#making-mods-general
1 messages · Page 507 of 1
I will check this really quick, I think that might be what happened
to expand on this, if you are providing an asset (i.e. you are Loading an asset that your mod controls, or in other words you are not replacing an existing asset), your Load should not have When conditions, and i can't think of a circumstance where it's beneficial to have one.
your Load will already be ignored if nothing ever calls for the asset in question, so there's no useful optimization occurring, but gating a load can cause arcane errors like this one and also generate log warnings during normal, harmless gameplay if the gate ever closes and an asset which previously existed becomes unavailable
Can someone tell me where I went wrong on my json where I am handling the stuff to let me mill my custom crop? https://smapi.io/json/content-patcher/6f726557cb614d81b38634f7dbc7ef93
Hi, since I’m using flavored products, I want to create a rule for a mail that sends the message if the player has a specific item. Before, this item had a fixed ID, but now that it’s a flavored item, it doesn’t, or at least I don’t know how I’m supposed to reference it in the code.
Just a heads up: I’m visually impaired, and today my vision is worse than usual, so I can’t read the wiki. If you could explain it here or give me an example, it would be much easier for me to read.
I’m leaving the code for the machine’s mail below. Thanks in advance.
https://smapi.io/json/none/9d7a3d8dff1346d9aef4c15b5dfff7ce
In the code, the original item ID is still there, which isn’t the one it should be using now.
I am back, looks like that issue is mostly solved 
what software are you using? your indenting and formatting is messed up which is making it difficult to find syntax errors
I am using Visual Studio Code.
You're not using TargetField like I said to, so you're not actually editing the Mill. You can use Shift+Alt+F in VSC to fix your formatting.
in that case, press alt+shift+f to auto-indent
RIght now, your json is trying to make a new building with the ID "ItemConversions"
Oh, I'll try to fix that. I have barely any clue what I am doin.
I didn’t understand you, but I think you’re confusing me with the one who uses VSC.
Ah, I'm sorry! A message must've come in right when I clicked reply so it shifted my click to your message instead of Hunter's.
Haha don't worry
I have it open. It was just momentarily lost within the tabs.
Do you mind if I ask why your vision prevents you from reading the wiki but allows you to read discord? If there's an accessibility thing that could be changed about the wiki to help visually impaired modmakers, it might be worth suggesting to Margot.
Ok so I confirmed that I have a both the (29=nearby or 30=separate) options placed on the map and they each have order numbers assigned ranging between 1-4, should I change 1 set of them to 5-8?
Since it will be a bit difficult to figure out how to start your Entries field using TargetField (for this context), I'll get you started.
{
// Your Action, Target, TargetField fields will be here
"Entries": {
"{{ModId}}_MoyakGrain": {
"Id": "{{ModId}}_MoyakGrain",
"RequiredTags": [
"id_o_AU_MoyakGrain"
],
}
}
}
// Continue with the rest of your ItemConversions entry here
Whoops, helps if I actually close the brackets
There are extensions for browsers like Dark Reader (for Firefox) that allow you to simulate a dark mode and modify brightness and contrast on web pages, if that helps the vision thing.
Sure, anything that might help is welcome. Let me explain: my vision changes in quality every few days, going through three stages: good, intermediate, and bad. I mostly see with a lot of visual noise and within certain color ranges. For example, today I’m seeing a lot of noise and blue as the dominant color.
This makes websites like the wiki very hard to read, because my vision gets confused and I only see a mix of colors. Why can I read on Discord? Because I use the app with a black background, which I see as dark blue, and white text, which I see as light blue. That contrast allows me to read.
I’m attaching an image that I altered on a day when my vision was better to simulate how I see when it’s bad, because people often struggle to understand what my vision is like. Ideally, the image should be viewed on a phone in landscape mode.
you're allowed to have 1-4 on each icon
since player cap has been lifted to 8, you could also do 5-8 if you wanted to
But as far as the two icons, as long as the same icon doesn't have the same number twice, you should be good there.
Cool! Could it be that there just isn't any space for the cabins to be placed on creation, like should I remove the objects around them?
Please note this will only take effect when the brand new save is created with that map.
It wouldn't hurt to make sure your space is clear enough for the footprint! For reference, your icon is the top-left coordinate of the placed cabin.
Thank you for the very thorough explanation, I can definitely understand why the general busy-ness of the wiki would be hard to read. Forgive me if a screenshot isn't a useful way to convey this, but is the wiki easier to read in reader view like in my screenshot? (I have it super zoomed in because I struggle with small text, but the text size is customisable.)
Ok, so now I am targeting ItemConversions, but now it's saying it's not a valid field. Should I bring out the json again? Sorry if I am asking for help too much.
🤔 is it similar to visual snow? (sorry im jumping in here totally randomly, im just curious... 😅 )
Are you using "Targetfield": [ "Mill", "ItemConversions" ]?
Oop. That is what I am missing. Thank you.
Is it possible to set the website up like this? It looks really good that way.
I believe that's firefox's reader view
I use Opera hehe
it might not help everything, but are you able to use a screenreader?
it might help with just the text portions, though the coding might still be hard to parse like that
It's just the reader view in Firefox. There's likely to be a reader view in every browser though. Or if not natively, via an extension.
But I could install another browser for when I need to view the wiki.
Should I get rid of the unpacked files or move them before tryin to load my patch?
No, the unpacked files don't affect the game at all because the game code doesn't see them.
If Opera does have a native reader mode, it will probably have an icon for it in the address bar at the top - usually on the right.
Mk. Well, then there is apparently something wrong with my json that is making a lotta yellow text. I'mma test if it mills the Moyak.
My level of understanding spoken English is very poor, and on top of that I have a 24% hearing loss, with low frequencies only in my left ear and high frequencies in my right ear haha.
So I just downloaded your mod from Nexus and checked-- your Order tiledata objects are on the Back object layer, they need to be on Paths
You should stop and read the warning messages so you can fix it.
not sure if you've already corrected that since, Mogeekan
The simplest solution in my mind is some kind of extension that modifies font size, or creates a magnified subwindow or something centered on the cursor.
Because if it's that the patch was ignored, you're wasting your time trying to mill it.
I may not have issues that bad, but i am kind of blind enough in my good eye that without glasses i can only read text about 6-8 inches from my face. Size helps with everything.
@arctic jungle that has a super easy fix, thankfully:
I am readin the yellow, it's saying a lot about numbers being wrong and not being able to deserialize because something about the json is wrong.
I have a magnifier integrated into my mouse and I can increase the font size in the browser, but it doesn’t help with reading large blocks of text. Also, if I zoom in too much, the website layout breaks or gets distorted.
unfortunate
Cool! I will get that changed, are the other tile data's on the back object layer in the right place/layer?
Then have a look at which line number it's saying the problem is on, and go look at that line number and the one above it to see if you can spot an error. If you can't, share your json for us to find.
That is super handy!
I'll check the other objects
Usually reader modes have the ability to adjust the text size, line spacing, character spacing, and word spacing. There are also external extensions you can install that do similar or even more. You'd have to play around with them to see if they helped for you, but I have found that making adjustments to them does help me with reading blocks of text.
The other objects seem fine on a quick check, Order is the only oddball one that needs to be on Paths, your Action Message is on Building which is correct, and your NoSpawn and NPCBarriers are on Back, which is correct.
So uh, what does it want from me about the json(second screenshot) and why does it not like the numbers? They literally are from the actual Stardew code. I am tired and am having a hard time understanding the stuff atm, because I don't know what it wants from me.
Oh, I thought that by screen reader you meant a system that reads what’s on the screen, like on a phone. Those kinds of systems are usually uncomfortable because they start reading everything that’s on the screen. That’s why I set everything up with slightly larger text, memorize where things are, or use dark mode.
Anyway, I don’t remember seeing anything on the wiki that explains how to use flavored items for a rule that checks whether the player has a specific item in order to receive a mail. I know it can be done with an item ID because that’s how I had it before and it worked, but with flavored items I’m not sure how it’s supposed to work.
!log Please use the log parser in future and also share your json now, because the warnings are that you've written your json in an incorrect format somewhere.
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.
I forgot that exists. Sorry. N here is the json https://smapi.io/json/content-patcher/64939e74d32043b09391f298c25fe756
Did you happen to miss seeing where I gave you the json for how to write your entry?
I may have.
Sorry. I am existing in very tired. I woke up at 3 AM and it's starting to catch up with me.
Perfect, thanks for checking! So this is what I did, I moved all of the icons over to be in a centralized area with enough spacing in between and then also moved the tile data to be placed right over each and numbered them as shown, and moved to the paths layer, that should work right?
yep, you should be fine. I have a feeling just moving all the Order objects to the Path layer would have been enough, but you should definitely have enough space there.
(don't be afraid to put your Separate cabin icons right next to your Nearby cabin icons where it makes sense, only one set will ever be generated depending on which layout was chosen at the start)
There has been success. Now I can sleep.
@frosty hull Hi! The latest SMAPI-for-Android update is still based on 4.1.10, so Android players can't use newer versions of many mods. That'll be a particular issue with the upcoming Content Patcher 2.9.0, which will require SMAPI 4.4.0 (for the new PatchMode.Mask feature).
I was just wondering...
- Is there anything which blocks updating SMAPI on Android to the latest branch?
- Is there anything I can do to help update it?
