#making-mods-general
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nope
ill restart like you said
tis work
okay so adding my mod back crashed again
Do you have any C# mods?
All the mods in your log with the names in bold are C# mods. So all of these, for example.
Remove a few of those.
calcifer andcauldren are dependies for wag
You do not need WAG to test your mod, do you?
nop
So you can get rid of them for now to see if it stops the game crashing
i feel like its somethingto do w my mod
look at the smapi console closely when it crashes
Your mod is just a content patcher mod. It doesn't contain anything that can make the game crash without logging an error (as far as I'm aware).
steam wont opennow wtf
yes, that's the AVE we are talking about
alr
all you can do is disable one random C# mod and launch again
Doesn't matter which ones
you can re-enable it later
im taking most of em out
I disabled my entire testing tools folder last time I got one
if steam wants to load,,
And then I enabled it again for the next session
I do not usually have Steam open to test mods lol
its how i open sdv
I can't do that
I have too many mod groups
I mean...I could add each one to Steam but that's just a pain
Easier to just run StardewModdingAPI
i doesnt want to open 
JUst ignore it and run it straight through SMAPI for now
where do i do that? bit dumb FeelsDankMan
Open your Stardew Valley folder and scroll down until you see StardewModdingAPI
Run that
found it
Maybe it'll require Steam anyway because you're on Mac, I don't know
debug ebi <event id>
n what was it to reload a mod
Hello!
I would like help translating an i18n into Spanish for the Canon-Friendly Dialogue Expansion mod.
What do you need help with?
Why did you just ignore what I said?
Does debug ccloadcutscene 0 look anything like debug ebi <event id>?
since this has happened twice in a row now I suggest following written instructions from others exactly as is instead of trying to improvise
i was reading the wiki thing,, i was looknig there
i cant find the event ids 
OH i did try the ebi but couldnt find the event id for jumino
Well you're not going to be able to ever replay it until you find the id
No amount of searching the wiki for alternative commands is going to let you avoid that
You find event IDs by opening your unpacked content folder, going to data/events and then finding the file for the location the event is in
for clarification what event do you want to run
any of the jumino restoring cutscenes
I don't know what those are. Like in the community centre?
Hi, does anyone happen to know a website or a way to make the code in files properly aligned? After moving things around so much it ended up looking messy, and fixing it by hand would take me a lifetime hahaha.
What text editor are you using?
Notepad++ and sometimes Notepad
You can get the plugin json viewer for n++ and use its format option
yes- like the restoring greenhouse
if you're desperate you can probably use smapi.io to validate and then copy its output back into your file
(You can use the json tools plugin too but I prefer how json viewer tidies it)
I don't find that the SMAPI website tidies json
oh, it doesn't?
I frequently have to copy and paste stuff from there into vsc before I can read what people share
my bad then. i almost never use it
ah, in that case ccloadcutscene is probably the correct one (got confused since i thought you're doing literal location events)
try a new save?
klip can you stop reacting to stuff thats towards me with passive agressive emojis? this is the fourth time
ty
Maybe it has some feature for it but it sometimes actually borks stuff, I don't know
I tried it but it didn't work
Thank you! It was magic!
I never use it for my own stuff except when I want to share snippets with others but I'm always looking at other people's things and it's either not fixing theirs or it's actively borking it lol
Oops, it deleted the notes I had added in the file to remember things. 😱
Vsc will do it too
Well, I’ll have to trust my memory haha.
Hi guys i did a static npc in tiled, it is a pirate that would warp you to the island port from the mod i'm doing, but how i do that? What does it need to do the warp function, but asking if you want to go to the island and not auto warp You there
hm i suppose if you don't mind the dialogue you can make him secretly a minecart?
If you want him to actually have a portrait then u probably need some kind of dependency
I actually want him to ask You if You want passage to the island
Not portrait
Yeah I don't know off hand if you can customize the text on the minecart menu
I'd try that first tho 
Basically u need to make a non default minecart network with 2 nodes
oh yea- is there like a way to change the text for the mini cutscene for finishing first bundle set?
or is it hardcoded
i believe every text can be edited somewhere
it works we are so back
Ugh I have a question about the new Mask Patchmode but I just realized as I was writing it that I need more tests before I can find the right words and be sure it's an actual question instead of me not understanding how it works. Hopefully I can solve it on my own.
the "we are the juminos, keepers of the forest"
What about the item that sells You the bus ticket? Can the npc make the function to sell You ship tickets?
then yeah, search for those strings in your Content folder
alr ty
Thanks Chu! You always save me
and im guessing c# to change a word?
which word?
for when it sauys "we are the juminos" want to change jumino to dumbinos to keep with the theme of the mod 
Search your unpacked
found the string btw
If it's player visible text it shouldn't be hardcoded
"JunimoNoteMenu.cs.10786": "We the Junimo are happy to aid you. In return we ask for gifts of the valley. If you are one with forest magic then you will see the true nature of this scroll.",
i think this is it i mean
yeah you can just EditData it
https://github.com/camiska/PregnancyOdds/tree/expanded# this looks good to you too?
wait nvm i think
Which part do u want me to look at 
The API i linked the other day is released on nexus (HMK-1.1.0)
still looking FeelsDankMan
You can try it and see if you need anything else
oh hey! looks cool 
Oh yeah I think the other person mentioned that it didn't like comments. If there's not a way to change the settings to allow comments you might want to switch to using visual studio code (NOT visual studio community) instead.
FeelsDankMan would i be able to us cp or no
You have already been told yes
Using EditData
Sorry, didn't see until now that you have asked for no pings, I'll turn them off for future
im sorry im trying
dw !!
im probably blind and making you guys annoyed but im in editdata and dont really see anything for editing text strings,,?
see here for an example of how you'd edit a string inside a string-string file: #making-mods-general message
whoops forgot to unping
thank you 
make sure to change the Target and the edit target of course
Do you know how to use Tiled?
If you know, please teach me how to make the player enter the NPCs' houses.
And whoever knows, send it to me privately.
it's way better on a big server like this to solve problems in the open. future users can discover things, and passersby can help
[[Modding:Maps]] have you looked at this
You can add warps in Tiled, but I prefer adding them in CP myself 
https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps
also this is a good step by step tutorial
Last edited by AtlasVBot on 2025-09-13 18:57:52
Tiled is understandably one of the most unintuitive/intimidating programs to use when making maps or patches for your mod. This tutorial aims to break it down into very simple steps with pictures! This tutorial will use the example of making an NPC house to teach you how to make a map patch (for ad...
I tried to update smapi and now steam won't run my game, any advice? i tried replacing the new smapi exe launch options and it didnt work
!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).
How do i add a mod to the Showcase?
Still don't know how so anyone that sees this and knows please do it
these three are the only delegatemethods i need, right? or should i/do i need to match the whole interface of your api?
you need to be high enough level / be a cheeto (recognized mod author).
but are the sprites in the mod yours? i see you're crediting various third parties, which i kinda doubt gave you permission to use these
did you make it?
no it doesn't look like it everything is taken
/lh
general wisdom is to only include the ones you absolutely need, because then the person who owns the API changing other methods wouldnt potentially break your mod
(the person who owns the API shouldnt be doing that willy nilly ofc, but its fair game in a major version change)
I used the SNES sprites as many other mods out there so it should be fine tbh
it's not
Yea you don't need to copy everything on the interface
it's not like at all you need to ask
good luck getting a response from big gaming companies
it's just a straight up "you can't"

As if they were going to take me in count🤣
I think whether you can have cheeto role for using sprites from games is a question for the junimos
But also you need lv25
i don't care if they do or not, i can't in good conscience publish your mod in the showcase if the content is basically stolen
thank you!!
