#making-mods-general

1 messages · Page 511 of 1

brittle pasture
#

ah makes sense
sounds like a bug to file to animal husbandry

small lotus
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How hard will it be to change the internal name of a mod/modded character?

lucid iron
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Pretty annoying but possible

small lotus
# lucid iron 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

lucid iron
#

Oh I'd probably change lads zayne just cus his mod is smaller

latent mauve
#

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

small lotus
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I'm okay with both

lucid iron
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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

ocean sailBOT
#
Creating a Custom NPC

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

vernal crest
#

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.

feral trail
#

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

feral trail
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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

teal crest
warped perch
#

Apparently, roses in the sand doesn't feature a spouse portrait

How hard would it be for me to make one myself?

opaque field
#

Like, adding it as furniture/ to the traveling cart? Not super hard :3

feral trail
warped perch
teal crest
#

if not, it won't exist in same save.

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so what you need to do is research each real names the mods use

feral trail
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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)

drowsy minnow
#

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)

warped perch
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@opaque field i'm available !

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wait actually nevermind

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i figured smth

opaque field
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Okie :3

teal crest
# feral trail that makes sense, thank you. i'm hoping I can find a way to make the mod itself ...

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.)

merry river
#

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?

gentle rose
#

oh, interesting. let me check for you, there’s a chance they’re hardcoded tbh

vernal crest
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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

opaque field
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Can confirm ^^

teal crest
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Events in the main Farm are manipulated as relative Coordinates.("ignoreEventTileOffset" in Event command disabled it though.)

merry river
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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

teal crest
gentle rose
# drowsy minnow im not sure if this is a question i can ask but... could i have advice on how to...

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).

bleak bough
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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🥺

vernal crest
#

!stardrop You can use the mod manager Stardrop to easily switch between profiles for your saves

ocean sailBOT
#

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.

low marlin
#

Now that HMK is out, what can I use as reference to create custom (potentially NPC) kids of my own?

hallow prism
#

dolphin's mod maybe could be a good start

low marlin
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For instance, what is this "String" target for?

It doesn't seem to exist in the base game itself...

lucid iron
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Those are for localizedtext

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After setting the asset up you can use [LocalizedText Strings/DolphINaF.AdoptLeo:somekey]

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It's nice for i18n since this just works within i18n no passthrough needed

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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

low marlin
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What about the sample Senlets/ARV Kids pack on HMK's GitHub repo?

gray bear
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the example packs generally use other CP mods to make the kids real, iirc

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see "HMK example"

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that one is just a baseline of a custom pack

low marlin
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So if I want to make HMK NPC children for vanilla/modded spouses - what can be inferred?

gray bear
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i don't understand the question

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i made one by using the [CP] HMK Example as a base and adding things

low marlin
# gray bear i don't understand the question

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.)
lucid iron
#

You can look at the ARV one too sure, they don't have textures though

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Senlet is similar, because I don't wanna commit other ppl's art blobcatgooglyblep

gray bear
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different would be just, the spouse value

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like tokens aside it'd just be a different Parent

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you need to use interal/id names for modded characters

lucid iron
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Yeah modded npc are indistinguishable from vanilla npc

low marlin
#

Likewise, if I want to add additional events (like what seen in Dolphin's Adopt Leo mod), how can this be executed?

gray bear
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adding events is a vanilla feature

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i mean like, CP feature but its not like a special HMK thing im pretty sure

lucid iron
#

Yeah I don't do anything special there

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You can get the kid display name via some tokens tho

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These r useable for dialogue and event

low marlin
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What about seasonal/condition-based outfits for each HMK kid the player has?

lucid iron
#

That's just appearance data stuff

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Muffin & Cookie have 4 season outfits plus festivals

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You can add more with different conditions

low marlin
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What is the “L@Kid” label in HMK content packs?

true coyote
#

when you can't reproduce the issue

lucid iron
#
{
  "Action": "Include",
  "FromFile": "data/kid.json",
  "LocalTokens": {
    "L@Kid": "muffin",
    "L@Endearment": "{{Endearment_Muffin}}"
  }
},
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so this is the bit in content that's including the file

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then inside data/kids.json itself, {{L@Kid}} is a token that has value muffin

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i also have a separate include on the same file, where "L@Kid": "cookie",

short temple
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How can i make a custom building like the barn? I want to make a monster farm building

hallow prism
#

you can look at mods adding custom buildings

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usually they require a map, and buildings data

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custom behaviour like monster farm may require extra mods or C#

short temple
lucid iron
#

u can make farm animals that are monsters

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and then a custom animal building for them

short temple
lucid iron
#

for something more like slime hutch there's a particular framework for it

short temple
low marlin
short temple
#

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?

lucid iron
#

its just a way to make making a lot of kids faster

short temple
lucid iron
#

i would go look at a mod like snes dino

short temple
#

Thanks buddy

low marlin
#

For the CP token “ModId”, which mod’s ID does it check for, specifically?

