#making-mods-general

1 messages Β· Page 535 of 1

ornate drift
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or

merry river
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I use this and ctrl + f to find what i need

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you can if you don't want to clutter your content.json

ornate drift
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ah ok but like
do i have to make separate jsons for all the tastes or can i combine them into one?

merry river
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you have to combine them into one, they are one string

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you can also add the reaction dialogue to specific items to either gift tastes or dialogue, but focus on figuring out the gift tastes and general responses to them first

ornate drift
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oh ok!

opaque field
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My current NPC issue is that Iggy doesn't leave her house and getting 08:11:22 WARN SpaceCore Scheduler could not find route from Saloon to CacklingCaracal.IggyNova_IggysHouse while honoring Gender female
08:11:22 WARN SpaceCore Requested path from Saloon to CacklingCaracal.IggyNova_IggysHouse for Gender Female where no valid path was found, for NPC IggyNova. erros XD

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but I imagine I'm doing something weird with her map/warps/etc

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Also, for the Kent issues. Caffeine was needed to realize the reason it wasn't working was bc I was updating my desktop copy of the mod

ornate drift
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    "Changes": 
    [
        {
            "LogName": "Manny Gift Taste Data",
            "Action": "EditData",
            "Target": "Data/NPCGiftTastes",
            "Entries":
            {
                "{{ModId}}_Manny": "Oh my god, @! How'd you know this was my favourite? Thanks!/444 112 122 167 403 404 440/Thanks, @! I really like this./248 279 286 287 288 334 335 336 337 338 396 399 787 917 372 428 -12/....Uhh, i mean, i guess i could use it../196 219 225 202 209 tiakall.bass.seabass/....You could've given me ANYTHING else, @. /747/Oh hey, thanks! i appreciate this./446 746 766 -7 -8 -9 -10 -15 -16 item_alcohol/",
                
            }
        },
]
}```
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i took this from the wiki and added my npc name onto it

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also edited the text as well

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would this work?

merry river
merry river
# ornate drift would this work?

looks solid, give it a try
i also suggest sharing your patches as code by putting three ` at the beginning and the end of the block SDVpufferthumbsup

ornate drift
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oh ok! noted

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btw i dont use an assets folder

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boxs rock base only includes an i18n folder

merry river
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well technically you don't have to
but as you continue making your NPC, you might notice that your files get quite crowded

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yeah I assume the rock npc doesn't have a lot of stuff going on

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depending on how complex your npc is you will want to organize your files (or not. up to you haha)

ornate drift
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ok that didnt work

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i should check the content json

merry river
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(ignore the vscode folder)

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just as an example

ornate drift
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    {
      "Action": "EditData",
      "Target": "Data/NPCGiftTastes",
      "Entries": {
        "{{ModID}}_Manny": "{{i18n:Manny}}//{{i18n:Manny}}//{{i18n:Manny}}//{{i18n:Manny}}//{{i18n:Manny}}//"
    }
    },```
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oh

merry river
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yeah there's no item IDs in there

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the i18n keys are also all the same so he will keep saying whatever value is assigned to "Manny"

opaque field
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Here ith the mapdata for Igs

merry river
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ok im gonna grab my coffee and a snack real quick

ornate drift
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  "Manny": "...Hello there.",
  "Manny.name": "Manny"
  }```

thats the only thing inside the i18n folder
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default.json

opaque field
merry river
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esca has been typing for so long. i am scared

royal stump
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(unrelated, @-ing an older post, don't mind me SDVpuffermlem)

opaque field
merry river
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okay, let me look at cara's map patch

golden basin
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hey esca!

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I have a general question about ftm? hows the rewrite going? πŸ‘€

royal stump
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Console commands are less strict about that; they need to be unique, but just claiming a relatively unique short string may be fine, e.g. how Content Patcher just uses patch with sub-commands for everything. But if you're adding several commands and don't want/know how to merge them, your truncated mod ID is probably fine instead, imo.

GSQs are already more common than console commands, people need to trace then back to their mod from logs/etc more often, and iirc, some code in Pathos's mods assumes you're using the format correctly (if only to improve log messages or some such). It also doesn't save that many characters, and people writing mods should probably copy-paste it either way. I'd stick to the full ID there.

royal stump
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(it still needs some more spawn types and new triggers/etc, but that can be added pretty quickly after it's out in beta)

merry river
golden basin
verbal narwhal
ornate drift
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yay!!!!!!!!!!!!

opaque field
ornate drift
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now its time to actually set what i want him to love and hate

golden basin
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I want to hug this bear

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can he be my dad

ornate drift
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i mean i can give you hugs

golden basin
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thats supposed to be you?

ornate drift
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Manny is my sona

golden basin
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gasp

ornate drift
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speedys just a name i have

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online

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lol

opaque field
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I love himb sm

golden basin
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i love how you look then

ornate drift
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tyty

merry river
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i know a gay bear when i see one

strong holly
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heyy I am just starting to learn about mods, does anybody have any ideas what might be a good first project to try and do? I don't mind if its like the most simple thing just wanna start somewhere πŸ˜‚

merry river
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this is gonna be real embarassing if you end up saying youre not gay

ornate drift
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im gay yeah LiveSob

golden basin
ornate drift
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to no ones surprise
anyway

ocean sailBOT
opaque field
merry river
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no

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wrong

opaque field
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but there's lots of good references for getting started at the link

ornate drift
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im thinking loves could be:
Survival Burger
Pizza
and anything that has heavy carbs

hate: literally any fish in the game

opaque field
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mmmmmmm carbs

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I love it

golden basin
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I have a goblin npc that was a raised by maple syrup bear and the crop fairy lol

strong holly
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tysm all! ❀️

golden basin
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Which i have bad news but its good news for me because i can focus on his story and not worry about romance........Cotton wont be a dating option in my mod

merry river
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theres enough romanceable NPCs out there anyway

opaque field
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I will simp respectfully

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from appropriate distances

golden basin
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he also just wouldnt date ppl, besides usagi i feel. who is the first human to treat him kindly

merry river
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also writing romanceable/roommateable npcs is such a pain

opaque field
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Valid (how does he feel about like, exotic cats?)

golden basin
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He loves animals

merry river
opaque field
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yeah, I think Iggy might be one of the few romanceable NPCs in my expansion

opaque field
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XD

golden basin
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Weeeellll you know, when my mod is out i am open to ppl making npc romancable themsevles hehe

opaque field
golden basin
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depends on the person but its something im down for and i make all my npcs have blushing portraits too XD

golden basin
carmine stream
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is there an easy way to see which areas on the map would conflict with something else? i'm trying to see how viable it would be to plop something behind 1 willow lane

golden basin
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youd need to download the mod an plop it there

lucid iron
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Show people the spot you want to put your thing at

calm nebula
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Wait for Tia to be around and ask?

ornate drift
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sooo since i copied the data from gifttastes to content
am i gonna have to edit them both whenever i wanna change the gift tastes?

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cause yknow theyre basically linked

tiny zealot
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tiakall is map use/npcs georg, if anybody knows it's them

ornate drift
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ah ok

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am i gonna have to type in ALL the fish ids if i want Manny to hate every single one of them 😭

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cause that would take ages

tiny zealot
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if you want every fish you can use a category or a context tag

ornate drift
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is the fish one -4?

tiny zealot
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yeah i think that's fish, although try it with category_fish first (automatic context tag applied based on category)

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it will have the same effect but your code will say "fish" instead of you having to remember what -4 means

carmine stream
tiny zealot
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tiakall, noted mod author and bottomless repository of "what mods/NPCs edit this portion of the map?"

carmine stream
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gotcha gotcha, thank you

ornate drift
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i used mussel

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ill use an actual fish hold on

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done!!!!!!!!!! works

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now that gift tastes are done

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i should move onto something else

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how do i add a house? i dont want my bear to be homeless SDVpufferchickcry

opaque field
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You enter the wonderful world of map-making with Tiled

ornate drift
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i was looking forward to that step

opaque field
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excited hand claps

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Tiled can be a pan but I genuinely love making maps SO MUCH

ornate drift
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is that a program i have to download?

opaque field
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Yes! ( do we have a command for Tiled?)

ornate drift
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!tiled

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

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

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

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

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

opaque field
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flusteredshane I will do my best

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Maps are like onions, they are very dependant on layers (and sometimes they make me cry)

ornate drift
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ok so i downloaded tiled

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whats next?

opaque field
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!maps

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whoops okay

ornate drift
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oh GOD 😭

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now im scared

opaque field
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Okay I know it looks super intimidating

ornate drift
opaque field
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okay so, the layers are super important notable back, building, front, and paths

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these break down how the player and npcs interact with the things in your map

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A maybe less overwhelming examble would be Elliott or Leah's cabin :3

ornate drift
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which layers do the houses use?

opaque field
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buildings that are placed on maps use building so the player can walk behind and in front but not 'on them' like grass

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(if anyone more experienced with maps wants to chime in please do)

severe quail
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Hi πŸ‘‹

brittle pasture
ornate drift
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would it be better to place the house in a completely separate location that isnt in town?