-# should i ping modes
yippee, i was just a bit confused if the other delegate method calls were also intended to use for compat in my mod
me? for th dumbinos?
No it's not about you
oooo
Nah i made it for other use cases 
-# i'm gonna ping mods is that okay
this is another thing for the junimos to conclusively answer too but as for whether its breaking a rule (unrelated to mod author role) i dont think people really give a fuck if you port a sprite from a Square Enix game into your mod. but im not a junimo
One note is that hmk expects a Dialogue instead of a string, this is because it'll try to display portrait if possible
if you think something is breaking the rules, you can report it with the app or message bouncer. if its urgent, you can ping the junimos. i dont think this qualifies as urgent, personally.
(sorry, i forgot to turn off the ping reply)
alright
I think the same but hey, everyone sees the things they way they like most
How come there are rules and i missed them?
Pls enlighten me
i didnt say you were breaking the rules. i said if someone thinks someone is breaking the rules they can report it.
the junimos can then decide if a rule was actually broken
Yes but i actually don't know there were rules
button isn't suggesting you're breaking them, though, someone else asked how to report so she answered
(whether it's against the rules or not is irrelevant to how each mod author feels about showcasing any particular mod. i chose not to.)
unless its without a doubt crystal clear i will never claim someone is breaking a rule as i am not the judge nor jury nor executioner 
correct, a mod author is not obligated to share on your behalf regardless
since doing so is kind of like vouching for them of a sort
Nice to know i did nothing wrong tbh and thanks for showing me the rules case
would i ask here or in art for suggestions btw
Hi everybody. So im lookin to sync and object across multiplayer instances. Is NetField the way to do this? does anyone know a good simple example?
gonna need more specific information about what you're doing for a more solid answer for something like that, i think
so I wana do some support for multiplayer stuff for the mayormod. i have a voting date and some other info in the host save data. I want the other farmhands to have this info too.
so i thought once the host loads the save data i throw it into a net field so its shared
if its stuff that you can easily serialize to and deserialize from a string, i would just put it on the Farm's modData
so valcrist can you not laugh at me?/lh
you need to do some extra work i believe to be able to even use a new custom netfield
anyway
once i fidn my folder dumbinos will be updated
I think actual custom netfields not already attached to another object need like a new netroot
lost it i cloased the tab
but the Farm is always active and always synced so every player can always see the most up to date moddata
Np i'm just looking the conversation
o that sounds a lot handier
also custom netfields tend to lead to bigger issues (re: completely broken) if a player tries to join without having your mod
iirc
so yeah just go with mod data
(not that players should join without having your mod anyway, but yknow, nice to minimize such things)
yeah this sounds like what i need thanks a mil
Which one is worse, patching an update method or doing the same thing on an update handler?
insufficient data for meaningful answer
the advantage of patching the method is i know exactly when it happens relative to the base function
otherwise i dont think it really matters
also patching the function avoids finding the thing you want to update on
Okay, it's either I patch Pet.update to monitor and manipulate a pet's moves and behaviours, or try to do it with foreach loops through SMAPI's events
looping via events sounds like you'd also need to loop across multiple locations and check every single Character to see if its even a Pet
which sounds like a pretty significant downside
(relatively speaking)
There's Utility.getAllPets
have you looked at how that function works
it loops over multiple locations and checks each Character in that location to see if it is a pet
...fair
(in my mod I'm (not) working on I currently have a rather overengineered solution to avoid looping over every world object multiple times with every new DayUpdate handler and while it works well enough I feel like I should just turn them all into postfixes on Object.dayUpdate)
could meet in the middle and postfix the object constructor to add itself to a CWT
then just loop over the CWT 
(
I just do Utility.ForEach[something] on certain events in VPP)
dayupdate things are hardly that significant though compared to every single tick
Yeah its a bit of what I'm worried about
which is why id definitely recommend just patching the update method here
you need to do the work after the update regardless, so the actual cost of running it inside the update method is irrelevant
and the cost of patching it is a one time cost at launch
So I've been struggling with adding minables to a location using Spacecore, and I'm curious if there's something I'm missing? Here's the json file I've included to achieve this.
My goal is to create custom ore nodes and spawn them in, I'm following exams put forch by Space https://gist.github.com/spacechase0/35453e1e7a0593d8d4f00246c1dd3990 and Nic https://github.com/nbeymer99/DeadBoyDetectives/blob/main/data/Spawning.json
line 41, that name has some extra letters
It's a different node, since I want to create large nodes too
It gets called in the SpawningGroups section seperately from the other smaller nodes
Wait I see what you mean.. I added an extra space that I didn't spot in notepad
Thank you! I'll try again with that fixed
you can also test the trigger command directly in the console and see if it works
Oh really? I didn't mod as much after 1.6 came out to tirgger actions are still a little new to me. That's very helpful though, thank you!
Wait Selph thank you so very much! Somehow the trigger I've used doesn't work since sending the action directly to console spawns the ores
But that still very much helps me narrow down my issue 😸
possibly the action is already marked as applied in your save from previous testing
Marvelous.
Hmm, I assumed "Trigger": "DayStarted", and "MarkActionApplied": false, being used in confuction should prevent that but I can play around
like if you have a version of the code without the MarkActionApplied line
try a fresh save
i wonder if the example on the wiki explicitly including "MarkActionApplied": true even though its not required would help prevent that issue
its pretty common for people to forget that their very first attempt at a trigger action was auto-marked applied before they made a bunch of edits and changes to it, and then wonder why its not working like 2 days irl later
i think that could be very helpful, that's the issue i see most often with troubleshooting trigger actions
i was gonna write up a traction troubleshooting modding wiki page at some point but forgot
I wanna make sure I understand though, wouldn't "MarkActionApplied": true make it one time only?
Versus false which would make the game forget it happened?
yes
true is the default, though
if you dont include the line at all, it will be true
Oh, I understand what you mean! Because I had it set to true initially by default, then the game can't unforget it even when I set it to false
So I just needed to do a new save to see it
correct
yep, or there's a way to mark it unapplied via console commands but i always forget it
easier imo to just do a new save
theres just a trigger action action to mark it unapplied, listed on the same wiki page, in fact
so you use the debug action command to unapply it
if you know to do it it's probably quicker to do the debug command, but if you're in this channel helping someone debug their issue bc theyre unfamil,iar with trigger actions, its way easier to just say to make a new save lol]
I don't see myself needing a TA in the future, but I'm glad I have the option now
You don't see yourself needing a teaching assistant?
Hi, I’m having trouble with my sprites. I have two: the main one and an ''alternative'' that should only appear when the character is at home. The issue is that when I set up events inside the house, I want the original sprite to show up, but even when I use changeSprite, it doesn’t appear in the events. It seems to be conflicting with what’s in the content.json, but I don’t know how to fix it. Here’s the part with the sprites: https://smapi.io/json/content-patcher/d5f7b14975db4fab9e69e4ac63143394
I don't think that's how you change sprites according to location
there is the appearance system that you can make use of
as for events, there is a specific command you can use to change the sprite to the normal one but i currently can't remember what it's called 
oh wait it is changeSprite as you just said
I’ve seen several mods that use it, but maybe I’m using it wrong.
