#making-mods-general
1 messages · Page 536 of 1
hii! how can I set up tilesheetinator so the tiles have their properties and also the animations?
the tilesheetinator is purely for the tilesheet image, not the tileset data; you'd need to add the tileset to your map first with the data you need, or add it manually after
ideally you'd start with a map that you know has a tileset with all the tile properties you need, such as the Forest if you need animated light-dirt-waters-edge tiles, or the Mountain if you need animated dark-dirt-waters-edge tiles (important note that not all maps that have a tileset with the same tilesheet image will have the same tile properties)
if you didn't start with a map that has the tileset (or data) you need, you can export it from that map in the tileset viewer with the 'export tileset' button to create a TSX tileset file, and then import it to your map with the adjacent 'embed tileset' button in your own map
if your map has a tileset with the correct tilesheet image but the incorrect tileset data, such as missing animations, you can use the 'replace tileset' button in the tileset viewer to replace the current tileset with an exported TSX tileset
there's more info on the wiki at https://stardewvalleywiki.com/modding:maps, further down the page with the 'vanilla tilesheet' info
Okay, I think I've figured the fishing thing out! Yay!
Now if only I could manage to reduce the amount of trash I fish up, I can be a happy camper!
https://smapi.io/json/content-patcher/62bb93270b2a40ca9f59d9d381110d0a
okay, got it, thanks!
In a cooking recipe, if I use -6 in the ingredients, that'll use the entire milk category right? Any milk?
THANK YOU! 
Now I'm double checking if it's true lol
Yup, should be, but it might not render correctly in a tooltip
Wondering if this is the right place to ask this -- sorry if not. @ivory plume I would like to make a feature request for and then code a new feature for the Lookup Anything mod. Where exactly would this feature be designed/broken down? I would like to add a section regarding where an item can be purchased from, under which conditions it can be, and for what "price".
this is the right place for discussing
you can discuss and then submit a pull request to pathos on his github repository
Hi! Yep, here is good for the initial discussion.
Do you already have an idea of how you want to implement it? It's a common request, but it hasn't been done already because item sources are often hardcoded in a way that Lookup Anything can't reliably extract. For example, even if we only look at shop data (so we don't need to worry about items hardcoded in the C# code), there's a lot of dynamic game state queries, item queries, randomization, conditional Content Patcher patches, etc which make it very difficult to have any degree of comprehensive list.
I think for shops we can reuse much of the machine stuff
I am new to modding stardew, so i do not have implementation details figured out yet. but i am willing to lab some stuff to try and see what we can do! my friend mentioned it to me and i thought id try to come up with something.
Contributions are certainly welcome, and feel free to ask if you have any questions! That'll be pretty complex for a first modding task though; I recommend starting with something easier unless you really want to jump into the deep end from the start.
imo its ok if we dont account for content patcher/other runtime data changes
and gsq we can just show like machine rules
I do want to jump into the deep-end, no worries. Hopefully I do not drown haha
definitely reference the wiki for how item queries/shops/game state queries work
Will do -- thanks, you all.
selph do u want the CSSM api still
i feel like i'd just add thing to get how many item per row but u can also just get that number if u do shopMenu.forSaleButtons.Count / 4 
no reflection needed
Hi!
In GMCM is there a way to make the AddTextOption larger?
🙁
Tbh even with "custom option time" I'm not sure of a sane way to draw bigger text
Does text have a scale attribute?
u can draw them bigger it'll just look bad, but i assumed alan wanted something akin to textarea
Yeah, a bigger text area
I will just copy all from the text option and just modify the area
I'm pretty sure I've used \n before in text
it's "very very low prio only do if you're bored" tier
ok my official answer is pls divide shopMenu.forSaleButtons.Count by 4 when cssm is installed
i remake all the for sale buttins in a transpiler of ShopMenu.Initialize so the bounds should be right by the time u do any draw
am also about the make the problem worse 
it looks a lot more sensible in chinese lol
literally more info/text width
this is optional config default off so no need to bother accounting for it
Chinese 
@west thunder fyi i added special case Skeleton Mage for to monster variety 0.7.1
Well, after having no ideas lol, I made a small update by adding little things to the tool
https://www.nexusmods.com/stardewvalley/mods/41213
- you don't actually need a 10 heart event to make the character marriagable. only the
CanBeRomancedfield is sufficient. if you want to gate them behind an event I think you'd need a conditional patch with When - your character's
UnlockConditionsis the condition for a character to exist, not for them to be romancable
- your dialogue code is also wrong but we'll get to that eventually
gotcha, why does she not want to marry me then?
I dont care to gate them behind an event
I believe you need valid gift tastes data for their social functions to work
{
"Changes": [
{
"Action": "EditData",
"Target": "Data/NPCGiftTastes",
"Entries": {
"{{ModId}}_JulieNPC": "Oh my gosh! @, I LOVE this! It's perfect! Can I give you a hug?$4/91 105 68 223 279 424 115 904/Ooh, yellow and useful! Or just tasty. Thanks!$1/69 73 107 139 229 350 542 549 559/Oh... um... I don't really like this. Especially if it lived in water. Sorry.$2/-4 348 346 614/Ew! No! Get it away from me!$5/342 426 436 438/Oh, thanks./"
}
}
]
}
this is my current gifttastes
that looks fine. what happens when you try to give her a pendant at 10 hearts?
is your farmhouse upgraded
that'd do it lmao
oml im so stupid
Ive been fighting this for hours
While im here
She doesnt do my custom text
"AcceptGift_(O)458": "Oh, a bouquet? For me? @, I... I accept! I've kinda fallen for you since day one.$l",
for dialouge.json
yeah dialogue doesn't go in Data/Characters
you need to load a blank into Characters/Dialogue/YourNpcId, and then edit that asset with your string
{
"LogName": "Load Blank Files",
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_JulieNPC, Characters/schedules/{{ModId}}_JulieNPC",
"FromFile": "assets/data/blank.json"
},
This?
It's like smth like data/engagementdialogue too
Like I'm not convinced accept gift will be uses there
There is a separate asset for it
idk
yeah this looks fine
I think EngagementDialogue is only for the immediate post-acceptance dialogue?
you can edit that to if you want
https://stardewvalleywiki.com/Modding:Dialogue has the full reference
Okay
It is! But I don't think an acceptgift on the bouquet is used
yeah the bouquet response is in StringsFromCSFiles for stardew reasons
{
"Action": "EditData",
"Target": "Data/EngagementDialogue",
"Entries": {
"{{ModId}}_JulieNPC0": "Oh, a bouquet? For me? @, I... I accept! I've kinda fallen for you since day one.$l",
"{{ModId}}_JulieNPC1": "You want to marry me? Yes! A thousand times yes! I can't wait to start our life together and cuddle every day!$h#$b#I feel like im going to blow up into a million billion trillon tiny pieces!$h"
}
},
Put this in my content.json?
you may want those entries, but those are for daily dialogue during the three days you are engaged before the wedding
ah
the bouquet response is in Strings/StringsFromCSFiles and the key is "<NPCName>_Engaged"
in your case, "{{ModId}}_JulieNPC_Engaged"
That works thank you!
need help. using cp, how can i make a custom craftable item unstackable like quality bobber item
as far as i know, tackle gets its unstackableness from being category -22
i think spacecore can change what category things display as if you want to make it secretly -22, but there may be other effects
ty twin 🥹
hiii, its been a while since i came here! i kinda have a complicated question..
yeah i identified that. unfortunately, my custom item is not a tackle
so I have two mods (A & B) that I wanted to use with a base mod (C). I wanted to use some assets from one mod while also using assets from the other mod.
How can I do it so that mod A takes precedence over mod B if they're both downloaded together, when I also wanted to do toggle options for mod A as well (in case player wanted asset from mod B instead)?
basically just want to know how/if its possible, pls ping tysm! 
set mod B as false depedency for mod A i think
then you can still add configs from mod B but mod A does load first if you dont change any configs
someone correct me if i'm wrong
SpaceCore allows you to override the max stack of an item
https://github.com/spacechase0/StardewValleyMods/blob/develop/framework/SpaceCore/docs/README.md (scroll to Vanilla Asset Expansion)
edit the asset spacechase0.SpaceCore/ObjectExtensionData just like you would edit Data/Objects, then set the MaxStackSizeOverride field
what would be easiest way do u think?
oh, like the config itself disables the override?
