#making-mods-general
1 messages · Page 511 of 1
How hard will it be to change the internal name of a mod/modded character?
Pretty annoying but possible
What's the reason
I want to use the LADS Zayne mod, but the RSV Zayne is conflicting so I'm gonna change RSV internal name so they can load properly
Oh I'd probably change lads zayne just cus his mod is smaller
Please be aware that you will likely need to create a new save for both to properly exist once you have changed either, because FormerName (the usual method for changing a NPC's internal name mid-save) will likely behave weirdly with two NPCs with identical names in the save data
I'm okay with both
So assuming we start from a only 1 zayne scenario, you can look through the whole mod to all refs to Zayne and update them, you'd have to know what is changeable though
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
I don't know the answer (someone else probably does) but that's a pretty easy thing to check by just doing a quick edit to shirts and pants and seeing if it changes the underwear in game.
would it be theoretically possible to make compatibility mods to use multiple modded farms (kinda like multiple farms in multiplayer) each with their own modded farm and greenhouse of different kinds, as well as to make community center bundle replacement mods play nice with each other? Even if it would be very difficult
oh, and different modded farm caves. i assume it would just be setting up warp points for the various maps in terms of allowing travel between, but I'm not sure about the baseline allowing multiple farms. given that the vanilla game has both the farm and the ginger island farm, and at least one expansion pack I know of has another, I would assume it would be possible
So your mod function is Warp mod?
I guess your task is manage to check if the custom locations exist in game or not...
and if the place can't have unique location names, I believe they can't exist at once anyway...
Apparently, roses in the sand doesn't feature a spouse portrait
How hard would it be for me to make one myself?
Like, adding it as furniture/ to the traveling cart? Not super hard :3
unique location names as in ABC farm, DEF Farm, GHI farm, or as in "farm map" as a separate specific type of location than "bus map"?
Cool, may i ping you after i finished playing so you can teach me x)?
Sure 😄
farm and ginger farm are different location with different names. just gf location has part of function of farm. I don't know the mod you talking about, but even if the mod duplicate the farm, I believe it copy the map layout in unique custom location with farm function.
if not, it won't exist in same save.
so what you need to do is research each real names the mods use
that makes sense, thank you. i'm hoping I can find a way to make the mod itself find the individual farm name in each custom farm mod, and either assign it to an available "farm space" that's created by the mod (or convert it to one), or to be assigned to one (either by a config menu, in game dialogue, or the option for both)
im not sure if this is a question i can ask but...
could i have advice on how to start trying to formulate a community when i begin being able to publish my mods? im not sure how to go about it and I'd love if i could manage it especially cuz i wanna get into commission work if i can-
like...do i just put link in the mods description like ive see in many mod descriptions, is there more to it or any just..general advice TvT
(if this is the wrong chat to ask or if this isnt a proper question i can ask i apologize)
Okie :3
It be necessary to monitor all custom locations and check whether the map property "IsFarm" of the map data assigned to them is true.
(Anywhere can be farm with that property. watch also "Map" section in wiki)
Assuming that "IsFarm" may be assigned later, you won't be able to catch all of them unless you monitor at a fairly high level.
When you want it automatically rather than manually, it seems like you'll need to perform operations that Contentpatcher can't do.
Implementing the functionality you envision would require a fairly deep understanding of the game's internal structure.
(If you pickup the mod you support, or leave it user declaration, it may be more easily, I guess.)
kind of a general question because i had an idea but i can't access my computer to look it up right now:
how do you implement those short events where an npc shows up in front of the farm in the morning to say something? (thinking of the event where marnie gives you your pet for example)
what are the target coordinates for that since farm layouts are all different?
oh, interesting. let me check for you, there’s a chance they’re hardcoded tbh
My understanding is that you just put the event on the farm and it will put the NPC in front of the house by default
Can confirm ^^
Events in the main Farm are manipulated as relative Coordinates.("ignoreEventTileOffset" in Event command disabled it though.)
oh interesting! i'll try to check that later then. i did see some custom NPCs showing up on the farm like that but I can't remember whether or not they had c# components
I'm also a loner so I don't really know. lol
But maybe even if I want to do something with you, I don't know what you can, so it's hard to call you for something in my plan.
So, I guess what you need is your self introduction about what you can or what you want to do.
it depends how much you care and how big the mod is - a lot of people just publish mods and let them stand for themselves, developing more of a community as they go. You can’t link to commission stuff directly on nexus (or even mention the word “commission”), you’ll get banned (annoying rule, I know) but links to discord servers etc are pretty common, and a lot of people have a ko-fi, vgen, tumblr, etc where they put mod stuff. Some people like to advertise on reddit but it’s a mixed bag (the main stardew subreddit tends to dislike modding and the modding subreddit is kind of unmoderated right now).
Helloo, I'm new here!
I wanted to ask if it is possible to have different farm saves with different mods each?
For example, if I want to download a few CP farmhouse mods and have a different one for each save, is there a way to do that?
I saw a mod that allowed something along those lines but I can't find it anymore, and there are so many beautiful CP mods that don't have an AT conversion but I'd still love to have them in my game🥺
!stardrop You can use the mod manager Stardrop to easily switch between profiles for your saves
Stardrop is a mod manager written specifically for Stardew Valley. See the Stardrop wiki for installation and usage.
See this tutorial for connecting Stardrop to Nexus or updating mods in Stardrop.
If you have issues with Stardrop, see the issue report guide.
Now that HMK is out, what can I use as reference to create custom (potentially NPC) kids of my own?
dolphin's mod maybe could be a good start
And also i have docs https://github.com/Mushymato/HaveMoreKids/blob/main/docs/000-overview.md
For instance, what is this "String" target for?
It doesn't seem to exist in the base game itself...
Those are for localizedtext
After setting the asset up you can use [LocalizedText Strings/DolphINaF.AdoptLeo:somekey]
It's nice for i18n since this just works within i18n no passthrough needed
Adopt leo very good but because it's usually adopt npc mode there's some differences between that and the have your own kid mode
What about the sample Senlets/ARV Kids pack on HMK's GitHub repo?
the example packs generally use other CP mods to make the kids real, iirc
see "HMK example"
that one is just a baseline of a custom pack
So if I want to make HMK NPC children for vanilla/modded spouses - what can be inferred?
i don't understand the question
i made one by using the [CP] HMK Example as a base and adding things
What is different if I want to make HMK kids for these two situations:
- Kids of vanilla spouses (or even Krobus, if there are mods that allow children to be adopted with him)
- Kids of modded spouses (e.g. Sen, Sterling, Sophia, Victor, the Wizard, etc.)
You can look at the ARV one too sure, they don't have textures though
Senlet is similar, because I don't wanna commit other ppl's art 
different would be just, the spouse value
like tokens aside it'd just be a different Parent
you need to use interal/id names for modded characters
Yeah modded npc are indistinguishable from vanilla npc
Likewise, if I want to add additional events (like what seen in Dolphin's Adopt Leo mod), how can this be executed?
adding events is a vanilla feature
i mean like, CP feature but its not like a special HMK thing im pretty sure
Yeah I don't do anything special there
You can get the kid display name via some tokens tho
These r useable for dialogue and event
And https://github.com/Mushymato/HaveMoreKids/blob/main/docs/002-extensions-content_patcher_tokens.md for other cases where you can't use tokenizeable strings
What about seasonal/condition-based outfits for each HMK kid the player has?
That's just appearance data stuff
Muffin & Cookie have 4 season outfits plus festivals
You can add more with different conditions
What is the “L@Kid” label in HMK content packs?
that's a local token
{
"Action": "Include",
"FromFile": "data/kid.json",
"LocalTokens": {
"L@Kid": "muffin",
"L@Endearment": "{{Endearment_Muffin}}"
}
},
so this is the bit in content that's including the file
then inside data/kids.json itself, {{L@Kid}} is a token that has value muffin
i also have a separate include on the same file, where "L@Kid": "cookie",
How can i make a custom building like the barn? I want to make a monster farm building
you can look at mods adding custom buildings
usually they require a map, and buildings data
custom behaviour like monster farm may require extra mods or C#
C# is content patcher? Or i'm missing something probably
I did some dracos
for something more like slime hutch there's a particular framework for it
That is what i want to do
What will this local token be used for, in the context of HMK kids?
