#making-mods-general
1 messages · Page 528 of 1
I'll test this now
Oops, I think I just destroyed my favorite test save by forgetting to remove my stardrop folder
I'll need to try this again 😅
if its because of mismatched mods then nothing is saved if you dont sleep anyway
It’s waaaay too late for me to be awake but I want to thank you @lucid iron and @brave fable for telling me that I can just reflect other mods config values!! I didn’t even think that was an option!
Now I just need to fix my past 3am lingo gmcm keys and I think I have created something really neat!!!
fix them tomorrow I mean
careful if the other mod you're reflecting into changes its config
IT WORKS 
Thank you guys! Sorry, this was all because of a pretty silly mistake
It's so nice seeing it not clash with the season anymore 😄
And once again, tilesheetinator is also a lifesaver. I don't have to worry about correcting the vanilla filepaths anymore, and that's so nice.
reflecting on the property (required:true, rest only gated when it’s loaded and required:false) in a try catch statement with logging exception ex and returning null if it fails doesn’t break anything, right? It’s just not reflecting the value?
if its in a try-catch and can gracefully handle a failure then sure thats fine
up to you to decide what it means to gracefully fail here though
its not just the property but the data structure of the config object itself that can change a bunch every update
i just mean if its not a mod you control then you cant 100% rely on a) getting the config when you reflect and b) the config option is the type you expect
if you need to use reflection to access it you cant get mad if it changes without notice
If my mod cannot read the property and is not configured it will use the vanilla (or patched logic) and if it has been configured and couldn’t read the property it will override things (which is an intended thing it can do)
Why would I get mad? :(
But yeah I totally get the message!
its less a statement aimed at you specifically and more a general philosophy
can anyone recommend a decent walkthrough for a simple mod?
I need a guideline
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Okay, I know I asked about this a while back, but I'm not sure what keywords to use to find it in my history anymore. How do upate the game's json and tmx.s in real time, without having to quit and reopen for every change to load?
patch reload <modId>
just replace <modId> with your mod id, yeah
Thanks. Wish I'd tried to get a hold of this months ago, I sure could've used it 😅
its not gonna be on that wiki page because its not a vanilla debug command
all the patch <whatever> commands are content patcher commands
i know, im just listing those commands because i didnt know if they knew of them
but yeah, you can type "help" into the console for more patch commands and framework commands
Sorry, I'm actually a bit confused on what counts as my mod id... if my "UniqueID": is "Parcy." what do I add to that to make it the mod ID? I didn't directly find mod id info in the wiki namespace search
your uniqueid is "Parcy"?
your unique ID is h ighly recommended to always be <username>.<modname>
I changed it recently
definitely shouldnt just be something shorter than "Parcy"
Ok
uniqueid should be "<yourname.modname>" so for me its like "NotAGardener.SpaghettiCode"
regardless, the UniqueID in your Manifest is your ModId
UniqueID and ModID are synonyms
ok... I asked because I tried it and it's not working for some reason
I thought it was what I was looking for
Hmm
what is in your manifest of your content patcher mod and what precisely are you typing into the terminal?
and what is showing in the log when you try?
I'm going to quite the game, make a better mod id, and then test again. I was inputting exactly what it was into here "<modId>" and it's giving me errors for unknown commands
I wasn't
so you were just putting "<modid>" into the smapi console?
so you were doing "patch reload Parcy"?
(this is why i asked precisely what you were typing!)
i feel like an smapi log would be better
what are you typing into the console? copy and paste it into your message here
that cannot be your modid because a modid cannot contain special characters or spaces (except for dots and underscores)
Oh
so if thats what you put into your manifest, then your mod is not even loading
ok, my last one only had a .
the command is patch reload <ModId>, so change the mod id like Button said and you need to do the full command
whenever something is written inside < >, that just means that its a required thing
the < and > are not part of it
🤦♀️
if my modid is Spiderbuttons.ButtonsExtraBooks, I write patch reload Spiderbuttons.ButtonsExtraBooks
Ok, I wasn't sure about the < >
<> = required parameter
[] = optional parameter
I thought it might've been part of the command, sorry!
now you know 🌠
I'll fix all that and it should work
also to explain the <> and [] thing a bit more since theres a little bit more to it as well and it comes up often for a lot of things, heres a GSQ example:
LOCATION_SEASON <location> [<season>]+
in this game state query the <> means that you must write a location ID there, its not optional, but you dont have to write a season at all. you could just write LOCATION_SEASON Town and its fine
but if you do write a season, the + means you can provide multiple of them, like LOCATION_SEASON Town Spring Winter Summer
(and the <> around season but inside the [] means that if you do write something there, it does have to be a season)
i.e. cant write nonsense there
(though usually people wont include the <> inside the [] like that. i accidentally chose a weird exception on the wiki)
Alright! It worked. Also, thank you! I'll save this so I can also come back to it again later
If I have a When on a schedule and it is met halfway through the day will the schedule switch or will it wait until tommorow?
it will not switch. a schedule does not change after the day has started for anything, absent other mods messing with it
So it will wait until tommorow to change, ty!
i misread that and i just tested it
i think ill do schedules last, jeez they are difficult
is there a way to change the debris made by a custom geode item?
like the rubble left on clint's anvil
the art is in animations tilesheet but i don't know how the game picks that, hardcoded?
dang. thanks.
i have multiple buildings and i want them to all have the same interior, can i use the 1 location/map and have the player come out at the same spot they went in?
you can use the same tmx file and load it to different targets
so like you have House.tmx and load it to House1 and House2
do i need to make a location each time or can i just warp to the map... because i've been making locations each time
you need to add it to location data for it to exist in the game
i think
or something
alright
😅 if anything i say sounds off i am... tired.
all good, tysm!
"same interior" as in exact same location? or same look but different instances?
exact same location but i want the player to warp out the same place they warped in
mhh dont think thats possible 🤔
dang
Feels like PIF or portable hole might make that possible but not sure
Like PIF maybe has a setting so all doors set to a certain map go to that same one?
!remindme 6 hours look into how beach farm boxes and treasure boxes work
Rip
Anyone has some tips on how to start making mods? I can make art related stuff but i have no clue how to make a mod itself (here's one example of my oc, its a test expression sheet i made out of boredom)
I wanna make something with custom npcs (my oc and my boyfriends) and events for those npcs, i wanna make a little story for them, does it sound stupid? I hope not 
so i have questions, Is it hard to make mods? Whats the best software or anything like that to start making mods? Are there any good tutorials on Youtube or anywhere? Is there any good art softwares that have such pixel brushes etc?? Can be mobile or PC, preferably free, i don't have much money 
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Thank you 
Get notepad ++ or such and look at mods that do similar things to what you wanna do. That's about all I've been doing.
Ask questions on here, people are helpful
or look at vanilla content to see how it does that (unless it's hardcoded)
do a mix of both 😆
Aseprite is free for pc if you compile it yourself
If you don't wanna compile it, get libresprite
For the art program, I mean
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
hey chat this is such a silly question, but how do you know which way the sprite png reads? as in what frame is this?
How do I actually set up something (like an event being able to take place) to happen after a CT runs out? I know GSQ and conditions can check for whether or not a CT is active but how to check for when the CT is over?
thank you so much!!!
event condition G !PLAYER_HAS_CONVERSATION_TOPIC yourcustomct here (is at least what I use)
(so sorry if you don't like to be pinged)
Wouldn't this fire even before the ct was ever set
Iirc ppl use the memory ct for this
Yeah, you could also use the SawEvent precondition?