I forgot to mention it gets a little more complicated. Is there a way to only enable a specific tile in the asset from mod B?
pls ping
eyy. thankyou it worked, thanks for linking the docs, too.
@fathom hound so you already have ILspy installed?
i think so 
okay, open it and click view -> options and scroll to the bottom you should see a section titled 'Other'
then enable 'always qualify member references'
how do i check i dont see in start menu
it should be at the top of your screen
i dont think thats the right file to download
did you install the ILSpy VS extension, or the standalone app?
you downloaded that from here? https://github.com/icsharpcode/ILSpy/releases
I think she downloaded the former
https://ilspy.org/ from here idk
Just opened it, that leads to the VS extension download
im on last step i think idk how to build/run
download it from the GitHub repo i sent you if you wanted to decompile game code
idk how the VS extension works
how?
ctrl+F Installer to go to the installer downloads, you'll want x64.msi on windows
or preview2.vsix for the VS extension (ILSpy.AddIn.VS2022_10.0.0.8282-preview2.vsix specifically)
idk why but my fkn ctrl F isnt working
you can just scroll down to the topmost entry and open the 'Assets' dropdown, theres a list of files just search for the one blueberry mentioned ending in x64.msi
this?
yep
yep, for the standalone app
kk ty
i want the appyea
yea that was sm easzier ty guyhs ahah
i folrgot holw to looloki sdv vode?
dont mind my spelling rn
follow the first steps i told you here
oh oh i didnt see ty
also make sure the language is set to C# in the drop-down
then just open the Stardew Valley.dll
You alright?
i forgot where i downloaded iLSpy? its not opening this i have to find iLSpy
yea i hate long nails sigh
</3 I wish i could do gel nails but im apparently allergic to it smh
Uh, check your downloads maybe in file explorer
im not sure i dont use Windows
nvm found file p;ath
fingies crolssed
wsait /: coulodnt find it
oh its only the shortcut sigh
can you not click the shortcut 
im trying open stardews dll with it and the app didnt show up to open with so i need the file p;ath nhow
are you looking for the stardew filepath or the ilspy filepath
ilspy
D:\Downloads\ILSpy-master is looking pretty good
I think that was the old one she downloaded
thats the extension
ah it's the master branch ofc
🤔
I've only used a windows once and it was a very confusing experience
Did you find it?
Click the downloads tab and look at your most recent download, it should be there
this is the source code for ILSpy, not the binaries
o i got it from right cloicking in the taskbar :3
oh
ah so i was right 
sorry Anaira you need to go back to github and get the binaries download
on GitHub, you should look here, to the right
she's already downloaded the msi file
ah
and hopefully then installed it
i did

im confused. so binaries is for the source code?
that one. the correct one
i'll admit im learning something here lol
as in, the file is now binary instead of the source
whenever im on github i just go "OK now i do this" and hope i do it right
oki fk my life i got the dll in here TY
now how do i8 look folr cfask inf o pls 
cask info9
tbh GitHub wasn't made with users in mind, only with developers
why doesnt the cask wiki have where the info is in the code likie all other pages z:(
WAIT
I DIDNT NEED TO DECOMPILE THIS WHOLOE TIME SKISKISKSKSKK
welp useful to have anyway 
i forgot i just needed to go in sdv files for machine info </3
ty all pufferheart
i thought casks were cursed and different though
I'm having an issue adjusting my NPCs scedule. At the moment they start of in their 'warp room' (an idea borrowed from SVE, don't know how widely its used), then use a warp to travel to the railroad, and then i want them to walk here to the bottom right of the spa, but they just walk up off screen. I have restarted, slept (for a week straight) and it doesn't work:
"Thu": "610 EngWarpRoom 3 0 1/620 Railroad 25 39 2/640 Railroad 4 51 3/650 Railroad 1 55 3/700 Railroad 0 55 3/730 WindTurbineArea 40 26 2/1300 WindTurbineArea 50 22 1/1700 Saloon 37 33 0/2030 BusStop 22 9 0",
there are warps in the maps that mean i can warp to and from the WindTurbineArea very reliably and with no issue.
ok now im confused again
why is everything xnb where do i find the data
... ur kidding 
🤔 im not trying to kid
they just march offscreen!
alright fuck this cask then... im giving up. i do want to know why i cant see any json files though
🤔
cuz you didn't unpack them?
TRUE
im not a cask expert but they have some kind of special magic to them that has them work in a certain way
a fine vintage
https://github.com/twitter/the-algorithm/issues/1999
I'm still very stuck! if anyone knows why my guy is walking off the edge of the map please let me know!
i once had my npc walk through the walls into a circle
i think perhaps you have too many schedule points that are too far away? 🤔
the npcs need time to get to their locations
I just spaced them out by an hour, he had plenty of time to get there, and then just walked offscreen a bit later!
are you sure all your warps are where they should be and he doesn't walk across any other warps?
hmm, yes I can walk there just fine, no other warps. is it to do with conditional map patches?
like this:
the EditMap command works fine for me both visually (i added a little path) and with the warps, but do the NPCs not 'see' it? How do i make them 'see' it?
Can multiple mods affect the same configuration?
wdym?
like if I wanted to choose the texture of a certain asset, can it pull from 2 different mods? I wanted two different textures from two different mods in the same drop-down menu.
(i’m using multiple re-textures for the same mod) @hard fern
well, I got rid of the condition and it still isn't working.
hang on, there are to ways of adding a warp, the way i did it in the screenshot above and via the Tiled data:
Do NPC treat them differntly ?
well, I can't figure it out!
On a differnt note, is there a way to check if the player has Mining Mastery? like a flag etc?
I feel like mush and I feel like I have an illness catching on.
Could anyone check if this Extra Animal Config mod's content file seems alright? I'm too fatigued to check.
That's what I get for not taking a break from updating my monster mod.
would this work:
"When": {
"HasFlag": "PLAYER_HAS_CRAFTING_RECIPE Current Heavy Furnace"
}
i'm sorry, i had to leave for work, did you manage to solve it?
it should need a :| contains = true after "Furnace"
wait im not sure about the formattimg but doesnt CP have a native way to check for recipes
Is Zombifier in this server perhaps?
basicly I want a way to add another recipe when the player has mining mastery, open to whatever way I can do it, flags, actions whatever
Zombifier is Selph.
is it not working?
I recommend testing it in-game before pinging selph
"When": { "HasFlag": "PLAYER_HAS_CRAFTING_RECIPE Current Heavy Furnace: |contains = true": true }
but this seems overly complex
No, that is a Game State Query, which cannot be used in When conditions.
wait i have seen queries used like this before. i think. whack me with a broom
seeing if this works may need to wait until you feel better then? so if it doesn't you have the capacity to fix it
We're all connected in the great circle of Stardew modding.
"When": {
"HasCraftingRecipe": "Heavy Furnace"
}
(Assuming "Heavy Furnace" is the ID for the recipe)
Game State Queries are never used in When conditions unless you use Esca's Modding Plugins, which adds a specific token you can use them in.
but i want unique dls now!!!!! /j
ahh so there is a built in token for cooking recipes
alas, the udl will have to wait until you've taken care of this energy crash
/lh
(You should never release a mod without testing it yourself anyway, even if someone does tell you it looks fine.)
Naturally.
(but seriously, bad enough energy crashes DO often come with cold symptoms etc. go take care of yourself!)
Just wanted to know in advance whether I'll need to lift a finger after testing or not.
Very well, thanks besties.
In the meantime I'll go, like, download all the mods for my new save since I'm basically done with modding.
Not like I could code any further in this withered state.
Remember to drink 700 gallons of water 
This worked, thanks!
I practically have gills, so that's not an issue.
Hii, np ty! I'm doing this instead #making-mods-general message is it possible?