But they lay eggs and You can make mayo, they also drop fangs, i can still remain all those if they change the building? Or the slime hutch prevents that?
local tokens don't have anything to do with HMK 
its just a way to make making a lot of kids faster
I can add the building data at the content.json file or i need something else?
i would go look at a mod like snes dino
Thanks buddy
For the CP token “ModId”, which mod’s ID does it check for, specifically?
the UniqueId value in the manifest.json
that is the only mod id that exists. if you mean the numbers in the nexus url, that's the nexus page id
In the Muffin & Cookie example pack (which is a conversion of the ARV Kids content pack for Growing Valley), what does this do, exactly?
well u see where in the manifest it says Himetarts.ARV.HMK
whenever {{ModId}} shows up in the json now, it gets replaced by Himetarts.ARV.HMK at runtime
adding {{ModId}} makes stuff you create (in this case, kids) more unique and less likely to conflict with other mods
-# god that sounds so cursed without context pls help
for content patcher, anything in a {{ }} is a token
which will turn into some actual value
like if your child name is James and their internal names is just that any other mod that adds a NPC called James will break. hence why the reccomanded thing would be {{ModId}}_James
HMK asks you to actually give a particular key (kidid) that refer to your kids with, because i didn't want to count up 1 2 3 4 etc
and dont have to make ppl wrangle different scenarios of older/younger sibling
i just use like boy1 and girl2 etc but that's a me problem
the arv pack is a little special in that muffin being the older sister is enforced
but that is also example of why not simply counting up opens possibilities
actually i could just change mine, my only issue if what if i change their names but like, display name and id don't have to match

hey chu if i don't set any of the kids being older is the order just random
yea like normal
this bit says "cookie can't be choosen for birth until player has muffin as a child"

wait, how does that work for the first child? like the first would be muffin but the condition is u have muffin already
Muffin is unconditional
This is inside the unique-cookie include
Which is cookie only
ah, i see
Hello, I’m having some trouble getting my NPC to appear in the game. https://smapi.io/json/content-patcher/226b78f4734042169032aaa9a1038910
You have to fix all those addwarp formats but that's not the important bit
The NPC's home map should be {{ModId}}_JanelleApartment
how does one retexture juminos i want to make it into this
You got "Location": "JanelleApartment"
You need to make all of their sprites
all gonna be that but different colors
!unpack i think they are somewhere in Character
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!
The colors are dynamic so u just make 1 grayscale junimo

Also im psure junimos are 16x16
oh
nod nod
Oh, yeah, you’re right, I totally missed that. Thank you!
A masterpiece!
Am I able to do includes for multiple files in a single include?
@next plaza are you available sometime this weekend for setpiece debugging pretty please? i can offer a kitten picture in return
You can include as many layers as desired
Regardless of how many layers the fromfile is the same
So I could do like "FromFile": "assets/data/filex.whateveter, assets/data/filey.whatever"?
Yep that's fine
Includes are a little special in accepting comma in FromFile
Other cp actions generally don't
I know target files allow it. Also, could I do includes from different files like "assets/data/filex.whatever, assets/random/filey.whatever"? or would that not work?
No Includes are explicitly for content patcher json
Or hm, i feel like I'm not getting what your usecase is
Are we talking about Include or Load here
if by files you mean folders then yes
Yeah. I am just wakin up, so I ain't the greatest at thinkin rn.
it’s a very sleepy saturday here too
hey chu, name one cool thing you'd want to see in ub
in my i18n default.json, does naming the beginning of each entry with "{{ModId}}" not work? For example: Also chu i'll go back to doing the C# coding things on monday, just got home really late the past few days, and just felt like sleeping right after
you shouldn’t use it in i18n because it’s specific to your mod anyway and yes it doesn’t get parsed correctly
ahh that makes a lot of sense why it didn't work, thanks nic
you can just have x.winter etc
the pain of naming lots of line 
are you aware of the i18n converter
no 😔
!i18n
So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!
-
How to make your mod compatible with other languages: stardewmodding.wiki.gg
-
The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".
-
If you're converting from an older version of the game, there's a converter for ease-of-access.
Not to be confused with
{{DynamicTokens}}since these require the specific{{i18n:<KEY>}}modifier
ignore the older version of the game bit
Hi! For my wild trees mod, a player asked me if it would be possible to let one of the trees have customizable colors. The options I’ve thought about so far are the following:
-
Using GMCM, although that would probably limit it to choosing only one color (I think).
-
Using Alternative Textures, which would allow changing the color of different trees and having multiple colors in the same save.
-
Packing the recolored images in a zip file and letting the player replace them manually. This would be the easiest approach, but also the least user-friendly.
If you suggest using Alternative Textures, do you have a link where I can read how to do the procedure?
Oh man i think it's got a lot of cool things i don't even know about already 
i dont think it would help since i just need to rename all the keys and not the dialogue itself 😔
your chance to add one more
Maybe it'd be fun to have transient bundles somehow
Like they r bundles in all aspects except for physical presence in the world
if you have a past version of your not i18ned dialogue you can revert to that and then just copy paste
And ppl can open it from wallet powers or something i dunno
I don't, sadly. I did it all in the i18n default.json 😔 but thanks for the advice anyway
The other thing i run into a lot is this yellow text saying it can't make a bundle at some location
in that case consider version control (git)
Happens a lot on testing saves with vmv where i never actually visit vmv 
Oh and ofc offer a trigger action so modders can just open them wherever/however they want
the one where the spot is already occupied?
Yeah
I never dug into why it happens and it's harmless
But it's consistently happening 
kinda curious what occupies the spot, because -999 category stuff like stones and weeds are supposed to get removed if they occupy
maybe artifact spots?
Yeah i guess u can get vmv and sleep a bunch to see if u can reproduce the issue
what if i use the same photo for everything execpt the star so its all facing front
I unfortunately dont have save/log on hand for u
can i do that
can i just make all the sprites that or will it break
I think it depends on what you as a user want
I would not do option 3 because that's strictly worse than GMCM
chue can i make everything just that one png and not do turning or will that break
This mod has AT trees
You should read content patcher tutorial
For EditImage
wheres that,,
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
If you don't edit the entire image then you'd have a mix of retextured and not retextured junimos
Depending on what frame of animation they r at
no like - eachframe is the thing i made
You need to make it the same format as the vanilla texture
if your tilesheet follows the exact format and size i don't see why not
LETS GOOO time to do this
what won't work is just using your one 16x16 png since it's just one frame
draw all the other frames
sure
will that work
sure
so I'm creating an event in my mod and I cannot for the life of me figure out how to find the coordinates to put the characters where I want them to be
you can open the map in tiled and hover over the tiles to see their coordinates at the bottom left
The player asked me if I could make it possible to choose different colors for one of the trees in the mod, and I told them I’d try, so here I am trying haha
is the bundle part of the jumino suposed to me 12x16,,
I´ll check it. ty
hmm, i need a reminder, schedules can't really have a 600 key, right? i have two of them starting with that and wonder if i meant to make them 000 schedules instead
how to I open it in tiled? also how do I find the viewpoint?
have you unpacked the files
yes
the best way to know is to test
for me it just shows the tilesheets and the code for the maps
i have no clue what that is so im gonna say no. im still newish to modding and this is my first time doing an event so im learning this from scratch
thank youu
in car but sending here so i can get to my laptop
Hi! Quick question. I created a custom NPC and they spawn in the game just fine, and they’re interactable, but they do not show up at all in the relationships tab. Is there a way to fix this?
!json hmm, could you share your json please?
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.
yes one moment
mhm!
have NO idea how to do that- will figure out when i get home
hmm, I'm too new to know how to help tbh, but it might help others who do know what they're doing if you added the file with your NPC's data
the disposition file?
hm, I don't know if dispositions are used anymore? I honestly have no clue though
yes the disposition (we still use that to refer to the Data/Characters edit, because there's not a great name)
ahhh okay
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
follow tia's tutorial for the Data/Characters edit
yeah that may be better
will give it a try. thank you
also, before you get too far, i recommend your NPC's internal name being {{ModId}}_Dan. this way you won't get overwritten by anybody else who adds a Dan to the game
(don't replace ModId, it's a content patcher token that automatically gets replaced when run in game)
Ok. Thank you very much.
Sorry for bothering again. I’m running into several issues: my NPC doesn’t follow her schedule and can’t be interacted with. I’m not sure if I’m handling the i18n translation or the default.json file correctly. Also, I don’t really know when I’m supposed to use {{ModId}} in i18n. And I’m not sure if blank.json is causing conflicts with the load dialogue and schedule. https://smapi.io/json/content-patcher/b49299b9951144099293b5198de2f91a
well the schedule thing is probably because of your warps 
you shouldn't use any tokens in i18n files they don't work unless you pass em in
modid is also not needed bc i18n is already scoped to your mod
So, is this correct?
(If you want to check what the game actually sees, you can enter patch export Characters/Dialogue/<your mod id>_Janelle in the SMAPI console and open the file it creates.)
EditData only edits an asset that's loaded by the game. Since that's a custom asset, do you have an "Action": "Load" to add it too (usually from an empty JSON file so you can edit those lines in)?
