#making-mods-general

1 messages ¡ Page 539 of 1

vernal crest
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I think you are confused about what json is

summer spoke
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probably

vernal crest
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The manifest is json too

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When you are referring to events, do you mean the cutscenes that happen in game?

summer spoke
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Yes, I wanted to start by writing a few just to make sure this is something that I can do because I'm not creative in an art way so I'm probably going to have to commission someone to help me with that

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and, while deserved don't get me wrong, that can be costly so I just want to make sure

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do you want me to share my manifest again?

vernal crest
#

No, your manifest doesn't matter right now

summer spoke
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right

vernal crest
#

What happened to all the work you did last month?

summer spoke
#

I'm so technologically hopeless I needed to do a total reset of my computer on a different matter and forgot to save it to usb stick that I bought just for if it happened again

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I can confidently say, however, that this time it wasn't because I was trying to mod stardew

vernal crest
#

Your json links from back then still work

summer spoke
#

my what

merry river
#

when you sent your jsons for us to check them

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via the validator

vernal crest
#

The json validator links you sent then when you were asking for help

summer spoke
#

oh yeah, forgot about those I'm sorry

merry river
#

they are still up, you can still copy paste the stuff and figure things out from there

vernal crest
#

Well, one is

summer spoke
#

right, how do I find them again?

vernal crest
#

Looks like the others have expired

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Search through your own messages in this channel

summer spoke
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thank you

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oh thank god for chat rooms

merry river
#

while i'm here, i have a very stupid question to ask
can i include an entire folder via an include patch or can i only target the json files one by one

vernal crest
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I think you can only do the json files, but you can do them all in the same patch

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And if you have a lot, just copy their paths in explorer rather than typing them out individually

merry river
#

so "FromFile": "directory/{{TargetWithoutPath}}.json" wouldn't work either? SDVpufferthinkblob

vernal crest
#

What target?

#

No target in an Include

merry river
#

ah. yeah.

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details, details SDVpufferuwu

vernal crest
#

Like I said, it's easy to copy paths if you have multiple files to list

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I just did 30 files that way

calm nebula
#

You can list them all in the same include if you like

vernal crest
#

I already said that atra you are way behind :P

merry river
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will do it like that then, thank you for reminding me that... include has no target SDVpufferrad

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which i knew. i somehow didn't draw the connection between that and targetwithoutpath lol

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also it's a crime that maincord lacks the keklmaodog

unique tusk
#

How do I make a locked door on a custom map? I'm trying to make it so you can't enter my custom npcs room until you have 3 hearts 😭
I tried adding a tile data with these commands but it didn't work cryign

hard fern
#

🤔 that is a game state query

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but

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wait

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it's on a touch action

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you might be looking for this one instead? Im not really sure what the difference is though tbh

unique tusk
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Ooohh!!! Okay lemme see if that works :O

unique tusk
true coyote
#

ok, I'm trying to get my ebagi meads working alongside simple flower meads, and I thought I could just add it to the data file like for honey, pickles
etc, but it doesn't seem to grab it. fruits can be split between jelly and wine, so I'm not sure what I'm missing to have flowers split between honey and mead 🤔 simple flower mead implies that you can still change the sprite. All other sprites change correctly

https://smapi.io/json/none/4b13c5d48d86431d940fe17ffe34bf23 is the file in case I'm missing something here, or if someone could give me insight to what might be missing to get flower meads to change

fickle thicket
unique tusk
fickle thicket
unique tusk
#

I am??? confused??? 😭

analog yacht
#

Can someone help pls. How to code that if worn a specific mask A the time freezes when it reaches 1:50 or B time goes on but the player won’t pass out.

gaunt orbit
#

you would need c# and harmony for both options

tiny zealot
#

you might be able to do the first one with the smapi timechanged event, but that might not cover unfreezing if you remove the mask

fickle thicket
# unique tusk I am??? confused??? 😭

About which part?