That would make it easiest I think
I'm gonna try tm gonna sleep now tho
I think so, yeah. i wonder if that's something you'd need CMCT for 🤔
What's CMCT?
i'd send you a link if my internet would load nexus
but it's a framework that lets you grab tokens from other mods
Ok ty! Trying tm. Gn 
if you dont mind me asking, when do I even use the contains part in a when check? i'm sure there's a rule for that but i haven't quite figured it out
-# ........ Oops
even when i do test mods something goes wrong
-# I'd just post & wait for bug reports
(for mods with a lot in it)
Two main cases:
- Wanting to check the negative
"When": {
"HasCraftingRecipe |contains=Heavy Furnace": false
}
- Checking the same token in an AND relationship
"When": {
"HasMod": "Pathoschild.ContentPatcher",
"HasMod": "Pathoschild.Automate"
}
``` is illegal json / only one will survive due to repeated keys, but the following is fine
```json
"When": {
"HasMod |contains=Pathoschild.ContentPatcher": "true",
"HasMod |contains=Pathoschild.Automate": "true"
}
- Due to the prior two, just using it for everything for consistency sake
thanks, that really helps! 
I am a fool who wishes to bash his head against something for several days/weeks.
So I am starting to create my own mod hopefully!
I have programming experience with other languages (a couple proprietary languages) and have made a ton of ahk scripts from scratch (including one that my previous job adopted, a few groups in a branch with the groups responsible for about 150 people)
...but I have no knowledge of c#
I have modified several other mods to more fit the needs of my wife and me (adding new features, adjusting features etc) but all fairly simple.
I want to implement crop levels like in the old Harvest Moon DS Game (which I LOVED)
Primarily I enjoyed the benefit of fast crops being able to level up faster than the slow expensive crops, making them more competitive (I understand that in this game it isn't as needed. Fast crops are competitive because they are cheap and you get the money quickly so you can scale. I still want it <3)
If anyone could let me know if I am being dumb about my plan ahead of time I would appreciate it! (I know trying without C# knowledge is dumb, I don't intend to add my unstable mess to nexus to pollute the water)
It looks like the easiest solution isn't supported anymore. There was a DynamicGameAssets framework that would have let me create mass number of seeds and crops, but the community has moved away from this for reliability and compatibility and so now most things should use content patcher to add items?
So my thought process was to create the jsons with an AHK script using an excel file that I can populate with formulas
Crop levels 1-100
IDs HMLC_Parsnip_Lvl001 (for Harvest Moon Leveling Crops) then the base crop, then the level
Price and edibility scaling based on level
Then using a C# mod using visual basic with the pathos addon on net 4.7.2 to implement crop leveling features
(on harvest, percent chance to upgrade crop level based on decaying sigmoid function)
(Fertilizer needed to progress past level "gates" and also slightly improve chance to upgrade)
Then hopefully using base seedmakers to create the seeds for each crop like vanilla (need to add recipes to base seedmaker?)
Any obvious dumb choices? Any recommendations?
I don't know where you got all this knowledge from, but it seems to be partially dated, partially misguided.
You can very easily add items to stardew by modifying the asset stardew reads.
Content Patcher is just a framework that does the modifying for you using jsons as instructions
you can use SMAPIs API to do the same using any .NET language
generally C# is advised as most people here know it and most examples are made in C#
if you decide to use VB.net you'll need to figure out a lot of stuff yourself
the .net version currently used is .net 6 for pc and .net 8 for android iirc
it's explained in the c# guide section of the wiki
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Mostly reading old reddit threads and old modding guides, a few youtube videos where people tried to setup a first time mod (for pathos etc)
"You can very easily add items to stardew by modifying the asset stardew reads."
I would rather not touch the base files as much as possible. Am I understanding you are saying modding those?
Content Patcher seems to be a very easy way to add things no? Yes I could do it without but... wouldn't it be harder? This way game updates would also most likely be fixed by content patcher, and my jsons would stay the same unless content patcher changes their format?
I would rather not bother people here for help. I am doing this to myself and don't want to burden anyone else. Just at the start wanting to make sure I wasn't being too dumb
generally as a programmer (not sdv specific) i advise against using vb.net ever since microsoft broke feature disparity between C# and VB
You don't like visual basic at all? What do you recommend using as an alternative?
for sdv, C#
Ah, showing my incompetence here.
From my understanding "C#" is the language of the actual programming. VB was an "IDE" or software that makes working with languages easier
So to my brain, I am using VB to write C# code? Is that not the case?
Like I use Processing which is a language (built on Javascript) and has its own tool, and AHK is a language which I use Scite4 to write (as opposed to being a savage and using notepad or notepadd++)
you might be confusing VS (Visual Studio) and VB (Visual Basic)
Yup, that is it.
I have no idea why I said basic/ changed to basic. I have Visual Studio 2022
Just to clarify. When your problem can be solved using Content Patcher, it is usually best to use it.
Would you guys recommend visual studio code or notepad++ for a beginner?
I'd say VSC
I am trying to find out how to make my code avoid blocking the inventory tool menu at the bottom of the screen. When I click to change to an item it triggers my code
I’d also say VSC, recently there were some issues with Notepad++ from what I heard: #bulletin-board message
finally got around to finishing my sprite previewer (only took.. a year and a half), but it works reasoanbly well now!
Is everyone else constantly troubleshooting
in theory those should be resolved and preventable in the future since they've added proper signing iirc
That’s a relief to hear atleast
I’m not a huge fan that VSC seems to use AI in a big way
well yes microsoft would shove their own ai products into it
Is that when it sees an error and recommends a fix?
just turn off the inline suggestions and don't use the voluntary bits
Hm? It's just the "Use copilot, we won't shut up about it" part
Idk I don’t use it. Just on the website it’s the first thing mentioned
Question, do I have to completely replace entry by entry a character's dialogue through the editdata action, or is there a way to completely replace the json file containing the dialogue with another edited one?
when i was a complete beginner i didnt use any sort of software at all
just opened it as a txt file and went to work
but i dont recommend that lol, visual studio code for sure
Just throwing yourself into the deep end huh? 😂
Someone help pls
Each editdata action can have multiple entries
yeah. i was doing that for the longest time because i had no idea anyone did otherwise 
portraits iirc
Oh so its like a trigger?
That is what I did with AHK, a much more forgiving language. At about 1200 lines of code I found Scite4
the complete piece is #$b# which separates two pieces of dialogue. but the portrait commands use a similar format, which could be $s, $h, etc
Ohhh thank you
For example you could do something like this
"Hey farmer!#$b#How are you doing today?"
but to add a portrait code you do it after the dialogue line ends, and before the separator. like this:
"Hey farmer!$1#$b#How are you doing today?"
Ohhh
Got it got it
Rn im trying to make a redacted/censored text dialogue, but its bothering me cuz I wanna censor it by changing every letter/character in the dialogue with a full block symbol but it would take WEEKS to finish
So idk what to do
you want to change a character's entire dialogue file to a block symbol?
Mhm
Not a block symbol PER dialogue
A block symbol per EVERY character
So hello = ✅️✅️✅️✅️✅️
Well.. you could probably change the font and not mess with dialogues (no clue what your end goal is here tho)
Wouldnt that change EVERYONES dialogue tho?
Its just one character
Not the entirety of the npcs
Whose dialogue are you editing?
Haley
Ah, then yeah
Huh yeah that would be a lot of work if you approach it that way 
trying to use my brain to think of an easier way
Correct me if I’m wrong but the goal here is to change all of Haley’s dialogue in totality to symbols?
yep
the same symbol per every character
so the dialogue is still the same ammount of characters, just the same one
Well... you could probably use this if you manage to figure it out and just set each character to be swapped to a symbol
https://github.com/async0x42/RRRR-Rasmodia-Convertor
Also I can't find where the being hit by the slingshot dialogue is stored
Name is a bit misleading, since it was created for that mostly, but can be used for anything
Ill try figuring it out
But that's just for dialogues you know are her's, events would still need to be mostly manual
I'm thinking about just turning the dialogue into " " instead
Would be easier
Though it would remove the eerie factor of it
Like it would just be empty
it's a special dialogue with the name "HitBySlingshot"
what kind of mod are you making exactly? if you dont mind me asking
A horror mod
Have you heard of DDLC?
oh yes! ive played it. I take it you're trying to make something similar?