I have the blank.json and another Action: Load to load the dialogue, but I’m not sure if that’s also causing a conflict.
Nope, it's just a cat version (created by soycustard) of my main profile picture (commissioned from eemie):
If you run the SMAPI console command I mentioned, you can see the final result which the game sees (after all load/edit patches are applied). That final version shouldn't have any tokens left in it. If the final version is fine, then your patches are fine too.
I feel like it's formatted properly, but I am getting an error about a single character. Can anyone advise as to what/why it wants me to change this. I am very very new to .
In your Data/NPCGiftTastes patch at the bottom, you're missing the entry key ("{{ModId}}_Dan":) before the text.
You're a lifesaver. Thank you.
It says this: [Content Patcher] Couldn't load asset 'Characters/Dialogue/{{ModId}}_Janelle' using a likely type (tried: System.Collections.Generic.Dictionary`2[[System.String, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.String, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]], System.Object). Try either specifying the type, or waiting until the game loads it before exporting it. See the SMAPI log for details.
That means the asset hasn't been loaded by the game yet. Try running it after you try talking to the NPC (so the game has already loaded it).
If you still get an error, could you run patch summary in the SMAPI console window (still after having tried to talk to the NPC) and post a link to your SMAPI log?
Okay, I’ll give it a try, thanks.
(should this have a whole token in it?)
Oh true, you can't enter {{ModId}} in the SMAPI console window (since SMAPI itself doesn't know about Content Patcher tokens). Make sure you replace it with your actual mod ID.
It's still mad. I'm probably just stupid and missing something else. But this is the error. https://smapi.io/json/content-patcher/e06b8d7aa0a04bb48ab61742e3f6b116
pathos did u see pathos mask
you shouldn't have a curly bracket after your key {{ModId}}_Dan on line 63
with the validator, if you look at the line number, the error will usually be a line or 2 above it
(if the error is "unexpected character")
Yep! I have it installed, so future screenshots for my mods which show the farmer might include it.
I took it out and now thw whole next section is reading as invalis
@frosty gate Hi! I'm adding Stardew Access support to Lookup Anything's search UI, as an experimental step towards making all my mods accessible. (The search UI is pretty simple, but it has representative trickiness like text entry and dynamically added/removed clickable elements.)
It mostly works, but I noticed some inconsistent behavior.
The intended behavior is:
- When the search UI opens, it selects the search box and speaks basic instructions ("Lookup Anything search menu. Search box selected. Enter text to search.").
- When the keyboard closes or the search results change, it describes the search results (e.g. "Search box. 3 results found for "Abigail". Navigate down for results.").
- Search result components have a
ScreenReaderTextvalue which describe the result (e.g. "Abigail (NPC)").
However:
- If you enter text using the on-screen keyboard, all screen reading in the menu stops after that point (both mouse hover and controller snapping).
- If you use controller navigation and then switch back to mouse, hovering elements with the mouse no longer reads them.
Here are the code changes (the relevant bit is SearchMenu.cs), tested with both Stardew Access 1.6.2 and 1.7.0-beta.1.
Could you see if I'm doing anything incorrectly?
Ah, yes, now it tells me this: [Content Patcher] Exported asset 'Characters/Dialogue/Sivarior.BeachApartments_Janelle' to 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\patch export\Characters_Dialogue_Sivarior.BeachApartments_Janelle.json'. But I still can’t interact or do anything.
yeah, your next patch doesn't have an opening bracket {
That command just shows what the game sees, it doesn't change anything. You can open the file it mentions in a text editor to see what the asset actually looks like after all patches are applied.
Wow. I'm just killing it today. Thank you.
Ah, okay, thanks. It says there’s no translation: `"Introduction": "(no translation:Janelle.Dialogue.Introduction)"
It sounds like you don't have a translation with the key Janelle.Dialogue.Introduction in your i18n/default.json file?
Though that won't prevent you from interacting with the NPC, it'll just say the literal text "(no translation:...)".
Yeah, I don’t understand what the problem is. And in the default.jsonI have it like this: "{{ModId}}_Janelle.Dialogue.Introduction". Could it be because the ModId is in the default.json but not in the i18n?
Yes, the translation key you give to {{i18n:}} needs to match what you have in the i18n/*.json files (whose keys also can't contain tokens).
i dont understand "what update key" means, like i know its for the place people download it form, but at the same time how do i use it,,
Okay, so in the default.json should I only put Janelle.Dialogue.Introduction, or should I also include my actual ModId?
It's just for the updates, when You upload a mod they give it a number that's where it goes like ["Nexus: 40707"] for a reference when the mod gets an update
ooo
You can change the key in i18n/*.json to Janelle.Dialogue.Introduction (no need for mod IDs, since the translations are only visible within your mod).
i would say i like to have some identifier in it so if people have a missing translation they know where it comes from BUT when it comes to npcs it is often obvious it is related to the npc mod 😄
(and Janelle should then be identifying enough)
is this good,,
you need to test things
i mean like the format
oh wiat i see it
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
im going through that
Use the content.json file as a reference to the sprites You made
Then it would appear
i am lookin at that rn
Probably
I already removed the ModId, but still, I can’t interact with her and she doesn’t seem to follow her schedule either.
Btw where can i learn to use tiled properly, i'm breaking My skull trying to learn from zero
https://stardewmodding.wiki.gg/wiki/Troubleshooting:_NPCs have you gone through these troubleshooting steps?
[[Modding:Maps]]
Gonna try to make a custom barn for the dracos
okay im so lsot for load and edit-
esp for the example- like i see traget from animal/dinosaour [for me it woul be characters/jumino], but then where does the map thing come form?
they target another image that is in maps folder
have you read the content patcher documentation? https://github.com/Pathoschild/StardewMods/tree/develop/ContentPatcher/docs/author-guide
yes, but all of this may be better explained on CP docs
Yes, but it’s still the same, I don’t really understand what I’m overlooking.
im looking at https://stardewvalleywiki.com/Modding:Content_Patcher
ok can you please post your most recent jsons
if you're just replacing junimos you can check out how another simple mod that does only that works https://www.nexusmods.com/stardewvalley/mods/23941
can you post the relevant NPC files as well
its hard to undertand this :[
oh nvm i was looking at the wrong thing
this is gonna be a dumb question but I can't figure out which code to use for what I'm trying to do while adding a event to my mod. So I'm trying to make the screen suddenly go black and then reappear after some dialogue and I'm not sure if I should use global fade or fade[unfade] and how to use them to achieve what I'm trying to do.
im guessing i have ot make an asset folder?
The schedule: https://smapi.io/json/content-patcher/49081e348823499d9d45bd9ac2d46496 and the dialogue.json https://smapi.io/json/content-patcher/978e9bfb1ff042ccb932c662c19b1688
what helps me is to look at events that have similar things to what i'm trying to do, whether vanilla or modded
your dialogue keys are wrong. you can only use keys that are on the dialogue wiki page or conversation topics which you've created yourself
"Mon" instead of "Janelle.Dialogue.Mon" for example
yea I was going to try that since I saw it happen in a mod before but the issue is that I can't figure out what mod I had that included that in the event and there isn't a event (that I'm aware of) that has what I'm looking for but I know it's possible with vanilla commands
in that case, just try experimenting. one thing people do to have a black screen is to fade out and then move the viewport to 1000 1000
i wish i knew the exact commands to tell you but i do all my eventing by experimentation as well. i probably test my events 20 times each easily
okay thank you
Oh okay, thank you so much! So, is the Introduction and the rest okay? Because it also showed that they didn’t have a translation, even though I did attach a text.
to use this command
globalFade [speed] [continue]
for the continue section if i want to continue the scene during the blackout, would i just put true in place of the [continue]?
i can't tell that without you posting your i18n default.json
<@&239770080378880001>
yep
@ruby marsh Hi candidus I released a kid related mod Have More Kids recently and I want to ask for your opinion on how compatibility should work. For some context, Have More Kids is a mod that tweaks a number of children related things like how many you can have and how fast they grow up, but it also has content pack features for custom kids with dialogue and all that.
Right now what I did is entirely disable the Child -> NPC aspect of HMK while LittleNPC is installed, to hopefully let people use HMK (no content packs) + LittleNPC (with content packs) together. It would be nice if I could get information about whether a particular Child is considered LittleNPC managed, so that HMK (with content packs) + LittleNPC (with content packs) is also possible.
you should test it and then come here with specific errors or questions
do you have a release version you'd like me to try? if not ill just build from source
by asking the people in here "is this fine" at every step of the way, you're asking for a level of handholding that many people don't have the capacity for
ohhh im sorry
remember anyonecancook
did not realize- thank you for telling me!!
even if they burn the food a few times first
Ah I don’t have any release version yet!
oh i dont need a nexus release or anything
but i often put a compiled version on github to hand off to ppl
to test them, how would i do it? like make a new file and wait til day 5? [sorry if this isnt the pace ot ask it]
yea just debug sleep until u get cutscene
debug sleep?

