#making-mods-general

1 messages · Page 521 of 1

ocean wave
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nope,,, ill try without upated mod

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nope

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ill restart like you said

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tis work

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okay so adding my mod back crashed again

vernal crest
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Do you have any C# mods?

ocean wave
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uuuh how do i tell,,i sent my log earlier

vernal crest
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All the mods in your log with the names in bold are C# mods. So all of these, for example.

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Remove a few of those.

ocean wave
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calcifer andcauldren are dependies for wag

vernal crest
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You do not need WAG to test your mod, do you?

ocean wave
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nop

vernal crest
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So you can get rid of them for now to see if it stops the game crashing

ocean wave
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i feel like its somethingto do w my mod

brittle pasture
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look at the smapi console closely when it crashes

vernal crest
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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).

ocean wave
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steam wont opennow wtf

brittle pasture
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yes, that's the AVE we are talking about

vernal crest
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See, AVE

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Just yeet C# mods until it goes away

ocean wave
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alr

brittle pasture
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all you can do is disable one random C# mod and launch again

vernal crest
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Doesn't matter which ones

brittle pasture
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you can re-enable it later

ocean wave
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im taking most of em out

vernal crest
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I disabled my entire testing tools folder last time I got one

ocean wave
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if steam wants to load,,

vernal crest
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And then I enabled it again for the next session

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I do not usually have Steam open to test mods lol

ocean wave
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its how i open sdv

vernal crest
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I can't do that

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I have too many mod groups

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I mean...I could add each one to Steam but that's just a pain

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Easier to just run StardewModdingAPI

ocean wave
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i doesnt want to open TheVoices

vernal crest
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JUst ignore it and run it straight through SMAPI for now

ocean wave
vernal crest
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Open your Stardew Valley folder and scroll down until you see StardewModdingAPI

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Run that

ocean wave
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found it

vernal crest
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Maybe it'll require Steam anyway because you're on Mac, I don't know

ocean wave
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okay is running

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how can i redo a cutscene?

vernal crest
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debug ebi <event id>

ocean wave
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n what was it to reload a mod

vernal crest
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patch reload <mod id>

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And in future you may find that information here and here

static wren
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Hello!
I would like help translating an i18n into Spanish for the Canon-Friendly Dialogue Expansion mod.

vernal crest
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What do you need help with?

ocean wave
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it wont play the cutscene TheVoices

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debug ccloadcutscene 0
is what im doing

vernal crest
ocean wave
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i didnt?/genq

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im looking at the wiki

vernal crest
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Does debug ccloadcutscene 0 look anything like debug ebi <event id>?

ocean wave
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OHHHHHHHHH

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sorry!!

brittle pasture
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since this has happened twice in a row now I suggest following written instructions from others exactly as is instead of trying to improvise

ocean wave
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i was reading the wiki thing,, i was looknig there

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i cant find the event ids Waaaa

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OH i did try the ebi but couldnt find the event id for jumino

vernal crest
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Well you're not going to be able to ever replay it until you find the id

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No amount of searching the wiki for alternative commands is going to let you avoid that

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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

brittle pasture
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for clarification what event do you want to run

ocean wave
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any of the jumino restoring cutscenes

vernal crest
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I don't know what those are. Like in the community centre?

valid folio
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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.

vernal crest
valid folio
vernal crest
ocean wave
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yes- like the restoring greenhouse

tiny zealot
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if you're desperate you can probably use smapi.io to validate and then copy its output back into your file

vernal crest
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(You can use the json tools plugin too but I prefer how json viewer tidies it)

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I don't find that the SMAPI website tidies json

tiny zealot
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oh, it doesn't?

vernal crest
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I frequently have to copy and paste stuff from there into vsc before I can read what people share

tiny zealot
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my bad then. i almost never use it

brittle pasture
ocean wave
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Awkward klip can you stop reacting to stuff thats towards me with passive agressive emojis? this is the fourth time

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NOTED ty

vernal crest
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Maybe it has some feature for it but it sometimes actually borks stuff, I don't know

valid folio
vernal crest
# tiny zealot my bad then. i almost never use it

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

valid folio
calm nebula
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Vsc will do it too

valid folio
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Well, I’ll have to trust my memory haha.

short temple
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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

lucid iron
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hm i suppose if you don't mind the dialogue you can make him secretly a minecart?

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If you want him to actually have a portrait then u probably need some kind of dependency

short temple
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Not portrait

lucid iron
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Yeah I don't know off hand if you can customize the text on the minecart menu

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I'd try that first tho Bolb

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Basically u need to make a non default minecart network with 2 nodes

ocean wave
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AINTNOWAY oh yea- is there like a way to change the text for the mini cutscene for finishing first bundle set?

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or is it hardcoded

brittle pasture
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i believe every text can be edited somewhere

ocean wave
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4evil it works we are so back

brittle pasture
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what text is this

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like the junimos saying stuff?

lusty halo
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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.SDVpuffertriumph

ocean wave
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the "we are the juminos, keepers of the forest"

short temple
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What about the item that sells You the bus ticket? Can the npc make the function to sell You ship tickets?

brittle pasture
lucid iron
ocean wave
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alr ty

lucid iron
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ChooseDestinationMessage

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So minecart only supports gold price

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No item

short temple
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Thanks Chu! You always save me

ocean wave
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and im guessing c# to change a word?

brittle pasture
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which word?

ocean wave
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for when it sauys "we are the juminos" want to change jumino to dumbinos to keep with the theme of the mod 4evil

lucid iron
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Search your unpacked

ocean wave
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found the string btw

lucid iron
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If it's player visible text it shouldn't be hardcoded

ocean wave
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"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.",

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i think this is it i mean

brittle pasture
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yeah you can just EditData it

ocean wave
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ooo okay- cp works?