Yep
My plan is to censor haleys whole existence
Quite literally
Already finished all the sprites
Special event assets
Im moving on with the dialogue rn
ah i see then. that's cool 
Tuy
if that's the case you might want to remember to look for when other characters mention Haley, + events that include her
Yeah I'm aware of that
What mostly worries me is her dialogue itself
Since shes a bachelorette she has a HORRIBLE AMMOUNT OF DIALOGUE
I feel like I'm gonna grow roots by the time I'm finished
Yeah. i suppose you could just take all her dialogue and search and replace each character with a block symbol in notes so you can automate the process a bit faster? like using ctrl+f (what i'd do)
but yeah, also try using the converter Nomori sent
It would kinda do the same thing as just turning the whole dialogue into a single character
not really, right? just search for character 'A' and replace every instance with a single block symbol, then do the same with B and so forth
I just think that's a simple, faster way. But of course, whatever approach you want to take, you should go ahead
Yeah
So update
The full block symbol
It just turns into the angry symbol thing?
Like this thing: 💢
oh, right. that's because the symbol isnt in the stardew font
Its interesting cuz it just happens on the menu
Cuz everywhere else it just shows up as empty
Do any of you know any alternatives?
I'm going to guess that that's because Stardew has different fonts for different areas. For dialogue, it uses an asset from LooseSprites
You could try unpacking the game assets yourself and having a look at all the font pngs. then you could see what symbols are in and what arent, and try testing out different ones to achieve your desired look
I already unpacked them, I dont really see anything that matches sadly
And I dont really think I'd be able to code a whole new font just for one character
So i dont know what to do
Found something for you. https://www.nexusmods.com/stardewvalley/mods/38900
i havent really read the description but try having a look
Thank you! That could work, but isnt it a bit too much for just one character?
And it would just be black squares so
That's just one of the ways to achieve what you envisioned. There's always alternate ways to communicate a single message, and if you feel like it's too much for one character you could always just look for another way that doesnt involve replacing all her dialogue
I personally don't think it'd be too much if this was a central part of your mod. It's one extra dependency.
Fair point
Another thing I wanted to add was the custom letter design
Cuz I noticed all the wizard's and Joja's letters have a special ui design just for themselves
And I was wondering if that could be implemented to another character
's letters i mean
Yes, making custom letters is possible. https://stardewvalleywiki.com/Modding:Mail_data scroll to the bottom
it would
Sigh
you need to use spacecore for animated textures iirc
Grounding on what laurie suggested earlier, if it’s a bit far too complicated, maybe you can convey what you want through simpler things - like an event for example.
It's up to you to decide how far you want to go to achieve what you envisioned
!anyonecancook
ughhh how many awesome commands do i not know of??
preview so far, what do yall think
looks very eerie
maybe next time put a spoiler on the image so as to not disturb the easily disturbed
oh sorry :( its just the haley dirty sprite i didnt think it would be that bad
it's not a problem, just some people might think it's disturbing since the black and white could be interpreted as blood or other
What happened lol
they're making a horror mod
well idk why i said that now im captain obvious
Hi!
Is there a way to guarantee that the fruit harvested from a fruit tree has a specific quality? For crops, I know it’s:
"HarvestMinQuality": 0,
"HarvestMaxQuality": 0
But for fruit trees, I haven’t seen anything like that mentioned.
try looking at item fields
i successfully had a tree bearing more fruit per fruit using those fields and i think there's one for quality too
so try and see!
all i know is fruit trees age and, at least by default, the age determines the fruit quality, so if you have some way to get a tree of a particular age you could do it that way
to my knowledge, most of the stuff using the item fields respect those if they specify stacks, quality or things like that, the most notable exception being fishes because some things are behaving in a strange way
(more accurately, some of those fields may work but the stack argument will be ignored for fishes), i'm not aware of other limitations which means there's a good chance it'll work
Yes, I knew about the quality being determined by age, it’s just that I’m doing something really crazy and I want to see if it works. It worked with crops, so I’ll check those fields you mentioned.
Thanks everyone, if I manage to make it work, I’ll let you know.
I’ve been looking at your fruit trees, and you’re saying I should base it on the stackModifiers field? Honestly, I have no idea what I should write instead of what you put there haha
Is there any mods I need to make testing easier?
debug mode, noclip mode, and cjb cheats can come in handy, although you don't need any of them as long as you have console commands (which you should, since it's bundled with SMAPI)
debug mode
console commands i would consider the indispensable testing/debugging mod
Ty ty
"LogName": "Trigger action: Learn recipe upon item use",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries":
{
"{{ModID}}_LearnHeartMelonCandyRecipe":
{
"ID": "{{ModID}}_LearnHeartMelonCandyRecipe",
"Trigger": "spacechase0.SpaceCore_OnItemUsed",
"Condition": "ITEM_ID Data/Objects (O){{ModID}}_OldRecipe",
"MarkActionApplied": true,
"Actions": [
"MarkCookingRecipeKnown current {{ModID}}_HeartMelonCandy true"
]
}
}
},```
trying to get this little thing to work, the player is supposed to learn a recipe after using this item but it doesn't work yet
what happened to my formatting here lol
the item argument is either Target or Input, not literally the Target asset of the item lol
for SC item used you want Input
ahhhh lol
i wasn't sure from how it was worded in the wiki
would there have been a way for me to look it up, generally speaking?
do you mean this on the wiki
ngl i thibk spacecore should have used Target ssry casey
nevermind i mixed things up because i was looking at this, but i only just noticed this is for the <location> argument
one day my brain will function. today is not the day.
(it also literally accepts the strings on the right, like Target or Here)
(left)
don't question my thought process, selph. just don't. chances are high everything is muddled and mixed up and i still somehow manage to put out working things, sometimes
(and thanks
)
sorry, I'm pretty new to stardew valley modding, but I'm tearing my hair out trying to figure out how to update my farmer portrait during an event or dialogue with content patcher, using the Farmer Portraits mod.
EditImage's earliest update rate is when time changes, so if I'm reading this correctly I can't load an image onto the "aedenthorn.FarmerPortraits/portrait" target at all during an event?? Since time can't change. and I can't manipulate dynamic variables or do interesting non-eventy things during events.
I thought trigger actions would be my saviour but the..only trigger action documented for content patcher is for..updating a mod..
somebody please help, my poor brain cells. I was currently trying to use mail letters as a sort of global variable so I can LocalMail change_the_portrait_please true and have that handled outside of the event, but that's not working either.
tl;dr is there a really no way to editimage right meow, mid dialogue or event?
viewport {{Viewport}} clamp true unfreeze/
pause 200/
move farmer {{Coordinates_Move1}}/pause 500/
emote farmer 8/pause 500/move farmer {{Coordinates_Move2}}/
{{Coordinates_Move3}}/pause 800/
emote farmer 16/pause 500/
removeObject 28 9/pause 100/
itemAboveHead {{ModID}}_OldRecipe true/pause 1200/
addItem {{ModID}}_OldRecipe/pause 300/emote farmer 32/pause 500/end"```
and what am I doing wrong in that case? the event doesn't trigger when entering the Woods during green rain, works when using debug ebi though.  dynamic tokens are for different coordinates/commands between SVE and vanilla
Sweet. Got content Patcher to load, and display modconfigmenu options.
Managed to add pngs for the item in inventory, seed, and the crop in the ground
Looks like Content Patcher automatically does the pickles/wine for us
So basically items are adding fine. Just need to fully fill out all of the other levels, and then make my code handle the upgrading (which I imagine is the hard part)
i think BETAS might have a traction that runs patch update, which will update all of content patcher's token contexts and reapply edits as needed
(the jelly/wine rules are generic and applied to all fruit)
thank you! I will give this a try.
