#making-mods-general
1 messages Β· Page 535 of 1
I use this and ctrl + f to find what i need
you can if you don't want to clutter your content.json
also here, this has a more thorough explanation: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Gift_Tastes
ah ok but like
do i have to make separate jsons for all the tastes or can i combine them into one?
you have to combine them into one, they are one string
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
oh ok!
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
but I imagine I'm doing something weird with her map/warps/etc
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
"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/",
}
},
]
}```
i took this from the wiki and added my npc name onto it
also edited the text as well
would this work?
yeah it usually is but i currently don't remember what it is exactly. can you maybe share a json in which you made the patch? perhaps we can figure it out together 
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 
oh ok! noted
btw i dont use an assets folder
boxs rock base only includes an i18n folder
well technically you don't have to
but as you continue making your NPC, you might notice that your files get quite crowded
yeah I assume the rock npc doesn't have a lot of stuff going on
depending on how complex your npc is you will want to organize your files (or not. up to you haha)
{
"Action": "EditData",
"Target": "Data/NPCGiftTastes",
"Entries": {
"{{ModID}}_Manny": "{{i18n:Manny}}//{{i18n:Manny}}//{{i18n:Manny}}//{{i18n:Manny}}//{{i18n:Manny}}//"
}
},```
oh

yeah there's no item IDs in there
the i18n keys are also all the same so he will keep saying whatever value is assigned to "Manny"
ok im gonna grab my coffee and a snack real quick
"Manny": "...Hello there.",
"Manny.name": "Manny"
}```
thats the only thing inside the i18n folder
default.json
yaaassss (topping off my tea)
esca has been typing for so long. i am scared
(unrelated, @-ing an older post, don't mind me
)

try replacing this with the one you copied. manny will be saying "Hello there" every time you give him something
okay, let me look at cara's map patch
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.
still almost done with the overall setup, I just need to find time to finish the monster spawn/despawn stuff and write documentation
might be hard to get into beta this month due to some medical stuff in a few weeks, though
(it still needs some more spawn types and new triggers/etc, but that can be added pretty quickly after it's out in beta)
Cara, what you did with your map patch so far is basically to just change the map to add in the changes you made to the appearance. But you haven't added an actual warp so Iggy can't pathfind
totally understandable!!! just know when you do get it running into beta im here to help >: 3
thank you for your time and detailed answer!!
yay!!!!!!!!!!!!
ooooooh, okay β€οΈ ty
now its time to actually set what i want him to love and hate
thats supposed to be you?
Manny is my sona
gasp
I love himb sm
i love how you look then
i know a gay bear when i see one
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 π
this is gonna be real embarassing if you end up saying youre not gay
im gay yeah 
a simple asset replacement or dialogue mod would be a good start
to no ones surprise
anyway
!getstarted
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
Personally I started with editing a dialogue of a vanilla npc
but there's lots of good references for getting started at the link
im thinking loves could be:
Survival Burger
Pizza
and anything that has heavy carbs
hate: literally any fish in the game
I have a goblin npc that was a raised by maple syrup bear and the crop fairy lol
tysm all! β€οΈ
Cotton my beloved?
yes!
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
theres enough romanceable NPCs out there anyway
100% understand/respect that choice
I will simp respectfully
from appropriate distances
he also just wouldnt date ppl, besides usagi i feel. who is the first human to treat him kindly
also writing romanceable/roommateable npcs is such a pain
Valid (how does he feel about like, exotic cats?)
He loves animals
like caracals? π
yeah, I think Iggy might be one of the few romanceable NPCs in my expansion
Weeeellll you know, when my mod is out i am open to ppl making npc romancable themsevles hehe
I'm very fascinated by Cotton and your story overall, I'm honestly v happy just bein buds if he's okay with that
depends on the person but its something im down for and i make all my npcs have blushing portraits too XD
do you wanna hear the basis of cottons story in my thread?
yes plz
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
youd need to download the mod an plop it there
There's no easy way tbh, but you can ask in #modded-stardew
Show people the spot you want to put your thing at
Wait for Tia to be around and ask?