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oo looks like it on the doc

verbal narwhal
ocean wave
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wait nvm i think

lucid iron
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Which part do u want me to look at bolbsun

lucid iron
ocean wave
lucid iron
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You can try it and see if you need anything else

vernal crest
ocean wave
vernal crest
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Using EditData

ocean wave
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looking through the doc and cant find it

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OHHH i thought that was c# i asked after

vernal crest
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Sorry, didn't see until now that you have asked for no pings, I'll turn them off for future

ocean wave
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TheVoices im sorry im trying

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dw !!

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im probably blind and making you guys annoyed but im in editdata and dont really see anything for editing text strings,,?

brittle pasture
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whoops forgot to unping

ocean wave
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thank you ranbooPlurk

brittle pasture
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make sure to change the Target and the edit target of course

ocean wave
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yuhyuh

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testy time

elder scarab
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Do you know how to use Tiled?

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If you know, please teach me how to make the player enter the NPCs' houses.

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And whoever knows, send it to me privately.

tiny zealot
brittle pasture
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[[Modding:Maps]] have you looked at this

brittle ledge
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You can add warps in Tiled, but I prefer adding them in CP myself kyuuchan_nod2

merry river
# elder scarab If you know, please teach me how to make the player enter the NPCs' houses.
Stardew Modding Wiki

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...

valid halo
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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

ocean sailBOT
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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).

short temple
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How do i add a mod to the Showcase?

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Still don't know how so anyone that sees this and knows please do it

verbal narwhal
# lucid iron The API i linked the other day is released on nexus (HMK-1.1.0)

https://github.com/camiska/PregnancyOdds/blob/2bd424f2ae6cb5fcdcc2f9b2ef90bf34186d1d5c/IHaveMoreKidsAPI.cs

these three are the only delegatemethods i need, right? or should i/do i need to match the whole interface of your api?

GitHub

mod for sdv to configure pregnancy odds. Contribute to camiska/PregnancyOdds development by creating an account on GitHub.

proud wyvern
ocean wave
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no it doesn't look like it everything is taken AAAA /lh

uncut viper
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(the person who owns the API shouldnt be doing that willy nilly ofc, but its fair game in a major version change)

short temple
proud wyvern
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it's not

lucid iron
ocean wave
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Awkward it's not like at all you need to ask

proud wyvern
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good luck getting a response from big gaming companies

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it's just a straight up "you can't"

ocean wave
short temple
ocean wave
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bro.

lucid iron
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I think whether you can have cheeto role for using sprites from games is a question for the junimos

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But also you need lv25

proud wyvern
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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

ocean wave
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-# should i ping modes

verbal narwhal
lucid iron
ocean wave
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oooo

lucid iron
ocean wave
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-# i'm gonna ping mods is that okay

uncut viper
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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

lucid iron
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One note is that hmk expects a Dialogue instead of a string, this is because it'll try to display portrait if possible

uncut viper
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(sorry, i forgot to turn off the ping reply)

ocean wave
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alright

short temple
short temple
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Pls enlighten me

uncut viper
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i didnt say you were breaking the rules. i said if someone thinks someone is breaking the rules they can report it.

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the junimos can then decide if a rule was actually broken

short temple
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Yes but i actually don't know there were rules

uncut viper
gentle rose
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button isn't suggesting you're breaking them, though, someone else asked how to report so she answered

proud wyvern
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(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.)

uncut viper
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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 SDVpufferthumbsup

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correct, a mod author is not obligated to share on your behalf regardless

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since doing so is kind of like vouching for them of a sort

short temple
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Nice to know i did nothing wrong tbh and thanks for showing me the rules case

ocean wave
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arruu would i ask here or in art for suggestions btw

stark spindle
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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?

uncut viper
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gonna need more specific information about what you're doing for a more solid answer for something like that, i think

ocean wave
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is tha to me?

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nvm AINTNOWAY

stark spindle
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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.

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so i thought once the host loads the save data i throw it into a net field so its shared

uncut viper
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if its stuff that you can easily serialize to and deserialize from a string, i would just put it on the Farm's modData

ocean wave
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Awkward so valcrist can you not laugh at me?/lh

uncut viper
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you need to do some extra work i believe to be able to even use a new custom netfield

ocean wave
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anyway 4evil once i fidn my folder dumbinos will be updated

brittle pasture
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I think actual custom netfields not already attached to another object need like a new netroot

ocean wave
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lost it i cloased the tab

uncut viper
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but the Farm is always active and always synced so every player can always see the most up to date moddata

short temple
stark spindle
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o that sounds a lot handier

uncut viper
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also custom netfields tend to lead to bigger issues (re: completely broken) if a player tries to join without having your mod

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iirc

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so yeah just go with mod data

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(not that players should join without having your mod anyway, but yknow, nice to minimize such things)

stark spindle
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yeah this sounds like what i need thanks a mil

formal crown
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SDVpufferthinkblob Which one is worse, patching an update method or doing the same thing on an update handler?

