#making-mods-general
1 messages · Page 537 of 1
Okay, this event is giving me a headache. I really don't understand why it's not triggering when I enter the Woods during green rain despite it working fine using debug ebi. If someone could please check my code, I'd be grateful
Event code: https://smapi.io/json/none/bcb467bbbf52440795a52aecccee98bb
Content json: https://smapi.io/json/content-patcher/33872db6524f4140883c9c9fe89309f7
I think you're missing the ending slash in the key, causing your event to be treated as a manual script
also you should be using preconditions instead of conditionally patching in your event with When conditions
I changed it to a when condition in a despaerate attempt to get it work because I couldn't
they tried it with GSQ is_green_rain_day before, but the thing is, I'm pretty sure the wiki definition of that is incorrect
(which is why it wasn't on the wiki for a long time)
oops, hit enter too fast
you could try the normal Weather GreenRain event condition or the other weather GSQ
({{ModID}}_RecipeEvent/GameStateQuery Weather Here GreenRain, I think?)
I want to make a NPC mod but I’m scared that the art would be too different from vanilla and I would feel out of place :((
People will still love it, it’s your own art style!! I think if you want to then go for it
from the code it looks like IS_GREEN_RAIN_DAY checks tomorrow's date
I'll try both and see what happens
or rather, settle for the one that works first, if it does
yeah, it's only ever used by the vanilla game for weather context, which I imagine needs to check the next day for overnight setup
the typical weather one should be able to see the current day's green rain
There are lots of helpful people and resources here that can help you improve at SDV style art too 
Where?/genq
Im getting so deep in the modding compats, my code is so ugly and confusing now lmao- Im trying to add an alternative house map, and its been giving me a lot of issues but i think it's finally working as it should BUT NOOO, cus for some reason my NPC can't find his way to Pierres shop from the new map. he can find his way out and to basically any other place, but not Pierres shop. Dude just walks off the screen.
Tried both and couldn't trigger the event either way
but maybe my formatting is still off? {{ModID}}_RecipeEvent/GameStateQuery WEATHER Here GreenRain/
perhaps the gsq needs to be in quotation marks
quotes will probably cause an error where it says the key is invalid (interpreting "weather here greenrain" as a single ID, rather than just "weather")
aside from trying without the / at the end, I'm not really sure what else to try, not very familiar with events myself
yeah haha, i was wondering when this part would apply
yeah, that specific example is inaccurate afaik, it's just trying to demonstrate quotes/spaces
I already tried without the /
some gsqs do want escaped quotes for things like /GameStateQuery ANY \"query 1\" \"query 2\"/, but that one doesn't
ig you could try temporarily targeting a map other than Woods, to see if it's not triggering there for some reason 
I removed the preconditions and changed the target to forest but still, nothing. I'll take out the dynamic tokens now and see if they are causing the issue
and I don't have to load a blank.json for that since it's targetting an existing map, right? or am I forgetting something here
you shouldn't, because there's already a Woods asset for its vanilla events
Well, replacing the dynamic tokens didn't help either. I really don't get it since the script doesn't appear to be faulty if it works with debug ebi 
try switching "Here" to "Target" in the GSQ precond
Test the gsq with the gq console command
they did
gsq result is true, changed "here" to "target", let's see
Shits and giggles try specifying Town
i checked for town rather than target and changed it in the precondition accordingly and still. nothing?
is there a way to wipe all kinds of flags
patch summary didn't show me that the event has been seen, though
I thought events didnt trigger in green rain at all?
please don't tell me that this is the root of the issue 
that would be wild and also i can totally see it
putting this on the list of things that are randomly hardcoded
hang on, let's make sure it's true first
Pretty sure it was because outdoor events are buggy as due to all the weeds
yeah location events are blocked when green rain
Pity they cannot make indoor events happen

Hm i guess you can hack around it with spacecore
Location change trigger play event
Use a temp map version of woods while you at it
(I think we discovered this with Eli & Dylan)
the PlayerKilled and rescue events, and your wedding, should still occur
wait, before i do all of that, allow me to scream in agony
(tbh from a player's perspective I wouldn't want progress gated behind viewing an event that only triggers on one day across the entire year, meaning if I miss it I have to play at least another 112 days on average)
(unless this event is actually not important and/or you provide other workarounds)
in that case, should I take the precondition out of the event key and put it in the trigger action's condition field instead?
it's really just a recipe you can get with that and i'll look into alternatives but for now, i just want that damn thing to trigger
How do I make a heart event?
[[Modding:Events]] assuming you know the basics for content patcher feel free to reference the wiki page
[[Modding:Event_data]]
IT FINALLY WORKED!
Thank you, everyone, for patiently trying to figure this out with me. and thanks to space core for saving my hide once again
In case someone else runs into the same issue as I do and wants an event to play during Green Rain, this is the trigger action I set up with space core:
"LogName": "Trigger action: Play event during Green Rain upon Location change",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries":
{
"{{ModID}}_RecipeEventTrigger":
{
"ID": "{{ModID}}_RecipeEventTrigger",
"Trigger": "LocationChanged",
"Condition": "ANY \"WEATHER Woods GreenRain\" \"RANDOM 0.1 @addDailyLuck\", LOCATION_NAME Target Woods",
"MarkActionApplied": true,
"Actions": [
"spacechase0.SpaceCore_PlayEvent {{ModID}}_RecipeEvent true"
]
}
}
},```
Hmmm not sure why it worked exactly once and when running another test, it plays right after leaving the farm house, soft-locking the game
Is there a way for Content Patcher "When" conditions to read in-game stats? A Query maybe?
you can't use game state queries in CP's When conditions (although at least one mod provides a use-only-if-necessary token that does that)
you will need to rely on tokens that content patcher understands
Darn. I found a conversation about stats being maybe implemented as tokens for queries, but that was from 2021 and I wasn't sure if that was ever implemented
Thank you
what are you trying to do? there may be another solution
@next plaza hi, I'm using spacecore's dungeon system for a custom mine. Is it possible to do monster floors, and is it possible to do a dungeon with only monster floors?
edit: I found out it's not possible, but I figured out a way to do it
Trying to add objects to the game but only if you've read a custom book.
often if something is suitable to check with a GSQ there's a field for that and you don't need to do content patcher about it at all
I can make reading the book run a trigger action that updates when the player moves locations, but I was wondering if I could make it instantaneous
i believe it's generally a better idea to add the item to the game data unconditionally, and only grant access to it when the conditions are met
for example, since reading the book sets a stat, you could put a condition on its entry in the (hypothetical) shop that sells it that requires the stat
those conditions are checked every time you open the shop so you would get instant results that way
They're meant to be items you can process in a vanilla machine only once you've read the book (and that I can do, just like you described), the goal was to only make them show up in the Shipping Collection if you read the book. I can patch them to exclude from the shipping collection, but then I'm back to square one
It'd probably be okay for them to only show up the next day or on location change, I was just curious how quickly I could make this work
If I wanted to append something using text operations, would this be the correct way:
"Action": "EditData",
"Target": "Data/Objects",
"TargetField": [ "Entries", "void.Peiming_77616e6c657420646f6c6c"],
"TextOperations": [
{
"Operation": "Append",
"Target": [ "CustomFields", "selph.ExtraMachineConfig.SlingshotDamage" ],
"Value": "100",
"Delimiter": " "
}
]
}```
why you need text operations just to set a customfields
accessing this from another mod
then you can use TargetField
or i'd have to set EMC as dependency for said mod,
What is that hash
it's a mystery
for me to know and for you to find out
how would i set up target field then
i am confusion
thank you o knowledgeable selph
Does anyone know the route to the cherry tree?
tilesheets/fruittrees
is there a way to spawn /monster GreenSlime with special item antenna?
testing an update to cuter slimes doodlebobs, figured y'all would know.
https://www.nexusmods.com/stardewvalley/mods/40998
My silly little crop mod has finally been updated <3 including new recipes, more config options and my tears
thank you!
