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

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thats why your patch was not applying and exploding

arctic jungle
arctic jungle
royal stump
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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)

uncut viper
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no reason for it to be conditional

arctic jungle
royal stump
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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

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not very familiar with map editing myself, so I'm not sure what it'd want there

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same issue with the V2, now that I check

latent mauve
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Make absolutely certain that you aren't duplicating any Order numbers on the same cabin layout icon