uncut viper
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insufficient data for meaningful answer

brittle pasture
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the advantage of patching the method is i know exactly when it happens relative to the base function

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otherwise i dont think it really matters

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also patching the function avoids finding the thing you want to update on

formal crown
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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

uncut viper
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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

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which sounds like a pretty significant downside

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(relatively speaking)

formal crown
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There's Utility.getAllPets

uncut viper
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have you looked at how that function works

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it loops over multiple locations and checks each Character in that location to see if it is a pet

formal crown
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...fair

uncut viper
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also it allocates a new List every time

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in order to return such a list

brittle pasture
uncut viper
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could meet in the middle and postfix the object constructor to add itself to a CWT

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then just loop over the CWT SDVpufferthumbsup

formal crown
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( SDVpufferchicksweatsip I just do Utility.ForEach[something] on certain events in VPP)

uncut viper
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dayupdate things are hardly that significant though compared to every single tick

formal crown
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Yeah its a bit of what I'm worried about

uncut viper
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which is why id definitely recommend just patching the update method here

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you need to do the work after the update regardless, so the actual cost of running it inside the update method is irrelevant

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and the cost of patching it is a one time cost at launch

finite sequoia
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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.

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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

Gist

Spawnables. GitHub Gist: instantly share code, notes, and snippets.

GitHub

Contribute to nbeymer99/DeadBoyDetectives development by creating an account on GitHub.

brittle pasture
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line 41, that name has some extra letters

finite sequoia
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It's a different node, since I want to create large nodes too

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It gets called in the SpawningGroups section seperately from the other smaller nodes

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Wait I see what you mean.. I added an extra space that I didn't spot in notepad

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Thank you! I'll try again with that fixed

brittle pasture
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you can also test the trigger command directly in the console and see if it works

finite sequoia
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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!

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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

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But that still very much helps me narrow down my issue 😸

brittle pasture
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possibly the action is already marked as applied in your save from previous testing

finite sequoia
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Marvelous.

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Hmm, I assumed "Trigger": "DayStarted", and "MarkActionApplied": false, being used in confuction should prevent that but I can play around

brittle pasture
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like if you have a version of the code without the MarkActionApplied line
try a fresh save

finite sequoia
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Yeah, already on it!

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Yup, that was the issue! Thank you so much

uncut viper
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i wonder if the example on the wiki explicitly including "MarkActionApplied": true even though its not required would help prevent that issue

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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

urban patrol
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i think that could be very helpful, that's the issue i see most often with troubleshooting trigger actions

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i was gonna write up a traction troubleshooting modding wiki page at some point but forgot

finite sequoia
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I wanna make sure I understand though, wouldn't "MarkActionApplied": true make it one time only?

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Versus false which would make the game forget it happened?

uncut viper
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yes

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true is the default, though

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if you dont include the line at all, it will be true

finite sequoia
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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

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So I just needed to do a new save to see it

uncut viper
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correct

urban patrol
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yep, or there's a way to mark it unapplied via console commands but i always forget it

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easier imo to just do a new save

uncut viper
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theres just a trigger action action to mark it unapplied, listed on the same wiki page, in fact

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so you use the debug action command to unapply it

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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]

finite sequoia
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I don't see myself needing a TA in the future, but I'm glad I have the option now

calm nebula
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You don't see yourself needing a teaching assistant?

pine elbow
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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

merry river
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there is the appearance system that you can make use of

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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 SDVpuffertortilla

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oh wait it is changeSprite as you just said

pine elbow
merry river
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Stardew Modding Wiki

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...

ornate locust
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Appearances happened in 1.6, so it's new

merry river
pine elbow
merry river
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yes

ornate locust
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It says seasonal in the title, but if you look at it, it has more than that

merry river
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the seasonals are just an example

pine elbow
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Okay, thank you very much!

merry river
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the appearance system uses game state queries which allows for conditional appearances

ornate locust
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You can do them for passive festivals, indoors only, etc

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Halloween costumes

pale river
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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?
golden basin
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is there a way to spawn a building like a shed on a map location that has no farm entry

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i know spacecore lets you on like custom farmmaps but im need something for like a regular map

karmic gust
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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 😅)

brittle pasture
ocean wave
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peepoarriveandSit was pathos a modder before on the dev team? always been wondering

brittle pasture
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yes

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he was brought onboard only for 1.6

autumn tide
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aaah interesting

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are all devs on here?

brittle pasture
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many, probably not all (some left the team)

autumn tide
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gotcha!

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i think there are only 3-4 ppl with the dev role so I didn't know lol

tender agate
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is there a mod that just lets you see all dialogue of an npc without waiting or meeting requirements?

brave fable
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there's a few names and groups in the game credits, so it's not likely

golden basin
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do farmhouse buildings have to be tmx's im getting issues with mine

autumn tide
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intersting hmmm

uncut viper
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a map having issues wont be fixed by making it a tbin or a tmx

brave fable
golden basin
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hmm okay so i cant place furniture, flooring or wallpaper. im getting no errors either

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in fact i literally just copied the first level farmhouse map

short temple
pale river
brittle pasture
golden basin
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I got my furniture placing now i need to figure out why i can color my flooring or walls

brittle pasture
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probably should have said "only since 1.6" instead of "only for 1.6" lol

pine elbow
# ornate locust You can do them for passive festivals, indoors only, etc

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

ornate locust
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Seems like the location name's wrong