So SawEvent <event ID>/!ActiveDialogueEvent <CT ID>
Good point yes it probably would unless also included event previously seen or something Ty :3 wanders off in search of coffee
Thank you so much! This is what I was looking for
Pings are fine as long as they're not excessive (which they haven't really been on here so you're all good c: )
genuine question, for my jas adopt mod, would anyone like to be playtesters for my mod when it comes out ( testers needed : lower quality computers, people with a lot of mods installed (note this is a jas revamp mod so any jas dialogue change mods you have WILL conflict) - still w.i.p - will add to my nexus page too
I am willing to try ^_^
I have a potato laptop, I volunteer
hi
Which one would it be here?
Load Shop Portraits?
As far as I've checked, there's no other mention of Flamingo_Vanilla.png being used.
Well then it's an easy choice, yar.
Oh, goody.
Manifest and content files just in case anything looks off to you.
Excuse the shitposty naming schemes, the mod's for personal use.
okay, let me friend you guys and write down your names for the playtest part of the mod when its ready :))
^
Manifest looks good. Though presumably you won't need Monster Variety as a dependency.
FUCK I FORGOT TO DELETE IT
lols
That TargetTexture is incorrect, though. You need to target the asset name.
but u said the name of the loader name prefix thing rom the ofther mod
Would it then be something like Load Shop Portraits/Flamingo_Vanilla.png?
So this, right { "LogName": "Load Shop Portraits", "Action": "Load", "Target": "Portraits/Flamingo_Shop", "FromFile": "assets/Flamingo_Vanilla.png" },
how i feel after crashing the game with my poorly written code
Mhm.
Basically means "I want to load this Flamingo_Vanilla.png image file as an asset, and name the asset Portraits/Flamingo_Shop"
So now the game has recognized Portraits/Flamingo_Shop as an asset. If anybody else want to alter that asset, then that's what they need to target. Portraits/Flamingo_Shop
Like so?
Yep.
if you need more testers, you'll have more luck asking in #modded-stardew when your mod is finished btw.
especially if you're searching for player with giant mod lists
okie Tysm!!
thanks twin 🥹
Does anyone know how to make desert water static?
I mean that it doesn't have the water animation.
Is there a way to implement a buff that revives the player whenever it is active?
hmm, I'd assume that's C# territory
nope! vanilla
IDK how the Ring of Yoba works - Whether the revive is due to an instantaneous buff or somethin’
Ah I am misremembering
Aaa
I am seriously thinking of modding Touhou items into the game
HMMMM is it possible to add warps to spouse rooms?
I wouldn't see why not
Is it possible to check for a player’s marital status - so as to do things such as event variations based on whether the player is married or not (apart from spouse-based conditions)?
I would love too try it out with the other creature that just signed themselves up
If i have mods already in my files, can i just move them to a different folder for a moment if i happen to test out a mod i will try to make?? Or will it crash everything 😭 idk what to do
!modgroups
See this link for how to load different mod groups: https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F
tldr: yes you can, but do it with the game closed, and don't load the save without the correct mod group
it's just "move the entire mod folder somewhere else, put it back when you need it"
"mod group" just mean a folder with a bunch of mods inside
yw :)
i made a simple folder, it should work right?
Yeah of course, and whenever you want to play with this save again, just plop it back into your mod folder
Alr alr thank you so much
oh my god I should have done that whenever I was testing mods
Just be careful to not load your save by accident ^^
I will be careful thank you so much again!!!
do the jumino huts use tilesheets?
Every asset is part of a tilesheet

unless we have a different definition of "tilesheet" ^^'
Then you can do the same thing, no?
theses
just make a new version of the asset, and EditData the corresponding tilesheet

just letting you know, 4 years later and I still use this!
you will never be forgotten watering can man
dang and u just rejoined the server
How do I add an animation to the schedules, or is that not possible?
This should be easier to understand than me explaining it: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Schedule_animations_and_string_dialogue
im kinda confused on this can anyone like.... explain in the most easiest way ever, im reading the wiki and im so hella confused 😭 do i just put ANYTHING there
well ideally you swap out the name, author, and description for the mod with your own, and the unique id to reflect that. everything else needs to be done in a certain way on what youre doing, if youre doing something with content patched then you have that in the contentpackfor section, etc.
so unique id is just the author name and the mod name?
yes
yes
and update keys??
thats for when youre uploading it to nexus, if thats something you plan on doing. you could ignore it for the time being and have it be fine.
UniqueID under "ContentPackFor" should not be touched, as it would break the mod. Dependencies are optional, it depend if your mod needs others mods to be working
is the contentpack thingy hard/needed when im making a simple mod that adds npcs and events, maybe a location probably?
ohh okay okay
yes an npc and location can be done with a content pack
ContentPatcher is mandatory, otherwise your mod will simply not work
its easier than the alternative (coding in C#)
this is not necessarily true if they plan to make something for another framework, like Alternative Textures.
aw gee this sounds hard
its a lot of moving parts
im planning on making a simple mod of just a few npcs, i wanted to make a little flower shop next to the farmer's house somewhere, a different location perhaps, i called it Flowers by the shore since im tryna make this mod with mine and my boyfriends ocs, just a silly story for them
That has rather a lot of moving parts, though it's a very cute idea!
NPC mods are, be warned, not particularly simple
Very cute! Do take your time tho!
Yep
BESTIEEEEEEEE
inhales
(i digress)
Im gonna try my best yall i promise 😭
just modulate expectations a bit higher than Simple, and you can do it!
CLAAAAAAAIRE 
QUIIIIILYYYYY MY BAEEEEEEE ❤️
I think ill focus on simple sprites first so i wont forget to make them LMAO, otherwise ill learn to code later on, it sounds real hard
thats fine! just dont beat yourself up about finding struggling with the amount of work 
It's not like... hard so much as there's a lot of things you need to do. Has a lot of parts
I would recommend making the flower shop on another map, putting it on the farm would be... not recommended for a beginner, and it would lock you into choosing the farm type having the flower shop
everyone struggles to an extent. NPCs are a lot
But yeah, as long as you have the will and commitment to understand and learn, you'll slowly get the hang of it. Take it from me who had no coding experience or knowledge prior to becoming a mod author. 
yes yes, thats what i wanna do i just dunno where
I wouldn't say any one piece of it is super hard on its own, but there's a lot of it and you're constantly learning stuff on the way
(Also, backwoods explodes NPC pathing without that mod that makes it work again so keep that in mind)
is there any video tutorials maybe, i keep on re-reading stuff and i dont understand its so aghhgnhhh 
Backwoods is an option with that mod and most mods avoid it since they came out before that mod. I think just SVE and Coal Point touch it in particular
As a beginner, I used to study other author's assets and constantly had the wiki tabs open to understand how each cog of the whole piece worked.
Also no, no video tutorials that are updated sadly.
just remember that creating mod can be time consuming, so taking a few days break midway trough is not uncommon !
Also taking a step back when overwhelmed is super important!
The pro, however, is that there's a community that can help you (as long as you're willing to learn, be patient, and put in the work).
Otherwise you end up frustrated and no one wants that!
absolutely take breaks, I took a couple months long break against my will (thanks gallbladder) and came back pretty recharged
thank you so much for the advice
i will be sharing my art process here, i think thats gonna be a little easier for me to start with something i enjoy, i might ask my uncle or some of my friends to help me with the codes, they know some stuff about it, thank you so much again you all 
Feel free to share at #making-mods-art as we have a lot of artist authors that are willing to help you out with art advice, too.
thank you 
Atra........
(funnily enough, you are closer to my birthday vs all the other times you've greeted me)
(Soon™?
