#making-mods-general

1 messages · Page 507 of 1

latent mauve
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(there was an issue with that in vanilla previously where order 2 was used twice on separate cabin, so no cabins beyond 1 were being created)

arctic jungle
#

I will check this really quick, I think that might be what happened

tiny zealot
#

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

west geyser
valid folio
#

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.

lusty elm
#

I am back, looks like that issue is mostly solved rooComfy

urban patrol
vernal crest
urban patrol
#

in that case, press alt+shift+f to auto-indent

vernal crest
#

RIght now, your json is trying to make a new building with the ID "ItemConversions"

west geyser
#

Oh, I'll try to fix that. I have barely any clue what I am doin.

vernal crest
#

That's why we give you resources to follow

#

Do you have the TargetField docs open?

valid folio
vernal crest
west geyser
vernal crest
# valid folio Haha don't worry

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.

arctic jungle
#

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?

vernal crest
# west geyser I have it open. It was just momentarily lost within the tabs.

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

lusty elm
valid folio
# vernal crest Do you mind if I ask why your vision prevents you from reading the wiki but allo...

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.

latent mauve
#

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.

arctic jungle
latent mauve
#

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.

vernal crest
west geyser
#

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.

hard fern
vernal crest
west geyser
#

Oop. That is what I am missing. Thank you.

valid folio
iron ridge
#

I believe that's firefox's reader view

valid folio
silk basalt
#

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

vernal crest
valid folio
west geyser
#

Should I get rid of the unpacked files or move them before tryin to load my patch?

vernal crest
vernal crest
west geyser
#

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.

valid folio
latent mauve
vernal crest
latent mauve
#

not sure if you've already corrected that since, Mogeekan

lusty elm
#

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.

vernal crest
#

Because if it's that the patch was ignored, you're wasting your time trying to mill it.

lusty elm
#

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.

latent mauve
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@arctic jungle that has a super easy fix, thankfully:

west geyser
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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.

valid folio
arctic jungle
vernal crest
arctic jungle
latent mauve
#

I'll check the other objects

vernal crest
latent mauve
#

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.

west geyser
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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.

valid folio
# vernal crest Usually reader modes have the ability to adjust the text size, line spacing, cha...

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.

vernal crest
ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

west geyser
vernal crest
west geyser
#

I may have.

vernal crest
#

I was careful to reply to you and not Hayato that time lol

west geyser
#

Sorry. I am existing in very tired. I woke up at 3 AM and it's starting to catch up with me.

arctic jungle
latent mauve
#

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)

west geyser
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There has been success. Now I can sleep.

ivory plume
#

@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?
arctic jungle
lucid iron
spice inlet
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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

short temple
ivory plume
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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.

spice inlet
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(to be fair the releases there are classified as beta/for "testers only!" so not yet intended to be public)

sage pewter
#

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?

spice inlet
#

that description might just fit half of all mods ever created

hexed snow
#

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

urban patrol
#

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

Stardew Modding Wiki

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 ...

hexed snow
#

oh perfect! didn't even have to upload the screenshot lol, thanks!

sage pewter
# spice inlet that description might just fit half of all mods ever created

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

lusty elm
ivory plume
#

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).

lusty elm
#

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.

ivory plume
#

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.

lusty elm
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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?

ivory plume
#

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).
peak halo
#

When creating a new farm map in Tiled what do I open in the maps folder?

lusty elm
#

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

peak halo
#

is the basic farm map just called Farm?

lusty elm
#

I believe so

lusty elm
peak halo
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is there somewhere i can read what each of the paths are in Tiled?

violet imp
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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

lusty elm
#

you're better off asking about that in modded-Stardew Channel, this one is more about the actual creation process, rather than usage.

violet imp
#

ohh

#

thank you

peak halo
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Specifically the red ones

lusty elm
peak halo
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Ive been looking but maybe i missed them

lusty elm
#

#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

peak halo
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I see thank you

sage pewter
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Okay, thanks guys

frosty hull
summer spoke
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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.

hexed snow
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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

vernal crest
vernal crest
vernal crest
summer spoke
#

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

vernal crest
#

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?

summer spoke
#

Yes please

vernal crest
#

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.

hallow prism
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an event needs one id, preconditions, then music/viewport/character position, then end command

summer spoke
#

Oh. I see. I'll do some more research then, see what i should do. Thank you. I appreciate the help

vernal crest
#

There are tutorials for event making.

hallow prism
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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

vernal crest
#

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).

summer spoke
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Right check everything twice, thrice, and more

elder hornet
#

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! SDVpufferheart

summer spoke
#

Thank you

vernal crest
elder hornet
#

Thank you! Yes but I wasnt sure if there was a tutorial or just the wiki page, thats why I thought I'd ask 🙂

vernal crest
#

There are tutorials, but the maps wiki page is more tutorial-like than most of the official wiki pages anyway.