gray bear
#

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

low marlin
#

In the Muffin & Cookie example pack (which is a conversion of the ARV Kids content pack for Growing Valley), what does this do, exactly?

lucid iron
#

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

gray bear
#

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

lucid iron
#

for content patcher, anything in a {{ }} is a token

#

which will turn into some actual value

gray bear
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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

lucid iron
#

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

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and dont have to make ppl wrangle different scenarios of older/younger sibling

gray bear
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i just use like boy1 and girl2 etc but that's a me problem

lucid iron
#

the arv pack is a little special in that muffin being the older sister is enforced

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but that is also example of why not simply counting up opens possibilities

gray bear
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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

lucid iron
#

yea like normal

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this bit says "cookie can't be choosen for birth until player has muffin as a child"

gray bear
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wait, how does that work for the first child? like the first would be muffin but the condition is u have muffin already

lucid iron
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Muffin is unconditional

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This is inside the unique-cookie include

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Which is cookie only

gray bear
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ah, i see

pine elbow
lucid iron
#

The NPC's home map should be {{ModId}}_JanelleApartment

ocean wave
#

how does one retexture juminos i want to make it into this

lucid iron
#

You got "Location": "JanelleApartment"

lucid iron
ocean wave
#

4evil all gonna be that but different colors

lucid iron
#

!unpack i think they are somewhere in Character

ocean sailBOT
#

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

lucid iron
#

The colors are dynamic so u just make 1 grayscale junimo

ocean wave
lucid iron
#

Also im psure junimos are 16x16

ocean wave
#

oh

gray bear
#

nod nod

ocean wave
#

AINTNOWAY even better

#

after i shower i'll figure it out

pine elbow
sleek flint
west geyser
#

Am I able to do includes for multiple files in a single include?

urban patrol
#

@next plaza are you available sometime this weekend for setpiece debugging pretty please? i can offer a kitten picture in return

lucid iron
#

Regardless of how many layers the fromfile is the same

west geyser
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So I could do like "FromFile": "assets/data/filex.whateveter, assets/data/filey.whatever"?

lucid iron
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Yep that's fine

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Includes are a little special in accepting comma in FromFile

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Other cp actions generally don't

west geyser
#

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?

lucid iron
#

No Includes are explicitly for content patcher json

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Or hm, i feel like I'm not getting what your usecase is

#

Are we talking about Include or Load here

urban patrol
west geyser
#

Yeah. I am just wakin up, so I ain't the greatest at thinkin rn.

urban patrol
#

it’s a very sleepy saturday here too

spice inlet
#

hey chu, name one cool thing you'd want to see in ub

pale river
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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

urban patrol
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you shouldn’t use it in i18n because it’s specific to your mod anyway and yes it doesn’t get parsed correctly

pale river
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ahh that makes a lot of sense why it didn't work, thanks nic

urban patrol
#

you can just have x.winter etc

pale river
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the pain of naming lots of line SDVpufferwaaah

urban patrol
#

are you aware of the i18n converter

pale river
#

no 😔

urban patrol
#

!i18n

ocean sailBOT
#
Creating Translation Capability

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

urban patrol
#

ignore the older version of the game bit

valid folio
#

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?

lucid iron
pale river
# ocean sail

i dont think it would help since i just need to rename all the keys and not the dialogue itself 😔

spice inlet
#

your chance to add one more

lucid iron
#

Maybe it'd be fun to have transient bundles somehow

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Like they r bundles in all aspects except for physical presence in the world

urban patrol
lucid iron
#

And ppl can open it from wallet powers or something i dunno

pale river
lucid iron
#

The other thing i run into a lot is this yellow text saying it can't make a bundle at some location

urban patrol
lucid iron
#

Happens a lot on testing saves with vmv where i never actually visit vmv SMCPufferjail

lucid iron
spice inlet
lucid iron
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Yeah

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I never dug into why it happens and it's harmless

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But it's consistently happening blobcatgooglyblep

spice inlet
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kinda curious what occupies the spot, because -999 category stuff like stones and weeds are supposed to get removed if they occupy

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maybe artifact spots?

lucid iron
#

Yeah i guess u can get vmv and sleep a bunch to see if u can reproduce the issue

ocean wave
# ocean sail

what if i use the same photo for everything execpt the star so its all facing front

lucid iron
#

I unfortunately dont have save/log on hand for u

ocean wave
#

can i do that

spice inlet
#

I'll try it later

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ty for sharing!

ocean wave
#

PES5_Pause can i just make all the sprites that or will it break

lucid iron
#

I would not do option 3 because that's strictly worse than GMCM

ocean wave
#

peepoShy chue can i make everything just that one png and not do turning or will that break

lucid iron
#

This mod has AT trees

lucid iron
#

For EditImage

ocean wave
#

wheres that,,

lucid iron
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

lucid iron
#

If you don't edit the entire image then you'd have a mix of retextured and not retextured junimos

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Depending on what frame of animation they r at

ocean wave
#

no like - eachframe is the thing i made

lucid iron
#

You need to make it the same format as the vanilla texture

ocean wave
#

i mean like each one of these would be the thing i made

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it wont work will it,,

brittle pasture
#

if your tilesheet follows the exact format and size i don't see why not

ocean wave
#

LETS GOOO time to do this

brittle pasture
#

what won't work is just using your one 16x16 png since it's just one frame

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draw all the other frames

ocean wave
#

for each thing

#

?