I think this technically works? but you'd still have to spam it and pass the normal 1% chance of it happening:
debug monster GreenSlime 10 10 2
tech reasons:
the last argument seems to be interpreted as the slime's "mine level" if it's a number
mine level is used for slime difficulty/color, and also the special item check
it needs to not be an elevator floor or directly after it, so setting it to mine level 2 should make it do the 1% chance check
i do not mind spamming it, just happy to have a possible solution tyvm!
yah. prelim test was working well, but wanted to get a chance to test both bobble versions once i get the full graphic set in.
Are these slimes as livestock 👀
you can already ranch slimes in vanilla
if you have infinite patience and nothing else better to do
just regular old slimes
hi! im pretty new here but I've been wanting to make a portrait for a custom npc but have no idea where to start. I do have a program ready, permission from the creator, but just do not know anything about the dimensions needed. When I see the two columns, I get too overwhelmed and dk where to start. Anything helps, thank you T-T
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Portraits each portrait is 64x64 px, and it should be two columns. the format is explained here
there's also a template just beneath it
Okay I see it ! thank you so much ^^
benchmarking my catalogue optimizations and so far the early results are promising.
even setting aside the batching, the overall total processing time is reduced by almost half
next step is to stress-test it on my main modlist and see if/how it scales
Say wren is there any way to stash a built furniture list until you leave a location
I mean it's possible to cache anything, but what do you mean specifically?
Like in hhd sometimes i accidentally close the menu and i gotta wait for it to open again
What if u hold on to data longer is the ask
Yeah I can do that
"First of all, through Yoba all things are cacheable, so jot that down..."
What did yoba say about memory usage
Everything
I didn't do it before because the assumption was that you would only close it when switching catalogues, switching locations, or when you're done decorating.
Entirely did not occur to me that you could close it accidentally
Hi, could you help me? I’ve been trying all day to make a mail chain for a very specific quest. The mail chain itself works, but my idea is to donate a specific item to the museum and have that trigger a mail that should be sent the next day. The problem, or rather the problems, are several:
- I can donate the item. I categorized it as an artifact or mineral, but I’m not sure if simply having one of those categories automatically makes it donatable.
- Because of the first point, I don’t know whether the item was accepted because of my quest logic or just because those categories make it donatable.
- When I donate the item, I should receive a letter the next day, and that’s not happening. What I don’t know is whether it’s simply not possible to trigger receiving a mail through a museum donation.
I didn’t implement it through a quest because I don’t think there’s a way to do it that way. I also didn’t do it through trigger actions, although I did create a quest just so it appears in the quest journal as a reminder for the player, mostly for aesthetic purposes. Supposedly, donating the object would trigger an action that removes the quest, which didn’t work. So I added a removeQuest in a trigger action instead, but since the mail never arrives after the donation, this “ghost” quest doesn’t get removed either.
What can I do? Do you need to see the code? I can send it if necessary.
By default all objects with those categories are donateable, yes. How are you hooking into the donation system?
Hi, I’ll show you now.
I copied the code from a friend, although hers uses an item reward instead of actions. She’s not online either, so I can’t ask her about it.
Does your item id have an s on the end in object data?
Yes, it’s a sprite with two objects, that’s why I put it in plural.
Try putting the context tag in all lowercase iirc
Also it should be RewardActions and not just Actions
That's probably what's breaking it
What I put there is the ID, not a context tag. I tried both ways, using the context tag in lowercase and using the ID. But I agree that the problem might be that I’m using Actions instead of RewardActions. However, can it send a mail as a reward?
I'm not sure. Maybe checking [[Modding:Museum_data]]
Wait it's just [[Modding:Museum]]
Oh! Thank you, I didn’t even know there was a section about that. I’ll check it out. Thanks a lot, I’m sure it’ll help me somehow.
Is there a command in event data preconditions or at least a way to script for an event to not happen if a different event has already happened? 😵💫
I lean yes because Leah's events do that, but don't take my word for it cause who knows what's randomly hardcoded and what's not
you would just negate the precondition for having seen an event using a !
i think it's SawEvent?
I don't understand what you mean by negate?
you would use an exclamation point before it to negate it
like !SawEvent (if that's what the precondition is)
So I would put in the coding something like "!SawEvent [MOD_ID]" for every event after it? Or I put it in the actual event that can only be seen if the other hasnt happened??? 😵💫
whichever events you want to NOT play after having seen an event would need that precondition
is there a mod for Kent coming home Y1 I might make one when I get good at code and I am to lazy to check myself
I can't find the documentation as to how Content Patcher Animations works... any tips? Github doesn't turn up much useful.
@soft granite You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
Content Patcher Animations is deprecated, iirc and its functionality is now in SpaceCore.
Check the Animations part of SpaceCore's documentation: https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/SpaceCore/docs
Do you know if there’s any bug with https://stardewvalleywiki.com/Modding:Museum ? I copied it exactly as shown, only replacing what was necessary. I even made the item ID and the context tag identical to avoid mismatches, but it never sends the mail. I’m sharing my code below.
https://smapi.io/json/none/9ad2910466c84d0ab0f1b6b11b165daf
I’ve been trying to make this work for almost 12 hours now. At this point I don’t know if I’m overlooking something, if there’s a bug, or what’s going on.
Did you check if your mail ID correctly responds to what you referenced? Its exactly {{ModId}}_Mail_PrehistoricSapling.Donated?
Yes, I checked it several times. I even copied and pasted it just to be safe.
These are the mails.
https://smapi.io/json/none/608d3432dc6e4096be9d438504ca81af
you remembered to load the museum rewards json? 
oh wait so the only problem is the mail isnt being sent to your inbox the next day?
your required tag is wrong
the format is id_o_restofitemid
well there you go 
where can i find the for windows.zip?
is this the right one? or is this the source code?
nvm i found it
is there a way to go above the usual dimensions for an npc ? Specifically for making a custom one (𓂂ㆆ﹏ㆆ)
16x36 as opposed to 16x32
going above is easy, there is a Size field that defines the size of the overworld sprite.
There are just downsides of doing so that make it so you need a very good reason to want to do so
wat kind of downsides specifically ? i didn't think it'd make much of a diference due to how little its upscaled (@_@;)
Note: sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the perfection end-game slide show, etc.
it wont upscale it will just be bigger
You can use PoohCore to make NPCs bigger than 16x32 iirc!
Hello! I'm trying to make a rescue event (playerkilled) for a non-romanceable custom NPC. Is there a way to bypass the default hospital cutscene after the player is knocked out? I only want this specific rescue to happen once.
Honestly, I'm thinking of giving my bear a store
Maybe a bakery
he could sell sweets
A bear-kery
Replace it once conditionally by setting a mailflag during it when its triggered, and have the condition contingent on that mailflag being false.
Theoretically you could trigger it twice in the same day but apart from that, youd be fine.
Hi, I had gone to sleep haha. Yes, I’m not receiving the mail.
