#making-mods-general
1 messages · Page 510 of 1
so then it's a content pack for (content patcher)
IT WORKS. FINALLY. THANK YOU ALL.
and sense they're dependent, I put both SMAPI and Content Patcher, right?
technically no, since you need smapi to load content patcher in the first place, and your mod is already a content pack for content patcher.
Right, okay, thank you for clearing that up
How do I make a throw away character? I want to make sure the event is working before the NPC that I want to go in there?
you could use a vanilla npc
So, if I put Vincent there since it's supposed to be a kid, it won't break anything?
nope
it's very very hard nigh impossible to permanently break anything in CP
I've done it twice
The load bearing term is permanently
It's quite possible to crash draw loop but your save is not likely to get corrupted by this 
even with the worst mistake i ever made, all i did was crash the game
yep draw loop crash is what i did lol
Had to factory reset my computer, so not permanently, but I really don't want to do it again. But I think this one's going to work
having to reset your computer sounds like perhaps you had bigger problems lol
I love that consistently when I ask weird animal produce questions I basically summon you with an awnser to what I'm trying to do.
PSA: do not use Game1.playSound("SinWave");
it keeps going and going and going, even after quitting to the main menu 💀
also it's super annoying
You will pay for your Sins
I have a slight feeling you're supposed to keep the cue around so you can pause it
Like how the fishing rod uses it
oh you can do that?
that uhh would fix the 5 bgms that are playing all at the same time
What's the goal exactly 
i'm just digging around for a suitable sound effect for activating an ability
dwop
yoba
Iirc there's a debug command for playing a cue real quick
Also nice to use
yoba would be nice
oh thank you!
Now that the manifest is made, I need to make the event data, right? Can I use the .json check thing, or is that only for the manifest?
you can but you’ll need to switch it to content patcher not manifest
assuming you’re talking about smapi.io
yeah it’s a validation tool to check errors, but you should write and save your code locally
right, okay, I'll do that. thank you
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
i use notepad++
Is there a big difference between notepad++ and visual?
i use VS code!
When I'm trying to start the event, I know I need to put the event number, the time, and the event that I want to be required to have been seen, but how do I put it in the bus stop? Is it just StardewValley.Locations.BusStop?
Yes, VS is treating me well, thankfully!
oh, it should be in the edit/data thingy! one sec..
SO
all the events are in Data/Events
and all the files in those are named after locations (I'm assuming it's the name of the locations internal ID but I don't trust myself to even comment on maps/locations-)
SO, if you wanna make an event in the bus stop, you'd make your Target field (i.e. the thing that tells the game where to store your code)
"Target": "Data/Events/BusStop",
also, event IDs should not just be numbers, they should include your modID and a human readable name
also, they dont need any requirements at all if you dont want them to. they dont need a time or previous event requirement
So, it should be "Target": "113/Time 0600 2200/!SawEvent <112>/BusStop", ?
Wait, modID?
are you making a new event or editing an existing one?
are you looking at c# or content patcher? because StardewValley.Locations.BusStop looks like C#
a new one
(okay thank god i thought you were typing cause i got something wrong again LOL)
Claude also just gave you the exact Target you need
I just pulled up a wiki to tell me the location names
if you're making a new event, give it a proper ID. they arent just numbers in 1.6+
dont look at the wiki, looki n your unpack at Data/Locations.json
!unpack you do have your unpacked files, right?
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!
(or if you prefer, you can view it in game via Lookup Anything or Debug Mode)
they're a great reference!
I don't have an unpack, I think. I'll read it right away, thank you, and I do have debug mode.
Thankfully, it makes a lot of things easier
you should always have an unpack when modding stardew, so do that first
Last edited by AtlasVBot on 2025-09-13 18:45:43
This guide attempts to provide a more in-depth explanation to modding events as a reference for both beginners and experts.
Gotchaaa okay, unpacking is generally the first step for mod-making so this should make things easier
LOL dw haha
time to learn how temp actors work 
You get them from the temp agency
(i do have resources lol, i just hate it)
Pay them by the hour
Make sure they dont go over thr union allowed daily working time
Feed them and water them
Right, just to make sure so I don't do something stupid and ruin things again, the file that I need to unzip is the one that Stardew Valley is in and not the Stardew Valley folder itself?
(no clue here sorry)
the thing you need to unzip is the folder you downloaded, and then place it inside your game folder. like how you unzip mods and then move them to your mods folder
(they're unpacking the game for context)
yes i know
Okay, the game folder
Thank you
Just wanted to make sure
Now it's tell me Effects\ShadowRemove.xnb => Effect isn't a supported asset type. Effects\ShadowRemoveMG3.8.0.xnb => isn't a supported asset type
Other than that it's said that it's done
Do I need to delete something?
no i think those just can't be unpacked iirc. they're not important
Oh thank goodness. I'll leave everything alone then before taking the next step, thank you
How do I find the format number?
Could you clarify?
it's in CP documentation, but as of right now, it's 2.8.0
Thank you
I figured the wiki was updated, but I just thought it was important to know
2.9.0 will likely be released soon since pathos is doing mod updates rn
ooh nice!
but he's very on top of it
-# 2.8.1
Okay, so, I'm stumped by the Content Patcher. Do I need one in Stardew Valley file and another in the mod folder?
content patcher is a mod. you need one copy, in your Mods folder (unzipped)
Right, okay, thank you
I was a little worried I didn't word that right and didn't make any sense tbh
Does it matter that I'm using Stardrop? Because I don't remember unzipping any files, and, when I open it, it gives me three options. Do I copy all three or just the folder?
Sorry, this is probably pretty obvious, but I honestly don't understand
stardrop automatically unzips files for you when you click mod manager download on nexus
stardrop-downloaded mods can be found in the stardrop installed mods folder
so does that mean I don't need to make a manifest or content.json since they're already in the folder?
i'm confused. your own mod needs you to create both, but any mods you download already have those courtesy of their author doing that
sorry, I'll try to word it better
I'm currently at the "Create a SMAPI content pack per step 3 of the general Create a Content Pack" page at https://stardewvalleywiki.com/Modding:Content_Patcher. And it's telling me to "Add the files needed by the content pack framework". But when I copy and paste the content patcher folder, it doesn't say "Loaded X content packs" in SMAPI when I load up the game.
{sorry I felt it would be better if I copy and paste it}
Content Patcher is its own mod. you just need it installed for content patcher mods to work. your mod will have nothing to do with Content Patcher's folder itself.
your own mod will have its own folder in your Mods folder with its own files
right, okay, so I download it manually instead and unzip it into the new file?
