#making-mods-general
1 messages · Page 531 of 1
Like u want to insert a new actor?
is that a wedding thing?
A while back Nomori said I could add someone if I liked with text operations but I hadn't tried the logistics until now and they are not logisticing
Does it use Data/Weddings? you should be able to just add in a new entry to the attendees if so
Yeah but the EVENT needs to be changed
It specifically moves people to the right location
What did you have so far for your textoperations?
https://smapi.io/json/content-patcher/6a4b8615abff4aa38d7872d9b6c1048a
The event has a list of people it puts at -100 -100 and then moves into the right spot.
https://smapi.io/log/60632c24b2104adea3ac27f7bd87b3fd
Here are the errors. Weddings has "Event Script" and inside that is the default event. The mod adds one for Wizard
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 16 C# mods and 5 content packs.
also I have edited this many times while trying to figure it out, so if something is weird... well, point it out, I've probably changed it twenty times
it just doesn't seem to want to say that Wizard is an option even though the event itself works fine and I am definiely out of my depth on this one
I think you want to remove the TargetField line, and just have "Target": [ "Entries", "EventScript", "Wizard", "#2" ]
Emphasis on "I think"
I tried that and it complained about too many bits in the middle
But maybe I had the format off
could you try again and show the log if it comes up with errors again?
oh god I have so many error logs, I can't find which one was that one. Yeah lemme try it again
https://smapi.io/log/7414355dcdbf4f5392ec4395cc9a43b9 I only changed the first one but that's the error
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 16 C# mods and 5 content packs.
an 'Entries' path must have exactly one other segment: the entry key.
maybe Fields then and not Entries, but otherwise everything else the same
However my confidence in my understanding of text operations targeting was not 100% to begin with and is rapidly diminishing
same LOL
https://smapi.io/log/4fe453e28d9e4f5ab5fac88465ef0857
Fields has a similar error
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 16 C# mods and 5 content packs.
When I drill down one and then do it, it acts like it's fine, but it doesn't think Wizard exists.
are you sure the other mod is loading first?
Rather than making you tweak one tiny little thing every 2 seconds and reupload logs and everything I am just writing a small mod myself to fiddle with it lol. No promises though
it's silly, I can do this in my sleep just adding someone to an event and changing one little thing like I did, but the event being one level deeper has really thrown me off
if anyone can help, I'd super appreciate though, this is a real mystery. If Nomori happens by, maybe I can ask how that text operation I'm supposed to use works...
meanwhile I will get food and ponder
Hello can someone teach me on how to make Coii's Hair Sets Pack change priority? Content Patcher] Two content packs want to load the 'Characters/Farmer/hairstyles' asset with the 'Exclusive' priority (Coii's Hair Sets Pack and Soft Farmer). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.
(I've also admitted defeat on the textoperations wedding thing, I'm not sure if it's possible. Only like 30% confident in anything about it though)
you can add "Priority": "Late" to the patch but what mod is soft farmer?
It modifies your farmer body types, adds nose, eye options etc|| not sure if this is what you mean ||
hm wouldn't your hair be offset then
tbh if it's only personal use i would just copy the corii hair png over the soft farmer png and not install 2 mods
Fully reworked hairstyles, shirts, pants (including skirts), hats, accessories, and footwear, redesigned to match the updated body shapes (one of the features listed)
Oh
yea the redesigned to match the updated body shapes is the part im concerned about
didnt look at the files but im guessing it means they changed the hair to match new body
while coii hair is presumably for vanilla body
(yes)
I'm guessing (just from reading the CP docs, not actually attempting it) that you could use ReplaceDelimited to replace the setting and warp of one NPC to have both the existing NPC and whoever you want to add, not ideal but workable 
I could probably rewrite it so just appending works, but it might open it up to overlaps, since there's quite a bit of modded NPCs there depending on the installed mods. Alternatively I can also add Bill on my end if you'd like (assuming that's what you mean). Let me know whichever option you prefer.
Mannequins updated to visually match selected body types, sleeves, and footwear (I think so too
)
darn
move the sheet(s) up 1 px
Well, the problem is, I can't target the event at all to have it work. Every time I try, I get errors of one kind or another since it's inside "EventScript". So if you could add him, I'd appreciate that, because neither me or Button was getting that text operation to work out
ah if it's like that something u can do is target area EditImage, instead of load
Did you try with "TargetField": [ "EventScript" ],?
Yeah, it said Wizard didn't have any fields in it
true that would be better
or something of that nature. Like it didn't exist
Huh, interesting
Couldn't figure out how to do anything with it, it just shrugged every time
(Like I said, only 30% confident, but I don't know if TextOperations is correctly identifying the individual fields of a slash delimited string to be valid, editable string entries when you also have to drill down first with TargetField. Again though, not confident, don't go telling Pathos "Button said your stuff is broken"!)
I'll try to do that, tysm!
yeah, drilling down may be doing Something
I'll try to get around to doing something with the mod this week hopefully, I'll let you know if I decide to add a way for others to append or just add him from my end
did you try Attendees already midnight?
That wedding doesn't use those
That wedding doesn't touch attendees in any way
The people get moved inside the script
Not even sure if modded weddings for specific NPCs can in a sane way
well i think you just add relationtion condition to the attendees right

but thats separate issue from "cant text operation"
Wouldn't I need to either edit the existing attendees to switch places or remove them and then add new ones? It'd be possible with tons of conditions, but definitely not neat in any way 😅
I did compatibility for Custom Wedding Ceremony and it basically edited everyone in attendees. I'd figure that was the only way to do it that way
but I am not a wizard
You could null out the entire Attendees dictionary and then re-add the ones you want
Custom Wedding Ceremony just edits the default wedding iirc, so I think it wouldn't be as bad in that case 
(Well maybe not null it out but set it to an empty dictionary)
yeah, for letting you leave it installed and just not marrying the wizard, that would be messy
With a condition of being engaged to the Wizard.. hmm technically true
Well, I would only do it on the day of the wedding, or the night before
Otherwise it could mess up another farmhands wedding
Didn't even know farmhands could have weddings when someone else is engaged to an NPC 😅
Why couldn't they? If my farmhand proposes today, and I propose tomorrow, we'd have back to back weddings and still both be engaged to separate NPCs
But their wedding would come first, and if I was engaged to the Wizard, it'd be wrong on my end
Good to know
THe problem with some of the changes is that when the event starts, THAT is when it complains
well i was thinking rather than use the actor -> warp approach
just do addactor in 1 go 
Maybe, it just... didn't actually like me putting three things in "Target"
it gave me an error when I did that
why does it like you more than me
Addactor? Is that a thing? 
how do u test a wedding
I cheat speedran a marriage
debug wedding?
I just patch exported it to make the edits run lol
but it didnt do anything
this i mean
Did you name an NPC
debug wedding wizard right
nah i guess not its only a C# 
you marry them and then wedding?? tht is weird
When you're getting married, the married state js actually set before thr wedding
I see
Yeah it is weird, not even sure if the wedding run normally with commands tbh in this case
while we ponder this, fun bug: When I kissed the wizard, he turned into a pure being of light because I forgot to set that I was using a RR-based sprite
(I got married before my wedding irl...)
so he turned to the frame I use for a scheduled teleport, which is from his teleport animation where he turns into light
Looked like my lips were a joy buzzer
Just wanted to update that this works! and tysm!
it is kind of broken but hey my cat be there
Kind of 
okay one more try
if u want to use the normal actor block i would do a changeToTemporaryMap Nom0ri.WizardWedding.WeddingWoods -> yourguy x y f/changeToTemporaryMap Nom0ri.WizardWedding.WeddingWoods
it turs out u just have to leave house
You'd also need to warp him in later too tho... yeah I'll probably make those into a localized string or something, so the setup, warp and celebrations could be appended
Well the thing i gave earlier can do the warp
2 edits
Or just make him a temp actor
Which would let u do things in 1 command
It's throwing no errors, but he doesn't show up. If I use / as the delimiter, it just breaks
hm
Wouldn't temp actors need to use assets instead of an NPC in game? Feels like it could break with seasonal stuff (and just way more stuff to fill up)
Can u send what u got rn
addActor? I don't think I've seen this command on the wiki 
No the text operation
If the delimiter on the first one is /, it says that Bill is not a command, which is correct
he is not
But this one just has him not show up
Ah i guess it try to join it back with / annoying
Yeah the space delimiter is so it merges into the block of added people seamlessly
at least, the way I did it to start with
New plan use space but replace first
Or.. you can just wait a bit so I'll change it to a form that allows just appending 😅 (It'll make it clearer for me to read too, so win win)
You would deny them their TextOperations crimes? /j
you know, fair, but I do like crimes...