elder hornet
#

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

vernal crest
#

You'll want the "getting your map in game" section of the official wiki page

opal hull
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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?

gray bear
#

(made an emoji for this purpose. text too smol, darnit)

hard fern
#

SHARE E CODF

gray bear
#

wahh

#

emoji kitchen sure does exist

warped perch
#

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

gray bear
#

what's the issue

merry rampart
#

(/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

warped perch
#

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

gray bear
#

xnb file,,,,

#

can u link the mod

warped perch
#

the nexus page ? sure

gray bear
#

why is the game looking for an xnb file

warped perch
#

no clue

#

don't even know what xnb is lmao x)

gray bear
#

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

warped perch
#

no clue x)

vernal crest
#

Do you see the when conditions, Bea?

gray bear
#

i do. but when they're met they just override each other

hallow prism
#

they shouldn't, because only one apply at the same time

vernal crest
#

None of them meet at the same time

#

But they shouldn't have conditional loads like that

hallow prism
#

it's not the cleanest approach but it should work

gray bear
#

hmm, well, this doesn't explain why the game is saying there's no xnb file

vernal crest
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Ignore the xnb

#

It will always report the missing file as an xnb because that's how the game stores its data files

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And it doesn't know that we're using mods to add the content without using xnbs

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So it saying .xnb isn't relevant at all

gray bear
#

ah oh, thank you. so its saying it can't find the dialogue

vernal crest
# warped perch no clue x)

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.

hallow prism
#

possibly it lacks something for spring

#

when in year 2 and more

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hard to say without seeing the whole mod

vernal crest
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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

gray bear
#

ohh right. because it only loads spring dialouge when you've played less than 30 days

warped perch
#

so what do i change ? (sorry i was finishing my shiko portrait)

vernal crest
#

My reply to you explains that

gray bear
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edit the assets/Characters/AspenData.json file like Aba said

warped perch
#

ok ok

gray bear
#

oh wait no wrong file

#

hold

#

there its correct now

warped perch
vernal crest
warped perch
#

oh yea bea not you mt bad x)

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so the "at saloon" stuff, i remove the when there and replace it with priority low ?

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like this ?

vernal crest
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Yes

warped perch
#

ok, and i do the same with medium for the others, do i remove the when on the others too ?

vernal crest
#

No, leave the When for the others, just add the Priority line for those

warped perch
#

okii

mossy cairn
#

Hiiii

warped perch
#

only the "back home" one ?

vernal crest
#

Otherwise you'd only ever see the winter dialogue

#

Are there other patches that Bea didn't share?

warped perch
#

marriage one but a note says "not done" bruh

vernal crest
#

That has a different Target

warped perch
#

ohh ok

vernal crest
#

So if there's only one with a Target of "Characters/Dialogue/MarriageDialogueAspen" you don't have to worry about changing anything for it

vernal crest
mossy cairn
#

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

mossy cairn
warped perch
#

like this ?

vernal crest
vernal crest
mossy cairn
vernal crest
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

mossy cairn
#

Ty so much!!!! : D

#

Im gonna read the tutorial

opal hull
#

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?

vernal crest
mossy cairn
#

Sorry for bothering again, where can I find any template? Or where are the mods ones located?

mossy cairn
vernal crest
#

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

ocean sailBOT
#

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

mossy cairn
#

Tyyy!! I’ll try it

opal hull
mossy cairn
#

Oh btw might this work?

gray bear
#

honestly i'm not even sure which layer AmbientLight is meant to be on

vernal crest
vernal crest
gray bear
#

ah

mossy cairn
#

Aw then when I’m home I’ll unpack the files

vernal crest
gray bear
#

you'd need them to be seperated anyway

mossy cairn
#

Like one by one?

gray bear
#

unpack the game and see how it works. each sprite & portrait variant are files of their own

mossy cairn
#

Tyy I’ll try it when I’m at home! SDVemoteheart

opal hull
tepid prawn
#

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?

hallow prism
#

schedules dialogues repeat in vanilla too

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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)

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sandy and emily do have schedules in desert so desert should be doable

warped perch
autumn tide
vernal crest
#

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.

calm nebula
#

If the issue is an npc repeating dialogue that only should be shown once, you can also use $1

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(And use a trigger action to reset it if necessary)

vernal crest
#

Will that work with schedule dialogue?

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I wouldn't have thought it would update so quickly

hallow prism
#

query is the other option that could work

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but i'm not sure the dialogue box can be purely empty

calm nebula
#

$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"

hallow prism
#

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

calm nebula
#

I would think it is but I haven't tested it either

hallow prism
#

but yes, a "npc stays silent" that would repeat would be an option

autumn tide
#

okay so i somehow deleted the mines

#

uhm.

vernal crest
#

In your game?

autumn tide
#

yeah-

#

I'll comb through my code first before sharing but damn-

vernal crest
#

That's impressive. I imagine your game exploded.

autumn tide
#

not quite!