I'm sorry for making this difficult
it doesnt matter how you install Content Patcher as long as it ends up installed
thank you
Maybe I'm overthinking it. Will it count towards the mods that I have already downloaded?
Because I have a manifest, a content, and a Content Patcher folder and the game is still loading
i dont understand the question or why it wouldnt be loading
I'm sorry. I can be bad with words. I don't want to sound unappreciative of all the help that I get. When I load up the game, SMAPI pops up and lists the mods that I have running; they're the mods that were suggested like debug menu. But the mod that I'm trying to make isn't added to the list. So, does that mean I'm doing something wrong, or is it not put together enough just yet to be counted as one?
that could mean it's not in the correct folder, or it could mean that it has no manifest or has other errors preventing it from loading. you can check the log to see which
Right. The file is in the mods folder. It has a manifest, content, and ContentPatcher file. The ContentPatcher file has ContentPatcher.dll and a manifest. Should It be in with the Stardrop Mods?
are you launching the game with stardrop?
Yes
then you need to make sure they're enabled in stardrop
So, I moved it to the Stardrop folder, but it's not showing up.
does it matter what I have written down on the content file or manifest file? I can try posting them in chat if it does, but I don't think that's what's happening
!log you should post a log first
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
right okay, thank you
the log is something different; if you follow governor's instructions, you'll see that you have to upload a file which is a printout of everything in the SMAPI console.
looking at your manifest in the validator website, you can see that it pointed out some errors with things like spelling, spacing, and syntax. you should correct those, add at least one patch to your content.json, and then see if your log says your mod is loading
if i'm understanding you correctly, you put Content Patcher inside your mod's folder, which is a problem.
mods cannot be inside other mod folders; SMAPI stops descending the filesystem when it finds a manifest.json inside a folder
your Mods folder should look like this (abbreviated):
Mods
+- Console Commands
+- Save Backup
+- Content Patcher
+- Your Cool Mod That You're Making```
Right, okay, I'll try that, too. Thank you
Can someone please explain the Unique ID? I'm a little lost.
the unique ID, frequently called a Mod ID (as seen in tokens like {{ModId}}) is how your mod is identified uniquely. it's convention to do authorname.modname to ensure no conflicts with other mods
right, okay. thank you
you get to choose your mod's unique ID. like nic said, the convention is yourname.yourmodname, which barring identical handles and taste in mod names guarantees uniqueness without having to, like, consult a database
so for instance my first mod was ichortower.HatMouseLacey, which can only ever collide with another mod if someone else is called ichortower and makes a mod called Hat Mouse Lacey
(or maliciously chooses not to follow the convention, which we will not consider here)
You say that but I didn't manage to grab atravita on github
And the update keys are the last numbers at the end of the link in nexus?
Sorry, I thought I had a handle on this
yep
update keys should look like this
"UpdateKeys": [ "Nexus:31888" ],
thank you
I'm sorry, I don't know how else to put it up other than just sending the link. Am I missing something?
unique id should have no space, and you should format your update key like i showed you
sorry, it's getting a little late so my heads a bit out there right now. thank you for the help
np
Progress! I got it on Stardrop! Thank you!
Now it's telling me that it can't be added to the game because it needs Content Patcher (4.3.2 or later)
But it
is something!
But I need to stop now. I need to get up at 4 tomorrow and it's already too late. Thank you everyone for everything!
Line 12 you specified the MinimumVersion in the ContentPackFor should be 4.3.2, but thats the SMAPI version, CP is 2.8.1, though realistically you should just remove the field entirely.
better to do CP versioning with the mandatory Format field in your content.json
I've been trying to read about editing the player character but I'm confused about some stuff-
Am I able to add new eye types? And can there be two different pixel sizes? I have a picture of what I want to do if it's needed ;-; I'm trying to make wirt from over the garden wall (but with specific eyes) and I've never made a mod before ;u;
Hello everyone!
I am trying to make a custom CC bundles mod for personal use, but I'm having trouble finding documentation on how the code works
does anyone know where i could find documentation on bundles.json specifically? it looks like this:
You need fashion sense for that sort of thing unfortunately, it's not doable in vanilla (content patcher)
Ah okay but it is possible! Alright I'll do my best ;u; thank u!
the wiki is a good resource
thank you!! for some reason i was having trouble finding this on the wiki specifically
i ended up with some documentation for DeLiXx's Unlockable Bundles lol
the search bar doesn't search the modding namespace by default
gotta check that in Advanced
ahh i see, thank you!
Remember to use the regenerate_bundles command when changing this mid save
when are config files generated (if they don't exist)? when mods are loaded?
i just had a really bizarre bug (probably stardrop's/my own fault) where i had an old version of a config file from months ago show up and screw up a bunch of includes
Which is either mod Entry or game launch
i see i see
That sounds like stardrop managing the config
i'll see if i can turn that off somehow
i was freaked out like has my mod been broken for months

hah, someone finally made an vibe-coded version of DNT.
DNT?
Dynamic Night Time
there's now an AI-coded Dynamic Dusk Randomizer Mod
(Which is made by you can guess whno.)
Relevant meme I still had in my clipboard
hah. Well, if people like it, that's good, becasuse I can't drag myself to work on DNT ><
(i don't have that much time, either)
(I do kinda want to MAKE time to fix DNT's issues with 1.6 but each time I look at it, I kinda go "aaaaah" with my task load)
If it means anything, it's kind of been running okay-ish.
In the sense that it hasn't broken anything.
that is good
I encourage you to find a nice block of time to turn off all distractions and give yourself the patience to sit down and fix any issues it has.
Don't let the robot slaves get you down.
the problem is the things stopping me are: my classes, my two jobs, and my rusty knowledge of c# >_>
Big oof. Maybe find someone willing to help out? Toss it up on Github or similar?
(I haven't a clue how to code in C# - making a Stardew NPC mod with only JSON is using 100% of my mental bandwidth)
it's on github, right now, yeah
gulp
if I use GameStateQuery.CheckConditions(gsq) in my c# mod where gsq as string can be entered in the config menu/gmcm/config.json - does the user need to escape quotes and backslashes in the gmcm menu?
||how am i supposed to write a tooltip/guidance for a user for that when escaping breaks my own mind q.q||
Hey, could anyone help me? I'm creating a mod that adds NPCs and for some reason, my NPC doesn't animate during the festival. I managed to add her normally, she's standing in the designated spot, and the dialogues work, but the animations don't.