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town is already pretty crowded

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maybe i can add it in cindersap forest

brittle pasture
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forest's also pretty crowded lol

severe quail
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Best site to upload sdv mods ?

ornate drift
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:(

brittle pasture
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there's at least 3 mods fighting over the top left corner alone

ornate drift
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do most people just use a teleporter?

brittle pasture
opaque field
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Teleporting or there's the Central Station Mod

ornate drift
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idk i feel like it doesnt feel...authentic? like not natural

brittle pasture
opaque field
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ooh okay so for Iggy I put her in the forest with a sliding glass door built into the wall by the wizard's house

ornate drift
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i want it to be part of the main game that isnt separate

brittle pasture
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you don't have to but it's a net positive for the community, and yourself if there are issues that arise

ornate drift
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also if i wanna edit a map should i copy the tmx into my manny npc folder

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for that specific map

brittle pasture
opaque field
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^^also this

ornate drift
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maybe this is a good spot

tiny zealot
royal stump
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⬆️
incidentally, SVE alters the left section of that, and the base game uses that dirt for spring onions, fwiw

ornate drift
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oh 😭

royal stump
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quite possibly a few other mods too, base game maps aren't really big enough to claim w/o compat issues

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not a deal-breaker either though, you can do "if [mod] is installed then use this other edit", etc

lucid iron
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Pelican real estate

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My rec is to pick some innocuous spot to add a warp to your NPC's house

tiny zealot
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i think the real estate market is the real thing modders fear about tiled

ornate drift
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i guess i have no choice but to make a teleporter then

royal stump
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the exact onion logic is a little odd, but iirc you can technically avoid it
but yeah, using new maps or just having your NPC show up in town tends to be simpler

tawny swallow
fickle lichen
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genuine question for the people who know about stardewmodsmithy; when you create a new piece of furniture and put a price to it, is it sold in robin's house?

lucid iron
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No it doesn't do that automatically

brittle pasture
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it should appear in the furniture catalogue, but I believe Robin herself only sells furniture in a vanilla range by default

fickle lichen
brittle pasture
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the catalogue as mentioned

fickle lichen
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oh, i see

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i asked this in the official page for smithy in nexusmods because i wanted to make sure lol

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now i'll wait for a response!

brittle pasture
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fyi chue is the author of smithy

merry river
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but the author of mod smithy has already replied to you here SDVpuffersquee

lucid iron
fickle lichen
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oh my god i'm so sorry

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😭

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i feel embarrassed now lmao 😭😭

fickle lichen
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i'll delete the question i left in your page then

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i'm sorry 😭

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damn i can't delete it

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πŸ’”

merry river
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sorry for bumping this again, but maybe someone's online now who could help me figure it out? SDVpufferlurk

lucid iron
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Dw about it

lucid iron
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Do you have machine control panel installed

merry river
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I have, I just didn't think of using it for debugging

lucid iron
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Yeah u can check what game thinks the rule orders are

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The rules page is ordered left to right up to down

merry river
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alright, let me take a look

brittle pasture
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your format for fuel is wrong

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AdditionalConsumedItems is a machine-level field for fuels that apply to every recipe

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you need EMC if you want fuels that only apply to one recipe

merry river
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Ahh, okay, so I do need EMC! Will look into it then

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although it does seem to work just fine for my preserves jar, I think? which is weird

brittle pasture
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it most assuredly doesnt

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try testing again

merry river
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on it, boss SDVpuffersalute

brittle pasture
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also note that with how your code's currently set up if you dont have the mailflag you'll get wine in the keg when you put your melon in

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up to you whether that's intended

merry river
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it's supposed to be like that, yeah, unless I misunderstood the way it works

merry river
brittle pasture
merry river
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Yup, that worked like a charm! Thank you SDVpufferparty

ornate drift
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alrighty

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warping time!!

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where do i start

west thunder
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You know how with the generic config mod you can either have your config options be selected via checkbox or a dropdown list of sorts?

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How do I do the latter?

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How does that work?

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I want a person to choose between several different retextures of a Vanilla sprite, one of the options being said Vanilla sprite.

fossil tree
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Does anyone know where i could look for people that do mod commissions? looked everywhere but not trying to get scammed lol

urban patrol
ocean sailBOT
fossil tree
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thanks!

west thunder
urban patrol
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welp i was gonna link you my content.json but it appears github is down

urban patrol
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but content patcher docs should have examples

urban patrol
west thunder
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Yikes forever.

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Alright, I'll go look through the docs.

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If I could find them anyway.

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Thanks, bestie!!!

urban patrol
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    "Cat_King_Appearance": {
            "AllowValues": "Orange, Black",
            "Default": "Black",
        },
        "Festival_Map_Edits": {
            "AllowValues": "true, false",
            "Default": "true",
            "Section": "Map Patches",
            "Description": "Overlay map patches during festivals.",
        },

finally loaded

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a drop down and a checkbox

whole raptor
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... that's rare SDVpuffereyes

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Also why a unicorn? SDVpufferthink

urban patrol
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an angry one at that

jade abyss
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Hi i was wondering if people can help me please
I am new to modding never done it before but i really want to give it a go can someone point me in the right direction on where to star/learn I have a windows computer πŸ™‚ Thank you in advance I am very excited to learn

jaunty shuttle
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!startmodding

ocean sailBOT
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Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

urban patrol
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do you have a particular idea? we may be able to recommend more specific resources if so

jaunty shuttle
jade abyss
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thank you πŸ™‚ and not really not right now just want to start with something basic like a colour change and move up from there πŸ™‚

urban patrol
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good luck!

whole raptor
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Most things can be done using only jsons through Content Patcher or other frameworks, so it's really easy to learn

jade abyss
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Thank you i was so nervous to ask haha!! glad i messaged now thank all so much πŸ™‚

sullen rain
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Hiya guys. Can someone ELI5 how I'd get two mods giving me this error to play nice?

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two content packs want to load the 'data/events/blacksmith' asset with the 'exclusive' priority

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I'm trying to get March and Lucikiel to work together

mellow laurel
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could one be set to low priority?

whole raptor
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Or use editData instead of Load

sullen rain
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Oh lemme try that

whole raptor
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Lower priority might not really work if the other mod is loading a whole file tho SDVpufferthinkblob

sullen rain
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The funny thing is I looked at Lucikiel's code and he doesn't actually have anything in that asset

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It's a blank json

whole raptor
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Yeah, but there's probably another patch that edits the event in

sullen rain
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Mm true

whole raptor
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It' better to first load a blank

sullen rain
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[Content Patcher] Ignored March - Fields of Mistria Revived > EventAdd: the FromFile field can't be used with an 'EditData' patch.

whole raptor
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The best way would probably be for you to just edit the event in and load a blank first if Lucikiel is not installed? SDVpufferthinkblob

ornate locust
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If they're both blanks, I think you're just supposed to set one to "low" priority and it'll work out

whole raptor
sullen rain
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How would I set priority?

