#making-mods-general
1 messages · Page 523 of 1
.. im gonna be a public nuisance in here when i get starstruck figuring out the discord usernames of all my beloved modders 
constantly.
Pssht nobody knows who I am chu
They will if u gib hiria 😌
Everyone with the pufferchick role is listed on the wiki
I refer again to the heat death of the universe xD
oh shit good tip, thanks
ill try not to embarass everybody by saying how much i love the mods and so on every time i bump into a new creator... unleeeesss?
The table has their chosen 3 mods + discord username
I for one enjoy hearing that people like me mods 
It is validating to know that things I thought would be qol are qol for more than 5 ppl out there
well in that case I wont keep it to myself that I have several of yours and I appreciate them a lot and thanks for all you doooo
Though i suppose the thought of making something literally 5 ppl will use wouldn't stop me bc I'd be 1 of those 5 as well
honestly 90% motivation right there
another 5% is the ADHD novelty of seeing something you think you can fix and dropping everything in your hands to do it
so thats 95% of the way there bay-beee
I use chu's mods copiously, they are excellent and chu is great at providing support for them
Agreed
one of the bigger challenges is not getting distracted by another issue before the first one gets finished, or perhaps thats mostly me 
Nono, I do that too
Why do you think I keep saying my mods will never be released lol
I was working on one of mine tonight and have just volunteered to collab on another one (another Clint one, even though I have done nothing on my own Clint mod yet except have an idea lol)
Starting a new project >>> finishing any of the old projects
I'll release my cream cheese mod, and fishstick mod..... eventually
You have an orange name so you've released at least one mod
What do you call it when you don't even want to make your own mods but would like to fix a little thing in a mod someone else made, that you 99% love but it just has this little issue. 😄
Sending in a pull request
I have released 3 (tiny ones) but only have the green name 
Ohhhh no not this feeling again
Yes, if I manage to complete them in less than two weeks there is a chance, provided I don't have to do good mod page images haha
Plus I was very motivated to get the cheeto role so I could make threads lol
Tinkering lol
release a mod? no, only hoard
I have a Sebastian girl mod, which turns him in the a she/her Sabrina and it works like majority of the time but bugs out in a few dialogs showing the vanilla name and/or pronouns, and has a broken portrait in one situation 😄
I just thought I'd dip my toes in the modding waters by trying to figure if I can fix those. 🙂
A good place to start and welcome to the server :)
I started editing others' mods back in 2021
👋
Now I make my own (very slowly) and aggressively edit others' mods lol
I got my start by making personal edits too!
personal edits are part of the pipeline
I redraw things, edit maps, rewrite dialogue, fix errors, convert from old formats, the works
oooh, tysm!!
personal edit -> maybe (1) mod -> expansion,,, ✨
Can't even be bothered getting perms to release anything I fix lol
This sort of thing, especially if it's events, r probably other mods adding seb content?
most of my fixes are so minor and hyper specific i just keep em
Morning claude 
i mean i think the mod hasn't been updated for a bit so maybe 1.6 stuff?
but also possible yes
Night aba LMAO 
and a good timezone to you all
One of them is movie theater. First it says "Sebastian has a smile on his face" and then "Sabrina is really enjoying her Jasmine tea", like back to back, so the other works but the other doesn't. 😄
Yes I am going lol
Yeah true, in that case the person who added new seb content is mr ape
yayyy sleep schedules!
oh? goodnight Aba
...wait what time is it for you-
[fluids your gender] /hj
its almost noon
gotcha, same time zone then!
mind u i use military time so be aware i get easily confused by am/pm
in the future: colmd
I asked this before, but there weren't many people online, so I am asking again before I officially mark my mod as complete.
Should I make the name of my shopping channel something like:
The Belmond's Exchange
or
The Zuzu Shopping Network
hmmm zuzu shopping network
anyone else want to give me their opinion?
how do you even mod this game
second one is simpler and thus i like it more
Another vote for the shopping network
prayer, json files and dreams
what is the relevance of belmond to your mod?
Ok, the previous group also voted for zuzu so it wins.
step one- have a disorder that makes you prone to hyperfixation /hj
thanks 
nothing, it's just a random name I came up with, cuz although I like zuzu I felt that it was so random, a company named after a city would have a channel, I thought it made more sense if a random private company broadcast it.
maybe youre thinking too much / more than the rest of us xD I just thought the Zuzu Shopping network immediately sounded more familiar to the game and therefore more plausible
i think belmond's exchange sounds more interesting
the popular choice The Zuzu Shopping Network has the pro and con of being more descriptive but kinda generic
Another factor would be the mod name having the word Shopping in it vs Exchange. Shopping might be more descriptive of what the mod does?
aight i have returned with modding questions- any way to make text in a message/dialog box italic?
Hey guys, quick question: I added a custom house with interior map. I'm now making my NPC's schedule, but how do I like, tell her how she can leave the house lol? Like if she needs to be in town at 1200 and I have her in a certain spot in the custom interior, will she know how to leave the interior map?
claude i will make a jailed image for u (again) /j
not as far as im aware
Did you know Nokia of Nokia phones and Nokian tyres is also a municipality in Finland? Because that's where the company first started.
fair enough 
Ok, sorry to bother you, but I also want names for my Monster Channel. Basically, what the channel does is that it tells you which floors in the mines today are special floors (eg. slime infestation, quarry floor).
That's a random and cool fact I guess.
Mostly by editing data stored in json format using simple text editors. The rest is by writing C# code, but a huge amount can be achieved without that.
Miner's Beware
The name I have for it rn is terrible, I didn't even spend a lot of time thinking of it. It's The Miner’s Hour.
If you have a valid warp that will allow NPCs or players to leave the map by walking over it, the NPC should be able to pathfind in and out of the custom map. Keep in mind that pathfinding is chosen the night before, so you may need to sleep a day if you have recently changed the warps or the schedule code
That's good.
If she needs to be in town at 1200 add an a in front of it like a1200. Be careful with this because if the NPC doesn't have time to get there you'll get errors and/or strange behaviour.
aba what happened to going to bed
But without the incorrect apostrophe xD
Does anyone have anything that can beat that? 
how do i get mods
!gettingstarted but you're in the wrong channel, this channel is for making mods. You will want #modded-stardew for other questions.
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
I am, I'm brushing my teeth!
ok bomer
yayy!
Please do not "ok boomer" me for helping you, that is extremely rude
inspired by current weather outside Ferngill Underground Advisory
That's awesome thanks!
<@&239770080378880001>
not even using the meme correctly smh
dw, I just want to use it in the morning for now 🙂
thats almost worse in a way /j
I am old but I'm not that old
Monster Channel could be something adventurers related... Adventurers Guild Association Network 🤔
it was literally a joke
sorry
What are you talking about I have seen your pictures, aren't you young?
another irl event inspiration
@sudden frost dont be rude to people trying to help
last year japan has bears all over the place
okay
i wonder what their alert system is called
Bear-ware.. sorry ill see myself out
You better not have, I do not mix my modding and real life and have never shared pictures of myself (edit: not meant to be a threat, just saying I hope there aren't any pictures of me around!)
One of my favorite SuperMarioMaker Makers. 🙂
I vaguely remember seeing your pfp with your image in it when I first started modding.
I had a jazzybee portrait maker pfp before this one
I hope I didn't join this server with my real face at any point lol
ahhh
I don't know we are getting a bit off-channel, but I do remember it, I think you had blue-dyed hair then. But whatever, let's not drag this anymore,so the junimos don't get annoyed.
With stardew it could be a pun? Or something based on like a similar actual news network name? but I'm kind of blanking rn sorry
If so then you have an annoyingly good memory lol. But I'm 34 so young in the grand scheme of things but old for in here haha
I like miners beware
ok I am going with it, thanks chu 
and thanks to everyone for giving me their opinion.
Monster Channel could also be something like The Scout's Report but that's less fun
MineSweeper Daily
I like MineSweeper Daily
aight back with modding stuff- tips for making up stardew-y book titles? giving kroby a bookcase and I wanna make a token with a ton of random titles to choose from
(I am late to the party but I just woke up ten minutes ago, LOL)
Better late!
make up random fun titles first then stardew-ify it
..how
steal from irl titles maybe
hmm okay
seems to be what most people do
Could you make like a list of "titleformats" (A beginners guide to finding X, How to deal with X, So you want to know about X) and then replace X with random stardew items? Could maybe even code it to pick from some random options if you just want a new choice each time?
ooooh that's good!
gotchaaa, I'll search up some real titles and try and stardew-ify them!
Does anyone have any idea for an idle animation for my kidOC inside? Outside she'll be looking for bugs, but I'm not sure for inside...Just letting her read like Jas feels a bit lifeless
im thinking about topics Krobus might be interested in.. hes a shadow person, right? so maybe something about dealing with light sources and casting shadows, something silly like "how to deal with multi-point lighting -a self help book" or something along those lines
there's a few old websites ppl who write fanfic used to generate npcs/maps/items names and titles, you can config them to generate book titles
there are a few book mods you could look for inspiration maybe. wren the plumber also has manga titles
Tales from <In world country name>, <Region> Nights, Fauna of Ferngill, Solitary Living: A Beginner's Guide, similar self help or beginner guides for culture or daily living, an encyclopedia series with multiple volumes, there are plenty of nonfiction options too
oooooh tysm-
Humans 101
pasting all this in my thread 
Don't forget to add your (some of) your favorite book(s) Stardewfied (or if it's a name in the title just the name slightly changed) with a comment about how the book seems to be particularly worn, it's clearly been read a lot...
AAA yes! maybe some notebooks with stuff written by the wizard/linus
Also would you like some like literal suggestions?
Ngl, it would be potentially amusing to have Krobus have a shelf with 'how to human' books that are things along like the lines of the "Everybody poops" kids book or "What to expect when you're expecting" 
notebooks is a cool idea, personal dairies, artbooks, cookbooks too
Cooking with Void Mayo
yes please! mostly non-fiction, krobus has special interests in culture/linguistics/communications/etc
was this in answer to the literal suggestions?
yes!