{
"LogName": "Luau",
"Action": "EditData",
"Target": "Data/Festivals/summer11",
"TextOperations": [
/*SetUp*/
{
"Operation": "Append",
"Target": [
"Entries",
"Set-Up_additionalCharacters"
],
"Value": "Ashara 22 8 down",
"Delimiter": "/"
},
{
"Operation": "Append",
"Target": [
"Entries",
"Set-Up_additionalCharacters_y2"
],
"Value": "Ashara 22 8 down",
"Delimiter": "/"
},
{
"Operation": "Append",
"Target": ["Fields", "set-up", 5],
"Value": "/animate Ashara false true 100 17 18 19 20 21 20 19 18"
},
{
"Operation": "Append",
"Target": ["Fields", "set-up_y2", 5],
"Value": "/animate Ashara false true 100 17 18 19 20 21 20 19 18"
},
{
"Operation": "Append",
"Target": ["Fields", "mainEvent", 5],
"Value": "/animate Ashara false true 100 17 18 19 20 21 20 19 18"
},
{
"Operation": "Append",
"Target": ["Fields", "mainEvent_y2", 5],
"Value": "/animate Ashara false true 100 17 18 19 20 21 20 19 18"
}
]
},
{
"LogName": "Luau - dialogue",
"Action": "EditData",
"Target": "Data/Festivals/summer11",
"Entries": {
"Ashara": "{{i18n:Ashara.Luau}}",
"Ashara_y2": "{{i18n:Ashara.Luau}}"
}
}
https://github.com/camiska/PregnancyOdds/tree/expanded
there it is!!
I surely didn't spend longer on my complexmodoptions for gmcm and stupid scroll state than the base functionality 
@verbal narwhal You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
ouhh!! I would hereby officially and humbly request the Mod author role please. Here are my published things: https://www.nexusmods.com/profile/Camileer/mods?gameId=1303
i know the tutorial says to just ask but i think you should be tagging a junimo so it doesn't get lost
speaking of which. hey @ivory plume
i think this bit of the Eligible part of the ***Discord modding channel *** doc should be changed to maybe messaging Bouncer, since just posting about it will likely make it be ignored
yeah that'll work
@outer glacier
Yay thank
Compat will have to be a 1.1 thing but i will look at it
Hihi! Congrats on levelling up. Could you add yourself to the wiki? https://www.stardewvalleywiki.com/Modding:Community
I added myself!
1.1 of hmk or 1.1 of mine? because i havent published that yet, i just didnt change the version number from the original basic version of the mod
1.1 of hmk cus im releasing like, right now 
aah
(I don't want to take over from Jay, but I don't see you on there?
Edit: Though I do see that you made the edit. It's just... not showing on the live page for some reason.)
Same 
I feel like you can go ahead with the dusting given the edit is... clearly there, just not visible for some reason?
Actually, wait...
Huh?
I was just wondering if there was maybe a tiny mistake in the edit that made it not visible, but I'm not seeing one...
Just let me know what I can or should do!
It showed it for me q.q
The only thing I can think of to suggest is removing the empty sample mod 3 = line?
But then there are others with that there empty, so it should be fine...
Okay, @ember lily, I would say just do the dusting since it seems to be done correctly, and is just wiki weirdness. Don't want to take the fun away from you since you started it off. 
(I really miss the public dustings!)
(THE CHEETOING)
ornge
Aaaa congrats!!
helloooo, i finally published v1.0.0 of my mods!
(not sure if the links go here, lmk if I should post them somewhere else)
https://www.nexusmods.com/stardewvalley/mods/40998
https://www.nexusmods.com/stardewvalley/mods/39402
This mod adds the new custom crop Northern Heart Melon, including new recipes and artisan goods.
omg that's awesome!!! want me to feature them?
I'd love that!! 
oh, and you should re-post the pei ming one too bc afaik only one link can be featured at a time!
yay! congrats void 
it's also often preferabble to post these in #modded-stardew cuz most people here don't really play the game...
you can forward it there LOL
haha the curse of the modmakers. will do
Omg Claude I’ve missed you becoming Orange!!!
we slay smapi sometimes
i want to be orange too :( but i think i am but a peasant for this role
how would i go about editing a custom farmhouse 2 tile kitchen to be 4 tiles? im fairly new to tiled so wondering if this is going to be more difficult than i expect
gotta be more chatty

@lucid iron
Spouse asked for bebi, when the prompt was supposed to appear, ka-boom.
https://smapi.io/log/7794b7c7e11849e38bd5e783311a43c4
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 112 C# mods and 197 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Mhm.
The dialogue appeared, and the Yes/No thing was supposed to appear, I assume?
But I only heard the "whoop" before the game crashed.
Didn't even get to see thr prompt itself 😔
Yeah I'll have to look at it
Can you give me a harmony_summary?
FIVE PERCENT rate, no less.
Wuzzat?
Type that in the console and then send a new log
It's to help me try and understand what's going on
So, I just restart the game and type "debug harmony_summary" in the terminal?
To get a little more info, can you:
- Load into the game (the title screen is fine).
- Type
harmony_summaryinto the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (instructions on page)
- Post the log link here?
Oh yeah I'm guessing you don't have any special dialogue for kids birth yet
Can you give me patch summary Strings/Events
Can send that via smapi.io/json
No content packs, no.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 112 C# mods and 197 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
You don't have console commands installed?
Ah sorry i derped
Meant patch export Strings/Events
Hm no u do have console commands
I have a question, hopefully a simple one... I'm patching together an AT mod of my collection of older furniture mods (personal use only) and I'm doing the boarded window, and I see one that I pulled from somewhere, I can't remember, but it has a double window. I'm confused by this because I've always been under the impression boarded window only has one version, and there's only one version on the furniture tile sheet... if I put two tiles, will it apply light to the second one like the regular windows?
Bio.
Hm ok no data modifications there 
I haven't been given any options yet, just went to bed, got the request and wasn't given the prompt because it DIED.
So like maru says (with portrait) "wanna have a kid" right
Mhm.
And then the question box is no work
Didn't even see it, just heard the opening whoop.
Ok I'll inspect this more when at me puter, my current guess is inccompat with ddfc
DDFC?
Dialogue Display Framework Continued
there's an omnipotent presence among us
Oh.
Do I just turn it off then?
Because I can.
Well i don't know for sure, you could try
Alright.
I won't be able to actually dig into this for another 8hrs anyways
Do let me know if you find stuff and ofc back up your save
Dialogue Display Tweaks (DLL) is the other ones that might have done something
Sending a message to Bouncer does work, but it's mainly meant to be a public thing. The idea is that...