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like copy and pasting over

brittle pasture
#

sure

ocean wave
#

will that work

brittle pasture
#

sure

reef creek
#

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

urban patrol
#

you can open the map in tiled and hover over the tiles to see their coordinates at the bottom left

valid folio
ocean wave
#

is the bundle part of the jumino suposed to me 12x16,,

valid folio
hallow prism
#

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

reef creek
brittle pasture
#

have you unpacked the files

reef creek
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yes

brittle pasture
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then the maps are in Content (unpacked)/Maps

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just open them up for reference

ocean wave
#

will it work

hallow prism
#

the best way to know is to test

reef creek
brittle pasture
#

the tmx files? those are the maps

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do you have Tiled

reef creek
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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

brittle pasture
reef creek
#

thank youu

ocean wave
#

AINTNOWAY in car but sending here so i can get to my laptop

bitter coyote
#

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?

autumn tide
#

!json hmm, could you share your json please?

ocean sailBOT
#

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

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

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

bitter coyote
#

yes one moment

autumn tide
#

mhm!

ocean wave
autumn tide
bitter coyote
#

the disposition file?

autumn tide
#

hm, I don't know if dispositions are used anymore? I honestly have no clue though

bitter coyote
#

that is it if they are

urban patrol
#

yes the disposition (we still use that to refer to the Data/Characters edit, because there's not a great name)

autumn tide
#

ahhh okay

urban patrol
#

unfortunately yeah you did the outdated way

#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

urban patrol
#

follow tia's tutorial for the Data/Characters edit

hallow prism
bitter coyote
#

will give it a try. thank you

urban patrol
#

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

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(don't replace ModId, it's a content patcher token that automatically gets replaced when run in game)

bitter coyote
#

Ok. Thank you very much.

pine elbow
#

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

lucid iron
#

well the schedule thing is probably because of your warps blobcatgooglyblep

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you shouldn't use any tokens in i18n files they don't work unless you pass em in

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modid is also not needed bc i18n is already scoped to your mod

pine elbow
#

So, is this correct?

ivory plume
#

(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)?

ocean wave
#

pathos is that cat based off of ranboo (pfp)

#

always wanted to ask

pine elbow
ivory plume
ivory plume
bitter coyote
ivory plume
bitter coyote
#

You're a lifesaver. Thank you.

pine elbow
# ivory plume If you run the SMAPI console command I mentioned, you can see the final result w...

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.

ivory plume
pine elbow
#

Okay, I’ll give it a try, thanks.

hallow prism
ivory plume
#

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.

bitter coyote
lucid iron
#

pathos did u see pathos mask

urban patrol
#

with the validator, if you look at the line number, the error will usually be a line or 2 above it

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(if the error is "unexpected character")

ivory plume
bitter coyote
ivory plume
#

@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:

  1. 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.").
  2. 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.").
  3. Search result components have a ScreenReaderText value 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?

pine elbow
urban patrol
ivory plume
bitter coyote
pine elbow
ivory plume
#

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:...)".

pine elbow
#

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?

ivory plume
#

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).

ocean wave
#

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,,

pine elbow
short temple
ocean wave
#

ooo

ivory plume
hallow prism
#

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)

ocean wave
#

is this good,,

hallow prism
#

you need to test things

ocean wave
#

i mean like the format

hallow prism
#

but the dependencies you listed are uneeded

#

i can't tell

ocean wave
#

oh

#

i dont know how to add the pictrue i made

urban patrol
#

you should use the validator at smapi.io until it tells you it's fine

ocean wave
#

oh wiat i see it

urban patrol
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

ocean wave
#

im going through that

short temple
#

Then it would appear

ocean wave
#

i am lookin at that rn

short temple
#

Probably

pine elbow
short temple
#

Btw where can i learn to use tiled properly, i'm breaking My skull trying to learn from zero

ocean wave
#

this is wrong isnt it

#

OH NOT STARDEW VERSIONS

#

mb

short temple
#

Gonna try to make a custom barn for the dracos

ocean wave
#

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?

hallow prism
#

they target another image that is in maps folder

ocean wave
#

and then whats "from file"?