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Sorry if that's a noob question

ornate locust
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"Priority": "Low"
one of these

whole raptor
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Oh btw Midnight, I might release the new version of Enchanted Ceremony with appendable guest lists (and some other stuff) today or tomorrow

ornate locust
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Woo, alright

whole raptor
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I also stretched the benches a bit so each fits 4 people now

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Here's the current seating plan

ornate locust
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the place is getting set up and Ras is like "what do you MEAN this many people want to attend???", confuse to realized he actually has friends

sullen rain
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Yay I think the priority thing worked

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Thanks guys ❀️

whole raptor
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Now that I think about... he interacts with more of their guests at the wedding, than most vanilla characters

winged finch
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Is there a way to make a color picker for myself? I imagine it like as a separate tab in the tab-menu with three sliders and such, or maybe a popup window the same way?

whole raptor
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Like I don't think Seb ever interacted with Marnie or Caroline

winged finch
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Also, how old is SV? Afaik it's based on XNA but it seems so old that I have a genuine hard time finding sources in how I can do anything in the engine itself

winged finch
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Oh

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That makes much more sense

whole raptor
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Almost exactly 10 years

winged finch
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Guess it just builds on XNA or sth

calm nebula
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Iirc Jamie (ManInBlack) has a color picker for GMCM

winged finch
#

totally not steal it 1:1

verbal narwhal
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just out of curiosity, has someone made experiences with allowing for default config settings and then per savefile (tied to farmers, but stored in global moddata) gmcm-displayable "config moddata" options? ||i sincerely hope this is understandable and doesnt read like im having a stroke||

calm nebula
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You can literally also just use it as a dependency tbh

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I'm too lazy to bother to make my own color picker, I've always just used his

winged finch
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I almost just made a reference to the mod with a wpf app

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but decided not to do it because there is no way I'm touching that again if I don't have to

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I kinda thinking about somehow referencing monogame and trying to make a floating window for the picker

calm nebula
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Gmcmoptions is the mod name

winged finch
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Thanks

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I'll check it out ~~ and probably steal code from it~~ ❀️

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Okay he has a whole ahh color picker

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I should probably just reference it

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But I also only making the mod to get to know how to do stuff so I might just do it from scrath

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was not expecting bit shifting

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I realized I don't understand anything, then I realized again I basically already did similar things to this with drawing random rectangles on the map

stark ocean
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hey y'all, i am attempting to figure out how to get a letter string to show up correctly in-game. i have everything formatted correctly in Tiled itself, but i am unsure if the way i typed it in my content.json is correct or not (probabl not). i made a separate StringsFromMaps.json file and i have included a load section for it in my content.json, as shown in my attachments. if anyone has a fix please lmk SDVpufferthumbsup

winged finch
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fascinating

calm nebula
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Yeah, he basically draws every pixel individually

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Vs one of the chest mods which makes a texture with a gradient dynamically

winged finch
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years ago

calm nebula
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(Make sure to check out his license)

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I forget who in the community likes copyleft but I think he is one

winged finch
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I don't really undestand why he made the flags those specific binary numbers tho, afaik C# should just generate it successfully from enum with the [Flags] thing, but never really looked into it

winged finch
#

the copyright?

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he just uses his name

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lol

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oh no

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nvm

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a simple BSD 3-clause license

uncut viper
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(If he had just used his name, you wouldn't have been permitted to use the code in the first place anyway)

winged finch
brittle pasture
winged finch
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I haven't wrote anything ever that worth licensing πŸ₯Ή

uncut viper
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As long as you follow the license terms, you're fine. If there had not been a license, then the default is all rights reserved, ergo no permission to use it.

winged finch
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Yeah

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looks like if I copy his work I have to place his copyright notice there

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Not sure how it actually works tho

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what if someone just copies a method but uses it for something else, or just uses it as kind of a guide

uncut viper
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If they wrote it, and you are using it, you follow their license

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(Obligatory "I am not a lawyer" disclaimer)

winged finch
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Yeah

stark ocean
winged finch
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Well it's not important tbf

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Not planning on using his work

brittle pasture
winged finch
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He basically used the draw functions and some Controls that are already in.... wherever... I guess monogame but not sure

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like IconButtons and Rectangle and such

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I kinda hated these always, it's like using ImGUI, but you never actually see how it works

hollow root
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ive finished most of the CTs besides adding my own, any other mods have CTs that i should add lines for?

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i will add ones for pei ming and honeyfuggle

orchid acorn
# hollow root ive finished most of the CTs besides adding my own, any other mods have CTs that...
Stardew Modding Wiki

Last edited by Voidcultist on 2026-02-09 19:33:49
This is a list of mod-added conversation topics. For information about what conversation topics are, see the page for Conversation Topics. For the list of vanilla conversation topics (for events such as the community center completion, or spouse 14 heart events), see the official wiki. Feel free ...

hollow root
#

Oh sweet!

uncut viper
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So many CTs without a mod id prefix...

dusk mulch
#

i was working so hard on my mod then i found another game and cant work on my mod now

#

the cycle repeats

merry river
#

Oh hey good thing I just finished adding the CTs for my idiot NPC

stark ocean
winged finch
#

that's usually withing a month or so

hollow root
uncut viper
#

All modded CTs should ideally begin with a ModId prefix.

calm nebula
opaque field
#

It will be mine soon oh I cannot wait it's so hypnotizing

#

ok back to fishstick and cream cheese logic

uncut viper
# hollow root are mine supposed to have that or do you mine the wiki list?

(I realized I think I slightly misunderstood what you asked so I'm ping replying just to make sure you see it and don't mess up your jsons on account of me)
All modded CTs should ideally begin with a ModId prefix, however that is up for the person who made the CT to decide. If they decided not to put the ModId in their CT, then if you are trying to use them, don't add it! You must match what they put exactly. So your json is fine, it was the wiki list I was referring to.

feral dagger
#

I get β€œunknown error” when I try to login to the Stardew Valley wiki. I haven’t logged in since ConcernedApe took over the wiki. Does transferring accounts from the old wiki still work?

opaque field
brittle pasture
feral dagger
#

It’s taken.

brittle pasture
#

by default an effect only has a 1/3 chance to run every 10 min

#

may be weird with temp sprites though idk

opaque field
#

ooooh, okay I'll try that thank you πŸ˜„

brittle pasture
# feral dagger It’s taken.

hmm then my best bet is try resetting passwords? i forgot if the wiki admin is around this server or if they're responsive to pings

calm nebula
#

Hey margotbean

winged finch
feral dagger
#

I think so

calm nebula
#

It grants you riches beyond measure

#

Or maybe just headaches

#

(No it just let's u update the wiki)

unborn shadow
#

Hello! Does anyone know why SMAPI might fail to read NPC schedules without throwing an error? Here's what I've found so far:
I used patch export and patch summary and found that they are successfully loaded but not applied. and the exported json is empty. (Strangely, the summary shows that the dispositions and dialogues are not applied either, but the exported files are normal, unlike the schedules)
I used a blank load and include in content.json for the NPCs' schedules, is there anythins that I missed?
Here is my smapi log:
https://smapi.io/log/56320cf03158437d857c93d4c8e70898

ocean sailBOT
#

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 1 content packs.

brittle pasture
#

can you post your code? also have you gone to sleep at least once

whole raptor
#

Also note that you need to sleep before any changes to the schedules are applied iirc (nvm, didn't notice Selph mentioned it πŸ˜… )

unborn shadow
unborn shadow
# brittle pasture can you post your code? also have you gone to sleep at least once

the code about the schedules is here:
{
"LogName":"blanks",
"Action":"Load",
"Target":"Characters/Dialogue/{{ModID}}_Gladiia, Characters/Dialogue/{{ModID}}_Ulpianus, Data/Events/{{ModID}}_UGHouse, Data/Events/{{ModID}}_UGOutdoors, Characters/schedules/{{ModID}}_Ulpianus, Characters/schedules/{{ModID}}_Gladiia",
"FromFile":"assets/blank.json",
"Priority":"Low"

},{
"LogName": "schedules Include",
"Action": "Include",
"FromFile": "assets/Data/schedules/UlpianusSchedule.json, assets/Data/schedules/GladiiaSchedule.json"
},
{
"Changes":[
{"Action": "EditData",
"Target":"Characters/schedules/Ulpianus",
"Entries":{
"Mon": "610 mintlemonsoda.UGSV_UGOutdoors 20 7 0/1000 mintlemonsoda.UGSV_UGOutdoors 11 8 2/1400 Beach 54 21 2/1700 Town 73 90 1/1900 mintlemonsoda.UGSV_UGOutdoors 9 9 2/2000 mintlemonsoda.UGSV_UGHouse 20 7 0/2330 mintlemonsoda.UGSV_UGHouse 12 4 sleep",
"Tue":"GOTO Mon",
"Wed":"610 Town 85 102 2/1100 Mountain 57 35 1/1800 Beach 36 20 2",
"Thu":"GOTO Mon",
"Fri":"GOTO Wed",
"Sat":"GOTO Mon",
"Sun":"GOTO Mon"}
}
]

}
(the same format for the other NPC)
brittle pasture
#

!json can you post the full code on the site, it's more viewable than discord

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

unborn shadow
brittle pasture
#

your target in the patch that edits the schedule is missing the modid

unborn shadow
#

Ah ok, can I use the {{ModID}} or it has to be the full ID?

brittle pasture
#

sure ModId is fine

unborn shadow
#

alright I'll test it again now

#

OHH it works! Tyvm!!πŸ₯Ή

opaque field
#

for topic memory can you do key_memory_fourdays or does it only support the available formats?

uncut viper
#

The memories only use predefined formats, not arbitrary lengths of time.

stark ocean
#

back again with a new problem WOO !! i am having issues with my NPC's schedule not loading in. he spawns in his bed, which is great, but he does not have his sleeping sprite, just the left facing one that i set for his home spawn point. i've combed through the smapi error log but found nothing regarding the character schedule being loaded in (link to log: https://smapi.io/log/c9f8dd1ce13c4ab1af5a3e57694f632b). i've been playing around with the schedule.json, removing animations, amongst other things, in case those were the issue. i've attached both the schedule block from the content.json and a screenshot from the schedule itself. any advice is appreciated. i am new to this kind of thing, so feel free to dumb it down for me, hehe...

ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 18 C# mods and 5 content packs.

brave fable
hallow prism
verbal narwhal
#

How do you modding veterans handle incompatibilities with your mod? Logging β€œnot compatible with XY” after checking if it’s loaded and then disabling your mod? Or just a note on your mod page?

latent mauve
uncut viper
#

I make it compatible if at all possible. If not at all possible, I just stop caring and dw about it.

lucid iron
#

I wait for people to tell me about incompatibility and then decide if the degree of crime required is worthwhile

uncut viper
#

Granted though, a lot of my mods are frameworks where compatibility is both less of a concern and also more of an importance to ensure

latent mauve
lucid iron
#

Also if it's like, a mod i personally use, then ofc I'll do something

#

But if i don't use it then i don't care as much

verbal narwhal
#

Mhmm. I’ve made my mod compatible with all of not most other pregnancy related mods but surprise pregnancy just conflicts on a fundamental level (removing the question event I patch) so that won’t work but my mod can be configured to basically include its functionality as well

uncut viper
#

Sounds good enough to me

lucid iron
#

Yeah I think that's also a good way to go about it

#

Just eat the other mod AnnelieStare

uncut viper
#

In a license respecting way SDVpufferthumbsup

verbal narwhal
#

I’ve just released a beta version of it! And I think it might’ve become too big and overwhelming SDVpufferparty

#

Oh yes I did respect licenses! Also I took a different approach, you can manually configure if pregnancies can occur for a farmer and whether questions will be shown

brittle pasture
#

if the other mod is a closed source C# mod then I have an excuse to wash my hands of it
otherwise I usually try SDVpufferrad

uncut viper
#

(I still personally try even if it is closed source but that's for aforementioned reasons)

verbal narwhal
#

And I think I’ve achieved per save file configs displayed with gmcm!! To optionally override your default config settings of the mod

uncut viper
#

Also I think if a user installs a mod called "Surprise Pregnancy" as well as a mod called "Pregnancy Odds" they aren't in a position to expect 100% perfect compatibility anyway

verbal narwhal
#

That’s a fair point^^ I was asked though to make it compatible, but I guess I’ll just include the same solution in the basic version as well, optionally hiding the questions

uncut viper
#

The most important thing to remember re: compatibility is that users can and will ask for anything they want and you can always say no completely justifiably SDVpufferthumbsup

verbal narwhal
#

Yeah that in general is a good lesson to learn! Saying no is ok

upper orchid
#

Hellow, i have a quick question
what would be the easiest method to reinstall the Console Commands folder if it was deleted by accident?

lucid iron
#

You can install SMAPI again

upper orchid
charred plank
#

when you're using harmony to override a class method, how do you get the reference that you're checking?
for example, if i apply a postfix to Farmer.takeDamage, how do i work out which farmer took the damage?
original method below

{
    /...
    lots of code
    .../
}```
#

my basic method

{
    try
    {
        ActionNPCEventArgs args = new ActionNPCEventArgs();
        DamageTaken?.Invoke(null, args);
    }
    catch (Exception e)
    {
        ModFunctions.Log($"Failed in {nameof(takeDamage)}:\n{e}", LogLevel.Error);
    }
}```
lucid iron
#

Are you using harmony

charred plank
#

DamageTaken is an event i'm raising

#

yep

#

not much experience with it

lucid iron
#

You can access this with __instance

charred plank
#

so i include __instance as a new paramenter?

charred plank
#

that explains why i did it on the other method i haven't touched in 2 years.
thanks!

lucid iron
#

Although i wonder if u even need to harmony patch here

#

Is health a netfield?

charred plank
#

i'm trying to interrupt the farmer passing out for some instances (think scripted combat loss that doesn't result in gameover type thing)
i don't know much about netfields so i'll look into those

royal stump
#

(NetIntDelta rather than the usual kind, but yeah)

#

derived from the same base as NetInt, so it probably has the on-change events

lucid iron
#

Then if u want u can abuse the netcode events to detect changes, i dunno if it happens early enough for ur usecase though

#

It is also possible to change the wake up location with data

#

That's a whole thing in location context

charred plank
lucid mulch
#

you can have a higher priority passout event that does different event behaviour

#

the losing of items is a specific command inside the stock passout events, a custom passout event doesn't need to call it

lucid iron
#

Yeah dw I am just bringing up related logic in case your problem has another solution Dokkan

charred plank
#

these are all very useful

lucid iron
#

I do like working within vanilla systems when possible

charred plank
#

i'd also like to avoid harmony. people rarely run a small number of mods so the fewer conflicts the better

lucid iron
#

Eh every method has potential for conflict

uncut viper
#

fwiw harmony does not automatically mean conflict

lucid iron
#

It's about how you use the tools

uncut viper
#

postfixes are exceptionally compatible for instance

charred plank
#

is there a global location for passoutevents? i see a netEvent0 in the farmer class

lucid iron
#

The event in passoutevent means the actual cutscene you get

#

Like waking up at harvey's clinic

lucid mulch
#

ah I'm confusing passout with revive

charred plank
#

i don't think that's what i'm looking for then

lucid mulch
#

but both are influenced by Data/LocationContexts and in turn run standard events

charred plank
#

i'm going to have to do some digging to find out how to construct a passoutevent and then where to add it to

lucid mulch
#

the passout is for Exhasution (run out of stamina) or 2am and LocationContextData.PassOutLocations controls what location you will wake up at the next day.

Revive is for dying (0hp) and controls where you will respawn at and then play the PlayerKilled event in that location

#

its otherwise a perfectly normal event than any other event, other than the lack of preconditions or trailing /

#

if the location has no playerkilled event then you just wake up immediately and no items/gold are lost

charred plank
#

revive makes more sense then. i was getting those mixed up. i want it to be when health would drop below 0, but instead of passing out i get to handle it myself (dialogue etc)

#

if that's the case then i was REALLY overthinking it. so i can just overwrite the passout event with my own to get it to run? (obviously i don't want to permanently remove the original event

lucid iron
#

Do u need it only for particular location

charred plank
#

kind of? i'll need a single event for more than one location. i can do a specific event for different floors in the mine or desert mine, so each event would only be in one location, but i'd have more than one event total

weak anchor
#

Hi all! I'm looking into making a new NPC (Not replacing one) in stardew valley. I've never made a mod before and I dont mind if they dont have cutscenes or be marryable, I just want them walking around town or whatever is simplest

#

Is there any documentation on how to do that

uncut viper
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

weak anchor
#

ty

uncut viper
#

The first bullet point has an excellent guide, and you'll also need to learn Content Patcher's documentation

weak anchor
#

I dont mind that

uncut viper
#

!startmodding This command should have resources for that in the first bullet point

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

near breach
#

Does anyone know which file this dialogue is stored in? This is post-marriage Sebastian when you talk to him on the beach, on days where he takes a walk outside the farmhouse. It's not in MarriageDialogueSebastian, I have tried to search in Characters/MarriageDialogue, Strings/StringsFromCSFiles, Data/Beach, and Data/ExtraDialogue but couldn't find it. I'm quite interested because it's a location dialogue

uncut viper
#

Strings/schedules/Sebastian

near breach
#

God I'm crying thank you so much

#

Do you just remember that off the top of your head because of the way the dialogues are handled or is there any specific tool to look it up

uncut viper
#

I just assumed where it was likely to be and then went and checked. But you can use Notepad++ or Visual Studio Code to search entire folders (and all their subfolders) for things like this too

#

(And probably many other text editors but those 2 specifically are often recommended here)

near breach
#

Ohh okay thank you!

shut edge
#

anyone know stuff about currency items

#

i was wondering if you can have an item that is like a regular vanilla item and also a currency at the same time, if that makes any sense

#

like could you have an amount of $clay that's the same as the amount of clay you are carrying

#

was considering making an item-heavy situation into currencies so it would just be a bag in your inventory and not take up slots

brave fable
#

i don't believe there's support for that? and if it's the same as the clay you're carrying, why not just use that clay you're carrying as a shop currency

shut edge
#

hm

brave fable
#

unless i'm misunderstanding haha

shut edge
#

that works for shopping at least yeah

#

i'm ot explaining it well

#

sec

#

so basically i would like to eventually have something that clones the alchemy from secret of evermore

#

there's close to 2 dozen alchemy ingredients in that , so they just store to a bag

#

some of those ingredients have overlap with vanilla, like clay and iron etc

#

maybe something like resource storage would be ideal i dunno

#

item-heavy magic system essentially

ornate locust
#

angry Nexus kicking and finally it lets me correct my "forgot to update manifest"

shut edge
#

hmm maybe resource storage actually would do this already?