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?
cause yknow theyre basically linked
tiakall is map use/npcs georg, if anybody knows it's them
ah ok
am i gonna have to type in ALL the fish ids if i want Manny to hate every single one of them π
cause that would take ages
if you want every fish you can use a category or a context tag
is the fish one -4?
yeah i think that's fish, although try it with category_fish first (automatic context tag applied based on category)
it will have the same effect but your code will say "fish" instead of you having to remember what -4 means
who is tia?
tiakall, noted mod author and bottomless repository of "what mods/NPCs edit this portion of the map?"
gotcha gotcha, thank you
i used mussel
ill use an actual fish hold on
done!!!!!!!!!! works
now that gift tastes are done
i should move onto something else
how do i add a house? i dont want my bear to be homeless 
You enter the wonderful world of map-making with Tiled
is that a program i have to download?
Yes! ( do we have a command for Tiled?)
maybe you can be my guide 
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
I will do my best
Maps are like onions, they are very dependant on layers (and sometimes they make me cry)
yes, but thankfully it's not as insane as it feels
okay so, the layers are super important notable back, building, front, and paths
these break down how the player and npcs interact with the things in your map
A maybe less overwhelming examble would be Elliott or Leah's cabin :3
which layers do the houses use?
buildings that are placed on maps use building so the player can walk behind and in front but not 'on them' like grass
(if anyone more experienced with maps wants to chime in please do)
Hi π
but the human will is strong
would it be better to place the house in a completely separate location that isnt in town?
town is already pretty crowded
maybe i can add it in cindersap forest
forest's also pretty crowded lol
Best site to upload sdv mods ?
:(
there's at least 3 mods fighting over the top left corner alone
do most people just use a teleporter?
probably also the best sites ppl are downloading from (Nexus)
Teleporting or there's the Central Station Mod
idk i feel like it doesnt feel...authentic? like not natural
if your mod is C# I also request that you make it open source and put it on GitHub
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
i want it to be part of the main game that isnt separate
you don't have to but it's a net positive for the community, and yourself if there are issues that arise
also if i wanna edit a map should i copy the tmx into my manny npc folder
for that specific map
but I will add that you should just do what you want first and worry about compat later
^^also this
this. there's basically no spot you can choose that won't collide with something, so don't worry about it yet
β¬οΈ
incidentally, SVE alters the left section of that, and the base game uses that dirt for spring onions, fwiw
oh π
quite possibly a few other mods too, base game maps aren't really big enough to claim w/o compat issues
not a deal-breaker either though, you can do "if [mod] is installed then use this other edit", etc
Pelican real estate
My rec is to pick some innocuous spot to add a warp to your NPC's house
i think the real estate market is the real thing modders fear about tiled
wait @opaque field spring onions spawn on the right
i guess i have no choice but to make a teleporter then
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
I love him he is awesome
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?
No it doesn't do that automatically
it should appear in the furniture catalogue, but I believe Robin herself only sells furniture in a vanilla range by default
hm, how does it work then? what i mean is like, if you wanted to buy it, where would you get it?
the catalogue as mentioned
oh, i see
i asked this in the official page for smithy in nexusmods because i wanted to make sure lol
now i'll wait for a response!

fyi chue is the author of smithy
but the author of mod smithy has already replied to you here 
When you don't exclude from random sale then they appear in the vanilla furniture catalogue, you also have the ability to say a furniture is catalogue for the mod you be working on
WAIT WHAT?
oh my god i'm so sorry
π
i feel embarrassed now lmao ππ
okay, thank you for replying!
i'll delete the question i left in your page then
i'm sorry π
damn i can't delete it
π
sorry for bumping this again, but maybe someone's online now who could help me figure it out? 
Dw about it
Your problem sounds like ordering issues
Do you have machine control panel installed
I have, I just didn't think of using it for debugging
Yeah u can check what game thinks the rule orders are
The rules page is ordered left to right up to down
alright, let me take a look
your format for fuel is wrong
AdditionalConsumedItems is a machine-level field for fuels that apply to every recipe
you need EMC if you want fuels that only apply to one recipe
Ahh, okay, so I do need EMC! Will look into it then
although it does seem to work just fine for my preserves jar, I think? which is weird
on it, boss 
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
up to you whether that's intended
it's supposed to be like that, yeah, unless I misunderstood the way it works
@brittle pasture https://smapi.io/json/none/2c2710978c3d4efb8266301e00bf2af4 would that be correct? I am not quite sure if it's mandatory to add EMC's context tags field in my case
that looks fine, feel free to verify with testing + lookup anything/mcp
Yup, that worked like a charm! Thank you 
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?