Ya I think what I am going to do is overlap them so that I can fit the full 7 for each
Oh i think android smapi has a beta on 4.3.x
the latest smapi android releases are only really available in the SMAPI Thailand discord afaik
the latest android SMAPI there is a 4.3.2.1 port
As far as i know the latest smapi version for Android is 4.2.1.1
The latest public version is still 4.1.10.3; if there's a newer version, it'd be great to release it there for the players who aren't in the Thai server.
(to be fair the releases there are classified as beta/for "testers only!" so not yet intended to be public)
Hey! Has ConcernedApe ever officially said what his stance is on mods that create new graphical assets by using the game’s original assets as a base?
that description might just fit half of all mods ever created
Hey guys! I was hoping to get some help fixing this door for a custom room in the saloon, I can't seem to open it and it's kind of just... see through? I'll upload a ss
https://stardewmodding.wiki.gg/wiki/Kailey's_Interior_Door_Guide this is a good guide to doors, which have more components than you’d think
Last edited by AtlasVBot on 2025-09-13 18:47:14
This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (see ...
oh perfect! didn't even have to upload the screenshot lol, thanks!
Well okay fair point , to clarify, I mean mods that use lightly edited vanilla sprites (so technically derivatives). I know that probably describes a lot of mods again, but I ended up thinking about copyright last night and got curious.
As I understand it: if a mod uses Stardew assets but doesn’t include them in its files, that’s fine since nothing is being redistributed. If it uses entirely original graphics, that’s obviously fine too.
But for edited vanilla assets, those are still ConcernedApe’s assets legally, and since they don’t exist in the base game, the modder has to include them in the mod folder, which means redistributing them? So that’s why I’m asking
I believe the official stance is, you're free to make whatever you want modwise so long as it isn't paid and you arent using Stardew assets outside a stardew mod?
It's technically not legal but pretty common; CA probably wouldn't enforce the copyright against mods for the game. You can't make a mod open-source if it includes assets you don't own the copyright for though (at least not without customizing the license to only cover the assets you own).
Most, if not all, mods for all games, are technically breaking Agreements/Copyright in some form, its really about what lines the dev has when/if they want to enforce it.
as far as I understand, which is really more what i've been told and picked up in osmosis, I havent studied the strong technicalities of game modding when it comes to ownership, agreements and rights.
So far as I know, there's no legal issue with modding the game or distributing mods for it (aside from trademark/copyright issues if you distribute game assets/code). The game also isn't covered by an EULA that enforces any extra restrictions.
But i know for some other mediums, technically you do own the derivative works, as an add on or built on their stuff, but often times distribution requires interaction or access to the main work or using its property in some form, an expansion mod based on an NPC, that npc is technically owned by the company, as is the pixel art, and by that basis they can tell you to stop distribution as its their property, but technically cant make you hand it over as the "additional" content is yours?
but if you made a mod that used no base game assets at all, and didnt interact with the base game as a required building block, which would probably be rare, it might not technically break anything?
though most of that is pulled from some deep dive i did into I believe american based international laws due to a dispute over translation rights/ownership some like 10 years ago, so it could very easily be quite different in this context?
My understanding is:
- CA owns the copyright for the game code/assets, and is the only person who can authorize distributing them.
- Modders own the copyright for their own (non-derivative) assets and code, and they have full control over their distribution.
- Without a custom EULA, there's no legal restriction on how players use the game on their own computer, including installing any mods for it. So CA could not legally require that a modder stop distributing a mod (assuming it didn't infringe copyright/trademark), though of course legality isn't the only factor (e.g. Nexus could take down a mod at the game developer's request just to avoid causing friction with the game developer even if it's not legally required).
When creating a new farm map in Tiled what do I open in the maps folder?
one of the existing farms ideally, it has some stuff set up for you already that makes the process easier.
or make a copy of one and rename it and open that :p
is the basic farm map just called Farm?
I believe so
That sounds about right, only clarifying that the Assets also usually include the intellectual property concept of characters, not just the physical assets we use, which is one of the bits that make it more murky. like technically fanart/fanfiction can infringe.
Granted CA is very very unlikely to use any of what we're talking about, but its generally applicable.
is there somewhere i can read what each of the paths are in Tiled?
hellooo, i was wondering if anyone has a compiled quality of life mods that i can just use :<
with a smapi
idk how to mod my vanilla stardew
you're better off asking about that in modded-Stardew Channel, this one is more about the actual creation process, rather than usage.
https://stardewvalleywiki.com/Modding:Maps this has pretty much everything you need for tiled 101
Ive been looking but maybe i missed them
#7 in the index is about the paths layer.
it also has a little numbering chart for the symbols on the right to match the table of descriptors
I see thank you
Okay, thanks guys
Hello!, the SMAPI Android current it's on version 4.3.2.(1) beta
and people can download only in the discord "SMAPI Stardew Thai"
because on github is not good for tracking issue and help some people
that why i never update SMAPI zip on github repo
and don't worries about your new update
It's a little too late for me to be working on it, but what should I do after writing an event? I think making a list of steps off what to do might help me not break the game completely this time around.
Hey I'm back. After reading and re-reading kaileys interior door guide I'm still getting the translucent door with no animation behind it. I don't entirely understand what I'm doing wrong, anyone able to walk me through interior doors step by step?
Or rather, give me a checklist of what to do to make it execute properly that way I can see if I'm missing anything
What do you mean by "what should you do"? Creatively? For testing?
Do you have both Doors properties? You need a Map property and a tile object property.
Sorry, I don't actually know anything about flavoured items but it looks like flavoured items all have the same item ID. Are you wanting to check for a specific flavour, or just any flavour of an item?
Sorry, I feel asleep. I swear i didn't mean to ignore you. I want to craft it event by event.
A list would help me focus and not get overwhelmed i think
I'm still not sure what you're asking for, I'm sorry. You're asking for a checklist for how to make an event?
Yes please
There isn't a checklist because everybody makes events in their own way.
Some people write the entire event out before testing (do not recommend), some people write a couple of commands at a time and test in between, some people write some parts of the event first and test that, then go back and write other ones.
Personally, I think if you test regularly you're going to be safest because you'll find errors soon after making them rather than after you've built up a whole pile of errors.
an event needs one id, preconditions, then music/viewport/character position, then end command
Oh. I see. I'll do some more research then, see what i should do. Thank you. I appreciate the help
There are tutorials for event making.
my usual approach is to make the basic event (aka : having the id, precondition, then character position), with a few basic command, test that, then adjust and add more
Just be careful and check them against the official wiki to make sure they're not giving outdated advice: https://stardewmodding.wiki.gg/wiki/Special:Search?search=event&go=Go&ns0=1
It's very quick and easy to reload changes and test the event again in game, so I test a lot as I go on. The only bad part is that as I get further into the event I have to wait longer and longer before getting to the part I'm actually testing. So sometimes I will comment out earlier parts of events while I write and test later parts (risky for movement though - I often have to rewrite movement commands because earlier ones affect how later ones work).
Right check everything twice, thrice, and more
Hi does anyone maybe have the wiki page how to add maps properly now? I am still using the old way but want to patch it today! See @latent mauve I said I would! 
Thank you
https://stardewvalleywiki.com/Modding:Maps
Are you familiar with the official wiki index page? You can see (almost) all the modding namespace pages on there: https://stardewvalleywiki.com/Modding:Index
Thank you! Yes but I wasnt sure if there was a tutorial or just the wiki page, thats why I thought I'd ask 🙂
There are tutorials, but the maps wiki page is more tutorial-like than most of the official wiki pages anyway.
Okay, thank you! Ive already made the maps I just need to load them the new proper way instead of the old custom locations way
This is the only up to date tutorial I know of, but it's for a fairly specific scenario of adding a house to an existing map and giving it an interior, so you'll have to sift through it for the info that's relevant to you: https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps
You'll want the "getting your map in game" section of the official wiki page
Back with another map question: I tried setting my indoor map's ambient light to 95 95 95 (both in the map properties and in the json), but it's still dark during the day as though it's nighttime, making the lamp lights show up when they're set to use the day tiles. Must I have done something wrong, or is there something else I have to do?