My bad, crimes are extremely important
I'll table it for now since it's just breaking silently
I got the CWC and vanilla bits working anyway
it needed CMCT AND math
Even I'm not that proficient at token crimes, pure respect
The result is a position relative to where the farmer is, so it works on all the different places you can get married
~tada~
(a lot of modded NPCs take the left back row)
You have committed a successful crime.
New quote added by atravita as #7223 (https://discordapp.com/channels/137344473976799233/156109690059751424/1468416778114830380)
So I'm in the process of adding the Edit Data Action block into the Quest.json. Is that the right thing to do and if so, what would the target be? My goal isn't to add new quests, it's just to make it so that the mod works (is compatible with 1.6) and doesn't need the Quest Framework
target is Data/Quests
format is per the wiki page (a long string with each section separated by slashes)
Do I do this process for each individual quest? (Sorry for all of the questions)
yes, but you can combine them all in one patch
"Entries": {
"QuestId1": "bla",
"QuestId2": "bla2",
}
(on phone during dinner dojt mind the scuffed code)
You might have actually picked the last possible non-occupied sit
(Unless I forgot about someone...)
It's the one I noticed anyway
Oh right.. I was gonna add Jasper.. somewhere 
I saw someone suggest Fleurine too LOL
Yep, she's planned
Oh you got a seating chart
I was gonna say Jasper and the dwarf could stand together, but that might be odd depending on how far in JAsper's story he is
(@ Elizabeth plz review this wedding seating chart)
Maybe I'll put him where Eli is and if Jasper is present push Eli further to the corner..
When I was making it I was worried it'd be too empty, not too full 
Ras is like "what do you mean there's this many people who want to shwo up for my wedding..."
@ornate locust You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.
For a loner in the tower he sure does interact with a lot of people
Only in mods! And thanks Governor for the coat of blue under my cheeto dust
He's barely an NPC without mods 😅
yeah I had to slap an empty schedule on him just to make him go to Bill's in the evenings for Rival Hearts
because he has none
immobile
BUT at least he has a full turning walk cycle, unlike Marlon
I remember Blueberry telling me that walking & fading away is hardcoded in Characters.Junimo, so does that mean non-c# mods can't touch that even if they have bundles in them?
the junimos acting like little ghosts outside of events at the CC is really cool...
is there a framework that changes this is what I'm asking I guess
if its an event you can maybe do alphafade to emulate that
What?! I have been gone for a few days and you suddenly became green?! Things move fast, well anyway congratulations button, you deserve this 
Thank you! Myself and [a few others](#bulletin-board message).
Huh, an alphafade? Well, I don't think I have a use for fading in an event right now, but thanks.
Wow this is crazy, but well deserved for everyone who got it honestly, congratulations to all of you 
i've got a planned mod involving deep fryers, i could throw that on the list
thats not what i mean, alphafade is a temporarysprite argument
you can use it to fade the sprite out
you could! anyone can cook
be the change, etc.
Oh ok, that's what I thought, I just didn't word it well. thanks
yeah this actually
that could be a really simple mod
If i have an event take place at the bus stop, should I put in a check for if the game's first event has been played?
So that mine doesn't conflict with it?
so if i wanted to chack which value a field has for each connected player, would i use a hashset? or a dictionary? when the primary options can be true or false, and depending on the constellation of players have 3 values i want to work with? (all false, all true, mixed)
If you're asking for a mod that adds a new recipe for a mozzarella stick, I would be more than happy to make one, but I would also need the sprite, since I am not the best artist. If someone wanted to make the sprite, then I could make it for you : )
hey! are these broken crystal sprites in springobjects actually used?
I don't think so? It looks like rock debris for the amethyst, but amethysts aren't ore nodes, so.. yeah
gotcha!
there are a ton of em, one sec..
(not all)
ohh this must be why a lotta item ids are only even numbers!
🤦♂️ not me accidentally making a tmx file instead of a json one
oof-
it's time for me to be productiveeee
🤔 hm question.. so for the trash cans, you have the key/id for the entry itself, and then the ids for the item drops. do those item drop ids have to be unique between every garbage can i make or will it not matter if two garbage cans both have the chance to drop an item from a pool i called "LegendaryFishTest"
They only need to be unique within the same list
Hey, there! Was hoping to get some guidance regarding map making and sounds with Tiled, is this the proper place to ask?
Go for it
Awesome! Grateful if someone could point me in the right direction. Looking to add the slosh sound to tide pools on a custom map. Is it possible to add under Custom Properties to the tilesheet itself? Much like stoneStep playing when “Type: Stone” is added in the fields. And if so, where can I learn more about it? Been scouring the wiki and tinkering with things on my own, but need some help.
this was what i was looking for! ty!
I unfortunately don't know anything about unusual tile stepping sounds
but I'm sure someone else has tried that
i thought it might be a MMAP feature, but nope
it's not possible (without a framework that may or may not exist) to add custom Type map tile properties, including footstep sounds
all the existing types are hardcoded and have particular behaviours for farmers and characters
You can look at how Walkable Tide Pools does it with BETAS? It also adds a splashing sound when walking in the tide pools on the beach, supposedly.
Ohhh, well that makes me feel a bit better about struggling. Thanks so much, I’ll check it out!
that's so much simpler than i was imagining lol
so i made a recycling entry for my empty present boxes
and it works, but only once in few clicks?
it has a 10% condition, but that's on the output not the trigger
"LogName": "Present Recycling Machine Data",
"Action": "EditData",
"Target": "Data/Machines",
"When": {"HasMod|contains=selph.ExtraAnimalConfig" : "true"},
"TargetField": ["(BC)20", "OutputRules"],
"Entries": {
"empty present recycle": {
"Id": "{{ModID}}_giftrecycle",
"Triggers": [
{
"Id": "ItemPlacedInMachine",
"Trigger": "ItemPlacedInMachine",
"RequiredItemId": null,
"RequiredTags": ["present_trash"],
"RequiredCount": 1,
}
],
"UseFirstValidOutput": false,
"OutputItem": [
{
"Condition": "RANDOM 0.1",
"Id": "(O)428",
"ItemId": "(O)428",
}
],
"MinutesUntilReady": 200,
},
},
},```
don't we have some sort of "this is exactly what to install alongside VS" guide? i thought i remembered one but i can't find it
like i'm not trying to download 20GB of AI
Is it possible my mod won't load my event because it only contains a temp actor version of an npc but not an actual npc?
I'm getting no errors on smapi related to the event anymore
have you ruled out the usual suspects like your patch not being applied?
Well, I did previously have an error related to the event that prevented from loading, so I changed the thing, but I'll double check things are ok outside of the event json
ok yeah wtf the condition being there makes it happen, hm
i guess it wants to be a series of conditions adding up to 100 %
none I'm aware of go into detail beyond "install it", unfortunately, but here's my setup as a vague reference:
- under Workloads, just ".NET desktop environment"
- Individual Components: all the ".NET [number] Runtime" options (you mainly need 6.0, but the others might be necessary to use later C# language versions?), ".NET SDK", and various basic options because it's a giant list
- uncheck "Copilot" and "Intellicode" above (and in the sidebar, etc) if you don't want gen-ai text
- after installation, search for those in the settings and extensions menus to toggle off any similar options too
this is super helpful, thank you!