To sum it up, you only need one Action or TouchAction file for the door. If your TileData is on the Buildings layer, use Action ConditionalDoor. If you want to use the TouchAction ConditionalDoor, your TileData needs to be on the Back layer.

tiny zealot
#

time continuing past 2 am is pretty fiendish and i don't recommend trying it, since the game is very much structured around a hard cutoff and loading the new day rather than progressing smoothly into it

fickle thicket
analog yacht
gaunt orbit
analog yacht
#

Oh. Hm. That could be a problem.

gaunt orbit
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setting time paused like that will work, but the actual time pause logic ignores that flag if the game is mp

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if you have the game decompiled, take a look at Game1.shouldTimePass()

analog yacht
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It ignors it

gaunt orbit
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you might be able to use netWorldState.Value.IsTimePaused

analog yacht
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Thanks. I will try it.

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I have currently a Problem with the masks. On is the Plan that it Makes you a Giant , the other Lets u use infinit times your bombs. It won’t get removed from your inventory. But I dont get it to work. Any ideas pls

gaunt orbit
#

"makes you a giant" sounds extremely complicated to write and likely to break other mods.
Infinite bombs sounds doable but again you would need harmony

analog yacht
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Ok. So let’s scrap the giant mod. The other Part. What exactly is Harmony. Maybe I used it but dont know the name

gaunt orbit
#

have you taken a look at the modding section of the wiki yet?

analog yacht
#

Yes.

gaunt orbit
scenic ferry
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Hello yall; I'm super new to making mods, and am working on a custom NPC using Content Patcher. So far, their schedule, gift taste, sprites, and portraits all work, but I cant actually talk to them (no chat bubble on hover). No errors in smapi, and I'm using this guide: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC

Sorry if this is longwinded but I'm really not sure where to look, I assume its something with the Disposition or the Dialogue not loading properly or something?? any advice is super appreciated

Stardew Modding Wiki

Last edited by Esca on 2025-11-06 10:01:42

analog yacht
gaunt orbit
ornate locust
#

Sometimes errors in syntax that don't show up in error messages can break all of your dialog. I've done it before.

pale river
scenic ferry
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Right, I'm just trying to figure out what about my dialogue is broken ^^;

ornate locust
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hm

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Well you only have dialog for very specific days

scenic ferry
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yeah, I'm just trying to test the barebones "do they talk" situation

ornate locust
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I assume you tried to talk to them on these specific days

scenic ferry
#

to my understanding they should at least run the introduction or spring 1 (from a new save)

fickle thicket
pale river
ornate locust
#

Ah yep, that'd do it

#

The internal name isn't right

fickle thicket
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In your characters.json they're ModID_VaelDeity but in your dialogue you patch them as just Vael

scenic ferry
#

oh! That would make sense--thanks so much yall cant believe I missed that

pale river
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nice catch

fickle thicket
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wow i feel so proud of myself

scenic ferry
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It works!!! Thank you guys so much omg
Now I can actually write more dialogue knowing they're functional haha

wary gull
#

how complex would it be to make a mod that either recovers all your lost mine items for a fee or simply change it so he can recover all your items the same day

gaunt orbit
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I believe there is already a mod that makes him recover all items

wary gull
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i tried to look but none were up to date for 1.6

#

if you do find it then pls lmk id rlly like that

hallow prism
analog yacht
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I made a mask which makes when woren that all npcs get 8 hearts. It works fine. It resets perfekt. But can it break something? Like cut szenes. Or am I overthinking to much. Does cut szenes reset when the heart resets to default ?

analog yacht
#

Hm. Ok that’s not that good

hard fern
#

once youve seen one you have to manually trigger it again and/or set the flag to unseen to trigger it naturally

analog yacht
tiny zealot
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what is your goal?

wary gull
hard fern
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if you explain what you want to do then maybe someone can point you in the right direction

tiny zealot
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if you want the NPCs to have 8 hearts, then you'll have to give them the friendship points and you'll qualify for their heart events