Be warned that patch update is very expensive
It is better if farmer portraits itself supported texture changing but idk who is developing it
I love the mod but it has no modding documentation that I can see, nothing doing what I want...lots of nice templates for users to set up, auto changing portraits for seasons and such, but nothing about updating the portrait manually for modders
Yeah it would be a feature request
i don't know a lot about farmer portraits but i don't think it's aimed at modmakers
So with the latest version of Nexus Mods, my custom farm broke........
https://smapi.io/json/content-patcher/27efe9abc68845f6bd0597944e4cdfbb
What am I meant to fix here? I don't understand what is wrong...
you gave an array to something expecting a single value
an enum, which expects to have one of a defined set of allowed values
your screenshot unhelpfully truncates the error message, but since it's in Fish i'm guessing looks like it's your values for Season in your fish list
oh nvm it's not cut off, i just can't read. it's season
Yeah, I think I know which one. At the very end, I wanted a specific fish to be available in two different seasons (spring and fall). It is possible to say that a fish is available in two seasons, right? How would I right that if not in an array?
For the record, these are the two arrays in question, located on lines 496 and 538...
"Season": ["Spring", "Fall"],
How else am I meant to write them so that I don't get the error?
consulting the data format (https://stardewvalleywiki.com/Modding:Location_data), Season only supports a single season value
you will have to use Condition instead
As, fair enough.
So like this under Condition?
"Condition": "SEASON Spring Fall",
i think you want "Condition": "LOCATION_SEASON Here spring fall", (borrowing from vanilla)
Thank you!
Will the top/bottom of the mannequin texture get clipped?
And yes that is a haley mannequin
I just realized the feet are backwards lmfao
So I'm noticing some strange sharp edges whenever my custom map turns winter. Is there any particular reason why I'm getting sharp edges like that? I've attached screenshots of the same spot in all 4 seasons, and Winter is the only season that this seems to be happening...
the winter tiles don’t line up 😭 it’s a known thing
So no easy way to fix that?
no, unfortunately not
Dang. Shame
there are maps when i started with winter to ensure there would be no weird lines
Remaking this ugly ass texture cuz...
@smoky wing You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
im considering doing this from now on too just to make sure there is no cursed tiled weirdness lol
I dont know how useful this info is, but all the "sharp" edges from your map come from the exact same tile texture
You could make your own tile
The main way to avoid this is to draw your maps in winter
Smort
How do I make it look more like a pin going through a voodoo doll?
Also ignore the ugly shading on the pin, ill change it later
I think this is a question that is better asked in #making-mods-art as there's all the pixel art aficionados 
Alr!
uhhh isnt the layers option in the box above
I would think you would want the pinhead to be slightly smaller, and thus have some further space between it and the doll to show the shaft of the pin better
Just click and hold on the "Layers" tab and drag
Yes, he wanted to move it down
no the window just wasnt there at all
aba why are you still up
isnt there a "view" tab on the top that lets you set the windows you want to have displ- ah
anyway is this where i start?
ah, my co-worker I see 
Im sorry if the question is stupid but do yall know where the item textures are in the content folder?
Like the ancient doll
They're in "Maps/springobjects"
Tyy
Also-- hi, I have a custom (SMAPI) tile action that warps the farmer depending on conditions/etc. However, every time I load a save I get a warning:
[game] MAP_NAME (51, 50) has unknown warp property 'mistyspring.mistycore_ConditionalWarp CustomWarpData MAP_WARPED_TO 15 9', parsing with legacy logic.
(replaced some of the names so it'd make more sense without context)
I was wondering what's the legacy logic / what to use instead of Game1.warpFarmer, because I'd rather get rid of the 18 warnings that players would get in the mod
I could use CP to patch the warps in instead, but the thing is, if the warp fails the players get a message of why it failed (and etc, like doing trigger actions on warp). So I don't think using CP would be a full alternative
Literally just dont call it warp
based on the message, this sounds like a case of the property being improperly assigned, rather than you using the wrong C# code in the handler
Legitimately just don't use the word Warp
If you call it ConditionalMoveFarmer it wouldn't show that error message
are we in string.Contains("Warp") territory here
It's not the warp code, it's the npc pathing code
Ohh, I didn't think that could be the cause. I'll change the wording then
i can add configs for diff textures on same tilesheet right
(im not gonna do cmtm multi mod config, gonna just make it 2 diff mods override n caLl it a day)
do cliff edges go in the Buildings layer when making a map?
how do i make a character not have a schedule at all? like they just stand in their room all day and all night without moving
I do, typically, yes.
hm
my house in minecraft superflat:
feels kinda dead
tbf this is my first map ever so
wait what layer would these tiles go in???
thats the hows it called
thats the leaves of the trees that hide the edges of a map
this is super exciting as someone who doesn’t use aseprite and usually just crosses their fingers before making a whole NPC to test the sprites in game!
better question: how do i do this? cant find anything on wiki or gmcm page
what about fences
i think its possible by targeting the right coordinates on the sheet but i dont know the formatting for that at all
thank you 
if you look at vanilla maps, you can press H to toggle layer highlighting on and off to see what layers things go on
I think this is what you need to apply and then gate the sprite changes behind a when check for the config choice
but they just use it for shadows????
THANK YOU <3
yeah now that more layers ia vanilla feature its not uncommon for the newer maps to use them
If you want to do what I think you want to do, just rename your image files so they contain the name of the relevant config and then load the image using the config token.
Say, your config is named style and the options are original and VT, you can name your files "sprites original" and "sprites VT" and then load the spritesheet from sprites {{style}}.
Anyone understand what the Stardew Voices error here means?
https://smapi.io/log/1ef2f59d7fa84752b68ddbbfb23b4c13
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 101 C# mods and 170 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
If I were to take a guess, does it have to do with the formatting of the sound files..?
They're all in mysterious ominous XSB and XWB formats.
Isn’t this better suited for a post in #1272025932932055121?
ohhhhh thanks thats super smart!
do i need to add the same data twice or can it all go into the same field?
this is definitely a modded-tech-support question but the mod is looking for the files in the wrong place. your mod directory is in appdata/roaming (stardrop) and the mod is looking in your steam folder
how can i copy tiles and paste them onto another layer
rectangle tool then the usual ctrl+c i think
alr thank you
fukci forgot
what dat men
It can all go in the same patch. What happens is that the token gets automatically replaced by whatever the config value is, so it loads only the chosen version. 
it probably means the mod isn't coded correctly to handle this situation (hence the error). i have heard of similar problems with this mod before
u are a l.ife saverf tysmj
tf do i do then
if you want more help, #1272025932932055121 , but there may not be anything you can do about it besides not use stardrop
is there a way to make the manifest get the version from .csproj, or vice-versa in VS? I always forget one or the other...
Right, of course, sorry.
yup! khloe leclair’s nuget package whose name I forgot
yes, if you have modbuildconfig 4.4.0 or newer. use %ProjectVersion% in your manifest to pull version from csproj
uh. ModManifestBuilder? maybe?
how come when i open a map in vanilla stardew on tiled its animated
like theres animations
the animations are a part of the embedded tilesheet, stored in the map file!
oh so its not necessary for mine to be animated or
it’s never necessary for you to animate things unless you want them to be animated in game
embedded animations is one of the reasons we are always recommending to copy a vanilla map to start from when making a new map
well i dont want the water to look static
-# did you know that not all vanilla maps have all the animations for each tilesheet
i know a lot of things i wish i didn't know! /lh
I once made a version with unified animations!
(I would have also made a version with unified properties but alas, that’s not possible, they contradict)
tilesheetinator feature when
every day i miss the tilesheetinator
I could technically just give you the map that has them all in it, since it wouldn’t be redistributing tilesheets or anything
sometimes i can still hear his voice
you… miss it?
New quote added by atravita as #7293 (https://discordapp.com/channels/137344473976799233/156109690059751424/1471216548017344656)
I have literally been looking at the specific definition of the word "restart" in this spec for the last hour
Plz kill me now
-# but did you know duke says aroo
i had to downgrade tiled because apparently there's a bug with the animation window in some of the newer versions and i have been informed that the version i am currently using doesn't support javascript 
remind me what the bug was?