- any mod author in the channel can check if they meet the requirements and help them add themselves to the wiki;
- then they're publicly cheeto'd in the channel so everyone can welcome them to the cheeto bag, instead of just a bot DM to quietly switch a flag with nobody noticing.
Did you change anything in that regard?
As in, UI?
I understand that, it makes sense. But I feel like Juni's aren't practically active in this channel, and a lot of messages can get missed. It's not that I'm against the idea, just think its very miss able. and tagging the Junimo role is more for ugrent/rule breaking things. so maybe a way to make the message the mod author sent somehow go a Mod only channel with just these requests might work better?
I am in fact, just throwing ideas at the wall.
We do have a bunch of active mod author Junimos. Maybe we could have something like @Mod Author Junimo you can ping for cheeto purposes?
I was about to suggest a ping to any cheeto-junimo individually would also work, but a role accomplishes that much better.
(And Pathos, PR incoming this weekend. I know it's taken long enough.
)
that'd work great
Well you know how the vanilla thing doesn't have a portrait at all
That's something I added
No, unfortunately. This is my first time babing.
Yeah, no, game still crashed.
if it's an AT for the boarded windows, it won't show light whatever you do because it is a painting
So the second image in that AT is useless? I'm glad I dug into this, because the data file for that folder has image size set to 32 x 32, but it's actually only half that, so it might not have even display properly, idk. Right, thanks for the reply, Leroy.
don't know about that, I barely understand how AT works (everytime I look into it, I instantly forget it). All I know is that the vanilla sprite is 1x2 tiles (so 16x32 pixels), no idea what an AT with a larger sprite does
me either to be honest, I haven't actually tried that particular item.
I've just spent the last two days compiling, haven't actually loaded the game to test
well, I did load to test my work so far, no errors yet knocks on wood
Did you manage to get a harmony_summary
Everyone should have access to that command in smapi
Time to make a mod that just does one of those every launch!
Oh and hey... art history thing? 
Yes did blueberry make DH fanart
Hey @brave fable, how dare you leak my already public face via a 100% accurate portrait? 
Having to actually play the game, I got annoyed at golden walnuts: how do I know which ones I haven't found yet? What activity do I have to prioritize?
Thinking about making a golden walnut checklist that looks at the save data to show what is already completed
Also having a display of the total walnut collected would be quite nice imo
Oh i think stardew progress implements that
Personally i like just talking to parrot tho
i like asking the parrot but it is annoyingly vague sometimes ("2 in the west!" thanks bird, great job)
Well that's just how birbs are like
You aren't blue???(
yeah, but I kinda want to find more than 1 per day, and I don't remember which ones I collected 2 years ago
but it is a good hint system imo
The way walnuts are tracked is....hardcoded
got it using a harmony postfix on StardewValley::InputState::GetGamePadState changing the return value to a copy of it but with x and y reversed.
thanks for your help!
Mm yeah i do give up and use mousyponds tool as well
How do I go about making a custom location. Is it hard?
Like, if you look at the parrot
It's just a very long function detailing every single walnut
I was thinking more of a list of things that are already done, with something like a 5/? in North Ginger Island rather than a new hint (or straight up solution) system
I forgor if LA also have this somewhere
Either way there can be infinite amount of cake out there have fun
https://stardewvalleywiki.com/Modding:Location_data not hard. but you should know how to use Content Patcher if you don't already
Mmm carrot cake
I can use CONTENT patcher so yesh. Thanks
yeah, I know, I'm thinking about making that, the issue is that I have to finish FF before starting another mod project
also my master
Nothing is ever finished
(I wanted a squirrel ring that would have pointed out walnuts you hadn't gotten)
But it was wayyyy too much hardcoding
I do have clear goals of stuff to finish for FF3
Yeah i mean it's ok to work on stuff in parallel
I wonder if I can add it using the bus
again, my idea is to have a list of walnuts that are already found, not ones that are left
Sometimes i just get a 1-2 day dev time idea and take a break from main thing
yeah, true
central station should allow this
Though i don't think i really have a main thing rn
will try to do that in march maybe
More like a queue of wips that I'll push out for reals in due time
Awesome! Will attempt nerdsnipe
NoU
Tbh I have no ideas anymore anyway lol
I do have one BIG mod idea after FF, but I do not have the energy for it, and I don't know when it will come
I don't recall.
Also, is there a difference between disabling a mod via config and disabling one in Stardrop?
Well most mods don't provide a disable option in the config
what dat man
Stardrop disable = uninstall basically
While the config disable, if provided, means whatever the mod author consider disabled
Figured.
Alright, let's see if the lack of the mod itself will help.
Somewhere along the way also trying harmony_summary.
LOL dw it was a while ago bc i never shut up-
Just rmbr u don't have to continue looking for the problem, no obligation here
I must have an heir.
Also, I feel good helping others.
Do remind me, where do I put the harmony_summary thing? Log parser or JSON validator?
mfw the problem starts looking for me 
It should print a bunch of things and then you can send me the log
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 110 C# mods and 196 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Hrm can you try without love festival?
How come?
Just curious.
Also, I'm unsure if uninstalling it will break anything or not.
Use this guide if you want to find your save file or transfer it between platforms:
https://stardewvalleywiki.com/Saves.
Then u can sleep without fear
It's just copying the save folder, yeah?
Mhm
Right.
Put it somewhere steam doesn't know about
I've already made a folder for backups.
StardewValley.NPC.setNewDialogue
- AvalonMFX.LoveFestival (prefix)
This is the reason why I want you to try
But yeah i am not too sure if it's the real problem
Clashing?
@untold thorn hi! I'm working on a commission involving updating SkillPrestige and I noticed you've already put a lot of work into it yourself along another person, so I'm wondering what' the best course of action here
is it okay if I DM you more about it?
(you have the same username so I hope I don't have the wrong person)
But i definitely tested all that in dev 
Let's give this another whirl then.
Yes just send me a message
If all else fail though you can cheat in a bebi
mushymato.HaveMoreKids_SetNewChildEvent 0 Any Maru
This skips the question event directly to kid event
i am finally doing this and it is working, so i'm proceeding with Event TimeCube, but now i need to have a good name for the thread things, so i am accepting suggestions.