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Actually, it might be how you're doing it... You can just put it in the character data without patching it in like that

golden basin
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anyone understand how to make a custom farmhouse let you recolor the walls and stuff? im following the wiki and its not working

lucid iron
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You mean wallpaper right

golden basin
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yeah the wallpaper and flooring just wont work

lucid iron
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It's a little complicated but I'd just start with the shed

golden basin
lucid iron
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Also the location type must be DecoratableLocation

golden basin
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it is and its not working at all

ornate locust
lucid iron
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Is the not working like wallpaper has no response?

golden basin
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it highlights like it wants to place but it doesnt place at all

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like it doesnt even dissapear from my inventory

lucid iron
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Are you able to put paintings on the wall

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If no then ur wall tile props r wrong somehow and it's not considered wall

ornate locust
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My appearance for the pride festival has a location in it, if you want an example

golden basin
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so it should be working regardless

ornate locust
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It's the last appearance in the JSON link I sent

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You'll also need the normal appearance for your NPC, which is the first one. The day to day one.

golden basin
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i got it working by startin a new save lol

pine elbow
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Thanks again!

pine elbow
ornate locust
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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

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Lower precedence overwrites higher

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or maybe someone else has a better way to do it

devout otter
ornate locust
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oh that also helps

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commas shakes fist

devout otter
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"Conditions": "ANY \"IS_EVENT {{ModId}}_CH5\" \"IS_EVENT {{ModId}}_CH3\" \"IS_EVENT {{ModId}}_CH5.1\" \"IS_EVENT {{ModId}}_CH8\""

ornate locust
#

Would that still work with events that take place in Caleb's apartment?

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I'm worried the apartment location and lower precedence might overwrite it, but I'm not 100% on how those conditions would interact

devout otter
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Yup it will.

ornate locust
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Ah, cool

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learn something new (and spite more commas) every day

devout otter
#

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.

umbral kiln
#

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.

royal stump
#

the #1272025932932055121 board is for getting help playing with mods, this is the one where people make them

umbral kiln
#

Oh, I was about to say I thought I was in the wrong place because I saw the modded tech support...

hard fern
#

oh i read "assistance with making mods" lol

umbral kiln
#

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

pine elbow
devout otter
#

Wait, the entire character doesn't show up? Not just having the wrong sprite?

pine elbow
#

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.

ornate locust
#

oh hm

#

Does he show up fine outside? just checking

pine elbow
ornate locust
devout otter
pine elbow
#

Okay, I’ll try!

devout otter
#

So just make sure the Conditions has no commas, and the Precedence is lower than the Alone one.

pine elbow
#

It’s still not showing.

ornate locust
#

Did you lower the precedence below -1?

#

Lower overwrites higher

#

I wouldn't think that'd make you vanish, but it's worth noting

pine elbow
ornate locust
#

That doesn't sound like your conditions are working right at all

ornate locust
#

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

devout otter
#

Do you have error in your SMAPI log?

ornate locust
#

I would think it would just show the wrong sprite in the other order

pine elbow
pine elbow
devout otter
#

At this point, I think it'd be helpful if you shared your entire json.

pine elbow
#

Yeah, okay.

devout otter
#

Ah...

#

It should be Condition.

#

Not Conditions. 😅

devout otter
pine elbow
#

It’s always those little detailsSDVpufferwaaah

urban patrol
#

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

molten thistle
#

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

royal stump
#

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

umbral kiln
#

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?

molten thistle
#

Thanks for the quick answer

umbral kiln
#

I have the feeling I will need to essentially craft my own solution at some point...

urban patrol
#

depends, what kind of something

umbral kiln
#

A house.

urban patrol
#

those are "painted" onto maps

#

!tiled

ocean sailBOT
#

If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

umbral kiln
verbal narwhal
#

...\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?

umbral kiln
#

How do I adjust where they are painted?

urban patrol
#

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

verbal narwhal
#

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?

molten thistle
#

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

verbal narwhal
#

Or the stardrop path?

urban patrol
ocean sailBOT
#

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

See the mod page for full installation and use instructions.

verbal narwhal
#

Do you mean the map file or the path location in the screenshot?

molten thistle
#

just didn't know how to use the xnb files that I found]

#

first time using tiled

molten thistle
#

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?

old edge
#

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": " "
}
]
},

urban patrol
#

can you use NightTiles instead, or does it have to always be 6:30?

old edge
#

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?

urban patrol
#

NightTiles are a map property that automatically updates at sunset-ish time in game and switches on things like lampposts

old edge
#

if Its supposed to be for night time purposes

#

oh how do I convert this code here to NightTIles mode?

urban patrol
#

yeah to turn on lights at night i would strongly recommend night tiles instead

#

let me see if there's an example

umbral kiln
old edge
#

it goes in map properties

#

?

umbral kiln
#

Also... why would it put the house there twice??

old edge
#

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

urban patrol
old edge
#

ok

ornate locust
#

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

old edge
#

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.

ornate locust
#

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

urban patrol
old edge
#

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

umbral kiln
molten thistle
#

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?

urban patrol
molten thistle
urban patrol
#

[[Modding:Trigger_actions]]

urban patrol
umbral kiln
molten thistle
urban patrol
urban patrol
urban patrol
umbral kiln
#

So that's from the .png with, in this instance, the new house. Then position will say where it should be placed, yeah?