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but if you don't want that stuff to be unlocked then what point is there to giving them fake hearts (whatever that means)?

analog yacht
ornate locust
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Dialog? Later dialog is very cosmetic if we're not counting events

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If you just want to open their doors, the key to the city does that

fickle thicket
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Why are the cutscenes an issue exactly?

merry river
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at this point, wouldnt manually setting the friendship level with the villagers be easier

tiny zealot
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if you want to unlock certain perks of friendship but not others, then you're on the hook to patch some of the perks, since they all check the actual friendship values

analog yacht
ornate locust
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You buy it in Qi's walnut room

analog yacht
analog yacht
merry river
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it's an actual in-game object

fickle thicket
analog yacht
hard fern
quasi dew
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should I worry about switching the format of my mod from an "assets" folder to "Art" and "Code" folders? or is that just a matter of personal preference?

analog yacht
ornate locust
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I'm actually not sure it works with their bedroom doors though, now that I think about it. It's so late game

tiny zealot
hard fern
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if you never triggered it then removing them won't do anything

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since you never saw the heart event in the first place, all the player would have to do would be to raise their hearts again

fickle thicket
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Essentially, you're fine. No issues should arise from that particular mask.

urban patrol
tiny zealot
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removing hearts causes no problems; friendship decay and hated gifts are vanilla (although very slow)

ornate locust
quasi dew
urban patrol
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i restructured mine from assets to assets + data folders

ornate locust
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which makes the events sequential, if it really bugs you

analog yacht
urban patrol
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it’s easy enough with ctrl F and a keen eye

fickle thicket
analog yacht
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Thanks.

uncut viper
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Content Patcher can't make the hearts "fake" and it will not let you have both real and fake hearts at once.

gentle rose
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if I'm understanding the question correctly, I'm not sure that you can SDVpufferthinkblob conditionally patching the hearts only for certain NPCs isn't a content patcher thing

fickle thicket
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Oh. I thought they just wanted to recolour the hearts :P my bad

gentle rose
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or only part of the hearts

uncut viper
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You will almost certainly need Harmony as ichor mentions, a lot of things check the real actual value and would not check your fake values

analog yacht
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The plan is. When the mask on all npcs under 8 hearts get boosted to 8 hearts. When the mask gets removed all the old friendship value gets restored.

gentle rose
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for a moment I thought you somehow confused us even post me being green button SBVLmaoDog

uncut viper
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Nope, I was just lurking longer than you SDVpufferthumbsup

tiny zealot
analog yacht
gentle rose
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I confused the two of us... what a new low

analog yacht
fickle thicket
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Because the game doesn't know that your fake values are fake

analog yacht
#

Ok thanks. One question remains. How do you get the pufferchicken. I know you get it if you publish a mod. But where can you apply for this. Who do you need to ask

fickle thicket
#

you can message Bouncer for it, which will send a message to the server mods

uncut viper
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You will also need to be level 25 in this server.

analog yacht
uncut viper
#

Drawing the hearts is the easy part. Making the rest of the game check your hearts values instead of the real hearts is the difficult Harmony part.

analog yacht
uncut viper
analog yacht
merry river
fickle thicket
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if it helps, I continue to make the mistake sometimes

ornate locust
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irotower

#

ichorcendar

uncut viper
wary gull
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how difficult would it be to make a functionable computer in-game that has a sort of dating/messaging app? similar to the mobile phone but allows you to gain hearts faster + date/get to know several candidates at once, unlocking quests that bring you closer in town eventually leading to an official relationship

karmic gust
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I have a question regarding dynamic tokens and i18n. I'm using dynamic tokens to set up people in events and speak based on config settings so I have the code set up like this:

{
"Name": "AbigailName",
"Value": "{{i18n:AbigailNameEmily}}",
"When": {
"Abigail's Partner": "Emily"
}
},

I'm using that token inside the dialogue when I want Abigail to say the name set by the config, but I'm also using it to do the speak and move commands. Since I have the key AbigailNameEmily set to Emily in the i18n default file, that's probably going to mess up the speak and move commands if it gets translated right? Because if {{AbigailName}} would get translated into the name used in a different language the commands won't actually recognize it as Emily?