"thread" is fine i guess but it's not really the right word. the working name right now is "facet" but i don't love it
shorter is better, since these will be event commands and therefore prospective content modders will be typing out the commands a lot (including mod id) so i'm not keen on anything C#-y like AsynchronousCommandList
branch? since it sounds like it diverges and does its own thing
ooh, that's pretty good
it sounds like you follow all threads at once though?
yeah they're like parallel command lists that run alongside the main one
then I would say anything but branch
branch I've only ever seen used to refer to taking a single path of something, a verb meaning to branch
what about git though
you have never developed different things on different branches simultaneously, then merged them later?
the main thread stops when you branch off and if you then restart the main thread without bringing the branch back in they're out of sync
idk if i’m visualizing it correctly but i’m imagining a river that has little run offs but the water flows in all of them at once
i have but I don't see that as the same thing as these threaded commands
okay. i think branch is cromulent here. moving on
Hey guys Im editing Island_W, but I cant figure out how to enable passable for the moonpools.
I have all the tiles with the Custom Property "Passable T" and most with "Type Stone" or "Type Water"
But I cant walk over em....
i will toss what would've been my suggestion in the bin, then
as you wish
on which layer is your Passable T
ah yeah so those are currently canceling out iirc
let me pull up the wiki
putting Passable on Back makes it so that those tiles are impassible
by contrast, putting Passable on Buildings makes it so that those tiles ARE passable
IT WORKS.
MY BABY.
Not the cheaty bit, the normal one.
I don't know what worked though, Love Fest or the removal of the dialogue tweaks.
Hi! I released a new beta of LittleNPCs. This is considered to be feature-complete but I released it as beta to give content pack authors the opportunity to update their packs before release.
I.. what
You can put map properties on seperate layers?
I edited the tilesheet data itself
noted
What a weird twist
no, map properties apply to the whole map. passable is a tile property
Wonder how it got coded to work that way
it’s because back is passable by default, and buildings is impassible by default. any value at all (not just T) activates said property, so passable just reverses whatever the default is
oh. Its not actually true or false, but just a trigger?
there’s a little footnote on the wiki about T
God I hate code.... This is why I stick to just map edits xD
you can do these things in Tiled if you prefer!
oh i was confused what you meant by code then
im really bad with languages and communication. And code is like that, but on steroids
I count custom properties as code
Cuz my bar is REALLY low
Right, I got everything working, now all I need to do is write the event, right? I think I remember someone telling me that I need to put the manifest at the start, or am I remembering that wrong?
Right, okay. Thank you.
Manifest is just face-value data, if I recall. All edits go into Content, I think
"All edits go into Content" writing it down in my notes, Thank you
Okay I got them all passable...
My only question remaining is why does it use the stone sfx?
I assume its only pulling the type from the back, and not the water from the object layer....
But how would I fix this?
i’m actually not sure if water type has associated footstep sounds
i know stardew druid has splashy noises for tide pools, but every single thing about SD is C# so
we’ll need to wait for someone better at reading the decompile
The tidepools in SVE do too... so now Im curious
So I guess there really is no water type... hmm
The Type property only works on the Back layer, yeah. The meaningful ones are Dirt/Stone/Grass/Wood. Water footsteps are determined by whether it has the Water property on the Back layer instead. That might also actually mark the tile(s) as water for other logic and effects, though, I'm not sure.
i’m pretty sure it would also make them fishable and have the overlay yeah
AND NOW WHY CANT I PLANT TUBERS OR RICE OHHHHHMMMYYYYGOSH
If its not one thing, I break another
Would a Water property block it from being walkable?
Naw
Fff it Im just doing this
I cant find info on the wiki onrice
I thought it just had to be near a back tile with water T
afaik you can also right-click to edit the tileset and attach properties to those sprites, like the game tends to do
assuming it's a map replacement rather than an edit, anyway (not sure if/how CP merges stuff like that)
Aye, but thjats what caused the blocking issue cuz I was putting water on the back later, and I fixed it by putting cobblestone under the water tiles now
Does anyone see any glaring issue with the water tiles on the back layer?
Wait, now SMAPI is telling me that it can't load my mod because the content pack must specify the changes or CustomLocation Fields?
When using tilesets, always make a copy of them, rename them, and place them within your assets folder.
oh wait
different issue
Assets folder?
I don't think I've read about that. Right now, all I'm trying to do is make a new NPC and a new event.
But I want to focus on the event right now, if that helps.
Sorry, I know VERY little on that.
It's alright, thank you for trying
it sounds like your content.json file might not have the general setup; it should have "Format", a list of "Changes", etc
Recommend any new ASSETS, such as sprites, put into a asset folder.
you can upload that file to smapi.io/json to share it here, and your SMAPI log to smapi.io/log
This is my usual setup
you have no changes which is what that error was saying
SMAPI doesn’t see the point in loading a mod that tells the game to do nothing
Oh, okay. I see now. How can I fix it?
add at least one patch and try again
it also isnt SMAPI saying it, its Content Patcher
you fix it by making a mod that actually does things
add patches
So I need to add the event?
yes
Right, okay. I'll get right on that. Thank you
Cant test it if it wont run. Wont run if it doesnt do anything.
Yeah, that's fair. Sorry, I'm not the sharpest tool in the shed sometimes for sure lol
For EventIDs is there anything I should watch out for?
I have the page up with eventids for vanilla Stardew, but I don't want to exclude any other mod that people may want to play as well
out of curiousity, does anyone know how to set up a permanint tileset with custom animations and custom properties, that I could just copy into any new map I make?
1.7 Suggestion: Make it so you can chuck things. Like, I wanna be able to chuck items. Like, randomly hurl a fiber accross the screen. Or toss a potato juice to my wife and kids!
You want a tsx basically
Trash can
oh
you mean projectile chucking
Pretty sure theres a mod that lets the slingshot shoot anything
Although you shouldn't actually use it in live mod for number of reasons it's convenient for embedding to any map
are you adding new events or editing existing ones
adding
tsx?
then you should be sure to name your events with your mod id to make them unique
Fishing? Toss that Joja Cola to your thirsty sis who is out of endurance!
You can open a vanilla map and then export one of their tilesets as tsx
That gets you something u can import (and then embed so you aren't stuck linking to it) in a different tmx
Doing this allows you to have any animation the vanilla sheet has
ahhh
perfect. Why do you say not to do this, though? Because I'd have to embed it into any new map?
fasinating
Adding, sorry
I said not to do it in a live mod, i.e. make sure you embedded everything and not actually ship the tsx
Event ID's, like any other ID's, should include the {{ModId}} token. otherwise, feel free to be descriptive
The reason is just it can be hard to debug because tsx never go through content
Anyone know what I coulda possibly changed to screw this up?