#

sorry im trying :[

#

is that from what i made or ?

urban patrol
hallow prism
#

yes, but all of this may be better explained on CP docs

pine elbow
ocean wave
urban patrol
mellow laurel
urban patrol
#

can you post the relevant NPC files as well

ocean wave
#

oh nvm i was looking at the wrong thing

reef creek
#

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.

ocean wave
#

im guessing i have ot make an asset folder?

urban patrol
urban patrol
#

"Mon" instead of "Janelle.Dialogue.Mon" for example

reef creek
urban patrol
#

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

pine elbow
reef creek
#

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]?

urban patrol
#

<@&239770080378880001>

lucid iron
#

@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.

ocean wave
#

this good?

#

bout to test it

urban patrol
#

you should test it and then come here with specific errors or questions

lucid iron
#

do you have a release version you'd like me to try? if not ill just build from source

urban patrol
#

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

ocean wave
#

ohhh im sorry

lucid iron
#

remember anyonecancook

ocean wave
#

did not realize- thank you for telling me!!

lucid iron
#

even if they burn the food a few times first

verbal narwhal
lucid iron
#

oh i dont need a nexus release or anything

#

but i often put a compiled version on github to hand off to ppl

ocean wave
#

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]

lucid iron
#

yea just debug sleep until u get cutscene

ocean wave
#

debug sleep?

lucid iron
#

yep put that in the console

#

to eep

ocean wave
urban patrol
lucid iron
#

siva if you don't want to spoil people that's ok and there r some ways to debug directly Bolb

#

e.g. you can patch export Characters/Dialogue/<youractualmodid>_Janelle

urban patrol
#

the way i18n works is:

  • dialogue.json:
    "VanillaKey": "i18n key"

  • default.json:
    "i18n key": "the dialogue"

pine elbow
lucid iron
#

there's also patch parse "{{i18n:Janelle.Dialogue.Introduction}}" which will quickly let you check if your i18n key is good

urban patrol
#

the black lines made me assume it was NSFW lol

ocean wave
lucid iron
pine elbow
#

No hahaa

lucid iron
#

but that's also why im trying to give tips Dokkan

urban patrol
bitter coyote
ocean sailBOT
#

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.

ocean wave
#

tyy

urban patrol
#

but anyway that error means you have invalid json

bitter coyote
#

Ok. How should I go about the game running events if not through loading them?

urban patrol
#

you should use EditData instead if it's for an existing location (which it is)

haughty charm
ocean wave
#

HELL YEA

bitter coyote
#

So just change the "load" to an "EditData"?

#

After I fix the file?

urban patrol
#

load patches look a bit different in terms of format

#

you won't use fromfile for example

bitter coyote
#

I meant same format in general. apologies

calm nebula
urban patrol
#

then yeah just use EditData instead of Load and you're good

summer spoke
#

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?

bitter coyote
#

Okay. I will give it a shot

urban patrol
ocean wave
#

okay now ti figure out how to release

summer spoke
#

Yes

#

cute

#

Thank you

ocean wave
#

oh they dont have the stars

#

fixed tiem to retest

sleek flint
#

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.

lucid iron
#

what are PUA

sleek flint
#

Private Use Area characters.

#

like \uE000

#

Can't they be used with the framework?

#

I figured they can.

ornate locust
#

alright I was concerned about the pickup artists entering code, but that's better

bitter coyote
summer spoke
#

Do I need to capitalize folders and document names like how farmer needs to be lower case in events?

urban patrol
bitter coyote
#

I use sublime, but it doesn't communicate the issue to me well

urban patrol
urban patrol
#

both of those are handy for brackets

lucid iron
bitter coyote
#

I will try it. Thank you

cedar turtle
summer spoke
#

okay, I'll be sure to keep that in mind, thank you.

lucid iron
sleek flint
lucid iron
#

In general if u can do all lowercase that's usually better

sleek flint
#

and I don't wanna edit another character that actually gets used.

lucid iron
#

is this for the TV channels or something else

sleek flint
#

Yes

lucid iron
#

Both...?

sleek flint
#

tv channels

lucid iron
#

In the TV channels case I think it would be better to just do custom UI type things

sleek flint
#

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 SDVpufferwaaah
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.

lucid iron
#

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 Dokkan

bitter coyote
#

Sublime is the darker one. ++ isn't showing me any errors

lucid iron
sleek flint
#

To allow modders to change the fonts without users having to manually change and choose the fonts themselves.

lucid iron
#

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 SMCPufferjail

sleek flint
lucid iron
#

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

sleek flint
#

Oh ok, that would be easy.