(note the "framework" stuff is for like pre-1.5 stardew versions, we upgraded to .net 5 and then 6 over time iirc)
i was wondering what .NET framework vs .NET 6.0 was lol
weird, i added 100% worth and it does them but still occasionally ignores an input
wonder why
maybe it's just a player cooldown thing, automate seems to run fine
Alright, I did fix some things for consistency, and there's still no errors. Might not be an issue with the event itself, but is there anything outstandly wrong with this?{ "Changes": [ { "LogName": "Npc intro part 1", "Action": "EditData", "Target": "Data/Events/BusStop", "Entries": { "Parcy.MrNPC.intro.part1/Time 600 1700": " 0/ addTemporaryActor Mystery 11 2 2-- (X,Y, & facing direction) --false character/ playSound bob/ end " } }, ] }Oh, just noticed character should be capitalized... anything else? 😅
is 0 a valid music track? you're also missing any farmer/NPCs in the event setup which afaik is required
and the viewport coordinates need to be set
Ohh, ok. I thought that 0 counted if you had no music track, but I may have misinterpreted the wiki. I'll add the farmer too and try to figure out hte viewport
Oh, it was supposed to be none over 0 😅
Success! I am so hyped right now, thanks so much everyone for your help. I should’ve asked here a lot sooner.
Thanks Nic, I'm going to work on this more!
good luck!
hm. ok so i seem to be unable to add tiledatas to a map via CP.
how so?
Forsy, did someone use the can opener?!
yes the can opener was used
i think i did an oopsie uh oh somewhere
ah. i see it. i fucked everything up.
BreakEverything: True
sometimes you only realize your mistake just when you resort to asking others for help
😭 worst part is i fucked up ALL my maps in the same way
oh no
YAY
it worked!
It's a terrible event, but it worked!!
There were a lot of mistakes lol
Here's everything I changed: { "Changes": [ { "LogName": "Npc intro part 1", "Action": "EditData", "Target": "Data/Events/BusStop", "Entries": { "Parcy.MrNPC.intro.part1/Time 600 1700": " continue/ 11 2/ farmer 14 23 3/ addTemporaryActor Mystery 11 2 2 false Character/--(X,Y, & facing direction)/ playSound bob/ end " } }, ] }and here's the original:{ "Changes": [ { "LogName": "Npc intro part 1", "Action": "EditData", "Target": "Data/Events/BusStop", "Entries": { "Parcy.MrNPC.intro.part1/Time 600 1700": " 0/ addTemporaryActor Mystery 11 2 2-- (X,Y, & facing direction) --false character/ playSound bob/ end " } }, ] }
It lasted like a second long, but it ran!
is weapon precision even real? can i make weapons that miss a lot on purpose?
precision serves to counter the evasion stat of monsters, which is kinda a moot point because in vanilla SDV every monster has 0 evasion
0 precision = monster has full evasion, 100 precision = monster has 0 evasion
tl;dr it's useless
(well SVE and RSV does add evading monsters)
doesn't like FF6 have two or three useless or backwards stats
i know evermore has an item you can get for a damage bonus but it's just....always active regardless of if you have it, from the start
ff6's bug was that magic dodge is also checked for physical dodge, so "evade" does nothing
(patched in re-releases and fan mods iirc)
plus some other stat weirdness iirc, but that's the completely broken one
anyway yeah, no base game monster uses the dodge system, and even a negative precision weapon won't do anything because the math is dodge * precision
and weapons only display positive "accuracy" in their tooltips, fwiw
...well, now that I say that, you can technically encounter dodge chance in vanilla 
slime breeding can mutate them to have -1 or +1* dodge per generation
afaik that's the only time it ever modifies it w/o multiplication
neat
oh good
changed my map a little and now they're noclippin
this still happening too, what a mystery
oh i see the spawn problem, oops
i keep thinking producearea works different than it does
there we go
Hello everyone, so I wanted to ask were I can find all of the maps for the valley ,I mean for the back woods, cinder sap forest, secret woods etc.
Is there a place that has them assembled or are they just made of other spread out sprites
!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!
Then you can open the maps in tiled to see them
OO yeah yeah I have them unpacked I just couldn't find them in the maps, I was hoping for a name
or a location in the unpacked files
Oh! Then names are weird and most of the time don't correspond to their in-game name x) You'll need to go around the unpacked game to find them all ^^'
Like farm_fishing for Riverland farm
OO okey thanks a lot for the help
Big update out https://www.nexusmods.com/stardewvalley/mods/30907
Hey all, I was wondering if the "12 and 14 heart events are for romance only" is hardcoded into the game? I'm poking at a fanmade NPC idea and it would be great thematically for them to be "outside" the normal heart event structure, but I'm not sure if it's actually possible.
you can only get 12 and 14 hearts through marriage
just by game mechanics
otherwise it caps out at 10
however, you don't have to follow the game pattern in term of events, so if you wanted 5 10-hearts events, you could
you can just make events and give them their own preconditions though. it doesn't have to follow vanilla's convention
It depends on what you mean by "romance only". Like you can definitely write the "romance" to have no romance. Like making them a roommate.
(And with some framework and some shenanigans, I think you should be able to have 14 hearts without the NPC even behaving like in marriage.)
with enough C# i guess anything is possible
I think I'll just make a non-romancable npc then haha, I don't want players to be locked out of marrying their preferred character 
now I have to actually learn C# lol
Honestly I'm not sure what exactly are you envisioning. If you want to tell some details on how you want your NPC to behave, perhaps we can point you to the right direction.
I'm honestly just in the brainstorming stage right now. The idea is to make an NPC that was a Farmer that used cheats to get perfection and realized everything just made them feel empty, somehow reset the world, and now they're rediscovering life on their own terms.
I've been reading too many "Game Mechanics Taken Seriously" fanfic lately haha
idk, it's an idea to be sure, but I'm not familiar with coding or modding anything besides the little code bootcamps they made us do in middle school so I'm learning everything from scratch
well the good news is that modding is pretty accessible without traditional code
so you can always do the core of the mod without any need of C# and keep that for later if you get a solid idea of what you want by then
for the events however you don't really explain what you envision
I haven't explained because I haven't come up with them yet
the initial question was just idle wondering, the ex-Farmer doesn't even have a name yet
but the events are probably going to be --
first or first few events are other characters talking about the ex-Farmer
next few events are probably the ex-farmer doing things by themselves, without cheats, being frustrated that they can't do anything "correctly" or quickly
the main story is basically ex-Farmer learning to take things slow and how to take failure, basically
For HMK, do we need to:
- Include the same arm waving/sitting animations for a custom NPC kid's sprite as with that of a toddler?
- Provide a custom toddler sprite to use in tandem with a custom NPC kid sprite?
isn't there a mod that removes the requirement? 🤔
I know there's, like, an animal properties mod that lets you do some extra stuff for whatever modded livestock you're making.
Forgot the name of it though.
livestock bazar maybe?
Nah, that's just a mod that changes Marnie's shop.
EXTRA ANIMAL CONFIG.
That's it.
Now, is there a way to, like, have a custom animal be able to go out in the snow?
i somehow have never heard of that
maybe that's because i haven't really dipped into that yet
could custom companions solve this for you? i'm just brainstorming so bap me if i'm wrong
I've no clue.
I think it's more or less an NPC thing than an animal thing.
Thanks for trying, though.
The 14 heart events arent for the most part very romantic anyway. Excluding maybe Harvey and Marus. And possibly Pennys.
I'm not a mod-maker personally, but I'm trying to work on a modpack for Stardew. The general idea is sorta an SVE+ Kind of deal.
I'm using CJB's Cheat Menu and CJB's Item Spawner to help balance it out but I'd need playtesters. Mod List:
Automate (For those who like turning the game into a factory game)
Tractor Mod (Used as a bonus utility you can unlock as you progress)
Wear More Rings (Because a human being has 10 fingers)
Combine Many Rings (which is why I'll need playtesters to help balancing)
SVE w/ Grandpa's Farm & Grampleton Fields (Obviously)
GMCM
DaisyNiko's Earthy Recolour, interface and interiors & the SVE Fix for it + Playground Mod to make the playground in the northwest part of town match the new aesthetic
Expanded Storage
Greenhouse Gatherers (which syncs with automate!)