How do I do the latter?
How does that work?
I want a person to choose between several different retextures of a Vanilla sprite, one of the options being said Vanilla sprite.
Does anyone know where i could look for people that do mod commissions? looked everywhere but not trying to get scammed lol
true/false will be a checkbox, and allowed values will be a drop down
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
thanks!
Is there an example I could take a peek at?
welp i was gonna link you my content.json but it appears github is down
Maybe this'd work?
but content patcher docs should have examples
i'm on mobile
Yikes forever.
Alright, I'll go look through the docs.
If I could find them anyway.
Thanks, bestie!!!
"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
a drop down and a checkbox
an angry one at that
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 π Thank you in advance I am very excited to learn
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
do you have a particular idea? we may be able to recommend more specific resources if so

thank you π and not really not right now just want to start with something basic like a colour change and move up from there π
good luck!
Most things can be done using only jsons through Content Patcher or other frameworks, so it's really easy to learn
Thank you i was so nervous to ask haha!! glad i messaged now thank all so much π
Hiya guys. Can someone ELI5 how I'd get two mods giving me this error to play nice?
two content packs want to load the 'data/events/blacksmith' asset with the 'exclusive' priority
I'm trying to get March and Lucikiel to work together
could one be set to low priority?
Or use editData instead of Load
Oh lemme try that
Lower priority might not really work if the other mod is loading a whole file tho 
The funny thing is I looked at Lucikiel's code and he doesn't actually have anything in that asset
It's a blank json
Yeah, but there's probably another patch that edits the event in
Mm true
It' better to first load a blank
[Content Patcher] Ignored March - Fields of Mistria Revived > EventAdd: the FromFile field can't be used with an 'EditData' patch.
The best way would probably be for you to just edit the event in and load a blank first if Lucikiel is not installed? 
If they're both blanks, I think you're just supposed to set one to "low" priority and it'll work out
FromFile is only for loads and includes
"Priority": "Low"
one of these
Oh btw Midnight, I might release the new version of Enchanted Ceremony with appendable guest lists (and some other stuff) today or tomorrow
Woo, alright
I also stretched the benches a bit so each fits 4 people now
Here's the current seating plan
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
Yep... still no clue how it happened 
Now that I think about... he interacts with more of their guests at the wedding, than most vanilla characters
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?
Like I don't think Seb ever interacted with Marnie or Caroline
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
In cp?
Monogame
Almost exactly 10 years
Guess it just builds on XNA or sth
Iirc Jamie (ManInBlack) has a color picker for GMCM
HMMMMMM is it open source? I would like to inspect it
totally not steal it 1:1
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||
You can literally also just use it as a dependency tbh
I'm too lazy to bother to make my own color picker, I've always just used his
I'm kinda not but kinda am
I almost just made a reference to the mod with a wpf app
but decided not to do it because there is no way I'm touching that again if I don't have to
I kinda thinking about somehow referencing monogame and trying to make a floating window for the picker
Gmcmoptions is the mod name
Thanks
I'll check it out ~~ and probably steal code from it~~ β€οΈ
Okay he has a whole ahh color picker
I should probably just reference it
But I also only making the mod to get to know how to do stuff so I might just do it from scrath
bruh
was not expecting bit shifting
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
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 
fascinating
Yeah, he basically draws every pixel individually
Vs one of the chest mods which makes a texture with a gradient dynamically
Tbf I think this was the mod I stole the drawing from like
years ago
(Make sure to check out his license)
I forget who in the community likes copyleft but I think he is one
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
License?
the copyright?
he just uses his name
lol
oh no
nvm
a simple BSD 3-clause license
(If he had just used his name, you wouldn't have been permitted to use the code in the first place anyway)
In the code there is a copyright with his name, and also in the BSD license.