Last edited by AirynS on 2025-10-23 07:04:19
If you want to add seasonal outfits for your NPC, there's two ways you can do this: the token way or the Appearances way. Appearances is a new code structure added in SDV 1.6, so if you're looking at an older NPC's code for reference, they'll most likely be using the token way. The main difference bet...
Some mods are Old
Appearances happened in 1.6, so it's new
As far as I know, those might be from older mods as 1.6 introduced the appearance system
The thing is, they’re not the seasonal outfits I’m trying to add… but maybe it still applies anyway, right?
yes
It says seasonal in the title, but if you look at it, it has more than that
the seasonals are just an example
Okay, thank you very much!
the appearance system uses game state queries which allows for conditional appearances
any tips on making interiors on tiled (it's my first time making interior):
- what do I need to keep in mind?
- how is day and night affected?
also any tips on making your own tileset?
is there a way to spawn a building like a shed on a map location that has no farm entry
i know spacecore lets you on like custom farmmaps but im need something for like a regular map
I found it helpful to have vanilla maps open for the room dividing wall placement ideas. There are DayTile and NightTile map properties that you set to change during day and night, respectively. You can find the info how to use those here https://stardewvalleywiki.com/Modding:Maps under the Map&Tile Changes sections inside Known Map Properties
Otherwise just practice helps. Oh and testing in game because you will inevitably place something on the wrong layer and be able to walk into the void (or maybe that's just me 😅)
Buildings Included is one framework for it
was pathos a modder before on the dev team? always been wondering
many, probably not all (some left the team)
is there a mod that just lets you see all dialogue of an npc without waiting or meeting requirements?
there's a few names and groups in the game credits, so it's not likely
do farmhouse buildings have to be tmx's im getting issues with mine
intersting hmmm
a map having issues wont be fixed by making it a tbin or a tmx
there used to be a dialogue tester, but for now there's just a couple of console commands for testing specific/current dialogue
https://stardewvalleywiki.com/Modding:Console_commands#Dialogue
hmm okay so i cant place furniture, flooring or wallpaper. im getting no errors either
in fact i literally just copied the first level farmhouse map
And probably would be for 1.7 too👀
no it happened to me a lot, and some birds. It's just I don't have all the time in the world to practice; thanks so much for giving lots of really thoughtful suggestions
well there's no 'probably', he's active in the 1.6.16/1.7 thread
I got my furniture placing now i need to figure out why i can color my flooring or walls
probably should have said "only since 1.6" instead of "only for 1.6" lol
Hey! Sorry to bother you again. I changed the code, but I’m getting this error:
[Content Patcher] Can't apply data patch "Beach Apartments > EditData Data/Characters #1" to Data/Characters: the field 'Sivarior.BeachApartments_Caleb' doesn't match an existing target.
Clearly I’m doing something wrong, but I don’t know what. And that is the character’s name.
https://smapi.io/json/content-patcher/5ee01e37d2dd47df913cee6ddd6ce7ba
Seems like the location name's wrong
Actually, it might be how you're doing it... You can just put it in the character data without patching it in like that
anyone understand how to make a custom farmhouse let you recolor the walls and stuff? im following the wiki and its not working
You mean wallpaper right
yeah the wallpaper and flooring just wont work
It's a little complicated but I'd just start with the shed
Also the location type must be DecoratableLocation
it is and its not working at all
You'll want all your character's looks in Appearance, including the day to day ones. I stuck my NPC's file in here, if you want an example of Appearances in action. https://smapi.io/json/content-patcher/91b97e0126dd48b1bebefe7242ae5718
Is the not working like wallpaper has no response?
it highlights like it wants to place but it doesnt place at all
like it doesnt even dissapear from my inventory
Are you able to put paintings on the wall
If no then ur wall tile props r wrong somehow and it's not considered wall
now that I look at mine vs yours, I suspect you're missing the bit that says "Target".
My appearance for the pride festival has a location in it, if you want an example
yeah i guess there is but i basically copied th e farmhouse map and made a custom map from it
so it should be working regardless
Yes, please
It's the last appearance in the JSON link I sent
You'll also need the normal appearance for your NPC, which is the first one. The day to day one.
i got it working by startin a new save lol
Oh, yeah, you’re right, sorry. I still need to add that target
Thanks again!
Sorry to keep bothering you
, but the issue still persists. The original sprite doesn’t appear during the events that take place in his apartment. I tried using IsEvent conditions, but it still doesn’t show up. It seems like the two sprites are conflicting, and in the end neither of them gets shown.https://smapi.io/json/content-patcher/b1ea40291a1a449ebd1b0d37e9a49389
I think precedence is getting you there. I think... let's see, I think I'd just do one with no conditions and precedence 0, the inside apartment condition one with precedence -1 and a copy of the first one with just the event conditions and a precedence of -2
Lower precedence overwrites higher
or maybe someone else has a better way to do it
If you meant to have the appearance showing in all those events, don't use comma on there.
"Conditions": "ANY \"IS_EVENT {{ModId}}_CH5\" \"IS_EVENT {{ModId}}_CH3\" \"IS_EVENT {{ModId}}_CH5.1\" \"IS_EVENT {{ModId}}_CH8\""
Would that still work with events that take place in Caleb's apartment?
I'm worried the apartment location and lower precedence might overwrite it, but I'm not 100% on how those conditions would interact
Yup it will.
the way the condition is written now (with commas), it's basically telling "use this appearance when you are in all of these 4 events at once," which is an impossibility.
You don't separate conditions that are supposed to be under ANY with commas.
Where do I get some assistance with making mods work? I don't mind doing a little code work if need be, but this seemed to be the place that the wiki suggest I come to.
I don't see a 'help' type of channel so... I'm trying here.
yep, it's this place
the #1272025932932055121 board is for getting help playing with mods, this is the one where people make them
Oh, I was about to say I thought I was in the wrong place because I saw the modded tech support...
oh i read "assistance with making mods" lol
I might need to actually edit a mod, so it feels like it's not too far off here.
I just need to modify where a custom NPC's house drops
Okay, thanks. I tried without the commas, but the character still doesn’t show up
Wait, the entire character doesn't show up? Not just having the wrong sprite?
Yeah, exactly.
Now, when he’s in the apartment, the correct sprite shows up. The problem is that during the events that take place in his house I want to use another sprite, the original one (Caleb’s, not the alone one) but the full character doesn’t appear. Only the emotes and dialogues show up.
Yes, yes, outside it shows up correctly, and in other events as well. The events inside the apartment also look fine (only the alone ones). The problem happens when I try to use changeSprite with the original sprite in his apartment

Oh can you try not using changeSprite, then? Ideally the Appearance patch should take care of it.
Okay, I’ll try!
So just make sure the Conditions has no commas, and the Precedence is lower than the Alone one.
He’s cursed...
It’s still not showing.
Did you lower the precedence below -1?
Lower overwrites higher
I wouldn't think that'd make you vanish, but it's worth noting
The problem with lowering too much the precedence is that afterwards Caleb_Alone doesn’t show up in his apartment. Instead, the original sprite appears
That doesn't sound like your conditions are working right at all
At this point, I don’t know anymore.
hm.
this one might be over my head
I don't know why it would overwrite in that order and not even show up in the other order
Do you have error in your SMAPI log?
I would think it would just show the wrong sprite in the other order
No worries, thanks anyway for the help!
I’ve got a error, but it’s from something else.
At this point, I think it'd be helpful if you shared your entire json.