SHARE E CODF
Hi everyone ! had my first crash today, and since i'd like to keep the aspen mod if possible, i'd love to have some help to tr and fix the missing dialogue please :3
what's the issue
(/pokes head in) Aspen is missing a dialogue related xnb file. But I'm not at computer rn so I'm not sure which one
well game seems to crash when i try to sleep because it cannot find a dialogue from the aspen mod
not sure why it would need to load that when i sleep but anyways
the nexus page ? sure
dialouge isn't being loaded
ok it is

i am, confused about how they're loading it
{
"LogName": "Aspen's Dialogue",
"Action": "Load",
"Target": "Characters/Dialogue/Aspen",
"FromFile": "assets/Dialogue/dialogueAspen.json",
"When": {
"DaysPlayed |contains={{Range:0, 30}}": "true" // railroad blocked
}
},
//Load Aspen's Dialogue (back home, summer)
{
"LogName": "Aspen's Dialogue (summer)",
"Action": "Load",
"Target": "Characters/Dialogue/Aspen",
"FromFile": "assets/Dialogue/dialogueAspenSummerY1.json",
"When": {
"DaysPlayed |contains={{Range:0, 30}}": "false", // railroad unblocked
"Season": "summer"
}
},
//Load Aspen's Dialogue (back home, fall)
{
"LogName": "Aspen's Dialogue (fall)",
"Action": "Load",
"Target": "Characters/Dialogue/Aspen",
"FromFile": "assets/Dialogue/dialogueAspenFallY1.json",
"When": {
"DaysPlayed |contains={{Range:0, 30}}": "false", // railroad unblocked
"Season": "fall"
}
},
//Load Aspen's Dialogue (back home, winter)
{
"LogName": "Aspen's Dialogue (winter)",
"Action": "Load",
"Target": "Characters/Dialogue/Aspen",
"FromFile": "assets/Dialogue/dialogueAspenWinterY1.json",
"When": {
"DaysPlayed |contains={{Range:0, 30}}": "false", // railroad unblocked
"Season": "winter"
}
},```
wouldn't all of these just override each other
no clue x)
Do you see the when conditions, Bea?
i do. but when they're met they just override each other
they shouldn't, because only one apply at the same time
None of them meet at the same time
But they shouldn't have conditional loads like that
it's not the cleanest approach but it should work
hmm, well, this doesn't explain why the game is saying there's no xnb file
Ignore the xnb
It will always report the missing file as an xnb because that's how the game stores its data files
And it doesn't know that we're using mods to add the content without using xnbs
So it saying .xnb isn't relevant at all
ah oh, thank you. so its saying it can't find the dialogue
Try removing the "When" condition from the first load patch and add "Priority": "Low" to it. Then add "Priority": "Medium" to the other patches. See if that helps.
possibly it lacks something for spring
when in year 2 and more
hard to say without seeing the whole mod
Ah yeah, it's spring year 3 so if these are the only dialogue loads in the mod, then they've accidentally caused her to have no dialogue for spring
ohh right. because it only loads spring dialouge when you've played less than 30 days
so what do i change ? (sorry i was finishing my shiko portrait)
My reply to you explains that
edit the assets/Characters/AspenData.json file like Aba said
ok ok
the first one in the part you copy pasted ?
I didn't copy paste anything, if you mean what Bea shared, then yes
oh yea bea not you mt bad x)
so the "at saloon" stuff, i remove the when there and replace it with priority low ?
like this ?
Yes
ok, and i do the same with medium for the others, do i remove the when on the others too ?
No, leave the When for the others, just add the Priority line for those
okii
Hiiii
only the "back home" one ?
Otherwise you'd only ever see the winter dialogue
Are there other patches that Bea didn't share?
That has a different Target
ohh ok
So if there's only one with a Target of "Characters/Dialogue/MarriageDialogueAspen" you don't have to worry about changing anything for it
Hello, you sent me a friend request before. Why's that?
Excuse me, I’d like to replace a NPC with my oc, do you guys know if it is possible to do? If I need a template or something? I’m new at this : D
Oh yeah sorry!! I needed to wait 10 minutes to type so I saw you guys talking and I sent a friend request
like this ?
Just so you know, a lot of scammers just send friend requests with no context so if you do that you'll always get ignored and might get yourself immediately banned from servers.
OH IM SO SORRY
I don't recommend that you make a replacer. They're nearly as much work as making a new NPC, people are less likely to download them, and you have to edit a lot of stuff to make it work properly.
Thanks for the tip!! Do I need a template or knowledge in code or something like that? 😨
Using templates or others' mods is helpful, yes. You don't need any programming knowledge though.
!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!
Back with another map question: I tried setting my indoor map's ambient light to 95 95 95 (both in the map properties and in the json), but it's still dark during the day as though it's nighttime, making the lamp lights show up when they're set to use the day tiles. Must I have done something wrong, or is there something else I have to do?
I didn't answer before because the ambient light stuff in Stardew baffles me. I usually just set it to 255 255 255 and call it a day.
Sorry for bothering again, where can I find any template? Or where are the mods ones located?
Oh sorry I meant the template to draw them
Oh, we don't really have templates for drawing NPCs
!unpack If you want to make a vanilla-style NPC, I recommend that you use a vanilla NPC as a base by unpacking your game files
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!
Okay, thanks I'll try those values instead
Oh btw might this work?
honestly i'm not even sure which layer AmbientLight is meant to be on
Did you download those from the internet or did you unpack your files?
From the internet
It's a map property, so none
ah
Aw then when I’m home I’ll unpack the files
Then no, unpack your files. You have no way of knowing if ones from the internet are in the right size or file format.
you'd need them to be seperated anyway
Okayyy : D ty for helping me
Oh all of them must be separated?
Like one by one?
unpack the game and see how it works. each sprite & portrait variant are files of their own
Tyy I’ll try it when I’m at home! 
Just to follow up, setting it to 255 255 255 absolutely fixed the issue. Thanks again!
Hey everyone, I have two questions.
First, my schedule dialogues keep repeating infinitely. How can I make them show up only once per time slot?
Second, it seems like my Desert schedules are bugged. The NPCs’ houses are located in the Desert (the bus isn’t unlocked yet), but they can’t use schedules that involve the Club, or even sit on one of the outdoor benches. Why is this happening, and how can I fix it?
schedules dialogues repeat in vanilla too
i can't really help with the desert stuff, but someone may be able to if you provide more context.
Where does the character start the schedule, do they have warp to reach destination, did you try excluding club (it may be special)
sandy and emily do have schedules in desert so desert should be doable
It didn't crash :3

Like Lumi says, schedule dialogue repeating is normal vanilla behaviour. You can't stop it.
The closest you can try is to use a query in their regular dialogue for that day which checks for the time, but if they've already talked to the NPC that day they won't get the dialogue at that time - and if a player has mods that impact the NPC's schedule so they end up at their schedule point at a different time to what you intend, they may get strange dialogue mismatch.
If the issue is an npc repeating dialogue that only should be shown once, you can also use $1
(And use a trigger action to reset it if necessary)
Will that work with schedule dialogue?
I wouldn't have thought it would update so quickly
query is the other option that could work
but i'm not sure the dialogue box can be purely empty
$1?
I dont think it can be empty but you sure can do "NPC is ignoring you"
"NPC kindly wants you to fuck off thanks"
yeah to my knowledge $1 currently has some after dialogue for when it's read
it may not be mandatory, i just haven't tested it without
I would think it is but I haven't tested it either
but yes, a "npc stays silent" that would repeat would be an option
In your game?
That's impressive. I imagine your game exploded.
Check earlier in your log for the error
mhm!
[game] Couldn't create the 'Mine' location. Is its data in Data/Locations invalid?
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.GameLocation.updateDoors() in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 18742
at StardewValley.GameLocation.loadObjects() in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 18435
at StardewValley.Locations.Mine..ctor(String map, String name) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\Mine.cs:line 10
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at StardewValley.Game1.CreateGameLocation(String id, CreateLocationData createData) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 8080
at StardewValley.Game1.AddLocations() in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 8095
well i can't decipher this-
Have you done anything door-related recently?
Does any1 know the proper way to do multiple conditions? every method i've tried has error's out and I don't know any mod examples to look at.
Thank you very much, everyone! I’ll test what you suggested. I believe it will work. 
would probs be good to link the log with the error in it and the whole json for people to look at
"Condition": "PLAYER_NPC_RELATIONSHIP Current {{ModID}}_Belivia Dating, WEATHER Here Rain",
You've got them in separate quote marks but the whole line needs one set. Remove the " after Dating and before WEATHER
when i try it the way dolphin posted i get
hm..
!json could you post your 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.
Can you show what you have? Because Dolphin's is correct.
Your Conversation Topic should have {{ModId}}_ in front of it, by the way
still get the same error moving the , behind dating
found the problem. there was a , way off to the right it wasn't even in that screen shot i took
ty every1 for the help with the correct formating
Will you be updating SMAPI on GitHub too once it's stable, or will it stay at 4.1.10 long-term?
Using the console command debug seenmail {{Amanda}}_napping_letter false, the schedule dialogues with $1 work as they should.
However, when using this TriggerAction, it doesn’t work correctly.
Does anyone know why this happens? (sorry for the photo quality)
possibly because it triggers once, but not more
you want to have
"MarkActionApplied": false,
and you want to also mark it as non applied manually using debug command for your own testing
also i would clear all the stuff that is null both for clarity and ensuring it doesn't interfere
also make sure that you replace the token when typing the command
It’s still not working, and I don’t understand why.
what isnt working exactly? can you elaborate?
the removal of mail? the dialogue showing? else? both?
I think its because of the "Action": null, try removing it
@heavy pewter You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
Anyone know how to get the kegs to stop giving me juice and actually give me the item I am trying to add(for a cusom crop and item given via keg)? I did the TargetField for the keg and ItemConversion. I can send the part of the json for the keg stuff if needed.
nvm. Found the reason.
The mail removal doesn’t work, and that causes the wrong dialogue to be shown.
I’ve already removed all the null entries, but it still doesn’t work.
It seems very strange, since {{Amanda}} has always worked. I’m using an Include, and nothing else seems like it could be causing the issue.
When I remove it manually through the console, everything works correctly.
Try following this example from the wiki
https://stardewvalleywiki.com/Modding:Trigger_actions#Triggers
Nvm. I did not find what was wrong. I might try to see if changing the category might help.