I have no idea how licensing works
- your letter is trying to read from Strings/StringsFromMaps but you're loading into Data/StringsFromMaps
- you should use an asset name that's more unique than Data/StringsFromMaps if you're loading into a new asset; otherwise you should edit Strings/StringsFromMaps (do not load it, as it's an existing game asset)
I haven't wrote anything ever that worth licensing π₯Ή
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.
Yeah
looks like if I copy his work I have to place his copyright notice there
Not sure how it actually works tho
what if someone just copies a method but uses it for something else, or just uses it as kind of a guide
If they wrote it, and you are using it, you follow their license
(Obligatory "I am not a lawyer" disclaimer)
Yeah
so i should change the target to say "Strings/StringsFromMaps"? and, if that is correct, should the action line be changed from "Load" to "EditData"?
you change the action yes, but also the fields (EditData takes an Entries dict of edits you want to apply, not a file to load from)
He basically used the draw functions and some Controls that are already in.... wherever... I guess monogame but not sure
like IconButtons and Rectangle and such
I kinda hated these always, it's like using ImGUI, but you never actually see how it works
ive finished most of the CTs besides adding my own, any other mods have CTs that i should add lines for?
i will add ones for pei ming and honeyfuggle
https://stardewmodding.wiki.gg/wiki/Conversation_Topics:_List_of_CTs here's a whole list :]
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 ...
Oh sweet!
So many CTs without a mod id prefix...
i was working so hard on my mod then i found another game and cant work on my mod now
the cycle repeats
Oh hey good thing I just finished adding the CTs for my idiot NPC
i've updated it now to this. i am assuming i need to input something different(?), since smapi gave me the second message upon running a test^ (apologies for my slowness, i'm very much still learning haha)
I feel you, my general cycle is:
- Finding a game
- playing it
- (playing it with friends,)
- getting a bit bored of it
- writing some ahh mod just because I can (it does basically nothing) or installing bepinex and just going wild with my nonexistent gamehacking knowledge
- ditching the game
- repeat
that's usually withing a month or so
are mine supposed to have that or do you mine the wiki list?
All modded CTs should ideally begin with a ModId prefix.
Can we interest u in that machine game #programmers-off-topic has been playing lol
It will be mine soon oh I cannot wait it's so hypnotizing
ok back to fishstick and cream cheese logic
(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.
Ty!!
I get βunknown errorβ when I try to login to the Stardew Valley wiki. I havenβt logged in since ConcernedApe took over the wiki. Does transferring accounts from the old wiki still work?
(was afk)
reference this page for what an EditData patch looks like: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md
and see this example: #making-mods-general message
https://smapi.io/json/none/025b2a7759a445c3a83180a519bd7684 my cute little cream cheese churn animation doesn't play at the moment
try creating a new account with that username to see if it's taken?
Itβs taken.
try setting workeffects chance to 1
by default an effect only has a 1/3 chance to run every 10 min
may be weird with temp sprites though idk
ooooh, okay I'll try that thank you π
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
Hey margotbean
off-topic but what exactly can you do with an account? Just editing the wiki?
I think so
It grants you riches beyond measure
Or maybe just headaches
(No it just let's u update the wiki)
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
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.
can you post your code? also have you gone to sleep at least once
Also note that you need to sleep before any changes to the schedules are applied iirc (nvm, didn't notice Selph mentioned it π )
Yes I sleep in a new save but they still won't move, I also used look up anything and it's shown that they have no schedulesπ₯²
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)
!json can you post the full code on the site, it's more viewable than discord
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.
your target in the patch that edits the schedule is missing the modid
Ah ok, can I use the {{ModID}} or it has to be the full ID?
sure ModId is fine
for topic memory can you do key_memory_fourdays or does it only support the available formats?
The memories only use predefined formats, not arbitrary lengths of time.
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...
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.
you can also get a talk: page π₯³ this is of little use to anyone
i suggest using either patch export or a mod like lookup anything to check if schedule is properly added, and ensure you sleep a day so schedule kicks in
How do you modding veterans handle incompatibilities with your mod? Logging βnot compatible with XYβ after checking if itβs loaded and then disabling your mod? Or just a note on your mod page?