)
depends, is a whole sixth of a year SOON @round dock
You're such a hater omg
I wish to add to calendar so I remember
Iro was on my butt immediately when I emote-reacted yes wtf
Mind you, I said "closer to my birthday" and they've been bonking me ever since
I wasn’t even online SOMEBODY went and asked me if it’s my birthday yet
Well, is it?
yes to claire, she owes me three presents. no to the rest of you
Yesn't. 
ATRA COME BACK GET THE PARTY POPPER OUT AGAIN- gets dragged off stage by a shepherd's hook
I had a question that I can't find an answer for elsewhere: it is possible for a machine to base its number of output items based on the price of the input items with CP or Extra Machine Config ? Like for example, the machine would produce 1 copy of the output item per 100g the input item is worth.
aaand another question: is there a way to make talking to a certain NPC while a CT is active a quest completion requirement? are there any frameworks that add this functionality or any workarounds that I am not aware of? 🤔 My intention was for the farmer to go NPC A who points them to NPC B who points them to NPC C (which would be a chain of quests)
edit: actually doesn't require the CT, I think
only possible if you're willing to write out every price bracket in the stack modifiers
otherwise this is a good candidate for your first C# mod
Thinking of publishing my HD Jorts and Jean portraits.
One small issue.
How the hell do I get around to making the thumbnail?
This is way harder than emotes or monsters.
I assume writing out every price bracket would also lead to heavy optimization issues-
Anyone willing to lend a paw?
you pray for the best /j
nawww twin
on a more serious note: I used to use canva until I learned they feed your submission into their AI learning machine
Cripes.
still looking for an alternative myself, but since those are portraits, I suggest taking high res screenshots to show them off in the thumbnail
I'm currently looking up the thumbnail size recommended by nexus
Is there, like, a gigantic portrait dialogue border thing out there?
Half of these fanmade ones I'm seeing take a blurry screenshot, put the mod title and the portraits front and center.
(not really, the main cost is your sanity, so dont let the optimization stop you from losing your mind
)
as for the dimensions, a good old 1920x1080 sized image will do
can i make a JSON file in the notepad++ thingy?
But of course.
okay thank u ^^
You can export stuff in a LOT of formats, actually.
it's even recommended !
So you'll have to keep your peepers peeled for the right one.
Well, that helps.
wish me luck with coding i never did any of that 😭
I don' t know of a blank one for thumbnails, but this is how I tackled the images and portrait options for my NPC if it helps?
Yes, I'm looking for a way to get those borders all giant.
I can't just upsize them, they'd get blurry.
Since the portraits are quadruple the size of the original 64x64.
I took an in-game screenshot with the screen being in maximized window mode
and then what button said
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest have you seen this page yet? itll explain every field in the manifest
ohhh wait this is helpful thank u
theres 3 things you can mean by version so im not sure which one you mean, but that page has them all
trying to figure out how to use custom sprites for specific events. I don't think completely overwriting ALL of the sprites is the right way to do that... for many reasons. 😅
making a separate sheet for each event also feels a bit dumb, but I'm no stranger to stupid workarounds
what exactly are you trying to do?
so I'm using Sprites in Detail to make vanilla spouses hold their babies.
and I only need certain frames for certain events.
what do i do with this ;w;
if you're not making a C# mod, you dont have an entrydll line
so i can remove it?
not only c an you, but you have to
in that case, I think changeSpriteis your best bet
the event command, I mean
oh man, I forgot about that oneee!
all these new-fangled commands. back in my day, we suffered.
it should look like this, yes?
I got in the modding scene a bit after "hey maybe we shouldn't directly edit XNB files" lmao
you need the contentpackfor thing, also the author and mod name in your unique id are the wrong way around
ohh okay
It should look like this
getting flashbanged by everyone's bright themes
(minus the UpdateKeys)
like that?
yos
yup
yes, save on a regular basis
make sure it is exactly called manifest.json
chat i might actually do this
make sure it is exactly not called manifest.json.txt
goodness now i have to make the content json thing 😭
Also a quick question, can i make the sprites and such in ibis paint or is there any other suggestion better than that?
anything that has a pixel brush can work
how do i import these to Libresprite?
or is there already an option for that
im kinda lost on that app
assuming its layout is the same as aseprite’s, copy the image, then select the “paste as new sprite” under the edit dropdown
uuuhhhh how do i do that
what i described does what youre asking unless you mean something specific when you say import
i cant really find the paste as new sprite unless i need to have a canvas open already
what does the edit dropdown look like then
wait nvm i think i figured it out
Ok, I need your help guys. What should my cover and banner image be on my mod page for both my mods?
- BroadcastAPI - A Custom TV Channel Framework.
- Cable Package (thanks Cryomancer for the name!) - A mod that adds 2 new channels to the game, one is a shopping channel, and the other is a channel that lets you know the location of all special floors in the mine for today.
ah man nvm libresprite is kinda hard to work with, imma stick with ibis paint, making arts on phone is easier for me lol
i fw the second one tbh
I... somehow managed to make my NPC's house explode? I don't really know what I even did because I hardly remember touching the map at all? https://smapi.io/log/a2216a41fff5470e87b8d9932399cf5d
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Microsoft Windows NT 6.2.9200.0, with 21 C# mods and 10 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
governor, it's not the outdated mods, but thanks 
!giderror
ugh i can never remember the command
basically open the map, make a change, save it, then revert the change, save it again
and make sure there are no red Xs in the map file when you save it
Is there anyone online at the moment familiar with the FashionSense DrawOrderOverride property?
Im having a bit of trouble getting an accessory piece to Draw After the Sleeves, it doesnt seem to want to do so if I force it to draw Before Hair
im not sure if ive bumbled into something thats just hardcoded to be a certain way or what. i have a preternatural knack for finding the boundaries of whatever systems i get my grubby little monkey hands on 
as far as I can tell, that option just lets you choose where your item is drawn within FS's preset list
and it draws sleeves after hair, so there isn't a "before hair but after sleeves" spot available
Ah. Thats what I suspected
thanks, that worked! for some reason, I also had a tilesheet climbing error 
Well, I think i can work around it mostly. the Back is the most critical part to have Before Hair, and that one doesnt involve the sleeves so ill just have to concede the Front, Right and Left sides to the Hair
unleeeeeesss.. i split the accessory into a part that goes on the shoulders for the sleeve bit, and a part thats the rest of the front.. meh. thats extra even for me
heyo!
anyone have any suggestions for getting a birth event to trigger right after you get the dialogue of naming your baby? I've tried about 3 or 4 different things, and the event always triggers the day after you name your baby.
I've had some luck with conversation topics, but sometimes the numbers get wonky. they don't always trigger when they're supposed to either.
New command added! You can use it like !invalidgid.
giderror is now an alias for invalidgid!
oh wait, I'm trying one more thing. fingers crossed!!
hey, so i've updated all my mods for stardew valley (been 2 years since i didn't) and i had this mods in which there was a huge house in place added in the mod, it had a greenhouse and we could designed it, we could go to the place with a path that appeared below the bus stop and with another close to the village i think, does someone has an idea of what mod it was from ? i think it had a link with robin or another villager
and dumber question, i can't get rasmodia back with romance rasmodia, it's just the wizard and he says nothing, but i still can hug him
nevermind.