Hi, Selph. I tried it that way too, and it didn’t work before. When I’m back at my computer, I’ll try again, since now that I made the ID and the tag match, I haven’t tested it that way again yet.
invalid tile gid errors from tsx files should be blown up in a safe location somewhere in deep space
has someone been saving maps without the tilesheets again
who makes a website called "map fixer" that doesn't fix invalid tile gid errors from tsx files
just embed them and upload the tmx 😌
the real answer is, it'd be impossible to do
fixing tile GID errors requires knowledge on what other tilesheets are present in the map and in what order
a .tsx on its own does not contain enough information to fix it
nor does a .tsx alongside a .tmx
oh to have the information to fix it
the same tileset works fine embedded and breaks when replaced with the tsx
the tsx of course being identical
What's a tsx map file for
sounds like it's being loaded out of order
as for why that may be, beats me!
a .tsx file contains information about a tilesheet. Usually, this information is kept inside the .tmx itself, but you can export tilesheet information to a .tsx which can in some situations make it easier to use thta same tilesheet in another map, since the .tsx will also contain information about the animations that tilesheet has set up
consider you've got one tileset you're working on, and several maps it's used in. if it's embedded in all 3 maps, you have to export and re-embed into each map for every update, or worse, manually update all maps' tilesets for any changes (tile properties, animations, etc)
Ah i see 
maps referencing TSX files will use the latest properties and animations, no need to export or embed or update or edit
so if you have a tsx you can just update that and no need to update the rest of the maps?
precisely
ahh okay good to know 
however, every so often luck frowns on you and your map will be completely unusable for ??? reasons
You will also of course have to deal with terrible tsx related errors if you get any little thing wrong about them 😌
eugh im guessing its pretty complex? good luck blueberry
Also if you're using custom tilesheets it's one more little annoyance having to make sure they're in the right spot too, which unlike the sheets themselves, is firmly next to the .tmx
more obtuse than complex 
odd tho. tileset first gid is 5176, tileset contains 2356 tiles, which should only result in tiles up to 7532, but the map has tiles with id 7654 and higher
hell, it has tiles with id 2147486268 and higher
those super large IDs are actually normal
iirc, something to do with flipping and/or rotating? maybe not, but i remember when i was making map fixer that there is something to do with subtracting from int.max
how normal
oh, hm. maybe this is it
the tileset does not contain 2356 tiles. it is a 996x768 image which should have 2988 tiles
Does anyone know the route for crafting items, I mean things like barrels and casks?
TMXTile.TMXFormat.LoadTile(Layer layer, TMXMap tmxMap, uint gid)
?? ? ??

¯_(ツ)_/¯
hi, are you looking to make a new craftable machine?
Very byte-saving way of storing whether a specific tile placement is rotated I suppose
Rather than having another section of xml somewhere that saves coordinates and rotations
i suppose so
No, I'm only going to change the appearance of a machine
You can EditImage those
thank you ❤️🩹❤️🩹❤️🩹
note to self: this particular invalid tile gid error was caused by me previously extending the tilesheet image downwards, but some combination of undo/redo/reexport PNG caused the tileset width+height+tilecount fields to desync with the actual tilesheet image, so the previous tilecount value was being used and my tiles in the extended area were above the gid+tilecount and considered invalid
updating the fields in the tsx solved the issue and the map loads with a non-embedded tsx tileset
that is a new and interesting error to me that i will not support in map fixer 
Blueberry this is like 3rd time i witnessed you finding esoteric bug
It just keeps happening
it would be trivial to compare the tilesheet image dimensions with the tilecount if the user also uploaded the tsx file, but probably not many people would have this problem
i'm something of an esoteric creature
If u look at tmxtile
ah, but what if there is another bug that leads to incorrect image dimensions being reported?
You can find that uses these very large numbers for flipping
atra I think you have lag
I thought it might have been bitmasking
you would also need the tilesheet image 🙂↕️
at which point they may as well just drop the mod folder in chat and say 'help'
Yeah, and map export doesnt handle this either, oosp
(actually, I just double checked map fixer's code. it does actually re-calculate the tilecount and use that for gid calculations. so it would have fixed this if you embedded it 🙂↕️)
tiled does that itself, the issue is fixed on reembedding
but i do not want it embedded 🙂↕️
yeah, but clearly we cant put all our trust in Tiled
cant you embed to fix it, then like, pop it back out
Can u just embed and unembed
like a shoulder
probably, i was more interested in what the issue even was. i embedded, it was fixed, so i replaced the embedded tileset with the original to look at it again
the map fixer wouldve said what the issue was in the log as it applied the fix 🙂↕️
but the issue would already have been fixed 
(you brought these comments upon yourself with this one /lh)
i love when i have something i need to compile but i cant remember how i actually compiled it
https://smapi.io/json/none/c821efeda4114095b336fa877a513f44
I set it up exactly as it appears on the wiki, matching what you mentioned it should be, and I’m still not receiving the mail. I’m going to try one more thing that might be interfering. I don’t think that’s the issue, but just in case.
did you donate another item to test
i recall museum rewards only gets checked every time you donate
No, I was thinking of trying something generic to see what happens.
I always test it on new save files.
No, the thing I thought might be interfering isn’t the issue either.
Alright, let’s try setting it to trigger when donating any mineral in the game. If this still doesn’t work, I’ll have to scrap the idea. I really liked it because it was a very nice story, narratively coherent, it introduced more new characters from my lab, and included characters who aren’t used or appreciated much (all in text form).
I have a draft of the mails in English in case anyone wants to read them. I just can’t think of a coherent way to justify receiving those items without that specific chain of events.
Putting item_type_minerals instead of my item’s ID worked. I received the mail. So the problem must be with my item, right? But what’s the mistake? I had already tried setting the category to gem (-2), minerals (-12), and 0 (artifacts), and matched the Type accordingly for each category.
post full object code
ok
Artifact version
https://smapi.io/json/none/e3e1fea2f0ec416d8fb47c35109976a7
Mineral version
https://smapi.io/json/none/0d82eddf8d8f48bcb3139df29e5c2ab1
Gem version
https://smapi.io/json/none/4dc2c0a239054f9ebd078a941d0df97c
your item is named {{ModId}}_prehistoric_saplings but you're using id_o_{{ModId}}_Prehistoric.Saplings
see the dot vs underscore
No, that thing about the dot was old. Now I made both the item ID and the context tags match by replacing the dot with an underscore.
that was shockingly easy to port casey's tbin library to emscripten
and it doesn't crash my browser like my js one
ok well that's what I see on my end so
are you suggesting people should edit maps in browser 
helloooo does the ambient light event command work on rainy days?
(sadly not working for me rn)
(when you post code you should assume that people will assume that all of your code is recent)
oh this is for sdvconvertergui3
i need to convert tbins to tmx files for tmxl2cp
i think people should edit maps in browser
there are worse things you can put in a browser tbf
Whether I use an underscore or a dot, it doesn’t work. I thought it might be because the context tag has to match the ID, so I set both of them with an underscore.
The one you corrected for me with id_0_ already had the underscore. If you want, I can try again.
I’ll use the same Objects as Quartz, since that’s the one I donated. Or I could try this instead: copy the Quartz Objects, set it to donate any mineral, and see if it picks up my item that way, right?
Whay do you think?
id_o, not id_0
and pls post the absolute latest version of the museum reward data you tried
I copied and pasted that part directly from the wiki into the JSON file. I messed up there because the “o” is close to the “0” on the keyboard haha, I can’t see very well haha.
Now I’ll post how I’m going to test it so there won’t be any confusion or doubts. Don’t worry.
objects (quartz copy)
https://smapi.io/json/none/8bfca6ee98114559b46cb46a357f744b
Museum reward
https://smapi.io/json/none/806144f6b56f4bd89914cb4c6a45df7c
Now it finally worked! I guess the wiki might be wrong because it shows it like this:
"Tag": "id_{{ModId}}_ShinyArtifact"
But my friend had it like this:
"Tag": "id_o_107" for the Dinosaur Egg ID.
So I copied it like this:
"Tag": "id_o_{{ModId}}_prehistoric_saplings"
and also like this:
"Tag": "id_o_{{ModId}}_prehistoric.saplings"
Neither of those worked. Then I tried:
"Tag": "id_{{ModId}}_prehistoric_saplings"
which is how it appears on the wiki, and that didn’t work either. I honestly don’t understand why it works now.
Thanks, as always, for your patience, Selph. I was about to give up on the idea, but then you showed up again and didn’t let me.
congrats! yeah that is definitely an error on the wiki
at work now but I can fix it later unless someone beats me to it
are there any map properties that need only need the key to exist and the key can be empty?
Ok, thank goodness. I was starting to think I was going crazy haha. Thanks to you for the help.