So this is actually a sign that your appearance data works. It's just that because the Condition field is invalid, it applies all the time.
It’s always those little details
Thank you so much, really!
https://smapi.io/json/content-patcher/4cb99b367e1c46e1b2b1a788bb70662d
can i get a sanity check? this is failing silently and i can't figure out why :')
okay wait progress: getting this warning when i try it on a different setpiece
[SpaceCore] No valid spawn tiles, using spawn group 'handwrittenhello.dbda_SingleMiseryWraithSpawnGroup'?
@next plaza do you have more information on what this error means? i've checked that there's no buildings tiles underneath, and i've checked that there are tiles on the paths layer, so i can't think of what i'm doing wrong
not sure if this is the right spot but I am trying to edit a map to remove a spawn large stump location and am unsure how to do that
I have gottent to the step of openning the map in tiled and got the tile sheets loaded, but do not know how to edit the properties of a map.
The map works without FarmTypeManger which is the strange part I cannot figure out
it's the right spot (though I have to run in a sec and can't help much personally)
so stumps can be spawned in in a couple of ways; if it's spawned by one of these "Paths" tiles, you can select the "Paths" layer with the blue grid here, then delete it with the Eraser tool, I think
if there's no FTM pack with that map, FTM isn't doing it, but otherwise you could search the FTM content.json for the word "stump" and go from there
Looks like this is it
Since it doesn't seem like I'm getting any tractioni n the tech support... how would one decide where something was placed in a mod?
Thanks for the quick answer
I have the feeling I will need to essentially craft my own solution at some point...
depends, what kind of something
A house.
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
...\pathoschild.stardew.modbuildconfig\4.4.0\analyzers\dotnet\cs\SMAPI.ModBuildConfig.Analyzer.dll' references version '4.9.0.0' of the compiler, which is newer than the currently running version '4.3.0.0'.
eh?
How do I adjust where they are painted?
i don't know much about archipelago but i'm pretty sure it's all or mostly C# and you're going to have an incredibly tough time overriding it
if you can find a .tmx that contains that patch for eugene's house, and if you open the SVE map that adds andy's house, you can try to create your own third party patch
Im so confused where the 9 comes from ??
The nuget package has been 4.4 since like April last year? Why is this a new compiler warning when only smapi has the version changed?
So small roadblock to my problem is that it apears the mad I want to edit is missing the paths tile set. Where can I find that in the base files
Game content/Xnb unpacker tool!
Or the stardrop path?
!tilesheetinator use this extension
You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.
See the mod page for full installation and use instructions.
Do you mean the map file or the path location in the screenshot?
that did it thanks
just didn't know how to use the xnb files that I found]
first time using tiled
Lmao I think I got it to work except its the wrong season lol
assuming if I load the winter tile set it looks like I got it to work
If I manually swap it to winter tile set will it swap back to the right season come spring first?
Hello so what's the best way to apply this patch for the light is the time range necessary here or redundant. Apparently this happens at 6:30pm in game and i've gotten a lot of comments about lagging in my mod project ```cp {
"Action": "EditMap",
"Target": "Maps/Custom_CapeStardew",
"When": {
"Time": "{{Range: 1830, 2600}}"
},
"Update": "OnLocationChange",
"TextOperations": [
{
"Operation": "Append",
"Target": [
"MapProperties",
"Light"
],
"Value": "5 4 5",
"Delimiter": " "
}
]
},
can you use NightTiles instead, or does it have to always be 6:30?
what are nightTIles.
I was reading after many months I don't think I need to add a time range to add a light to a map right?
NightTiles are a map property that automatically updates at sunset-ish time in game and switches on things like lampposts
if Its supposed to be for night time purposes
oh how do I convert this code here to NightTIles mode?
yeah to turn on lights at night i would strongly recommend night tiles instead
let me see if there's an example
Nothing from AP is causing an issue, other than if I change version it likely will not function properly to send checks. The interaction that is the problem is going to be Eugene and SDE.
That- how does one do that?
Also... why would it put the house there twice??
oh but night tiles changes the sprite I'm trying to add the light. I thnk the vanilla game code does it by itself right.
if I just add a light property on a map I dont have to worry about it
you can also paint the paths light onto your map with nighttiles as long as you have an invisible paths tile in the same place
ok
Physical lights are generally a combination of night tiles and light properties. Like a lamp has an on or an off version, so do windows. which was where the confusion happened
the paths light idk why I thouht I had to add a time range for the light to be on the map.
especially on a huge map it caused lag everyday in game apparently
just for one light.
Certain types of lights are just lights at certain times
Like a windowlight is only a light during the day when it's not raining
sorry, i'm not familiar with AP or eugene haha. the same advice applies; i would start by visiting [[Modding:Maps]] to learn the basics of maps
ok now that I fixed that
anyone want to help me with my mod.
I want to make custom fish sprites
if anyone is interested
AP shouldn't be relevant. If it is... then it's beyond what I can fix. That said... I'm looking at the files and I'm wondering if I could parse the files here....
I was on here a little bit earlier to edit a map and I thought I got it. I removed the path tiles for the hardwood stumps in Tile, but when loading on to my existing world they are still spawning in even after I remove them and sleep. What am I missing here that could be causing it to still spawn?
you need to reset terrain features using either a trigger action or the mod RTF
What would be a trigger action?
[[Modding:Trigger_actions]]
sorry, i was very confused by your tech support message then. i do encourage you to open up their maps and see what's up!
What is "sourceArea" in a content.json file? I don't see an easy answer to this.
thanks and what is RTF quick google isn't pulling anything up
the rectangle from which to pull the map patch
reset terrain features
i think. i won't be able to tell without seeing the full patch
So that's from the .png with, in this instance, the new house. Then position will say where it should be placed, yeah?
can you send the patch? i can break it down, unless it's an outdated method
you know you would think I would get that from conext clues lamo thanks for the help
Can someone direct me to the guide on how to set up a testing save file quickly? I’ve read that somewhere once but now that I’m looking for it I cannot find it q.q
That's an unusual format for CP, where'd you get it? (EDIT: I have learned it's actually TMXL syntax.)
Eugene's a really old mod that was updated for 1.6 so some of the code is probably old
It was released before 1.5, pretty sure
I've got Eugene and there's nothing like that in there
anyone happen to know which Item Extensions patch is stable? is it 1.15?
Mhm sadly no. Iirc it was about how to set up a save file with certain achievements/“milestones” and such eg houseupgrade, world state, relationships, community center state etc and how to reuse or duplicate that for easy access future use… or maybe it was just an wish that I somehow remember as a guide lol
they're playing on a 1.5 save
yeah that'd do it
CP has never looked like that to my knowledge. I've got CP mods from 2017 that don't look like that. And there's nothing in the CP docs from any time with addMaps or mergeMaps (nor would Pathos use lowercase field names, I don't think).
Could be TMXL, maybe. I've only converted one TMXL mod so I'm unfamiliar with its syntax.
huh wild
Yeah it used to be TMX
No, I've never heard of that. I always just use console commands to set up whatever I need and if it's ginger island, I use old saves of mine or download them from the internet.
It does look like Platonymous's syntax
Ah ha yeah ok it is TMXL
I forget why, but I cracked the old version open a while back and went "oohh I have no idea how this works"
I didn't start modding until 1.6 so it's all unknown to me.
So this is one of the three files in the SDE Eugene patch.
One of two I installed.
The third breaks the mod.