#

im more impressed than frustrated tbh

vernal crest
#

Check earlier in your log for the error

autumn tide
#

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-

vernal crest
#

Have you done anything door-related recently?

autumn tide
#

uhh a warp thing!

#

lemme see if that location works..

uncut aspen
#

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.

tepid prawn
#

Thank you very much, everyone! I’ll test what you suggested. I believe it will work. SDVemoteheart

ornate trellis
devout otter
vernal crest
uncut aspen
#

when i try it the way dolphin posted i get

autumn tide
#

!json could you post your json?

ocean sailBOT
#

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

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

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

vernal crest
uncut aspen
#

the condition line is line 183

#

woops i put the , in the wrong spot

vernal crest
#

Your Conversation Topic should have {{ModId}}_ in front of it, by the way

uncut aspen
#

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

ivory plume
tepid prawn
#

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)

hallow prism
#

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

woeful lintel
#

also make sure that you replace the token when typing the command

tepid prawn
#

It’s still not working, and I don’t understand why.

hallow prism
#

what isnt working exactly? can you elaborate?

#

the removal of mail? the dialogue showing? else? both?

heavy pewter
ocean sailBOT
#

@heavy pewter You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

west geyser
#

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.

tepid prawn
# hallow prism what isnt working exactly? can you elaborate?

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.

west geyser
#

Nvm. I did not find what was wrong. I might try to see if changing the category might help.

tepid prawn
hallow prism
#

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

low marlin
#

How can I make Gift Tastes dialogue for custom spouses in Immersive Spouses for 1.6?

hallow prism
#

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

low marlin
#

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)

hallow prism
#

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

lucid iron
#

Yeah i don't think those mods make a difference

formal crown
#

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?

lucid iron
#

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

frosty hull
#

should i update smapi zip on github too?

formal crown
#

I already use the API, in case it has something I didn't know or has had some update

lucid iron
#

misty is hiatus i believe

#

So yeah probably just do crimes for whatever you need SMCPufferjail

ivory plume
# frosty hull should i update smapi zip on github too?

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.)

frosty hull
#

Okay, i will update smapi beta into github in next day

#

i forget some question to ask, 🤣
next time i will ask again

woeful lintel
#

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)

hexed snow
#

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.

reef sequoia
#

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

brittle pasture
#

!mh

ocean sailBOT
#

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).

reef sequoia
#

Tyvm

west geyser
#

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

ocean sailBOT
#

@west geyser You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

brittle pasture
#

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

west geyser
#

Oh. Shoot.

brittle pasture
#

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

late pewter
#

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...

brittle pasture
#

you can use custom museum rewards

#

I actually don't know if it's retroactive

west geyser
brittle pasture
#

Data/Machines.json?

#

[[Modding:Machines]] and the reference

brittle pasture
#

the key is the keg's qualified item ID, (BC)12 in this case

#

then you nest into the fields inside

uncut viper
#

but not before then

brittle pasture
#

noted, thank you museum expert button

hallow prism
uncut viper
#

i double checked, you'd need to interact with the counter

west geyser
gray bear
#

u need to edit Data/Machines

west geyser
#

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.

late pewter
#

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?

gray bear
#

Target would be Data/Machines and TargetFields would be (BC) 12, OutputRules

#

targetfield is just a way to target a very specific field

brittle pasture
gray bear
#

👀

gray bear
#

why the ID

lucid iron
#

See AdditionalWallpaperAndFlooring

late pewter
#

Sweet! I can make a store stock them, then!

gray bear
#

is this part of wallpapers_2?

west geyser
gray bear
#

oh do u not need targetfields for this

#

i, did not scroll down

#

very cool tutorial selph heart

opaque field
#

Just gonna. make sure I have that bookmarkeddddddd ty Selph

gray bear
#

the LogName's are chefs kiss

native marsh
#

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.

west geyser
#

I got it!

gray bear
hexed snow
#

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?

uncut viper
native marsh
#

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.

uncut viper
#

all of that could be done with just Content Patcher if you were gonna hardcode eligible NPC names

native marsh
#

no it's more dynamic

uncut viper
native marsh
#

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

uncut viper
#

you can do that in CP too

native marsh
#

oh, i shall check it out then, thank you!

uncut viper
#

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

native marsh
#

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

uncut viper
#

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?

native marsh
#

no i havent, i was thinking I'd have to do that at some poinit

uncut viper
#

!decompile

ocean sailBOT
uncut viper
#

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

native marsh
#

i seeeee

uncut viper
#

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)

lucid iron
#

You can manipulate their pathfindcontroller directly but it kind of sucks

uncut viper
#

its very sucks and theres no need for it when the schedule can do it for you

lucid iron
#

Dunno if it's needed for what you want to do tbh

native marsh
#

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?