"When": {"HasValue:{{ChildNames}}":"true"}, also triggered the event a day later.
sounds like sve with the big farm having grandpas shed down under the bus stop?
but anyway, more of a question for #modded-stardew
ah i think it's that, but i've updated SVE, strange
the newest farm for SVE is Frontier Farm I believe. you might have to install one of the older options that includes the stuff below the busstop
it like doesn't exist anymore ?
yeah, like i mentioned its the big farm, immersive farm 2 remastered
https://www.nexusmods.com/stardewvalley/mods/3753?tab=files scroll down past the first ones to find the one called Immersive Farm 2 Remastered
can it change my save since it's an old save ? i'm scared it deleted my actual farm
You should physically backup your saves and place the copy in a different location before you try the update process.
it replaces the vanilla standard farm so you'd have to have standard farm picked(or have a mod that can make you cahnge farms to standard).
i mean if its an old save as in from the time you left and its pre-1.6 then id highly suggest to start a new save in general because afaik any pre-1.6 saves don't really work on the current version(anyone correct me if i am wrong)
it was like winter 2024 so i don't rlly remember
and i don't rlly want to make a new save rn
im not sure, but straight up breaking old saves doesnt sound very.. ConcernedApe-like
however, 1.6 massively changed a bunch of things, and pretty much all mods that didnt simply replace a little sprite needed updating, so THAT part is definitely critical to get right if he wants to carry on with his old save
id recommend moving over to #modded-stardew for further discussion as this channel is intended for making mods 
mb
Something like "Update": "OnLocationChange" might help that happen sooner, since CP only updates anything per-day by default.
But if you're talking about an event, a game state query condition might help instead of When conditions: https://www.stardewvalleywiki.com/Modding:Event_data#Game_state_queries
e.g. starting the event text with "{{ModId}}_EventId/GameStateQuery PLAYER_HAS_CHILDREN Current/
so- if i dont really have experience- where should i start for learning how to make my own custom farm map? :3
have you worked with Tiled before?
i think i tried it a couple of years ago
in general i think its best when you unpack the game and basically start with one of the existing farms so you got all the map properties and tilesheets ready to go(vs starting from a complete new file where you need to add that all yourself)
does it give me access to all tilemaps then? or just the ones the farm typically uses?
if you start by using an existing farm map then you will have whatever the farm uses for the tilesheets
using that GSQ still triggered the event a day late : (
my idea was to try to make a farm map- that the farm is inside of a cave
you can also try and export existing tilesheets as tsx files to keep all the animations and tile data if you prefer that. then you can open them in your new file, embbed them and also have them available
If neither of those works, then unfortunately game might not check events at all during that period, which gets into C# territory
I'll play around with it a bit more. But thank you so much!!
in that case you could export the mines tilesheet as a tsx file or edit one of the mine maps i guess
heres thew wiki page for the farm data https://stardewvalleywiki.com/Modding:Farm_data
so how would i unpack the game then to use it?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
thank you for the help ^^
np!
hey so not sure if this is where to ask but can anyone download the stardew voices mod?
Probably not the right place to ask, but why?
i tried downloading it from nexus mods and it keeps saying this mod isn't avaliable to download
its currently still uploaded to the servers
wait no its actually saying it can't be downloaded yet, which confused me because i thought it was released this month
it is?
it says that but its been a few days, you could try contacting either the mod author or nexus to see whats up with that
tho theres a beta that seems to be downloadable
tis more a question for #modded-stardew tho
glad that its easy enough to follow- i got them added as tilesets now ^^
just like- what layer are cave walls typically on tho?
Buildings, apparently
you can open FarmCave when it's unpacked to check, and toggle the eye icons to hide other graphical layers (blue grid icons)
interesting
in general, Buildings blocks movement by default, so a lot of that is on it
makes sense
this may seem weird to ask but like- why arent the rocks, barrels and crates showing up in the mines tilesets?
those are spawned objects, not part of the map
oh interesting
im trying so hard to avoid doing my npc's schedule but i have almost nothing else to do T_T
is there a way to give an npc a random schedule? i dont want them going to a particular spot I just want them to sort of run around, pause for a bit then run around some more
No.
schedules are way less tedious than event scripting ( ⬅️ has been procrastinsting writing the events with other stuff)
what are you struggling with?
im struggling with the creative side of it, trying to figure out where to make them go and how often to change their position to make the mod engaging
I guess that's something you figure out as you do it. Try to look at other mods and vanilla NPCs for inspiration, you could also add compat with other mods if you're extra crazy
IMO, that's not really a lot of making the mod engaging. When users look at schedules, it's to see where to find a NPC to interact with
so i shouldn't worry about it as much as i am?
They may think it's cute if they see someone visit someone they're dating or something like that, but schedules are mostly just an impediment to finding someone to give a gift or something
Also if you do too many stops, you'll realize how GODDAMN SLOW NPCS ARE WHEN THEY WALK
yeah, I agree. of course it would be boring if your NPC has exactly the same schedule as another character but that's the only thing you could do wrong
I had one stop it turned out my NPC stayed a for 0 time because it was already time to head off to another one 
YEAH!! I still have to fix my NPC's schedules or add NPCwarps all around the damn map because newbie me had no idea
alright, tysm! i wont worry about schedules too much (and i wont add too many stops)
don't overthink first and foremost! nothing is set in stone and you can always change things if you end up not liking them or after receiving feedback 
Yeah, and after you put your schedule together and follow them around to see how it works out, you'll be able to see any snags it has and refine it out
I changed my schedules immediately after finishing them because I immediately went "Oh no he's walking WAY TOO SLOW for this
went full 0 schedule to start him off at the first point instead of having to walk there
Really shoulda just done one and tested it first LOL
aside from 0 schedules, I just learned about the magic of using NPCWarps to cut down walking time
Those are... a tangle
you really gotta make sure they are where nobody else walks... and that NPCs don't pathfind to them, seeing a shortcut
where do you think they go? What do they do in their free time, their schedules may be influenced by their personalities
Because they WILL do that
😔 I find it the opposite for me, schedules are easy to code, but it's hard to come up with the ideas. I managed to get 2 events tho
so really try to think of their personality, be weary of NPCWarps and don't use too many stops?
i mean the npc kinda goes somewhere, looks at something until the next time they have to go somewhere else
And if you want someone to start out some place other than their home in the morning, 0 schedules are the way
still don't know what a 0 schedule looks like
0 schedules let me do my annoyingly long walk schedules without too much trouble by just starting him in place
one sec
the real trouble is that it's a Junimo... so I don't want it too far into town because they're supposed to be hidden from the public
0 schedule, starts with 0 and moves at 6:10 to do animations and stuff
So the NPC just starts at that first position and doesn't have to walk there
in my case, I put the warp in my NPC's house in the forest or custom map leading to the spa lol
I'll see how it goes
It only works at the start, of course, can't put teleporting in schedules unfortunately
where are the places npcs can't pathfind, only farm and backwoods?
Unless you have the mod that opens up backwoods
busstop is no issue
Bus stop also- yeah
people go through there all the time if you have Ridgeside or something
my bad i forgot, my npc literally has a npc warp there
why is that?
i also suppose the dugeons don't work for path finding
not sure about the instanced levels though??
No idea why. Maybe something about the blocked entrance, or it's just supposed to be Secret so NPCs aren't supposed to go there? no clue
Anyone know much about adding vendors? Wondering about using the Trading function specifically, and if I can use multiple items required for a trade or not
yes, and not without another framework
IE has an option for that but i haven't managed to use it (either i didn't do it properly or it had issues when i tried)
you can always see how it works now
normal trading works perfectly fine (aka one item)
Yeah, though my question becomes the TradeItemAmount section; how will that function in this case?
Context: What I'm working on is essentially a way of doing Blacksmithing on this custom farm, with a Forge on the farm somewhere that allows for you to make weapons.