I did that, and nothing seems to be wrong. I really don’t know what’s going on.
did you add the fields i asked and reset the trigger action?
i know it's fastidious, but giving fresh elements (the json and the console command to reset the trigger action) are important so we know where we at
How can I make Gift Tastes dialogue for custom spouses in Immersive Spouses for 1.6?
i'm not sure about immersive spouses, but gift taste is listed in the wiki on dialogue page
well i was thinking about gift taste reveal, but gift taste reaction should be there too
I am planning to add Immersive Spouses Gift Tastes and/or schedules with NPCs such as Hector (S&S), Eugene, the Wizard (the romanceable version as seen in SVE/RRRR), Sterling (ARV)
ok then the wiki will be of help with that
and it's courteous (and sometimes needed) to let authors know of that
i believe some of those npcs already have some extensive gift tastes reaction so this can be a start to look at their mod files
Yeah i don't think those mods make a difference
These i mean
A question about IE ResourceClumps, is it possible to find its item id through an instance of a clump? Is it just the parentSheetIndex or do I need to reflect something from IE?
I don't think they exist as objects?
You'd probably have to look see if IE api has anything, otherwise give up and do reflection/patch yeah
i not sure, it's really hard to say
because i want invite people to read guide and note patch update in my smapi thai discord
should i update smapi zip on github too?
I already use the API, in case it has something I didn't know or has had some update
That'd be ideal, since it's where most players download it. Otherwise it'll cause a lot of support questions from Android players getting errors trying to use newer mods with SMAPI 4.1.x. (Especially in the next Content Patcher update, which will break 51% of mods for Android players using the GitHub version of SMAPI.)
You could maybe put the guides on GitHub, release notes on the GitHub release, and add a link to Discord to report issues / ask questions? That way the updates/guides/notes are visible to all players (whether or not they use Discord), but they still go to Discord to discuss.
(That would also enable automatic update alerts using SMAPI's built-in update checks when you release a stable version on GitHub.)
Okay, i will update smapi beta into github in next day
i forget some question to ask, 🤣
next time i will ask again
Where can I find the changelogs for the android version? I want to check what features I have to request for FF to work on the latest version!
(can't test it myself, but last time I checked, there were some method translation missing)
you can tracking any update in smapi-beta
https://discord.com/channels/1223517131300274196/1373560677683298374
I'm not sure about tile object property but I did put the door into the Doors data in map properties if that's what you mean
Also I figure I should note that when I take the townInterior and Cursors out of my modpack, it doesn't make changes to the saloon and gives an error message saying they can't be found in the games content folder.
Hey not sure if this is the right place to well uh ask this but currently modding stardew etc and im having troubles getting geneal config to work its on 6.14 and the latest version of gmcm but it still says outdated for some reason
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Tyvm
Any shot someone could tell me what's goin wrong with why I can't get my Moyak dye from kegs. If I'm missing an important step, lemme know. I just keep getting juice.
Json for building and machine changes(to change the item conversion)
https://smapi.io/json/content-patcher/7b3b5a6d63544327b48052aa299e8a5b
Json for the items(incase the problem is there)
https://smapi.io/json/content-patcher/4563812d9db841e39161765f38f75d0f
Json for the cropgrowth(incase the problem is there)
https://smapi.io/json/content-patcher/ec95e9a28def4113af36c2b47efb4996
@west geyser You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
I don't see any changes to Data/Machines in the files you posted
oh wait I see it now, I didn't before because it's invalidly nested in the Data/Buildings block
look at the indent
Oh. Shoot.
move it to Changes, but note that that alone is insufficient because your rule is targeting the wrong fields + is being superceded by the vanilla Juice rule which is above your rule
"Keg" is not an entry in Data/Machines, nor is "ItemConversion" a valid field
make sure to actually look at the unpacked files
I don't suppose there is a way to check if a Player has donated a specific item to the Museum, is there? I'm only finding "number+type of items donated" on the Game State Queries page...
I am, but can't figure out what the TargetField is. I don't really know where in the files to find that, so I guessed based on how I did the mill. Where exactly would I find what the target field is?
the key is the keg's qualified item ID, (BC)12 in this case
then you nest into the fields inside
i think it would recheck the rewards when you walk into the museum or interact with the counter
but not before then
noted, thank you museum expert button
(i think it is)
i double checked, you'd need to interact with the counter
Can ya explain that a bit more?
u need to edit Data/Machines
I am, but I ain't understandin what TargetFields to use(I am currently targetting the keg's item ID and OutputRules.) I don't think that's what I am supposed to do.
Is this being added by anything or is this Vanilla? I don't have a mod named "MoreWalls" running, and I'm wondering if I could make a store stock this?
Target would be Data/Machines and TargetFields would be (BC) 12, OutputRules
targetfield is just a way to target a very specific field
seems like a good time to rec my own guide which explains what machines/TargetFields/MoveEntries do: https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_New_Machines_(Or_New_Rules_To_Existing_Machines)
👀
These are vanilla
why the ID
See AdditionalWallpaperAndFlooring
Sweet! I can make a store stock them, then!
is this part of wallpapers_2?
Thank you. This is likely gonna fix the issue I was havin.
oh do u not need targetfields for this
i, did not scroll down

very cool tutorial selph 
Just gonna. make sure I have that bookmarkeddddddd ty Selph
the LogName's are chefs kiss
Hi team! I'm trying to create a mod that will introduce some special schedules, and i want to set the schedule randomly at start of day, but I can't actually find all the properties and methods that I can call in the API, there's got to be a page for that right? Not the modding page it doesn't list everything.
I got it!

Hey so I'm editing the saloons map and for some reason I can't take the Cursors png out of my mod now that I'm done. Any suggestions?
can you explain what you mean by special schedules
sure, I was thinking maybe having some characters have a sick day. Probably using the Random in C# to determine if someone is sick for the day, lay in bed or go to the clinic, with other checks to make sure we don't have like 10 ppl being sick in one day.
probably add other situations but I'm not trying to get complicated before I've even implemented the basic idea 🙂
so in my mod project i'd just get a list of valid people to get sick, and generate a random list of sick NPCs, if any.
all of that could be done with just Content Patcher if you were gonna hardcode eligible NPC names
no it's more dynamic
that can also lead to other issues but i digress
you want to edit their schedule data for the day
there's restrictions on who can really be sick right? for example i was thinking, if there's an event, their biurthday, or a wedding, we might want to keep that safe
you can do that in CP too
oh, i shall check it out then, thank you!
there is no API for just applying a schedule specifically bc thats not really what SMAPI is for, and the game itself doesnt have an "API" bc its.. well, a game, not something meant to have an API
if you want to do things in C# you'd use the SMAPI API to edit their schedule asset via the AssetRequested event which is in the SMAPI api
if you use CP then it handles that for you
that's what I'm saying though, i read through the SMAPI modder's page, it doesn't tell me what I can do with an NPC object for example
because its not supposed to
thats not what the API is for
once you're outside of the SMAPI events and helpers, you're on your own. at that point, thats just you writing the C# you need to do what you want
have you decompiled your game to look at the games code?
no i havent, i was thinking I'd have to do that at some poinit
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
the wiki will tell you what the structure of various game data looks like (like the data that controls an NPC) but not the objects themselves like an actual NPC instance in C#
and SMAPI will provide you with its events and helpers to do things like edit assets or react to certain things but it doesnt interface with the game code itself for you, thats on you
i seeeee
once you get an actual NPC object, you're on your own, which is where reading the decompile and using your intellisense or w/e to see whats available is helpful
(but you should be using the schedule data to change where they go anyway, and shouldnt be moving the actual NPC for this)
(and if you're doing that in C# you'll likely want to decide one day ahead of time what the schedule should be, so you can invalidate the schedule asset and prepare it before the next day start in your assetrequested event)
You can manipulate their pathfindcontroller directly but it kind of sucks
its very sucks and theres no need for it when the schedule can do it for you
Dunno if it's needed for what you want to do tbh
so the functions and public variables of an NPC object, that is not decoumented in SMAPI modding page because that's on me to look at the game code and see how it works?
correct
Yep
thats game code territory and isnt SMAPIs purview
bet bet, thank you, i literally just dove in the deep end this morning.
Game's not open source we r jumping over fence into mr ape's backyard here
I'd like to think Mr. Ape encourages this lol
there ya go
Yeah there's no obsfucation on the source so looking through it is simple
Jumping over one of those cute picket fences
The kind you can step over if you want
And tbh pathos does actually document internal C# changes on migration pages all the time
true, tho thats a very small percentage of the games code tho
it does come with its own xmldocs at least for some stuff
so your IDE should pick those up too
would be nice if someone started a doxygen so we don't have to stop every 2 seconds to google it
"you mean i can't just start modding in 2 minutes? Wuaaat?"