Buildable Ginger Island Farm
Prismatic Tools Continued (Finally make the extra prismatic shards after donating and getting a GS USEFUL!)
Buildable Greenhouses
Let me know if there are any mods you guys think I should add as well! My goal was to make a modpack that is accessible and fun, and adds quality of life changes that, imho, the base game doesn't have 🙂
Would anyone be able to tell me where the files for the shadows that get placed below buildings are located? (i already looked in cursors
) . In Maps theres the (season)_Shadows.png set, but they dont look quite like the shadow placed under buildings on the farm, like the barn and coop etc?
its probably somewhere really obvious and im just doing a bad job of looking >_>
OH i think i spotted it in cursors after all! my bad, sorry folks
dang cursors.. mumbles
also why are the shadows purple-red!? is this some.. artsy shadow technique im just too peasant to know about?
By modpack, do you mean Nexus collection?
(was about to ask...)
yes it's solely for aesthetic purposes
is it a common choice for games, if you happen to know? im just curious to know more /gen
It's a feature of CA's art style, I would say!
It's also in part because using black for shadows doesn't actually translate very well in a more vibrant style of pixel art
Ah, that makes sense
but even in a more muted colour palette, you never use black for shading
of.. of course..
Can i install a mod in a non cracked Stardew?
i think you'd use black for shading in a greyscale piece, that's about it
if you own the game, you may mod it to your heart's content on pc and to some extent on android!
!gs
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
Here's a handy dandy guide, and the folks over in #modded-stardew are lovely for recommendations and tips
this is the channel for mod-making, though
Thank you
we learn as we go! 
What's that mean? I'm confused
Yeah!
im at skill level 1/100 so this is all very useful stuff to know
What do you mean when you say modpack? Do you mean that you would package these mods in some way so people would download them all in your zip file or whatever?
Or do you mean it in the curseforge sense?
(because if so, may i steer you towards nexus instead, this community doesn't really use curseforge)
Do you mean a legitimately purchased copy of Stardew?
Pretty much. With the stuff I grew up with it's called a modpack. Minecraft and Halo call them that at least
My mods transferred over fine when I purchased the game properly
I originally had a pirated copy myself haha
In that case, what you're intending to do is not allowed in this server and is frowned on extremely heavily in the entire Stardew community. Please do not engage in mod piracy and instead guide people toward the download links for the mods so they can download them directly from the creators. If you want to collate them in any way for easier downloading, you can create a collection on Nexus.
Please also refrain from discussing pirated copies of the game. We do not condone pirating of the game or of mods, as per Rule 7: No piracy or begging.
This is not a warning, just a note. However, please familiarise yourself with the #rules of this server.
(I am having internet connectivity issues so if I suddenly disappear, please know I'm not ignoring anyone.)
!modpiracy
We do not condone mod piracy.
Getting your mod files outside their authorized sites (e.g. Nexus, ModDrop, Naver), asking someone to "download a mod" for you, or distributing mod files to another person without the author's permission are considered mod piracy and are strictly prohibited on the server.
Mod piracy also includes:
• The distribution of mod files that are already hidden/deleted from authorized mod sites or re-uploading mod files on unauthorized platforms.
• The creation of "mod packs" with several other mod files put into one mass file for download and sending the mass file to others or uploading to sites. This excludes Nexus Collections as each mod still gets the downloads, as intended by Nexus.
We want mod authors to get credit for their download and endorsement numbers. You may, instead, share the link of the mod or share your SMAPI log with another farmer.
Oh. I had no clue that it's frowned upon! Honestly that's surprising with how active a modding scene the game has!
Also fair rules on not talking about pirated copies of the game honestly.
OHHH WAIT
modpacks are considered mod piracy here
Consider that theres a big difference between making a list of mods for users to get from their respective creators, perhaps with an additional config file that makes them play well together, VS taking all those mods and distributing them yourself, if you get what im saying?
Lemme grab an example of how we do things instead, hellhound
This is exactly what I was doing 🙂
The first half
Its possible there was a misunderstanding 
https://stardewmodding.wiki.gg/wiki/Recommendations_by_Quill
ignore the shameless plug for my own list
Is this what you're doing?
Last edited by AtlasVBot on 2025-09-13 18:53:38
A modlist of shinies, dropped by a feather as she floated by in the wind. Welcome! This list is an expansive, though not exhaustive, collection of mods I love.
making a list of links for people to download?
I think you have accidentally misrepresented yourself earlier then, because I asked if you were repackaging the mods so people would download them directly from you and you said yes.
because that's how we do things, aside from Nexus Collections, which use the mod collection feature on Nexus and doesn't take away downloads from individual mods
Oh! no. God no.
The modding scene I originally hail from is the Command and Conquer series. In that community trying to do something like that could get you doxxed and harrassed.
Oh Command and Conquer, man that takes me back
Generals has a very active modding scene
Fortunately we are never going to condone doxxing or harrassing people haha. But I'm glad we got this sorted out! In that case, you might actually want to ask for input about the mod choice itself over in #modded-stardew because they have a lot more opinions when it comes to actually playing the game than those of us who live in here lol
So does Red Alert 2, Tib Sun and Tib Wars, but I digress
Hellhound you gotta make yourself a rec page on the wiki, then, it sounds perfect for you!
(and what aba said)
(And if you do, just add a quick sentence to clarify that you are making a mod rec list rather than a modpack - less chance of having someone in there also worry about what you mean and then report it to the moderators, i.e., me haha)
I would like to get into making mods someday but I have next to no experience personally making them. I've playtested many (Like ProGen in C&C Generals, a mod that restores a bunch of cut content)
luckily, it's very easy in this community
unless you're unfortunate enough to need C#, but a lot of mods that add content can get away with just using a framework mod as a dependency, with the content added via json files
Stardew modding has the ABCs:
- Accessible
- Beta testers often available!
- Convenient
Stardew valley is remarkably mod friendly 100%. actual support from the developer(s) like this, some other games could never
Right now I'm testing to make sure these mods are meshing well without crashing. Luckily the game's running well on my crappy Lenovo laptop. Was pretty dicey for a few days though. Green Rain is weirdly laggy 🤣
Plus, a lot of changes get baked under the hood for us to make life easier!
and there are modders on the dev team now
including pathos, he who develops the modding api
Yeah, a lot of people wouldnt find out about that, but a developer going and changing fairly major parts of how a game is coded just to make it more modular and easy to mod for the community? Its like.. not unheard of perhaps but in my gaming experience theres not many game developers that would do that
tbh it's not ConcernedApe doing the modding-helping changes; it's modders getting contracted to do so
ye
CA hired modders to make those changes
there's an alpha for the 1.6.16 running rn that allows modders to make feature requests or point out possible improvements
(also to allow modders to update their stuff in advance)
Ah, fair. But i still think its stinkin awesome that its even a subject, let alone something that gets done. Ive played more than my fair share of games where they seem to almost try to make it as hard as possible to mod the game in any way. Either you enjoy the game "their way or not at all"
helps when the artist's ego doesn't get in the way, when it comes to how people enjoy said art
CA is still making the decision to pay people to spend at least part of their time soliciting and implementing our desired changes to the game to make it easier and more fun for us to make mods for. I think that is super cool.