The real question is why it is in there twice. I understand it breaking, but how does it know the old location?
The irritating thing is... knowing that if I make a custom fix for this it will be for nobody but myself. Since it won't work on current versions.
Where are the rail tracks sprites in the game's data?
from the mines, or in the railroad?
mines are probably in one of the mine tilesheets
while railroad's are in <season>_outdoors
Does Game1.soundBank.Exists also check for sounds added with CP? A modder reported to me that FF didn't find a sound they added with CP even though they checked that it was properly added
Should FF request an asset to be loaded before calling that check?
audio changes should show up there yes
Game state queries can take space-delimited arguments. For example, BUILDINGS_CONSTRUCTED Here Cabins has two arguments: Here and Cabins.
If you have spaces within an argument, you can surround it with quotes to keep it together. For example, BUILDINGS_CONSTRUCTED Here "Junimo Hut" passes Junimo Hut as one argument. You can escape inner quotes with backslashes, like ANY "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"".
Remember that quotes and backslashes inside JSON strings need to be escaped too. For example, "Condition": "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"" will send BUILDINGS_CONSTRUCTED Here "Junimo Hut" to the game code. Alternatively, you can use single-quotes for the JSON string instead, like "Condition": 'BUILDINGS_CONSTRUCTED Here "Junimo Hut"'. ```
and
```the player can enter a custom gsq string in the config for my c# mod to check (either in gmcm or config.json file directly) with GameStateQuery.CheckConditions(query)```
do they need to escape the inner quptes and backslashes?
and > for my explanation paragraph to be displayed correctly in gmcm > do I need to double escape the backslashes in my i18n file?
please someone help me
... or I'll just write Enter a custom GameStateQuery.\nUse https://stardewvalleywiki.com/Modding:Game_state_queries for guidance if needed and mind escaping the backslashes and quotes correctly.
Do I have to edit my entry in that one mod creator list on the wiki whenever I make a new mod?
If you want those mods (up to 3 of them) featured when people look you up on the wiki or on here, yes.
I don't think most people bother updating theirs very often.
it's traditional for it to be three random mods you made at your start and forgot about lol
never occurred to me I could update it
you absolutely can!
yeah but I dun wanna
I still don't even have three mods so mine is just two lol
Lies!
Hey i updated mine one time
It's cus there's a server profile command that shows them
Im finally out of horse hell
So happy, it was only horses for months lol
sometimes I check people's server mod author profile thing and rather than the mods I'm expecting they have the three most random mods on there
mine are not random
Babby's first Stardew mod... I've contemplated just unpublishing this thing quite a few times. 
Nice +
Tbh I dont think it's that serious
Keep the random old stuff up
I need to remove dead mods but
can anyone tell me which glyph or symbol corresponds with the funny lil junimo creachure from spritefont1.json?
the latter half of the spritefont is only used for junimo text, and no glyphs map to them by default
there's simply an offset applied to alphanumerics when using junimo text
I think she's asking about the little skateboarding creature?
Can I just add my own context tag to an item or does it have to be defined somewhere before? 
A custom object that I am currently writing the patch for, I mean
You can make your own
Nice! Thanks 
HEHEHEHEH
SO there is a issue, robin still vanishes during the construction of my building, is there anyway to change who is is building my building? cause that could make things weird for players
q.q thank you very much though!
ah yes this is the glasses dude!
I found that when I had Player+NPC written and was really confused when looking at the config menu hahahaa
this is how i found out about all these consciously for the first time!
is there a mod that lets you make a custom carpenter shop?
yes
what mod?
@brittle pasture hey selph i have a siggestion for you cusotm builder mod?
maybe a extra key option, to have both a upgrade matieral to trade and then a pricing for custom currency?
something like idk
"TradeItemId": "{{ModID}}_Firstyeria",
"TradeItemAmount": 5,
"AvaliableStock":1,
"AvailableStockLimit":"Player",
"Id": "IridiumAxe",
"ItemId": "IridiumAxe",
"ModData": {
"selph.CustomBuilders_ReadyDay": "2",
"selph.CustomBuilders_RequireToolId": "(T)IridiumAxe",
"selph.CustomBuilders_CustomCurrency": "CUrrencyNAME",
"selph.CustomBuilders_CustomCurrency_Price": 500,
},
},```
that way people can like add a custom currency and trade in a upgrade matieral?
I can look into it, but if you don't mind more deps and/or you're already using it Item Extensions support multiple trade items
i already have so many dep i was hoping to avoid more
yeah understandable; this probably isnt too hard to add to my mod (basically just an extension of the RequireToolId stuff)
also i cant seem to get the upgrading thing working it just lets me buy the tool
"TradeItemId": "{{ModID}}_Firstyeria",
"TradeItemAmount": 5,
"Id": "{{ModID}}_FirstyeriaAxe",
"ItemId": "(T){{ModID}}_FirstyeriaAxe",
"ModData": {
"selph.CustomBuilders_ReadyDay": "2",
"selph.CustomBuilders_RequireToolId": "(T)IridiumAxe",
},
},```
it looks like this
are you using the special shop map action; it doesnt work in normal shops
OH im slow lol
like this right?
yeah
does the shop also have the CustomFields set
yes it does
hmm that looks right to me
I'm at work for the next 8 hours so I'll investigate later 
okay good luck at work!
hey, how do i make a line break in a letter in json? : )
hm, do you mean like for mail?
ingame you click on it and a letter appears. its a tiledata action called "letter". i'm writing the string and want to make line breaks because ingame the text appears as one block
i will try \n but not shure about it
the gem in the tree 😭
[[Modding:Mail_data]]
Hi guys i have a question, i did a pirate Sprite in tiled and uploaded the map as a tmx file, the content says it's loading the mod but when i go to the ginger island i can't see the map and the other maps i added are not appearing either, i tried to debug warp to them but it says there is no map with those names, what am i missing?
!log
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.
!json and this too
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.
It's this symbol ^
It's a fruit
i guess it does kinda look like an aquamarine
This question is a bit stupid, but how do I write dialogue on a new line? Not a separate dialogue box that plays after, the same one but just on a new line.
Wdym? Im a little confused
In a dialogue box, when a character says something, I want to make it say something on a line, then say another thing on a new line right below it.
I don't know if that's really possible 🤔
I couldn't find anything on the wiki or I am just blind.
If you added enough spaces, maybe
I guess.
I am gonna see if it would be easy to do this in C#
Hopefully it's not too hard 
I've never tried it, but just out of curiosity... try \n in the dialogue?
already tried it
Well, at least the more obvious option has been tried!
Looks like there was a mod for it, but I'm not sure if it still works: https://www.nexusmods.com/stardewvalley/mods/12175
it is too early for me to try c# to add a new npc? based on how its going for me
You can always try C# for funs
But you don't need C# to add new NPC dunno why you think that's the case
Do it as Chu said enjoy and learn as we all do pal
htswjynwynns
ive seen a lot of people doing it with c#
It is a lot easier to use
No almost all NPC mods are mostly content patcher
Eh, if you've never done C# before I don't know if it's really easier than just making an npc with CP
respectfuly valcrist, please do not interavt with this conversation/lh yesterday you wanted us to showcase "your" mod when its all stolen from other mods/lh
Bro i did not stole anything i just ported and resized the Sprites
they did not steal from other mods?
ty chue
Making an npc with CP is more or less straightforward too, if not just tedious with a lot of little steps.