uncut viper
#

correct

lucid iron
#

Yep

uncut viper
#

thats game code territory and isnt SMAPIs purview

native marsh
#

bet bet, thank you, i literally just dove in the deep end this morning.

lucid iron
#

Game's not open source we r jumping over fence into mr ape's backyard here

native marsh
#

I'd like to think Mr. Ape encourages this lol

uncut viper
#

well the main dev of SMAPI does work for CA

#

so theres that

native marsh
#

there ya go

uncut viper
#

and he did hire at least 2 modders

#

other than Pathos

lucid iron
#

Yeah there's no obsfucation on the source so looking through it is simple

tender bloom
#

Jumping over one of those cute picket fences

#

The kind you can step over if you want

lucid iron
#

And tbh pathos does actually document internal C# changes on migration pages all the time

uncut viper
#

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

native marsh
#

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?"

lucid iron
#

Well i have it decompiled into a project folder so i can just ctrl f it

uncut viper
#

i just look things up in ilspy, i very very rarely even need to open it as a proper solution

lucid iron
#

Also once u have modbuildconfig setup

#

You can make dotnet decompile for u

#

When u do go to definition

native marsh
#

ooh that's convenient

ocean wave
brittle pasture
#

custom artifact spot/geode drops are just vanilla now

ocean wave
#

the rng thing?

brittle pasture
#

what RNG thing specifically

#

all the bugs listed in the original mod is fixed in the game

ocean wave
#

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

brittle pasture
#

in 1.6 land that's handled by the LOST_BOOK_OR_ITEM entry in Data/Locations's Default artifact spots table

ocean wave
#

ooooooooo

#

my bad

brittle pasture
#

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)

ocean wave
#

ah

stark spindle
#

does anybody develop with rider on linux and have debugging working?

gentle rose
#

debugging is known not to work on linux at all iirc

lucid iron
#

No u can debug

#

Just can't on rider

gentle rose
#

ah, I was misremembering SDVpuffersquee

lucid iron
#

For vscode you need to add a few lines to csproj to debug

gentle rose
#

I was gonna say, iirc the ModBuildConfig defaults include something that limits debugging to windows only

lucid iron
#
<PropertyGroup>
    <GamePath>yourgamepath</GamePath>
    <StartAction>Program</StartAction>
    <StartProgram>$(GamePath)/StardewModdingAPI</StartProgram>
    <StartWorkingDirectory>$(GamePath)</StartWorkingDirectory>
  </PropertyGroup>
#

tbh this is exactly what modbuildconfig does anyways Dokkan

gentle rose
#

(StartArguments is how I make it play nice with Stardrop SDVpuffersquee)

uncut viper
#

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)

stark spindle
#

ahh thank you !

arctic jungle
#

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?

gentle rose
arctic jungle
late pewter
late pewter
#

Been liking it so far, even though like 85% of it is undeveloped wilderness at the moment.

arctic jungle
#

Awesome, I finally got the coop working and some issue with SVE fixed

arctic jungle
#

So I am having the issue with v1, but I havn't tested v2 to see if it happens

latent mauve
#

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)

arctic jungle
#

I see, then I will just add a note to the download page

lusty elm
#

do we have a timetable or idea on 1.7?

uncut viper
#

no.

#

you're best off assuming its years away

lusty elm
#

figured, but also it doesnt hurt to ask. welp that kills 1 reason to procrastinate patching my mods :p

late pewter
#

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??

devout otter
#

According to that description, you need to set it to true to make it off-limit from the catalog.

summer spoke
#

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?

autumn tide
#

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-

golden basin
#

i cant get my over world map working could someone take a look at my code

summer spoke
#

Same. Thankfully, the people who help me are very patiet which is something I appreciate.

autumn tide
late pewter
#

Thank you, I'll try that.

autumn tide
summer spoke
#

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

autumn tide
late pewter
autumn tide
summer spoke
#

I would appreciate that greatly. First, I'll read the wikis, then I'll @ you. Is there a time that's best for you?

autumn tide
#

OH lemme link the resources..

autumn tide
#

2 hours lol

summer spoke
#

Right

#

Thank you by the way

autumn tide
#

ofc! does that work for you?

summer spoke
#

Yup

autumn tide
#

remind me about this in two hours

#

..shit

summer spoke
#

I will do my best

autumn tide
#

LOL i'm trying to do the command

#

Remind me in 2 hours to do the video call

patent lanceBOT
#

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>)

autumn tide
#

YES

summer spoke
#

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?

autumn tide
#

uhhhh no clue! website probably!