urban patrol
#

can you send the patch? i can break it down, unless it's an outdated method

molten thistle
umbral kiln
verbal narwhal
#

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

vernal crest
# umbral kiln

That's an unusual format for CP, where'd you get it? (EDIT: I have learned it's actually TMXL syntax.)

ornate locust
#

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

vernal crest
#

I've got Eugene and there's nothing like that in there

strange dew
#

anyone happen to know which Item Extensions patch is stable? is it 1.15?

verbal narwhal
urban patrol
ornate locust
#

yeah that'd do it

vernal crest
#

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.

urban patrol
#

huh wild

ornate locust
#

Yeah it used to be TMX

vernal crest
#

It does look like Platonymous's syntax

#

Ah ha yeah ok it is TMXL

ornate locust
#

I forget why, but I cracked the old version open a while back and went "oohh I have no idea how this works"

vernal crest
#

I didn't start modding until 1.6 so it's all unknown to me.

umbral kiln
#

So this is one of the three files in the SDE Eugene patch.

#

One of two I installed.

#

The third breaks the mod.

shut edge
#

can i do a GSQ to check for animal friendship?

#

oh, EAC has that

#

nice

umbral kiln
#

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.

sleek flint
#

Where are the rail tracks sprites in the game's data?

hard fern
#

mines are probably in one of the mine tilesheets

#

while railroad's are in <season>_outdoors

woeful lintel
#

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?

lucid mulch
#

audio changes should show up there yes

verbal narwhal
#

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
verbal narwhal
#

... 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.

west thunder
#

Do I have to edit my entry in that one mod creator list on the wiki whenever I make a new mod?

vernal crest
#

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.

west thunder
#

Icy.

#

Thanks.

calm nebula
#

it's traditional for it to be three random mods you made at your start and forgot about lol

finite ginkgo
#

never occurred to me I could update it

calm nebula
#

you absolutely can!

finite ginkgo
#

yeah but I dun wanna

vernal crest
#

I still don't even have three mods so mine is just two lol

calm nebula
#

Meanwhile, I have zero!

#

:P

vernal crest
#

Lies!

lucid iron
#

It's cus there's a server profile command that shows them

hollow hazel
#

Im finally out of horse hell
So happy, it was only horses for months lol

gentle rose
#

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

ocean wave
#

Catpls mine are not random

blissful panther
calm nebula
#

Nice +

#

Tbh I dont think it's that serious

#

Keep the random old stuff up

#

I need to remove dead mods but

verbal narwhal
#

can anyone tell me which glyph or symbol corresponds with the funny lil junimo creachure from spritefont1.json?

brave fable
#

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

vernal crest
#

I think she's asking about the little skateboarding creature?

hallow prism
#

look at emily's letters, i think it's possibly +

#

wiki may have it listed somewhere

merry river
#

Can I just add my own context tag to an item or does it have to be defined somewhere before? SDVpufferthinkblob

#

A custom object that I am currently writing the patch for, I mean

vernal crest
#

You can make your own

merry river
#

Nice! Thanks SDVpufferthumbsup

golden basin
#

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

verbal narwhal
verbal narwhal
#

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!

golden basin
#

is there a mod that lets you make a custom carpenter shop?

hallow prism
#

yes

golden basin
#

what mod?

hallow prism
golden basin
#

oh nice thank you

#

im gonna have so many requirements ouchy

golden basin
#

@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?

brittle pasture
#

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

golden basin
#

i already have so many dep i was hoping to avoid more

brittle pasture
#

yeah understandable; this probably isnt too hard to add to my mod (basically just an extension of the RequireToolId stuff)

golden basin
#
"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

brittle pasture
#

are you using the special shop map action; it doesnt work in normal shops

golden basin
#

OH im slow lol

brittle pasture
#

yeah

golden basin
#

hmm weird cause thats not working

#

hes standing there too and its the right time

brittle pasture
#

does the shop also have the CustomFields set

golden basin
#

yes it does

brittle pasture
#

hmm that looks right to me
I'm at work for the next 8 hours so I'll investigate later SDVpufferrad

golden basin
#

okay good luck at work!

granite bluff
#

hey, how do i make a line break in a letter in json? : )

autumn tide
#

hm, do you mean like for mail?

granite bluff
#

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

pale river
hard fern
short temple
#

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?

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.

hard fern
#

!json and this too

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.

golden basin
golden basin
hard fern
#

i guess it does kinda look like an aquamarine

sleek flint
#

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.

sleek flint
#

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.

hard fern
#

I don't know if that's really possible 🤔

sleek flint
#

I couldn't find anything on the wiki or I am just blind.

hard fern
#

If you added enough spaces, maybe

sleek flint
#

I guess.