It's worth noting that even in vanilla, the sleep animation only shows up at the end of the day, not first thing in the morning when they spawn in.
I make it compatible if at all possible. If not at all possible, I just stop caring and dw about it.
I wait for people to tell me about incompatibility and then decide if the degree of crime required is worthwhile
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
A note on your mod page if you can't/don't care to add compatibility is all that can be reasonably expected, but expect that most users still won't read it.
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
Mhmm. Iβve 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 wonβt work but my mod can be configured to basically include its functionality as well
Sounds good enough to me
In a license respecting way 
Iβve just released a beta version of it! And I think it mightβve become too big and overwhelming 
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
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 
(I still personally try even if it is closed source but that's for aforementioned reasons)
And I think Iβve achieved per save file configs displayed with gmcm!! To optionally override your default config settings of the mod
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
Thatβs a fair point^^ I was asked though to make it compatible, but I guess Iβll just include the same solution in the basic version as well, optionally hiding the questions
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 
Yeah that in general is a good lesson to learn! Saying no is ok
Hellow, i have a quick question
what would be the easiest method to reinstall the Console Commands folder if it was deleted by accident?
You can install SMAPI again
perfect, thank you!
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);
}
}```
Are you using harmony
You can access this with __instance
so i include __instance as a new paramenter?
that explains why i did it on the other method i haven't touched in 2 years.
thanks!
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
(NetIntDelta rather than the usual kind, but yeah)
derived from the same base as NetInt, so it probably has the on-change events
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
that sounds useful. my issue is i want to prevent the passout event
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
Yeah dw I am just bringing up related logic in case your problem has another solution 
these are all very useful
I do like working within vanilla systems when possible
i'd also like to avoid harmony. people rarely run a small number of mods so the fewer conflicts the better
Eh every method has potential for conflict
fwiw harmony does not automatically mean conflict
It's about how you use the tools
postfixes are exceptionally compatible for instance
is there a global location for passoutevents? i see a netEvent0 in the farmer class
The event in passoutevent means the actual cutscene you get
Like waking up at harvey's clinic
ah I'm confusing passout with revive
i don't think that's what i'm looking for then
but both are influenced by Data/LocationContexts and in turn run standard events
i'm going to have to do some digging to find out how to construct a passoutevent and then where to add it to
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
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
Do u need it only for particular location
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
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
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
ty
The first bullet point has an excellent guide, and you'll also need to learn Content Patcher's documentation
I dont mind that
!startmodding This command should have resources for that in the first bullet point
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
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
Strings/schedules/Sebastian
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
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)
Ohh okay thank you!
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
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
hm
unless i'm misunderstanding haha
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
angry Nexus kicking and finally it lets me correct my "forgot to update manifest"
hmm maybe resource storage actually would do this already?
or something close to it
well just an idea for the moment anyway
unlockable bundles has that feature sorta
you can have items stash to the wallet as "currency"
but it means you can never take the item out ever
yeah
wildflour uses that i think?
well if i get serious about the idea later i'll look into comissioning some C#
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?
Hi all. I have an inspiration for a mod. It would be my first and probably is way too ambitious, butβ¦ 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: βThe 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.β 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 thatβs 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. Thatβs it. Thereβs a blank space where Joja Mart would be. (A Joja run is possible for this mod, but unlikely, considering Morris wonβt be there for quite a while.)
Is this even possible?
whoa that sounds...ambitious
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?
Iβd have VMV as a dependency so I can have birch trees, and Stone Buildings Mod just because you donβt have the spare wood.
Yes, please.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
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)
Yes. I took programming in college (early 90s).
That all sounds like it could theoretically be done with just Content Patcher and maybe a framework or two. Theoretically and painfully.
The βyesβ was to, βis this your first mod?β I donβt know C# yet.
!yellowbook
A good book for learning c# is https://www.robmiles.com/c-yellow-book
there are also video tutorials linked on the wiki
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
UB was what I was thinking too
Iβm thinking I should probably cut my teeth on something smaller, but this is a project Iβd really like to try.
Is there a way to have an event linked to fifteen fully grown trees existing on your farm?