summer spoke
#

right

#

thank you

autumn tide
#

ofc! luckily i can help a tiny bit with the basics

brittle pasture
#

(yea MS doesn't know how to name their products)

autumn tide
#

yeah this guy-

summer spoke
#

Good news, then, I got the right one! It's a start!

summer spoke
#

I'm reading the dialogue page, and I don't understand why some of the second sentences spoken start with symbols like this #$b#.

devout otter
#

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.

summer spoke
#

Okay, that makes sense. Does it need to be certain symbols or can it just be random?

devout otter
#

You can look at the Dialogue Commands section to see all available commands like $b.

summer spoke
#

Thank you

hallow prism
#

only certain symbols will be accepted, and they have specific behaviours

astral mauve
#

uhh wasnt there a question channel about modding before i cant find it

astral mauve
#

yea i think thats it, i couldnt find it, or maybe tech support idek

#

actually its not tech support

#

thank you alesia

west geyser
#

Yo, can someone tell me the difference between a qualified and unqualified Item ID real quick?

west geyser
#

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.

#

Sorry if sendin too many messages or anythin,

hallow prism
#

What is your issue?

west geyser
#

I am getting an Error item instead of the food item I made.

hallow prism
#

You have moyakadoum instead of au_moyakadoum

#

In the cooking recipe, for the result field

west geyser
#

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.

summer spoke
#

It never fails to surprise me how quickly one single tab can become more than six in a few minutes.

hallow prism
opaque field
#

I have one window with github mod docs, one window with stardew wiki XD

#

each window has like, 8 tabs minimum

summer spoke
#

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.

west geyser
#

Now I'mma take a break for a lil, get some air, then try to make a fruit tree for another item.

summer spoke
#

Have a good break!

summer spoke
#

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.

gentle rose
#

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

summer spoke
#

Oh, good. Thank you.

summer spoke
#

@autumn tide is now a good time?

autumn tide
#

mhm! one sec..

patent lanceBOT
autumn tide
#

@wraith nest @summer spoke aight gonna be in leah's cabin for teaching y'all about events! ..or trying to at the least-

summer spoke
#

Is it okay if I text here?

autumn tide
#

mhm! wait one of the voice text channels might work better?

uncut viper
opaque field
#

wait when did I become irridescent

uncut viper
#

about 53 minutes ago

autumn tide
small kindle
#

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

lucid iron
#

If I call C# Directory.CreateSymbolicLink on windows do I die

lucid iron
#

!json

ocean sailBOT
#

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

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

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

uncut viper
lucid iron
#

Well remember the thing where i wanna let ppl patch reload mod

uncut viper
#

terrifying

lucid iron
#

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

west geyser
#

I need to make a sapling item to make a fruit tree, right?

lucid iron
#

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

tiny zealot
#

chu i don't fully remember what you are up to but it sounds cursed

lucid iron
#

Officer I'm innocent

brave fable
#

symlinks are unfortunately irreversible and possibly lethal

lucid iron
#

Either way it just ends up like

uncut viper
lucid iron
#
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

uncut viper
#

i wish you the best of luck

lucid iron
#

It works quite well on linux but idk windows symlinks r strange

#

They r not just a file from what I understand

small kindle
vernal crest
hexed snow
#

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)

vernal crest
hexed snow
#

Just the saloon that I’m editing in tiled. That’s it though

vernal crest
#

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

lucid iron
#

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?

hexed snow
#

I already had it embedded apparently

vernal crest
#

Then you can delete the tsx file

hexed snow
#

So turns out I was wrong, I forgot that the tiled file was tmx instead of tsx

vernal crest
#

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).

#

Also, if you start using Tilesheetinator you won't need to move any tilesheets or maps around ever

#

!tilesheetinator

ocean sailBOT
#

You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

west geyser
#

I can't find the sapling textures. Where are they? I wanna steal one to edit.

hexed snow
#

Okay so installing that and deleting the cursors from my map folder shouldn't throw me an error log?

lament ether
hexed snow
#

and tilesheetinator as an extension for tiled because it makes things a thousand percent easier?

lucid iron
vernal crest
hexed snow
#

Alright! How would one go about doing that?

vernal crest
#

By...reading the docs linked to on the ATA Nexus page

west geyser
hexed snow
#

Oh lol oopsie, I'll go do that SDVpufferheart

vernal crest
uncut viper
#

(Please keep in mind that ATA will be obsolete in the next SMAPI release)

golden basin
#

how do i get my scroll to be centered?

lucid iron
#

Tbh sovern if ur mod is not gonna ship tomorrow

vernal crest
#

(Don't worry Button, I did include that info ^_^)

lucid iron
#

I think it's fine if u just work with a copy of cursors in your mod folder

vernal crest
#

I just always assume that people are going to release their mods basically immediately

lucid iron
#

You can come back and fix it in smapi 4.4.0

vernal crest
#

Since many people do speed release

#

No chu >:(

lucid iron
#

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 Bolb

hard fern
#

Ooh ata obsolète in next smapi

#

I'll have to fix that

uncut viper
#

It won't break existing mods that use ATA

vernal crest
#

(All the more reason for me to keep telling people to use ATA now SDVkrobusnaughty )

rare prawn
#

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
      }
},```
hard fern
#

My mods aren't even released yet haha, so i can just fix it secretly

vernal crest
rare prawn
#

How do I make this an OR check?