The whole thing turned out perfectly. I think that if I don’t find any more bugs in the real test playthrough I’m playing, I should be able to release the update and the complementary mod (the hybridization one) this weekend.
We’ll probably never really know what the actual problem was hahaha.
You mean the key to exist and the value to be empty?
TreatAsOutdoors and Outdoors are bool properties so I think they works that way
looks like those values are just T
finally got around to making that VoxBox Voice pack https://www.nexusmods.com/stardewvalley/mods/42338 it's pretty barebones so far and only has vanilla characters but I plan on adding more NPCs soon!!! :D @tiny zealot
omg sent it twice 😭
they can be anything though, make sure you don't check just for T
(ghost ping
)
sorry i sent it twice 💔
Game has a hasmapproperty method which only checks for existence
ah good
i dont know if TMXTile will even load them if they dont have one at all though
dont have a value* at all
I guess one could go check how empty string behaves in tbin
I think it's distinguished in the file, but I'm not sure if xTile exposes it properly
xTile does weird things with properties
does anyone happen to know what is happening with my back tiles here? screenshot on the left is the map in tiled, screenshot on the right is in-game
The void...
You should use lookup anything to check what tile those black tiles are
Turn on tile lookup
If they are real tile ids then your tilesheet asset is wrong
can a one crop harvest yield different items? for example, one cassava crop when harvested gives the player 1 cassava tuber and 1 cassava leaves?
can fruit trees do that too? for example, i want to when harvesting a banana tree can i get the banana fruit and banana leaves?
okay, tysm!!
though not on the same date for (b)
it will be like the banana tree has 3 fruits, two are bananas and one is a leaf
is it determined or random? like can i set it to
a.) always produce 2 bananas+1 leaves or 1 bananas+2 leaves, etc
b.) i'll never gonna know what i'm gonna get unil i harvest it could be 3 bananas or 3 leaves (rng dependant)
can be either depending on how you set it up
but yeah to clarify: a fruit tree can add at most one fruit per day, this fruit can be either the banana or a leaf
Mutiple crop yields can also be done with Multi Yield Crops
Which has a less complicated format than spacecore iirc
or Machine Terrain Framework which has more crop-related features and is more generally compatible with other mods that touch the harvest function (totally unbiased recommendation)
ohh okayy
Oh I didn't know it had that! Yes I would absolutely recommend mtf
I should really rename that thing to promote its crop behavior stuff
the MTF acronym tho
okay i'll look into it when i'm gonna learn it
amazing!!
xD

(and you will always see what's on the tree before you shake it)
alright, thanks again!
hmm i guess i should finish this mod at some point, huh 
i am guessing those are real tiles, those black ones for indoor locations
i wonder how they got pushed down in game 
the acronym is too powerful, would legit be sad if that changed 
Machinery and Tilling Framework
Machines/Trees/Farming
Got this Nexus message today. How exactly could they optimize a largely CP mod?
depends of the mod and how it patches things, it's not impossible, but i would say it's likely to not be very impactful
depending on how the data is set up, it could be possible to combine patches to hot assets or change specific implementations (e.g. dynamic tokens are not great for perf). gains likely to be minimal (what lumina said)
it would be a tiny bit more on SVE because using even more old stuff/larger mod
(but imo the risk of creating bugs this way is greater than the gain short term)
in general, i assume anyone saying "can you optimize this better" or "may i optimize this for you" without presenting specific things they would fix doesn't really know what they're talking about and probably won't succeed
Personally, I think I'd be saying a hard no way to them on that request unless they give the changes to me to make myself so it can just... be that way going forward.
@vernal crest is doing something similar with their mod list, so for example cursors doesn’t get reloaded 36975579 times
Because then you've got an "optimised" ES which is probably going to be more out of date, and since other mods depend on it... just sounds like a nightmare, and worse for people playing with it overall.
yeah i can't see myself allowing someone to upload a separate VMV and dealing with reports and stuff
They could mean removing some features to make a light version of it. I’ve seen people do that before 
Oh yes, definitely!
Also, i know mine aint perfect but i do feel like DTZ is the highest contributor to CPU heating.
I absolutely do not want anyobe uploading an entire replica of my mod for whatever reason.
(I also know nothing about this person).
i can't tell which mod would be the most affecting of performance, it's possible they made similar offer to other modders
if they have actual, relevant solutions it would be great to know
DtZ has the cars and a large amount of custom companions.
It would indeed be good to know how this person intends to optimize my mod indeed!
If you get an answer, I'd love a ping or DM or whatever, because I'm super curious. 
i'm (respectfully) wagering that they don't understand what they're talking about. people who approach authors in this manner are usually amateurish
After a brush with a scammer yesterday, i am highly suspicious of strangers today.
I suspect they intend to use AI.
They haven't posted the same thing on SVE or DTZ so now I'm a little offended.
Yeah, considering that they are using all three together, I would be skeptical that it's your mod and not the combination or one of the others causing the cpu strain anyway 
Its a cumulative effect, i found when testing. Like every expansion mod added doubled load time.
(This was in 1.5 though)
ES copped the blame a bunch cos it was usually the third added, and thats the point the lag became super noticeable.
I'm trying to add in a new interactable map but something is going wrong and I have no idea what 😭
MAP DATA: https://smapi.io/log/b48beb1f3b274199815ed2dd9c39d92f
CONTENT JSON: https://smapi.io/log/108c230a2da44bb39340fd8415dcbe0c
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
Log found, uploaded to: https://smapi.io/log/39c6c7e5ef8e4e1aab66d66dda13819a
Just link them to speedy solutions
/hj
map path and map load target mismatch
for JSON code you want to use smapi.io/json instead of smapi.io/log
(for future reference when uploading stuff)
I feel like I'm going crazy, these look the same to me 😭
If i write {{ModId}}, that will automatically always reach to my mod?
yeah no this is what you sent
/// Interactable Map2
{
"LogName": "Load Silver Tree Interior",
"Action": "Load",
"Target": "Maps/Silver.Tree_Interior",
"FromFile": "assets/maps/Silver.Tree_Interior.tmx"
},
make sure you’re updating the correct files in your mod folder
OH heck okay maybe I updated it quickly and then immediately forgot I did, sry my ADHD has me really scatterbrained 24/7 😭
no worries it helps to have a second set of eyes
in a json file inside a content pack for content patcher, yes
it doesn’t work inside tiled for example
ok ok ty
Hmmm even after fixing the mismatch it still says this when I try to warp to the new map?
I suspect maybe I messed up making it in Tiled cause a lotta the red says this 😵💫
check for red earlier in your log
this is likely an issue with tile data
but i’d need the full log
Log found, uploaded to: https://smapi.io/log/a6d988720a134127842ee7963329420b
yeah i think it’s tile data
object reference not set to an instance of an object might mean something is null when it shouldn’t be
Is there,,, any good guides on how to make a map for SDV in Tiled? 
@unique tusk You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
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
YES

you're gonna wanna start out by unpacking your game, opening a vanilla map and seing how they do stuff
Yee! I'm using the Greenhouse map as a base but for the life of me I cannot figure out how to place a tile data to make the walls impassable 
Also things keep loading in it,,,, weirdly 
And I'm realizing I have no idea how to use Tiled 😭
oh shit I cannot help much here- but afaik all solid stuffs need to be on a tile layer called 'Buildings' (i fixed it bc I'm stupid)
things on the buildings layer are impassable. however greenhouse might not be the best cover for a base map because it’s special
(nic will correct me if I'm wrong LOL)
sadly you are lol
the object layers are the pink counterparts to the normal blue layers that have tile data
Me, realizing I must essentially redraw the whole map now
My hubris truly was my undoing
you can continue using the greenhouse map if you want, but idk any detail about how it differs from other interior maps
"Oh joys" I said as I finished coding in the map I was then shot 52 times- /jk
I made a crop mod according to a tutorial and it doesnt appear in the game
hmm, send over your jsons?
oh wait i forgot to edit manifest
nah it shouldnt matter anyway, huh
ok i will send them
as files or over the io site?
the site is usually preferable
ok
btw @autumn tide if you want to learn how to help with maps most all information is on the maps wiki page. just bc i know you usually say you can’t help with them
your content.json doesn’t Include any of the following files
oh
okay
what did this do then?