Hey guys. I am working on a launcher to get the PC Stardew Valley dll working on Android devices (just a launcher - Im not shipping anything that violates licenses/promotes piracy so proprietary dlls are not included like Stardew Valley.dll). I'd like to port over the TapToMove code from Mobile Stardew to PC Stardew but that would obviously violate copyright. Without needing to implement my own tap to move (long, tedious), how would I get permission to do so?
may I ask why? (genuinely curious)
Mod support.
there is android smapi 
my version of tiled suddenly stopped opening the window for tile animations and i had some custom tilesheets i wanted to use the animations of. i couldn't really find out a reason why, did a fresh install and still had the issue. found out some other users had the issue too until they switched to an older version
I know. Have you used it?

no, I have not. not ideal?
oh yeah i should probably fix some of those tiles
Exactly. Besides latest SMAPI not working, there are too many methods missing from Mobile SDV that make many mods incompatible.
hmm, interesting
I would assume for permission you would need to attempt to contact CA?
is there a way you can colorpick a tile on a map?
like for example artists have a color picker on their drawing and want that specific color
but instead i wanna copy a tile
Most likely or someone who can give the go ahead legally.
in the tile stamp mode you can right click on the tile you want to use
which, since ca no longer goes through a publisher, would likely have to be ca or one of his employees speaking for him. I forwarded this on my end but your best bet is probably finding one of the contact email addresses tbh
hmmmm
these tiles look off
like you can see some of them have shadows and the others dont
i don't have a lot of knowledge about the android port of SDV, but if memory serves, they made a lot of their porting decisions to deal with particular issues they encountered on android, so i have a feeling you are in for revisiting many of those decisions
Alright. Let me get the launcher to a stable state first and posted publicly. I have my own virtual joypad implemented so its fine for now. I'll reach back out when ready.
shadowless are rotated i imagine?
I already have the game running, along with latest SMAPI, touch controls, virtual joypad, most mods, kbm support, gamepad.
"most mods" is the caveat because IL differences between COR and Mono runtimes
ok i think im done with decorating for now
now how do i make it so that you can enter the house...?
Am I nuts?
I don't see tea bushes anywhere in the data folder for base game. Are they hidden somewhere else? I checked Crops definitely not there, not in Wild trees or Fruit trees either?
for w/e reason, code-wise tea bushes are actually a type of bush (like the berry bushes/etc around town)
their sprites are in TileSheets/bushes
Still very much alpha but here's proof
Thank you!
Ah, I see, this is because they are set to only produce during the final days.
The only other in game assets that are day specific are blackberry and salmonberry for their seasons. Makes sense
…at least it isn’t cursors, I guess
Yeah what was up with cursors, it had way more in it than cursors
that's cursors
wait until you find out about the other two cursors
it became the "any sprites that don't already have a dedicated sheet" pile at some point in development
cursors1_6 and cursors2
I have a theory that there was a sprite sheet packer used at some point
I disagree, I think this is 100% human tilesheet madness
why is it called cursors when there's only one curs in the ors
New quote added by irocendar as #7294 (https://discordapp.com/channels/137344473976799233/156109690059751424/1471223620331376661)
Hey, these are a lot more sensible!
… at least there’s no unconscious Shane in there.
i have written a box packer (for font smasher). no way cursors.png was a box packer. ape placed every one of those images lovingly by hand
or alex’s mum
Or Seb’s bike. Or a mine worker. Or…

now the vanilla spritefont files? those were done by a box packer
Cursors. Good old cursors.
anyone?
don’t forget the sprites in cursors are also all different sizes, which would have been a nightmare for a box packer lmao. and iirc it does have some animations?
look up the wiki documentation on warps
I can't believe I'm saying it, but... cursors is way too organised to have been a texture packer in my mind.
@gentle rose Hi
yeah, the problem with cursors is that clearly SOME thought was put in 
also, if you’re looking for commands for your own use, please do so in #governors-mansion
There are some animations, yeah. The leaves for windy weather or the fire animation for example.

in the modding namespace.
do you have the modding search thingy?
Looks like changing tea bush behavior is more involved than trees or crops so I think I am going to leave that alone 😄
..yeah that
ah in the modding category
alr ty
this tutorial also has a section on adding warps to existing maps
(I'm not sure if the whole thing is up to date, but that section looks right)
https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps
though now I noticed it says aba updated it for 1.6, so it probably is 
Not cursors but outdoors tilesheet
wait so if i wanna add my own map to the game
i need to replace it with an existing map in the game?
no, but you'd need to alter an existing map in some way or the player would have no way to get there
that or use one of the bus/train/etc mods to add it as a destination, iirc
if your map exists in-game, i.e. you have a Data/Locations entry for your location, then yes
Can you add more random interaction responses to npcs? Or can you just replace the existent ones
What do you define as interaction responses
The random stuff they say when you click on them daily
Ah daily dialogue
So just dialogue then? You can replace them.
You can randomize them with content patcher
No like I dont wanna replace it
(hi chu)
Based on what? Like what triggers it?
Talking with them daily
No, because talking to them daily would raise their hearts, no? Bc certainly you can technically still add dialogue based on vanilla keys that don’t necessarily correspond to a vanilla line.
???
What are you talking about
Im talking about adding more possible dialogue lines when you interact with them
i think there's some misunderstanding going on, maybe look at how adding dialogue currently works
then see if it works for you or you need something else and return with a more detailled and informed question?
Just ignore the first part haha but yeah you can add more dialogue that wouldn’t necessarily replace their existing lines
I was asking on what basis - like season, hearts, finishing an event, etc. because those have corresponding dialogue keys that will make it easier for you
don't suppose anyone has ideas on what I do about this
The "ProjectVersion" parameter is not supported by the "DeployModTask" task loaded from assembly: SMAPI.ModBuildConfig, Version=4.1.1.0, Culture=neutral, PublicKeyToken=null from the path: C:\Users\sully\.nuget\packages\pathoschild.stardew.modbuildconfig\4.1.1\build\SMAPI.ModBuildConfig.dll. Verify that the parameter exists on the task, the <UsingTask> points to the correct assembly, and it is a settable public instance property.
This is what math looks to me
But yeah, Lumina’s advice is your best bet - look at the dialogue wiki and see how dialogue is generated
Can anyone link it please rq
Your mod build config is older than the version which added the project version feature
I think head is 4.4.something now
Oh it does say that doesnt it.
which is extra annoying, cause i started down this train by updating that.
VS says its 4.4 ....
well now im extra confused.
Nuget cache mysteries i suppose
I don't personally use the project version feature bc i just use mod manifest builder instead
clearing the cache appears to have worked, cheers
real. i took a break earlier. getting back now. its always important to
i dont but it feels like i do
just bc its been so long since i modded (and my claws for nails)
gl!
Hey yall, any tips for coding mods? Watched a tut for making a mod, but it only showed how to change in game characters. Trying to add my own characters into the game. I understand this will be a long process and everything probable can't be said at once. Art should be no problem for me it's just the coding 
Unfortunately video tutorials are rarely up to date, since they take a lot of time to make.
!npc I think
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!
ayooo I remembered a thing
-# BRUH that was literally my initial guess
i thought it would be that or !customnpc but i doubted 
thanks guys!
im definitely missing something here.. and im too
to figure out what it is
is it "When"?
you can put the token in the fromfile directly and it will get turned into the config value
oh wait i have that already dont i?
so i need to add the other 2 in "Target" right?