#

I can make 2 separate tokens? or is there a cleaner approach?

lucid iron
#

You can just HasMod: <modid>,<modid>

#

It's a little weird but that is OR in cp When

uncut viper
#
"When": {
  "HasMod |contains=Az.Foliage": true,
  "HasMod": "Lita.StarblueValley, Lita.StarblueValleyUnofficial"
}
hexed snow
#

@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

vernal crest
hexed snow
#

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

rare prawn
vernal crest
uncut viper
#

(Az.Foliage) AND (Starblue or Unofficial)

rare prawn
#

Okay cool! That is exactly what I need

hexed snow
#

I am loading it using editmap. I don't know if that

#

that's the right one

rare prawn
#

Thank you!

hexed snow
#

1.6 modding is WAY different than 1.5

vernal crest
hexed snow
#

Just trying to get an interior door working

#

not a custom texture

vernal crest
#

Ok then you definitely don't need Cursors

hexed snow
#

Sorry I didn't see your reply

vernal crest
#

That's for making new textures

vernal crest
#

I didn't know before that you were trying to add it to a vanilla map or I would've mentioned it.

hexed snow
#

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

lucid iron
#

Hm wait if it's just a friendship door and the texture is not custom do u need to do anything special?

vernal crest
#

No, the only thing you need to do is add the MapProperties field to your EditMap patch

hexed snow
#

Okay gotcha

vernal crest
lucid iron
#

Yeah i mean they dont need cursors right bolbthinking

vernal crest
#

Yeah we have already established that they're yeeting cursors

hexed snow
lucid iron
#

Ok cool carry on

vernal crest
#

(Is it vanilla? I thought it was but maybe I'm wrong SDVpufferthinkblob )

lucid iron
#

New map is basically always the right call either way Dokkan

vernal crest
#

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

lucid iron
#

Find a wall in saloon to stick a door warp on there

hexed snow
#

I kept that secret in the npc's room, i didn't want to mess with it that much :3

vernal crest
#

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

hexed snow
#

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?

lucid iron
#

Yeah

hexed snow
#

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

autumn tide
#

good luck!

ornate locust
autumn tide
#

..and everyone does come back begging for mod help tbh, it's just what this channel's for

hexed snow
#

Lol you're right

calm nebula
#

Just dont marry Alex 😛

autumn tide
#

you can marry alex?!?! /j

hexed snow
#

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?

autumn tide
#

hellooo do any of you know/remember the sound ID for picking up forage? going through soundboard and i can't find it-

royal stump
#

probably "coin" and/or "pickUpItem"

west geyser
autumn tide
#

it sounds different from pickupitem..

royal stump
#

I think it plays that with coin 300ms after, judging by the forage code

autumn tide
#

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

royal stump
autumn tide
#

hm, did you load the texture? idk why it'd crash tho-

west geyser
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 10 C# mods and 1 content packs.

west geyser
#

I put the texture, so idk why it'd do the crash.

autumn tide
#

can you post it?

brave fable
#

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

west geyser
#

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.

brave fable
#

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

west geyser
#

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.

brave fable
#

good habits start now SDVpufferthumbsup it'll save strife later

west geyser
#

Fair.

last pelican
#

Im not allowed to speak in the vc

brave fable
#

!vc SDVpufferthinkblob

#

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)

west geyser
#

It is planted. Excited see it grown, for now it has a placeholder sprite from one of the other fruit trees.

autumn tide
#

yay!!

brave fable
#

quietly flexing that stone owl 🙂‍↕️

west geyser
#

I have three.

#

I am on year 4.

autumn tide
#

WAIT YOU CAN GET MULTIPLE

west geyser
#

Is this not normal?

brave fable
#

loudly flexing those stone owls

west geyser
#

Sorry, I didn't know they were rare.

autumn tide
#

god i'm a fake SDV fan SDVpufferwaaah

autumn tide
brave fable
#

they're not really now, i think in 1.5 the spawnrate was raised, but people do like rare things

west geyser
#

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.

brave fable
#

there's also multisleep, though i've not used either

autumn tide
tiny zealot
#

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

autumn tide
#

aaah okay

#

sorry SDVpuffergrimacing

west geyser
#

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?

tiny zealot
#

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

autumn tide
#

could you just spam debug sleep?