Not as far as I know without C#
I think this would break an existing save.
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
I canβt even think of how the logic would work for lovely green Pelican Town suddenly becoming a barren wasteland.
you could probably just retexture the plants and delete all bushes/trees from spawning
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
I was thinking you'd just null them out of Data/Characters
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.
that's definitely doable with just content patcher, and there are tutorials for how to make an NPC and how to edit/add maps
Iβd 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.
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
The appeal on putting it in East Scarp is just that I like it and I want to live there. π And, like I said, there was a house I liked and wanted to move into, but itβs gone now, so Iβm thinking small farm instead.
do you want information on people who take pixel art commissions? and/or resources for how to learn how to make pixel art?
Gone as in the location is used by someone else?
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 itβs not there anymore.
i'm pretty sure the wiki page for commissions indicates whether an artist is currently accepting commissions or not
let me see
hmm never mind it doesn't
And as far as commissions go, Iβd love to commission 1. a mod to make a sixtyish year old Rasmodia, and 2. one to make Elliot look like Christian Kane.
Oh, abandoned building is never really up for grabs. That usually means it's a placeholder of an already planned NPC. If it's now gone, that means said NPC is not going there anymore. If you want to put your characater in East Scarp, you just pick an empty location and ask if it's available.
Ah, OK. Thanks, I didnβt know that.
(So you create your own house, basically.)
Which would be easier than creating an entire farm.
Theoretically if they put their name there then they should be available. But yeah people may forgot to update that.
Does anyone know if we can create custom NPCs with CP bigger than the usual human size 
Yes with an additional framework like PoohCore.
Awesome thank you!
how did you describe me so well
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
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
woah didnt know uncle iroh was part of the modding community
He even catalogs tea https://www.nexusmods.com/stardewvalley/mods/22376
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?

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
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
Nah, don't worry lol. I think it's an interesting idea
π€ hmm but i do have some concerns
Hence why I'll probably never do it
Well my concerns were less about the idea itself and moreso about the execution
Yeah I guessed so, part of the reason why I'll never do it x)
If you're committed to leaving it as an idea, then i won't push
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
The holy idea folder hahah
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
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"
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
does smithy add another dependency to make the furniture a new catalogue?
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
||I would say have 3 options in the 8 heart event: "I love you, stay", "I like you, you're a really cool person" and "I don't like you" with only the last one resulting in the accident. The first two would have them stay for the day as you described to spend time with them.||
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
Would a working trashcan be possible on a farm map?
Should be?
Hehe cool
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?
what am i doing wrong here?
Is your mod loading in to begin with?
yes, its a fashion sense pack and i'm editing around some pixels
Oh. No wonder
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
oh okay
(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)
thank you!
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
!sleep
what a pity
have you tried sleeping a day? NPC schedules aren't loaded until the next day
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?
there's a lot more followup questions to ask but i am. too tired hahah
for now i'd suggest sharing your schedule data and location patches via https://json.smapi.io
unfortunately, smapi.io is offline right now, I realised that when i was getting strange SMAPI log messages
then my work here is done πββοΈ
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...)
(secret woods it is then π₯³ )
It does connects to the Backwoods. Now, I know thats potentially problematic, but I found this mod that makes the backwoods pathable, and that itself seems to work ok:
https://www.nexusmods.com/stardewvalley/mods/40185?tab=files&file_id=152325
that mod seems to have a reported bug that it doesn't work
a very making mods moment
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
hm
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
Alright, so I found out how to do it.
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?
you can simply have a config option that doesn't correspond to any When conditions in your patches
hwo dat work
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
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.
So, in Changes, the configs A, B and C all should have their own sections with their corresponding sprites, whilst D is left blank and in turn Vanilla?
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
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.
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
lol
I believe the "HasFile" should instead be replaced with a { "Style": (value) }
As with true and false statements.
try it both ways and see which works!
interesting. animated tiles use the individual properties of each tile used in the animation
which includes Passable if you ever wanted a moving maze
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.
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?
I think #modded-stardew would be a good place to ask around :3
(I am also interested)
If anyone is feeling generous and could help, please message me π
If I don't respond note that I'm in Australia so timezones etc. cheers!