(Unless you want to add extra, more complicated features)
If at some point you find something you want to do that exists outside the realm of CP, then try looking into C# stuff, but I'd say just try to do it with CP first to see how far you get
didnt we have a whole thing yesterday?
im genuinely losing it ive been disociated for over 2 weeka
anyway
they ported sprites from other games into a mod
noted noted
OHHHHHHH okay sorry then 
it's also really not your place to decide who can take part in a public conversation...
!npc there's good guides you can follow here too
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!
Nvm i'm not gonna argue with You for that
misunderstood im sorry val 
As she said i did nothing wrong
yoinking this
No prob
(as an aside, wow this npc stuff is way simpler than it was in 1.5...)
dont eat it its a gift
Besides i'm a Foreigner i barely speak English and sometimes i make myself get misunderstood 🤣
Sorry if i Made You feel mad it was not My intention
With 1.6 so many people are making new npcs, it's nice
I'm just trying to learn
oh thaat makes me feel even worse
im so sorry
yeayea i understand!!
OH FUCK IM GONNA BE LATE TO CLASS 
run run
Ive beeb trying to make one for years haha, to no avail. Maybe this year will finally be the year. Too often i just lose motivation or interest in what I'm doing and give up
good class
beeb... Typo
oh my god i rea time wrong i have 45 mins but STILL ITS LUNCH TIME
I feel you, making npcs is a lot of work 
i want to add the hit amzing best totally meta bomber klee from genshin impact
Yeah... Especially the whole writing part
i love klee eueue
I can never get it right lol
Coming back again cause it is still being weird
I removed the stumps
and I refreshed with RTF
the bushes I removed are gone
and when I run RTF the stumps go away
but the next day the stumps still come back
assuming your map changes are applying correctly, you might need to look for a "Stumps" map property too
replacing the Four Corners map can also spawn some in hardcoded places, though that seems less likely
Yeah it’s replacing standard so probably not that. Where do I look for map properties if you don’t mind me asking
when you first open a map, it would be under "Custom Properties" on the lower-left side here
if it's not shown (e.g. because you selected something else), open the Map tab at the top and click "Map Properties..."
Woods seems like the only vanilla map that uses it, but it'll look something like this
yup got it. assuming the these are cords? how are they formated
(24,6) (3,29), etc?
or wait
i am gonna take a guess the 3 means something else
and the cords are (24,6) (29,7)
yeah that makes more sense
the 3 actually doesn't mean anything, according to the wiki, it's a placeholder
so it's x/y/placeholder repeatedly for each stump that gets added
Wait I remember reading that
Yeah looks like this should solve my issue
yeah, removing any trios* for the tiles you want to clear should take care of it then
What do you all think will look best?
- Mentioning every floor in a new line from highest to deepeast floor.
- Mentioning every floor type that exists today in its own line and all the floor numbers beside it, separated by commas.
I currently want to switch to no. 2, but I want your opinions on what I should do.
hii does anyone know if someones made a mod that makes it possible to change ingame bundles to another ingame item?
feels like it mostly depends on whether you have enough horizontal space for 2
yes, you should be able to use a Content Patcher pack to edit Data/Bundles and change some item IDs
https://github.com/Pathoschild/StardewMods/tree/develop/ContentPatcher#for-mod-authors
https://stardewvalleywiki.com/Modding:Bundles
(there are also mods that offer more customization for new bundles and such, but I'm not familiar with them myself)
Hi everyone! Does anyone know a framework that would allow to add tiledata to maps that would work same as some craftable machines eg touch action to open up Workbench menu?
Better Crafting
thank you very much! thats exactly what i was looking
TemporaryAnimatedSpriteDefinition is kinda weird 
It's missing important TAS fields like motion and acceleration.
There's no public documentation for it.
Creating a TAS from it will multiply the base position by 64 and its offset by 4.
Contemplating to just rip it all out again and just use my own animation implementation
I made a fancier one
Inheriting from TemporaryAnimatedSpriteDefinition doesn't really have any benefits though all the tas creation logic is custom
i have absolutely zero experience with anything but i really want to make something like this with my favorite albums https://www.nexusmods.com/stardewvalley/mods/32360
where do i even start!!
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Since they r furniture u can use this if you don't wanna write json https://www.nexusmods.com/stardewvalley/mods/41037
ill look into that ty!
ill have to find a yt tutorial or something
This thing u just put the png in the folder it wants and then play around with the GUI
omg yay
ill just get the albums converted to pixels somewhere and just fix it up a lil and make a frame for it
@wanton pebble (or anyone else!): Any idea why the seasonal cute characters are appearing accurately o the calendar (ie: in their seasonal outfits) but the East Scarp ones are not? I believe I am using the code you provided. (I see there is a note on SCA that confirms they added a fix for this - but I guess it isn't something I have on my end?).
Is there anything a mod has to do differently to run on android? Someone tried downloading a mod of mine and says it doesn't even appear in their SMAPI.
NM, I found it down here: { "LogName": "Gus Calendar Sprite Edits", "Action": "EditImage", "Target": "Characters/Gus", "FromFile": "assets/{{Target}}/{{TargetWithoutPath}}_{{Aerobics}}.png", },
They do traditional edit image yeah
Yeah, it looks like the calendar just goes for the base named one.
(which is what I suspected, but I couldn't figure out why the SCa ones worked and mine didn't - until I scrolled down further!)
This is intentional mostly because social menu has those special animations
And bc the social menu isn't meant to represent the NPC current state
social menu changes, its just the calendar that isn't. Like people keep reporting seeing Clint naked on their social menu.
(he's not, he's just on te beach)
Rly i remember having to do hacks there to get kids working 
Maybe it was just calendar though been a while
I think its calendar? My seasonal outfits appear in the social menu.
@brittle pasture are you free? I still cant get my shop working wwith your mod ;-;
Calendar pulls from base outfit stuff iirc
It was something that irked me but it's how it is
https://smapi.io/json/none/1612670eda14431bb9c1c54973709abc
For anyone thats able, im trying to make a shop that works uses the custombuilder mod by selph. i cant get it to open.
SCA when i coded it basically under the hood forced calendar sprites to match
yeah I'm free now, I'll take a look
thank you so much
so you said it doesn't open the shop at all?
and it works (without the Blacksmith stuff) if you switch back to Shop?
anything in the logs?
nothing in th logs and it does work with the vanilla openshop property
is there a command to force open the shop for your mod?
not yet
let me check in my test save that the feature didnt mysteriously stop working
that can happen?
I sure hope it can't lol
selph i could send you my mod to look at? but id like to in dms if possible
wait a second
ok gimme 5 min to confirm; this may be the most embarrassing moment of my modding career if true
@golden basin so uh it turns out I may have accidentally disabled the entire blacksmith feature during debugging and forgot to re-enable it before deploying to Nexus
pls try this version
testing it now!
there it goes!!!
now i just need to figure out a extra trade thingy for currency
i know item extensions does it but is there a vanilla way
nice! though note that if you buy any item from that store the shop will be unavailable for blacksmiths processing, unless if that's intended
no, Clint still has a monopoly on that for now; it is on the roadmap though
hell yes cool
for now I'll upload the fixed version to Nexus; I'll let you know if I put in multiple custom trade items + custom geode breakers
okay thank you so so much
@brittle pasture one last question can i assign a custom builder to a vanilla building? like if they are in a certain map it switches to a different builder?
sure, it's in the bottom of the README
I am reading it i just got it working, i was just struggling with understanding?
i have a reading issue where i sometimes cant understand text without help sorry about that
just to clairfy
like this?