A snippet of what I've got
{ "Id": "LadySolystra.SolsBetterFarm_BoneSword", "ItemId": "(W)5", "Price": 750, "TradeItemId": "(O)881|(O)80", "TradeItemAmount": 0, },
Or more accurately how it looks in VisualStudio
I'm thinking I may need to have it follow the sort of field setup that the RandomItems section would
when right now what you have will not work because "TradeItemId": "(O)881|(O)80", will cause error, i believe
Alright, I'm all ears; any reason in particular?
basically yes, but in literal terms, the vanilla pathfinding code ignores:
- mine levels (which includes the skull cavern)
- volcano levels
- backwoods, farm, and every cellar
- places in Data/Locations with
"ExcludeFromNpcPathfinding": true, (tunnel, woods, and backwoods again)
i guess they want both items to be traded in?
It's for the "Both" formatting, I remember finding that somewhere, though I'll hunt down where
aside from the obstructions, there isn't really a strict reason not to let NPCs use the woods, as far as I know
it may have originally been due to clunkier stump code, since it was unique in older versions (support for those on every map was added in like 1.4)
you cannot have multiple trade items, there is no "both" format. A framework may allow you to, but vanilla does not
yeah, I remember seeing some NPCs there, like Alecto 
(i mean, yes, i guessed that too)
yeah, there's a snippet for CP in this channel* somewhere that trims out the woods' NPCBarrier tiles and blocks the stump, or some such
- sets the Data/Locations thing to allow it
Gotcha; yeah where I found it from is the code attached to fishing
"Id": "(O)167|(O)168|(O)169|(O)170|(O)171|(O)172",
Yup, I realize that now
if you want to try IE approach you can look here :
https://github.com/misty-spring/StardewMods/blob/main/ItemExtensions/docs/ExtraTradeItems.md#example
Much appreciated, I'll have to look into using it
note that because vanilla didn't need complex item trading, the options are more limited here (ex : there's a lot of fields you can use for what you can sell, but only a couple for trade item)
I appreciate the help though y'all, thank you again for being such an awesome community

Actually wait one other question, is there a limit on total possible entries a shop can have? Just checking there's not a "You can't have more than 30 things on sale at a given time" type situation
I didnt reach any and dont know of any, pretty sure its large since most crops mods sell things at pierre
time to make another questline before i forget this idea (i just thought of something really good, junimos take over more than just the community center)
can i make an item have a different color each time it spawns? ie when a chicken lays an egg, can it be a different color each time? or is there a limitation set in place? from my understanding the chickens themselves can have different skins each time theyre purchased but im not sure if thats limited to the three we already have (blue, brown, and white)
i want to edit the sprite sheets
I'm not entirely sure but maybe that's something the recently released DISCO can handle?
for chickens you can make different items and just add all of them into the produce drop pool
ill check that out, ive never heard of it till now!
how can i find that? I'm still relatively new to this level of modding
you'd use TargetField to insert new entries into the chickens' (Deluxe)ProduceItemIds field
So is there anything special I need to do when replacing the cellar? I want to make sure I'm not missing something before I look through every bit of code to figure out what's gone wrong
(I'm getting a "Could not create 'Cellar' location. Is its data in Data/Locations invalid" error https://smapi.io/log/1f29c142d0c24163af34ef50406757a1 )
one of your TileDatas is invalid
double check the TileDatas on your Buildings layer for things like extra spaces or newlines or other such typos
I figured it was that; the tile data for opening a modded shop, do you happen to know if I need to include the mod ID before it? I suspect it is these in particular
(CellarForge is the name of the "shop")
"Action": "EditData", "Target": "Data/Shops", "Entries": { "LadySolystra.SolsBetterFarm_CellarForge": { "Owners": [
i just tried doing this and it wouldnt be able to work since the warp would be the same for each location if i used the same map (i ended up just using the same location and map, having the warp go to the middle of the 4 houses instead)
that doesnt appear to be your only tiledata on that layer. i dont think its the shop either anyway. but to answer, yes you do need the modid before it. "CellarForge" is not the ID of your shop, "LadySolystra.SolsBetterFarm_CellarForge" is
Just checking it is like that; had it previously set as that and it still had the same error
because its not related to the error
oh right i forgot to tell you to add the warps in later
to not include them in the map and just use CP to add them...
well it's good you found a solution
It is the same map though so it would be applied to every house, you can't add warps to a location, only a map
one of the TileData's on the Buildings layer is malformed in some way, but it's impossible to tell exactly which tiledata and where from the error alone, so the only way to fix it is to double check them all
ugh. so I can't get Sprites in Detail to work with conditions—it's either on or off... and I doubt it's ever going to be updated. sad trombone
?
nevermind
😅 i won't ask questions
How can you tell it is the Buildings layer btw? I want to get better with coding and reading error logs
in this case its because ive seen someone with that error before, and in that case it was from reading the decompiled game code
its breaking in the updateDoors() function which only deals with the Buildings layer and reads TileDatas on it
Gotcha
Figured out what it was; it's either you can't use a semicolon, or any form of new lines in tiled (Shows up as g/n)
im trying to make an npc mod but smapi is giving me this message?
it says theres an issue with contentpatcher but im not sure how i would fix that..
that means you have a syntax error in your file
!json you can post it for others to look
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
in my manifest?
your content.json
line 7, missing a } in the string
i didnt think there would be an error there lol bc the validator told me there was nothing wrong.. 😭
oh
the JSON format is correct, but your token is malformed
where do i put it?
"Characters/{{ModId}_Pandora"
to
"Characters/{{ModId}}_Pandora",
anyone have any ideas how to fix conditionality in another mod? 😅
I have everything working for my mod with Sprites in Detail, except for conditionality. I DMed the creator, but I no idea if that framework will be updated.
i think i forgot to add something...
check the mod page permissions tab (Description > Permission and Credits)
if the 3rd one has a tick then you can edit the mod yourself, if not just message the mod dev and wait
the permission's there, I just don't know how to fix it. I'm comfortable with CP mods, but I don't know what to do with C# 😬
im not very familiar with SiD but if it doesnt let you do things conditionally like CP does then there is nothing you can do
that's the other thing... it might just be broke broke
if doing things conditionally was jus not implemented in SID that doesnt mean its broken
It didn't used to be! but I think the last time I used it for my modding stuff was like 1.5+ years ago
if its advertised as something you can do then thats different, but like i said, im not familiar with it
but simply not having it be an option isnt broken
well stardew has not updated at all since then, so
yep. I'll go back to the drawing board, I guess.
...tbh I may try using an older version of the mod.
there may be hope??
my point is that there is nothing that could have broken the mod in that time
because nothing has changed
right. looking at my download history, I think the version of the mod I used in Sept. 2024 worked.
and it's only had one update since. so I may try that version again. since SDV hasn't updated since what, March 2024?
stardew valley had many updates since then, as it is on version 1.6.15
1.6.9 was a significant update, though whether it matters for mod compatibility highly d epends on the mod
maybe u can see if the spacecore hd texture stuff does what you want
does anyone know how to fix this with Tiled? Whenever I tab back to Tiled the coordinates at the bottom of the screen are just below the taskbar and I have to un-window it, then maximize it to fix it.