"When humans say one thing but mean another, a guide to sarcasm" (aight i gotta stop now)
"Everything you wanted to ask about laying eggs but never dared to ask"
Okay, okay give me a min to brainstorm
Shadow History, some history title about shadow people mingling with the outside world yearX - yearY
I have a doubt, could anyone help me? (sorry to interrupt claude i promise is a quick question)
I would like to add new trinkets that have the same effect as the parrot trinket. but to what I understand, for the new trinket to have the same trinket effect as the parrot, it needs to have the parrot trinket ID? (ParrotEgg). Wouldn't that be a problem, two trinkets having the same ID? or is there something I'm misunderstanding?
(nah go ahead interupting is a sacred rite here)
(Trinket Tinker could maybe help with that?)
"How to avoid humans and not influence people"
I would like to try doing it with only content patch if possible
"Culture Shock: Bridging the Gap", "a series of unmarked notebooks scribbled in an untidy hand, peeking inside it appears to be notes on human culture?"
where can i buy this 
(OOOH NEW FRAMEWORK TO EXPLOIT EXPLORE)
I would like to purchase 100 copies please
why not just do simple EditImage on parrot
do u need it to be a new trinket 
then you can't do it with just content patcher
the reason is cus the Id is literally the key in Data/Trinkets

I listened to the original Dale Carnegie book "How to Win Friends and Influence People" and it was just horrible, like, this is a psychopaths guide to manipulating people, I want to do the opposite. 😄
Claude please use these excellent suggestions for book titles
you can only have one of those 
Trinket behavior is C# territory, you will need to lean on a framework to code it with CP
Don't worry trinket tinker is great you can do so much cool stuff with it
oh god is that the one that says to drop the persons name constantly?
u can indeed do it with trinket tinker but i feel like you'd have to elaborate on the vision
THE HUH
Interesting, my takeaway was that a lot of it was “be nice to people and they’ll like you better” and “don’t scream at your employees, they don’t like that”
but what about How to Make Friends and Not Be a Bother 🥺
But I didn’t read the book, I just had a project management teacher who used snippets
What do you mean Kattia, that's not weird Kattia. Everybody does that, Kattia. Kattia, you need to get with the times! /j
physical pain 
An Ode to Yoba
Junimo's: Legend or True?
A brief history of Pelican Town
Of Dwarfs and men
Shadow magic for dummy's
How to Win Friends
A picture of Doris Hay
Legends of the Island
Peace and war
A tale of two towns
A study in purple
Phonemes of Dwarvish: A Complete Guide
Omg I didn't even think of studybooks
add in a book about kerning
HEH
Of Dwarfs and men -> Of Dwarves and men. It's more posh that way
if hes also into history maybe something on the old Elemental Wars and the conflict with the Dwarves?
ref that heart event
Maybe something on squatters right since he's living in the sewers?
I think dwarfs is also incorrect oops
i love y'all omg 
it would be so funny if krobus becomes an expert on highly specific things in language like kerning
Yeah both are okay, but dwarves just feels more sophisticated. 😄
dwarvees
Of Dwarvi but it's the latin i with a line over it
is that what a baby dwarf is called
or would it be Dwarvae
Maybe some out of character books with signs hinting it was thrown away by a townie and Krobus just scooped it out of the sewers
tries to recollect ancient Latin classes from HS
oooo krobus needs a book on body language
Dwoovel
SPOILER: ||they basically are- giving my blorbo an an insanely accurate memory so they can relive their trauma perfectly||
Nonverbal Communication Across Species
.. I'm going for 'cubs' but that works-
"How to communicate using only your eyebrows"
dubs. yes/no?
YESSS ty ty
yeah you can steal all my lore heh 
"How to signal distress in 50 languages"
HAH
PLEASE LMAO
4th wall breaking version: How to communicate exclusively in SDV smileys
"How to sustain business with only one customer"
PPF
Guide to making potpourri/perfume? To battle yk... the smells
I shaved my brows into these cute lil nubs (my friends called them doberman brows bc the way doberman dogs have little nubs) and they are INCREDIBLY fun and expressive
yall need to stop im supposed to be making fence sprites and im just shitposting here and laughing at all the titles instead 😭
Also, learn how to make the AngryVideoGameNerd Frown
episto..
Industrial strength potpourri
No apostrophe in junimos (sorry everyone I wouldn't normally correct like this but if it's going in game I want correct punctuation!)
exactly I haven't opened my files in like 30 mins
I've been staring at my own machine animation blankly oops
epistolary novel!!!
I'm supposed to be making White Algae cream cheese
Ohh those are fun, I wrote one of those once
don't limit language/communication books to people. add a couple that's like how to talk to bears, how to sing with birds, friendship with raccoons etc
i'm not even coding im just saving these omg this is so fun
perfection 
101 ways to cook quartz
The art of feng shui: how to make your house a home
obvi like 39,492 dictionaries
"Unionise Now! Explanatory booklet written by Jorts and Jean"
(You'll need Tia's permission but I suspect they'll give it)
ohh okay I will!
your username subtitle thing is oddly perfect, youve got enough books to fill a whole library soon
hmm are they okay with being summoned?
I'm self-aware what can I say-
@brittle ledge hello! asking for permission to include this in my mod as a rare message to show up when you click on krobus's bookcase 
Sounds like a message Tia would approve of /lh 

we should never not endorse union propaganda
wait can i make a book that's like 'Caracal's Guide to Algae Cream Cheese'
(Tia if I spoke too much for you please feel free to scold me about it)
Absolutely
yayyy
"Caracal's Cream Cheese Abominations"
'Aba's guide to not going to bed at a reasonable hour'
/lh
"Void is the new black"
Ooh I forgot to make Regular Algae Cream Cheese, and Seaweed Cream Cheese
Sewer Filter Maintenance, a Handyman's Guide
Caring for Carps
"I don't Give a Carp - The Casual Fishing Guide"
"Dungeon Keeper's Guide to Creating Shops" and it's actually Sebastian's old book that got lost but Krobus thought it was something else.
AWWWHHH yes
asfbkf bjkfas - yes this!
His name should be scribbled on the inside of the cover!
"Code for Dummies" - old programming book that Krobus thinks is a secret code guide of some ancient civilization
Amazing 
The Picture of Dorian Gray...water
An assortment of Haley's old fashion magazines with a trench coat and sunglasses highlighted/circled
Cause she’s right near the sewer!!
"Still Water – A guide for those who are keen to learn"
Elizabeth, why are you now LowTirePressureLight 
"Every light on your dash and why it's blinking"
i love this omg
New quote added by atravita as #7093 (https://discordapp.com/channels/137344473976799233/156109690059751424/1465041064992968734)
New quote added by atravita as #7094 (https://discordapp.com/channels/137344473976799233/156109690059751424/1465042553463247040)
yayyy this is my first quote i think LOL
Congratulations
We should throw a party
..this confuses me
That is my goal
I enjoy confusing others with my behavior
heh I am a very easy target-
give krobus a notebook filled with pictures of sights and places he wants to see if he ever got out of the sewer
Aww
That’s such a good idea
awww :)
some could be grand, but a couple could just be like gus's saloon, museum, rsv's cable car
@uncut viper hello! asking for permission to include this in my mod as a rare message to show up when you click on krobus's bookcase 
but at least 10 more people will download the mod just to see the books in action so, worth it?
aww yay!
...can I make one 'Cana's guide to confusing others with her behavior'
Yes ofc!
I would be honored
yay!
aww :)
if anyone wants to plug themselves in weird book titles just write one and @ me and I shall include it 🙂↕️
Guess who got MEGA distracted and started making a game in PICO-8 instead of cream cheese logic? Me whoops
you- wow okay
It started with the cream cehese machine logic I promise
Does it need to be “blanks guide” template or can it be anything?
how do you make a game with cream cheese logic?
anything LOL
real life is a game with cream cheese logic
The adventures of Cana and Claude sounds like a cute kids book series
Well okay so I was thinking about the logic of how the machine works, and then it started me thinking about Sourdough Inclusions, and then I remembered I wanted to make a game where you're a bunny apprenticing at a Sourdough Bakery
I think you like sourdough
aww :) I am going for more non-fiction but yeah that does sound cute 
Yeah, also I like Sourdough
What about like
Spirits cookbook for salt lovers
(Claude if you don't use that title I'd like to politely ask to use it in my Alex expansion)
(Also I’m just spitting out whatever comes to mind, no pressure to use any of them :))
i got 40 slots for joke names heh
Ninja's guide to living in the sewers
heh yes
Why Do People War? A Study Through the Lens of Ferngill and Gotoro
is scope creep infectious? these fence variations are getting out of hand and i need someone to blame other than the consequences of my own actions 😭
Shadow's search for meaning
The diary of a Junimo
The art of slingshots
Ceramic heart
crystalnomics
the elf delusion
oooh!
blame the fences for not being able to morph on their own
yes i hath infected you 🙂↕️
good call. they should really know better what i want
as the offical mascot of scope creep
sure, granted
yay! ty buttons :)
Krobus's memoir: A Life's Journey from Dungeon to Sewer and Beyond
it is unfinished
oooh...
it would be cool for them to start writing about thier experiences at high hearts hmmmm
Does anyone know where I can edit the perfection tracker info in C#?