#

Thanks for reminding me to tell leroy I finished the compatability code with FF.

bitter coyote
lucid iron
#

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

sleek flint
#

What is mmap? SDVpufferclueless

lucid iron
#

It's chucore :)

#

Jokes but it's my framework mod theoretically for map things

sleek flint
#

Oh nvm I just saw the links description.

lucid iron
#

Dont question the fact that we're talking about TV

#

I mostly gave up and just put whatever I wanted in there now SMCPufferjail

lucid iron
#

Pretty sure you missed a },

bitter coyote
#

I did, I just don't know where it goes

lucid iron
#

The validator should have message on the top saying where

bitter coyote
#

I fixed that part I think

#

This is the new error

pine elbow
#

You’re missing the comma after "CustomEvent"

bitter coyote
sleek flint
urban patrol
sleek flint
#

Here you go

pine elbow
bitter coyote
#

Thank you. I appreciate all of you so much. I promise I won't suck this much... Eventually

lucid iron
sleek flint
#

@lucid iron The TV screen draw logic is in ChannelPlayer.cs

lucid iron
#

MMAP doesn't touch the draw layer depth of the tv screen in any way

urban patrol
sleek flint
#

@lucid iron If FonstSmasher is no good for me (hopefully not), what do you recommend I do to display the icons SDVpufferthink

#

preferably the most lazy-ass solution possible.

lucid iron
#

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

pine elbow
#

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

ocean sailBOT
#

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.

sleek flint
lucid iron
#

Yeah that seems like the most fun choice

#

Plus you show off your mod feature

sleek flint
#

Ahh marketing

lucid iron
#

And i do like having more going on inside the tv itself

sleek flint
#

Ok, I might just do that tbh just to not have to add a dep.

urban patrol
lucid iron
ocean wave
#

guh is there a wiki page to explain how to upload mod to nexus?

lucid iron
#

Looks like you have 2 Loads

#

Im guessing you meant to have 1 Load for the dialogue and 1 EditData to put everything in

lucid iron
pine elbow
# lucid iron Looks like you have 2 Loads

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

lucid iron
#

This is also nice

lucid iron
urban patrol
#

do you have two copies of your mod or something accidentally? you'll have to find where that other load is

lucid iron
#

Do a search for the one with LogName Loading Janelle Dialogue

ocean wave
#

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

pine elbow
lucid iron
#

Yeah that's the second one

sleek flint
lucid iron
#

The first one is called Blank JSON load

ocean wave
#

but it's saying to add it BEFORE it's even uploaded- is what i'm confused abt

sleek flint
#

Install this mod btw its really great and i heard the author of it is really handsome SDVpufferclueless

lucid iron
#

After you fill in the first page and go to media

#

You will have a mod id at end of your URL

pine elbow
ocean wave
#

OHHH okay

lucid iron
pine elbow
#

Yes

lucid iron
#

I just want to make sure I see what you see

urban patrol
#

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

sleek flint
#

I should really update this mod after releasing the TV mods, though. Does anyone have update ideas for it?SDVpufferthinkblob

#

Other than more NPC compatibility.

lucid iron
pine elbow
sleek flint
#

So other authors just have to add theirs.

lucid iron
# pine elbow Okay, so I’ll try removing both load: dialogue and load: schedule again, and tes...

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
lucid iron
pine elbow
sleek flint
#

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.

summer spoke
#

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?

lucid iron
sleek flint
lucid iron
#

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?

sleek flint
#

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 SDVpufferchickcry . So do you all think I should do it?

sleek flint
lucid iron
#

Assuming I'm doing the "seb is girl" aspects in content patcher

sleek flint
#

and that will help justify the C# a bit.

lucid iron
sleek flint
#

wdym?

lucid iron
#

Basically when the player exhausted the special messages

#

Just give them the money with a HUD message pop-up

sleek flint
#

Ahh, I guess I could do that.

lucid iron
#

I guess you'd have to track which messages are already seen ofc

sleek flint
#

And iirc my mod wasn't compat with polymary sweet so I will add that.

lucid iron
#

Oh why not

sleek flint
#

New strat is to become the biggest gold digger in the valley.

#

gonna become richer than bezos.

lucid iron
#

Ah are u only checking player getspouse

sleek flint
#

I think

ocean wave
#

peepoClap ty guys its done

sleek flint
#

lemme double check I haven't seen the code in a while

lucid iron
#

Besides getting the freelove/polysweet API

sleek flint
#

I think a year.

lucid iron
#

You could probably just iterate the NPC list and use the NPC version of getspouse

#

That one returns the farmer

summer spoke
#

Or wait, do I need to do a new json for every story event?

#

or rather every event itself?

sleek flint
sleek flint
lucid iron
#

The iterate all NPC can be a bit slow tho

summer spoke
#

okay, thank you

lucid iron
#

And the API interface is same for both multi spouse mods rn so it's probably fine

sleek flint
#

I will check if polymary and free love have an API

#

if not I will just iterate only if they are installed.

summer spoke
#

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?

summer spoke
#

Is that the "Target"?

urban patrol
#

no in the from file

#

target never takes file extensions

summer spoke
#

okay, thank you

#

Hay, on the bright side, at least it's recognizing it, right?

autumn tide
#

um, I dont think you need the FromFile key there

summer spoke
#

Right, I'll try that, thank you

urban patrol
#

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

summer spoke
#

It's still giving me the message. Could the problem be in my content?

sleek flint
#

Does anyone have any other idea?

autumn tide
#

uhh, what did you want to do?

uncut viper
#

i dont have any context but its not like you cant just grab the position of the dialogue box

summer spoke
urban patrol
#

do you have a content.json and a StoryEvents.json in your mod folder?

summer spoke
#

Yes, they aren't in the same folder though, should they be?

urban patrol
#

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

upper orchid
#

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

ocean sailBOT
#

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

summer spoke
#

The file names are Pitiable -> assets -> Events and then the json name is StoryEvents.