Well i have it decompiled into a project folder so i can just ctrl f it
i just look things up in ilspy, i very very rarely even need to open it as a proper solution
Also once u have modbuildconfig setup
You can make dotnet decompile for u
When u do go to definition
ooh that's convenient
hi chat on a scale of 1-10 how hard would it be to update this mod https://www.nexusmods.com/stardewvalley/mods/9023?tab=description
custom artifact spot/geode drops are just vanilla now
the rng thing?
what RNG thing specifically
all the bugs listed in the original mod is fixed in the game
guh there was a part from the orignal mod of that that they didnt add wait
Also, there is a 20% chance for the chosen artifact from the primary table to be replaced with a Lost Book (or Mixed Seeds if you have found all the books!). I changed this to only replace if nothing is found in the primary table.
this
in 1.6 land that's handled by the LOST_BOOK_OR_ITEM entry in Data/Locations's Default artifact spots table
I guess you can do it by lowering the precedence of that entry, in which case it would just need a CP patch
('lowering' here means increasing the precedence value since the game checks lower values first)
ah
does anybody develop with rider on linux and have debugging working?
debugging is known not to work on linux at all iirc
ah, I was misremembering 
For vscode you need to add a few lines to csproj to debug
I was gonna say, iirc the ModBuildConfig defaults include something that limits debugging to windows only
<PropertyGroup>
<GamePath>yourgamepath</GamePath>
<StartAction>Program</StartAction>
<StartProgram>$(GamePath)/StardewModdingAPI</StartProgram>
<StartWorkingDirectory>$(GamePath)</StartWorkingDirectory>
</PropertyGroup>
tbh this is exactly what modbuildconfig does anyways 
(StartArguments is how I make it play nice with Stardrop
)
i use StartArguments just so i dont have to keep adding the --mods-path arg to Rider for every new project, since i dont use the default Mods folder
(tbh now that i think about it i feel like its a little strange that ModBuildConfig doesnt automatically use the folder you set in GameModsPath when it actually runs StardewModdingApi.exe, it only builds to there)
ahh thank you !
Hello everyone, if I am having an issue when downloading my mod from nexus mod manager it removes the icon.png in my assets folder. But when previewing the file contents on the download page it shows it listed there, how would I go about fixing that issue?
can you send the mod link so we can make sure it happens to us too?
Vortex is Terrible, use Star Drop?
Oh hey, it's this farm! I'm playing this right now!
Been liking it so far, even though like 85% of it is undeveloped wilderness at the moment.
Awesome, I finally got the coop working and some issue with SVE fixed
v1 or v2?
So I am having the issue with v1, but I havn't tested v2 to see if it happens
It didn't disappear on either for me if I download manually
(I avoid mod managers because it's really easy to manually add mods and some-- like Vortex-- get hungry and eat files randomly)
I see, then I will just add a note to the download page
do we have a timetable or idea on 1.7?
figured, but also it doesnt hurt to ask. welp that kills 1 reason to procrastinate patching my mods :p
Does anyone know how to prevent a modded firniture item from appearing in the Furniture Catalog? I tried writing false and I tried writing 0 for index 10, but it still shows up??
According to that description, you need to set it to true to make it off-limit from the catalog.
I'm not too sure what I should start with, I guess. What piece of code should I learn first? I think that's what's stalling me right now. I know I need to download Visiual Studio, right?
helloooo i happen to be very stupid and despite having it explained like 5 times, i still don't understand localized text, does anyone have a link to an explanation or something of that sort?
im just a really slow learner-
i cant get my over world map working could someone take a look at my code
Same. Thankfully, the people who help me are very patiet which is something I appreciate.
aaa i wanna help but i am unfortunately fucking clueless 
🤦♀️
Thank you, I'll try that.
hey, could you clarify? what are you working on?
I want to start small, so I was thinking of just doing one event to start with and see how that goes.
I want it to happen the day after unlocking the first bundle in the community center
okay! events are HARD but I've done a few, so i might be able to help out! I'd start out with reading the CP docs, then the wiki page on dialog, THEN the wiki page on events
This worked! Thank you! I don't know why, I thought it was false for "No, i don't want it in the Catalog" lol.
after that maybe i could hop on video call while working on my next event to show you how to code them?
I would appreciate that greatly. First, I'll read the wikis, then I'll @ you. Is there a time that's best for you?
OH lemme link the resources..
well it's 5:31 for me rn! hm, maybe 7:31 then?
2 hours lol
ofc! does that work for you?
Yup
I will do my best
hey siri remind me to remind head_in_the_cl0uds in -- oh woops they weren't supposed to see this NOTHING TO SEE HERE I'M A REAL BOT (#7018582) (2h | <t:1767573269>)
YES
https://github.com/Pathoschild/StardewMods/tree/develop/ContentPatcher/docs/author-guide https://stardewvalleywiki.com/Modding:Dialogue https://stardewvalleywiki.com/Modding:Event_data
Now, this might be a dumb question so I'm sorry, but do I get Visual Studio from the Microsoft Store, or do I get it straight from the website?
uhhhh no clue! website probably!
ofc! luckily i can help a tiny bit with the basics
just in case I should clarify that if you're editing JSON code you want Visual Studio Code, not Visual Studio
(yea MS doesn't know how to name their products)
yeah this guy-
Good news, then, I got the right one! It's a start!
I'm reading the dialogue page, and I don't understand why some of the second sentences spoken start with symbols like this #$b#.
That is to make a break in the dialogue in game.
So you'd need to click to go to the next part of the dialogue.
Okay, that makes sense. Does it need to be certain symbols or can it just be random?
You can look at the Dialogue Commands section to see all available commands like $b.
Thank you
only certain symbols will be accepted, and they have specific behaviours
uhh wasnt there a question channel about modding before i cant find it
yea i think thats it, i couldnt find it, or maybe tech support idek
actually its not tech support
thank you alesia
Yo, can someone tell me the difference between a qualified and unqualified Item ID real quick?
Thanks.
Are two different items able to share a sprite? Or will that like, cause an error?
Cuz I am graspin at straws, cuz as far as I understand I followed the cooking recipe making tutorial(also, the sprite share is temporary). Also, I have figured out that probably isn't the issue.
I am tryin to figure out where I went wrong. I am cooking an error item instead of what I am trying to cook, could someone help me figure out where I went wrong? I am following a tutorial, but it isn't helping much.
The cooking json https://smapi.io/json/content-patcher/ea60df8db7924368a3d0edfa11cc5d89
and the food json(where the food item itself is stored) https://smapi.io/json/content-patcher/4b2a4d15d054416895d53ee3d0d7cf15
Sorry if sendin too many messages or anythin,
What is your issue?
I am getting an Error item instead of the food item I made.
You have moyakadoum instead of au_moyakadoum
In the cooking recipe, for the result field
I tried that cuz AU_Moyakadoum wasn't working. I'll try it again though.
It worked this time. Idk what the heck I did wrong the first time. All I know is it now works.
It never fails to surprise me how quickly one single tab can become more than six in a few minutes.
A good old classic. It happens to me too sometimes.
I have one window with github mod docs, one window with stardew wiki XD
each window has like, 8 tabs minimum
So, something I don't understand is if I can use Stardrop to make a mod, or if I should put it in steam? Either way, I want to at least make sure the coding is right this time instead of running the risk of Stardew breaking...again.
Now I'mma take a break for a lil, get some air, then try to make a fruit tree for another item.
Have a good break!
what do you mean by this?
Like, I'm told to put the SMAPI into steam's link. But if I have CT through Stardrop, doesn't that mean I can use that instead?
That doesn't make sense, does it? Sorry, give me a second. I'll word it better.
oh I get you now. that shouldn't impact how you make mods in any way
if you can use the mod then it will work the same regardless which method you use
Oh, good. Thank you.
@autumn tide is now a good time?
mhm! one sec..
@autumn tide: do the video call (2h ago)
@wraith nest @summer spoke aight gonna be in leah's cabin for teaching y'all about events! ..or trying to at the least-
Is it okay if I text here?
mhm! wait one of the voice text channels might work better?
(correct, not in here)
I uh, I can maybe help if you want too
wait when did I become irridescent
about 53 minutes ago
sure! the more the merrier LOL, uhh rn i'm muted and not screensharing bc the person i'm helping is going through a few resources first, but yeah join for sure!
Ok so I am coming across a stand issue with Dialogue Display Framework Continued. I created a mod for vanilla that uses it and everything works fine but when I introduce my new mod using the same framework it breaks the vanilla shops and no longer displays their shop portrait. Its like the Shops.json from my second mod is overriding the Shops.json from the first mod but they are separate mods in separate folders so that would be weird? I know next to nothing about json stuff so I am kind of lost
If I call C# Directory.CreateSymbolicLink on windows do I die
That sounds unrelated to ddfc tbh show your shop.json?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
why would you, windows also has symlinks. but also what are you doing
Well remember the thing where i wanna let ppl patch reload mod
terrifying
I decided that I'll live with having to reload the game
And instead I'll install it for them first
By symlinking it from my mod's folder to another folder that is sensibly named trust
I need to make a sapling item to make a fruit tree, right?
Then once u restart game the generated pack is just a normal installed mod and then i can just call content patcher patch reload modid normally
This seems less bad than calling cp gamelaunched again i feel
chu i don't fully remember what you are up to but it sounds cursed
Officer I'm innocent
symlinks are unfortunately irreversible and possibly lethal
Either way it just ends up like
i think i would rather cursed runtime-only crimes than file system crimes
StardewModSmithy/editing/outputs/generated.mod
StardewModSmithy.Staging/generated.mod -> ../StardewModSmithy/editing/outputs/generated.mod
I'll make this opt in via config dw
But it's also like, what i been doing just to test stuff?
I think exactly 0 people should install this mod in a real playthrough so i am being more criminal than usual with it
i wish you the best of luck
It works quite well on linux but idk windows symlinks r strange
They r not just a file from what I understand
I assume its realted to Scaleup with is required for DDFC which I guess I should be more specific on that lol. Here are the shops.json renamed to make it easier to tell apart. The Vanilla one works until I activate my PolyamrySweet mod, the vanilla shop portraits go blank.