I think what’s missing is something the config
I don't see you using the "Galaxy Textures" token anywhere
Wow great English today
you just only defined it
we make silly mistakes all the time in this channel
I’m literally here so as long as I am, you will never be the silliest one
you got this
thank u
...erm... where do i find where to makie token again p;ls 
the tokenizable strings wiki page doesnt feel like its the right one
if you have a config you can put it as a token anywhere and it will get replaced with the appropriate value
e.g. {{TargetWithoutPath}}-{{Galaxy Textures}}.png turns into Objects-Kenosia.png
and then you just ensure the pngs in your mod folder are named appropriately
this is the simplest method to load different images depending on the config value
OHHH okay i get it now tysm selph!
also i can remove the "Texture" fields right? since it loads from the target?
from fruit tree data? no, keep it
that's how you tell the tree what texture to use
thank you!
did i do it? something looks off and idk what
https://smapi.io/json/none/ac6a60cba1974956bc13093169adbb11
your config object is malformed
that's also not how you refer to a config value
the config.name thing is for i18n
(you had it right the first time)
ohh
you're also not following my instructions for using the token
OH crap i edited the olld one (sorry)
-# i removed the texture fields before so i went to old code to add it back 
i've noticed i can use the tile animator when i right-click tiles in the tileset viewer, not left click. inconvenient though
(and no need to apologize for being wrong haha, that's why we're here)
(I though will apologize for the fact that I'll go to the gym in a few moments and cannot help with more code
)
get absolutely ripped, selph 
-# have a nice sesh! ty for everything

I remember it didn't work like that in my case, either. 
i can't imagine what changed
I am beginning to think it might be some sort of driver issue, maybe
this took me so long for something so simple lol
at least ik for future, since its gonna be handy for the next mod i make rn
Gratz!
ty!
What’s the mod for?
my star crops one! vanilla tweaki version
Oh nvm there’s a link
its you!
?
Not sure what i'm missing here
https://smapi.io/json/none/fe6966faa7d0412eadb16acab230f2de =json https://smapi.io/log/5578b4b47efe4e09aceee99bdda1c645 =log
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 7 C# mods and 2 content packs.
per the log, you have two separate mods trying to load into the same texture
do you mean for Star Crops and Star Crops - Vanilla Tweaks to be separate or
oh sorry ignore that part
i forgot to add priority there
the textures forjust star crops pls
well that's the only issue I see in the log 
OH
In very many cases, the only reason for the errors after the first is because of the first
ohhhh okay makes sense ty!
-# thats good to know, maybe i can start having a lil more confidence in reading error logs 
i think this is outdated
It is not outdated.
early/default/late didnt work for me
Loads and EditDatas have different priority systems.
oh, what do i put instead for the priority? i tried both
"Format": "2.0.0",
"ConfigSchema": {
"VTVersion":
{
"AllowValues": "v1, v2",
"Default": "v1"
}
},
"Changes": [
{
"Action": "Load",
"Target": "Mods/StarCrops/Crops, Mods/StarCrops/Objects",
"FromFile": "assets/{{TargetWithoutPath}}-{{VTVersion}}.png",
"Priority": "High"
}
]
}```
Look at the documentation for Action: Load
It'll have the same section you screenshotted a moment ago but with Load specific changes
i found it tysm!!
YIPPEE IT ALL WORKS! ty all! 
https://smapi.io/log/1f4debe526b1438ab2816d87a18602d0 is it okay if i have this red line happening? i figured to save people storage space by not including duplicate crops asset
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 7 C# mods and 2 content packs.
No, you should fix that.
okay ^-^ ill makie anothe load sedction
For starters, it's breaking a patch. For seconds, users don't like errors in their logs.
ohhh okay, also truee
okay NOW im done, YIPPEE! lols
Hi! I didn't have success with the qualities of fruits harvested from fruit trees, but it doesn't matter, I managed to do the other thing I wanted, so it's better than nothing. A question: in an item delivery quest, is it possible to turn in two items, or is it only possible with one? For example, having the NPC request one unit of two different fruits
You are strictly limited to what it says you can do on the wiki page for quests i.e. no, you can only do one item.
You may have more luck with a special order though, but I'm not as familiar with those.
I've never made a special order before, but I guess I'll have to learn how to do it at some point, haha.
special orders can definitely do multiple item turn ins, but their limitation (before 1.6.16 comes out) is that they must have a time limit
It wouldn't be a problem, it's just bringing a strawberry and a blackberry, haha, but I prefer to keep it simple. I'll adjust the quest text to narratively justify why she asks for only one instead of two fruits
Selph, do you know of any way to make fruit from fruit trees harvested at a specific quality?
make the tree older
otherwise nop
fruit tree drop quality is solely determined by tree age
a workaround is make your shop sell tree saplings with quality (they mature faster)
if you need your fruit trees to drop quality goods quickly as a perk
I can increase the quality of the saplings, and I wanted the fruits to have the corresponding quality of the sapling.
the sapling still has to grow, high quality saplings just grow faster
but yeah what you want isn't possible unless you dive into the C# mines
If you’d like, I can tell you in private about the idea for my next mod update. It’s practically ready, I’m just testing a few things and wanted to make the mechanic more interesting.
That’s out of my league haha
if you want to then sure, but tbh my opinion isn't magically more valuable than others (I prefer keeping things public if possible)
Actually, I just wanted to tell you. I don’t want to make the new features public for now, I’ve only shared them with a few people. Most of them found the idea interesting, but again, it’s only if you feel like it. There’s absolutely nothing wrong with saying no haha.
Congrats on joining staff 
thank you 😌
then go ahead 
hello, is it possible to make an edible crafting recipe without C# (like how the field snack works)? I attempted one and it has edibility/health + stamina, but I can't eat it...it only places down/picks up like a furniture item 
looks like you're using the wrong category
if you're using -8 that'd make it placeable on the ground lol
for regular items with no other special behavior 0 will suffice
I have it as this since I saw the field snack had it
"{{ModId}}_SmoreGem": {
"Name": "{{ModId}}_SmoreGem",
"DisplayName": "{{i18n:SFC.SmoreGem.name}}",
"Description": "{{i18n:SFC.SmoreGem.description}}",
"Type": "Crafting",
"Category": 0,
"Price": 665,
"Texture": "Mods/{{ModId}}/objects",
"SpriteIndex": 26,
"Edibility": -105,
"IsDrink": false,
"Buffs": [
{
"Id": "Food",
"BuffId": null,
"IconTexture": null,
"IconSpriteIndex": 0,
"Duration": 60,
"IsDebuff": false,
"CustomAttributes": {
"MagneticRadius": 30,
"Defense": 2
}
}
],
"ContextTags": [
"color_dark_red",
"food_sandwich"
]
},
try -7
would -7 keep it in the crafting menu?
tho idk bouit the type being crafting instead of cooking, hm
well you set the type as crafting
and you i assume have a crafting recipe for it
okay I'll try that 
I don't think you should set to -7 if it's not a cooking item
or is it only a problem if it has a cooking recipe? I'll be damned if I could remember
tho how nonedible is -105
i wish i could remember too
alas, my mind is like a sifter
enough to hurt, but hopefully not send the farmer to harvey-
I want to have it switch to +105 when the player has a mod installed though
-# I haven't reached that point yet, but eventually-
browsed the code a bit more, and Type Crafting is definitely making it placeable
try switching to Basic
though I have no idea how the field snack is Crafting but not placeable afaik
ah okay, because I don't mind it being placable on a table or something, but it was definitely placing like it was a chest and I was like 
oh yeah, edibility
the field snack's edibility being positive is saving it from being placeable
if (this.type.Value != null && (base.Category == -8 || base.Category == -9 || this.Type == "Crafting" || this.isSapling() || base.QualifiedItemId == "(O)710" || base.Category == -74 || base.Category == -19) && (this.edibility.Value < 0 || this.IsWildTreeSapling()))
tl;dr switch to Basic for your Type
Are wild tree saplings edible
Okay, I'll try Basic
thank you both for looking into this
if you're a particularly large herbivore probably
Basic worked woo 
What's item 710
How do I add a glow around player with C#?
hmm, not a C# person but have you checked out the glow-ring code?
just make LightSource
yeah i assume, light source would follow the player's location every game tick
i think one lazy option is to broadcast a multiplayer TAS with an attached character set to the player and a lightsource set to your new light. but i don't remember if that works
otherwise you have to manually update the light position and add/remove from locations with the player
i'd search the unpack & decompile for the glow ring item ID and buff ID
Oh good one
https://smapi.io/log/f22f030f37774b10ac854f5bc40777dd
https://smapi.io/json/content-patcher/8448a6968c9b43388a3725ac4502328f
i'm trying to add EAC functionality to a custom farm animal. the EAC docs say IMPORTANT: This asset will be pre-populated with every animal in game, with every values set to default. To ensure compatibility with other mods do not add new entries to the asset (ie. use Content Patcher's Entries without TargetField); instead, always use either Fields, or Entries with TargetField to edit it., but i'm getting an error about it not matching an existing target. am i misunderstanding this warning, and i need to just use plain ol' Entries?