urban patrol
autumn tide
#

ALSO fruit tree tweaks are a thing!! you can cheat tree age with that

urban patrol
#

i feel qualified to help with world maps though lol they're tricky

tiny zealot
tiny zealot
autumn tide
#

yeah

rare prawn
#

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?

autumn tide
#

maybe a requirement in the manifest?

rare prawn
#

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

tiny zealot
#

i doubt it

west geyser
#

I has the fruits. The sprite is a lil iffy, but I'll fix it later though.

autumn tide
teal crest
#

Excuse me. What was the flag that determined whether Leo came in town? I forgot where I saw it.

autumn tide
brave fable
#

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 SDVpufferthumbsup

teal crest
#

leoMoved, I see. thanks!

west geyser
#

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?

brave fable
west geyser
#

I've tried both the before and after Id and it didn't work.

brave fable
#

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 SDVpufferthumbsup

west geyser
#

Mk. Thanks, also just got it workin to do the conditions thing. Super cool.

raven coral
#

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:

  1. I "Load" a spritesheet in Characters/Monsters/EvilCat.png
  2. I have an "EditData" for Data/Monsters to add an Entry named "EvilCat".
  3. 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?
west geyser
#

So, never mind, my thing is not working as it is no longer in Pierre's at all.

vernal crest
west geyser
#

There is?

vernal crest
#

Yes, it's on the console commands page on the wiki

west geyser
#

Huh, the more ya know.

royal stump
#

(the upcoming SDV 1.7 update might have that feature, but there's no guarantee or planned release date)

pale river
#

i figured out how to resolve my issue

west geyser
brave fable
#

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>+ SDVpufferthumbsup

west geyser
#

OH. Ok, yeah, that makes a lotta sense. Anything wrong with my MoveEntries while I'm here?

brave fable
#

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

west geyser
#

Mk. Thank you.

#

Is there anythin wrong with me putting 2 Ids in one entry for the move entries?

brave fable
#

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

west geyser
#

Mk.

#

It is working beautifully now and I have learned more things.

tawdry light
#

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

west geyser
west geyser
#

Mk.. So I did change a lot, but for some reason it works with the Mayonnaise maker and not the Preserves Jar.

brittle pasture
#

you're missing MoveEntries

vernal crest
brittle pasture
#

your rule is being superceded by the vanilla pickles/jellies rule unless you move it up

west geyser
#

Shoot. Ok. That ain't how it worked with the moyak dye, but ig it is being picky.

brittle pasture
#

(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)

west geyser
#

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.

tawdry light
vernal crest
#

There's also Krobus but tbh I don't even really know what we do in there lol

tawdry light
#

I’ll start working on my mod again after a year and I’m just trying to gather the resources I had then 😅

tawdry light
heavy pewter
#

Does Helper.Data.WriteJsonFile overwrites the current json content? Or do i need to do .Clear() before it?

lucid iron
#

It overwrites

west geyser
#

Can I have my content patch change part of the map permanently after a specific date? Asking for future reference.

vernal crest
#

Yes

pale river
vernal crest
pale river
ocean wave
vernal crest
onyx forge
#

ive posted this before a couple times but should i make these resprites into a mod?

elder hornet
#

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)

vernal crest
elder hornet
#

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

vernal crest
#

Ok SDVpufferthumbsup 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.

elder hornet
vernal crest
#

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?)

elder hornet
#

I am so mad

#

Why does it work after literally an hour of troubleshooting

#

Sometimes I think my code just wants to embarass me :'')

vernal crest
#

Maybe you fixed something without realising?

elder hornet
#

''Oh you just asked a question in the discord, time to make a fool out of you''

gray bear
#

sometimes the code just shows mercy for reasons unknown

elder hornet
#

I jokingly say at work my code is held together my incense and vibes and the incense just incensed my mod haha

vernal crest
#

We have a rubberducky emoji SMCbadge_rubberduck in SMC for a reason

gray bear
#

yeah its a common occurence of "asking about something and than it works the moment you hit send"

vernal crest
#

Or you figure out/remember the answer right after asking

gray bear
#

yeah one time i asked about a certain vanilla texture location and than find it a second later

elder hornet
#

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

gray bear
vernal crest
#

Right, time to go marry Mr Qi

gray bear
#

will the children be blue

vernal crest
#

I don't intend to test the children but from what I see in the config that does appear to be an option

gray bear
#

enjoy ur marriage

vernal crest
#

It will be quick

gray bear
#

Las Vegas style

vernal crest
#

Slightly slower than my usual marriages though because I have to unlock him first

stuck temple
#

hey eveyone, how does everyone do portraits SDVpufferwaaah

#

do u need. code to do it or nooo

vernal crest
#

Do you mean to draw them or to put them in game?

stuck temple
#

draw them and put them in game

vernal crest
#

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.

stuck temple
#

oh thank you!

vernal crest
#

!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.