"selph.CustomBuilders_ExtraBuilder_{{ModID}}": "FC.Cro",
yes
Selph is there a way to use custom currency for your builder?
I think it should just work if you pass the currency item as one of the build materials?
you can make it not cost money
Hope all yall are staying warm
Extremely warm lol. We're currently in a severe heatwave warning
i am staying moderately toasty but my fingers are cold
Hi Atra, first time seeing you this year... I didn't even make any resolutions 😅
I've just opened up the script for my first event, and now I've got to figure out how to code it in, one easy step at a time. That's my not-necessarily-new year-resolution... finish my mod!
oh... and update my other one Ig
If i add a junimo to an event, should I use the vanilla spritesheet or modify that to use for a temporary actor? If I go the vanilla route, would those also temporary actors?
(Oh, Irocendar, reinstalling stardrop worked by the way!)
(nice!)
I think making it a vanilla junimo might be too complicated, especially since it appears to be a blank slate asset that would need to be colored through a command, so I probably will go a cheaty-er route...
junimos,,?
yeah
you can add vanilla junimo but they don't move so well!
boy do i have a mod for you
basic junimo is green iirc.
I'm thinking a temp actor with a semi custom sprite sheet is the way to go, probably.
I saw it. The dumbinos are silly and cute
So, I'll work another sprite sheet I guess

Feels like there's always something that needs to be done before I can get to the big task.
you can see mine as an example:3
Thanks for the offer, but I'm making a vanilla junimo as a "character" for an event. I'm not reinventing the design, at least not right now.
OHHH
Hi, could someone do me a small favor? Could you please tell me the coordinates on the sprite sheet for quartz, refined quartz and fire quartz? I can’t manage to see the numbers the design software shows me, my eyesight isn’t cooperating today hehe.
Yikes, looking through the junimos' sprite sheet, it's kind of hard to tell what their walk style even is. Guess I'll need to watch some vanilla events again 😄
you can actually use spacecore as a dependency to colour event actors, so not out of the realm of possibility
!springobjects has the numbers
Most vanilla object sprites are in the Maps/springobjects asset. See a table of springobject sprites by index.
Some newer object sprites are in TileSheets\Objects_2. You can check the entry in Data/Objects to see where its sprite is stored; SpriteIndex is the position, and Texture is the asset name (defaulting to Maps/springobjects).
quartz is 80, refined quartz is 338, and fire quartz is 82
you can also check the object data itself if you ever can't find it on this wiki page
Oh, thanks. Didn’t know that. I’ll probably end up with space core as a dependendency somewhere down the line lol
it's free real estate 🙂↕️
I know the item ID, but I want to replace the texture on the sprite sheet. I can’t manage to see which value is X and which one is Y.
here's what i've used in my event to set a character's colour to RGB 0 0 0 (black) for 999999999 sec
/cycleActorColors {{ACTOR}} 999999999 0,0,0
Thanks! I’ll save this incase I need it
i'd imagine you get a prismatic effect by including more colours afterwards, and lowering the time to cycle
i forget why i was looking up the impl. probably tried to use black instead of R,G,B assuming it uses Utility.StringToColor
redid my custom building somewhat so it was pixel perfect and had a custom shadow... but at what cost? (the sprite is broken but only in the build menu WHY)
It's like your sprite is on top of another and the little diamond shaped stone on the right column is on a different layer and is transparent.
(the idea of having to slather your own moss on the stone gate is pretty funny tho)
the layering itself is fine, due to how the gate animates it has to be layered like that, its how far out the green part sticks out below the gate that bothers me, its supposed to be hidden behind the pillar and it slides out when the gate is opened
Oh I see and this is all on the one spritesheet? Or you have different images for each?
its all on one sprite sheet, its coded so each peice is layered a specific way, its a little finicky (theres one very minor visual glitch but i know how to fix it if i really wanted to and unrelated to the main problem) but everything is aligned and animates perfectly fine outside the build menu
my current theory is that its related to the offset i needed to do because the collision wasnt lining up properly due to the custom shadow
i just need to figure out how to offset the other layers and that should fix it
Hmmm, maybe the build menu doesn't animate, it just does one frame and doesn't handle layering properly
maybe?
@turbid rapids You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
Haha nice, yeah I'm not as active as I would like to be
I'm not familiar with how source rect is done in the build menu
Are you not able to use a seperate preview image for the build menu only?
not to my knowledge but that would be perfect if i could ;w;
I hear you, I always get stuck somewhere and end up just using C# out of frustration lol
After realizing there is few/no mods showing Kent bonding with his sons, do you guys have ideas of what some good things they could do for an event could be? The only one I could think of would be a range day with his kids because I've seen a decent amount of Active duty vets seem rather relaxed and enjoy teaching it to others (even when teaching me how to be better), but I know that is not everyone's cup of tea so looking for some other ideas
unfortunately i dont know much C# so im a bit SoL if i cant figure out content patcher
this is fine though, its purely visual and ill take that over a broken building
hmmm if you wanna go the route of him trying to teach the kiddos about stuff maybe he takes them to the mines? or at least sam.
Yeah for sure, all I could see was BuildMenuDrawOffset which is a real bummer
though i feel like Ken is a bit of a "The Horrors" type of war vet so idk how in character that would be
though hes kinda underdeveloped in general so
yeah i tried adding that field to the door layers and it didnt seem to do anything other than bug out the actual door animation OTL
My question was do regular weapons effect mobs though or do they have to be magical in nature? I also, feel he wouldn't like the rather enclosed space of mines, lots of blind corners.
i could see regular weapons working, idk if its specified that the earlier weapons are magical in nature or not
even if he doesnt go into the mines himself maybe he can get involved with the adventurers guild somehow?
ooh, adventurers guild could be good. I can definitely run with that thanks
no problem, ill let u know if i think of anything else :3
Marlon just gave the Farmer a regular rusty sword to protect themselves in the mines, so regular weapons should work.
okay, I thought it said something with magic in the sword
(Also do this world actually have modern weaponry anyway, considering Marlon uses a freaking sword.)
They do because Popcorn makes Kent think of gunshots. Maybe the actual kinetics of bullets doesn't effect slime as much as a sword hitting a larger area and cleaving stuff off more? But they also don't have public schooling for Vincent and Jas even though the actual US managed to do that (For instance my mother grew up in a town of less than 1000 people and had a graduating class size of 24) so sometimes I am left guessing at what is going on in their world.
kent and bomb
bombs aren't exactly modern weapons. kent might be tho
Bombs precedes guns by centuries, to be fair.
Ah yeah I forgot about popcorn.
popcorn is not a modern weapon 🚫
I was thinking about his dialogue when you give him it; it would be kind of strange for them to be swinging swords at each other
but at the same time he gives you a megabomb he had in his drawer or something? I can't remember
truly modern combat in sdv is people running in circles playing bomberman on an open field
I mean george did lose his mobility due to something similar
who's gonna make minesweeper mod but the playing field is your farm
i might have something along those lines 
you need to just replace the strings
Ferngill-Gotoro War.
Would this imply the Gotoro empire just zergling rushes with Bomberlings or whatever you call that dude on the lower left?
Man, scrolling through content unpacked's events is kind of horrifying 😄
I'm looking for mentions of junimo in the data folder thru VS code so that I can maybe piece together a sprite sheet walking animation. It's a little hard to tell from looking ingame at junimo in the CC what frames are used, but I'm probably better guessing than going through these. Idk if the frame info is easily decipherable either.