Once you embed the contents of the tsx is just inside the tmx
No worries about misplacing stuff then
that doesn't seem correct
I'm sorry, what?
stardew valley but the farm doesn't farm
its on the back layer, has Diggable T and Type Dirt.... wtf
Does it NEED farmable property?
im going to the wiki
Sigh.... I think Its acting like it only allows summer crops
It has "SeasonOverride Summer" but I thought that was default for the island
Oh i see
Does Island_W no longer need SeasonOverride?
what if u remove seasonoverride
And it's just a map edit right 
I can check
I would compare what you have vs what's on vanilla islandwest.tmx
Contemt format is currently 2.8.0 right?
Do you have any mods that could affect this?
Nothing that Ive installed after updating my mods
Well that doesn't really tell us anything 
I was planint everything just a few days ago. Now, after changing the mod, it wont
what did u edit
Tiledata for the moonpoolsw
Okay can confirm mix seeds and island seeds dont work either.
might help if u shared the code
the one you're using to edit the map
No it's just those tiles
I really hope this is okay to post, sorry if it isn't. I just hope to find interested people !! Subject: 🧚♀️ [Recruitment] Build your Portfolio with "Fae and Folk"
Hey everyone! We are expanding the team for Fae and Folk, a Stardew Valley mod focused on Witch/Fairy folklore and magic.
The Team So Far:
Creative Director: Cosmicopal (Concept Art & Direction)
Lead Artist: MermaidDayDreamer (Pixel Art & Asset Polish - Art Educated)
Project Status: The original WIP concept has already gathered a significant following and community support on Nexus. We have the vision, the fanbase, and the art pipeline established—now we just need the technical team to bring it home!
We are looking for:
Coders (C# / SMAPI): To implement custom machines and magic systems.
Dialogue Writers: To help flesh out the lore.
Why Join? This is a free passion project, perfect for building your portfolio and gaining experience on a structured team.
Financial Note: While this is a volunteer project, any future community support (Donations/Ko-fi) that the mod receives will be split evenly among the active team members.
DM me if you're interested in making Stardew a little more magical! ✨
oh fun! i would but i have sooo many scope creep ideas- I could make a thread for you on here though, if you'd like!
That would be really amazing!!!
Your mod is using AI generated code currently which is against #rules , are you then hoping to fix that?
YES I AM NO LONGER SUPPORTING AI
I didnt know
I was just trying to make something cool and mistepped
It was a severe oversight
Fae and Folk Mod Thread
if it currently still is but has not yet removed it, then its promotion in this server is still a breach of rules, just fyi
No, i removed all the content code
All that is in the mod folder on nexus is assets and a dummy manifest
I think the portfolio angle is a tough sell tbh
I promise
Most ppl here just mod for hobby
I get that, It is just a passion project and if nobody wants to join us that is okay, it is just for hobby, and I just thought it would be cool
It'd be good to show off some of your art so people can go wow cool art
Yeah dw im just suggesting better way to advertise
i would advise changing the very generated looking nexus description as well (im personally not sure where nexus descriptions fall when it comes to this servers rules)
yeah, im not sure much profit would come out of this either LOL, stuff tends to be quite informal here
Maybe after I'm done with my DBZ Expansion. I'd probably make a Hazbin mod. Jkjk.
You should also remember that you can just pay ppl to do the C# , some people do comms for that
I love DBZ.
dragon ball z?
Is there anyone who does comms for portrait mods
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
ye
A sneak peek at the next UB update.
Yeah. I sent a lot of character sprites in #making-mods-art
Yeah that's a general pixel art comm
smepi...
so pretty 
Hopefully it isn't too much as I am currently struggling financially.
Yeah, I would love to! My art isn't perfect yet, but I do have a partner who is helping me perfect it. She is very excited to work on this, and I just need to find people who are also excited, I am open to others ideas and implementations, Im very open minded and understanding
I will update the mod page's text
Well it also goes back to it's a hobby project 
i can donate some code for reference too if/when you happen to working on something specific LOL
Of course, If noboby likes it or wants to join, that is fine. Im just looking for others who might be interested
Think about what you actually want to show people
Leviatic made the new bundle theme and it's only fair to call it absolutely gorgeous :3

Lix when r u releasing the bundle testing dimension
yeah, the idea seems a tiny bit too vauge to properly attract ppl quite yet
a good idea to get people interested if to let people know of your vision
Anyways. Is there a template on various character body sprites. I kinda need to get a tall character for Lord Slug.
concept art might help
!unpack the game, really
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!
seb's tall right
Well, if it makes it more sellable, It's heavily inpsired by paganism and witchcraft as well as the fae. The whole idea of the mod is to add items that expand the magic of the game and creating story and lore around new characters and why theyre there.
the bundle testing dimension @.@?
there's already a public demo, which is the same one I am using and is used in that video
Yes wherever this place is
let us in
only if you know the passcode
I was joke that it should become real mod, overtake SVE trust
hmm, i think void (as in voidwitchcult, the one who made the fishmonger mod) sells some on their kofi?
a mod that randomly places a new bundle anywhere in the game every day
eheh
hell yeah bundle crimes
CODE CRIMES CODE CRIMES CODE CRIMES
god it's near impossible to do code crimes with just CP and frameworks 
..not learning C# tho i've scope creeped enough
i can't find an example but im sure there are ways
you can use BETAS to completely ruin the entire game, if you wanted
like on a very bare-functionality level
oh, i've already (with help) used BETAS and IE to made drinkable battery acid that makes the player... yk I'll just forward the video
There's lots of crimes one can do in content patcher
button has allowed us to crime more
i mean you can use BETAS to make the game not do anything. you can use BETAS to break SMAPI

Just from token shenanigans alone
Say is BETAS harmony behind a manifest flag
i do mean literally break it btw
Or is it just crimes for all
it is not
Wow how terrible
claude are u a smurf
it predates the manifest flag
mod idea unlocked
im onto u
I dunno u can always increment tbe major version again just for security/lh
i could put it behind a manifest flag, which would be a good idea, and woukld technically be a breaking change if only any mod used it
yeah I have no clue why I cant use the Island_W as farmnable field
...help i've never watched the smurf stuff so i can't even get this reference about my secret identity*
oh also QI version
i mean the player drank battery acid that is an appropraite response

Are there any fashion sense tutorial videos? I've looked at the wiki and I'm t r y i n g to understand but I know I learn better with visuals ;-;
"41035_01092026/SawEvent <112>/DaysPlayed <7>/Time 0600 2300" is this a good start to an Event ID? Or am I barking up the wrong tree again?
you don't need to use random numbers
no. use your mod id as previously recommended
please also read the event guide i linked you last night
the actual id is just the first bit iirc
hm, what are you trying to do?
the example I was given said that I could use today's date, and I thought if I put the Unique ID in it then it wouldn't mess up anyone else's mod. Sorry
uhh, could you elaborate please?