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.22631.0), with 22 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
What is the patch in the first warning adding? Because if it's trying to add radical.reindeer_Reindeer, it ain't working, so it's not going to be part of the every animal in game list
oh duh i forgot that i need to retry after fixing that
instead of "ooh let me fix everything at once"
yep no more error. although the animal isn't at marnie's so now i get to figure out why things silently fail, my favorite
i'm getting a "Reindeers Can't Live There." popup when i try to buy it and place it in a big barn. did i get the building ID wrong? https://smapi.io/json/none/3a0bf44718374b43a3529a71b1576c27
House should be Barn
if you want to gate them behind Big Barns use the required building field
got it thank you! i had Big Barn for both
does anybody knows if in the events that take place inside the farmhouse, is there a way for the game to automatically recognize where the bed is, using only CP? similar to one of elliot's event when he returns home
unfortunately it's hardcoded by default for that event only, i'm not sure if any frameworks offer the same feature
sorry, hopefully someone will drop in and ping you with a framework that does!
whats the limitation of content patcher? can content patcher add stuff instead of replacing? for example, adding crops, npcs, areas? or do i need to code to add that?
Cp can add entries to existing vanilla asset and provide new maps and textures.
content patcher can
add new crops ✅
add new npcs ✅
add new maps ✅
okay thanks yall
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
I'm going to assume you're a beginner, so here's the CP mod author guide
The tldr is anything that is in the unpack, cp can edit and add new entries to.
But if it's not in the unpack then you can't use cp to do it unless a different framework exposes it.
For example custom monsters or trying to control how stuff spawn in the mine
thanks! i dont have the basics yet. i haven't decided to make a mod yet or not though, i'm just looking around for now
ahh okay i understand ty
btw i wanna ask how ethical is it to have another mod's code (not art) as a template? or is it best to just ask the modder for permission?
If you're referring to json rather than code (CP mods are made using json), generally the etiquette is that if it's essentially indistinguishable from the json in other mods of the same kind it's fine to copy because it's most likely the only way it can be written in order for the patch to work at all. If it's code (C#), you will need to refer to the licence in their repo, if they have one.
alrighty, thanks!
Sanity check?
Using Content Patcher to add crops with levels (like the old harvest moon ds game)
They all add great. Yay. Unique ID for each item so no stacking problems. Wines juices etc work great. They make their seeds. Their seeds grow, and give the same leveled crop back.
I was trying to get crops to level up on harvest (which felt more natural and can look at fertilizer used, unlike using a modified seedmaker to occassionally boost output)
Using a C# script with Visual Studio 2022
But it seems the way I have to do this is pretty heavy handed harmony patches
A prefix to look at when things are harvested to get data like fertilizer etc, not actually changing anything just storing data
A prefix to edit Game1.createObjectDebris() so that when it is creating crops it intercepts the created object and occassionally upgrades the crop level
Does this sound right? Am I targeting things poorly? Is there a better way?
I have successfully added some crops to the game that work, if you want to see what I did. I can try to explain what each step is doing as well. DM me if you want. I am also a total beginner though, so mine is probably not very good.
I strongly recommend decompiling the code and extracting the assets so you can see all the base stuff. Like crops have WAY more attributes than certain mods add (like cornucopia) . So if you are only looking at a mod you might not realize the power/options you have
Alternatively I thought about looking at items added to inventory, and it looks like they have a tag hasBeenPickedUp that I could use? If crop added to inventory and it hasn't been picked up, run logic.
Only problem being if I ever add new sprites to higher levels that look very different it wouldn't show the right one dropped on the ground, but I don't care much about that (and would probably do it gradually, like GettingOverIt gold pot slowly getting gold as you complete it)
Thanks! I will dm you right now.
do picked up crops even drop on the ground
if they're harvested with a scythe, then maybe, i don't remember
but if they're not?
Does anyone know how to use sprites from springobjects.xnb in Advance Melee Framework? I saw that in a new patch it says 'spriteFromObjectSheet' was obsolete in 1.6, being replaced with something called 'shotItemId', does anyone know what shotItemId is?
UPDATE: It's just 1.6 item id stuff, can use without "" for objects, for stuff with like (BC)1 obviously requires "" because its a string. "spriteFromObjectSheet" does nothing. shotItemId overwrites "parentSheetIndex"
Yeah if harvested they are kinda added directly to inventory, but scythe goes on the ground
bumping this 
junimos can harvest crops too
I think, never got so far :^)
cant you check in crop.harvest() or whatever ots called? why do you specifically intercept the itemdebris?
you don't need true in your GameStateQuery precondition; the expected successful return value is always true. just using GameStateQuery IS_GREEN_RAIN_DAY is sufficient
Hi! Is it possible to make an item obtainable from a treasure chest? I’d like to have an object that the player can find, then donate to the museum to receive a reward and some instructions, just to vary the quests in my mod a bit. I think I know how to handle the donation part, but I’m not sure about the treasure chest part.
"FriendsAndFamily": {
"Pierre": "[LocalizedText Strings\Characters:Relative_Husband]",
"Abigail": ""

guess that means they are considered friends
same for demetrius and maru
both entries are valid for revealing gift taste dialogue, but pierre's will use a separate dialogue referring to him as the contents of that string. if that's what you're asking
just looking into how things work
clint is friends with emily but not the opposite, good
"Sam": "[LocalizedText Strings\Characters:Relative_EldestSon]",
"Vincent": "[LocalizedText Strings\Characters:Relative_YoungestSon]",
"Kent": "[LocalizedText Strings\Characters:Relative_Husband]"
but then
"Jodi": "[LocalizedText Strings\Characters:Relative_Wife]",
"Sam": "[LocalizedText Strings\Characters:Relative_EldestSon]",
"Vincent": "[LocalizedText Strings\Characters:Relative_YoungestBoy]"
the data isn't exactly consistent, I wouldn't read too much into it
unfortunately treasure drops appear to be completely hardcoded
like I think Jas calls Marnie her aunt but Marnie doesn't call her her niece? or the other way around
maru is not friends with penny, rip
you'd need a C# mod to add unique drops
it doesn't necessarily mean they're not friends, just that they don't know what the other likes
Relative_LittleBabyGirl for penny via pam
thank you so much! I'll give it a shot
lol leo being called ParrotBoy
I understand. Do you have any ideas on how to obtain an item in a semi-random way? Like the Ancient Seed, where you first get its “prehistoric” non-plantable version, donate it, and then receive the recipe and the ability to plant it. I’d like to create a similar quest.
exactly, this is not some secret canonical lore data
oh i'm well beyond ideas at this time of night haha
that's his internal name
how unfair that leo is parrotboy and birdie is in fact not a bird
if i were to brainstorm an idea it'd be something ridiculous like making a specific shop in a new location run by five npcs and a dog that gives you an item if you sell 10 seasonal seeds
roughly that stupid and time consuming
i made gift boxes animals produce in a mod of mine
the boxes can have different items inside
took a few dependacies to do tho
Where are my flightless nocturnal parrots, bluebs
don't give me island-adjacent ideas at this critical moment 
If we have a crop fairy to grow planted things, why not nocturnal birds to drop seeds and plant random things?
(Not it... maybe it? Actually sounds kinda fun.)
Hey everyone is there anyone interested in proof reading what i have so far for my mod?
You're it
Look i like birds, I like New Zealand, I'm a nerd, you should get me started on the unique ecosystem
Always, Hi, Fellow!
How do I properly format CustomFieldsin Data/Locationsusing MMAP? Would it be like this:
"mushymato.MMAP_LightRays <texture>", "mushymato.MMAP_WoodsLighting <T|day color>"
]```
ooh I'd love to!
Kind of at a loss here. I changed the precondition but the event still doesn't trigger when entering the Woods.
No cus
- custom fields is a dictionary
- the first part is the key
Oh thanks, I somehow didn't see there's examples!