"Target": "{{ModId}}/data/objects, {{ModId}}/data/crops, {{ModId}}/data/seeds",
Sorry, I meant anything about your includes, it just loads textures
i guess i have it all wrong
if you were trying to load them then i don’t think target without path is what you want
That first file just loads three images named Objects.png, crops.png, and seeds.png
It does not actually load your jsons
add this to your content json
{
"LogName": "load the jsons",
"Action": "Include",
"FromFile": "(the jsons you didn't include)"
}
Also do you HAVE images named objects.png, crops.png, and seeds.png?
i guess the textures should be like
"{{ModId}}/assets/objects
instead of data
with the file path, not just the file name
Okay just checking, so that part should work then
and soup has you on how to load the data
thanks, i will try
I got a yellow error
[Content Patcher] Error loading patch 'Test-Berry Crops > Crops': file contains fields which aren't allowed for a secondary file (Format)..
Format should only be set in the content.json file
every other imported file can exclude it
idk what that means
OH
the very top line
again this was taken from the tutorial T.T
the tutorial presumably assumes you'll put everything in content.json
i had that thought but if i have 4 crops planned, it would get messy maybe so this is probably better
HOORAY they are spawnable
now to make them not a flower but a fruit
found it 🙂
The tutorial starts off with "be familiar with content patcher", I think it's making some assumptions
When you finally succeed at making the map but....
after so many mods i hoped i was familiar with CP
Praying this helps or else I might need to again pick a new map
Pretty sure that goes in location data and not map properties
How are you making a new location if not with location data edits?
??? Do you mean???? the coding??? THIS???
Yeah that

I took that as more "what is life?
" while your microwave refuses to work or something. 
[[Modding:location_data]]
I owe you my life
What you want is DefaultArrivalTile
My MEEP test pack still doesn't have one of those...
Did I write this right? 
I think so? You might need a comma.
heads up from the nexus mod authors discord:
A website bug has been discovered this evening (GMT) which is affecting tags on mod pages. If you save your mod "Details" page, all non-classification tags and tag votes may be lost. This has been flagged to our developers but as it's a Friday evening, it may take a bit of time before it's investigated.
In the meantime, if you can avoid editing your mod description, this should prevent the issue from occuring with your page. Any removed tags can be re-added, but the issue may re-occur each time the description is saved.
OKAY ITS WORKING EXCEPT THERE IS ONE ISSUE- somewhere somehow, there is a random place where if you walk there itll teleport you to the farm instead-
Im desperately trying to comb through the map to figure out where this warp is set and I deleted all the tile data to no luck 😭
Nah I had to change to a diff map I changed it to the barn instead which may not have been my brightest idea 
AH I THINK THAT WAS IT TY
I added another map but for some reason???? The viewport is just stuck here???? And I have no idea why 😭
check the map properties for a viewport clamp
I once again owe you my life
I jumpz with joyz as I marvel in Shadow Milk Cookies splendor :D
Now I must go draw his room so I can code in the final map 
question for smithy users; is there a way to change the name of the mod? like, i know you can do it manually in-game, but the old name still shows up in the files, so i wanted to know if there's a way to change the name of the folder without breaking anything?
can i do it manually? or does it break something
If you click on the pack, you can edit things like mod name and nexus id
The folder name is enforced though, but ofc it doesn't matter what you publish it as
can i change this? or would it cause issues in the mod
the new name is Shigio's Little Trinkets
but it shows up as the old name
It would cause issues in the mod 
The mod id is enforced to remain same
If you want to change it then you would have to manually edit the folder and manifest
(as an aside i don't recommend calling a furniture mod "trinkets", because trinkets is a category of vanilla items)
okii, thank you for telling me, i was very tempted to change it but now i know that i shouldn't do it lol
ohh, i didn't know that?
sorry, english isn't my first language so i didn't know about that
😅
i just thought it sounded cute
hm, i'll see what i can change it to
Yeah trinkets in vanilla is like fairy box, frog egg, parrot egg etc
would 'knicknacks' be a better word instead of trinkets?
Sure whatever makes sense 
alrighty!
Knicknack has real "lil thing I put on a shelf" vibes
Also if u were still doing separate textures I will recommend again to let smithy merge them 
If u wished to rename mod anyways now is good chance
yeaa that's because they're just tiny, random little things that you can place around lol
If u currently have something like this:
editing/input/tex1.png
editing/input/tex2.png
You can make folder named tex and do this instead
editing/input/tex/1.png
editing/input/tex/2.png
yee, that's a good word for em
And then smithy will make editing/input/tex.png for u, which can be used for all your furniture
everyone loves a good tchotchke or bric-a-brac
i have a question; can i change this though? or is it the same as what i showed before (sorry, i'm a little slow in the whole modding topic lol)
This is the folder
ah
So as mentioned you can only set the mod id on creation of a pack in smithy
And the mod id is the folder name used for export
hmmm
If you wish to change the mod id, then you choose one of 2 approaches
- Just make new pack
- Manually rename the folder and edit the manifest.json UniqueID field
Make sure u do 2 with game not running
this is the correct path to the correct manifest, right?
alrighty, so, from here do i edit the "UniqueID" part?
or it would cause issues?
Yeah that's exactly what I instructed 
good!
Change the one that says Shigio.modname
thank you very much for helping me and being patient, i think other people would have crashed out with how slow i am with the modding topic 😅
okayyy
You gotta remember that at worst you mess up this file and then have to undo your changes
It's not going to explode your computer lol
Be adventurous and experiment first then ask if it explodes 
hmmmmm apparently it worked but i got this little message, should i just close the game and re-open it?
@brittle pasture so in animal configs i have a customm feeding plate that is placed like a rug. and when ppl put down multiple the auto feeder feature in the building only fills one f the feeding plates. is there a way to fix this?
Did you do all your changes while game is off
yes
also i just did what i mentioned and i get the same message
I think you messed up then
damn
The folder name absolutely have to be the same as the UniqueID
Something else you can do is to make a new pack via smithy, close game, copy everything except for manifest.json from old pack to new pack
is this how it should look like?
i think i'm gonna try that
the way to delete the first pack is to delete the folder, right?
is it using the MMAP feature for tile properties on the rug?
that's strange; it should fill every tile if my understanding is correct
its using space core
could that be the reason
no, it should work the same methinks
hmmmm very weird, i know i had ask if it would be possible to make a sort of feed dispenser? to remedy this issue before but with the auto feed feature it was said to be redundant
Yeah
Oh actually you are windows right
yup, i'm on windows 10
Go delete the folder called StardewModSmithy.Staging
okayy
That is special windows specific jank lol
so to clarify do you mean the autofeeder only fills one slot of the feeder or only fills one feeder period
i tonly fills one feeding plate all the others stay empty
and it uses the vanilla Trough property?