In this scenario you can also do
"FromFile": "assets/img_{{Style}}.png",
"When": {
"HasFile:{{FromFile}}": true
}
to save on specifying the file path conventions twice
But this exact pattern is an example in the CP doc, just using {{Season}} instead of {{Style}}
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
is that the original ginger island?
Nice!
(I cant promise playtesting but as your local EE I approve)
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
Look up farmhouse renovations
Ok! Thank you so much!
nope, just an idle project haha
clearly it needs cutting down some
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
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
ohh what of this would you consider technical vocabulary?
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"
ah yes, that is good!!
I mean I asked because I can feel that the wording is off but I cannot pinpoint why :D
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 ^^
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 youβre asking to try for a kid?
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!
That's very pretty omg
Ooh awesome! I figured but didnβt want to just assume. (I love your helper lines in the config too)
sadly smapio.io seems to be down, but i can send my current default.json if anyone wants to edit it!
Dumbo question, how do yall test your mods? Like disable all other mods youβre using with another save in stardrop and making a selection for test farm? I need some details 
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
I did use Mods (MP) and Mods (SVE) for a while
between that and alpha builds, I kept mixing up shortcuts 
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
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
I'm tired.
Ignore all the mods, I'll get that over with when I'm finally done modding.
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
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
yeah, that or you might have a dwarvish sentry file elsewhere & copy-pasted here
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?
end warpOut would probably send them outside at the saloon door afterward, I think
if not, there might be more complicated methods, like fade and changeLocation or some such 
https://www.stardewvalleywiki.com/Modding:Event_data#Event_scripts
That's great! Ill try that out! Thank you!
And youβd just put a period in front of the folder you donβt want to trigger? Could you then do duplicate mods in 2 different folders but not in a third for example?
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!!!!!!!
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 
So this is the only viable option for now?
probably, yeah, though I'm not familiar with using the mod
it presumably treats skeleton mages and skeletons as the exact same thing
This game's weird, dawg.
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.
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
Christ.
Oh, sorry, Yoba's little gugugaga.
Well, either way.
Thanks bestie.
You saved me time. Plenty of it.
How do i make mods? Like for changing character sprites and portraits
I wanna start to make my own
Seems like a decent starting point.
Someone else probably knows a command or two that could link a ton more stuff.
!software if you want to make sprites and portraits, you will need an image editor to do pixel art with
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
!unpack and you will likely want an unpacked copy of the game assets for reference
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Thank you!
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
are we deadass
NOT EVEN CP'S LOAD FUNCTION APPLIES TO IT.
OOOOOOOOOOOOOOOOO
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
I might have to use the CP load for ALL skeletons.
Thanks.
Terrible times, but yeah sure I'll add something
MY DEITY.
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?
you can't change a character's schedule walk speed without some (fairly cursed, i expect) C#. you can have them stay in one place all the time with just schedule edits: simply don't have them move anywhere. (see vanilla dwarf and wizard for examples)
Is it to much to ask you how to do it? I have no coding experience with other programs except Lua
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
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
AT LONG LAST.
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
look into CP's EditMap operation, particularly the AddWarps field
can i use notepad++ to edit the json files?
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
do i need to extract it as a tmx file and then put that file into my npc folder
save your patch as a tmx file in your mod and apply the patch using EditMap, with FromFile pointing to your tmx file
sorry to bother but how do i do multiple actions? like i wanna change a potrait, done, but if i wanna change ANOTHER portrait in the same file, how do I do that?
like how do i write it or whatever
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
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
like im concerned if load/editimage could confuse the haley png and haley json cuz they got the exact same name and directory
do you have file extensions enabled
you should if you don't
!extensions
!fileextensions
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.
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
are you referring to the files in your mod, or the game's content folder
like the content.json file
if the former (your mod code) they must have the extension
so "Action": "Load",
"Target": "Characters/Haley.png",
?
ah I should clarify then, that's not a file in your mod, that's the game's content folder I was talking about
in that case no
what background layer do trees count as in Tiled?