#

I am gonna see if it would be easy to do this in C#

#

Hopefully it's not too hard pray

blissful panther
#

I've never tried it, but just out of curiosity... try \n in the dialogue?

sleek flint
#

already tried it

blissful panther
#

Well, at least the more obvious option has been tried!

ocean wave
#

peepoScared it is too early for me to try c# to add a new npc? based on how its going for me

lucid iron
#

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

short temple
ocean wave
#

ping htswjynwynns

ocean wave
short temple
#

It is a lot easier to use

lucid iron
hard fern
#

Eh, if you've never done C# before I don't know if it's really easier than just making an npc with CP

lucid iron
#

C# usually for non standard features

#

I'd also not use C# just to add some data

ocean wave
#

Awkward 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

short temple
#

Bro i did not stole anything i just ported and resized the Sprites

uncut viper
#

they did not steal from other mods?

ocean wave
#

Catpls ty chue

hard fern
#

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

ocean wave
#

arruu didnt we have a whole thing yesterday?
im genuinely losing it ive been disociated for over 2 weeka

#

Catpls anyway

uncut viper
#

they ported sprites from other games into a mod

ocean wave
#

OHHHHHHH okay sorry then TheVoices

uncut viper
#

it's also really not your place to decide who can take part in a public conversation...

hard fern
#

!npc there's good guides you can follow here too

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:

short temple
#

Nvm i'm not gonna argue with You for that

ocean wave
#

TheVoices misunderstood im sorry val flowergive

short temple
#

As she said i did nothing wrong

ocean wave
short temple
#

No prob

hard fern
#

(as an aside, wow this npc stuff is way simpler than it was in 1.5...)

ocean wave
#

flowergive dont eat it its a gift

short temple
#

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

eager tree
short temple
#

I'm just trying to learn

ocean wave
#

oh thaat makes me feel even worse TheVoices im so sorry

#

yeayea i understand!!

#

OH FUCK IM GONNA BE LATE TO CLASS AAAA

hard fern
eager tree
#

good class

hard fern
#

beeb... Typo

ocean wave
#

Catpls oh my god i rea time wrong i have 45 mins but STILL ITS LUNCH TIME

eager tree
#

I feel you, making npcs is a lot of work SDVpufferflatbread

ocean wave
#

x3klee i want to add the hit amzing best totally meta bomber klee from genshin impact

hard fern
ocean wave
#

YUMP i love klee eueue

hard fern
#

I can never get it right lol

molten thistle
#

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

royal stump
#

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

molten thistle
royal stump
#

Woods seems like the only vanilla map that uses it, but it'll look something like this

molten thistle
#

(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

royal stump
#

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

molten thistle
#

Wait I remember reading that

molten thistle
#

Yeah looks like this should solve my issue

royal stump
#

SDVpufferthumbsup yeah, removing any trios* for the tiles you want to clear should take care of it then

sleek flint
#

What do you all think will look best?

  1. Mentioning every floor in a new line from highest to deepeast floor.
  2. 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.

somber forge
#

hii does anyone know if someones made a mod that makes it possible to change ingame bundles to another ingame item?

royal stump
royal stump
floral canyon
#

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?

brittle pasture
#

Better Crafting

floral canyon
spice inlet
#

TemporaryAnimatedSpriteDefinition is kinda weird SDVpufferthinkblob
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

lucid iron
#

I made a fancier one

#

Inheriting from TemporaryAnimatedSpriteDefinition doesn't really have any benefits though all the tas creation logic is custom

gritty geyser
#

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

Nexus Mods :: Stardew Valley

This mod adds 21 posters featuring some of the biggest pop girlies to decorate your home. Turn your farmhouse into a pop shrine or just add a touch of musical flair!

#

where do i even start!!

hallow prism
#

making the art

#

!software

ocean sailBOT
lucid iron
gritty geyser
#

ill have to find a yt tutorial or something

lucid iron
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This thing u just put the png in the folder it wants and then play around with the GUI

gritty geyser
#

omg yay

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ill just get the albums converted to pixels somewhere and just fix it up a lil and make a frame for it

inner harbor
#

@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?).

opaque cobalt
#

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.

inner harbor
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NM, I found it down here: { "LogName": "Gus Calendar Sprite Edits", "Action": "EditImage", "Target": "Characters/Gus", "FromFile": "assets/{{Target}}/{{TargetWithoutPath}}_{{Aerobics}}.png", },

lucid iron
inner harbor
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Yeah, it looks like the calendar just goes for the base named one.

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(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!)

lucid iron
#

This is intentional mostly because social menu has those special animations

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And bc the social menu isn't meant to represent the NPC current state

inner harbor
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social menu changes, its just the calendar that isn't. Like people keep reporting seeing Clint naked on their social menu.

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(he's not, he's just on te beach)

lucid iron
#

Rly i remember having to do hacks there to get kids working LilyDerp

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Maybe it was just calendar though been a while

inner harbor
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I think its calendar? My seasonal outfits appear in the social menu.

golden basin
#

@brittle pasture are you free? I still cant get my shop working wwith your mod ;-;

wanton pebble
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Calendar pulls from base outfit stuff iirc

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It was something that irked me but it's how it is

golden basin
wanton pebble
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SCA when i coded it basically under the hood forced calendar sprites to match

brittle pasture
golden basin
brittle pasture
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so you said it doesn't open the shop at all?

golden basin
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yeah its not opening at all

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this is the tile property

brittle pasture
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and it works (without the Blacksmith stuff) if you switch back to Shop?
anything in the logs?

golden basin
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nothing in th logs and it does work with the vanilla openshop property

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is there a command to force open the shop for your mod?

brittle pasture
#

not yet

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let me check in my test save that the feature didnt mysteriously stop working

golden basin
#

that can happen?

brittle pasture
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I sure hope it can't lol

golden basin
#

selph i could send you my mod to look at? but id like to in dms if possible

brittle pasture
#

wait a second

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ok gimme 5 min to confirm; this may be the most embarrassing moment of my modding career if true

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@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

golden basin
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testing it now!

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there it goes!!!