"Action":"EditData",
"Target":"spacechase0.SpaceCore/FurnitureExtensionData",
"Entries":
{
"{{ModID}}_FeedRug":
{
"TileProperties": {
"0,0": {
"Back": {
"selph.ExtraAnimalConfig.CustomTrough": "(O)684"
}
}
}
}
}
},```
looks like this
Your rug is 1x1 right
yes
Ok then disregard the all coordinates question
it uses your property
does cusotm feed not use the auto feed feature normally
i didnt even think of that
no, I have at least a couple mods using custom feed and they all work normally (with map tiles, not furniture)
maybe you can send your mod over so I can try to reproduce
yeah i can do that
so you need to be a level 6 farmer to unlock the animals. the feeding plate is for the movorapators and they eat bug meat
thanks, I'll look
sorry if my mod is a mess im bad a originizing
omg wait would the silo for the bug meat being empty affect it
and if i have a custom silo would it pull from it automatcally
alright so, after a goooooooood while of experimenting, i decided to just delete the old pack and make a new one, this time with the confirmed name
also, thank you for helping me!
yeah I cannot reproduce
did you ensure that you have all the bug meat in your silos
yes autofeed pulls from silos, and if the silo is empty it doesn't pull anything
you have the bug meat silo>?
yes
omg
ill tell the ppl on my mod comments about this cause theyve been blowin it up
yeah once you fill the silo you can pull both bug meat and hay from the hopper on the top left
but what about the custom hopper is it not needed>
you can use that too, but the custom hopper feature was written before I patched the vanilla hopper to work with custom feed as well
will the auto feed not work with this the custom hopper cause my barn doesnt have it
no need, autofeeding is a property on the building map
hmm its still not working for me actually
what's the code on your custom building?
its just the barn
a deluxe barn right
yeah im pretty sure let me double check
its a deleuxxe barn but it was missing a default hopper....
I wonder if it's mod interference, because on my minimal modlist everything works perfectly as far as I'm aware
i even build a new deluxe barn and its still not working
so you
- built a deluxe barn and put down a few meat troughs
- built a bug meat silo and filled it with meat
- went to bed
and it's not populating when waking up?
yeep thats what im doing no bug meat is being filled in the troughs
can you test with just your mod and the required deps
sure let me do that
IT WORKED
so its a conflict
hmm
feel free to send your log from your regular save over; good chance it's the same mod causing problems for your commenter
if you can do 50/50 and isolate the exact mod causing it I'd also greatly appreciate it, but I understand if it's a lot of work
currently doing it atually
you wont beleive which mod it is
Misc Map Actions Properties
i know!!!
it's insane-
Well... I always knew Selph and Chu would have to fight it out for modding dominance eventually...

alas, I'll go prepare my revolver and we can duel under the high noon
I'll get the instruments ready for the suspense music
seriously though, I wonder how this can happen; is MMAP's furniture tile thing overriding SpaceCore's furniture tile thing
that could be it
should i like @ chu or???
i dont wanna annoy them actually imma hide
@lucid iron terrible crimes
crawls under a rock
I enabled just MMAP on my test save and it still works
(Recompense for all the times chu has tried to scope creep me)
not for me!!!
i slept and everything
wonder does it only happen if there's a MMAP mod that uses the feature
what even is one I can pull though I'm unfortunately not a furniture mod installer person
i actually dont have any mods that use it right now its just in there from a different mod i was testing
nvm I just reproed
reproed?
short for reproduce
New quote added by atravita as #7332 (https://discordapp.com/channels/137344473976799233/156109690059751424/1472046368230080595)
ok I can't reproduce anymore, but with MMAP installed I get booted back to the farmhouse if I sleep in the barn
so is it mmap causing the issue?
so I for some reason can't reproduce anymore, but I suspect that it's the tile property optimization feature that's causing it. try disabling it in the configs before the game starts and see if it happens
https://github.com/Mushymato/MiscMapActionsProperties/blob/main/README.md#config-enable_doestilehaveproperty_optimization
ill try that
YEP that fixed it
hence the config
setting it to false fixes the issue
but if u disable it ppl's big furniture land struggle™
is there a way to fix the conflict though?
well its prob something i fix 
since i am the one changing how doestilehaveproperty works
but i dont actually understand how it is borked rn
and I stopped being able to reproduce the issue at all...
oh clown are u on 1.6.16 alpha
transpiler?
the intent here is to replace the very slow foreach (Furniture item in furniture) and instead use a point -> furniture cache
to not look at every single furniture that ever furnitured
so when I was still reproducing it sleeping in a bed in the barn would kick me back to the farmhouse (possibly the bed's sleep property was gone as well)
oh maybe the furniture cache isn't built?
so for now do i just tell ppl to switch the config to false to fix the auto feeder??
yep
ok I think I got a repro step with just vanilla:
- put a bed in a barn or any non-instanced locations
- go to sleep, you should wake up in the barn
- immediately exit the game and reload
- you would now wake up in the farmhouse
but yea i will look at it tmr to see what is wrong
i could always just use mmap, can i make my feeding plates using mmap?
i suppose so but i dont think it'd make a difference
ah dang it
this bit of code doesn't do anything special for mmap furniture properties
i was trying to spare you the trouble of fixing things
path?
actually I just used a fresh save and it seems you don't even need the exit/reload step
hmmm could that actually work though
i have to fix things no matter what so dw about it
can i make a path into a trough cause that would be sort of awesome
(and thanks chu for looking into this)
yea mmap has feature to add tile properties to paths, as in cobblestone path
so u could make a trough "path" maybe 
is there written examples?
hmmm now i just....need to learn how to make paths
thank you !
tbh i am still kind of confuse about what is not happening 
cus if it was "doesTileHaveProperty no work with transpiler on" wouldn't every trough fail?
maybe some of them managed to get on the cache?
hand placing still works apparently
is furniture tile locations like, wrong until save is loaded...
hm ok i think i comprehended something i was missing you were testing with the bed property?
not the trough
I tested with a furniture bed yes
why is farmer briefly back in Farm...
well i think it's prob cus i made assumption that i'd only need to cache for 1 location at a time 
did u have the option in mmap True for this 
@brittle pasture @golden basin https://github.com/Mushymato/MiscMapActionsProperties/releases/tag/1.13.1 i fixed it i think
it was set to true!!!
what was the issue though
this
prev
- there was 1 perscreen static cache point -> furniture
- it gets nulled whenever player change location so that it's rebuilt on demand
new - the cache got moved into the location watcher i had for other reasons, so there is now one cache for watched location
I revisited an old event I did (and it was working before) but now on this specific part the farmer gets stuck endlessly walking in place??? Idk why either cause I havent rly changed anything besides adding some more maps????
using advancedMove, i assume?
Nope, normal move, this is what the coding looks like for the specific part where the farmer gets stuck walking in place
I added the pause in hopes it would fix it but it does not-
My only other guess is the place where the farmer is getting stuck is where the new warp is? But Idk how to fix that so Im rly hoping its not that 😭
I FIXED IT it was the new warp
happy to be of service 🙂↕️

When adding a customer character and having them be the person giving a special order, how do i make their little icon appear on the board?
I looked at the code for SVE and I can see they get added to the emojis tilesheet, but how does the game know which one is which? I have a little sprite saved that is 9x9 pixels, which seems to be the dimenstions, i just need to link it into the game somehow
I think that requires C#
the name list they are tied to is hardcoded apparently, so you gotta C# it
what's the property/key word i should search in something like SVE's source code to find it?
If you don't mind some hacks you could use Baby 
I'd love to have that one dehardcoded in one of the next patches
ah, I've figured out what you mean by 'Baby', you can overwrite one of these sprites:
are any of them fully unused?
If I make it baby as suggested, will that break anything else?
A baby probably isn't used, but I don't know if any other mod does the same thing either
Just a potential compatibility thing. Other than that, the baby ones are definitely not used for special orders
Well none of the characters are fully unused at all. They're used for emojis. Depends how much you care about multiplayer.
ohhh emojis
I have never actually used emojis in mltiplayer, how are they used their?
like you type :baby: or something and it becomes that icon?
No, you select them from a menu or type their ID number.
oh yeah, i can see that in game. I had never noticed that before huh
can a villager/NPC arrived in town by a heart event?