Oh, yeah, sorry
you seem to have gotten your i18n and dialogue keys backwards
siva if you don't want to spoil people that's ok and there r some ways to debug directly 
e.g. you can patch export Characters/Dialogue/<youractualmodid>_Janelle
the way i18n works is:
-
dialogue.json:
"VanillaKey": "i18n key" -
default.json:
"i18n key": "the dialogue"
Sorry, I just feel kind of embarrassed, and I don’t really have much.
there's also patch parse "{{i18n:Janelle.Dialogue.Introduction}}" which will quickly let you check if your i18n key is good
the black lines made me assume it was NSFW lol
do i wait till a cetain time? or do i debg sleep not in the town
dw i think it's fine to keep things hidden until release
No hahaa
but that's also why im trying to give tips 
iirc the CC event triggers on a sunny day after 9am when you enter town
Error with an event I created. This is my first try at an event, so I didn't expect it to work. Seeking troubleshooting tips. Log is attached. https://smapi.io/log/75f33f10ce934d92985af61c6d428110
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
tyy
oh no are you loading town events you should not do that
but anyway that error means you have invalid json
Ok. How should I go about the game running events if not through loading them?
you should use EditData instead if it's for an existing location (which it is)
thanks for the ping!
HELL YEA
load patches look a bit different in terms of format
you won't use fromfile for example
I meant same format in general. apologies
Is there a new thing with the waves
then yeah just use EditData instead of Load and you're good
Okay, I think I understand something, but now I just need to confirm something. If I'm using an in-game NPC sprite as a stand in, it won't get in the way of anything, will it?
Okay. I will give it a shot
no probably not. you mean like you're using Characters/Robin for your npc for example?
Hey @tiny zealot, So I was checking FontSmasher, and I was wondering if there was a list of like all the used PUAs by mods or if there was a way to reserve a specific range of PUAs, just to make sure no other mod changes the same one that I am.
what are PUA
Private Use Area characters.
like \uE000
Can't they be used with the framework?
I figured they can.
alright I was concerned about the pickup artists entering code, but that's better
I'm back with more stupid questions. Please explain the format error here if anyone can. https://smapi.io/json/content-patcher/4019149827d84d8f916da8d5764349b3
Do I need to capitalize folders and document names like how farmer needs to be lower case in events?
you're missing a } to close the gift tastes. what software do you use? some programs will highlight pairs of brackets so it's easy to see where they're missing
I use sublime, but it doesn't communicate the issue to me well
in general CP isn't case sensitive but i hear there are issues on some OSs with capitalization in from files
in that case i would consider switching to VSC or notepad++
both of those are handy for brackets
I guess my question is why are you using those
I will try it. Thank you
I know AT likes to mess up with case-sensitive. I have yet to see CP doing that
okay, I'll be sure to keep that in mind, thank you.
CP can do that with audio because game is case sensitive about it
I want to create new glyphs, but as far as I understood from the docs, I have to specify the Unicode character that I am editing.
In general if u can do all lowercase that's usually better
and I don't wanna edit another character that actually gets used.
is this for the TV channels or something else
Yes
Both...?
tv channels
In the TV channels case I think it would be better to just do custom UI type things
I am making 2 mods, one is a framework and the other is a mod that adds 2 channels that uses it, and I want to have icons in the dialogue of one of the channels.
I am so tired of seeing my code 
I don't wanna think about it anymore, I just wanna do something easy and simple like json and release the mods so I can work on something else.
As for font smasher think the glyphs are limited to particular font so if someone use your mod without your font then they'd lose the glyphs right
I'll let ichor answer it for certain on that one 
Sublime is the darker one. ++ isn't showing me any errors
Always remember it's okay to release with the understanding that 1.1.0 is inevitable
No I think that was FontSettings, and that was the whole reason ichor made the mod iirc. Its written in the README on the github page.
To allow modders to change the fonts without users having to manually change and choose the fonts themselves.
This is in regards to custom tv channels since it seems pretty functional already
Oh yeah i forgot that i wanted to check your TV draw code for compat 
Oh, believe me I already am doing this. I am a big dreamer so I already have like 4 or 5 updates worth of content that I wanna add on my todolist.
With what?
With custom tv screens
I know both mmap and ff implements something for that
This mod uses mmap to make a radio that's secretly a tv with 0,0,0,0 screen
Oh ok, that would be easy.
Thanks for reminding me to tell leroy I finished the compatability code with FF.
I have no idea where the fix is needed
I only patch 2 methods and don't directly touch draw
If you are also just using those 2 methods then no special compat required
What is mmap? 
Oh nvm I just saw the links description.
Dont question the fact that we're talking about TV
I mostly gave up and just put whatever I wanted in there now 
Put your json through validator
Pretty sure you missed a },
I did, I just don't know where it goes
The validator should have message on the top saying where
You’re missing the comma after "CustomEvent"
https://smapi.io/json/content-patcher/0c6c90ba243e46b98ab0c40ca5f3172d Added. Still erroring
@lucid iron https://github.com/Astraios-911/Temp
the comma has to go outside the " "
Here you go
You put the comma inside the "
Thank you. I appreciate all of you so much. I promise I won't suck this much... Eventually
Yeah i seen it last time
@lucid iron The TV screen draw logic is in ChannelPlayer.cs
Looks like u use what i patched so we good probablyhttps://github.com/Astraios-911/Temp/blob/main/ChannelPlayer.cs#L118
MMAP doesn't touch the draw layer depth of the tv screen in any way
we all make mistakes
it's a learning process
@lucid iron If FonstSmasher is no good for me (hopefully not), what do you recommend I do to display the icons 
preferably the most lazy-ass solution possible.
I haven't read your docs yet (they exist right) but iirc you have something to show an icon on the TV while the channel dialogue progresses right
Sorry for bothering again, but I still can’t interact with my character at all. The picture I sent long ago is the default.json, while in the dialogue.json I have the i18n keys. I used the patches and it says that the token string is invalid or unready, and the schedule doesn’t work either. I also tried the patch export and I get this error: https://smapi.io/log/7b596b50cced46fc9818e1055186ce87
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 1 C# mods and 1 content packs.
Yes. Do you suggest I just add a temp sprite on top of the dialogue or something?
Ahh marketing
And i do like having more going on inside the tv itself
Ok, I might just do that tbh just to not have to add a dep.
you're trying to load their dialogue twice. do you see where it says exclusive priority? loads are exclusive by default, which means only one mod/patch/etc can load to that target ever. when CP encounters conflicting exclusive loads, neither wins and neither gets loaded
'Beach Apartments' has multiple patches with the 'Exclusive' priority which load the 'Characters/Dialogue/Sivarior.BeachApartments_Janelle' asset at the same time (Beach Apartments > Blank JSON load (Characters/Dialogue/{{ModId}}_Janelle), Beach Apartments > Loading Janelle Dialogue). None will be applied. You should report this to the content pack author.
guh is there a wiki page to explain how to upload mod to nexus?
Looks like you have 2 Loads
Im guessing you meant to have 1 Load for the dialogue and 1 EditData to put everything in
You just press the upload button
I had already encountered that error before, so I removed the load dialogue and kept the include, but nothing seemed to change. I only have one load dialogue and one load schedule
I mean empirically the situation is that you have 2 exclusive Loads
do you have two copies of your mod or something accidentally? you'll have to find where that other load is
Do a search for the one with LogName Loading Janelle Dialogue
i'm so confused on what "update key" means- cause it's saying that i put the mod page there, but i do it before? how does that work
gulp
Nope, there’s only one, and I don’t have any copies of my mod.
Yeah that's the second one
https://www.nexusmods.com/stardewvalley/mods/27043
Its the number at the end of your page's link. in this case 27043
The first one is called Blank JSON load
but it's saying to add it BEFORE it's even uploaded- is what i'm confused abt
Install this mod btw its really great and i heard the author of it is really handsome 
After you fill in the first page and go to media
You will have a mod id at end of your URL
That’s why I already deleted the load, but nothing changed. Should I delete the blank.json instead? I don’t know what to do.
OHHH okay
Honestly I'm confused about the state of your mod, do you mind posting content.json again via smapi.io/json
Yes
I just want to make sure I see what you see
in general, the recommendation is to load a blank.json because loads can't use tokens. then you use editdata to add in the actual data, where you CAN use tokens
I should really update this mod after releasing the TV mods, though. Does anyone have update ideas for it?
Other than more NPC compatibility.
Can other NPC mods directly add compat?