IDs generally just need to be unique, so they can be your mod ID + anything you haven't used for another event
(outdated docs might mention using nexus ID or other numbers, because years ago they were numeric only)
the example you were given where?
I'm trying to write code for an event, but I don't want to stop people from playing other mods if they want to play mine as well. So I looked at my manifest for the UpdateKeys - sorry got a bit confused -and wrote down todays date
that used to be the recommended way, but we can now use strings instead of numbers. you should use {{ModId}}_YourEventName
Last edited by AtlasVBot on 2025-09-13 18:56:22
In the SMC server, we had a team competition called SMC's Funniest Home Skits to write up some humorous dialog for an event. This is the detailed breakdown of the event script used in the competition!
it doesn't look like the guide you were viewing is outdated
events now are accepting strings, so we usually use modid and descriptive stuff
like mines are lumisteria.mtvapius_naveen2h for ex
oh, okay, I get that now, thank you. sorry for the confusion
i'll edit that wiki page to make it clearer it's outdated and shouldn't be used
alright, you're gonna want to change your event ID to this {{ModId}}_whateveryouwannanameit
Thank you
the {{ModID}} will be replaced by whatever your mod's internal ID is :)
ofc! and no need to apologize, this place is for asking questions
and yapping about other mod creation shit..
dammit i just realized i said the opposite of what i meant to-
"{{Pitiable}}_SavingChild/SawEvent <112>/DaysPlayed <7>/Time 0600 2300" Is this better?
Oh, the thing in curly brackets should literally be ModId
and you're gonna wanna remove the <> things too, im gonna go do some other stuff right now so i'm not gonna check the whole thing, but i don't see any other glaring issues!
thank you
ofc!
For anyone interested there are NPC sprites in the art section of modding, They are Thistle and Cedar
Very early stage alpha sprites, but they're not awful. They will be polished
I'm gonna have ahard time creating this guy as a sprite lol.
looks like itd be fun to make though! Especially that hair!
Yeah.
Do I start by putting the camera position in?
https://stardewvalleywiki.com/Modding:Event_data the wiki can answer many of these questions. scroll down to basic format
Is there any way I can sort of break up the script to make it easier for me to read? Like, if I find the camera point I need then hit enter to make the first part of the event underneath it? Am I wording that right? I think I saw someone doing that
you can use newlines, which SMAPI considers totally valid, though be warned that most editors don't think it's the case
look at all that red
I can deal with red. thank you
{
"Action": "EditData",
"Target": "Data/Events/BusStop",
"Entries": {
"{{41035}}_SavingChild/SawEvent 112/DaysPlayed 7/Time 0600 2300": "
23 16/
farmer 11 23
Vincent 30 11/
skippable"
}
}
Am I doing that right?
I tjink you need the music
Right, okay, I can do that. Thank you
Do I save this to content?
well i unfortunately didn't manage to figure out root cause either 
but ill try to add more guards so that it hopefully is traceable next time this blows up
Do I save it as a JSON?
yes
Right, thank you
It's still saying, "content pack must specify the Changes or CustomLocations field"? Sorry
Can I post what I have so far?
Yep! Just share your entire json through here: https://smapi.io/json
The first three fields are not interchangeable. It must be music, then camera, than NPC placement in that specific order.
this isnt a valid content.json
there is no Format line
also just for reference why did you put {{41035}} as part of your event id
I was told to put the mod number
no, you were told to put ModId literally
{{ModId}}
I'm sorry
you can just put {{ModID}}_EventName
content patcher automatically turns {{ModId}} into the unique ID as found in your manifest.json
the numbers thing is still on the modding wiki somewhere i think, but even so, without the curly brackets
is it possible to have my npcs size change at a certain time of the day? i have it working to swap sprites but i dont know if its even possible to swap the size or not
wdym by that?
can't you just make a small sprite. as stupid as that sounds
oh, i'm not sure if that's possible for npcs outside of events 🤔
if you explain what you want to achieve we may give better advices (or tell you why it's a bad idea)
i see
and even within events, i think that was a spacecore thing or something added by another framework mod
It's always possible with C#, but yeah the question of why remains
its for a werewolf npc, i want him to be able "transform" and have his npc get bigger past 8pm on saturdays
Naw u can just swap out to a temp actor
or that, yeah. i stand corrected
I think your best option right now is to just give him a bigger sprite that is mostly transparent except for when he's in wolf form
aww i really like the idea though
There's unfortunately some pathing implications with an actual bigger hit box though
I'm wondering if henno wants a 2 tile wide npc
Another way is to make the "werewolf" form as another kind of entity
Like MEEP fake farm animal
Have the real npc hide elsewhere while the meep is around
wait, is it even possible to make npcs that are bigger than 16x32px per sprite? wouldn't that cause issues with animation and pathing
yeah i remember seeing that mentioned, in a few places
might look into this aswell
ty all for the help though
This might sound weird, but does anyone know if there's a website that gives you a complete example? I've been trying to read the one from the wiki, but there's so much packed in I'm having trouble reading it.
There are plenty of existing event mods
no, but small mods can be great for full examples
events, you mean? i suggest looking at other mods' events
I would look at the stardew explained mod that just came out
i learned a lot looking at other npc mods!
Right, okay I'll do that, thank you
Heyy quick question, has anyone else gotten reports of their custom NPC's refusing to be divorced when a player is using the polysweet mod? I just got a report about it, the person had to fully remove my mod to make the divorce go through but I can't think of anything on my end that would cause it. Anyone else had the issue?
That sounds like a polysweet issue tbh
I do know it (more accurately free love) takes control of the divorce by necessity
Yeah i figured it must be, looking at polysweet it seems to be an issue that pops up from time to time for some. Just wanted to check if someone knew if it was a weird custom NPC bug or such cus sometimes the msot random stuff will cause issues
Multi spouse mods are duct tape central so honestly just let players figure it out
Does anyone know any mods for different Flower dance uniforms for the Diverse Stardew Valley mod?
This channel is for making mods
Which channel should i put the question in then?
Idk like #modded-stardew or something
oki
Ty
You’re welcome 
Okay, so none of it is red so I'm hopeful this time https://smapi.io/json/content-patcher/06a4d7c013404afc941ca0475e299ae1
Oh, God, now whenever I try to load up the mod it's giving me red text for Content Patcher...