I look over online by i can't find a mod or anything similar to it
yep, simple as
in the Data/Characters entry you can set their UnlockCondition value to a game state query like PLAYER_HAS_MAIL Host {{ModId}}_MyFunnyMailId
it's best to set the mail on the host player so all players in multiplayer will resolve the condition with the same value
in order to set the mail on the host player specifically you'll likely want to add a new trigger action, which you can invoke from your event with the action {{ModId}}_MyCoolAction command in the event script:
https://stardewvalleywiki.com/Modding:Trigger_actions
There are some mods that have the c# built in. i add them with east scarp.
i am still a beginner. is mail important?
only if you want your npc to send mail to the player
(mail can also be used to set flags, so if you want to have a "trigger" for events they can be useful there too)
really?
yeah
and yeah, you can do something like this. in fact you might be able to use mail flags for this 🤔
!cp
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
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!
i actually have a NPC made in the game but i am still working the code since this is my first time coding
This is really helpful
Thank you
hello, id like to add a bunch of dialog to existing NPCs, but not overwrite existing dialog and make sure I don't clash with other mods.
heres what I've got so far:
"Action": "EditData",
"Target": "Characters/Dialogue/Harvey",
"TextOperations": [
{
"Operation": "Append",
"Target": ["Entries", "Thu"],
"Value": "||The air is so much cleaner now!$h",
"Delimiter": "||"
}
],
"When": {
"HasFlag": "KlyJuly.RenewableValley_GridUnlocked"
}
},
What am i missing?
Hi. Im currently thinking about doing a gun mod. It should be possible thanks to the cross bow framework. Right ?
Other question. Is it possible to let everything in the game run slower but the character is the same. So slowing time down for example npcs ?
If yes a flash mod should be possible right ?
That sounds complicated
Your best bet would be to manually slow down npc/monsters in an area of effect, I think
multiplayer time mods that can pause all npcs dont pause players.
so doing that but constantly pausing and unpausing at whatever slowdown frequency you want would achieve the same outcome
if anyone can help me improve on it. I am making a pocket watch with alarm
It looks like what you've written here is trying to add | | twice, as delimiters for Append operations add the specified text and you already wrote | | in the value?
Also, rather than turning an existing line into a weekly alternating dialogue reacting to something like the air, perhaps you'd want to set up a conversation topic instead so they can react to the event only after it happens and not for perpetuity?
thanks, I did actually figure out through trial and error that removing the first || helped, so it's working now.
TBH i wanted to do conversation topics but got a bit intimidated reading about them so stuck with this for now
how do I add a prioritized dialogue to the dialogue queue using c#? I think it has something to do with dialoguebox but I don't really know how
you shouldn't usually be adding dialogue directly to the dialoguebox iirc - I think NPCs actually have a somewhat complicated "queued up dialogue" system you can check though
can i create a animal cracker type thing for my carnivore animals???
is there a mod for that
Does anyone have an example for a quest with the Basictype?
@brittle pasture hey selphhhhh is there a way to make custom animal treats like the animal cracker?
itd be cool you could have like a option for it like if i want a fruit to take the place of the animal cracker maybe i could just list it in the AnimalExtensionData
😔 ohhh yeah it's pretty complicated, thanks iro
you just push it onto npc.TemporaryDialogue
Hi, does anyone know if this seedfinder still works with the current game version? https://github.com/Underscore76/SeedFinding/
there is npc._PushTemporaryDialogue for ref
thank you so much 💖 it's for the social quest thing, so would it take priority over others? Or would CTs and other things take priority over it too?
thanks so much I was looking at dialogue.cs
for the social quest thing i'd just use actual CT
how about the transform/shapeshifting axl thing from like a month ago if you remember?
temporary dialogue is same kind of thing as schedule strings
if u want to just use particular key, then NPC.setNewDialogue is what i'd use
thanks so much for your thoughtfulness; that's what I was thinking of doing but I couldn't find/figure out the code for the schedule strings and such
doing it to all NPC player arrives at location is convenient yes
BETAS actually has a action that indeed just set dialogue of npc to a key
editing the arcade games doesn't sound like a beginner mod
someone said he wanted to get Prairie king achievement
hmm still I could try it if I fail I'll do research till I succeed
you could ask in #modded-stardew if anyone has any recommendations for mods like those
!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.
Being all self contained IMinigames, they actually are not bad to mod, but you'll likely need transpilers
you'd want to look at the c# section
I looked up arcade and minigames on Nexus and saw nothing so the idea seems new
you'd also want to decompile the game's code to see what to edit in the IMinigame.cs
(You also might not though, can probably do a decent bit by changing things in an update postfix as well if necessary)
The idea isn't new, but don't take that to mean you shouldn't do it
Your specific ideas are (likely) new. Two cakes and all 
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
thanks for the help
oh i might look into that! (and add the millionth dependency)
okay I should clarify the reason I asked this: how do I manually decide when the quest is complete? are there Tractions for that?
you can trigger action the quest to end throughn dialogue, events or mail
are you wanting to end the quest during a event?
There is a RemoveQuest trigger action yes
And in 1.6.16 there will be a CompleteQuest traction (BETAS also has this one itself if you want it now)
is there a way to make custom animal treats
nah thats not really what i wanna do cause then id need tomake animal meat of my animals and that makes me uncomfortable
Can AH drop other things when u use wand 
I dunno
But I guess another approach is to just optionally retexture the golden animal cracker
Just 4 fun
anyone know why my custom NPC keeps trying to load Portraits from base game instead of mods folder? I've tried to fix this for hours, tried checking against a couple NPC creation guides + working NPC mods and I just can't figure it out
All NPCs use Portrait/<npc internal name> by default unless you set texturename and or appearances
You should be loading a texture to the path
I do have Appearance but not texture, I'll try that next thanks!
does a crop template HAVE to be 8 tiles wide?
i cant get my crops show up in game except the first one
Hello! I wonder if it is possible to trigger a follow-up mail a few days (e.g. 5 days later) after the event ends, rather than the very next morning. My NPCs discuss planting flowers with the farmer, so receiving a 'the flowers have bloomed' mail the next day feels too rushed. Is there a way to implement a delayed mail with CP? Or should I use other modder utilities?
I'm not sure exactly how long they need to be, but judging by the phrasing for SpriteIndex here, you do need to put each crop on a separate vertical row
https://stardewvalleywiki.com/Modding:Crop_data
i have that, each occupies 8x2 tiles but 2 more tiles are extra, so it is easier to write the indexes, like 20, 40, 60
I don't think that's relevant to a crop texture? the second row is 1, the third is 2, etc, in this case
unless you need to reference them in different data, anyway
it says even optional but then idk
it's hard to tell w/o tracing the whole thing, but the sheets might care about being the right width (either 128px total or per crop index), so I'd stick to the template
okay
it's a bit complicated, but I think you can do something like this for a custom delay timer
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_SendDelayedMail": {
"Id": "{{ModId}}_SendDelayedMail",
"Trigger": "DayEnding",
/* if the player saw the event... */
"Condition": "PLAYER_HAS_SEEN_EVENT Current Your_Event_ID",
"Actions": [
/* increase a counter by 1 */
"IncrementStat {{ModId}}_SendDelayedMailCounter 1",
/* if the counter is 5 or more, send the delayed mail */
"If PLAYER_STAT Current {{ModId}}_SendDelayedMailCounter 5 ## AddMail Current Your_Delayed_Flag"
],
/* if the player has the delayed mail, disable this trigger action */
"SkipPermanentlyCondition": "PLAYER_HAS_MAIL Current Your_Delayed_Flag"
}
}```
(edit to use seen_event instead of another mail flag)
It does seem a bit complicated but still doable, I'll give it a try, thanks!🥹
I want to make a farm map with a busted coop that you can fix for half the material cost of buying a new one, is that doable with CP?
afaik no, that'd take a new framework feature or changes in 1.7
you can add a new non-functional building, and spacecore (+ possibly other frameworks) can spawn buildings on new farms, but building upgrades can only specify one precursor building type
Hmm. That makes sense since the only other farm that has something like that is SVE
e.g. Big Coop just has "BuildingToUpgrade": "Coop",
fixing up a static map area like SVE is possible, just not the literal building system
You could do something like this but it not being the OG coop. Tho I think that’ll be some additional coding haha
or rather, making it into an existing building type like Big Coop would be the issue
Hmmmm. Okie, ty!