#

or something close to it

#

well just an idea for the moment anyway

lucid iron
#

you can have items stash to the wallet as "currency"

#

but it means you can never take the item out ever

shut edge
#

yeah

#

wildflour uses that i think?

#

well if i get serious about the idea later i'll look into comissioning some C#

balmy valve
#

Hi. CAZ is now i18n compatible. Is there a specific part of the i18n key that I have to replace with the Random key for random dialogue, or can I just slap it on the end?

rose cliff
#

Hi all. I have an inspiration for a mod. It would be my first and probably is way too ambitious, but… the idea is The Farmer Who Planted Trees. Basically, your farm, the ten, the forest, the mountains is all like the area at the beginning of The Man Who Planted Trees: β€œThe trek began on barren moors twelve or thirteen hundred meters above sea level through land that was bleak and monotonous. Nothing grew there but wild lavender. My route led across the region at its widest point, and after hiking for three days, I found myself in a wasteland desolate beyond description.” I wrote an expanded description of what I want to do on Reddit (https://www.reddit.com/r/StardewValleyMods/s/P2fdA9nH1P), but basically, the farmer arrives, Lewis welcomes them (no Robin) but bemusedly. Your land has autumn brown grass, debris, weeds, and that’s it. Dry creek beds, wells, and cisterns where there should be water. No trees. No wildlife. You start with your tools and 100 acorns and you need to make all of Stardew Valley verdant again.

Most of the houses in town are ruins eaten up by brambles. You have Lewis, Pam & Penny, the Mullners, the museum, and Willie and Elliot. That’s it. There’s a blank space where Joja Mart would be. (A Joja run is possible for this mod, but unlikely, considering Morris won’t be there for quite a while.)

Is this even possible?

balmy valve
#

whoa that sounds...ambitious

urban patrol
#

anything is possible with enough time, determination, and C#. that sounds like a big project but you could do it if you kept at it. do you want some resources for how to begin modding?

rose cliff
#

I’d have VMV as a dependency so I can have birch trees, and Stone Buildings Mod just because you don’t have the spare wood.

#

Yes, please.

urban patrol
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

balmy valve
#

wait this is your first mod?

#

dear yoba, i hope you're a programmer

urban patrol
#

the wiki is going to be your best resource

#

do you know C#?

lucid mulch
#

https://www.nexusmods.com/stardewvalley/mods/16750 does kinda fit that vibe (though is entirely constrained to being a custom farm and wont touch the rest of the game)

Nexus Mods :: Stardew Valley

Tired of the weary same old, same old?Inherit the unique Desert Bloom Farm, where the arid landscape holds secrets and surprises.Harvest exotic coconuts and cactus fruits, complete engagin

rose cliff
#

Yes. I took programming in college (early 90s).

uncut viper
#

That all sounds like it could theoretically be done with just Content Patcher and maybe a framework or two. Theoretically and painfully.

rose cliff
#

The β€œyes” was to, β€œis this your first mod?” I don’t know C# yet.

urban patrol
#

!yellowbook

ocean sailBOT
urban patrol
#

there are also video tutorials linked on the wiki

lucid mulch
#

I feel like a mix of CP and unlockable bundles could get a good amount of it done, though some care would need to be done on the event someone loads an existing save

uncut viper
#

UB was what I was thinking too

rose cliff
#

I’m thinking I should probably cut my teeth on something smaller, but this is a project I’d really like to try.

#

Is there a way to have an event linked to fifteen fully grown trees existing on your farm?

uncut viper
#

Not as far as I know without C#

rose cliff
#

I think this would break an existing save.

urban patrol
#

i think it's very valid if you were to instruct people to only install it on a new save tbh

#

and if they come to you with bugs, tough

rose cliff
#

I can’t even think of how the logic would work for lovely green Pelican Town suddenly becoming a barren wasteland.

urban patrol
#

you could probably just retexture the plants and delete all bushes/trees from spawning

lucid mulch
#

working out where to put all the other vanilla NPCs that shouldn't exist yet is the bigger thing for me.

its relatively easy for a new save scenario to just add conditions so they don't spawn (outside of maybe robin) but an existing save doesn't have that option

uncut viper
#

I was thinking you'd just null them out of Data/Characters

rose cliff
#

My other mod idea is just a small farm on the road between the bus stop and the desert, with a self insert (more or less) character living there.

urban patrol
#

that's definitely doable with just content patcher, and there are tutorials for how to make an NPC and how to edit/add maps

rose cliff
#

I’d initially wanted to put said character in East Scarp, but the house I wanted to use disappeared a few updates ago.

#

The hardest part of that one is paying someone to create art for me.

urban patrol
#

east scarp is pretty popular, but i think in general (if popularity is something you worry about) standalone NPCs do better than those that require expansions

#

there's also the permissions issue whenever you deal with someone else's mod

rose cliff
#

The appeal on putting it in East Scarp is just that I like it and I want to live there. πŸ˜„ And, like I said, there was a house I liked and wanted to move into, but it’s gone now, so I’m thinking small farm instead.

urban patrol
#

do you want information on people who take pixel art commissions? and/or resources for how to learn how to make pixel art?

devout otter
rose cliff
#

Inside info on people who not only make art but might be available? I think some of my favorite artists might be a bit busy.

#

Dolphin - gone as in removed from the map. It was an abandoned building, but now it’s not there anymore.

urban patrol
#

i'm pretty sure the wiki page for commissions indicates whether an artist is currently accepting commissions or not SDVpufferthinkblob let me see

#

hmm never mind it doesn't

rose cliff
#

And as far as commissions go, I’d love to commission 1. a mod to make a sixtyish year old Rasmodia, and 2. one to make Elliot look like Christian Kane.

devout otter
rose cliff
#

Ah, OK. Thanks, I didn’t know that.

devout otter
#

(So you create your own house, basically.)

rose cliff
#

Which would be easier than creating an entire farm.

devout otter
fickle thicket
#

Does anyone know if we can create custom NPCs with CP bigger than the usual human size SDVpufferthinkblob

devout otter
#

Yes with an additional framework like PoohCore.

fickle thicket
#

Awesome thank you!

dusk mulch
merry river
#

I also don't think East Scarp has open permissions, right? Unless it's a personal edit, you'll have to ask for permission

#

Oh wait I think Nic already explained it

pastel sonnet
#

Hey @winged finch, I made something similar years back but I haven't supported it in a long time. Lmk if you have any questions I'd be happy to tell you what I figured out. https://www.nexusmods.com/stardewvalley/mods/8167

Nexus Mods :: Stardew Valley

Right-click with your watering can and watch yourself water your crops! Unlike other mods, the crops won't be instantly watered. Your farmer will go crop by crop watering them, expending the same amou

merry river
#

woah didnt know uncle iroh was part of the modding community

devout otter
fossil osprey
#

Suddenly got an idea for a standalone NPC, but uh
I'm in a "sadistic author" mood rn, and I don't think the storyline I'm imagining is very... nice? a good idea?

fossil osprey
#

No trauma, no drama, just intense suffering for the player (spoiler: after writing out my ideas, I realise I kind of lied here. Kind of)

#

Which is why it's probably not a good idea

fossil osprey
#

Ok because I need to get it out of my head
Spoiler for potentially triggering subjects

||My idea is a busker NPC who's not living in Pelican town, they commute there once or twice a week to play music in different places of town (the other days they basically go to neighbouring towns). There are somewhat "chased by death", which means they have had many close call with death - they just call it bad luck.||
||All events would be either talking about music, or escaping yet another tragic death - think almost falling from a cliff, that kind of thing - where the farmer is systematically preventing the accident. Anytime that happen, they don't seem too fazed out by it, as if they were chill with the idea.||
||While they would be romanceable by default, their 8-hearts events would give you the explicit choice of pursuing them romantically or staying as friends. If you stay friends, they go home, but get into a bus accident. While they don't die (I very much force myself to steer away from that), they end up paraplegic and can't visit the valley anymore. They send a few letters for a season or two, then you don't hear about them anymore, and other NPC comment on how it's been a while since they last saw the busker. Their conclusion is very voluntarily open to interpretation.||
||If you do choose to let the romance door open, they stay with you longer that day before going home, so they don't get into that accident. Life continues as usual, but once you reach 10 hearts, they disappear for a season. When they come back, you realise they are missing an arm : they got into an accident, and are now unable to play music anymore. While they were "ok" with the concept of dying, the idea of living without their passion destroy them inside. They are basically an empty shell at this point, coming to the valley and not doing anything.||
||The healing arc would basically be marriage-exclusive events, where they learn the live again, play music despite their handicap.||