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now i just need to figure out a extra trade thingy for currency

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i know item extensions does it but is there a vanilla way

brittle pasture
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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

golden basin
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its intended

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i want it to function like clints

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can i breka geodes too?

brittle pasture
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no, Clint still has a monopoly on that for now; it is on the roadmap though

golden basin
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hell yes cool

brittle pasture
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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

golden basin
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okay thank you so so much

golden basin
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@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?

brittle pasture
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sure, it's in the bottom of the README

golden basin
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I am reading it i just got it working, i was just struggling with understanding?

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i have a reading issue where i sometimes cant understand text without help sorry about that

golden basin
brittle pasture
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yes

golden basin
#

Selph is there a way to use custom currency for your builder?

brittle pasture
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you can make it not cost money

golden basin
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it worked!

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thank you selph

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PERFECT

calm nebula
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Hope all yall are staying warm

vernal crest
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Extremely warm lol. We're currently in a severe heatwave warning

hard fern
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i am staying moderately toasty but my fingers are cold

fierce vault
calm nebula
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I need a new name it's almost February

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What about AloneOnValentinesDay

fierce vault
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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!

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oh... and update my other one Ig

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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?

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(Oh, Irocendar, reinstalling stardrop worked by the way!)

gentle rose
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(nice!)

calm nebula
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You should do whatever vanilla does

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Or copy the sprite sheet

fierce vault
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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...

ocean wave
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ranbooPlurk junimos,,?

fierce vault
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yeah

inner harbor
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you can add vanilla junimo but they don't move so well!

ocean wave
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Catpls boy do i have a mod for you

inner harbor
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basic junimo is green iirc.

fierce vault
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I'm thinking a temp actor with a semi custom sprite sheet is the way to go, probably.

fierce vault
ocean wave
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do you want to see a example

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ping obwnwion

ty!!!

fierce vault
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So, I'll work another sprite sheet I guess SDVpufferchickcry SDVpufferthumbsup

Feels like there's always something that needs to be done before I can get to the big task.

ocean wave
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you can see mine as an example:3

fierce vault
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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.

ocean wave
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OHHH

fierce vault
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Also, I did see them!

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That's why I said they were cute! SDVpufferthumbsup

valid folio
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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.

fierce vault
brave fable
tender bloom
ocean sailBOT
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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).

tender bloom
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quartz is 80, refined quartz is 338, and fire quartz is 82

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you can also check the object data itself if you ever can't find it on this wiki page

fierce vault
brave fable
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it's free real estate 🙂‍↕️

valid folio
brave fable
fierce vault
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Thanks! I’ll save this incase I need it

brave fable
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i'd imagine you get a prismatic effect by including more colours afterwards, and lowering the time to cycle

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i forget why i was looking up the impl. probably tried to use black instead of R,G,B assuming it uses Utility.StringToColor

turbid rapids
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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)

loud sandal
brave fable
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(the idea of having to slather your own moss on the stone gate is pretty funny tho)

turbid rapids
loud sandal
turbid rapids
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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

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i just need to figure out how to offset the other layers and that should fix it

loud sandal
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Hmmm, maybe the build menu doesn't animate, it just does one frame and doesn't handle layering properly

turbid rapids
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maybe?

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

turbid rapids
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dang im only just now a cowpoke? smh

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gotta be more active here lmao

loud sandal
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Haha nice, yeah I'm not as active as I would like to be

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I'm not familiar with how source rect is done in the build menu

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Are you not able to use a seperate preview image for the build menu only?

turbid rapids
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not to my knowledge but that would be perfect if i could ;w;

loud sandal
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I hear you, I always get stuck somewhere and end up just using C# out of frustration lol

opaque cobalt
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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

turbid rapids
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this is fine though, its purely visual and ill take that over a broken building

turbid rapids
loud sandal
turbid rapids
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though i feel like Ken is a bit of a "The Horrors" type of war vet so idk how in character that would be

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though hes kinda underdeveloped in general so

turbid rapids
opaque cobalt
turbid rapids
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even if he doesnt go into the mines himself maybe he can get involved with the adventurers guild somehow?

opaque cobalt
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ooh, adventurers guild could be good. I can definitely run with that thanks

turbid rapids
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no problem, ill let u know if i think of anything else :3

devout otter
opaque cobalt
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okay, I thought it said something with magic in the sword

devout otter
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(Also do this world actually have modern weaponry anyway, considering Marlon uses a freaking sword.)

opaque cobalt
# devout otter (Also do this world actually have modern weaponry anyway, considering Marlon use...

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.

brave fable
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bombs aren't exactly modern weapons. kent might be tho

devout otter
devout otter
brave fable
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popcorn is not a modern weapon 🚫

pale river
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but at the same time he gives you a megabomb he had in his drawer or something? I can't remember

brave fable
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truly modern combat in sdv is people running in circles playing bomberman on an open field

pale river
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I mean george did lose his mobility due to something similar

urban patrol
brave fable
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i might have something along those lines SDVdemetriums

worthy marsh
iron ridge
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you need to just replace the strings

devout otter
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Ferngill-Gotoro War.

opaque cobalt
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Would this imply the Gotoro empire just zergling rushes with Bomberlings or whatever you call that dude on the lower left?

fierce vault
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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.