I have the same issue (and it pops up in a few other places too), haven't found a fix for it unfortunately
i wanna make my own mod
but i feel like it's gonna be so time consuming and complicated to make a custom NPC
especially with the JSON editing
time consuming yes, complicated no as long as you take your time and dont rush through documentation
Having to map out a pathfinding route, adding your own house, personal likes and loves, events, and whatnot

you dont map out the pathfinding
you put in end points and the game pathfinds for you
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
id follow the guide in the first bullet point
however i do wanna stress that it will be time consuming, just dont let that demotivate you
rome wsnt build in a day. most NPCs are built over months. you can get a very basic NPC visible in the game relatively quickly, but its the Everything Else that does take a while
but, follow the guide, dont skip ahead or skip steps, and read it carefully, and it'll be very very helpful
It's time consuming but fundamentally not hard
To be fair her pink overrules that
I would vote for Casey to get a custom gradient
Smth more dramatic
is the "egg shop" cut content?
desert festival, innit
Is there a tutorial for creating a mod that adds a new barn animal?
what egg shop at the desert festival? i've found a map and something refrencing it in the 1.6 strings but nothing more
ohhhhh
https://stardewvalleywiki.com/Desert_Festival#Calico_Egg_Merchant
check your Data/Shops, it's called DesertFestival_EggShop
Calico Eggs, those are the ones
The map I was talking about was "Marnie Barn" which isn't related to the egg shop, I thought it was though
Do I have to paste the entire dialogue into the field like I have in the image or is there a way I can put my bit into it without pasting it? (I know you can with slash-delimited strings but im not sure with these)
Hi, in my mod I changed the mod ID. Do I need to make any additional changes? I’ve already updated all the references to my old mod ID in Tiled.
Do you use {{ModId}} or do you type it in when you need it in your Content.json?
Yeah, I did use the mod ID, but I’m still getting errors.
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.
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 43 C# mods and 31 content packs.
Sorry, I don’t get it… I didn’t change any tiles. I only change the warps and my maps are still in the same folder. I didn’t make any drastic changes.
Did you change the warps in the map file or did you do it with CP?
No, no, I didn’t actually change the warps. I just updated their name from my old mod ID to the current one. That was the only change.
Sorry that I didn’t explain myself clearly.
So I assume you did it in the map file. Did you also have all the tilesheets registered in the file when you did it?
Yeah, I do have tilesheets, but they didn’t have anything related with the mod ID
When making changes to a map you need to have all the tilesheets in the map when making any changes or you get that error.
Even if they don't have anything to do with the mod id.
To fix it, you just make any change in the map, It can be as small as 1 tile. Make sure all the tilesheets are there and save it.
Thanks a lot for the help! I fixed it.
Does anyone have an answer to this?
Question for y'all! I just made a custom map (well, i edited a vanilla room in the saloon, didn't add any custom tiles or anything!) and now my NPC is able to walk through the walls... Everything in Tiled looks to be in order when comparing the two , just unsure if I missed something?
You can use TextOperations if there's two of the same character that your bit will go between.
Have you checked that you have tiles on the Buildings layer (not any of the numbered ones, has to be just Buildings) in all the necessary places to stop unauthorised walking?
Since you're using tilesheetinator, you shouldn't need to have any tilesheets in your map folder (and, in fact, should NOT ever have tilesheets in your map folder).
Yes, I didn't touch the walls at all when editing It's just my custom NPC that's having issues.
the farmer can't go through and Gus seems to know his place as a mortal
Are you seeing this happen just after a patch reload or are you sleeping and still seeing it happen the next day as well?
I had some issues before with the map that i solved and she was doing it for a while, but I'll give it a shot with the sleeping!
Any time you patch reload your mod, there's a (big) chance your NPC's schedule is going to go wonky and then they still start ignoring collision.
Like "A A" my bit can go there?
I'm not sure if you're asking about specifically two letter As or just asking as an example, so I will try to quickly make an example of what I mean so that I don't answer incorrectly by mistake.
No, I don’t have any tilesheets in my map folder. What I did wrong is that I was saving some maps without applying the 'fix Stardew Valley tilesheets'. But thanks anyway!
Here's an example using a period. Between every two periods in the line of dialogue, it will search for the text Mayor Lewis promised us that if anyone else joined up, he'd let us turn that old community center into a Joja Warehouse and if it finds it, it will replace it with what you've specified. You still have to duplicate that one sentence, but not the entire line.
"Action": "EditData",
"Target": "Data/ExtraDialogue",
"TextOperations": [
{
"Operation": "ReplaceDelimited",
"Target": ["Entries", "Morris_FirstGreeting_MembershipAvailable"],
"Search": " Mayor Lewis promised us that if anyone else joined up, he'd let us turn that old community center into a Joja Warehouse",
"Value": " Mayor Lewis promised us that if anyone else joined up, he'd let us turn that old community center into a Joja Warehouse. HERE IS SOME ADDITIONAL TEXT BEING ADDED JUST TO THIS SECTION! THE LINE 'Isn't it wonderful?' will come after this.",
"Delimiter": "."
}
]
}
Whether or not this is any more useful in this situation than just replacing the entire entry you'll have to decide for yourself lol
Yup, gave it a try and she's a superhero walking thru walls
I checked her schedule as well and still she's not working DX
Have you got the Data Layers mod? It might be helpful for showing whether there's something in your map somewhere that you're not expecting.
Ohh I get it now, tysm!
I'll give it a look! 🙂
It's most likely not the map tiles if you're able to navigate through like you expect to, but it's an easy thing to just quickly check before moving to more intensive checking.
Nope looks like thats not it DX
though now with the red it looks like my farmer is about to go all "HERE'S JOHNNY!!!" on everyone xD
Anyone know if I added jsonc correctly?
question: hi, Im trying to change Robins schedule but shes not moving at all, i only changed this one line to test it out but she's still standing in her usual spot for work instead of walking to the seedshop. ive gotten Harvey and Elliot's schedules to work but not Robin's.does anyone have any ideas as to why this may be happening?
"Mon": "800 SeedShop 27 18/930 SeedShop 27 18 0/1700 CommunityCenter 9 19 3/1940 ScienceHouse 16 5 0/2200 ScienceHouse 21 4 1 robin_sleep",
I can't quite tell because the legend is there, but it looks like there's no clear path from the bed out of the room?
Did you sleep after editing the schedule? Schedules are set the night before so any changes need to be checked the next day
i usually just restart the game whenever i make changes. does it help to know that im testing the first day?
The Item and Value part look correct, but I'm not sure if that's the right place to be editing. It's meant to be the file associations, not custom labels. Try searching "association" in the search bar up the top of the settings page.
As in you made your save after making the changes? If so, then that should be ok. But if you're loading a save that already existed, then the schedule it's pulling will not be your edited one so you need to make a new save or adjust the date to be Sunday and then sleep so you're checking Monday 8th instead.
(congrats on your mountain dewing to go with your cheetos aba!)
Yeah, that's what I was confused about 😅 I wasn't sure about the place, becuase it didn't look like a screen shot you sent me a while back. I'm just getting to it now because I'm on my latest attempt to write an event again
Oh, did you just become a junimo?!
Yes I have just been Apple Boi'd an hour ago ^_^ along with iro, Button, and fairy!
Woah, Iro and button too?

A pale dancing junimo for all you apples
Green's one of my favorite name tag colors against discord's background
And this green is shiiiny
I actually stopped using jsonc association
Oh?
The content patcher schema allows comments already
The content patcher schema? Is that an extension or... somthing obvious I'm missing?
It is a field you put at the top of your json file
(that and if my debugger mod ever happens it can't work on jsonc due to hard coded logic in vscode but can work on json w/ schema)
I do not always use it because it is a hassle to find a file where I am using it and copy and paste
So I use jsonc and the schema
I think that was it! mystery solved!! Thank you!! 😄
Ok, just to be sure I get you, it's a hassle to copy paste the schema into each file you want it in, right?