Okay, so I’ll try removing both load: dialogue and load: schedule again, and test it once more
Well, I mean ya technically, but there isn't really anything to add compat to. My mod simply adds dialogue and mail.
So other authors just have to add theirs.
Yeah so this is the blank json load, this is fine to keep
https://smapi.io/json/content-patcher/f66e111b2840457fb58306c116267bcb#code.356
It loads these things:
- Characters/Dialogue/{{ModId}}_Janelle
- Characters/schedules/{{ModId}}_Janelle
- Strings/schedules/{{ModId}}_Janelle
This is the second load https://smapi.io/json/content-patcher/f66e111b2840457fb58306c116267bcb#code.384
It loads this thing again
- Characters/Dialogue/{{ModId}}_Janelle
Oh idk why but I always thought it was more elaborate since it's a C# mod 
I used the patch export and the error no longer shows up, it even displays the translation in the document. However, I still can’t interact or do anything with my character.
I made C# for 2 reasons, first I wanted to add little details, like for example, the name of the book that Elliotte releases gets mentioned in the letter, or for freelancers like seb it mentions a random company name, etc. And the second was because I wanted to learn C# coding. But I didn't really learn anything from it, though. Miss Coriel wrote the base code for me, I just copy-pasted it for every NPC (yes, as you can imagine its a mess and disgusting to look at 😭).
I actually have a more optimized version that used dictonaries and records instead, but I never released it. I don't know why but for now, while I am at it, let me actually add something to it instead of just optimization.
so again, if anyone has ideas, tell me.
Right, okay, I managed to fix things I think, but now I'm confused about how to name events. I think I know what to do, but do I need to seperate events into different jsons? Like, one's for heart events while the other's for non-heart events?
Content patcher is very powerful so i wanna say u can do all that without C# tbh
Ya, probably, but It would be a nightmare to convert all of the npcs into CP. Also, with the new optimization, all I need to do to add compat with an NPC is add 1 line of code and the dialogue, and that's it.
Yeah im not against just doing all the data edits in C#
So i guess it's more about whether u make it easy for other mods to add compat
E.g. let's say i have seb is a girl mod, can I easily edit the NPC name and message you are sending out?
I am considering adding multiple dialogues per NPC to reduce repetitiveness, but I am scared for my hand because of the amount of dialogue I will have to write
. So do you all think I should do it?
oh ya this I might actually add
Assuming I'm doing the "seb is girl" aspects in content patcher
and that will help justify the C# a bit.
You can also consider a mailless mode perhaps
wdym?
Basically when the player exhausted the special messages
Just give them the money with a HUD message pop-up
Ahh, I guess I could do that.
I guess you'd have to track which messages are already seen ofc
And iirc my mod wasn't compat with polymary sweet so I will add that.
Oh why not
New strat is to become the biggest gold digger in the valley.
gonna become richer than bezos.
Ah are u only checking player getspouse
I think
ty guys its done
lemme double check I haven't seen the code in a while
Besides getting the freelove/polysweet API
I think a year.
You could probably just iterate the NPC list and use the NPC version of getspouse
That one returns the farmer
Or wait, do I need to do a new json for every story event?
or rather every event itself?
yes i am
No you can have them all in one file.
The iterate all NPC can be a bit slow tho
okay, thank you
And the API interface is same for both multi spouse mods rn so it's probably fine
I will check if polymary and free love have an API
if not I will just iterate only if they are installed.
Okay, I've got things to almost work. Now it's telling me "'Pitiable > Pitiable/assets/StoryEvents': file 'assets\Events\StoryEvents' doesn't exist..."
I don't know what that means. Am I putting my slashes in the wrong way?
missing file extension
Is that the "Target"?
okay, thank you
https://smapi.io/json/none/3d771446d7794a5797ea5bde1c0389c4
I'm sorry, but is the error in this somewhere, I can't figure it out just yet?
Hay, on the bright side, at least it's recognizing it, right?
um, I dont think you need the FromFile key there
Right, I'll try that, thank you
what you want is to EditData Data/Events/BusStop (loading it will erase all existing events). you also don't need a FromFile with an EditData; the data comes from the Entries as opposed to a different file
It's still giving me the message. Could the problem be in my content?
https://smapi.io/json/none/646ec6297e134f31b1bfa92fb5478897
Or did I misread again?
Doing that could be bad, I think. Mods that change the position of the dialogue box could mess it up.
Does anyone have any other idea?
uhh, what did you want to do?
i dont have any context but its not like you cant just grab the position of the dialogue box
https://smapi.io/json/none/e95c21c07413451996614a88b12f609b
So, the message changes whenever I can't LogName. Does that mean anything?
do you have a content.json and a StoryEvents.json in your mod folder?
Yes, they aren't in the same folder though, should they be?
no, that doesn't matter. i'm just trying to figure out what the structure of your mod is
inside your included files, you should remove the Format line
Format only goes inside content.json
Hello! I asked about editing bundles the other day, and I've made some good progress, but ive run into a snag when it comes to actually loading my bundles in game
I'm using content patcher to replace the .bundles file with a .json of my own, which is right here: https://smapi.io/json/none/42a3f06e841741bc9a7290ff1300b141
and it loads into the game just fine, when i go to the community center all of my craft's room bundles appear exactly as intended
however, when i try to click on any other room's bundle, i get a softlock that repeats the same error on a loop and locks my menu buttons (but not movement?)
My SMAPI log shows this: https://smapi.io/log/db9f4b9ec15243f8ade2d1a646715051
Do i have invalid data in the items list or the rewards? are the modded items to blame at all, despite the fact they loaded into the crafts room just fine? if anyone could point me in the right direction or help me parse the error im getting, i would really appreciate it
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 12 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
The file names are Pitiable -> assets -> Events and then the json name is StoryEvents.
in the Pitiable file is my content and manifest
Oh, so Pitiable is just the name of the file in your mod folder?
no, pitiable is the mod folder
..thats what i meant
Can someone help me
yes, pitiable is the mod folder. Sorry for the confusion
Can someone please help me. I’m using a MacBook and using steam for stardew valley and I’ve been here for almost 2 hours trying to figure this out. I go to nexusmods.com and I only see the 1.15 version not 1.6 I’m so confused
i just suck at phrasing things-
Same
!mh wrong channel my friend
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).
Sorry
all good
I've hit a wall. When I try to generate the event with it being an edit as part of the content.json, it doesn't trigger. So I tried to change it back to a load state. It now attempts to trigger, but cant load the event. I ran it through the validator, and it came back clean. Please advise. Error and validation log attached. https://smapi.io/json/content-patcher/0eb474b5e33040d9804d273852630f63 https://smapi.io/log/791e5aff24dd42ddb67a19f8caf1bd66
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
an included file cannot contain Format
(yes, i know the validator yells at you if you don't have Format)
I got a similar error before I ran it through and added format
wait, is that included? i may have misread
Originally it did not have format. I got an error. I ran it through validator and it told me to add format. I added it. Still errored
So…tbh I barely know anything about modding, but I’m starting.
Right now I’m doing a simple content patcher mod to add a piece of furniture (painting) in game.
An easy 1x2, right?
Well, I drew it as a 64x128 instead of 16x32, so I could make it more detailed. And now I can’t figure out how to downscale it without it looking like garbage, or a different workaround yo keep the higher quality original.
I know this is a stupid problem, but I’ve never done this before 😅
yes, i know that the validator tells you you need Format, but that's ONLY true for content.json. if this is an included file, not content.json, you need to remove the Format line
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
that is after removing format line
the log is saying there's an unexpected bracket [ on line 2
you cannot downscale something while retaining quality. you by necessity need to discard pixels in order to downscale. some scaling algorithms handle this for pixel art better than others, but you cannot turn a hi res image into a low res version without losing quality. if you want to retain the same quality, you would need to look to see if theres a framework or other dependency that can allow you to use a high res texture for furniture (im not personally aware of any options, but id look into Furniture Framework or Spacecore's texture overrides if you're interested)
Let me try without it
https://smapi.io/json/content-patcher/03a5d7574bd44840907232d3e43188b
It's telling me that I need that I need a lot of things. I haven't read most of these on the wiki, or seen them in some of the mods I looked into? Did I put it in the wrong entry, or is it just the wrong tab?
https://smapi.io/log/24b09fa37dca49ca9daf31d14c6f872e This is after removing the bracket after 'Changes" :
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
this is what your included file should look like https://smapi.io/json/content-patcher/313c9c81d4094e3b86948c1939928c6a
That is what the original looked like. I will revert it and try again.
this is blank
so 2 things:
- you replaced target with edit data. revert that.