ocean sailBOT
#

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

merry river
#

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."
    },```
vernal crest
#

Hi gabe, hope you had a nice holiday bcaWaveAhoy

#

Unfortunately sliders only work if the numbers are consecutive iirc

merry river
vernal crest
#

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

merry river
#

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

vernal crest
#

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)

woeful lintel
#

yeah, AllowValues is a comma separated string, not an array

hexed smelt
#

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

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[userremoved] is from the mod maker.

woeful lintel
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that's a coding error, you can't fix it by just having the mod files

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the best you can do is provide your log with the error to the mod author

hexed smelt
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Fair enough! Some people just said they got it working on nexus, which is where I was confused.

woeful lintel
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hmmmm

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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

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what's the page of the mod?

quartz vale
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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?

vernal crest
hexed smelt
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Well, there's also a user here who had a thread that said they fixed it.

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In the comment thread there's people saying they either got it working or didn't.

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There was no info from that thread, though. Just a "nvm i fixed it"

vernal crest
# quartz vale hey Guys, absolute Beginner in mod making here. Im making my first own NPC and t...

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.

vernal crest
woeful lintel
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that would be a pretty bad issue from the author's side...

hexed smelt
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But I don't have onedrive, and my username for my pc is not the one present in the error file.

woeful lintel
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the source isn't linked on nexus, I can't check the code to help out...

vernal crest
hexed smelt
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Fair enough, figured I would speak on it in case it was

vernal crest
# hexed smelt Subfolder.

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.

hexed smelt
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thumbs up, uno momento

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oh, wait, it's not in a subfolder. It's just in it's own folder

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wait sorry stardrop, hello

vernal crest
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I do not particularly want to download such a big mod to try to decompile it to see if it is hardcoded though

vernal crest
hexed smelt
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I forgot "stardrop installed mods" counted as a subfolder

quartz vale
woeful lintel
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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!

vernal crest
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Ah ok yes that counts as a subfolder

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(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!)

hexed smelt
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Okay, no errors seemingly thrown this time.

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At least on the first boot

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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.

vernal crest
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I hope whoever is doing the C# realises that hardcoding a filepath is a bad idea

woeful lintel
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hopefully someone can point them to the mod content helper, that will save a lot of trouble

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although I'm not sure if it can handle sound files

calm nebula
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It probably cant tbh

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But you can always go relative to the mod directory, there are methods for that from...context? Constants?

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Smth like that

sleek aurora
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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?

brittle pasture
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what mod are you talking about specifically

sleek aurora
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Build On Any Map

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Initially, this mod did not have the required map, but I added it.

brittle pasture
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I have never heard of that one; the one most people uses (and which I know works) is Build and Place Anything Anywhere

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oh it's a CP mod that edits the location data

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I guess I'd check that the location name you entered is correct (that mod requires editing the config to support modded locations)

sleek aurora
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Location name copied from the Grampleton modification file

brittle pasture
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what is the exact name

sleek aurora
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Custom_GrampletonFields

hallow prism
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(May also be the load order?)

sleek aurora
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I also tried to test the possibility of building a Ginger island on the farm, but Robin also does not have this option.

ocean sailBOT
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@sleek aurora You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

brittle pasture
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and you set the mod's config values to those values?

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have you visited grampleton fields (asking since that's a condition looking at the mod)

sleek aurora
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Yes, I even went there again before going to Robin's.

brittle pasture
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which config values you set

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this is starting to sound suspiciously like a mod help thread

sleek aurora
vernal crest
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You should probably head to the tech support channel instead since it sounds like you need help using a mod

brittle pasture
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that code looks correct to me, hmm
I have no further ideas apologies

sleek aurora
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Apparently it's easier to download another mod 😅

summer spoke
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What do UpdateKeys mean in a manifest?

lucid iron
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It's the thing used by SMAPI to check for mod updates

summer spoke
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I'm sorry I don't understand

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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

lucid iron
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Well until you actually post the mod, you don't need to do anything about it

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But let's say I have a mod with nexus id 29997

summer spoke
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Oh, that. I think I know what you're talking about now, thank you

west glade
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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?

ocean sailBOT
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Making mods can be broadly divided into two categories:

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

summer spoke
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When I'm making a new NPC, does it have to have my manifest with it?

autumn tide
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mhm! all mods need a manifest (..i'm like 99% sure)

summer spoke
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Thank you

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and for last night, again

autumn tide
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aww ofc :)

scarlet warren
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If Im replacing the dirt under a m oving greenhouse, is this code correct? Im unsure if the "Target" is

lucid iron
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What do u mean by dirt

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Do u have image

scarlet warren
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This thang

gray bear
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the target would be Maps/Greenhouse no matter what

summer spoke
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Just to be sure, when I'm making a format for an NPC, is that just another way of saying name?

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wait, no that's wrong, isn't it?

lucid iron