There is a user/workspace setting to define filepath rules for what schema should be applied just like file association iirc
The line, yeah. I don't know it from memory so I have to find it to copy it.
Hmm that could be useful but might make it freak out about manifest files - unless I can make it not apply for manifest fiels
Specify manifest.json to use the manifest schema first
Ah ha, I found one.
"$schema": "https://smapi.io/schemas/content-patcher.json",
That field goes at the same level as "Format" and "Changes" etc. I just put it above my Format field.
The content patcher schema sounds pretty cool. I bet it does other cool stuff too?
Oh yeah I already do know how to edit the settings for schema things because that's what I do to allow trailing commas
It will do things like remind you to have a FromFile field if you set your Action field to Load
I'm going to google it quickly
And then get back to fixing my jsonc because it's shouldn't break anything as of yet
Nice!
I got jsonc working
This is interesting though. These got recolored after adding it
The curly brackets got extra colorful
Do you have the Stardew syntax extension?
I find that sometimes it colours everything
It's excellent if you want to convert other people's stinky single line events to lovely multi line events so you can read them!
Ooo
Apparently it does a bunch of other stuff but that's all I use it for lol
Ok, I'll have to look into that
I'm annoyed at the colored brackets rn, but I also tend to hate change lol
I do recommend having a browse through the vsc extensions in general. There are some great ones. My favourite is Todo Tree, which looks through all my files for words like "TODO" or "NOTETOSELF" (customisable) and displays them so I can deal with my todo items and then delete them before release.
Try turning off bracket pair colorization in the settings, maybe?
I love having differently coloured bracket pairs and have customised all the colours for mine
Oh, that's cool. I did get one extension a while back that let me copy all the characters inside of " ", but I forgot how to use it and haven't bothered to look at the instructions again 😅
I don't different colors in theory, because there were a few different colors before, it's just that these new ones clash
Rainbow brackets are great because they go angry red if they are mismatched.
Though the stock settings should only be applying to the actual json itself and not the contents
Usually the brackets inside keys or values don't get recoloured, but as I said it started happening to me sometimes as well
I can't be bothered trying to figure out what's causing it lol
I've noticed that colors would randomly change on me when using an md file, and it seemed like it was based on the whims of the (text) editor
I can't seem to get it to work, I've tried many different ways and I thought it was a typo so I tried copy and pasting the names from the files. I havn't seen a single change in the dialogue.
```
{
"Action": "EditData",
"Target": "Data/ExtraDialogue",
"TextOperations": [
{
"Operation": "ReplaceDelimited",
"Target": ["Entries", "Morris_FirstGreeting_MembershipAvailable"],
"Search": "Mayor Lewis promised us that if anyone else joined up, he'd let us turn that old community center into a Joja Warehouse",
"Value": "I'll even cut you a deal, There is a little basement in there that you can have.",
"Delimiter": "."
}
]
},
I'm going to save this conversation to look at again later. I don't feel like messing with colors right now 😅
that is a bigger message than i thought
I'm thinking that the dialouge might be hardcoded and that is just there for translation purposes? I'm not sure...
Oh, and thanks guys! Seeing VSC not scream at me for comments anymore is so nice
I'll have a look
the search has to match the entire field presumably including leading/trailing spaces, try putting a space at the start of the search
Let me try that, one sec
It worked!
oop- i forgot to change the text back
Woah, word wrap + bounded is really nice! I shouldn't have put up with the defaults for so long ;-;
Yep, that was what I noticed too but I thought I'd just test it myself first in case my understanding was wrong
All good, tysm to both of you!
Switching to bounded made my word wrap really aggressive
Most of the page empty space lol
did you change the value from 80?
I hate how 80 characters became a defacto length standard due to ancient terminals being 79 characters wide
Which is to say at the - I always forget what it's called. The visual scroll bar.
wait since when were you a junimo?
Since an hour and a half ago lol
oh congrats!
I found out the length I wanted by copypasting 12345678910 repeatedly until it hit the right amount of negative space
Silly, but it works!
the 1234567890 ruler is very useful
I want mine to go as far to the right as possible
Because I always keep my side bar open in order to put my text in the middle of the screen lol
though as far to the right as possible is stock unbounded wordwrap right?
I do not usually use mine as a full window either
This is how I always edit unless I have two files open side by side for any reason.
My monitor is too large for me to close the side bar. Everything goes too far left.
Nice theme. Looks a little stardewy. I also just found a stardew theme during my google search.
I don't wordwrap
I hate not using word wrap
I have left/right scroll and I'm not afraid to use it
Wait, I found another one! Look at the little icons! https://marketplace.visualstudio.com/items?itemName=klyap.vscode-stardew-icon-theme
that and codebase wise if something is too long its a hint that it should be refactored, not the editor lying to me instead
Ignoring the fact that my current mouse has a terrible scroll mechanism anyway, I struggle to remember what is present as soon as it goes off the screen
I rebound the left/right scroll to be macros to do left/right scroll to do it better
My mouse uses touch sensitivity for scrolling rather than having a physical wheel or ring. It is terrible.
Sounds like that makes sense for normal code, but seeing dialogue go beyond 400 characters in a straight line is stressful when working with json 😅
How do I seperate "Oh, and another thing...Mayor"? Spaces arn't working and I can't find any dialouge commands for it.
What do you mean when you say spaces aren't working? It's not letting you add a leading space in your "Value" field?
It lets me add a space but it doesn't appear in the dialogue.
```
"JojaSignUp": " Mayor Lewis promised us that if anyone else joined up, he'd let us turn that old community center into a Joja Warehouse.#$b#I'll even cut you a deal, There is a little basement in there that you can have",
i'm doing it in i18n btw
What happens if you put a space directly inside the Value field before the i18n token?
Ooo, just found a tutorial for icon customization too. https://medium.com/@kl.yap/vscode-icon-theme-tutorial-guide-84ce50688847
Also got that
If that doesn't work, try making the delimiter into ". " instead (you'll need to remove the leading space from the Search field when you do).
Let me try that
Fancy!
Just found this premade if anyone's interested! https://marketplace.visualstudio.com/items?itemName=NqMax.stardew-valley-icon-theme
It looks simple and cute
That worked, ty!
I'm think I'm falling down the customization rabbit hole again 
My theme is just one of the default ones lol
I've already edited a few colors in vscode, like the squiggly lines and the comments...
(Solarized Dark)
(mine is also default dark modern)
i wonder if there is a mod that removes the mystery and magic from the game
Mine IS still the default, partly because I was overwhelmed with choice
like turns junimos into rats like lewis thinks, krobus gets replaced with jas selling random stuff she found
Jas?!
Well jas likes to play near the sewer as we see in an event
I'd think linus maybe if I had to pick 😅
Maybe, would have to add a 3rd sewer entrance in the mountains then
Who is krobus selling to?
The community center just gets repaired by robin for a price and materials
well the dwarves don't seem too fond of him and the wizard never visits (that we see)
Could be the other monsters maybe
well krobus is scared of monsters, proven as he locks off the tunnel to the den with the key to the witches hut
(i forgot its name)
I think the more suspicious question is how he has such a wide variety of stock in his shop
Oh, hmm
Where did the return scepter come from as well?
and why is it locked onto our farm?
point is, it is a feasable mod and linus can continue being... linus
is it actually locked onto our farm or onto the users concept of home
Ooo
well if it was locked onto the concept of home then it would also teleport us to the island home
anyway ive got some powers to create
ill put it to the mod ideas list
Hey guys. I'm translating the chinese characters on an unpacked dll file. But when I try to build the project so that it turns into a dll, it doesn't work. I'm using Visual Studio, but for some reason it's showing 490 errors when I try to build the project. Did I install Visual Studio wrong? Here's my setup for Visual Studio and the errors I'm getting. I have 0 experience doing this stuff, so I don't know what I'm doing wrong.