#

in the Pitiable file is my content and manifest

autumn tide
#

Oh, so Pitiable is just the name of the file in your mod folder?

urban patrol
#

no, pitiable is the mod folder

autumn tide
#

..thats what i meant

fathom spear
#

Can someone help me

summer spoke
#

yes, pitiable is the mod folder. Sorry for the confusion

fathom spear
#

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

autumn tide
#

i just suck at phrasing things-

summer spoke
#

Same

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

fathom spear
#

Sorry

urban patrol
#

all good

bitter coyote
ocean sailBOT
#

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.

urban patrol
#

(yes, i know the validator yells at you if you don't have Format)

bitter coyote
#

I got a similar error before I ran it through and added format

urban patrol
#

wait, is that included? i may have misread

bitter coyote
#

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

onyx hamlet
#

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 😅

urban patrol
bitter coyote
ocean sailBOT
#

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.

bitter coyote
#

that is after removing format line

urban patrol
#

the log is saying there's an unexpected bracket [ on line 2

uncut viper
# onyx hamlet So…tbh I barely know anything about modding, but I’m starting. Right now I’m d...

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)

bitter coyote
#

Let me try without it

summer spoke
bitter coyote
ocean sailBOT
#

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.

bitter coyote
#

That is what the original looked like. I will revert it and try again.

summer spoke
#

It is?

#

Huh, how'd that happen?

urban patrol
summer spoke
#

Just one second and I'll send the working one

#

This one?

urban patrol
#

so 2 things:

  • you replaced target with edit data. revert that.
  • replace load with edit data
bitter coyote
summer spoke
#

Sorry, I read that wrong

ocean sailBOT
#

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.

uncut viper
bitter coyote
#

What do you mean?

#

let me send the content.json

uncut viper
#

please show your content.json to show how you are including this file

bitter coyote
#

I am unsure how to address it in the content.json if it needs to be included

urban patrol
#

Include instead of Load on line 75, and remove the target

uncut viper
#

Include is a separate thing from Load

urban patrol
#

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

summer spoke
#

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)..

summer spoke
#

what? sorry, this is the most I've ever used Discord.

urban patrol
#

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

summer spoke
#

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

bitter coyote
#

Changing load to include and removing the target line caused nothing to happen. No error, but no attempt to load either]

bitter coyote
#

yes

#

It acted as if it did not exist

urban patrol
#

how did you test it and what behavior did you see

bitter coyote
ocean sailBOT
#

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.

urban patrol
#

when you type debug ebi youreventid what happens (replace your event id)

bitter coyote
#

Let me try

urban patrol
#

oh no wait

#

you haven't met preconditions. there is no NPC named Dan. you need to use his internal name

tiny zealot
# sleek flint Hey <@1127795093198352445>, So I was checking FontSmasher, and I was wondering i...

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

bitter coyote
#

Is that the ModID+name one?

urban patrol
#

yep

bitter coyote
#

for every instance of dan?

urban patrol
#

everywhere that isn't inside of dialogue/strings, you need to use internal name

bitter coyote
#

Thank you. I will make the changes and report back

urban patrol
#

"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

bitter coyote
#

Can you give an example? Sorry, I have been learning from tutorials and the wiki and I get mixed info

urban patrol
#

sure one sec

#

"{{ModId}}_crystalhearts1/Friendship {{ModId}}_CrystalPalace 250": "event script here"

bitter coyote
#

Ok. I can do that. is there a way to key an underscore on a keyboard that doesn't have one?

urban patrol
#

i have to go now but good luck

bitter coyote
#

Thank you.

#

It did load, so thank you.

upper orchid
#

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

ocean sailBOT
#

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

reef creek
#

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

opaque field
#

Try changetoTemporaryMap instead of changeLocation :3

tiny zealot
opaque field
#

(I’ve never used changeLocation my b haha)

reef creek
#

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?

tiny zealot
#

no, that won't be necessary. that error is your problem

brittle pasture
#

(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)

reef creek
#

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?

tiny zealot
#

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)

reef creek
#

okay thank you!

latent mauve
#

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 ❤️

uncut viper
#

ooh if the smapi update was released that also means official non-maps tilesheets is available now too SDVpufferparty

urban patrol
#

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

uncut viper
#

the nexus file description links to the changelog

#

its not packaged in a release on github yet

urban patrol
#

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

uncut viper
#

separate and not a bug so isnt something that needs to be fixed

urban patrol
#

gotcha

uncut viper
#

it does make ATA redundant that part is correct, though its a different format from ATA so its not a drop-in replacement

urban patrol
#

"fixed" was a bad word there

uncut viper
#

ATA is still required for mods that used ATA until they update

urban patrol
#

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

uncut viper
#

tbf im the one that PR'd the code into SMAPI in the first place SDVpuffersquee

urban patrol
#

was the idea for it to be a mod first, or were you sitting on the PR for a long time?