- replace load with edit data
Sorry, I read that wrong
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
what is your content.json? you are using Include and not Load, correct?
please show your content.json to show how you are including this file
Include instead of Load on line 75, and remove the target
it basically says "copy all code from this file and paste it here into content.json" and then CP reads all of your content.json
Okay, good news! The error loading screen changed. It's now saying "'Pitiable' > StoryEvents': file contains fields which aren't allowed for a secondary file (Format)..
what? sorry, this is the most I've ever used Discord.
yes, i know that the validator tells you you need Format, but that's ONLY true for content.json. if this is an included file, not content.json, you need to remove the Format line
I did, sorry, I was going to do that, but put it in as a holder of sorts just to put my mind at ease
Changing load to include and removing the target line caused nothing to happen. No error, but no attempt to load either]
did you test the event?
how did you test it and what behavior did you see
https://smapi.io/log/99504ed768de4ee38fc226fa1dc1278f I loaded the game and met the preconditions. The log shows the event being loaded. But it did not occour
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
when you type debug ebi youreventid what happens (replace your event id)
Let me try
oh no wait
you haven't met preconditions. there is no NPC named Dan. you need to use his internal name
there's no way to reserve characters at this time. since the game only uses one font at a time in each context, font smasher is (currently) only designed to allow modifying the one font, and the current expectation is for mods to coordinate externally (at this time there are only three consumers, and none of them use the PUA at all)
it is possible (no word on how likely) that in the future font smasher will support swapping to alternate fonts as desired, in which case you could sort of guarantee having the right character set for your messages
Is that the ModID+name one?
yep
for every instance of dan?
everywhere that isn't inside of dialogue/strings, you need to use internal name
Thank you. I will make the changes and report back
"hey dan long time no see" vs. "move {{ModId}}_Dan 4 0"
while we're at it, please change your event id to a mod id-prefixed string. we don't use numbers anymore
Can you give an example? Sorry, I have been learning from tutorials and the wiki and I get mixed info
sure one sec
"{{ModId}}_crystalhearts1/Friendship {{ModId}}_CrystalPalace 250": "event script here"
Ok. I can do that. is there a way to key an underscore on a keyboard that doesn't have one?
i have to go now but good luck
Hello! I asked about editing bundles the other day, and I've made some good progress, but ive run into a snag when it comes to actually loading my bundles in game
I'm using content patcher to replace the .bundles file with a .json of my own, which is right here: https://smapi.io/json/none/42a3f06e841741bc9a7290ff1300b141
and it loads into the game just fine, when i go to the community center all of my craft's room bundles appear exactly as intended
however, when i try to click on any other room's bundle, i get a softlock that repeats the same error on a loop and locks my menu buttons (but not movement?)
My SMAPI log shows this: https://smapi.io/log/db9f4b9ec15243f8ade2d1a646715051
Do i have invalid data in the items list or the rewards? are the modded items to blame at all, despite the fact they loaded into the crafts room just fine? if anyone could point me in the right direction or help me parse the error im getting, i would really appreciate it
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 12 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
hey so I'm making a new event and mid event I'm having it switch over do sebastians room but it wont send the characters there, it only makes the view go back to his room. this is the code that i have put in at the moment:
changeLocation SebastianRoom/viewport 5 5/warp farmer 6 5 Sebastian 5 5/faceDirection Sebastian 1/faceDirection farmer 3/globalFadeToClear 0.07 true/switchEvent Sebastian
Try changetoTemporaryMap instead of changeLocation :3
did you get any errors in your SMAPI console?
in particular i expect you got one about not parsing your warp command correctly
(I’ve never used changeLocation my b haha)
the location change went well but yea i did get a smapi error about that do you want me to send my smapi log over?
no, that won't be necessary. that error is your problem
warp only accepts one actor per command. see here: https://stardewvalleywiki.com/Modding:Event_data
so you need to do warp farmer 6 5/warp Sebastian 5 5
you're missing a field; the fifth field is not the display name, it's actually the texture and sprite index. the sixth field is the display name
(not your fault; seems like the wiki is wrong?)
(if you look at the vanilla wiki data you can see that you're missing an empty field before the final field (display name)
omg thank you!!
I think I might've tried that before and it didn't work but I will try again thank you!
okay it did work at adding the characters in so thank you but now that are like at weird angles in the spot, how do I get them to just be right next to each other?
if memory serves, warping farmer and warping NPCs end up at different Y pixel coordinates for secret reasons. i've used positionOffset before to address it
do be careful that positionOffset can cause subsequent move commands to break in inexplicable ways, also for secret reasons
(advancedMove does not have this problem. no, i do not know why)
okay thank you!
Pathoschild, thank you so much for image transparency masks in the new SMAPI, I can now go in and simplify all my tilesheet changes instead of having dozens of individual Replace patches for scattered sprites. ❤️
Or at least, I can when it gets further supported by the upcoming Content Patcher update ❤️
ooh if the smapi update was released that also means official non-maps tilesheets is available now too 
is there a changelog for it somewhere? i checked nexus and github but didn't see one
wait there they are, i was looking at 4.3.2
the nexus file description links to the changelog
its not packaged in a release on github yet
makes sense
Added support for map tilesheets referencing an asset outside Content/Maps using a relative ../ path (thanks to Spiderbuttons!). so i understand this makes ATA redundant--does it also fix tilesheet climbing? or is that a separate issue
separate and not a bug so isnt something that needs to be fixed
gotcha
it does make ATA redundant that part is correct, though its a different format from ATA so its not a drop-in replacement
"fixed" was a bad word there
ATA is still required for mods that used ATA until they update
congrats on making a mod so useful it gets adopted into SMAPI by the way
Fixed schema requiring AddNPCWarps instead of AddNpcWarps. oh this is exciting! i remember i ran into this with someone before
tbf im the one that PR'd the code into SMAPI in the first place 
was the idea for it to be a mod first, or were you sitting on the PR for a long time?
oh pretty recently then yeah
Fixed validation error if a warp field contains tokens or consecutive spaces (thanks to irocendar!). i should stop ignoring when people have that error in the validator then, i guess? 
as far as i know that means it wont give the error in the first place
well, spaces maybe, im not sure
i would imagine it would still come up if, for example, someone was missing a Y coordinate? since usually it was along the lines of "must match ToX ToY Location FromX FromY"
missing a coordinate isnt "contains tokens or consecutive spaces"
i think i'm not being clear. the error would come up every time someone put a location name that had their mod id in it
even if it was formatted right
very good!
i understand what you meant now. yes stop ignoring it 
Hey all! I am using the stardewmodding-wiki as a guide, but i cannot figure out what I am doing wrong.
Im adding a custom BC (Big Craftable) using CP (content patcher).
My mods loads correctly into the game, but the in-game name, description, and image are all error values.
CP Summary shows that the item loaded in successfully into Data/BigCraftables, but it says the Sprite was not applied.
content.json:
"Format": "2.8.0",
"Changes": [
{
"LogName": "Load Drink Shop Sprite",
"Action": "Load",
"Target": "Mods/{{ModId}}/BigCraftables",
"FromFile": "assets/BigCraftables.png"
},
{
"LogName": "Add Drink Shop",
"Action": "EditData",
"Target": "Data/BigCraftables",
"Entries": {
"{{ModId}}_DrinkShop": {
"Name": "{{ModId}}_DrinkShop",
"DisplayName": "Drink Shop",
"Description": "A small stand for buying drinks.",
"Price": 500,
"Texture": "Mods/{{ModId}}/BigCraftables",
"SpriteIndex": 0
}
}
}
]
}```
!log can we see the error it's giving you?
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.
that looks correct at a glance
So theres no SMAPI error logs. Mod loads correctly and all. Just in-game i get the error:
can you share the log anyway? sometimes it has more information
Your Data/BigCraftables edit seems to be incorrect in that log.
(https://smapi.io/json/content-patcher/027ea70388eb4564b6aca97888bad74b) i uploaded it here
The log warning says:
Can't apply data patch … Error converting value "assets/BigCraftables.png" to type 'StardewValley.GameData.BigCraftables.BigCraftableData'
Which means Content Patcher is receiving a string entry like this:
"{{ModId}}_DrinkShop": "assets/BigCraftables.png"
Which doesn't seem to match that JSON. Is it possible you're looking at a different version of the file or it hasn't been saved?
I reloaded the game and here is the new log with the same content.json
https://smapi.io/log/76fd4650ca6443539f9cef017a9132e3
Can you enter patch export Data/BigCraftables in the SMAPI console window, upload the JSON file it created to smapi.io/json, and post the link here?