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I think the junimo walking away when you aproach them might be found elsewhere, but maybe the info is in the junimo hut

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hmm, I'm going to look through strings instead

brave fable
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walking & fading away is hardcoded in Characters.Junimo

fierce vault
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Oh, thanks!

brave fable
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almost everything to do with the cc and junimos is hardcoded hahah

fierce vault
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I'm not looking to mess with that rn, just want to reconstruct a believable imposter!

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is there a way to dismiss all the files I had vscode open in the data folder at once?

brave fable
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in the same window? right-click the tab in the tabs bar

iron ridge
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i thought right click opened the menu for pinning them and stuff

brave fable
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'stuff' includes closing them 🙂‍↕️

fierce vault
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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.

fossil osprey
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There's also an "open editors" side view you can enable in settings to close all in one click

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Wait I don't understand what you want to do

fierce vault
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I want to stop vscode from thinking it should look through this folder

brave fable
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ah, sorry, i thought you meant all opened tabs from a folder, which would be like so

fossil osprey
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Ah, then on the far left there are icons (vertically), top icon is folder list

brave fable
fierce vault
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Oh thanks!

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It worked!

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I need to save all of this

brave fable
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you'll remember it after you use it a couple times SDVpufferthumbsup

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always new helpful options and buttons and shortcuts to learn in vscode hahah

fierce vault
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I keep forgetting about the extra options at the top of the screen on most programs lol

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So helpful once I started remembering that for tiled

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huh, I can't seem to find a characters.junimo file or any relevant junimo code in the characters file. Am I misinterpreting something? 😅

brave fable
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yep, should've been more specific - hardcoded as in written in C# in StardewValley.Characters.Junimo.cs

fierce vault
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oh, is that still in the content unpacked?

iron ridge
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!decompile no

ocean sailBOT
fierce vault
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Ohh

brave fable
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hardcoded as in not content, just programming

fierce vault
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Ok. Maybe reconstructing the frames for the walk cycle will be easier by guessing.

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The only reason I was thrown off is because junimos do not have their spritesheets organized like the npcs

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I'll unpack the c# files I guess and then see if I get useful info

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Actually, maybe I'll try the guessing way 😅

iron ridge
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isnt it vertically standing, walking front, walking right, ??, walking up, dancing

fierce vault
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ohh

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Wait, the frames 5-8 x0,y0 you mean?

iron ridge
#
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

fierce vault
iron ridge
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row 2 (the first half) is stationary

fierce vault
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Oh, I think I see it. that would also make row 4 the stationary side view wouldn't it?

iron ridge
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i actually dont know what the first half of row 4 iis, but the other half is the waving goodbye animation

fierce vault
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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.

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walking/sitting

iron ridge
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🤷
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

fierce vault
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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.

iron ridge
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i think?

fierce vault
#

hmmm

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Well I appreciate the help 😄

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hey, ES has a junimo doesn't it?

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That's an npc?

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I'm guessing that sprite probably does what I'm suggesting, since it would be limited by an npc sprite sheet

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Even || SVE ------->|| has a junimo character that I got spoiled, so this should be that hard...

iron ridge
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i took the texture from a junimo pet mod for luma

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(with permission)

fierce vault
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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.

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I think the first half should work fine? I'll replace lewis with it as a very quick test.

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Ok, moderately quick test

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I can recolor junimo base later if the walk animation does fine. I think it should.

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Might need to tweak it actually, but I'll try just to see how it goes unchanged anyway.

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Moderately cursed replacement

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Time to test

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And...

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it works alright!

visual nymph
fierce vault
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I'll need to just tweak it more for the final product

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Which can happen later!

visual nymph
fierce vault
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Uh, Making Lewis a junimo is not the plan, this was literally to test the sprites for a junimo's appearance in an event. 😅

visual nymph
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Ah

fierce vault
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Ik people like to replace lewis a lot tho

visual nymph
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Well my apologies

fierce vault
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Don't worry, I just needed to clarify this is not what I was working on 😄

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Oh, he's checking up on Clint Hahaaha

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I love him

low marlin
#

(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?

eager tree
shut edge
shut edge
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anyone recall if a vanilla sheep keeps it's wool coat until sheared or if it just appears for a day

lucid iron
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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

low marlin
shut edge
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ok looks like sheep do indeed keep their big sprite until you shear them

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so why is my animal being so inconsistant about it, hmm

shut edge
#

well, something changed somewhere cuz even ones that were working the way i want no longer are, hmm

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this is just me not understanding EAC again probably

summer spoke
#

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?

calm nebula
#

Go ahead!

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(But I need to head out so I'm not your rubber duck today(

summer spoke
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I understand, thank you

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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.

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Am I just overthinking things again?

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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,

summer spoke
#

a what?

lucid iron
#

You can create kids not tied to particular parent

uneven lake
#

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?

low marlin
pale river
#

where is willy's boat located in the files?

lucid iron
lucid iron
#

i do feel like your usecase sounds closer to "regular content patcher config on/off"

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appearances can be gated behind config too, e.g. u use a token in the Sprite field of appearances

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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

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people can enable or disable specific kids in HMK's GMCM

fossil osprey
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.

uneven lake
fossil osprey
#

What do you mean "start page"?

uneven lake
#

So the wiki says to "create new project" from the start page, but my start page looks different than the photos

fossil osprey
#

Does the wiki tells you to download VisualStudio Code or VisualStudio? I can't remember, but they are two vastly different programs

#

If you're looking at making a C# mod, you probably want VisualStudio

uneven lake
#

Oh damn, they're different. I feel kind of stupid

#

Time to start again