uncut viper
#

ATA came well before the PR

#

the PR has been since last June or July

urban patrol
#

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? SDVpuffersquee

uncut viper
#

as far as i know that means it wont give the error in the first place

#

well, spaces maybe, im not sure

urban patrol
#

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"

uncut viper
#

missing a coordinate isnt "contains tokens or consecutive spaces"

urban patrol
#

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

uncut viper
#

correct

#

now it will not

urban patrol
#

very good!

uncut viper
#

i understand what you meant now. yes stop ignoring it SDVpuffersquee

paper locust
#

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
        }
      }
    }
  ]
}```
urban patrol
#

!log can we see the error it's giving you?

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

urban patrol
#

that looks correct at a glance

paper locust
#

So theres no SMAPI error logs. Mod loads correctly and all. Just in-game i get the error:

urban patrol
#

can you share the log anyway? sometimes it has more information

paper locust
urban patrol
#

oh did you spawn a new one

#

after making changes

ivory plume
#

Your Data/BigCraftables edit seems to be incorrect in that log.

ivory plume
#

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?

paper locust
ivory plume
#

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?

paper locust
#

oh my gosh. The name of the object is "leggomyeggo.DrinkShopObject_DrinkShop"
when i spawn that in, it works

urban patrol
#

one mod i find useful for testing is CJB item spawner! it brings up a searchable menu

paper locust
#

So i should probably remove the {{ModId}} to keep the name simple

        "{{ModId}}_DrinkShop": {```
urban patrol
#

no, you should very much keep the {{ModId}}

paper locust
#

or would better practice be to just keep {{ModId}}. Do you have any tips?

urban patrol
#

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

paper locust
pine elbow
#

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.

urban patrol
pine elbow
urban patrol
#

you can use multiple files inside a folder called default

#

this is how mine is set up

pine elbow
#

Thanks!

urban patrol
#

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"

pine elbow
#

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 patienceSDVpufferwaaah

urban patrol
#

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#)

pine elbow
uncut viper
#

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

pine elbow
uncut viper
#

nic's practical example would probably help, since what nic was describing is the solution

pine elbow
#

Oh, okay, I just didn’t want to bother her anymore

urban patrol
#

it's not a bother!

dusk mulch
#

was wondering why an item wasnt being added to the game, just realized i forgot to add the framework...

urban patrol
#

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.
pine elbow
#

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!

urban patrol
#

i'm glad the example helped!

low marlin
#

Can I set sleeping sprites to HMK children, similar to how this is achieved with Unique Children?

lucid iron
#

Hm I never implemented that Dokkan

#

So answer is no you can't for now but it sounds like a fun idea so I might do it

feral trail
#

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?

lucid iron
#

They do actually go sleep on beds which makes seeing the sleep kind of hard

uncut viper
#

ah hit enter too early

#

they prefix their Hazel's internal name with their mod id. there shouldnt be any incompatibility

feral trail
#

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

lucid iron
#

Oh they use same texture huh

uncut viper
#

oh so they do

mellow laurel
#

sounds like they aint compatible ThinkBigEyes

uncut viper
#

well thats very unfortunate

lucid iron
#

Unfortunately but at least we know what to fix (the Load to Characters/Hazel)

uncut viper
#

but much easier to fix than if the internal names were identical at least

lucid iron
#

Is either author reachable rn?

uncut viper
#

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

lucid iron
#

I think they can keep the internal id for now if they use TextureName

uncut viper
#

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

low marlin
dusk mulch
#

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?

iron ridge
#

!patchsummary

ocean sailBOT
#

Can you do these steps to provide more info?

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

sorry no

#

patch export

dusk mulch
#

ty!

lucid iron
#

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 med

#

I don't think it's too hard

feral trail
lucid iron
#

I don't know anything about how unique children works for sleeping animation so the context is lost on me there

inland rain
lucid iron
#

Have you been prevented from actually playing once again

ocean wave
#

peepoScared iws told here to ask for cheeto role,, scary

dusk mulch
#

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.

dusk mulch
hard fern
#

[[Modding:Hats]]

lusty halo
#

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? SDVpufferchickcry confused

#

I also just woke up so I may forget how coding works momentarily, pardon me

spare island
#

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

spare island
#

ah i see tyy

devout otter
#

And then you just PatchMode.Overlay the replacement image on top of it.

lusty halo
dusk mulch
#

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.

fossil osprey
#

Doesn't Vincent play with a car in one of his animations? I recall him playing, but I don't know with what

opaque field
#

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

dusk mulch
#

I'll see how I go using the junimo cart sprite

warped perch
#

anyway i can prevent this from softlocking my game while not having to leave the game (don't wanna lose my day progress)

warped perch
#

?