Does Pastebin work here?
i can see my item at the very end of the export
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
oh my gosh. The name of the object is "leggomyeggo.DrinkShopObject_DrinkShop"
when i spawn that in, it works
one mod i find useful for testing is CJB item spawner! it brings up a searchable menu
So i should probably remove the {{ModId}} to keep the name simple
"{{ModId}}_DrinkShop": {```
no, you should very much keep the {{ModId}}
or would better practice be to just keep {{ModId}}. Do you have any tips?
yep, we always recommend prefixing things with your mod id when possible! another debug command that you might find useful is fuzzy item name. for example debug fin drinkshop would do a fuzzy search for your item and wouldn't have to be an exact match
or cjb item spawner like i mentioned
fuzzy search is great! ill also get cjb item spawner to make it a little easier! Thanks so much 🙂
Hey, I managed to make my NPC talk and now at least she follows her schedule. The problem is that I had to write something like "Janelle.Mon", since I want to add more characters. If I only put "Mon", there would be a conflict later on. I’m absolutely certain that the ‘Janelle’ part is what’s causing the issues, because once I removed it I was able to talk to my character. However, I still need a way to identify that the dialogue belongs to her.
you need to make a separate dialogue patch for each character; that's how it's distinguished. for organizational sake you can look into using Include and putting each NPC's dialogue in a separate file
Yes, I understand that,but since the default.json has to be a single file, there should be a way to distinguish between them when I place the entries inside
you can use multiple files inside a folder called default
this is how mine is set up
Oh, since I saw other mods that only used a single default.json, I assumed there should only be one. Also, some of them labeled their dialogues as name.day and it didn’t seem to cause any issues for them. I figured I must have been doing something wrong.
Thanks!
you can use whatever key you like inside your i18n; but inside an edit to their dialogue, you must use the keys provided by vanilla
did you see this that i sent earlier?
the way i18n works is:
dialogue.json:
"VanillaKey": "i18n key"
default.json:
"i18n key": "the dialogue"
Yes, and when I did it that way it worked. Since I saw that SVE, for example, used something like "Scarlett.CharacterDialogue.001" in their default.json, I thought I could do the same. I suppose they can because they have C# or something like that.
Thank you, as always, for your patience
they can do that because you can set the i18n key to be whatever you want
would a practical example of what does and doesn't work help?
(however yeah in general using SVE as an example can lead to a headache since many things about it are outdated, not best practice, or made possible behind the scenes with C#)
Please don’t worry. I’ll follow the same approach as you by using multiple default.json files. I believe that’s the simplest solution. And my character is talking again now.
please be aware that multiple i18n files will still not allow you to have multiple of them with the same key
even if they are in different .jsons
e.g. you can only have one "Mon" key across all of your files
So what should I do?
nic's practical example would probably help, since what nic was describing is the solution
Oh, okay, I just didn’t want to bother her anymore
it's not a bother!
was wondering why an item wasnt being added to the game, just realized i forgot to add the framework...
my mod folder>i18n>default>Charles.json:
{
"charles_dialogue.Mon": "You should come see the agency sometime. We've set up right above the old Community Center.#$b#$1Nobody ever comes in there, so they can't complain it's haunted if we're too loud.",
"charles_dialogue.Tue": "You can tell us if you’ve got any supernatural mysteries that need solving, yeah?",
"charles_dialogue.Wed": "You live on %farm, yeah? That's brills! I never tried gardening myself, but it must be aces growing your own food.",
"charles_dialogue.Thu": "You seem pretty handy. Maybe you could help us out on a case sometime!",
"charles_dialogue.Fri": "Edwin and I once solved a case on %farm. That was before you came to stay, though.",
"charles_dialogue.Sat": "Do you go fishing very often? Careful not to fall in.$7",
"charles_dialogue.Sun": "Other people might have the day off, but our work never stops, huh?$1",
}```
my mod folder>assets>characters>charles>charles_dialogue.json:
```{
"Changes": [
{
"LogName": "CharlesDialogue",
"Action": "EditData",
"Target": "Characters/Dialogue/{{ModId}}_CharlesRowland",
"Entries": {
"Mon": "{{i18n:charles_dialogue.Mon}}",
"Tue": "{{i18n:charles_dialogue.Tue}}",
"Wed": "{{i18n:charles_dialogue.Wed}}",
"Thu": "{{i18n:charles_dialogue.Thu}}",
"Fri": "{{i18n:charles_dialogue.Fri}}",
"Sat": "{{i18n:charles_dialogue.Sat}}",
"Sun": "{{i18n:charles_dialogue.Sun}}",
}
}
]
}```
you can see that the keys inside the patch are Mon-Sun as provided by vanilla, but the value i assign to them (the i18n token) is whatever i want. i then use whatever is inside that token as the key inside my i18n>default>Charles.json, and the value of THAT key is their dialogue.
Alright, so in the dialogue.json I put ‘Monday’ and in the i18n token I can set whatever I want. Now I understand what you meant. Thank you so much!
i'm glad the example helped!
Can I set sleeping sprites to HMK children, similar to how this is achieved with Unique Children?
Hm I never implemented that 
So answer is no you can't for now but it sounds like a fun idea so I might do it
not exactly true making of a mod, but is anyone able to remind me which files/filenames I'd need to edit to change the name of an npc in a larger mod (Hazel from downtown zuzu) to make it compatible with Hazel the romanceable witch?
They do actually go sleep on beds which makes seeing the sleep kind of hard
downtown zuzu prefixes their Hazel'
ah hit enter too early
they prefix their Hazel's internal name with their mod id. there shouldnt be any incompatibility
huh, smapi yelled at me about it
[Content Patcher] Two content packs want to load the 'Characters/Hazel' asset with the 'Exclusive' priority ((CP) Downtown Zuzu and Expanded Witch). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.
[Content Patcher] Two content packs want to load the 'Portraits/Hazel' asset with the 'Exclusive' priority ((CP) Downtown Zuzu and Expanded Witch). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.
[game] Failed to spawn NPC 'DTZ.DowntownZuzuCP_Hazel'.
imma check that they're both fully updated for now
Oh they use same texture huh
oh so they do
sounds like they aint compatible 
well thats very unfortunate
Unfortunately but at least we know what to fix (the Load to Characters/Hazel)
but much easier to fix than if the internal names were identical at least
Is either author reachable rn?
jennisome of the other hazel mod has been responding to comments as recently as last week
though in their case the fix is more involved as they do not mod ID prefix anything
I think they can keep the internal id for now if they use TextureName
for downtown zuzu you'd need to edit the npc.json in the CP folder and edit the Hazel Data/Characters entry to remove the "TextureName": "Hazel" part then also replace any Targets with Portraits/Hazel with Portraits/{{ModId}}_Hazel and similar for Characters/Hazel
i do see Characters/Hazel_Custom_DTZ_Pizzeria used in here too though but idk where that actually gets applied since Hazel doesnt have any Appearances
I mean, with CP conditions/tokens, is it possible to add a sleeping animation to HMK children, as with Unique Children children?
I recall a debug command that lists the contents of a file after patches have been applied but I can't find it on the wiki. Does anyone know what it is?
!patchsummary
Can you do these steps to provide more info?
- Load your save and view the content that should be patched.
- Type
patch summarydirectly into the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
- Post the log link here.
ty!
Currently with HMK, the ways to affect the animations of Child entities is extremely limited
You can certainly do EditImage to change the Child texture to close eyes
But you can also wait like 3-5 days for me to add proper sleeping animation support 
I don't think it's too hard
tysm! got distracted IRL but I'll do that and also contact the mod authors about it. I'm trying to get better at small edits like that to practice the skills, if that makes sense 😅
I don't know anything about how unique children works for sleeping animation so the context is lost on me there
Have you been prevented from actually playing once again
iws told here to ask for cheeto role,, scary
Is it possible to make a hat with content patcher? I want to make a hat of a toy car that you get when you interact with the garage on the hat mouse's house.
since i made a mod,,
Answered my own question, Yes. (At least, I think so.)
To answer your question, Yes you can make hats in content patcher. That's what the modding hats page is there to help with
[[Modding:Hats]]
ty!
I've seen the latest SMAPI udpate (transparency mask for 'replace' sprites) and I think it may apply to some of my mods, but there's no example patch I can see, so I have no idea how to test it out. Like, does the 'mask' patch have to be a specific color? Do I need to use 'replace' for both patches, or the sprites one has 'overlay' instead?
confused
I also just woke up so I may forget how coding works momentarily, pardon me
how do i get the riverlands version of this? i assume i can use the .tmx versions somehow but i can't figure it out
Farm_fishing
ah i see tyy
Judging by the documentation, first you do PatchMode.Mask to apply the transparency mask. The mask patch doesn't have to be a specific color, just that the color is completely opaque.
And then you just PatchMode.Overlay the replacement image on top of it.
So I first do an opaque mask patch overlaying the sprites I want to change in the document, then an overlay patch with the substitute sprites, got it. I wonder if I can do it multiple times in the same mod? Eh, when I have time I'll test it out. Thank you for the help! 