#

Oh god text block

#

Sorry

hard fern
#

πŸ€” hmm but i do have some concerns

fossil osprey
#

Hence why I'll probably never do it

hard fern
fossil osprey
#

Yeah I guessed so, part of the reason why I'll never do it x)

hard fern
fossil osprey
#

I'll keep it in my idea folder with the huge weather system rework idea, with a potentially sligthly less "hard-to-make" note

#

One day, I'll make a mod, lol

fossil osprey
#

So many things in there in various stages of completion

#

Like I have a basically finished dialogue edits that removes the subtext of Abigail being the wizard daugther (because I don't like that theory and seeing these dialogues reminds me of it), a barely started retexture of the game in a low-res style, a kind of advanced portraits and sprites mod that make NPC fit a more medieval-ish era

#

Among other things

woeful lintel
#

The concept of a travelling character is really cool, but I don't like locking them behind romance, it kinda feels like "oh, you don't want to romance them? we'll you don't get the character anymore"

fossil osprey
#

The second reason why I'll probably never do it x)
In this state at least, I could probably rework that part to a more platonic-friendly conclusion
Either making them still come, just less often because it's more difficult or something

woeful lintel
lucid mulch
#

RSV does have a character that goes missing for extended periods of the year iirc
and SVE has a character with a very drastic schedule of being in wildly different locations each week day

woeful lintel
fossil osprey
#

Hm that could be an elegant solution
I'll think about it, I'm getting more and more curious about whether I could do it

somber kernel
#

Would a working trashcan be possible on a farm map?

somber kernel
#

Hehe cool

dawn ore
#

I have a question, I know I can use the BETAS command ClearTerrainFeatures to clear trees and bushes etc, is there a way to force them to grow back on command?

ebon birch
#

what am i doing wrong here?

hard fern
ebon birch
hard fern
#

Since it's not a content patcher pack, i think you have to use a different command

#

The command you used is for content patcher packs

ebon birch
#

oh okay

brave fable
#

(if you type help in the console it'll list out all commands from each mod, so you can find which one you need for the framework you're using)

ebon birch
#

thank you!

dawn ore
#

how can i get my custom NPC to path to my new cutom area? I as the player can walk there, but when i put it in the schedules they just sit there idll, not moving to the next map that is just off screen

brave fable
#

!sleep

#

what a pity

#

have you tried sleeping a day? NPC schedules aren't loaded until the next day

dawn ore
#

yeah i have. I've tried sleeping, reloading, etc

#

is it something to do with it being a map patch, that makes it non pathable to NPCs?

brave fable
#

there's a lot more followup questions to ask but i am. too tired hahah

dawn ore
#

unfortunately, smapi.io is offline right now, I realised that when i was getting strange SMAPI log messages

brave fable
#

then my work here is done πŸ™‚β€β†•οΈ

hard fern
#

Do tell, where is your map patch? You said it's a custom area, but where does it connect to?

#

(please don't say backwoods...)

brave fable
#

(secret woods it is then πŸ₯³ )

dawn ore
proud wyvern
#

that mod seems to have a reported bug that it doesn't work

hard fern
#

Haha

proud wyvern
#

same exact behavior too

#

NPCs just not going anywhere

brave fable
#

a very making mods moment

dawn ore
#

Fair. I can tell you that NPCs are pathing through the backwoods - maybe there are more subtle issues, but Demetrius gave me a jumpscare when i looked away and suddenly he was there in the backwoods

proud wyvern
#

hm

dawn ore
#

but maybe I'll compromise and add a second path from the left hand side of the spa - geographically those should line up

Custom Area --- TrainStation
| |
| |
Backwoods ---- Mountain

#

just for reference, heres my guy, and my custom path:

#

he can walk to the backwoods ok, but then 'ignores' the command to walk up the the new area, when i can do that just fine in terms of warps etc

west thunder
#

But how do I go about creating the option to use the Vanilla texture?

#

Would I need to include that texture in my mod as well and just load that or is there a simpler way?

brave fable
#

you can simply have a config option that doesn't correspond to any When conditions in your patches

west thunder
#

hwo dat work

brave fable
#

say you have three patches, each with a different When checking ConfigA, ConfigB, and ConfigC from your config options. if you also have a ConfigD option with no patch, none of these patches will be applied, and the vanilla sprite will be unchanged

#

your ConfigD could be named anything, the only important part is that all of your patches have a condition that isn't being met when using this config option

west thunder
#

To be clear, I'm going for this.

#

Where one config option has a dropdown list where the player can choose one option.

#

(screenshot taken from contpatch docs)

#

To be more specific, I want to change the spritesheet of Krobus playing with the sea monster.

#

Option 1: both Krobus and the sea monster are changed;
Option 2: only Krobus is changed;
Option 3: only the sea monster is changed;
Option 4: Vanilla sprite, nobody's changed.

west thunder
brave fable
#

without knowing what your sprites and patch regions look like, i would simplify it to:
Krobus: Custom, Vanilla
Seamonster: Custom, Vanilla
and where each of those patches has a When condition checking for a value of Krobus: Custom or Seamonster: Custom, meaning that the patch will not be applied if the value is Vanilla

west thunder
#

Hold on then.

#

Characters > SeaMonsterKrobus

#

This is the Vanilla sprite's location.

#

Both changed, Krobus changed, monster changed.

#

And the Vanilla one.

#

As for where these might be held in my mod folder, just a generic assets folder.

#

Just one sprite sheet, which I had made multiple versions of to my adoring fans' liking.

brave fable
#

someone can correct me if i'm wrong, since i've not used configschema or hasfile in CP ever, but i'd imagine you want something like this```json
{
"Format": "2.9.0",
"ConfigSchema": {
"Style": {
"AllowValues": "Both, Krobus, SeaMonster, Vanilla",
"Default": "Both"
}
},
"Changes": [
{
"Action": "Load",
"Target": "Characters/SeaMonsterKrobus",
"FromFile": "assets/img_{{Style}}.png",
"When": {
"HasFile: assets/img_{{Style}}.png": "true"
}
}
]
}

assuming you have three files `assets/img_Both`, `assets/img_Krobus`, `assets/img_SeaMonster`
#

since you don't have a file assets/img_Vanilla, nothing will be patched, and the vanilla sprite will be used

west thunder
#

That seems about right, yeah.

#

As I suspected.

#

Thanks.

#

wait.

brave fable
#

no problem SDVpufferthumbsup

#

problem SDVpufferthumbsup

west thunder
#

lol

#

I believe the "HasFile" should instead be replaced with a { "Style": (value) }

#

As with true and false statements.

brave fable
#

try it both ways and see which works!

west thunder
#

Very well.

#

thanks bestie!!!

brave fable
#

interesting. animated tiles use the individual properties of each tile used in the animation

#

which includes Passable if you ever wanted a moving maze

west thunder
#

well that's not ominous

#

Notepad++ seems to be highlighting the three selected values for each config in orange.

#

(These are the "When" lines in the "Changes" portion of the content file)

#

oh that's me being a dumbass

#

I needed to put the values in quotation marks.

#

Omen begone.

dawn ore
#

Hello all. I've been making a mod that adds renewable energy like wind and solar to Pelican Town via a series of quests, electric furnaces, new Electrical Engineer NPC, and a few other fun bonuses. It's my first mod, and I'm probably 80-90% of the way towards a version 1.0 release, but I'm not confident in terms of things like compatibility with other mods, multiplayer, and general bugs. There are still a few rough edges, and the NPC is fairly plain at this stage with no heart events.

Is there any way to get play testers / beta testers who would be willing to give some feedback / review my code?

opaque field
#

(I am also interested)

dawn ore
#

If anyone is feeling generous and could help, please message me πŸ™‚
If I don't respond note that I'm in Australia so timezones etc. cheers!

lucid mulch
#

But this exact pattern is an example in the CP doc, just using {{Season}} instead of {{Style}}

brave fable
#

it doesn't matter how many times you say '100x100 tiles is just too big', some days you still just open the canvas at 100x100

spice inlet
#

is that the original ginger island?

calm nebula
#

(I cant promise playtesting but as your local EE I approve)

runic ferry
#

Hello guys. I'm trying to come up with a Farmhouse mod but I'm struggling a little, so decided to ask for help. The map is technically ready for use, but when I update the house or get married this keeps happening (image). For some reason the original map gets loaded on top of my map..