I was looking through NetWorldState and a bunch of other stuff and I just can't find it :/
what specific info you want to edit
it's a collage of various scattered bits (recipes, friendships, etc)
Oh yeah, I am basically trying to change the cap from 130 Golden Walnuts to 140 and I already implemented all, but it seems like the 130 is a general cap. I thought maybe in the perfection tracker, the cap is being set
Utility.percentGameComplete
Ahh, that's where it is located. How did you find it so fast? Is there like a method to look through it more quickly or do you generally just know where to look?
that's the method that controls the perfection counter specifically, it's come up elsewhere
though keep in mind that won't change the other game logic that assumes 130 = max walnuts, just the perfection screen & related events
also you'd need to edit the tracker screen in GameLocation.showQiCat
and yeah what esca says
definitely a bunch of other places too
(oh right, I forgot the qi cat menu has its own numbers too
)
Okay, so that'll definitely be useful for later. But if it doesn't affect the limit cap, do you guys have an idea where the limit cap might be? So far, when I collect more than 130 walnuts, it just doesn't play the sound effect and doesn't count the walnut. NetWorldState.GoldenWalnutsFound also stays at 130 max
there isn't a centralized place where "130" is set to a field, it's a constant that gets compiled into multiple classes, like this
incidentally, notepad++ or other "search multiple files" tools can help search for things like this
ctrl+shift+F brings this up in that, which is what I use
I would not enjoy transpiling all of those code paths
That is definitely useful. I've found one 130 number so far, at the RecountWalnuts() function, but clearly there are way more. Thank you so much, I first need to get something with a search multiple files tool 
where are the underwear sprites used
Giving Lewis trimmed purple short before he changes clothes at Ginger island will make him wear them instead of his usual beach attire for a while
I think that’s when it’s used
Having ideas for a seal village, which would be a sub-area, while I should be working on the main areas of my mod is definitely not an hindrance- But I love seals, so I gotta fully commit to that idea now... 😔 ✊
that sounds really cute
Actually that would be a good thing to incentivize players to search for the new fishes I will be adding. Like, needing them for bundles to make little houses for the seals 🥺
ahhhh yes so cute
I thought Lewis doesn't change his clothes at all in ginger island though?
Like every character has a beach variant except for him
they better say arf arf arf when you talk to them
I've been spending WAYY more time modding thzn playing recently, so my memory might not be very fresh
What is this 'playing the game' you speak of?
Arf arf arf, bork bork, ouuugh...
Seals speak a beautiful language 
I love a good bork bork ouuugh
someone did a video with my mod in it and TLDR now I have figured out how to use BETAS to automatically remove terrain features from an area. That video MAY have had a tree from SVE lodged in my building 
heckin non-tilesheet tree
i've got an example if you want to see how i do it. TLDR is every day clear terrain and then regen the paths layer
Oh, I need to regen the paths layer? I got the stuff cleared fine. Can I see the example?
Hey everyone. I am back after going MIA for months. I wanted to apologize for that. I became really busy and was also experiencing modding burnout. Then I went through a crushing breakup recently but after several days post that, I feel like I want to come back and mod again.
improved Shops will be getting new content and what not.
i hope to get updated pushed out by the end of next week.
Thank you for making me a Verified Mod Author on Nexus Mods. This is a major milestone!!
Don't worry about going MIA, we're all amateur hobbyists here
im glad to be back tho
{
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_TerrainReset_TNTCliff": {
"Id": "{{ModId}}_TerrainReset_TNT",
"Trigger": "DayStarted",
"Condition": true,
"MarkActionApplied": false,
"Actions": [
"Spiderbuttons.BETAS_ClearTerrainFeatures Town All 9 62 19 72",
"Spiderbuttons.BETAS_RegeneratePathsLayer Town 9 62 11 11",
]
},
}
},```
very important to note that CTF takes X Y X' Y' and RPL takes X Y width height
excellent, thank you. Though is making it happen every day necessary?
i do it every day in case someone adds or removes the mod mid-save
well i guess not removes
changes the config mid-save perhaps
In my case, I just need people with SVE installing things mid-save to not have a tree and grass and bush in the building
because SVE replaces the tilesheet tree and bush with ones on the path layer and adds grass
I WAS fine with people needing to use RTF to fix it until someone reviewing the mod did a video and that dang tree and bush were staring at me the whole time on it. :V But heck, I'm using BETAS for something else anyway, may as well
yeah if it's already there!
BETAS™® can solve all your problems.
Hi! How can I make a warp room so a character disappears? Do I need to do anything else besides adding the map in content.json and putting it in their schedule?
Especially if your problems are stray path layer trees
Join Us. Joja.
you need to make the map accessible only via an NPC warp so the player doesn't stumble on it
Do you want them to path there or spend the whole day there?
For all your dependency needs, depend on BETAS
Hello everyone I did not sleep
noooo 😭
I can no longer find VS22 Community. does anyone know if VS26 will work for SMAPI?
Oh, okay! And how do I do that?
I just want them to stay there for a few hours and then go back home.
Then nic is guiding you in the right direction :)
(i linked your "hiria goes to the dentist" snippet last night lol)
Thanks to both of you!
or is VS26 a dealbreaker?
Yeah, but I have no idea how to use Spacore
, and I thought the warp room would be easier hehe.
VS2026 should work fine!
New quote added by atravita as #7099 (https://discordapp.com/channels/137344473976799233/156109690059751424/1465078286450426148)
New quote added by atravita as #7100 (https://discordapp.com/channels/137344473976799233/156109690059751424/1465077238688125194)
this is how i have one character "turn into a bird" in the evening:
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_TantrumHole": {
"CreateOnLoad": {
"MapPath": "Maps/Coop"
},
"DisplayName": "Birdcage"
}
}
},
// schedule entry:
"Mon": "a0900 ArchaeologyHouse 22 4 2 monty_read1/1200 Town 14 73 2 monty_sitbench/a1910 {{ModId}}_TantrumHole 3 7 0",
combined with a map edit to put a bird in the birdcage at that time
Tantrum Hole LOL
actually while I'm doing this, I should figure out how to make the wizard do his little teleport animation when he teleports...
that comic with the skull lives in my head rent free
utterly pointless, nobody's gonna see it, but if they DO
specificTemporarySprite wizardWarp
so how do I find what this is?
Wiki says they're hardcoded, but I want to know what the image it calls is
you know what, why am I even surprised, CURSORS shakes fist
It's what happens when the wizard teleports, I'm just not sure what part of it that it is or where the image is
here's where he turns white/purple
AHA YES Thank you, that's perfect
hmm
question, i have currently a situation when several of my maps are spawning debris including wood branches
but i can't control the spawn
is there a mod that would allow removal of those debris on a large scale?
(apparently this is a side effect of allowing debris to spawn on maps that aren't allowing them naturally, so i can't really avoiding them)
Hey guys Im following the making a custom NPC tutorial and I'm at the gifttastes section which is really clear about how to define loved/liked/neutral/hated gifts and the response, but is there any way to add extra specific responses for specific gifts? Like the default response for a hated gift would be "I don't like this", but the response to alcohol as a hated gift would be "I don't drink"?
you would do that in dialogues
wiki page about dialogue has examples and details about how to have specific answers and generic ones
(using a context tag for ex)
Oh oops, I must've missed that! So adding that to the dialogue would overwrite the "default" responses added in gifttastes.json?
yes
Thank you!
BETAS has a ClearObjects trigger action, but as far as I can see, it only discriminates by C# class, and twigs/etc share the basic Object class with all forage and such
FTM 2.0 has a "remove objects" action that can target specific IDs and such, but it's not quite ready yet and will be in beta for a bit
OK I've forgotten enough things that I have a strange question:
Currently my mod listens to GameLoop_UpdateTicked() only sparingly out of fear of performance concerns. It only Hook()s into that when the appropriate menu is opened and then soon UnHook()s from GameLoop_UpdateTicked() when the menu is closed (only when the player is opening Geodes)
I'm now considering adding functionality to my mod to detect anytime the player ever gains Farming XP, but to do that I believe I would need to have GameLoop_UpdateTicked() running constantly to detect when their XP amount changes.
Is it possible to somehow allow the "XP checking" to constantly listen to GameLoop_UpdateTicked() but compartmentalize off the "Geode checking" to only hook in to listen to GameLoop_UpdateTicked() during the relevant MenuChange event?
It feels like if I made 2 separate mods I could do this, but right now if I put everything under GameLoop_UpdateTicked() it would all be running all the time, which I worry could be a performance issue?
Although again, I'm a few years rusty so my question may not even really make sense if I'm misremembering how things are supposed to work.
thanks, Esca! so no good solution for now, but maybe later then
maybe base game will also handle that better at some point
(maybe i should raise the question again, i don't remember if there was an answer about it)
I wouldn't expect running a simple UpdateTicked to be a noticeable issue by itself, if the more intensive work is only done as needed
if (current menu is the geode one)
doGeodeThings();
doExpThings();```
But also if you're not aware, you *can* attach multiple methods to the same event in a single mod
```cs
helper.Events.GameLoop.UpdateTicked += OnUpdateTicked_GeodeThings;
helper.Events.GameLoop.UpdateTicked += OnUpdateTicked_ExpThings;```
I haven't messed with unhooking them much, but afaik you can -= a particular method to remove it in the same way
(though they can also be added/called multiple times, so careful about the logic)
It do be looking modular
cute!!!!!!!!!
now i repeat the part where i try to assemble fence bits in a "fun new creative" way that doesnt have a custom sprite adapted to it
ooh should the gate have chickenwire panels too? (ughh that'd be a mess to try to implement)
on a very related note what the heck is going on with where some of the sprite boxes for the gate animations are drawn
Question: does anyone know of a fast-forward mod that's compatible with the current version of SV? I'm about to go test my NPC's schedule but I don't feel like walking after them at a snail's pace 
I don't know about fast-forward specifically, but I usually use the CJB Cheat mod for testing purposes. You can set the current time & date to whatever you want, although sometimes it takes a bit for NPCs to walk to the next location, or you may need to specifically change the time to whatever time of day triggers them to move to get them started moving
It also lets you change your player walk speed to be incredibly fast, or let you teleport to different locations
Sinz event tester
Ah OK thank you!
I wasn't sure if even doing the check for being in the right menu would be too much load to be adding each tick.