Is there a toy car sprite anywhere in the game? I figured one of the children might have a toy car in their room but I couldn't find one.
Doesn't Vincent play with a car in one of his animations? I recall him playing, but I don't know with what
Looking at his sprites I think it's a shovel for when he's at the beach
No sign of a toy car in either town interiors either TT
Dang, Thanks for looking.
I'll see how I go using the junimo cart sprite
anyway i can prevent this from softlocking my game while not having to leave the game (don't wanna lose my day progress)
Did you patch reload?
You're using content patcher right?
i have it installed yes
But are you using it for your mod?
i'm not making a mod or anythihng
i'm asking for help here because i assumed modders would know how to help more easily
Oh, That means that would most likely be a bug in the mod and would need to be reported on the mod page.
yea but right now i just need to know if there's any way i could manage to get un-softlocked so the game saves my progress
How are you softlocked? Is your character stuck?
i went to end the day and now i'm stuck on a black screen
and this is what the smapi log shows, idk if that's wat caused the issue but i assume it is
I don't think there is a way to fix this as the game is trying to load sandy's room since you married her but can't find it so it doesn't know what to do but if someone else can correct me, please do.
also note that this is not the correct channel to ask for help with using mods
this is for making mods
but this the channel where people who know how mods work are, so if anyone could have a last second solution for me it would be here
!mh ?
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
is there an updated version of the ancient seeds script from blade? (assuming i did the math correct and y2 winter3 is infact 119 days) i got mixed seeds 3 times in a row instead of the ancient seeds so i assume its outdated
i'm not sure what you're asking, is this a mod, a tool? did you try on a row like different crops each time or tested with same crop with restarting day?
both his predictor and the python scripts from his github have a tool to do it (idk where else id ask this cuz its a tech question abt stardew)
it basically calcultes where and when you need to put seeds in a seed maker
to get ancient seeds
Hey guys I want to make a adopt Jas mod, I just want ideas for dialogue if anyone wants to put some input that would be lovely :3
then i can't help with that! i'm not sure if someone would know. I know some of the randomisation changed so it may be only valid when using some of the legacy random
Im using legacy yeah but idk if it stayed the same
If I add a new hat how would I do the edit data entry? The way i’m doing it SMAPI won’t accept and I can’t find an example on the wiki or documentation.

Error with a question chain in an event. Works fine up till the question then gets stuck in a loop. Please advise. Thank you. https://smapi.io/log/07fcea5309f44a87a4861f58d0c047da
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 3 C# mods and 1 content packs.
oh, i know there's a bug related to question loops! have you tried adding some one-milisecond pause commands around the question in particular?
oh, and could you send the json too?
Hm, is this an edit of a vanilla event or your own entirely?
My own entirely
cause you're gonna wanna prefix your event ID (and custom NPC's ID too!) with {{ModId}}
(just {{ModId}} as-is, CP fills it in with your mod's actual id)
All of the event ids? like the keys too?
could you specify which keys? but yeah it's recommended to prefix pretty much everything wholly new with {{ModId}}_
(also a beginner here so I might not be able to find the error, sorry!)
Do you need the response keys
the event proceeds differently based on how the question is answered
ohhh you did an event fork!
You can do that with quickQuestion
basically- everyone hates event forks and reccomends quickQuestion then switchEvent
oh atra beat me to it
Okay. Is there a structure somewhere I can follow for that?
uhhh i would let you steal mine but I haven't tested it in a while-
lemme search the bg..
oh, do you have the unpacked game?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I have the unpacked content
Ok cool. I will take a look. Thank you. I'm sure I will be back later wwith more dumb questions
LOL, that's what this channel's here for
Hi! I'm working on a custom catalog and running into a handful of issues.
I'm not on Discord much, so don't know the ins and outs and etiquette, so sorry if I'm just jumping in, like "help me!"
this is what this channel is for!
Basically, I can make the config schema work to select one color, but I want to be able to load multiple options for people.
I can share my mod file, but don't know how to do that. Or just copy and paste the relevant code parts?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
put it in the validator link and share the link please
Cool! Ok, there are three files that interact. Here's the first.
https://smapi.io/json/none/a982ee9debbd4c0987dcad96b6b77fdd
They're all trying to call up the same asset to display. I tried changing the "Action" to "Load" instead of overlay or replace, thinking that might be enough of a change but no.
There's a shops file too. I don't think the problem is there, but here it is if that's helpful.
https://smapi.io/json/none/c48a401531bd431b99c549a824cb5049
I have a version of these files where it works. Instead of saying "IncludeGray, Include Pink" etc, I just have them all lumped together under "recolor" with the color options listed. I thought that maybe if I wrote each one out separately they could each be turned on and off.
Here, this is the version that works as a drop down so that only one color loads. Any other instances in other files of "IncludeGray" are just "recolor."
https://smapi.io/json/none/81c88867278e49fd9d9a493905a7c61b
Hi hello I'm trying to make my own accessory mod with fashion sense how do i do that
the best options is :
- looking at a mod using fashion sense doing something similar to see how it's done
- and Fashion sense documentation
- then come with specific questions about what you don't get
Can anyone tell me what "Furniture" this is targeting? I feel like if I understand this, maybe I can continue messing around and figuring this out.
{
"LogName": "Load Textures",
"Action": "Load",
"Target": "Mods/Lovely.WallPanels/Furniture",
"FromFile": "assets/{{TargetWithoutPath}}.png"
},
Because there is Mods/Lovely.WallPanels/Assets/Furniture.png
and
Mods/Lovely.WallPanels/Data/Furniture.json
Is it the png or the json file?
it's not targeting any specific furniture, it is loading a tilesheet to that target
So it's looking for the furniture.png and then I'm doing whatever to that (overlay or replace)?
Okay my specific question seems to be the hair and head coordinates in the json files. And also the json files in general. And also how to get hair from both left and right. For asymmetrical stuff.
well im not really sure. i don't have the full context.
all i know is that it's loading a tilesheet.
The links I share above have them if you want to peek.
ah. didn't realize that was you lol
(i prefer no pings)
someone may answer the questions but it may be easier with more specific questions
because you have .png in your fromfile, it'll be looking for the .png file
OK. That helps a little.
I've gotten so far with this thing and am SO CLOSE to being done. Ugh!
The new SMAPI Mask thing doesn't work like I thought it would, so now I wonder if it can be used for Content Patcher at all? Because I have no idea where and how to put PatchMode.Mask in the usual C.Patcher paragraph (which is "Patchmode": "Replace/Overlay") so I do not think it'll work for my mods. Does anyone have an example I can look at?
does CP received an update? if yes, see if there's patch notes
What's the goal?
I think it's basically eraser
Uh, no there's no new CP update. I probably have to wait for that, maybe? Silly me, I was too eager, should've waited.
Yeah i think the change to make use of it needs 2.9.0
Rn it's smapi mods who can use it if desired
well we are used to the pathoswave of updates
so i see how that would happen 😄
I edit several places in the same tilesheet, so I have several patches focused on that tilesheet. Can slow things down. If that new Mask can work with CP then I save so much space and loading in the json. Let's hope it's something for CP as well.
Dw the change is already merged over in CP
Just need release
@ivory plume speaking of that do you want me to help with zh docs for new feature?
Indeed Lumina, usually I see all the frameworks getting updates at the same time, and I saw the news before coffee so I didn't realize CP wasn't updated yet ahah! 😂
Heyyyy does the hasactivequest token also applies to special orders or only normal quests?
Sure! I'll be releasing the Content Patcher update today, in case you want to submit the translations before it goes live.
Ok I'll PR real quick bye
Yay!
I'll need to rewrite several things but it'll be worth it.
Oh, seems SummerFleur2997 already submitted a PR for it today:
(Google Translate being AI now is a bit inconvenient when trying to verify translations.
)
every time i write an emote in event i am tempted to write the actual symbol
like emote farmer ?
i wouldn't be against this being added as alternate commands like portraits have 😄
i have currently an event with a quick question. If i wanted another question in this quick question, what would be the best way, knowing this one is a simple A/B choice?
Ah it's missing everything in the ( )
Did u not have that originally?
atm this line
用源图像修改目标区域中的每个像素。如果源图像有透明像素,则目标图像将在这些位置变为透明。
is the translation of
apply the source image as a transparency mask, which subtracts the opacity of each pixel in the mask from the same pixel in the target image. For example, a fully opaque pixel in the new content results in a fully transparent pixel in the final image.
they should still be awake ill just go poke em real quick
huh, just a couple weeks ago I saw an option to not use ai translation
I Google-translated it paragraph by paragraph, and it seems to match (if you ignore AI hallucinations)? But I can certainly wait a bit before merging if there's any improvements needed.