@gentle rose Iro, I have a question about the tilesheetinator! I recently had to downgrade my version of Tiled to 1.10.2 because the newer versions seem to have a bug that causes the tile animation window to not open for some. But I cannot access any of the tilesheetinator options now, I installed it just the way you described it on the nexus page. Is it not compatible with 1.10.2? 
from what i remember making my extension, only 1.11 supports extensions written in javascript (so, tilesheetinator)
@brittle pasture is there a config option to ensure your animals always drop their goods outside the animal building
can you clarify by 'goods'?
if you meant produce that drops overnight then no
The produce they drop
But hmm does dig up make them only drop outside
Oooh okay it'll try that
I only ask cause you can't go into my magical animals building
Though I might make a different building where you can idk
Huh, DP from January is the worst I've seen in 2 years (with twice as much udls as that one 2 years ago) 
I have an annoying tilesheet climbing issue that I can't seem to fix? I want to make a patch to add a warp spot.
https://smapi.io/log/c4c8e91ab79744ca85cdde1cdc8d2e8e
You can see in the smapi log that at first, I got an invalid tilesheet source error. I threw the tmx file into the map fixer, patch reloaded and got hit by the next error despite the tilesheet being in the same folder. I have already tried embedding the tilesheet but it didn't work. I think I am forgetting something here 
also the code for the patch just in case: https://smapi.io/json/content-patcher/b06922aa36c84f24a1e56a4c2f6f6954
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 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
hmm have you tried button's tilesheet fixer thing?
I threw the tmx file into the map fixer
yeah :')
You can fix it by hand if u edit the tmx as text
<image source="spring_AlvadeasTileSheet.png" width="480" height="960"></image>
probably this part, right?
No tilesheet in same folder
/lh
Yes that is how to fix
Oh no wait
You can't use tilesheetinator. Ok you are excused from tilesheet same folder bonk.
was this close of getting put into timeout for tilesheet crimes /j
In future, make sure the file is in the folder with the map before adding to the map
And don't forget you don't need tsx unless you are grabbing animations or tile properties (which I imagine you probably were with this one)
it's always my SVE map patches because I edit the maps after a patch export and the tilesheets get all jumbled (if there's an easier way to do that for SVE compat I am happy to learn of it)
I just make my map patch from vanilla and tweak a lot when it's in game lol
I tried doing the patch export but I dislike that all the tilesheets and things are named wrong
Not to mention the horrendous amount of unwanted tiledata
whenever i open an exported map my computer starts to scream
because of the tiledata, i mean
The patch export changes the tilesheets
Like, the output is so you can open it and review changes
Not so you can immediately put it back in tve game
and yay, problem solved! thanks! unfortunately, I did forget that overlay mode changed a little bit with the latest SMAPI versions 
Did it? How?
yeah, I am aware, the tilesheets get renamed etc etc
it's just difficult for me to guesstimate the coordinates. then again, i could still use the export for reference and make a new tmx from a vanilla map still
Yeah I don't see anything about changing overlay in the release notes for SMAPI
i am not 100% sure about the specifics but overlay does not show what's behind the patched tiles anymore
it was in 4.4.0 iirc
or 4.5.0?
fairly recently
or was that CP
That would break all existing mods that use it though
Are you sure you didn't just accidentally put your tiles on the wrong layer?
Ah ok yeah that's the introduction of a new patch mode, not changing any existing ones - and it's very cool! But as you said, not for maps.
I did 
To quote a wise little bean: "happens to the best of us!"
sometimes I'll think I understood map patching basics and then I mix up every single information I have ever picked up in my life 
You'll get there! It's got some of the most odd little rules of any content area I think. I'm not even particularly good at making maps, I just enjoy stockpiling information about them lol
damn Fallout stealing our DP again 
Oh, that's why it's been lower over the past couple months... that makes sense!
(I didnt actually check this time but dec. was lower because FO was a lot higher)
ok yeah SDV payout was -2% while we got 21% more downloads in january across all sdv mods 
no wonder DP ratio went down a lot
Wait what, where's that page?
https://www.nexusmods.com/about/donation-points thats the DP page and https://www.nexusmods.com/stardewvalley/about/stats#display=downloads&min=1738687666842&max=1770223666842&bh=ignore thats SDV mods downloads
Oh, that's super cool. Making a mental note to bookmark that, then will probably forget and not bookmark it.
I usually go via that button on the wallet page 
Hi, I need some guidance. I want to make a map but I don't know much about it. I have these files in the same folder as the .tmx file, although I also have a .tbin file saved. I don't know which files I should keep. Also, if I set the game to winter I get this visual problem.
I've read it, but there are still some things that weren't clear to me 🙁
you don't need tbin files
You should keep the .tmx iirc
For the winter problems, I've often see people tell to make your maps using winter tiles because there are some continuous tailes in the other seasons that aren't continuous in winter for some reasons
the .tsx files are because you forgot to check "Embed in map" when adding the tilesheets I believe (sry had to run for my pot, wanted to write it before)
and you can delete the png files from your mod's folder
Oh, I was wondering because they're vanilla PNGs. I wasn't sure if I should include them if I want to use rotated tiles.
Thank you 
(to rotated tiles work now in vanilla?)
you should not ship vanilla files with your mod
No
yeah the blank patches are because the winter tiles are different from the others, as Mr. Duck said, you should probably make the map with winter tiles 😅
Your winter problem is the usual game winter problem
For Reasons, the winter tiles tile worse than any other season
Why does this happen? I find it curious that it only happens with very specific tiles.
It's just that these tiles were not originally made to be tiled, but somehow they can in other seasons so we get tricked by it
So, should I make the map again but in winter? Would they work at the other stations?
Yeah, iirc all tiles that tile in winter also tile in other seasons
Thank you so much to all

i have rotated tiles so many times and they never caused any issues
Well, I haven't used it yet, although I'm tempted 
I have a question
If I create a patch overlay, will it replace the buildings layers?
You need tiles on matching layers
I want to replace a map, but using the patch function, measure the overlay.
You may want the replacebylayer mode then
OK thanks
Best practice question: is it better to code a crop yourself and include it in your mod OR is it ok to utilize a crop from another mod (for example, Cornucopia)?
I am worried that some people will not want to use Cornucopia just for the one crop I want for my mod, but I also don't want to do all the work of creating something that already exists in another quality mod like Cornucopia... thoughts?
If you want to create the crop, you should create the crop regardless of whether or not it exists elsewhere! It's okay if two mods add the same thing
You can also use When conditions and whatnot to edit your mod so that it uses Cornucopia's version if they have it installed, and your version if not, for things like recipes
it depends of why you want the crop, imo
Just to confirm:
Type: "Minerals", is a universal dislike.
Type: "Gems", is a universal like
Right?
The crop would be part of building requirements for something I'm creating
i have some stuff that i added in VMV even if it wasn't the first occurence (althought on things like butter and olive oil there weren't that many when i released VMV) because thematically they are important for me
for stuff that isn't thematically important then i try to see if i can find something more "unique" instead
The important thing is just that you don't let other mods existence (or lack of existence) dictate what you do if that's not what you want
Got it, thanks everyone! Sounds like I should code it then. I'm already coding a unique crop, I just wasn't sure what to do if the crop existed in another large mod (crop is bamboo by the way)
Time for more sprite creation fun ^-^
Tbh as the local french person I do feel u have a claim to butter
As a concept
i also think it's important we don't have a situation when it's first to do a thing, others can't
especially since then megamods would limit even more the creativity of others
I’m still going to add a fandom character to my mod even though I found a separate mod that adds that same character on Nexus
That way he can interact with the other character I added (Minos)
Worry not there's 2 different attack on titan levi mods
can some1 make the code for an animal lod for me i'm tired and lazy
My partner in crime that helped with my galactykes hasn't been active in the server for about a month.
does it have the same animations as an existing animal? if so yes
it's easy enough to copy paste from vanilla but i'm not dealing with coming up with and coding behaviors lol
Don't worry bestie, it's got the basic down-right-up-unique-eat style.
Only special thing I'd need is implementing three items: two products, one cheese.
And some extra animal config stuff like making it go out in winter.
i've never used EAC but i could learn it
are you looking at this being a co-authored mod, or like a trade, or a favor?
Wouldn't mind co-authoring.
Already kinda co-authored on the Galactyke thing, so.