However I may do the attaching multiple methods instead just to be safe. I already use a method for unhooking when I need to by doing this, just as you say:
this.Helper.Events.GameLoop.UpdateTicked -= this.GameLoop_UpdateTicked;
But for some reason was assuming I needed a single method named GameLoop_UpdateTicked() specifically instead of just naming it arbitrarily. I guess I can just rename my current GameLoop_UpdateTicked() to OnUpdateTicked_GeodeThings() and then make a new one for XP things?
yep, any method name is fine, it's just a convention to mention the event that calls it
One of the things I tend to do is break features into separate classes, and then have each class register its own handlers. That way it's all encapsulated nicely and I don't need a prefix/suffix to describe what it's for
Hey guys, another question (sorry). Basically I've patched in a new house at the busstop. The house has a warp at the door to the interior (which at least for the player works), My NPC starts in the house and has to walk to the town, but SMAPI is giving me an error loading their schedule saying basically "There needs to be a warp from the interior to the busstop" (I thought the door would count?) and I have no clue how to go about fixing that... Anyone know what I need to change?
You need a reverse warp, from the interior to the bus stop
Hi guys! i have a question: is there a way to disable the cask behavior of maxing output quality in a content patcher custom rule? I basically added a simple rule to convert item A into item B in a cask, but it always outputs iridium quality produce, i tried with CopyQuality and PreserveQuality but i had no luck. Thanks in advance 🙏
No, cask behavior is unfortunately handled in c#
There's a warp from the interior to the busstop that the player can use (basically you walk to the door and you end up outside the house at the busstop), does the NPC need a separate/different one?
Is it a map-level warp or a touchaction?
Actually it might be possible to override casks with cp, let me take another look at the code...
It's a warp added by Editmap in CP so I'm guessing map-level?
Hmm, that should work then
No, I was correct. Because of the somewhat janky way casks are made, non-ageing custom recipes will have messed up processing times and force iridium quality.
Maybe you could use a keg for the recipes instead? Or a custom machine?
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
That will be much easier to read
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 3 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Yeah i'll make a new machine, im already using keg for another recipe with the same input item 😅 . Thanks for checking it tho!
.
The reason it's saying it's out of date is because the modID in the manifest is that of the Jorts and Jean mod that's the example on the modding tutorial!
Yeah I was just looking at the error anyways
Is there a reason you didn't bake the warps directly into the map file? (you mentioned adding warps via cp)
alright, time to speedrun a Rival Hearts test save so I can see if this teleport animation works/looks good enough to even keep
It's simple, he's gonna do the starting pose and then flash purple and step onto a warp.
and it makes the sound
And then on the other end, he steps out of the warp purple and then does the starting pose and then goes about his business
I mean honestly, I was just following the tutorial to try and increase my chances of making a functioning NPC haha, do you think making the warps in the map file would help? I could look into that, I believe I came across it when figuring out the inside doors and messages when looking at objects...
I'm not positive that's what's causing problems, but it couldn't hurt. Generally, you add warps from cp when
- you need to make them conditional
- you are modifying a map you don't "own"
Otherwise, it's usually simpler to just put them on the map itself
If you're modifying a copy of an existing map (which is what you should do) then it should have warps already on it
Ah... I'll go put the warps in my map, I'll see if that fixes it!
Omg wait actually, I think I may know what the problem could be... I added the warp via CP, but my map was based on an existing map, I don't think I removed the original warp... maybe they're conflicting and causing issues...
Nope 🙁 The warp being on the map works (as player), but I'm getting the same error of needing a warp from the house to the busstop...
Help with Adding Custom Fish to SVE’s Fable Reef:
Hi everyone! Sorry if this has been asked before, I’ve been stuck on this for a while
I’m trying to add compatibility between my mod and Stardew Valley Expanded (SVE) by including my mod’s custom fish in SVE’s Fable Reef map
However, no matter how I try to add them, it doesn’t seem to work. Here’s a link for reference:
https://smapi.io/json/none/1dc4b4657f174c3db6b4d19cd9a35a41
The target field is set to Custom_FableReef. It seems to recognize this (if I just set it to FableReef, it throws an error saying the map isn’t valid, so no error here makes me think the map does in fact exist)
Do you know what might be going wrong? Could it be a load-order issue or a priority problem? I’ve tested similar setups on other mods with custom maps, and they also run without errors, but still nothing happens and I can’t figure out why
Any guidance would be super appreciated!
when you patch export Data/Locations do you see your changes?
Dont believe so, ill check in a bit but dont believe it shoeed up
All my other entries in the same file work except custom maps for other mods
Is there a way to check when the player has completed a quest in JSON?
not currently, unless you are making the quest yourself, in which case you may have some workaround
in 1.6.16 or 1.7 there will be a GSQ for that
Oh well I can just do it in C# then.
Does anyone know why these warp issues show up? I added several mods to test compatibility and that’s when the problems started. On top of that, the characters don’t follow their schedule anymore, they just stand at one spot on the map:
https://smapi.io/log/c2f012129d4440c79b29a5e466ad4041
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 42 C# mods and 31 content packs.
Thanks Lumina 
And I can enter the areas without any problem.
are you sure your warps aren't missing a prefix?
Sivarior.BeachApartments_KiaraApartment references FirstFloor
Like maybe this should be Sivarior.BeachApartments_FirstFloor ?
This is my content.json: https://smapi.io/json/content-patcher/726d9332628849cf93be9ee125482290. I don’t know why it shows up like this, Maybe it’s because in Tiled it’s only set as FirstFloor?
Update: Still no clue why the schedule is saying there's no warp, but appearently the dialogue also doesn't work. SMAPI doesn't give any errors about it, but I also can't actually talk to my NPC
(i prefer no ping)
If tiled has the wrong name this will indeed explains the wrong name being used
Having NPC troubles and overwhelmed by the amount of work that goes into making sure they work? No worries, this guide can lead you through some common mistakes of creating custom NPCs and hopefully get them working!
Before we dive in, here are some helpful links for creating NPCs:
Tiakall's NPC tutorial...
also note that Tiled won't accept tokens so you'll have to write out your mod id
Sorry, I didn’t know! Oh, it’s just that I thought as Tiled didn’t support tokens, I figured FirstFloor alone would be enough.
So thanks!
of course, spread the word about worker's rights
YAYY thank you!
I got a
See https://smapi.io/package/avoid-implicit-net-field-cast for details.
warning for trying to either implicitly or explicitly convert a NetInt to an Int, but it seems like the page it's attempting to send me to has moved?
I'm especially confused as I did this same conversion (reading the player's current XP amount for a given skill) in another mod I unofficially updated a year or two ago without issue, although when I open the solution now it also gives this same warning 
I'm basically just trying to do something like this to read & store the player's current XP amount for a skill:
int farmingXP = Game1.player.experiencePoints.Fields.ToArray()[0];
add .Value at the end
Ah perfect that did the trick, thanks!
Thank you! In double checking I found a typo in a file, now it shows the text bubble when hovering over her. Still no dialogue, but I'll figure that one out. The map error is the only one I can't seem to find any info on
can we see how you've added the warp?
At first I had it added through CP, but I was adviced it'd be better to add it into the map itself. It's now added under custom properties in tiled with Warp in the left column and the from and to coordinates in the right column. It works for the player, but SMAPI doesn't recognize it as a warp from inside to the busstop for my NPC
Okay the dialogue was only an issue on day 1 ig
Can you take a screenshot of it in tiled? And also share your json adding the warp to the bus stop?
Iirc last time this happened it was because the warp from the interior to the bus stop landed on the same tile that warped from the bus stop to the interior, so the NPC just went back and forth forever
Something I should know by now but am having trouble searching for: what's the best practice for simply spawning a particular item for the player in C#?
I found this page on SMAPI console commands for doing so, but this seems more for the user to do in-game...
https://stardewvalleywiki.com/Modding:Console_commands#General_item_search_and_spawning
This is what it looks like in Tiled now. I'm now trying to use a .json with just the warp from exterior into the interior, but I've also got a copy of the one I was using before I added the warp into the map itself (so with the warp into and the warp out of both in the .json), which do you want to see?
I need to see the one from the bus stop to the house, it doesn't matter which file if they're the same coordinates
It's at the bottom
I can't read that, I'm on mobile. Can you please use the json validator?
(fwiw, because that's a net array, it will emit changes when...well, things change)
if it works for you, you can check for the questComplete_<questId> conversation topic being active to see when they complete it, or if theyve already completed it in the past and the CT has expired, you can use spacecore to check the previously active CTs
(you can ofc set a mail flag yourself upon seeing the CT to not worry about expiration, though you'd be out of luck if the player has already completed the quest by the time they install your mod)
Hmm, coordinates look ok. It might dislike that you've got the wrong case, so try fixing it to BusStop. I doubt that's it but it's worth a try.
Just FYI though, the bus stop is extremely cramped and you're very unlikely to find a space in there that doesn't clash with another mod.
(aba did you sleep yet? are you good?)
oh my god thank you ive been trying to remember this for weeks
that comic with the skull
I'll change the case, but it works for the player so I'm not sure that's the issue...
It would be the pathfinder that dislikes the case so it wouldn't affect the player
the president is a flying skull wearing a party hat that vomits spiders when upset and frequently goes into its tantrum hole to scream
No and no lol
Ooh, fingers crossed
now i think about it, it's probably gunshow comics. as usual
I will accept your headcanon
Excuse me? I think this is the best sentence without context I've ever read
i too am disturbed but intrigued
at risk of being off topic:
Hmm this seems closer to what I'm looking for (mentions C#), but I'm not quite following it and I suspect this might be limited to existing machines / shops etc.?
https://stardewvalleywiki.com/Modding:Item_queries#Use_queries_in_custom_data_assets
I'm looking to just spawn an item essentially at the player's feet I suppose.