I was asleep, sorry. Did you get your doors and your tilesheet issue figured out?
Hey no worries! I was sleeping when you first replied too lol. No I didn’t, I did however figure out that if I take the cursor tile sheet out it just doesn’t even load and gives an error saying it can’t find the cursor png in the normal game content files. Honestly that makes sense cause it’s not a png in the normal content folder however I don’t know how to fix that.
Everything else should be good though because I have the map properties and tile properties set up correctly (as far as I know lol)
You will definitely need to take all the tilesheets out because you should not publish mods with tilesheets in the map folder and shouldn't publish mods with vanilla tilesheets in them at all. Do you have any .tsx files?
Just the saloon that I’m editing in tiled. That’s it though
You don't need tsx files and having them can cause problems, so I recommend that you embed the tsx file into your map.
It's the second button from the left there
I'm on phone so i can't check those unless u could repost to https://smapi.io/json
My guess off hand is that you aren't drilling into the shop properly and overwriting the entry somehow
I'm unsure why ddfc requires scale up for u, it shouldn't?
Let me open it up and see if I can change that real quick
I already had it embedded apparently
Then you can delete the tsx file
So turns out I was wrong, I forgot that the tiled file was tmx instead of tsx
Oh, the reason it's complaining when you remove Cursors from the map folder is because Cursors isn't in Maps and you're not using ATA. It is my understanding that there's going to be a SMAPI updates that lets us use tilesheets from outside the Maps folder without needing ATA but I don't know when that will happen (or how it will work).
In the meantime, ATA: https://www.nexusmods.com/stardewvalley/mods/30001
Also, if you start using Tilesheetinator you won't need to move any tilesheets or maps around ever
!tilesheetinator
You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.
See the mod page for full installation and use instructions.
@lament ether
I can't find the sapling textures. Where are they? I wanna steal one to edit.
Okay so installing that and deleting the cursors from my map folder shouldn't throw me an error log?
thank u my goat
and tilesheetinator as an extension for tiled because it makes things a thousand percent easier?
Saplings are items i believe, check Maps/springobjects
Correct, but you'll need to set the cursors sheet up in the ATA format, so you'll have to edit your tmx file according to the ATA docs in order to do that
Alright! How would one go about doing that?
By...reading the docs linked to on the ATA Nexus page
I would have never thought to look in the Maps folder! Thank you so much. I have been looking for nearly 40 minutes!
Oh lol oopsie, I'll go do that 
Anything that goes in the inventory is in Maps/springobjects unless it's one of the few new objects from 1.6 in which case it's in TileSheets/Objects_2
(Please keep in mind that ATA will be obsolete in the next SMAPI release)
how do i get my scroll to be centered?
Tbh sovern if ur mod is not gonna ship tomorrow
(Don't worry Button, I did include that info ^_^)
I think it's fine if u just work with a copy of cursors in your mod folder
I just always assume that people are going to release their mods basically immediately
You can come back and fix it in smapi 4.4.0
It's only changing 1 line in the tmx using a text editor!
When u r ready to ship u can change it to either ATA or SMAPI format 
It won't break existing mods that use ATA
(All the more reason for me to keep telling people to use ATA now
)
Hello! Quick question, would these dynamic token queries mean:
"Has mod: simple foliage AND starblue"
OR
Has mod: simple foliage AND starblue unofficial"
???
Or does it mean
Has mod: simple foliage AND starblue"
AND
"Has mod: simple foliage AND starblue unofficial"
???
"Name": "BushRecolour",
"Value": "Starblue_SimpleFoliage",
"When": {
"Query: ({{HasMod |contains=Az.Foliage}} AND {{HasMod |contains=Lita.StarblueValley}})": true,
"Query: ({{HasMod |contains=Az.Foliage}} AND {{HasMod |contains=Lita.StarblueValleyUnofficial}})": true
}
},```
My mods aren't even released yet haha, so i can just fix it secretly
The latter. Players will need all three mods for this patch to apply.

How do I make this an OR check?
I can make 2 separate tokens? or is there a cleaner approach?
"When": {
"HasMod |contains=Az.Foliage": true,
"HasMod": "Lita.StarblueValley, Lita.StarblueValleyUnofficial"
}
@vernal crest do I even need the cursors png as a tileset in my saloon tmx? because I'm not even adding anything in with that tileset I just thought that kailey's interior door guide required that I put it in there
Oh, no, if you're not actually using it then just delete it.
Because with out it at all the room loads, it's just that the door is still transparent
see that's what I thought lol
Would this mean has az.foliage AND either starblue OR starblue unofficial?
Are you actually making a custom door texture, or are you just trying to get an interior door working?
(Az.Foliage) AND (Starblue or Unofficial)
Okay cool! That is exactly what I need
Thank you!
1.6 modding is WAY different than 1.5
That doesn't answer my question though. Are you trying to just add a new vanilla interior door to the map or are you making your own door texture?
Ok then you definitely don't need Cursors
Sorry I didn't see your reply
That's for making new textures
Using EditMap is why your door isn't working, by the way. Map properties added to tmx files don't transfer to the target map using EditMap. You will need to use MapProperties in json.
I didn't know before that you were trying to add it to a vanilla map or I would've mentioned it.
Okay cool so should I completely restart or just get rid of the door in tiled and do it with map properties json while keeping the rest of the room. btw I'm replacing Gus's storage room with a custom npc room. The other route was to make an entire new building but that seemed like more work for something I could do in tiled
Hm wait if it's just a friendship door and the texture is not custom do u need to do anything special?
No, the only thing you need to do is add the MapProperties field to your EditMap patch
Okay gotcha
You need a tile object property and a map property for an interior door to work, but they need to do the map property via json
Yeah i mean they dont need cursors right 
Yeah we have already established that they're yeeting cursors
cause I got confused somewhere along the way and totally modge podged this thing together up until this part lol
Ok cool carry on
By the way, you'll be messing with vanilla if you replace the storage room, not to mention being incompatible with many mods
(Is it vanilla? I thought it was but maybe I'm wrong
)
New map is basically always the right call either way 
Well, it interferes with a vanilla secret at the very least. I thought there was also something to do with a change to the back room
Find a wall in saloon to stick a door warp on there
I kept that secret in the npc's room, i didn't want to mess with it that much :3
Yeah, the saloon is very full. I am having to do a bunch of personal map edits to fix NPC mod incompatibility for my game right now
okay so door warp instead of changing a whole room
I think that'll be easier anyway since I could add a tiledata property and just make it warp to a seperate map correct?
Yeah
Okay sweet
thanks guys! If all goes right I won't come back begging for help however knowing how often I've asked for help on a stupid door, I wouldn't be too hopeful XD
good luck!
Alex has a heart event if you marry him (or have a mod that lets you do 14 heart events) that changes the back room, yeah
..and everyone does come back begging for mod help tbh, it's just what this channel's for
Lol you're right
Just dont marry Alex 😛
So I just had a genius idea, I'm thinking I just have her npc exit the saloon at 7 and go back in after it closes or stay in there when we're kicked out at 12 and have one of her dialogues after you gain hearts say "Don't tell anyone but gus let's me stay in his secret basement behind the bear statue" thatway I don't have to mess with anything vanilla wise. I can show off the room later in a heart event by making it start in the saloon, fade to black, play ladder sounds and warp them to a different map for the rest of the heart event. yay nay?
hellooo do any of you know/remember the sound ID for picking up forage? going through soundboard and i can't find it-
probably "coin" and/or "pickUpItem"
So uh, my game crashes when I try to plant my sapling. Can someone help me figure out why? This is the json for the tree growin. https://smapi.io/json/content-patcher/ff01834c17c049468a5017ee99ef003d
it sounds different from pickupitem..
I think it plays that with coin 300ms after, judging by the forage code
hmm probably! could be multiple
aaa okay, tysm!
back again lol, how should the farmer's animation sprites be refferred to by game events? for example, the animation i want (harvest crop facing away from camera) is labeled as R10F1, R10F2, R10F3, R10F4 (frame indexes 54@100, 55@100, 56@100, 57@100) in the farmer sprite breakdown, but the animate event command says <frames> are indexed numerically, based on 16x32 pieces of the image
can't promise I'll know why personally, but we'd need to see the crash log too https://smapi.io/log
hm, did you load the texture? idk why it'd crash tho-
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.
I put the texture, so idk why it'd do the crash.
can you post it?
are you at any point adding a Changes entry with Action: Load, Target: assets/Crops/crops_gentexture/AU_Gokiktrees ?
Texture refers to an asset name, not a filepath, and therefore should match a Target value, not a FromFile value
and your Texture value looks suspiciously like a filepath
No, I am targeting AU_Gokiktrees (the internal name for my tree), should I be targeting something else?
Wait, lemme check that.
That is where I messed up. I had the texture set as a file path.
this should be fine:
https://smapi.io/json/content-patcher/8f6ae449b0ea4e56a30fb092f68af1ff
where we use some arbitrary asset name unique to your mod for both the sprite load Target value and the fruittrees data edit Texture value, from some likely filepath assets/Crops/crops_gentexture/Gokiktrees.png
making sure to use the ModId token to ensure your entries are both unique and recognisable
(cough) now with the modid token in every id field
Fair, though atm I am just working on figuring out how to do stuff, so I'll just add the mod id token once I get stuff figured out.
good habits start now
it'll save strife later
Fair.