ALSO, AT compatibility.
hmm another framework i've never used
Because I've made 10 variants in total for the damn thing.
with CP i would just use skins
You should just use the built in randomized skins in CP
I'm sure it's not too difficult? I could let you take a peak at the Galactyke code and you could see what's going on in there.
That's a thing?
yep!
I just got hit by this bug 😩
Also, would Livestock Bazaar let you pick them?
Bloody hell, do you know EVERYTHING? /lh
chu is the author of LB lol
i would hope chu knows their own mod 
Y'know, I remembered them owning a bunch of popular mods, but I keep forgetting what they are.
framework king fr
I know the name of that smiter [i.e., Medjed] among them who belongs to the House of Osiris, who shoots with his eyes, yet is unseen. The sky is encircled with the fiery blast of his mouth and Hāpi makes report, yet he is unseen.[7]

does someone remembers/have the line of dialogue the npc says when gifting a stardrop to player?
Although, wouldn't it be better for the animal to use AT regardless, since it's TEN variants?
Better is subjective
what does the number of them have to do with AT vs skins /gen
You can support both, but personally I like the randomness
I dunno, I think seeing ten variants pop up in Livestock Bazaar's menu might be offputting.
I think people would love it
scope creep wise perhaps doing CP initially, and then if theres a ton of demand, AT version later if needed?
Plus, I think you can limit the amount of variants that show up each day, or i am completely misremembering
Just basic CP stuff and possibly Extra Animal Config.
It doesn't pop up as 10 variants in that menu, you just get left right arrows
Oh, that's great.
Thank you for being the backbone of society.
I recommend using skins over AT pack 100% of the time because since AT just supports picking vanilla skins anyways
Alright then.
Just give me some time to finish the offspring sprites and I'll send all of my desires and sprites to you.
sounds good!
helloooo is there a 'has wallet item' GSQ? I'm like 90% sure there is but I've looked and I'm too tired to find it 
(or a clue about where to find it, maybe, i looked in marriage files but didn't see it)
Oh I know it!
I was about to reply to yours so someone could take a look at it.
uhhh spousestardrop I think one sec
Sorry for drowning your post.
cross discussions happen all the time, it's ok 🙂
yep! SpouseStardrop in normal character dialog
Just so happens you got the right person for the job.
Claude's surprisingly good at finding dialogue.
Sounds like a harrowing process to me.
thanks, i see krobus' line, but other npcs may use some one in CS files maybe
Every wallet item is also a mailflag
-# I type a lot too but apparently I'm not good at that-
(for context i want to see what they say, rather than adding one directly)
oh?
Look at the wallet items asset
ohh! maybe check the decompiled?
look at the unpacked Data/Powers
i will look at strings files yeah
ahhh I see it! thanks :)
well, i can't find it yet
hmm, I'll take a look too
thanks!
found it!
thanks
strings from cs files!
i searched in it, but it's old files so they don't use nice names like the most recent one
here's the line:
"NPC.cs.4001": "Honey... I wanted to give you that fruit as a symbol of my love.$l",
aww :(
happy to help :)
of course!
am i not using VS correctly? i tried to find where GetRadiusForScarecrow() is called by clicking "find all references" but it said there are 0 references
i want to see how the game draws the green boxes radius overlay
I'm not sure how to do that in VS, but that function won't help you with that goal anyway
oh hm do you happen to know where i should look instead
Object.drawPlacementBounds maybe? Not totally sure
I do all that in ILSpy, right click the method go analyse and then see the callers
I also just do it in ILSpy
i see i see
When you are holding the scarecrow about to place it
I thought it had placement bounds vanilla
But yeah I actually don't remember if that's vanilla or not
But the coverage is not
very possible i'm hallucinating it being vanilla lol
It's not vanilla
i guess i can spy on UI info suite though to see how easy that would be to replicate
omg it even has bomb ranges already which is sort of what i'm using it for
no license but source available on github means i can look but don't touch, basically, right?
UIIS2's license situation is Murky™ from what I remember/understand. It's Nexus permissions are also more open than its repo (because of lack of license) but because of the murkiness I'm not sure what that matters. I would just look but not touch.
Other people might find that overly cautious though. I am not a lawyer yada yada
okay it seems like showing the range is wayyyy too advanced for me lol i will simply give an error message if out of range, or allow people to throw bombs infinite distances
Throw?
i'm trying to make a mod that allows you to place a bomb not immediately next to you. if you're holding a bomb it will cause an explosion at your cursor after a delay, and ideally draw the bomb sprite traveling to your cursor and then sticking to the floor/wall/whatever at that tile
Nice!
it might be too advanced for me though :')
i have the skeleton of a program but no idea if i'm going down the right path
That sounds like smth like what I wanted for one of the rings in my critter rings mod
U dont need the radius though, just the landing position
oh yeah the radius was going to be like "you can throw it this far" display
with mega bombs being the heaviest and cherry bombs being the lightest and thus more throwable
I need help again please! the texture of the Greenhouse isn't right and I have no idea why 🙁
( .tmx map, marked spawn area)
Couldn't you just draw thr landing square red if it's beyond the radius?
ooh that would be easier i think yeah! and change it to green if it's in radius?
Although CR was gonna have a crab carry the bomb (and thus restrict it to passable tiles...)
i think i've seen this issue before when the tileset didn't match the hardcoded name? i would check your tileset name against vanilla farm maps
I have those
no, i mean in the right hand panel in Tiled
Same name that vanilla
hmm then i'm not sure what your issue could be, i don't work with farm maps, sorry :(
I had previously tried with .tbin and it did work 🙁
hellooo is there a way to make a patch that conditionally shows/hides a layer in a map?
no, and further, how quickly do you want it to update
i "hide" an always front layer upon interacting with a tile using MMAP map overrides
hmmmmmmmmmm
I was thinking of making something that hides dwarf's cave unless the rock is broken but yeah that wouldn't work without like C# or something..
eh, it doesn't really need to be hidden
cant you just do that with a conditional map patch
...does that rock have any sort of flag that can be applied
ahhh I see the issue
what if breaking the rock triggered a very short event that made the cave visible
how are you going to trigger that event though
willpower and spite
this is the C# for the mines (and therefore the rock) 🤷
is this the vanilla code that handles you breaking the purple rock to the right of the ladder?
Hi! Sorry to ask, but does anyone here speak Spanish, Hindi, or Japanese?
I was wondering, I wanted to translate some text from my mod into other languages, but I don't natively speak them 
not fluently :(
seconded the "not fluently" haha
best I can do be confronted by a relative who assumes I'm fluent, successfully say five words, and then have a panic attack /lh

gonna keep burrowing the the decompile and see if I can make sense of anything
..no I'm not okay it's brainstorming time
Yup, the rock is item 78
SO in bg, the rock allows acess to dwarf's cave once broken with a copper pickaxe or cherry bomb
BUT to understand dwarf and befriend them, you gotta have the dwarvish translation book
hmm, I do want an intro event
The more events the better
hmm I shall transfer my brainstorming to my thread to not clog this place up
hii i'm thinking about making a furniture mod but i'm not sure about where to start and the page on the wiki which is about furniture modding is a bit confusing to me, could i get some advice, please?
if you're interested, there was actually just recently a mod released which is a beginner-friendly UI for making furniture in-game
oohh that would be very helpful!! could i get the link to that, please?
thank you so much! i'll try it out :3
good luck!