Oh I've seen that before
Allowed this one time (for context) 
I was concerned about your wellbeing
omg omg omg omg omg omg omg omg omg omg, dude I love you. No error loading the schedule this time. First I changed the case in the json and it did nothing, but then I realized I had it capitalized wrong in Tiled too and now the error is gone! Still have to see if the NPC actually follows the schedule, but a win is a win
common ways people give items without C# are via mail or trigger actions, which just add the item directly to the players inventory in both cases
The lesson we learn from this is that we always match case for everything 🙏
I thought I was doing so well spotting the capitalized S in the middle
I'm gonna go stalk my NPC to see what she does now 🙂
Yup, I'm currently editing my C# mod to add a feature that has a chance to give the player a cracker whenever they earn Farming XP. I pretty much have the "checking for Farming XP gain" part done, but since it's been a few years since I last modded SDV I'm completely blanking on how to do something simple like "spawn an item where the player is"
are you adding this to the game 😭
if you wanna just drop it at their feet, you can use Game1.createItemDebris()
Actually, I suppose adding into the inventory could work as well, but I want to avoid the player not noticing when they get the item, since I assume spanwing at their feet will at least give a notification that they picked something up?
do npcs not path find in busstop?
lol no it's just what i named an inaccessible map
they do
I just learned they do if you spel BusStop correctly
Ah thank you, that's exactly what I'm looking for!
I assume trying to spawn into their inventory when their inventory is full would fail to spawn it, so I figure spawning at their feet at least ensures the item gets spawned?
my npcs stop moving once they enter busstop 😔
have you pathed them into a Buildings tile or a warp
oh 😔
Farmer.addItemsByMenuIfNecessary() will give it to their inventory directly, else open a little chest menu for them to take it from (or choose to discard it)
("else" meaning "if they dont have room")
theres also addItemByMenuIfNecessary if you just have one (though it just wraps around the former)
and we cant forget addItemByMenuIfNecessaryElseHoldUp()
(that last one will have them hold it above their head if they have room)
Ah thanks, I may try that out too.
I'm planning for this to be a fairly rare, random event (may happens once per day or so), so I want to use whichever method involves the most notification / alert to the player so they don't miss when it happens.
probably that ElseHoldUp one then, though it may get annoying
Ah that may be the one I'd be looking for
its the same animation when you pick up an artifact for the first time, for example, or a lost book
so it removes control from you for a bit and gives you a little message pop up
so i personally would not use that if it happens once a day
Ah ok, I may see how it feels. This would be for getting a Golden Animal Cracker so a little fanfare may be warranted, but yeah if it becomes a regular interruption that could be unpleasant
if its rarer than that it can be fine, maybe only do that the first time they find a rare cracker via that method if you'd like
Ah that's a good idea. I'll need to go brush up on how to set custom flags / conditions in the save to refer back to in order to check whether they've already found one via that method.
could store it on the player's modData
or set a mail flag
mail flag probably better
mor accessible
for reference, golden walnuts play the holditemabovehead animation for the first time only, and thereafter simply popup an icon onscreen
which is tracked via mail flag
Ah yeah that's ringing a bell, I may have a previous example of using mail flags I've already worked on I should go look for 🤔
can look at Farmer.showNutPickup() for that
Yeah something like that seems like the best option
Thanks!
it's just a temporary animated sprite with an attached character value set to the player and some velocity changes. very simple
im sure even BETAS could manage something so simple 🙂↕️
Ah, I think I had done that with a Content Patcher portion o f the mod, will go look up how set/check Mail Flags in C#
if i wanted to do something like RANDOM 0.3 @addDailyLuck but for a 1/128 chance, what number would that be?
like...0.007 ?
0.0078125, which you could probably use as-is, but I'm not sure how accurate the math is anyway
anyone know what the achievement number is for the local legend achievement i cant find it
that one and several others aren't in Data/Achievements, the game just kinda does them
https://stardewvalleywiki.com/Achievements says they're platform-specific
it seems to be based on whether any player has seen event "191393", if it helps (Data/Events/Town)
thank you!
This lets you configure SMAPI itself in-game, adds automated and attested builds, retires the 'SMAPI for developers' edition, and adds malicious file detection.)
I might finally start using verbose logging now
I'd like to make add a small component of a mod I'm working on to add a random item to be collected at the community centre. It would incenticize visiting the CC, and tie in thematically to the mod I'm working on.
It should:
- pick a random item from a custom list of ~10 machines (loom, keg, sprinkler, etc)
- have it start being available on Friday, and then be available for collection until Thursday, where it would be replaced with a new item if not collected. It should not be possible to collect it more than once per week.
Os this possible with Content Patcher alone or would I need C sharp?
what method of collection are you planning?
Flexible, whatever is easier. It could be a 'machine' that 'makes' the item, it could be a custom 'shop' that gives it away for free but with a limited, rotating stock, or something I haven't thought of. But basically I want the player to interact with it somehow and get it, but if they miss it they miss it, but they have all week to get it.
Hey, so for Fish Areas, I know I need to also have the Fish section after it to add the fish needed for that area, but is there a way to just pull the data for the FishArea from an existing location/type (Like having a fish area pull the info from Ocean Fishing)?
Setting up my first farm mod and working on that, saw previously it being discussed that it needed the fish section, though looking at the vanilla locations (For example, the Farm_Beach) with multiple areas though none of them list all the potential fish you can catch, only specialty items
(Otherwise this is gonna be hella obnoxious and long, as not all fish share the same conditions for catching)
a shop with quantity of 1 would work fine.
and then have a DayStarted triggeraction with a condition on friday to clear all the mailflags powering the shop and set one of 10 mailflags at random (something like {{ModId}}_CCShop_{{Random: {{Range 1,10}} }} then have the shops stock be defined with the 10 items each with a condition for their respective mailflag.
and an ActionOnPurchase that clears the mailflag
i know you can pull the fish data but i'm not sure about fish area data
Yes there is an item query field for it
Well if I pull the fish data to it and just set the FishAreaID to the ID of that's been created it should suffice I'd think?
Iirc
So would it be something like this then? (This is from the Farm_Beach file again)
I do kind of wish that fish query didn't do passthrough bobber coordinates as its kind of been nothing but a problem
the easiest (but potentially fragile) way to point to a specific fish area from a foreign location would be to instead of using BOBBER_X, BOBBER_Y to instead use coordinates that are in the area you care about.
so for example LOCATION_FISH Town 23 23 WATER_DEPTH would be fishing in the fountain and using the fountain fish table instead of the river table
and LOCATION_FISH Town BOBBER_X BOBBER_Y WATER_DEPTH if you were fishing in that 7x7 region in your local map that maps to the fountain you would accidently fish into the fountain
Or if you were in an area that isn't technically mapped in town, say a few tiles outside the border, it'd just be trash only I'm guessing?
the river area is just defined as everything not in an earlier defined area in town
Gotcha, gotcha; makes sense. So I also gotta make sure it's correct, after fields is the farm name, but I'm wondering what format it follows, is it:
(Any Dashes / - are underscores, otherwise discord makes it an Underline)
"Action": "EditData",
"Target": "Data/Locations",
"Fields": {
"???":
A. "Farm-(Mod Name)-(Map File)
B. "Farm-(Map File)"
C. "(Map File)"
D. "(Mod Name)-(Map File)"
The wiki had said A, which feels a bit abnormal as it feels completely out of left-field to suddenly need the Farm_ infront of it
With the exception of farm maps where its Farm_<FarmId> (either hardcoded farm ids or those from Data/AdditionalFarms like custom farms or Meadowlands) the rest has no prescribed format
Thank you, I appreciate it a lot; I had been trying to get it working for like a good 6-7 hours and could not do it for the life of me
the general convention is ModId_MyMap
Okay cool so it is still the normal way of doing it for the farm stuff
though pre1.6 mods like SVE it'll be common to see Custom_<MapName> (or Custom_ModName_MapName) as CP custom locations used to enforce a prefix but 1.6 onwards that is no longer the case
2 questions:
What's the syntax for the DayStarted trigger that clears the flags?
How does ActionOnPurchase work, I haven't used that before?
For the edit, should I be using Fields or Entries? I saw in an older post that I should use Fields, just wanna be sure it's the name of the farm giving me issues and not the way I'm targeting it
"Action": "EditData", "Target": "Data/Locations", "Fields": { "SBFMain": {
I ask due to these errors
[22:08:21 WARN Content Patcher] Can't apply data patch "Sol's Better Farm > EditData Data/Locations" to Data/Locations: there's no record matching key 'SBFMain' under Fields. [22:08:21 TRACE SMAPI] Content Patcher edited Data/Locations (for the 'Sol's Better Farm' content pack).
did you load "SBFMain" before trying to edit it?
Yup, does it have to be directly before editting it, or is a previous load fine? It's got a Load Icon action in-between
previous load is fine
instead of fields I did "Entries" sorry case sensitive
I'll give it a shot
hi all! im trying to test a fashion sense pack for some shirts i made but i keep getting this error on loading in
[Fashion Sense] Error loading shirts from content pack (FS) Steampunk Clothes: System.NullReferenceException: Object reference not set to an instance of an object. at FashionSense.FashionSense.AddShirtsContentPacks(IContentPack contentPack) in C:\Users\Floogen\Documents\GitHub Repos\FashionSense\FashionSense\FashionSense.cs:line 1096
my friend downloaded it and it worked fine, what does this error mean? 
Aaaaand nada, still a dud; game loads fine now, though doesn't do anything with the info from editting that entry
you're trying to add a farm right? You might want to look at this instead of editing "data/locations" https://stardewvalleywiki.com/Modding:Farm_data#Farm_type_data You added a location, but not a farm
I've checked it, doesn't quite have what's needed
The direct error is that something's null when it shouldn't be, which might mean a field is missing in your .json. You can upload that to https://smapi.io/json to share here.
you can share you json with the link esca shared
Here you go
Content.json file
https://smapi.io/json/content-patcher/31e5cd978b52486ebc176e873e4fcb2e
Log from my most recent running of the game:
https://smapi.io/log/9d9c68f0d2254631aab93053c1183db5
(Yes I do see that the format is outdated, started it only last week so I think it's just a user error on my end)
ty! here is the file: https://smapi.io/json/content-patcher/df4691e9ebc34c748e4b4a49da60212b
for the single shirt.json im trying to test lol
helloooo anyone know of an event command to zoom out? ik of spacecore's setZoom but that doesn't enable zomming out afaik
or a trigger action to be used in an event
were there any yellow warnings near the error you got?