Im not allowed to speak in the vc
!vc 
ah wrong command. in any case, refer to #roles for info on voice channel permissions, you'll be able to join with a higher role from chatting in the server for a while (anti-spam measure)
but this is also the mod making channel so you're better asking for help elsewhere, such as #town-square or #adventurers-guild 
It is planted. Excited see it grown, for now it has a placeholder sprite from one of the other fruit trees.
yay!!
quietly flexing that stone owl 🙂↕️
WAIT YOU CAN GET MULTIPLE
Is this not normal?
loudly flexing those stone owls
Sorry, I didn't know they were rare.
god i'm a fake SDV fan 
(it's okay LOL, we're just joking)
they're not really now, i think in 1.5 the spawnrate was raised, but people do like rare things
Also, any shot any of y'all know what the mod that makes you able to sleep like a long time is? I wanna use it to skip through to the next fall so I can see my fruit tree do the fruit.
Nvm, found it, it is the BJS Timeskiper.
there's also multisleep, though i've not used either
CJB cheats works for time elapsing! also i think you can otherwise cheat it to grow fast with other mods
afaik cjb lets you set the date ahead just like debug commands, but the days do not actually pass so e.g. your trees won't grow
Oh, ok. Also, BJS Timeskipper ain't workin.
Also, wait, there is a debug command for skippin time? It don't show up when I do the help command from what I am seeing.
Oh, wait, is it setday?
debug season summer, then debug day 28, then debug sleep will have you wake up on fall 1, but only one day will pass so it's not equivalent to sleeping repeatedly until then
could you just spam debug sleep?
hey did you get help with this? i'm backreading but i'm miles deep
ALSO fruit tree tweaks are a thing!! you can cheat tree age with that
i feel qualified to help with world maps though lol they're tricky
you can pick an arbitrary day by changing the season and day in the commands, but the same thing applies
sure, but you could also just enter your bed over and over, which is about as easy or maybe easier
yeah
Is there any way to have an alternative textures pack only take into effect when a certain recolour mod is also detected? I know I can swap the base texture with an alternate .png using CP code with when conditions, but wondering if there's a way to do that a step sooner with the base textures themselves?
maybe a requirement in the manifest?
Is there a way to turn off the error that would be received in SMAPI for that? Cause I could make multiple packs that way
i doubt it
I has the fruits. The sprite is a lil iffy, but I'll fix it later though.
i think they look great! congrats 
Excuse me. What was the flag that determined whether Leo came in town? I forgot where I saw it.
Last edited by Abagaianye on 2025-09-13 06:31:55
This is a list of all vanilla mail flags in the game that can be found by searching the game code.
you saw it in Data/Characters under Leo's entry, where he changes Home based on whether the host player received the leoMoved mail flag 
leoMoved, I see. thanks!
Any shot y'all could point me the general direction on how to 1) get Peirre to only sell my custom seeds during their growing season(s), and 2) how to get it up in the list with the other crop seeds?
- is fairly simple, you'd use
MoveEntriesto position your own seeds by ID relative to other entries in the list with a given ID
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#moving-list-entries
I've tried both the before and after Id and it didn't work.
for 1) you should be able to do it with just the existing shop item data model using the Conditions field with a GameStateQuery value, such as in this example here for ice cream
https://stardewvalleywiki.com/Modding:Shops#Examples
but of course just by adding the Condition field to your existing shop item entry, rather than replacing the entire shop as seen in the example (assuming you already have a Changes entry adding your item to the shop)
it's possible your IDs were just mismatched or invalid. give it another try and share your code if it doesn't work 
Mk. Thanks, also just got it workin to do the conditions thing. Super cool.
Hi - I'm trying to add my first custom Monster using a ContentPack. I think steps 1 & 2 below are correct, but not sure how to do step 3:
- I "Load" a spritesheet in
Characters/Monsters/EvilCat.png - I have an "EditData" for
Data/Monstersto add an Entry named "EvilCat". - but I can't find anywhere in the modding wiki / ContentPack docs how to do an "EditData" that adds a new spawnable monster to an existing location.
Where in the Data files / Location data does it specify what monster spawn on what maps? Is this the wrong approach?
I asked AI (Google Gemini) and it gave me a content.JSON snippet to edit a field on the "Farm_Wilderness" location called "MonsterSpawns" but I don't think that field actually exists, right?
So, never mind, my thing is not working as it is no longer in Pierre's at all.
In case you need it in future, there's a console command to instantly grow fruit trees
There is?
Yes, it's on the console commands page on the wiki
Huh, the more ya know.
A) Avoid using AI models, it's both unhelpful for modding and against [this server's rules](#rules message) to discuss for the most part*
B) The base game doesn't offer any way to spawn new monsters through asset edits (i.e. Content Patcher content packs). You can spawn monsters with SpaceCore through Content Patcher, or FTM through its own kind of content pack.
(the upcoming SDV 1.7 update might have that feature, but there's no guarantee or planned release date)
i figured out how to resolve my issue
So uh, where did I go wrong here? Once I added the conditions, the Moyak Seeds stopped spawning into Pierre's https://smapi.io/json/content-patcher/6d25d3d0c315487b87bb591e6fa68ee1
SEASON Spring, SEASON Summer is checking for both queries to be true, which is impossible -- you'd instead use SEASON Spring Summer to check for any of multiple values in the single query to be true
https://stardewvalleywiki.com/Modding:Game_state_queries
see under SEASON <season>+ 
OH. Ok, yeah, that makes a lotta sense. Anything wrong with my MoveEntries while I'm here?
I got help
yep, so firstly the web parser seems to think that ID is case-sensitive, so you should use the full uppercase form
secondly your AfterID needs to match a shop Items entry with the given ID, which are all arbitrary strings and not necessarily un/qualified item IDs that could be conveniently resolved with or without a qualifier
so when you use "AfterID": "633" it isn't looking for an Items entry that would create some ItemId: 633, it's comparing against the Id field which could be a movie script for all you know
you want an exact match of whatever Id it is, e.g. (O)273
Mk. Thank you.
Is there anythin wrong with me putting 2 Ids in one entry for the move entries?
yep, it'll look for a single "Id": "633, 273" instead of matching one of any comma-separated strings
which is to say it won't work how you like, and you instead need to cover each case separately
Guys, does anyone know whether there is a discord server for modders specifically? I kinda feel like there was one back when I was working on my mod, but I’m not in it anymore as it seems and now I’m hella confused if it was just this channel on this server and I’m mistaking it with something else
So, uh, I have encountered the inability to change the output of the preserves jar for my thing and I don't have enough knowledge to figure out what I did wrong. https://smapi.io/json/none/150fec05f3a44ae296a8148c8e5f935d
Mk.. So I did change a lot, but for some reason it works with the Mayonnaise maker and not the Preserves Jar.
you're missing MoveEntries
There's Stardew Modmaker Community. We allow non-modmakers to join but we're mostly geared towards making mods.
your rule is being superceded by the vanilla pickles/jellies rule unless you move it up
Shoot. Ok. That ain't how it worked with the moyak dye, but ig it is being picky.
(or at least I'm assuming that's the case; I don't have context as to what categories those input are)
(checking with Lookup Anything is useful)
(you could also be using the wrong item ID)
It was indeed the MoveEntries.
I was at one point using the wrong item id but I fixed that, and kept trying until ya gave the move entries suggestion and it worked.
Yeah, I have no idea if that was it then. Maybe it was just this channel and I’m going crazy. Thanks!
There's also Krobus but tbh I don't even really know what we do in there lol
I’ll start working on my mod again after a year and I’m just trying to gather the resources I had then 😅
lol, good name tho. Maybe that’s enough of a reason to stay on the server
Does Helper.Data.WriteJsonFile overwrites the current json content? Or do i need to do .Clear() before it?
It overwrites
Can I have my content patch change part of the map permanently after a specific date? Asking for future reference.
Yes
I heard mentions about it on discord and the modding wiki; Could I please join, since I've been trying to make a mod?
Sure, are you ok for me to DM you an invite?
yeah! Thanks so much for everything you do Aba! I found a helpful tutorial you made on the modding wiki a few months ago
aba could you dm me it too?
i wanna learn
Sure, I just DMed it to you :)
ive posted this before a couple times but should i make these resprites into a mod?
Absoutely these are great
I have 3 NPCs and for 1 of them suddenly their dialogue and schedule dont load anymore
https://smapi.io/json/none/79dfd97d5be14c70a3a984094162f63f
I feel its the setup for Gustave is the same as the others but somehow his don't work
(it's a part of my content file as I didnt want to overwhelm you with 1,4k lines of code haha so the 195 line error doesnt have anything to do with it)
Can you show the json Gustave's dialogue and schedule files, please? The content looks ok to me.
Unrelated to his dialogue and schedule, I notice you have a location in there just called "Custom_VerstaveHouse". Please fix it (and any other maps and locations) so they're called "Erevendi_VerstaveHouse" etc instead.
I know, thats still on my list, I was completing the NPC work first
I wanted to do it today but when I noticed the schedule stopped working and now his dialogue wont work
Ok
I brought it up because a lot of people mistakenly think that a) they need to have "Custom_" in the front of their maps and locations and b) their maps and locations don't need their mod id - even if they're starting modding in 1.6.