Can someone please help?
haii guys. coulld someone tell me whats the correct website to get tilled on? also is it safe? (i just have extreme paranoria on viruses so thats why im asking)
it's officially available through itch here: https://thorbjorn.itch.io/tiled
as linked on the official website: https://www.mapeditor.org/
and mentioned in the main wiki's map editing intro, among other tutorials: https://www.stardewvalleywiki.com/Modding:Maps#Getting_started
I'm only really aware of it via stardew modding, but it's been around for over 15 years now, and that's where everyone gets it afaik
You might need to add SMAPI's NuGet package to the project. It's mentioned in the C# tutorial here: https://www.stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Create_a_basic_mod
That said, it'd be much easier if you had the original code. That mod is apparently closed-source and requires permission to edit directly, according to its Nexus page settings. (Looking at the linked translation pages there might help too, if you're doing something similar to them.)
is there any mod or framework that automatically adds dynamic lighting to maps?
MMAP has a few features that might be what you're looking for
https://github.com/Mushymato/MiscMapActionsProperties/blob/main/docs/map-properties.md
is it supposed to be a MSI? (i know some applications do that but im just making sure)
Congrats !!!! on stepping up as an Apple boi (training Junimo Moderator) it is amazing to see 
both Windows versions use that format, yeah
okay thank you ( like i said i get extremlly paranoid about this stuff lols)
oh, the source code + same builds are also on github, in case it helps
https://github.com/mapeditor/tiled/releases
congrats to the new junimos

okay tysm! looks like its working perfectly
uhh so i got tiled bc i wanted to open the stardew maps (unpacked xnb's of course) But i just realised it cant read .tbin (;´༎ຶД༎ຶ`)
Yes it can, open the plugins tab in the preferences and enable the tbin plugin
OHHHHH THANK YOU
yep, iirc it's not the recommended format for maps now, but you can enable it in Edit -> Preferences here
honestly yall saving me here lmao 😭😭
Ok thank you for the help!
is there a console command that lets me set the flag willyBoatFixedthat I'm not seeing? 
debug seenmail willyBoatFixed should do it
(the flag part is probably case-sensitive)
thanks, I'll give it a try!
has anyone else had that issue in tiled where the tile animation window just doesn't open anymore? I've had this problem for two weeks but don't know how to fix it
they apparently fixed a bug with that semi-recently, if you don't have the latest version yet
aside from that, you could try toggling it on to make sure it's in focus, then hold windows key + shift and press arrow keys to move it around, in case it's stuck off-screen or something 
(assuming it's windows & you have that key & etc)
in w/e version I have, it doesn't show up as a separate window, just the main thing is listed/thumbnailed
(ig i should update that too)
Esca! Are u getting snow
we were supposed to get a ton, but no, it missed 
there's like an inch left but not enough to be a problem
Thanks for the coffee!
nope, but I'll check for an update because I might not have that
New quote added by atravita as #7189 (https://discordapp.com/channels/137344473976799233/156109690059751424/1458508632747540582)
New quote added by atravita as #7190 (https://discordapp.com/channels/137344473976799233/156109690059751424/1458511901817311494)
seems like the last update was in Jan 25, I downloaded Tiled way after that. Huh
I thought talking about drugs is forbidden here 
Smh for that I'm mailing u ted Cruz
Update: I downgraded the app to 1.10.2 and it's working
~~I have do redo my entire setup for the tilesheetinator
~~
New quote added by atravita as #7191 (https://discordapp.com/channels/137344473976799233/156109690059751424/1467514408207909007)
AAAA HAPPY JUNIMO ROLE!!

Hi! Can someone explain the effective difference between using loglevel debug or loglevel trace? Or when which one should be used?
Or rather how a c# would decide what should be in debug and what in trace?
I currently just use trace for all log messages that confirm what the mod is doing so I can proofread it
Trace goes into the log file only and debug appears on the console immediately
Note that it's still not good to have trace logging frequently (as in every tick), there is a cost there and bloating ppl's log files is not great
Iro and button are junis now? Congrats!
And aba, too!
(we’re baby junis. with little mouldy training wheels)
Debug is user-visible, trace is not (by default)
Use debug for unimportant information that may still be useful to users, and trace for diagnostic information that's only good for debugging
Could someone not updating their mods be able to cause a problem with cutscenes in my mod
The problem being that my characters walk through walls and cause the event to never finish
Sorry ik this is really vague of an issue but idk what else to do 
ok nevermind i just told them to update all their mods first and then come back if the issue persists
can i specify different spots for fish to spawn in my locations code? or can i only do one spot?
You can check who else is adding events to the same location as you
Turn on trace logging
So, that's enough to cause issues in my cutscene?
trying to make a cusotm fishing rod and im running into a small graphical issue
how do i fixed this?
nevermind i fixed it
could someone tell my how i fudged up the warps in one of my mods
was playing with it today and somehow i never realized how bad the warps are
not displaying perfectly but it works
is this a new shop in VMV? 
it's helia's shop! just with one more option in next update
me : "i really wish i could get rid of those normal chests once i can upgrade to bigger ones"
scope creeping modder wispering in my ear : "be the change"
this is such a good idea for the leftover chests!!
is that one chest for one big chest?
yes
i may ask for 2, depends if i want it to be more efficient and still encourage player to craft their own bigger chests
will possibly test how it feels, i mainly wanted to see if the concept worked first 😄
@brittle pasture hey selph im having a issue with my7 blacksmith shop? Hes closing down shop to upgrade tools...when im just buying a mineral like coal and not upgrading anything
im wondering if theres a certain way to write in regular items too or if it makes the entire shop just for upgrading things
yeah the entire shop is marked as a blacksmith shop
you need a separate shop tile, or if you wanna wait a little bit I'll introduce menus in the next version precisely for this use case
oh cool thank you i can wait ❤️
pretty cool!
thats exactly what i need too
like being able to combine cros carpertry shop, supply shop and his blacksmith shop is ideal
I think this is the first time I show the names of my blorbos to people not inside my writing circle
question dialogue menus?
Yeah like these basically
yeah I kinda two caked it but only because I wanna natively support Robin/Clint/Marnie's thing in my "make Robin/Clint/Marnie obsolete" framework
and don't worry I did everything from scratch
Dw i never removed it from livestock bazaar either 
so like can combine the shops into one with this?
you would rather open different shops with a menu
yeah you can specify a menu with each entry triggering a map action
and it supports other framesworks like the custom builder mod
i kinda want to add helia's ability to build some stuff but maybe as optional and for next next update
i dont know i already have a lot of depenancies
right now i need to finish two things so i'm doing ... (checks notes) something else
but hmm i do liek the idea maybe ill give it a shot
you can also wait as selph mentioned
I'll probably release it today once I'm done fighting this transpiler
what mod is it in selph?
is it the builder mod?
yes
ill wait for selph, but im probably gona be using your mod chu for other things too
arg, i had an idea and it escaped
This thing is a generic pick option > run list of action/tile action/touch action deal
So to have a shop through this you would use the OpenShop tile action
That fence post is such a popular shop
Bus stop grand emporium
all this is giving me the urge to continue working on my mod but I have to go to bed soon 
can you @ me when its added im foaming at the mouth with excitment hehe
sure!
it's probably a little complicated but it does have nice things like being able to show npc dialogue first followed by the menu
(yeah my thing is not going to be as powerful; like I said I only needed menus of map actions)