#

what does that mean ?

dusk mulch
#

You're using content patcher right?

warped perch
#

i have it installed yes

dusk mulch
#

But are you using it for your mod?

warped perch
#

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

dusk mulch
#

Oh, That means that would most likely be a bug in the mod and would need to be reported on the mod page.

warped perch
#

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

dusk mulch
#

How are you softlocked? Is your character stuck?

warped perch
#

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

dusk mulch
#

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.

warped perch
#

rip....

#

well, i left the game...time to make a mod support post ...

woeful lintel
#

also note that this is not the correct channel to ask for help with using mods

#

this is for making mods

warped perch
ocean wave
#

!mh ?

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

spare island
#

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

hallow prism
spare island
#

it basically calcultes where and when you need to put seeds in a seed maker

#

to get ancient seeds

heady spire
#

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

hallow prism
spare island
#

Im using legacy yeah but idk if it stayed the same

dusk mulch
#

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.

gray bear
bitter coyote
ocean sailBOT
#

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.

autumn tide
#

oh, and could you send the json too?

bitter coyote
#

Sure. one sec.

autumn tide
#

Hm, is this an edit of a vanilla event or your own entirely?

bitter coyote
#

My own entirely

autumn tide
#

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)

bitter coyote
#

All of the event ids? like the keys too?

autumn tide
#

could you specify which keys? but yeah it's recommended to prefix pretty much everything wholly new with {{ModId}}_

bitter coyote
#

My bad. thats the old json

#

This is the current

#

that gives the error

autumn tide
#

(also a beginner here so I might not be able to find the error, sorry!)

calm nebula
#

Do you need the response keys

bitter coyote
#

the event proceeds differently based on how the question is answered

autumn tide
#

ohhh you did an event fork!

calm nebula
#

You can do that with quickQuestion

autumn tide
#

basically- everyone hates event forks and reccomends quickQuestion then switchEvent

#

oh atra beat me to it

bitter coyote
#

Okay. Is there a structure somewhere I can follow for that?

autumn tide
#

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

ocean sailBOT
#

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

bitter coyote
#

I have the unpacked content

autumn tide
#

perfect!

#

you can look for events in data/events

bitter coyote
#

Ok cool. I will take a look. Thank you. I'm sure I will be back later wwith more dumb questions

autumn tide
#

LOL, that's what this channel's here for

proven kernel
#

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!"

gentle rose
proven kernel
#

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?

gentle rose
#

!json

ocean sailBOT
#

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

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

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

gentle rose
#

put it in the validator link and share the link please

proven kernel
#

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.

#

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.

mint narwhal
#

Hi hello I'm trying to make my own accessory mod with fashion sense how do i do that

hallow prism
#

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
proven kernel
#

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?

hard fern
proven kernel
#

So it's looking for the furniture.png and then I'm doing whatever to that (overlay or replace)?

mint narwhal
hard fern
#

all i know is that it's loading a tilesheet.

proven kernel
#

The links I share above have them if you want to peek.

hard fern
#

ah. didn't realize that was you lol

hallow prism
hard fern
proven kernel
#

OK. That helps a little.

#

I've gotten so far with this thing and am SO CLOSE to being done. Ugh!

lusty halo
#

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?

hallow prism
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does CP received an update? if yes, see if there's patch notes

lucid iron
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I think it's basically eraser

lusty halo
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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.

lucid iron
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Yeah i think the change to make use of it needs 2.9.0

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Rn it's smapi mods who can use it if desired

hallow prism
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so i see how that would happen 😄

lusty halo
# lucid iron What's the goal?

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.

lucid iron
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Dw the change is already merged over in CP

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Just need release

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@ivory plume speaking of that do you want me to help with zh docs for new feature?

lusty halo
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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! 😂

worldly wadi
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Heyyyy does the hasactivequest token also applies to special orders or only normal quests?

ivory plume
lucid iron
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Ok I'll PR real quick bye

lusty halo
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Yay! SDVpufferparty I'll need to rewrite several things but it'll be worth it.SDVpufferchickcool

ivory plume
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(Google Translate being AI now is a bit inconvenient when trying to verify translations. SDVpufferpensive)

hallow prism
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every time i write an emote in event i am tempted to write the actual symbol

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like emote farmer ?

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i wouldn't be against this being added as alternate commands like portraits have 😄

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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?

lucid iron
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Did u not have that originally?

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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.

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they should still be awake ill just go poke em real quick

tender agate
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huh, just a couple weeks ago I saw an option to not use ai translation

ivory plume
lucid iron
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hrm did i click on wrong commit on phone kyuuchan_run

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now that i opened it on browser it is the full thing

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ok the only word choice that i find questionable is 遮罩

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more common to call that 蒙版 in various art software