#

I think I'm making some mistakes, because the crib I put in the map (with the tile property ''crib'') is not recognized by the game and the game generates a new one whenever FarmHouse is updated (that also spawns offmap)

#

could someone try to give me a little insight of what I'm doing wrong? I have been working on that for a while hahaha

calm nebula
#

Look up farmhouse renovations

runic ferry
#

Ok! Thank you so much!

brave fable
#

clearly it needs cutting down some

verbal narwhal
#

reposting this here: #modded-stardew message
if someone has the time and kindness to give me feedback whether the options/config menu in gmcm are understandable, I would be very happy. There are many possible customization options and I feel like concise descriptions/language is not my strength.
Also I've spent too long on this for me to evaluate if I could translate it well

#

I have even added an overview page

fossil osprey
#

I don't have the possibility to install the mod to see the full thing, but from your screenshot I can already tell you your descriptions goes too much into technical vocabulary
You don't need to describe how it does it, just what it does; simple sentences would be better I think

verbal narwhal
fossil osprey
#

Basically a lot of words linked to stats and probability
Like variance, chance roll, condition-criteria, etc
For example, in the "Normal random mode", you could simply say "a fixed chance to get pregnant anytime you agree to try"

verbal narwhal
#

ah yes, that is good!!

#

I mean I asked because I can feel that the wording is off but I cannot pinpoint why :D

fossil osprey
#

It's not a lot, but I can already see that a lot of people may not understand/not bother to read it because it's too long or has unnecessary details gameplay wise

#

Like we don't need to know there is some variance applied to the normal random, it's not necessary ^^

opaque field
#

I really like your explanation about the random chances (which I very much understand is a personal preference thing) but do agree with Mr.Duck

Question about the question customizatio: I assume it means you can configure the way in which you’re asking to try for a kid?

verbal narwhal
#

you can enable/disable custom questions for both playerxnpc and playerxplayer, then you can enter up to 16 question texts and configure individual conditions for each question to be drawn!

opaque field
# verbal narwhal

Ooh awesome! I figured but didn’t want to just assume. (I love your helper lines in the config too)

verbal narwhal
#

sadly smapio.io seems to be down, but i can send my current default.json if anyone wants to edit it!

somber kernel
#

Dumbo question, how do yall test your mods? Like disable all other mods you’re using with another save in stardrop and making a selection for test farm? I need some details SDVkrobusgiggle

royal stump
#

I've never used mod managers for SDV, so I generally just dump unnecessary mods in a "put these back later" folder and start a test save
folders starting with . are skipped by SMAPI

#

you can make an alternate Mods folder and set up a shortcut to start SMAPI targeting that, alternatively

calm nebula
#

Mods (Test)

#

Mods (Test2)

#

Mods (CutDown) (has 126 mods in it)

royal stump
#

I did use Mods (MP) and Mods (SVE) for a while

#

between that and alpha builds, I kept mixing up shortcuts SDVkrobusgiggle

calm nebula
#

Tbh I also have Mods folders for every one of my real saves

#

Not that any of those mod folders are any good anymore

#

Given well

#

They were made in 1.5.6

west thunder
ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 109 C# mods and 195 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

west thunder
#

I'm tired.

#

Ignore all the mods, I'll get that over with when I'm finally done modding.

royal stump
#

your json's needed for context, but you probably have an extra } somewhere before line 33
Technical details: Additional text encountered after finished reading JSON content: {. Path '', line 33, position 1.

#

it thinks the overarching {} object already ended

brittle pasture
#

your second file seems to be two files smudged into one

#

merge them into one, with only one top level object containing only one Changes list

royal stump
#

yeah, that or you might have a dwarvish sentry file elsewhere & copy-pasted here

west thunder
#

wtf how did that happen

#

Thanks for telling me.

#

This should be good.

hot oasis
#

Hey!! If I made an event that triggers when farmer goes in Saloon (for example) but then I want farmer to spawn in Town instead of Saloon after the event is over..Is that possible?

royal stump
hot oasis
#

That's great! Ill try that out! Thank you!

somber kernel
west thunder
#

Yikes.

#

Anyone here know how Monster Variety works? I've ran into a peculiar issue.

#

Chu's away, so I'll need a substitute.

#

I'm trying to change the textures for the Skeleton Mage, but Stardew Valley, FOR WHATEVER REASON, decides to call it a regular skeleton.

#

So it, in turn, uses the skeleton texture.

#

Is there a way to get around it or do I have to face the music and just use Content Patcher's basic-ass load function, going against the entire format of monster texture activation?

#

thx in advance!!!!!!!

royal stump
# west thunder I'm trying to change the textures for the Skeleton Mage, but Stardew Valley, FOR...

afaict, chu would have to add another exception for skeleton mage, e.g. alongside the special bug code
(https://github.com/Mushymato/MonsterVariety?tab=readme-ov-file#special-cases)
skeletons and skeleton mages use the same C# class, and it doesn't change the monster's Name field when making one spawn as a mage, which is what Monster Variety generally checks
(skeleton mages just have a different texture setting, and an internal field "isMage": true that changes how they act)

#

incidentally, I guess the game never actually uses the "skeleton mage" entry in Data/Monsters SDVpuffersquint

west thunder
royal stump
#

probably, yeah, though I'm not familiar with using the mod

#

it presumably treats skeleton mages and skeletons as the exact same thing

west thunder
#

I found out Carbon Ghost and Lava Bat have secret dangerous variants that don't even have their own special textures.

#

So I had to make new ones myself.

#

Maybe that's the secret Eric was talking about all along.

#

That modding monsters is agonizing.

royal stump
#

yeah, green slimes and bats (and bat-like things) share a lot of code and largely just update their numbers by context

#

whatever 1.7 might do to them aside, all the monster names are kinda made-up, FTM just has an arbitrary list of "IDs" it accepts for the types

west thunder
#

Christ.

#

Oh, sorry, Yoba's little gugugaga.

#

Well, either way.

#

Thanks bestie.

#

You saved me time. Plenty of it.

smoky wing
#

How do i make mods? Like for changing character sprites and portraits

#

I wanna start to make my own

west thunder
#

Seems like a decent starting point.

#

Someone else probably knows a command or two that could link a ton more stuff.

tiny zealot
#

!software if you want to make sprites and portraits, you will need an image editor to do pixel art with

ocean sailBOT
tiny zealot
#

!unpack and you will likely want an unpacked copy of the game assets for reference

ocean sailBOT
#

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!

smoky wing
#

By the way, idk if this is possible, but in a mod, is there a way to change a character's walk speed? Or make them permanently stay at one place

west thunder
#

NOT EVEN CP'S LOAD FUNCTION APPLIES TO IT.

#

OOOOOOOOOOOOOOOOO

royal stump
#

mobile so I can't dig around rn, but if MV is overriding the mages' sprites with basic skeleton sprites, there probably isn't a way to differentiate

#

they'd end up with the same target asset(s) as each other

west thunder
#

Thanks.

lucid iron
west thunder
#

But yeah, I'll probably still have to keep the skeletons in Content Patcher hell for a bit.

#

But hey, that means I save space in the mod folder, yeah?

tiny zealot
smoky wing
tiny zealot
#

truthfully, i don't know how exactly. i'd have to dig through the decompile to look for a strategy

#

and at the risk of sounding blunt, i doubt it's a good first mod for someone without much prior experience

#

!startmodding if you want to learn C# for stardew modding, i would start with the link here. the wiki guide will walk you through making a good first C# mod so you can learn the ropes a bit

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

west thunder
#

AT LONG LAST.

smoky wing
#

Just finished retexturing haley!!

#

Just need to figure out how to actually make it a mod

#

And make her stay always at the same spot

#

Ok so I found out

#

How to edit schedules

#

The bad thing is

#

Idk what any of the text im seeing means

ornate drift
#

so um

#

how do i make a warp for my NPC

brittle pasture
#

look into CP's EditMap operation, particularly the AddWarps field

ornate drift
#

shouldnt i like

#

make a base in Tiled though

#

like where i want my NPC to warp

smoky wing
#

can i use notepad++ to edit the json files?

brittle pasture
#

or you can patch in a map section yes

#

it would just be the same as a map edit

ornate drift
#

this is all pretty new to me

brittle pasture
#

you can also patch in a map without a warp and add in a warp after the fact with AddWarps

#

either way read the doc about EditMap

#

to clarify, you:

  • make your map patch in Tiled
  • use EditMap to apply that patch on top of a vanilla map
ornate drift
#

do i need to extract it as a tmx file and then put that file into my npc folder

brittle pasture
#

save your patch as a tmx file in your mod and apply the patch using EditMap, with FromFile pointing to your tmx file

smoky wing
#

like how do i write it or whatever

brittle pasture
#

Actions is a JSON list []

#

a list can have multiple entries [{}, {}]

smoky wing
#

yeah i figured it out tyy!!