I don't see anything obviously wrong with your setup, but the mod's packs are a bit long, so someone else might know more 
I think try adding Farm_ before SBFMain, but it's odd how its not working
I'll give it a shot again
Good news and bad news; good news, game still boots without issue, bad news, doesn't work
New quote added by atravita as #7104 (https://discordapp.com/channels/137344473976799233/156109690059751424/1465189750460907728)
Lmaoooo

Alright imma try reversing the thing to go back to the Fields stuff
Nope still not in the Data/Locations file
try running patch summary asset "Data/AdditionalFarms" in the smapi terminal
nope not for this mod... the weird thing is the pack worked fine for my friend but not for me, i don't know if its because i'm on OS or something T_T i took it out but ill place it back in my mods & upload my full smapi log
Would this work?
{
"Action": "EditMap",
"Target": "Maps/Town",
"MapTiles": [
{
"Position": { "X": 53, "Y": 88},
"Layer": "Buildings",
"SetProperties": {
"Action": "OpenShop {{ModId}}_MakerSpace"
}
}
]
}
{
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_WeeklyMakerSpace": {
"Id": "{{ModId}}_WeeklyMakerSpace",
"Trigger": "DayStarted",
"Condition": "DAY_OF_WEEK Friday",
"Actions": [
"RemoveMail Current {{ModId}}_Item_1 {{ModId}}_Item_2 {{ModId}}_Item_3",
"AddMail Current {{ModId}}Item{{Random: 1, 2, 3}} Received"
],
"MarkActionApplied": false
}
}
},
{
"Action": "EditData",
"Target": "Data/Shops",
"Entries": {
"{{ModId}}_MakerSpace": {
"Items": [
{
"Id": "Keg",
"ItemId": "(BC)12",
"Price": 0,
"AvailableStock": 1,
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Item_1",
"CustomFields": {
"ActionOnPurchase": "RemoveMail Current {{ModId}}_Item_1"
}
},
{
"Id": "CoffeeMaker",
"ItemId": "(BC)246",
"Price": 0,
"AvailableStock": 1,
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Item_2",
"CustomFields": {
"ActionOnPurchase": "RemoveMail Current {{ModId}}_Item_2"
}
},
{
"Id": "QualitySprinkler",
"ItemId": "621",
"Price": 0,
"AvailableStock": 1,
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Item_3",
"CustomFields": {
"ActionOnPurchase": "RemoveMail Current {{ModId}}_Item_3"
}
}
]
}
}
}
(With Entries instead of Fields)
Is there a reason it wouldn't have Applied selected? Or should I be ingame for that (I'm at the main menu rn)
that's really odd how it's not showing up in the new game menu, since it's loaded
Alright while in the actual farm it does have applied selected
Buuuuuuut, the data edit of the locations file is NOT present from what it looks like
it wont apply until its needed. its not strictly needed until you go to make a new character or enter the game
Anyone wanna join me in making a sacrificial offering to Yoba for good luck in getting it working? (It won't help)
But alright so if it's not showing up there does that mean it's not being registered as valid?
okay little follow up sorry to bug / x2 direct on it! heres my smapi log, i do have a lot of mods so
https://smapi.io/log/bc66c003b49047de9702187533696ebd
Log Info: SMAPI 4.5.0 with SDV 1.6.15 build 24356 on macOS Unix 15.7.3, with 36 C# mods and 121 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I sacrifice my dog (I don't have a dog) Locationdata not showing up there is normal since you havent entered the game; the farm not showing up i have no idea
Oh no I did enter the game on that one
So yeah, it not showing up could be a problem?
alright, that might be an issue with file/folder names, which do vary between operating systems, and can cause issues finding them
SMAPI says your mod's main folder has a space after the end of its name, for example: Mods/[FS] Steampunk Clothes , ID: mars.steampunk)
try to get rid of any beginning/end spaces on your folder and file names, then see if it works afterward
Does activating one of the 5 Masteries trigger a helper.Events.Player.LevelChanged Event?
Trying to think of the most narrow circumstance I can zoom in to do my checks to see whether the player currently has Farming Mastery
(So that I'm not checking every tick whether they know the Statue Of Blessings recipe, or alternatively only checking every morning but not knowing until the next morning after they get it)
I guess I could just have it check every tick, but only while their location is the Mastery Cave 
why do you need to check every tick at all?
Oh I'm not going to do that, that's just the current "worst case scenario if I give up looking and go with the only thing I currently know that works" which I'm currently working to avoid
why not just check directly if they have the mastery when you need to know it
its stored in their stats
(oh, I forgot the @ on this) @hollow vector
For some reason I'm assuming that checking their stats frequently would be more performance intensive that checking only maybe once a day or so and then setting a bool in my mod to refer back to on the frequent events I'd need it? But maybe I'm being overly paranoid about performance problems?
(I'm making every time the player gains any Farming XP a chance to spawn a Golden Animal Cracker, but only if the player has Farming Mastery)
I've forgotten about the player stats accessible in C#, I'll go look up how to access those.
the game is already checking player stats whenever mastery is relevant
theyre also accessible from content patcher
Hey, idk if here is the right place, but im having issues with the mod pokemon ranch. I would greatly appreciate it if someone could help!
!mh the help forum would be the correct place
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).
Thanksss
Hmmm OK so adding a quick check of the player's stats in my method running on helper.Events.GameLoop.UpdateTicked wouldn't be a larger performance draw than having it determined beforehand and setting a hasFarmingMastery bool to check there instead, then?
im saying its already determined beforehand
dont bother checking it on an updateticked at all
you're just adding a flag for something that already essentially has a flag for it
and in a worse way, because another mod might remove their mastery
and setting that bool and never checking it again would conflict
just check their stats as needed for if they have the mastery or not
Ah, I guess I should clarify that the method I have which would need to know whether they have Farming Mastery, is itself running on helper.Events.GameLoop.UpdateTicked
(I'm constantly checking for anytime the player gains any Farming XP, and then making a % chance to spawn a Golden Animal Cracker whenever they do gain Farming XP, but I want it to only occur if they have Farming Mastery)
i would recommend not doing that
but regardless of that recommendation, there is no point in checking "does the farmer have mastery? if so, set the hasFarmingMastery bool." and then doing "does the farmer have the hasFarmingMastery bool? if so, spawn cracker"
just skip the middle man and check for the stat when you go to spawn the cracker
OK thanks, I guess I get nervous dealing with helper.Events.GameLoop.UpdateTicked at all as I try to avoid it as much as possible in my own mods so far (only ever dealt with one which is left running all the time like this in an unofficial update to the Levelling Adjustments mod), so was just sort of guessing which things might be more or less performance intensive to include during it without really knowing.
you can just get rid of the updateticked, there are better ways to react to the farmer gaining experience
i.e. harmony or netevents
Ah ok, I was just sort of imitating the process that the original author of Levelling Adjustments had done for detecting & managing farmer XP gains, so hadn't really realized there might be other/better ways to do it.
So what's the difference between fields and entries? I'm still trying to fix the whole fishing issue, and am thinking about ways to get it to work; also, when adding a new farm, does all the locations data fields need to be filled in? Wondering if that could be it
-# (lurking for the answer bc I somehow don't fully understand either-)
what, the fishing thing, or the events.gameloop stuff?
fields and entries LOL

Entries will overwrite the entire object with what you put in. for example, if you use Entries to edit the Parsnip entry in Data/Objects, even if you only write down the description field, it will overwrite the entire Parsnip entry
anything that you do not include will be set to default values
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#entries this is the CP docs on it if you haven't read it
Fields will only alter what you specify
ohhh that's how I almost deleted Dwarf's character that one time-
Gotcha, so when targeting a new farm it'd be Entries, as fields cannot target a map as a whole, makes sense of why it says it cannot find the map name as a Field; could not having values like artifact spots, forage, and other properties cause an entry to not be loaded?
does the wiki say those values are required?
(genuine question. i dont know off the top of my head which are required.)
It says everything is optional at the top of each one, but I'm just grasping at straws until something may work
yeah to add something new at the topmost level would be Entries. Fields would be to edit things underneath, and TargetField would be to drill down into a specific thing
if its optional then its not required and would not need to be present
otherwise they would not be optional. they default to null if not listed
(or whatever the appropriate default value is)
Hmm I'm having trouble finding anything related to netevents on the stardew modding wikis, etc., is there any documentation on them somewhere I can check out?
(I'm leaving harmony as a last resort as despite successfully doing a few things with it & transpilers in the past, it was years ago and the only part I still remember now was that it felt exhausting to work through 😛 )
personally, i would go with harmony over net events
its just easier
but as far as i know, the details of net events and such arent really documented
but Farmer.experiencePoints is a NetArray which is more like a NetDictionary sorta kinda i guess... of int to NetInt
each NetInt value has a fieldChangeEvent or whatever that you can place an event handler on
harmony is overfeared i think
the simplest form of it is literally just "run this code after the vanilla game code" which would literally do waht u want
Well, "harder than harmony" was all I needed to hear for me to make a choice against netevents 😅
i didnt say it was harder, i just said id go with harmony
like Selph says, harmony is overfeared and people calling it a "last resort" makes it sound much more dangerous or harmful or whatever than it is
its just another tool in the toolbox
Alrighty, I got nothing then, by all accounts it should work, unless I am somehow messing up what the entry is targeting? Problem is we've tried every combination of name
this, if there's a simple non-harmony way to do something (e.g. menu events) I think that's preferable but if not using harmony requires you to do some complicated workarounds to get the same result I figure you may as well use harmony
(Any Linux or macOS users here available to see if they can install and launch this version of SMAPI?)