I know! Thank you for bring it up! 🙂 Once I get my NPC working again I will change it! 🙂
https://smapi.io/json/content-patcher/07b1a63ec7df419da621aad7f3a81df0 DIalogue
https://smapi.io/json/none/72e246dd032e4e2484f641e518798e27 Schedule
Hmm they both look ok
Can you run patch export Characters/Dialogue/Erevendi_Gustave in SMAPI and check to see what it has exported?
(Also just to make sure, you don't have any warnings or errors in your log, do you?)
I am so mad
Why does it work after literally an hour of troubleshooting
Sometimes I think my code just wants to embarass me :'')
Maybe you fixed something without realising?
''Oh you just asked a question in the discord, time to make a fool out of you''
sometimes the code just shows mercy for reasons unknown
I jokingly say at work my code is held together my incense and vibes and the incense just incensed my mod haha
We have a rubberducky emoji
in SMC for a reason
yeah its a common occurence of "asking about something and than it works the moment you hit send"
Or you figure out/remember the answer right after asking
yeah one time i asked about a certain vanilla texture location and than find it a second later

Time to get some coffee and fix the locations and then my playtesters can finally test the mod


Right, time to go marry Mr Qi
will the children be blue
I don't intend to test the children but from what I see in the config that does appear to be an option
It will be quick
Las Vegas style
Slightly slower than my usual marriages though because I have to unlock him first
Do you mean to draw them or to put them in game?
draw them and put them in game
To put them in game you will need "code" (it's not actually code, it's just json), yes.
To draw them, since I'm not an artist I started by frankenspriting vanilla portraits and learned how to draw as I went along.
oh thank you!
!unpack A good start is unpacking the game files. Never use images you find online, as you have no guarantee that they're the right size or anything.
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!
Hello, I am back from two weeks of holiday break and am finetuning parts of my mods
I wanted to add a slider config for setting an object's price but can't find anything on how to implement it in a way it actually works. So far, I've set it up like this:
{
"AllowValues": ["1000", "5000", "Slide"],
"Default": 2500,
"AllowBlank": false,
"Description": "Adjust the price of the Northern Heart Melon."
},```
Hi gabe, hope you had a nice holiday 
Unfortunately sliders only work if the numbers are consecutive iirc
Hello Aba, I did! 
ahh that's too bad. i did see it in other mods (but i don't even remember which ones, otherwise i'd have taken a look) but seems like it's something you can't do in cp?
I've never seen any instructions on how to do it because the CP docs just say that gmcm works automatically and the gmcm docs only explain how to add config options to a C# mod in general but I'll have another look
C# mods can do basically whatever they want though so if you have seen it as a slider without consecutive numbers it probably was a C# mod
i wanted to make a consecutive numbers slider actually, going from 1000 - 5000. would i need to define it with range? i wasn't sure if the format applied to gmcm as well
You should be able to use range, yeah, because CP will replace the values before passing it to where GMCM can see it anyway
(At least that is my understanding)
yeah, AllowValues is a comma separated string, not an array
This is probably a weird question, but I figured modders might help me out here.
I'm trying to bandaid fix a mod that's not working for me that wasn't made by me because it's throwing an error of being unable to find a file that's loaded in a directory not at all present on my computer and seems to only be present on the modders computer. How would I go about finding where this is and fixing it?NullReferenceException: Object reference not set to an instance of an object. at StardewVoices.StardewVoices.setupContinuationDialogue() in C:\Users\[userremoved]\OneDrive\Documents\Stardew Voices Mod Stuff\StardewVoices\StardewVoices\StardewVoices.cs:line 1004 at StardewVoices.StardewVoices.Entry(IModHelper helper) in C:\Users\[userremoved]\OneDrive\Documents\Stardew Voices Mod Stuff\StardewVoices\StardewVoices\StardewVoices.cs:line 170 at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1950
[userremoved] is from the mod maker.
that's a coding error, you can't fix it by just having the mod files
the best you can do is provide your log with the error to the mod author
Fair enough! Some people just said they got it working on nexus, which is where I was confused.
hmmmm
the NRE might come from a file that wasn't read correctly by the code, but there's no way to tell from this error alone
what's the page of the mod?
hey Guys, absolute Beginner in mod making here. Im making my first own NPC and the Character is working fine for now but my Heart events wont trigger, i tried many things but maybe somethings off with my event triggers or general script?
https://www.nexusmods.com/stardewvalley/mods/22550 But I'm not seeing any comments where people are reporting this error and also saying they fixed it
Well, there's also a user here who had a thread that said they fixed it.
In the comment thread there's people saying they either got it working or didn't.
There was no info from that thread, though. Just a "nvm i fixed it"
First, change your event ID so it's not a number, because they don't have to be numbers anymore and a mod id-prefixed string (like {{ModId}}_ChrisHospital1 or something) is far more usefully descriptive.
Second, once you've done that, try running debug ebi <event id without the preconditions> in your SMAPI window to see if it runs the event. If it says that there's no event with that ID, it means the event isn't even in game. If it does run, it means the event is there but your preconditions aren't being met when you're trying to trigger it naturally.
Do you have the mod installed directly in the Mods folder or is it in a subfolder?
that would be a pretty bad issue from the author's side...
Subfolder.
But I don't have onedrive, and my username for my pc is not the one present in the error file.
the source isn't linked on nexus, I can't check the code to help out...
That part is completely unrelated
Fair enough, figured I would speak on it in case it was
From a comment on Nexus, I can see that the mod might be hardcoded to look for a specific file path where the mod folder is directly inside the Mods folder rather than in a subfolder. Try moving the mod to the top level of the Mods folder and see what happens.
thumbs up, uno momento
oh, wait, it's not in a subfolder. It's just in it's own folder
wait sorry stardrop, hello
I do not particularly want to download such a big mod to try to decompile it to see if it is hardcoded though
Can you check if you have this file in exactly this set of folders?
Mods\StardewVoices - 2.0.0 Beta\Audio\Stardew Voices.xgs
I forgot "stardrop installed mods" counted as a subfolder
thanks for the fast help, im gonna try it immediatly ❤️
to make it clear: the path you see in the logs is where the author compiled the mod. In a way, every piece of code remembers the path of the file it was written in, so when an error bubbles up, the author can see in which file it happened. You can even see where the game itself was built when the error is bad enough!
Ah ok yes that counts as a subfolder
(And that is why it's important when you're a C# mod author to pay attention to that path if you don't want to accidentally doxx yourself!)
Okay, no errors seemingly thrown this time.
At least on the first boot
The mod is still in beta, so I'm gonna assume there's a lotta issues still beyond that, but at least that one is fixed and I also reported it to the mod page.
I hope whoever is doing the C# realises that hardcoding a filepath is a bad idea
hopefully someone can point them to the mod content helper, that will save a lot of trouble
although I'm not sure if it can handle sound files
It probably cant tbh
But you can always go relative to the mod directory, there are methods for that from...context? Constants?
Smth like that
I need the ability to build buildings at Grampleton Fields, but the latest version of the map does not provide this feature. I found a mod that adds the ability to build on any maps, but in dialogue with Robin there is no way to choose a location. Can this be changed somehow?
what mod are you talking about specifically
Build On Any Map
Initially, this mod did not have the required map, but I added it.
I have never heard of that one; the one most people uses (and which I know works) is Build and Place Anything Anywhere
oh it's a CP mod that edits the location data
I guess I'd check that the location name you entered is correct (that mod requires editing the config to support modded locations)
Location name copied from the Grampleton modification file
what is the exact name
Custom_GrampletonFields
(May also be the load order?)
I also tried to test the possibility of building a Ginger island on the farm, but Robin also does not have this option.
@sleek aurora You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
and you set the mod's config values to those values?
have you visited grampleton fields (asking since that's a condition looking at the mod)
Yes, I even went there again before going to Robin's.
which config values you set
this is starting to sound suspiciously like a mod help thread
https://smapi.io/json/none/f0f27b462e14494183be90f7b4c8ca85 I only left the locations I needed. but I'm not sure this code adds a new item to the dialogue with Robin at all.
You should probably head to the tech support channel instead since it sounds like you need help using a mod
that code looks correct to me, hmm
I have no further ideas apologies
Apparently it's easier to download another mod 😅
What do UpdateKeys mean in a manifest?
It's the thing used by SMAPI to check for mod updates
I'm sorry I don't understand
I know minimum is the SMAPI version that it requires to run, but other than that I can't really figure it out. I'm sorry
Well until you actually post the mod, you don't need to do anything about it
But let's say I have a mod with nexus id 29997
Oh, that. I think I know what you're talking about now, thank you
Hey guys, i want to start coding mods in stardew valley, but I can't find any ressources (except the basic one on thenstardew wiki). Can anyone help me please?
!startmodding :)
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.
When I'm making a new NPC, does it have to have my manifest with it?
mhm! all mods need a manifest (..i'm like 99% sure)
aww ofc :)
If Im replacing the dirt under a m oving greenhouse, is this code correct? Im unsure if the "Target" is
Just to be sure, when I'm making a format for an NPC, is that just another way of saying name?
wait, no that's wrong, isn't it?
I don't think that's used anymore?