#

what concerns me is that uh

#

i dont know how to make it differenciate between

#

haley.json

#

and haley.png

#

cuz i feel like that could mess the whole game up

#

and i dont want that to happen to anyone that uses it

brittle pasture
#

I'm going to need more context

#

if by haley.json you mean putting more code in that file you Include it
haley.png is the image file you use in the actual Load/EditImage action

smoky wing
brittle pasture
#

do you have file extensions enabled

#

you should if you don't

#

!extensions

#

!fileextensions

ocean sailBOT
#
Hidden File Extensions

Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.

To show file extensions on your computer:

On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.

On Windows 11, open File Explorer and click on View > Show > File Name Extensions.

On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.

smoky wing
#

no i know, i have them enabled

#

but since the code doesnt include the file extention

#

just the name

#

i was concerned if like

#

that could mess it up

brittle pasture
#

are you referring to the files in your mod, or the game's content folder

smoky wing
brittle pasture
#

if the former (your mod code) they must have the extension

smoky wing
#

?

brittle pasture
#

ah I should clarify then, that's not a file in your mod, that's the game's content folder I was talking about

smoky wing
#

no i know

#

but do i have to put .png

#

or?

brittle pasture
#

in that case no

ornate drift
#

what background layer do trees count as in Tiled?

smoky wing
#

oh alr

#

tyy

brittle pasture
#

the technical detail is long but the game doesn't actually use/see pngs and jsons, the unpacked files are just convenient human viewable unpacks

brittle pasture
ornate drift
#

background trees

#

ones that you can go behind and in front of

smoky wing
brittle pasture
#

usually Building+Front?

smoky wing
#

like the whole file being empty

brittle pasture
#

look at vanilla maps for ref

brittle pasture
ornate drift
#

i only have like

#

one layer

#

lmao

smoky wing
brittle pasture
#

well you can try, i don't think anything hard explodes

brittle pasture
ornate drift
#

idk how to do that

brittle pasture
#

just copy pasta a vanilla tmx file

smoky wing
#

smapi is giving me an error about my mod everytime i load the game but i cant see it cuz it just flashes for a second before the game loads

#

is there any way to check without actually running stardew?

fossil osprey
#

!log could help

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

fossil osprey
#

You'll get the latest log, so you might see the error

urban patrol
#

the console is also still open while the game is running, you just have to minimize or alt tab

smoky wing
#

ok so turns out i was running an older version of smapi and content patcher

#

it says that (my mods) files are nonexistent?? even though the have the exact name of the files in the asset folder

urban patrol
#

!fileextensions

ocean sailBOT
#
Hidden File Extensions

Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.

To show file extensions on your computer:

On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.

On Windows 11, open File Explorer and click on View > Show > File Name Extensions.

On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.

smoky wing
#

Load Characters/Haley_Winter has a FromFile which matches non-existent file 'assets\winternormal.png'.

#

???

smoky wing
#

i dont get whats wrong

#

and its that for EVERY file

urban patrol
#

idk if slashes vs backslashes matter but i would try that

brittle pasture
#

what's your folder look like

smoky wing
brittle pasture
#

a screenshot of your folder if you can

smoky wing
#

oh alr

brittle pasture
#

is the assets folder inside the [CP]NoHaley folder

#

if so then you need to move it outside

smoky wing
#

ok tyy

brittle pasture
#

the location of content.json is the root of your mod

smoky wing
#

yeah no i just realized what i did wrong

#

tyyy!

#

Is there a time skip mod? Im tired of waiting for the npcs schedule just to check if everything works

#

Or like

#

Debug mode i guess

brittle pasture
#

CJB Cheats

calm nebula
#

For schedules time skip doesnt quite work

#

You want a fast forward mod for that

smoky wing
#

Also does anyone know to to change a characters dialogue?

#

Like all of it

tranquil surge
smoky wing
#

I saw multiple mods that could also change a characters name, how do they do that?

urban patrol
urban patrol
tranquil surge
#

All I'm getting is the default fish for the foraging farm for some reason.

urban patrol
urban patrol
smoky wing
#

Or someone that can di that type of stuff?

tranquil surge
urban patrol
smoky wing
#

I'm not very experienced sorry

urban patrol
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

smoky wing
#

Oh nvm

urban patrol
brittle pasture
#

the content modder yearns for ichor to release a legit version of npc name changer

smoky wing
# ocean sail

Atp I might comission or beg someone to help me do it cuz

#

Wtf

smoky wing
#

I'm genuinely this close to giving up on the mod

urban patrol
#

what location does lookup anything show you as being in when you're on your farm?

tranquil surge
urban patrol
#

lookup anything is a mod you can install to see information about the game

#

and what farm did you select at the save creation screen

tranquil surge
urban patrol
#

i believe the default key to press is F1

tranquil surge
tranquil surge
# urban patrol i believe the default key to press is F1

Yes, while looking at an item under my cursor I can press f1 to see information about it. And while not looking at an Item, I can pull up the search menu using shift+f1.

I just don't know what I'm supposed to be looking up to get the information you're looking for. What is the search query I should type in?

urban patrol
#

i think it shows when you lookup on the farmer? i can't check rn. but you already did debug whereami so it's fine for now

#

does a patch export of data/locations show your fish data on gray farm

tranquil surge
urban patrol
#

ah yep that would be your issue

#

oh wait no

#

you set that as your display name

tranquil surge
#

Okay, I just changed what my custom farm's display name should be, and it's still saying that I'm on the "Forest Farm". Let me try on the other map.

somber kernel
#

This is really basic but I don’t get what ModId is, where it comes from (do you make it up yourself?), what should be part of it, the whole shebang. I know it’s a vital part and I think I somewhat understand what it does but I just don’t get it SDVpufferwaaah

urban patrol
#

{{ModId}} is a token that content patcher replaces with whatever you put in the UniqueId field inside your manifest. it's traditional to make it yourname.yourmodname

#

you should prefix things like NPC names, animals, locations, etc. you add to the game with your mod id to make sure there are no conflicts with other mods

#

for example, if i wanted to add butter to the game without clashing with cornucopia, i could add {{ModId}}_Butter, which would be replaced with handwrittenhello.mycoolmod_Butter and wouldn't clash with Cornucopia_Butter

somber kernel
#

Right

tranquil surge
#

So this is my test map, using the custom map and not replacing the forest farm in any way.

urban patrol
#

and what does a patch export of Data/Locations show?

smoky wing
#

Im gonna cry how do i even mod this πŸ’”πŸ’”πŸ’”

tranquil surge
smoky wing
#

Im giving up before I even launched the first version holy shit

somber kernel
tranquil surge
#

Starting from line 17834 until the end of the file at line 18449 is apparently where my custom map has been added.

urban patrol
#

your position for fish areas is null, which means it applies to the whole farm, is that what you want?

tranquil surge
#

From what I can tell, it should be spawning all the different fish. And yet, all I seem to be getting are small and largmouth bass, shad, sunfish, Carp, Bullhead, and Catfish. that, and a ton of junk.

tranquil surge
merry river
#

just to make sure: are you using the proper rod to catch these fish?

tranquil surge
merry river
#

the very first rod couldnt catch all kinds of fish iirc

urban patrol
#

right now you should be getting an overwhelming amount of town, forest and mountain fish, and no beach fish because you have Ocean instead of Beach

#

the chances of the other fish are so low as to be negligible

#

or the conditions aren't met

tranquil surge
urban patrol
#

but the location is called beach, and you're adding fish by location

tranquil surge
#

Easy enough fix.

#

What's the debug command to change the season to Summer again?

urban patrol
#

idk i use cjb cheats

#

i would sleep and/or re-enter the location if you cheat the season though

pale river
#

I use CJB cheats too

tranquil surge
#

Okay, so the desert fish are spawning in summer, since Scorpion Carp are a desert-only catch iirc. Still not seeing any ocean/beach fish though...

#

So I'm looking up specific fish from the Lookupanything mod, and it's saying that the spawn location for any and all types of fish aren't met while I'm at my farm... That's not to say they aren't spawning at my farm though. But the icean fish in particular still aren't spawning.

Also, is there some way to reduce to amount of trash that I'm fishing up? It's effectively a 50% chance to get trash or a fish it seems, even with my test account.

smoky wing