(setting an upgrade on "Coop" would also make it unable to place by itself)
Buildings Included allows you to place buildings after the fact, then you can specify a quest chain or custom bundles with Unlockable Bundles to trigger the placement
Omg THANK YOU
no, and I'm not sure if that's something I can/would add for now
I see that Animal Husbandry was mentioned, and you don't have to make your animals butcherable even with AH; it's also more than just a framework though and probably not something you want a hard dependency on
thats okay i understand
If I add new iteams how does it work with the iteam id? How do I know that no other mods use this id
It's a good practice to prefix anything you add with your mod's internal name
All mods must have a UniqueID that doesn't conflict with any other mod in the list to load
So if you have Hollow.CoolMod_Thing it won't conflict with chu.FancyMod_Thing
In content patcher you can use {{ModId}} to get your modid
Without having to write it out
So like Hollow.CoolMod_Thing_ID5
It's more like, for example, if you add a "butter" item, internally you'll call it something like "Hollow.MyCoolMod_Butter"
And define it's display name as just "butter"
Ahhh. Ok thank you both
Yeah u just need {{ModId}}_whatever if u r in content parcher
Currently working on a majors mask mod. In the game there is a mask which makes you bigger. Is this possible ?
The plan would be to increase to char
That's a question you must answer with how you implement this 
does someone has an example of a target edit of a npc appearance?
i hate figuring target field again 😄
thanks a lot 🙂
(I misread this as "you can do anything in C# except with farmerrenderer" and was just like "yep")
Hi all!
I’ve built an expansion mod that brings clean energy to Pelican Town.
It adds a new NPC, James the Electrical Engineer, and via a series of special order quests you add an electrical substation behind the community center, rooftop solar panels across town, construct a wind farm in the mountains and make the bus to the desert electric. It also adds an electric furnace that doesn’t need coal, and each energy upgrade makes your electric machines faster based on weather conditions, as well as a few other small quests. I've included an image of the wind farm 🙂
It's nearly ready for release, I’m just doing compatibility testing and finishing touches.
I’m trying to decide on a name and would love your input!
My working title was Renewable Energy Valley, but I’m also considering Renewable Energy Pelican Town, or something else. What do you think would help convey the idea most effectively and help to get people interested? (I'm not good at marketing haha!)
What about something like “Sustainable Valley”? Or does it have to focus on the renewable energy part specifically?
And that looks great, by the way
Hi. Can anyone please tell me what to do pls. Wanted to build a DLL and that error poped up
0>Pathoschild.Stardew.ModBuildConfig.targets(75,5): Error : The mod build package found a game folder at /Applications/Stardew Valley.app/Contents/MacOS, but it doesn't contain the Stardew Valley file. If this folder is invalid, delete it and the package will autodetect another game install path.
The mod is focused on renewable energy (electric upgrades, solar, wind, batteries) but I'm open to names with the word 'Sustainability' in it if people think it would get the idea across better.
You might just need to do what it says there: if /Applications/Stardew Valley.app/Contents/MacOS is just an empty folder, delete it, then try again.
If not, you could try the "Detect game path" instructions here:
https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig#detect-game-path
Got it with adding the gamepath on the csproj now it works.
But now there is my name there. So I should fix it with an nother method
Nop. Just looked. Its not empthy
Then either it's missing some game files, or they're in a different folder, so you'll need to find them and set the game path in your project
(someone who actually mods on mac might have better advice, though)
you may as well, but I don't think it's related to the error
if the game runs at all, the "Stardew Valley" file should exist somewhere, so you can still try the GamePath thing
unless that is in the folder it mentioned already
Green Energy Valley
what IDE are you using
Rider
https://stardewmodding.wiki.gg/wiki/C-Sharp_Modding_on_MacOS here's a tutorial on rider
Thanks
if it still says it can't find the game then you'll have to make a stardew.targets file
you'd put this in your users folder, and edit it to your gamepath
Carbon Neutrality in the Valley/Carbon Neutrality Valley
Oops I sent that too early by accident. I also like Renewable Energy Valley! It gets the point across quickly
My pocket watch alarm mod seems to be working well enough. Is farming +1 foraging +1 good for when the alarm is off and when the alarm is on it adds those and speed +1 and luck +1 or is that too much?
So when it’s on it would have 4 effects
It also chimes when the alarm goes off
Yes I made it so you can set the alarm to go off whenever the farmer wants
I wonder if I can add different watch faces with unique time piece features
If ppl set it for short intervals will the effects stack
Hi! I'm writing an event for two NPCs visiting the farmhouse. I've defined different initial coordinates for each in the event header, but they keep spawning on top of each other at the default 'farmer front' tile.😅 Is there a way to force-spawn them at specific tiles, or is the Farm map hardcoded to snap NPCs to a specific spot during events?
It's very hard coded
farm evil
Nexus has an annoying thing where it only searches titles unless you take more steps than most people know to take, so you'll probably want a little SEO in your title either way. Like Your Title Here - Custom NPC or something like that
(one day Nexus will search descriptions as well by default...)
Fun names just don't trip the search engine unfortunately
so we get anime-ass titles like "Sustainable Pelican Town - Custom NPC and Clean Energy Solutions"
Alright then I'll have to modify my scripts 🥲 thank you!🌷
on it
hell yeah thank you
right click (tap and hold on mobile) > apps > report btw.
And thanks y'all for the report 
sure!
You can set it once then it chimes at the set alarm time. So far added some options to choose the chime sound. The buffs stack only when the alarm is on. It adds the speed and luck. When it’s off only has farming and foraging effect +1. Is this too power for one pocket watch?
Start the event with thr camera off screen. Make one npc move over one tile
It's very hardcoded
if you warp them as first command nobody will see it probably
farmhouse tiles
then maybe try towninteriors?
not sure which beans exactly you're talking about but
towninteriors
and check towninteriors 2 too
hello'
the prototype 🎋
is a baby gonna come out of it
i dunno... for funsies....
Can someone pls help
Smapi says
[Content Patcher] Can't apply data patch "Majoras Valley Assets > EditData Data/Hats > entry #1" to Data/Hats: failed converting entry to the expected type 'System.String': Error reading string. Unexpected token: StartObject. Path ''..
[Content Patcher] Can't apply data patch "Majoras Valley Assets > EditData Data/Hats > entry #2" to Data/Hats: failed converting entry to the expected type 'System.String': Error reading string. Unexpected token: StartObject. Path ''..
[Content Patcher] Can't apply data patch "Majoras Valley Assets > EditData Data/Hats > entry #3" to Data/Hats: failed converting entry to the expected type 'System.String': Error reading string. Unexpected token: StartObject. Path ''..
you need to provide context about the mod you're making
Hey guys....To make a cutscene work in a custom house, do I need to create some kind of path or something like that?
Working on a mod wich adds masks from Majoras mask.
Im using C# and Content patcher. The mod gets loaded
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.
Ups. Sorry.
I did it, but when the NPC walks around the house, she simply runs into the void.
then if the event triggers but there's issue, the issue is with the cutscene code
i suggest providing the json
so someone can see if there's obvious issues
Ok
how do you expect me to know without the info?
I'm just going to grab a bite to eat and turn on the PC.
What infos do you need ?
How is your code written? That's why she asked for the JSON.
(also my connection is pretty random at the moment so i may not be able to answer)
Hi! I want to lock my NPCs' house entirely every Friday since they'll be out of town (using 0 schedules). Can I achieve this by using EditMap with a when condition to overwrite the LockedDoorWarp property? Or is there a better way to trigger a 'closed' state for the whole day?