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
do you mean background trees or actual interactable trees
if i completely empty a character's dialogue file will that make them completely silent or break the game?
usually Building+Front?
like the whole file being empty
look at vanilla maps for ref
yeah generally do not touch vanilla assets
i mean for the mod
well you can try, i don't think anything hard explodes
it's easiest to duplicate a vanilla map and then just delete everything you don't want instead of starting from scratch
idk how to do that
just copy pasta a vanilla tmx file
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?
!log could help
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
You'll get the latest log, so you might see the error
the console is also still open while the game is running, you just have to minimize or alt tab
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
!fileextensions
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.
Load Characters/Haley_Winter has a FromFile which matches non-existent file 'assets\winternormal.png'.
???
i have that active already
i dont get whats wrong
and its that for EVERY file
idk if slashes vs backslashes matter but i would try that
what's your folder look like
wdym exactly?
a screenshot of your folder if you can
is the assets folder inside the [CP]NoHaley folder
if so then you need to move it outside
yeah
the location of content.json is the root of your mod
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
CJB Cheats
How
Also does anyone know to to change a characters dialogue?
Like all of it
Okay, the fish aspect on my content.json is still not working. Any idea why this might be?
https://smapi.io/json/content-patcher/4d0681f82bf04fda99077347cc68b5a9
I saw multiple mods that could also change a characters name, how do they do that?
wdym by not working
try sinz' event tester
edit Characters/Dialogue/CharacterName
The fish simply aren't anywhere on my farm map. I can't figure out why I can't fish them out...
All I'm getting is the default fish for the foraging farm for some reason.
you can change their display name by editing their Data/Characters entry but finding all mentions of their name will be harder
well are you still replacing the foraging farm?
Isnt there an easier way? A program or something?
Or someone that can di that type of stuff?
I tried without replacing the foraging farm and while replacing that farm.
yeah you can learn C# and make a C# mod
I'm not very experienced sorry
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
can you send your entire content.json so i can see what you're doing now? it's hard to troubleshoot when things change behind the scenes
the content modder yearns for ichor to release a legit version of npc name changer
I did though?
https://smapi.io/json/content-patcher/4d0681f82bf04fda99077347cc68b5a9
There it is again
I'm genuinely this close to giving up on the mod
oh i assumed you had only cut out the relevant parts, my bad
what location does lookup anything show you as being in when you're on your farm?
how do I use the lookup anything to see that? The WhereAmI on SMAPI says that I'm on the Farm...
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
Yeah, I have it installed. I just don't know what to type in the search to look that up in particular.
i believe the default key to press is F1
I chose the GrayFarm map, the name of my mod. I also have a second one where I chose the Foraging Farm, and the results are pretty much identical except that the GrayFarm doesn't have a decorated interior for the Farm House.
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?
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
Ah, that's what it is, thanks. It says I'm on the Forest Farm... Let me try swapping to the other save really quick.
Oh, yeah, right. Let me change that to avoid potential confusion really quickly.
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.
This is really basic but I donβt 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 itβs a vital part and I think I somewhat understand what it does but I just donβt get it 
{{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
Right
So this is my test map, using the custom map and not replacing the forest farm in any way.
and what does a patch export of Data/Locations show?
Im gonna cry how do i even mod this πππ
The what now? are you referring to the unpacked locations.json file?
Im giving up before I even launched the first version holy shit
Itβs gonna take longer than an evening to set it up. Take a step back, try again tomorrow or gather more info on how to get it done
Starting from line 17834 until the end of the file at line 18449 is apparently where my custom map has been added.
your position for fish areas is null, which means it applies to the whole farm, is that what you want?
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.
Yup, For now I want this to apply to all bodies of water on my custom farm map.
just to make sure: are you using the proper rod to catch these fish?
Iridium Rod, with Dressed Spinner Tackle and Deluxe Bait.
the very first rod couldnt catch all kinds of fish iirc
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
Should it read beach rather than ocean? I thought the github for cp said the terrain was ocean, not beach?
but the location is called beach, and you're adding fish by location
idk i use cjb cheats
i would sleep and/or re-enter the location if you cheat the season though
I use CJB cheats too
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.
But like I dont mean in-dialogue, I mean the name that appears on the heart menu section and on top of the dialogue box when they speak