(on it)
Well, I guess I know that it's doable, since I've done some postfix stuff and transpilers with harmony before. Though I've pretty much forgotten all of that and would need to start from scratch again.
I think I recall having to do a lot of trial & error with it to get anywhere, though perhaps there is better documentation / guides for it now compared to a few years ago, which could help speed things up for me... 
The download is in the 'artifacts' section at the bottom; you can click the file name to download it.
I can't even unzip it for some reason
GitHub is a bit weird. You'll have a zip for the artifact, which contains the actual zip for the release, which contains the installer. (That only happens when downloading directly from the build, I remove the outer zip in the version that gets released.)
oh the download is failing, hopefully someone else can do it

clicking the filename does nothing. i don't seem to be able to download it
you have to be logged in to click the file name, but for me it fails immediately
Weird. I only needed one test though; it should be the same on all Linux/macOS systems. Thanks!
I'll release SMAPI 4.5.1 with the fix in a few minutes.
ah, it failed because I have exactly 0 storage free in my /tmp dir
at least someone else confirmed it works haha
(The number of if ($IsWindows) { ... } else { ... } needed in a supposedly crossplatform PowerShell script...)
I'm almost never this lucky just 'doing a thing' XD, happy to help!
(use supposedly crossplatform bash instead at that point /lh)












🌑 ❓

(Pull requests are welcome if anyone wants to contribute a dark mode!)

wasnt there a proposed dark mode a while ago
ah
Hey, anyone know if loading map parts (For example, things that are seasonal or config based, adding a new .tmx file over a part of the map) carry their own individual map properties that still work? Wondering if I just made the separate sections with the FarmFishLocationOverride property instead of trying to get the fishing areas to work
Map patch map properties do not carry over
Much appreciated, saves me some time
I’m having trouble with my characters. I recently changed the entrance of my custom map to the town (now it actually leads to the beach). Since then, the characters don’t follow their schedule outside my custom map, they can’t go to town and just get stuck in one spot. But when they need to do something inside my custom map, they manage fine. I have no idea what’s going on. I already updated all the warps in content.json and Tiled, but I don’t know what else to do.
You can use just json to set map properties though
There's a long history of this not working so far, we've been at it for hours now; code wise? Looks like it should fully function; logs-wise? Says it functions. Game-wise? Doesn't work
Have you tried running back and forth between the schedule points to make sure there aren't any blocked tiles? You might also need to check for NPC barrier tiles.
You're welcome to look at the json if you want, I can resend it here if you wanna take a peek at it
In that case, it might be a defunct map property. What if you temporarily load the map instead of doing EditMap and see if the farm fish location override works that way?
Wdym by defunct map property? I fully removed the FishingOverride from the map properties as a whole, only area adding fishing is the json file
Well, you're saying that you're adding the FarmFishLocationOverride map property via json and it's not working at all so maybe it's just a map property that doesn't do anything anymore.
Oh no no no, I'm not adding that via json anymore, was debating attempting to add sections of the map to use a different property
Different sections of map can't have different map properties
Yup, why I asked before I did anything
Here's the current .json file I'm working with
https://smapi.io/json/content-patcher/dad423dfcce4482daf93a77225448aec
That wasn't the answer you were given before though, just to be clear
They are two different things
My apologies, I misunderstood what you were asking
Currently using FishAreas for adding specific regions which are not functioning
Map properties of any kind can never be transferred by map patch using EditMap. And, separately, maps can not have multiple map properties of the same kind that apply to different parts of the map (unless the map property has coordinates built into it to allow you to specify different areas, which is what I thought you meant and hence why I asked about doing it via json).
Hmm, I'm not super familiar with fish stuff but I think I did do some fish area things a while ago to help Goat
Yeah that was a "Can I get around doing it via fishing areas" type situation, because at the moment in time I'm out of solutions; we've tried swapping names of the file, swapping between field and entry, tried adding regions for it in the fishing area and then fish to match it. Problem is that while it says it worked, it doesn't change anything, which makes me think either it's not actually targeting the right file possibly?
im gonna learn how to do C# based on the guides in the channel
wish me luck friends
May your journey be fruitful friend, and your C's be very sharp 
Ok I have done fish area things before so I will give this a go. Are you not having any fish happen at all? (Sorry to make you re-explain - if there's something I can backread I'm happy for you to point me to that.)
have fun
it's easier than you'd think, but harder than you'd hope
Yup, no fish show up in the location outside of the confirmed first catch you always get when starting
And sorry if you mentioned this, but when you patch export data/locations it does show the fish areas and fish present there?
That's a thing? Alright lemme do that now
Drat I'm experiencing packet loss again (thanks Australia)
(In future please use the json validator to share ^_^)
Gotcha I'll resend
This makes me think it could be that the naming is incorrect potentially?
Huh, you have no map associated with that location
Ah because it's a farm so it works differently
But I would've expected that your location name needs to match your farm id, not the map name
i'm writing an event that takes place inside a spacecore dungeon, using changeToTemporaryMap. when the event ends, the location gets cleared of setpieces and results in a big blank area. the character also gets warped to the map entry point. is there a way around either or both of these?
if not, as a player, do you think you would be annoyed by having to "start the maze over" so to speak? (assuming i can re-spawn the setpieces at the end of the event, which i haven't tried yet.) i could get away with explaining it in the event like "oh no they know we're here, they've scrambled the maze!" but i'm not sure if that would be enough to offset the annoyance.
worst case scenario, if i can't re-spawn setpieces, and i'm forced to use end warpOut, would that be too annoying, getting kicked all the way out and having to enter and do it again?
Yes, your location is named incorrectly
I don't think I have anything creating one so better question becomes what IS the farm ID then
Optionally, you can override additional farm location behavior by editing Data/Locations. Each farm type can have its own entry, with a key in the form Farm_<farm type ID>. If omitted, it defaults to the location data for the standard farm layout.
It needs to be Farm_LadySolystra.SolsBetterFarm
Ya know what that's a naming sequence we DIDN'T use yet
If there was an event that happened partway through the dungeon that wiped my entire progress and I was expected to redo all of it? So annoyed that I'd stop playing it forever.
Next time it might be worth having another look on the wiki page
I’m totally sure the issue is with the entrance and exit to the beach, because when I had the other entrance everything worked fine. The weird thing is, I don’t know what an NPC barrier could be, because as far as I can see there’s nothing in the way… just sand.
Oh I looked in a lot of places, problem was that what was used was "Farm-LadySolystra.SolsBetterFarm-SBFMain" (Instead of - it's a _ )
An NPC barrier is a tile property, so it's not visual. You have to check the properties of the tiles themselves. You can do it with Lookup Anything but it might be faster to do a patch export of the beach map and check in Tiled.
I'd be surprised if that was the problem because NPC barrier is used fairly sparingly, but in the absence of anything blocking your path as a player it's worth checking.
Although just to be sure: have you started a new save since changing the map?
Yeah, I tried several times, with and without mods, but nothing.
If checking for NPC barrier doesn't help and you want to send your mod to me I'd be happy to poke at it. No pressure though.
@vernal crest Much appreciated, thank you so much for your help, it is now functioning. If I can ever repay the favor (I'm a voice actress) please let me know and I'll see what I can do
Glad I could help! It can be so frustrating when it's just something small like that which gets so easily missed.
I’ve already done the patch export. At the entrance there’s no tileData of type Building, only Back. Does that mean there’s no NPC barrier, or should I be checking something else?
Click on the tile when on the appropriate tile layer, then click on the properties box (it might not be visible, in which case you may have to go to View -> Views and Toolbars -> Properties). It should show you there if there are any tile properties (as opposed to tile object properties, which are the ones that go on the pink object layers). Some that you might see are Sand or Water.
Sorry, I’m not really sure what I’m supposed to be looking at. I guess that’s not it, because it’s what usually shows up on my map when I edit it in Tiled.
No, that is the right thing!
Those are tile properties. They apply on the tile ID, not the coordinate. So every time that tile is placed the property will apply.
Like I said, NPC barrier was a bit of a long shot anyway (and I don't think it's even used on tile properties, but when we're there looking anyway it'd be silly not to double check just to be sure)
So does that mean there’s no NPC barrier?
Looks like it, yeah
Damn, so what should I do?
Like I said, I'd be happy to have a poke around if you want to send me your files
Otherwise it'll be a case of ripping out your schedule entirely and then setting up a new schedule that just sends your NPC in various places around their house (to make sure they can pathfind in there) and then sends them to the first tile outside their house (to check the warp) and so on
Just breaking it down into really tiny steps so you can try to identify exactly what part is stopping them
Okay, should I send it here or directly to you? Sorry for the trouble.
if i edit a vanilla NPC's schedule sometimes (like once a week) is that likely to have compatibility issues with popular expansions? do many of them edit vanilla NPC schedules?
The big expansions typically don't (I think SVE adds some for characters that don't usually have one like Krobus and Sandy, but that's all) so it's mostly going to be smaller expansions (like Saloon Breakfast, Community Center Reimagined, and rival hearts mods) and other NPC expansions that you'll have to worry about
Personally, my method is to make all schedule changes configurable (so players can choose to turn them off on my end if they want to) and use dynamic tokens to modify parts of the schedule based on what's installed
Feel free to use that method if you want to add compat and make it easier on yourself. On the other hand, don't feel like you have to add compat if you don't want to/aren't interested in doing so :)
That's a good idea, thanks 
i guess the tough part is knowing what mods would change who's schedule if you don't use them, huh?