At least the game can actually still run. That's loads better than my first time
Now it's telling me it can't load content pack again! I'm back in the building again lol
I think this might mean a bit of a break. Thanks for all the help, I'll be on tomorrow
It's good to take break's, otherwise all the small mistakes will start to add up
Like writing AssWarps instead of AddWarps
I wonder how long it would take for me to do the entire Dragon Ball Z Saga in Stardew like how there's Mods for Minecraft
Its totally gonna be forever lol.
My version of that was calling BusStop the Buststop XD
i'm issuing a retraction and will no longer be naming this mod "event timecube". i'm still making it, but it will not use the name of the ancient crackpot website
Baby mod author here with a quick question about modding in new animals! I have created a Content Patcher mod adding Shoebills to the game and all the features appear to be working correctly (right purchase price and icons, dictionary entries, maturation and production etc.) but had a question about incubators!
The shoebills are going to be a barn animal, producing feathers and eggs. Given its a barn animal, are the newly added shoebill egg objects automatically recognized by an incubator (either ostrich type or normal coop type) or is this something I have to code into the content.json directly? 👀
I am very much a coding novice, the extent of my experience has been data analysis in R haha
it should just work with incubators yes
ostrich incubator in this case since it's barn
Ahhh alright perfect, so it's directly linked to building type rather than having to link it to the animal itself?
you can test your code in game by spawning an incubator
assuming you specified the correct hatch item id for the animal, it will be automatically searched by the incubator code
I'll give it a go, thanks a ton for clarifying Selph!
Why does Ginger Island Ilsand_W have "SeasonOverride Summer", and doesnt have "IsGreenhouse Y"?
What exactly allows any crop to be planted on Island_W?
it's directly hardcoded in C#
Then how the hecc did I disable it....
IslandLocation.SeedsIgnoreSeasonsHere
you can also only plant on tiles that's in the untitled tile sheet2 sheet
Elaborate.
Cuz I use these
it's indeed the summer_outdoorsTileSheet tile sheet but named like that
yes
is this a map replacement or a patch
replacement
the game checks that name exactly so you'd need to rename it
So the tilesheet asset needs to be named "untitled tile sheet2"?
yes
What about t he others?
they may also have some special logic relevant to the name
I see at least one walnut check dependent on the tile being a specific tile in untitled tile sheet
So I can just rename these back to their originals, and it should work?
did you make a fresh tmx instead of editing the Island_W file in place
hmm then the name should be in place
tbf this was years ago so im not really regonitivie of what I did
Coulda swore I made a copy of exported Island_W, then pulled tilesets
if you open the file in a text editor and don't see any mention of untitled tile sheet then you might need to do some fixing, since the game relies on those names
how do I open a map in a text editor??
just open it in a text editor
if you're on windows there should be a menu to pick which program to open it with when right clicking
oh wow... Never tried that. DIdnt know I could
yeah its not mentioned anywhere
Tons in the original, however....
how was this not copied?
I love this
iunno but you can try fixing it yourself; I think editing the tile set and changing the name should do it?
make sure it matches up to the original
I feel like just restarting from the original is faster
I hate it but thats what Im doing now
"ExcludeFromShippingCollection": true,
it's delete the item from shipped list, right?
Oui
Edited the egg item to be recognized and it worked! Even managed to add hatch text haha~
mmm, i can't understand why its there, then.
if conditions are wrong, the item itself would not be added anyway... something must be wrong.
it's not problem the element order in each object at json, right?
post your code?
Do the tilesheet FILES need to be labelled as such, or just titled as refernce in Tiled?
Cuz I basically just redid the map with a copy of the OG Island_W, used Tiled to copy-paste the old tiles into place, and such....
And its still not working
Would anyone be willing to look at a zip of my mod and tell me whats wrong with it?
Please. Im losing my mind. There should be no reason I suddenly cant plant
Oh if u copy like that tiled is gonna bring in the tilesets
....oh
(welcome to the modders experience-) /lh
but repainting the whole ass island would take hours
I think right now you should just paint like 10 tiles and see if that works
nop
Yeah then there's something else at play 
https://smapi.io/json/content-patcher/7051f9b139de4ff3b694d84efd740e4a sorry, it's long but around line 1394 is the object. it should be omitted in the list.
And I can't understand why it is still there.
what does lookup anything on that icon show
it's not English but it says it is the Id item.
tried sometimes and put update condition and move area or blablabla
I tried to comment out that section then it disabled as error item. So, I didn't add it from elsewhere.
can you try a new save? I'm guessing the list of shipped items is cached into the save
actually wait
hmm nvm
ok, I'll try.
from the new game, it's there. did I typo or something?
"ExcludeFromShippingCollection": true,
Is this trying to remove an item from perfection? It should get removed from an existing save easily, I have a config option for some of my mods and it enables and disables immediately
yeah I guessed wrong (didn't have access to game code)
but that spelling is correct
Try doing patch export data/objects to see if it's listed as excluded in the game data
That log tells, it became "ExcludeFromShippingCollection": true,
??? don't know why it displays then...
It shouldn't be showing up then. Are you sure you don't have another object with a similar sprite and that's the one that's showing in the collection screen?
afraid not. lookup tells me its Wagyu_Meat
Is this for a new update to Shig? I can see in my copy of the mod that the sprite is there but I can't find anything called Wagyu in the json
I'm trying to make update version.
and trying the new meat as excluded, and failing now.
the sprite itself is just WIP actually.
Is the shiso being correctly excluded?
If I wanna replace the minimap, whats the Target/action I use in content?
Yes, it excluded somehow, I don't know why too.
Specificfally, trying to replace the ginger island map
You can either editimage that or do world maps data
Have you tried commenting out the When field for the wagyu?
Whatcha mean>
EditImage as in just edit the texture
World map lets u be more dynamic and add part of map
Like this?
There is no Maps/map_island
Ah if u r just asking about the target u can find that just from your unpacked content
So it'd be this, since Loosesprites is the folder the original picture is in?
it didn't changed at all.(anyway, it's just checked it have Animal husbandry)
ops, i found something
"Category" is must not be -14, or it ignore the "exclude" option, I don't know why though.
When I changed the category to vegie as like shiso, it disappears
Oh that's annoying. It might be because the game doesn't use it
I thought the meat should be that kind...
Alright, but since I know the reason, I might be able to solve it somehow...
Thank you guys.
Glad you found it!
Maybe I should add that Item only when the player meet the condition...
cheeto