I think the junimo walking away when you aproach them might be found elsewhere, but maybe the info is in the junimo hut
hmm, I'm going to look through strings instead
walking & fading away is hardcoded in Characters.Junimo
Oh, thanks!
almost everything to do with the cc and junimos is hardcoded hahah
I'm not looking to mess with that rn, just want to reconstruct a believable imposter!
is there a way to dismiss all the files I had vscode open in the data folder at once?
in the same window? right-click the tab in the tabs bar
i thought right click opened the menu for pinning them and stuff
'stuff' includes closing them 🙂↕️
Sorry... I'm not sure I know what the tabs bar is refering to here... I don't have them open on the left. I just don't want VScode to search through the data folder when I type in junimo anymore. I'm doing something wrong.
There's also an "open editors" side view you can enable in settings to close all in one click
Wait I don't understand what you want to do
I want to stop vscode from thinking it should look through this folder
ah, sorry, i thought you meant all opened tabs from a folder, which would be like so
Ah, then on the far left there are icons (vertically), top icon is folder list
you'll remember it after you use it a couple times 
always new helpful options and buttons and shortcuts to learn in vscode hahah
I keep forgetting about the extra options at the top of the screen on most programs lol
So helpful once I started remembering that for tiled
huh, I can't seem to find a characters.junimo file or any relevant junimo code in the characters file. Am I misinterpreting something? 😅
UPDATE :3
yep, should've been more specific - hardcoded as in written in C# in StardewValley.Characters.Junimo.cs
oh, is that still in the content unpacked?
!decompile no
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
Ohh
hardcoded as in not content, just programming
Ok. Maybe reconstructing the frames for the walk cycle will be easier by guessing.
The only reason I was thrown off is because junimos do not have their spritesheets organized like the npcs
I'll unpack the c# files I guess and then see if I get useful info
Actually, maybe I'll try the guessing way 😅
isnt it vertically standing, walking front, walking right, ??, walking up, dancing
case 1:
base.flip = false;
this.Sprite.Animate(time, 16, 8, 50f);
break;
case 3:
base.flip = true;
this.Sprite.Animate(time, 16, 8, 50f);
break;
case 0:
this.Sprite.Animate(time, 32, 8, 50f);
break;
default:
this.Sprite.Animate(time, 0, 8, 50f);
break;
row 3 is walking right, row 4 is walking left, row 1 is up, row 5 is down
got my cords wrong actually: (0y, 5x - 0y, 8x)
Oh, I think I see it. that would also make row 4 the stationary side view wouldn't it?
i actually dont know what the first half of row 4 iis, but the other half is the waving goodbye animation
I'm guessing the first vertical half of the page is walking, and then the others on the second half are specials for something else.
walking/sitting
🤷
i had miscounted, its actually
row 3 is walking right, and is flipped for left, row 5 is walking down, row 1 is walking up
the walking are all 8 frames
I think 5's up and 1's down? But junimos have 8 walking frames huh? I guess to translate that into a temp actor I'd just pick 4, which would probably work? I guess I could also try making the junimo an animation instead, but that would probably take a lot more time.
i think?
hmmm
Well I appreciate the help 😄
hey, ES has a junimo doesn't it?
That's an npc?
I'm guessing that sprite probably does what I'm suggesting, since it would be limited by an npc sprite sheet
Even || SVE ------->|| has a junimo character that I got spoiled, so this should be that hard...
Ohh, that explains one of your pfp's. I think I should be able to figure this out by just trying what I said, since I don't need a real junimo here, and would probably be limited by one anyway.
I think the first half should work fine? I'll replace lewis with it as a very quick test.
Ok, moderately quick test
I can recolor junimo base later if the walk animation does fine. I think it should.
Might need to tweak it actually, but I'll try just to see how it goes unchanged anyway.
Moderately cursed replacement
Time to test
And...
it works alright!
Only moderately
Lowk if you ever upload this send me a ping and I will 100% download it
Uh, Making Lewis a junimo is not the plan, this was literally to test the sprites for a junimo's appearance in an event. 😅
Ah
Ik people like to replace lewis a lot tho
Well my apologies
Don't worry, I just needed to clarify this is not what I was working on 😄
Oh, he's checking up on Clint Hahaaha
I love him
(I will move this to an HMK-focused thread later)
If I want to make an HMK content pack with config options deciding which “variant” of custom kids will the player get (for example, since this HMK idea would start as my personal-use project, there would be config options that would either let the player choose from unique custom kids initially made for my use case or “generic” custom kids - More so, the unique custom kids would have their own dialogue with some difference from that used by “generic” custom kids that are initially made for my own use), how can I do it?
I'd say it's an improvement 
this is oddly close to one of my backburner mod concepts...
anyone recall if a vanilla sheep keeps it's wool coat until sheared or if it just appears for a day
Hm it sounds like you don't necessarily want entirely different kids, more like different dialogue right
That you can use content patcher config for, add a true/false item in config schema and then use that to decide which set of dialogue to editdata in. Putting the stuff inside an include is helpful here
Not just dialogue - But also appearance of these kids (though they come from the same NPC parent)
ok looks like sheep do indeed keep their big sprite until you shear them
so why is my animal being so inconsistant about it, hmm
well, something changed somewhere cuz even ones that were working the way i want no longer are, hmm
this is just me not understanding EAC again probably
I'm on the fence about something; can I talk it through with this chat and get some ideas or should I move it to another?
I understand, thank you
I couldn't do what I wanted to do originally so I've decided to change the start to being triggered to after fixing the bus, but I know that it takes me forever to unlock it. I'm worried, however, that it might put people who want to get straight to it off a little bit.
Am I just overthinking things again?
What I want to do is to have the farmer, Lewis, and the Governor go to a new map entirely, hence the need for the bus,
you could make it a config
a what?
In that case I'd probably just make 2 mods? But hmk does actually provide something for this
You can create kids not tied to particular parent
Hi, I'm new to modding (as in, I've never done it before) and I wanted to try to mod my favorite game. I have Visual Studio Code, and downloaded the .NET system/program I needed, but have no idea where to start beyond that in terms of code, or the difference between other mod types. I know how to do basic HTML code, and don't really have much talent in terms of art, so I figured any mods I'd make would either be mechanical (example: regaining stamina while sitting), or text-based (like an immersion mod for additional dialogue with canon characters). I know there are mods that do this already, but I wanted to test myself and try out of my own comfort zone by creating my own multi-purpose mod that does some quality of life stuff. Can anyone help me?
What I mean is:
Config to whether a player's child by a specific parent (e.g. Sebastian in this case) would be a "generic" custom kid or a unique custom kid (the latter is actually intended for my personal use)
where is willy's boat located in the files?
well either way u got options 
i do feel like your usecase sounds closer to "regular content patcher config on/off"
appearances can be gated behind config too, e.g. u use a token in the Sprite field of appearances
its just that i feel like if the kid is going to look different then maybe they should just be a new kid? i.e. you make {{ModId}}_SebbyKidNormal and {{ModId}}_SebbyKidSpecial
people can enable or disable specific kids in HMK's GMCM
!startmodding if you haven't checked the guides and wiki already :)
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.
I have, the problem is, I don't even see the start page of VSC properly
What do you mean "start page"?
So the wiki says to "create new project" from the start page, but my start page looks different than the photos