Is there anyway that I could kinda combine this into one, instead of it repeating like this?
maybe just move the when statement to wherver i am calling it from
and delete the ones there?
im unsure how to make it any smaller than that
this looks like its already an include right
a json calls this in yeah
it works already but
i was figuring out how to make it less bloated
so to speak
then yeah the include that loads this can have the when
its been on my backburner for months to work out a good ergononmic solution to implement the foreach style pattern to run a patch for each value in a token
would be interesting
Is there a way to pass a localtoken that for instance:
If Local_Token was not provided, or is not valid, then revert to default, else, apply what was provided
There are some mods where I have to add the FishAreaId for it to work since they have both river and ocean fish in the same area, and sometimes there are custom Ids too
I know how it could be implemented, but in terms of stardew, I dont entirely know
it sucks cause some do not need fish area ids, others do
if you don't pass it in then any attempted use would be an invalid token and brick any patch that interacts with it, even if its checking for it having values
if you ensure to always pass in some placeholder value to represent nothing, then you can do logic to detect the nothing value and substitute it with a default value that makes sense
or just when guard patches for being the magic value or not being the magic value which is simpler
for in-place occurances where you want the token value or a default string value, this would do it {{Query: IIF('{{YourToken}}' = '<NULL>', 'Default Value', '{{YourToken}}')}} where the magic default value is <NULL> but can be anything, but this would only work in places where you want the default to be a string or number-like thing, as I don't think this would let it become a json null for example
hmm
I decided I will just make an AreaId token
"AreaId": "Default" for instance, and for other maps I just check what their AreaId is and add it in
this is very good to know, didnt know this iwas possible in stardew
the query token is powerful but also should be a last resort kind of thing
hey, am i supposed to be seeing a new icon here or something? asking because i don't see anything new, and the mod isn't even in the mod list even though i already installed it and put it in the mods folder??
yeah, its only used a few times for vanilla maps, but modded maps the area id changes way too often, my mod only uses 2 query tokens in the entire mod
is 2 in the whole mod bad? its only for fish
and, does 2 effect performance at all? or allocate too much memory?
i would check that you properly unzipped it and also installed all dependencies properly
the performance impact is dependent on its refresh rate, if tokens are passed into it, and if the evaluated input text is changing
i already installed all dependencies properly, and yes i unzipped it, but isn't that just.. how installing mods work 😭
This is a one time check at startup, and adds fish to an area only one time
if mod is installed, then add fish to this map, this area id
and call it a day
yeah i'm making sure we did the idiotproofing tests first lol
there is no concept of startup
!log can you share your log in case it says why mod smithy isn't loading
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.
sure, one moment
is stardew's system ECS based?
sounds a little like that
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 50 C# mods and 137 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
you need SMAPI 4.4.0
Stardew is a bowl of spaghetti, saying it is any given pattern is too much of a stretch
yep i always look for red text in the log first 
No
okay, i'll install it (and hope it won't cause any issues with other mods 😭)
In this case I would say it's fairly standard for OOP
hmm, oki then
thats what i was thinking earlier
just was wondering on the tokens and refresh rate thing
was feeling like ecs, but i dont really understand stardew too much, lol
The seperation between the content pipeline and the actual logic instances is slightly more data driven than your normal OOP
What does ECS mean to you?
ECS systems generally run every frame (), not every second.
o
h
g
o
s
h
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My laptop just crashed
Sorry
In game development I noticed that scripts ran every frame i had
However it was nasty to deal with, im no expert but its generally very difficult for me to work with
I dobt know too much
first is ECS, second is 'traditional oop'
the goal of ECS is you build these common systems that then just react to data rather than "Implement lantern and lantern has a fuel system inside it and a physics system inside it"
but logic running every frame happens regardless of models
helloooo i've returned- are gift taste fields chill with multilining?
Ahh gotcha
I barely scratched ecs but I accidently made it print hello world 240 times per second (due to every frame it runs), friend told me I had to make some hook system and odd checks, thoufb this was like 5 years ago on an obscure game engine
I understand oop just didnt grasp ecs well, charts makes more sense
note the two aren't actually mutually exclusive
@urban patrol sorry if i'm being a little annoying but i'm checking the stardew smithy mod and i wanted my item to be able to be placed only on walls, is there a way to choose that? 😅
i've never actually used mod smithy but [[Modding:Furniture_data]] may be helpful
what on earth does Draw was called, but Begin has not yet been called. Begin must be called successfully before you can call Draw mean as an error??
that is exactly the same website i'm currently checking lmao
oh good! the wiki is the best resource you have
i'm not really sure about which one of these should i pick though, maybe the decor one?
or painting
np
are you trying to run draw code outside of the draw events/loop
most likely yes because i have no idea what i'm doing
private void OnCursorMoved(object? sender, CursorMovedEventArgs e)
{
// ignore if player hasn't loaded a save yet
if (!Context.IsWorldReady)
return;
if (!Game1.player.CurrentItem.HasContextTag("bomb_item"))
return;
if (CheckCursorInRange(GetBombThrowingRange(Game1.player.CurrentItem)))
//draw a green square at cursor tile
Game1.DrawBox((int)Game1.currentCursorTile.X, (int)Game1.currentCursorTile.Y, 1, 1, color: Color.Green);
else
Game1.DrawBox((int)Game1.currentCursorTile.X, (int)Game1.currentCursorTile.Y, 1, 1, color: Color.Red);
}
yeup
idek if draw box is what i want tbh
easiest fix is to set some sort of global state, and then use that state and only draw it in one of the draw events
...there are draw methods that don't take the spritebatch as an argument? huh?
how
why
huh, why indeed lmao
how is easy, why is the big question
what i want is for the placeable square underneath the transparent bomb to change colors if it's too far away from you (like normal, but i'm determining my own range, not just 1 tile in any direction)
This is how the jump code draws destination boxes for CR
(it uses Game1.spriteBatch)
(I did figure, "why" was my bigger question
)
and would i call that in OnCursorMoved, or should it be OnRenderedWorld like you have
(like I said after, the "how" is easy)
.
do your non-draw logic in cursor moved, and only draw in rendered world
Is what it looks like
ooh yeah that's very close to what i want
I do a nightmare weird thing instead of perscreen but perscreen is easier tbh
is perscreen a multiplayer thing
Local multi-player thing
i'm having so much fun creating my first mod :3
@lucid iron you have a very satisfied customer :D
hellooo I fucked up with my gift reactions and I have no clue why or how- here's the error (my log is an absolute mess of other debugging stuffs) and link to my code
wow long error
that is definitely not right, one second...
https://smapi.io/json/none/fa0edc524ccb470d98cc68ea467bab21 Well, here's how I did mine anyway
oh god what did i do
Well I did it a little unusually so I coudl visually sort it out better, it also needs this before it:
https://smapi.io/json/none/51d7f46ac84245ba86d472151dcbe994
Sorry I'm not POSITIVE what's wrong with yours, it just looked odd enough overall that I'm gonna show you mine and hope that works it out
thank you- I frankly got no clue what I did so-
It might not like it being multilined?
I tried without and it still was angry
lemme see
ah well might as well slap it into my game for a moment
thank you!
Forsy’s computer explodes

Is there anyway to accomplish this
without any expensive query or anything?
some vanilla maps have no fish area ids, some do
and for mod support as well, im unsure how I can accomplish something like that line
(TargetName is a typo, its meant to be AreaId)
If AreaId is not present, then set value to null
https://stardewvalleywiki.com/Modding:Maps#Tile_properties are you looking at the wiki?