Pretty much yeah
but i guess thats why i could just use a basic true/false in the config to turn the schedule changes off or on
I've learned what to look out for now that I've done a bunch of char expansions but it can be overwhelming
Honestly I'd say just start with that and if people comment asking for compats with certain mods you can decide at that point if you're interested in looking into it or not
sounds good, thank you 
The one big expansion you need to pay attention to is SVE because it actually edits some schedules of every single NPC. So be sure to check if it happens to affect your changed schedule if you're intending to make a special compatibility patch. (or note the incompatibility in your description page if not)
it's always SVE... /lh
(Personally I just make compatibility to the mods I actually use, and then see if anybody'd request more after release, while hoping nobody would.)
yeeep, I have an array of compatibility includes for changing one guy's schedule. SVE's first on the list
huh it looks like SVE only edits Maru's schedule for spring(?) maybe this means im in the clear
Spring is like... default fallback schedule
nevermind im just missing everything else
I just assume I'll need a SVE variant and work from there
then figure out what else I'll need
this is the Compatibility Gremlin Way
All ways are fine, it's just whichever one you want to pick
I wonder if there's any resource that documents SVE's schedule changes compared to vanilla
or im really just gonna have to scour through the code myself
The SVE wiki should have her schedule, but I don't know if it has how it's different from vanilla
I know Part of a Saloon Breakfast does modular changes so you can just turn off people who you don't want to go there
nope actually i think SVE makes 0 changes to Maru's schedule besides for community day 
so you can put in your compatibility info to turn that off for Maru if you don't do compat for that
good to know
are all the game music and sounds stored in the one xwb file or are the sounds and music seperate
you'll notice there's 2 distinct XWB files in StardewValley/Content/XACT, and all types of audio are interleaved in each. more on the audio page
Hello Everyone. Long time no see...
I am trying to update my... Woefully outdated TreeShaker mod, finally, and I have hit a snag and was wondering if someone could help me out?
Figured it out, nevermind
is there a way to do a cloudy effect to an area? like it's foggy?
i'm not aware of a framework for it, no
could try this?
https://www.nexusmods.com/stardewvalley/mods/28423
ill check it out, ty!
the bathhouse uses its own LooseSprites/steamAnimation spritesheet asset, but there's a good fog effect on LooseSprites/Cursors at 640, 0, 64, 64 as well that i've used for a map
looks like it's used for monster levels in the mines
ill try out a few and see which one fits the best
Hey guys, I feel like I'm missing something obvious here... the animation Busearching is not showing up in my game, does anyone know what I'm doing wrong?
you may need a space between anim and string
can you try with "Target": "Data/animationDescriptions" ?
and of course also sleep a day to load their updated schedule
The spaces did the trick! her stringdialogue isn't working right, but I think I can figure that one out myself
Thank you both!
How can I implement random in my mod using Content Patcher (roughly “50% chance”)? I studied the documentation but couldn't find anything...
Anyone have any recommendations for mods that help test custom NPC's btw? I've got sinz eventtester which is great for speeding up to check the schedules, but things like checking all the dialogue is a bit hard when you can't skip through seasons/days and you can't give multiple gifts per day or talk more than once...
What do you want to happen with a 50% chance? For dialogue there's a special character to give a certain% chance to get one vs. the other...
Fix your case!!!!! 
Also your indentation is wild which must be hard to read - are you just using Notepad?
Event tester does that too actually, check its documentation
this time the problem actually was a space, but goddamn I did make the mistake again instantly didn't I? At some point I'll learn
Custom music in mines/ocean. It should either start playing or not.
{ "Action": "EditData", "Target": "Data/Music", "When": { "Season": "Winter", "Query": "RANDOM(0.5)" **(???)** }, "Entries": { "ocean": { "File": "assets/ocean1.ogg", "Loop": false, "Preload": true } } }
Yup, just editing all the files in notepad, I know there's probably better programs, but I honestly aren't sure which ones would be clearer than notepad, but not unnecessarily complicated
By the way with the dialogue, you don't actually need that strings/schedules file if you don't want it. You can just put her schedule dialogue in her normal dialogue file and call it the same way, i.e., Characters\\Dialogue\{{ModId}}_Calliope:Bugsearching.
You don't need to do it but it saves clutter imo.
That's actually great to know! Thanks
My preference is Visual Studio Code because it has handy things like rainbow bracket pairs so it's easy to see which level your brackets are and which bracket is their pair - and auto formatting so your json will be tidy and easy to read. Plus you can use a schema which will warn you about things like "You've accidentally got two Action fields in this patch" or "Your Action is load but you have no FromFile field".
However, Notepad++ is a smidge closer to Notepad and does at least provide syntax highlighting and allegedly auto indentation (rarely works well for me lol)
Alas, you missed the giant warning at the top of the page that the tutorial is out of date :P
Unfortunately, this is Custom Music, it is long outdated :(
Are the white warp points in SVE custom to SVE?
I can only find red ones in the vanilla game.
Sorry! I didn't really look into it since I'm not working with the music, just came across it whilst looking for debugging my NPC's!
Have you confirmed that the music works if there's no condition on it?
Thank you! I'll go on a quick sidequest to download Visual Studio Code, hopefully with a clearer workfield I'll make less typo-errors (capitalization and spaces and such)!
No no no NOT Visual Studio. It needs to be Visual Studio Code. Important difference.
Hmm... I completely forgot about that. I'm just stupidly porting my old Custom Music mod to Content Patcher 😅
Double check that first while I go remind myself of what you'll need.
Hmmm maybe? I don't actually know how to use random as a key in a condition.
"When": {
"Season": "Winter",
"Random: 1, 2”: "1"
}
Warp points?
Can you add a Game State Query in a "When" field or only tokens?
Just updating to say: omg this already looks so much clearer, because of the "boxes" appearing when hovering over the words I found a missing space in a line within like 2 seconds, it's great, thanks!
Nope you can use tokens in Condition fields (as long as they resolve to true or false, which is easy to make pretty much any token do using contains) but you can't use GSQs in CP When fields.
You know those warp runes? Like the ones in the enchanted grove?
It's fine i've set up a warp totem statue anyway
Ah yeah. You could check by using lookup anything on the tiles in the grove and see what tilesheet they're from
If you want to know for future
You may not need this info for right now, but it's going to be useful in future modding so I will tell you anyway. You can do a find in files search with your text editor to search all the files in a folder (and subfolders) at once, so for instance to find any SVE schedule things, you could do a find in files search in the SVE folder for Characters/schedules/ and that would bring up every patch that it has touching schedules. You'd have to disregard the ones for its own NPCs, of course, but it'd still be way faster than searching manually.
To find out how to do it you can google your text editor plus "find in files" but I'm also happy for you to ping me with which editor you use and I can tell you :)
thank you for the tip! ^^ and you don't need to worry about the text editor stuff (because im on a Mac and searching in a folder automatically works like that)
Mac searches inside files? Fancy
Might still be worth learning how to use a text editor for it if you ever want to use wild cards or regex though
It works without random
Unfortunately, this doesn't work... :с
Drat
If one were to make portraits for NPCs from another mod in the style of an already-existing portrait mod, do I need to get permission from either party?
May seem dumb, but I need to be 100% sure.
Have you checked the modpages (on nexus)? Some mods (like Sunberry) have specifications of what you can do without permission.
From what I remember, there's no specific permissions provided by Nexus such as this, but I could check either way.
Not specifically in Nexus, just added in the info, for Sunberry for example it says you can make your own custom portraits, but not change the race/use AI. No guarantee it's included in the mods you want to do it for, but if it is it'd be the simplest answer to your question
Outside of the strict legalities (which I don't know well enough to speak of definitively), for things within the Stardew modding community... assume you have to ask. Unless, like with SBV, explicit permission is given by default.
Couldn't find anything on Jorts and Jean.
Except for AI, of course.
Which is thankfully off the table, for anyone wondering.
I could give the mod creator a DM, yeah?
this is from the jorts and jean nexus page
So for modification you'll need permission
Looks like that would be a DM to Airyn on Nexus for a portrait, yeah.
(Please note that if you would like to do edits of Jorts and Jean's art, please contact Airyn directly for permission.)
Also also DreamWolf has been doing Talkoh stuff, maybe he knows about Talkoh's policies
(If Talkoh doesn't have anything about being able to do stuff in their style somewhere of course)
oh haha you're right there was an even more specific line in the middle
Yeah, Ayrin does respond!
Unfortunately, there's not really another choice right? I'd assume they'll respond to nexus
I sometimes DM Ayrin for portrait stuff and they are active as sometimes I see them leaving a comment on some stuff
I imagine Nexus should work! Failing that, someone might be able to get you in touch opn Discord if they opted to.
Are they on Nexus too?
Yeah, but they are also on this server (I don't know if they have open DMs here tho)
the Nexus page of Talkohlooey style A.G.E. Portraits allows use of the assets and modification to them if you credit them as creator, you can always ask, but to me it sounds like you should be in the clear with the style if you credit them as being the creator the style is based on...
Then again if you have to wait for the response about the Jorts and Jean mod anyway you may as well ask
I sent DreamWolf a DM regardless.
I meant the retired portrait mod it has all permissions except for use for sale and it says "Please feel free to make and upload any edits you want! No need to ask for permission, it's all good."
Hmm.
but also the main person to ask about jorts and jeans should really be tia
not just airyn (who actually isn't in this server any more)
Reckon that applies the usage of the style too?
If so, I should proooobably delete the DM for Wolf, because I kinda got that answered.
Ayrin isn't around here anymore? Oh, kinda wonder why but don't want to overstep
Thanks for informing me. On it.
hasn't been for a few months now 
I mean, technically speaking you can't really disallow copying of a style since, as long as your not tracing or copy pasting, your making your own original stuff. But copying someone's style without credit (or at least explicit permission that credit isn't needed) is generally seen as a pretty shitty thing amongst artists
generally with permissions we aren't talking about legality
So I'd say this is enough to assume you don't need permission to make it, but I would definitely explicitly state it was based on their style, that way you're both being respectful to the original artist and people will know where to find the origin of the style
Oh, it'll be explicit alright.