Two stupid things to try first
- Set the AreaID to the literal string "null"
- Set the AreaID to the literal string ""
(An empty string)
-# oh god I think I broke forsy's computer
-# wow my game randomly softlocked this is going great
it needs to be a true null for the vanilla logic to work
Awwwwww
honestly I think its easier to never set it in the initial patch, and have a second patch using targetfield/field to then selectively add it in if the localtoken has a sane value
nah i fixed it
i just changed your fields to entries
ima try both and update with results 👍
OMGG HAHAAASDIASHDKJASHDASHDAS THE PICTURE OF DWARF IS SO CUTEEE ADASDAK
i love it
ok now to get your gift taste patch out of my map strings file XD
yeah this explosiions is the fact you did Fields: { "key": "Value" } and not Fields: { "entry key": { "field key": "field value" } }
Sinz says what I suggested wont work
oh you were already there LOL
you should check:
- you have a tile on the Buildings layer in that place
- your TileData is named TileData
- your TileData are snapped to the grid
The error message
Technical details: Error converting value "
love_response/2 4 6 8 10 12 14 32 34 36 38 40 42 343 578 668 765 VolcanoGoldNode TreasureTotem Book_Mystery GoldenMysteryBox VolcanoCoalNode0 VolcanoCoalNode1 BasicCoalNode1 BasicCoalNode0 772 787 896 VolcanoGoldNode 848 844 843 849 850 851 852 670 749 751 760 762 764 396 571 573 575 577 545 547 549 550 552 553 554 555 556 557 558 559 560 561 562 563 564 565 288 287 286 275 261 244 243 184 186 161 158 162 122 121 119 99 98 97 96 95 86 84 82 77 76 75 74 60 64 68 70 72 category_trinket category_milk/
like_response/245 246 247 349 690 693 773 MysticSyrup SkillBook_3 SkillBook_4 Book_Defense Book_Marlon Book_Diamonds CaveJelly 917 MysteryBox 746 351 392 403 535 536 537 62 66 80 172 category_metal_resources ancient_item category_greens category_fruits category_vegetable category_monster_loot category_syrup category_ingredients category_minerals category_cooking category_gem category_artisan_goods/
dislike_response/30 574 Book_Artifact category_building_resources category_fertilizer category_meat/
hate_response/ButterflyPowder category_bait category_junk/
neutral_response/293 680 857 439 437 413 298 401 405 415 411 409 93 category_flowers category_tackle category_sell_at_pierres_and_marnies category_fish" to type 'Pathoschild.Stardew.Common.Utilities.InvariantDictionary1[Newtonsoft.Json.Linq.JToken]'. Path 'Changes[2].Fields.Dwarf', line 63, position 176. can be simplified down to Technical details: Error converting value "Some String" to type 'Pathoschild.Stardew.Common.Utilities.InvariantDictionary1[Newtonsoft.Json.Linq.JToken]'. Path 'Changes[2].Fields.Dwarf', line 63, position 176.
aka it got given a string but it wants a dictionary (in json{}) that has some json contents that can include tokens at the pathChanges[2].Fields.Dwarfin the json line 63 position 176
this will make sense in roughly 2 hours once I wholly process it!
Yup, double checked, passing the local token as "" or "null" did not sadly change it to null
and i have a lot of fish that would need it, so im unsure atm what to do
extremely simplified answer:
game is looking for "Dwarf" : { "stuff goes here"}
but you gave it "Dwarf": "stuff"
game explode
replace game with content patcher, but yes
i took a gander at the content patcher docs and figured it out haha
that's your issue; there needs to be a tile on the Buildings layer in order for the TileData to attach to something
the blue one (tile layer), not just the pink one (objects layer)
Don't set AreaId and then have a patch immediately following it that uses TargetField / Field to selectively insert the AreaId with a when condition that the AreaId local token has been populated with real data and not your placeholder you use everywhere else.
if you have too many fish, then you can always just go another layer deep of include with more local tokens to Do the two fish patches in a generic way
you need to have two layers called Buildings, one a tile layer (the little blue icon) and one an object layer (the little pink icon). TileData are put on the object layer, but they need to have a tile on the corresponding tile layer as well
OOHHHHH I GOT IT NOW thanks forsy and sinZ!
My concern is that right now my fish are set to never use AreaId, however, some mods (like SVE, and i believe 2 others I know) use FishAreaId since their map has both a river and an ocean
Because of that, I dont want to re-define my fish every single time, they are all setup to just be called to a name with TargetName (the map name), and bam, however, the few maps that do require FishAreaIds make it more difficult, whats a good approach to this?
THat's generally how it goes
what is one of your fish patches look like (in text form not screenshot)
(For what its worth, the difference between Object Layers and Tile Layers being kinda clunky is just a quirk of using Tiled editor and the TMX format. The actual TiDE format (the T in TBin) that the game internally uses doesn't actually have that distinction and its a singular layer that has both tile info and the tile properties)
Game logic is very specific about what layers it checks for tile properties, they need to be in the right spot
each property is special and can only go on a specific layer; Action must go on Buildings, but something like TouchAction can only go on Back
the wiki page i linked lists them and the layers
hi there, so.. i'm trying to create a furniture mod and i already created a sprite, but however, it looks extremely chopped and cropped for some reason, it just looks terrible in general. is there a way to fix this?
this is how it's supposed to look like
note: i'm using stardewmodsmithy
What is the size of that image
32x32
Too big. Needs to be 16x16
oh, okay ;_;
code -> Fish -> locations.json: http://smapi.io/json/none/a37b191bf4dc4a7bbb54ca87efc88a1f
Code -> Sets -> Fish -> tropical.json: https://smapi.io/json/none/e7f9b6852e7f47a0a2632d772a471931
(Sets is used to add fish to areas without constantly re-defining them, this is helpful since this has to be done all the time for many mods, for compatibility purposes)
In locations.json, excuse the null statement there, that doesn't work, was experimenting, but that is one of the vanilla maps that has no AreaId at all
Reason why I wanted to add an AreaId field: SVE has an AreaId for one of their maps which has both a river and a very small dock, there are some other mods in my list that also have a river and a beach connected, and requires an Id (Like Ocean, or whatever custom Id they have)
Hi! I'm doing furniture with MMAP + CP. Is there any way to change the furniture icon in menus/inventory? I would like to change to a different texture but idk if it's possible and how to go about that
no, but that's a neat idea for an MMAP feature
bah, that's a bummer, but thank you
@lucid iron get scope creeped nerd
New quote added by head_in_the_cl0uds as #7234 (https://discordapp.com/channels/137344473976799233/156109690059751424/1468783169129156827)
https://smapi.io/json/none/276a55ec53c940b1b6aff105b99bb006
and the entry in your location file being
{
"Action": "Include",
"FromFile": "code/Sets/Fish/tropical.json, code/Sets/Objects/pirate.json",
"LocalTokens": {
"TargetName": "IslandSouth",
"AreaId": "<null>"
}
},
There probably is a way to keep it a true null, I just don't want to turn on stardew with a content pack experimenting with what a local token set to null looks like and I know what the string null will behave like
i'm not exactly sure about what did i do wrong but.. i made the image 16x16 and now it looks like this?? 😭
i have no idea what seems to be the problem but it made me laugh a bit, how did this happen 
🇫🇷 ?
hello!!!
This appears to have worked, thank you so much!! <33 I'll play around with it more tomorrow, but it appears to be working!
that's honestly a really clever way of handling it
I FIXED IT YAAAAAYYY
is this a rare tIDE endorsement in the wild 
editing tile and map properties in tIDE is miserable and hateful so i certainly hope not
I literally have a mod that intercepts TMX loads and replaces them with TBins instead
I have no comments on the tide editor itself, just explaining the quirk in tiled is due to how it maps back to being tide at the end of the day
how would i set up my config schema to have it be a drop down menu?
i can only seem to get it to be check boxes
is this CP or C#
CP
whether it's checkboxes or dropdown depends on what you set the AllowValues to
if it's just true/false then it'd be a checkbox
ah! i see. in that case dont want true/false then!
thanks for the link, wasn't sure how to get there
hi! can anyone help me with why the nonseasonal trees textures aren't loading?
https://smapi.io/json/content-patcher/ffaa419e7d4943988d9d7309273db203
they were before but i changed a few things and idk what i did wrong 
my textures names
Did you put your mod id into the item name when loading it as well?
Because you don’t need your mod id on asset names, just the in-game names/loaded files
you do if using TargetWithoutPath
Yes, you need loaded the images
true, i forgot about that
In square brackets {{}}
oh yeah did you load the assets?
it's like this. TF.Potatoes is the mod id, does it need to be {{ModId}} instead? sorry, im not sure if i understood
What does your i18n look like?
i18n
Your i18n has slashes in it
It's making the game think the 0 for your sprite index is the texture name as a result
Remember, Content Patcher turns all your tokens into the actual values before the game ever sees them, so the game doesn't see the i18n token
So that extra slash is causing issues by changing all the furniture data that comes after it
thank u! i'll edit it out