#

sorry if that's confusing!

uncut viper
wary gull
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i have never modded before but im ambitious and like to jump into complex things, its worked well for me before so id like to try it out. what do you suggest i do first? i have many ideas but lack skill to execute them currently. i want to add mods like this to the game and make it more sims-like

uncut viper
karmic gust
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Yeah that's what I meant, if Emily's display name isn't Emily in a different language. Got it, thank you!

uncut viper
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Just don't use that token for the commands themselves and it's fine

karmic gust
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okay!

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

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

wary gull
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okay thank you!

sleek flint
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Is there no "for developers" version of SMAPI 4.5.1? I can't find one on the webpage.

uncut viper
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There is not

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4.5.0 retired the developers version. It is now configurable in game via GMCM

sleek flint
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Oh nevermind I saw the release logs.

void aspen
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Can someone send unpacked Content/Maps/Farm_Island.tmx ?
I accidentally saved my custom map on original file

tiny zealot
#

!reset

ocean sailBOT
#

Please reset your game files. This will fix any broken game files, but won't affect your save files or mods.

If you use XNB mods, see using XNB mods for more info about why they're deprecated, and a list of Content Patcher alternatives.

west thunder
#

I'm away from the puter right now. Could anyone give me the text of any letter from Marnie in particular?

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I need to analyze her writing demeanor for a letter of my own.

fickle thicket
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I've got it. Should I send it here?

west thunder
fickle thicket
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Whoops I sent you a dm. But anyhow I got all of marnie's letters

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I'll just send the longest ones then

#
  "MarniePetRejectedAdoption": "Dear @,^^I hope this letter finds you well.^^I know you decided against adopting a pet when I last asked. However, if you've changed your mind, I am now offering pet adoptions from my shop.^^See you around!^-Marnie[#]Pet Adoptions Letter"
"MarnieCooking": "Dear neighbor,^When I'm not taking care of animals I like to experiment in the kitchen. Since we've become friends I want to share some recipes with you.^I hope you like this! ^   -Marnie%item cookingRecipe %%[#]Marnie's Recipe",
  "marnieAutoGrabber": "@,^I've got a new item in stock... It's called the \"Auto-Grabber\".^^This thing can milk your cows and goats, shear your sheep, gather eggs, and pluck your wooly rabbits... all on its own!^^It's considered a 'luxury item', so I'm charging 25,000g.^^    -Marnie[#]Auto-Grabber Notice",```
void aspen
#

so when I do a content pack for a map, my mod asset folder has to include tmx of the map I load and also all the textures the map uses, right?
all other info like collisions or layers is something that tmx already have in itself right

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cuz rn my tmx file in a mod folder uses sprites from unpacked content folder

ornate locust
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"All the textures the map uses" is not exactly right

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Yeah no, you should not include those

void aspen
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Wait so when I load the tmx its gonna use files that the person already have in their content folder?

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as long as the relative path is right

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I only have to include custom tilesets I made then by this logic

ornate locust
#

Are you using tilesheets in the unpacked Content/Maps folder?

void aspen
#

yes

ornate locust
#

Then you don't need to do anything extra

void aspen
#

but tmx is in my mod folder

void aspen
#

tysmm

ornate locust
#

The only time you have to do anything extra is if you are using tilesheets not in Content/Maps or if you have custom assets

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You just need them when you are making it so Tiled knows what to load basically

#

!tilesheetinator

ocean sailBOT
#

You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

ornate locust
#

This also helps

void aspen
#

so like if i take some from these I have to separately add files to the mod folder and then import them to my custom tmx

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wait these are from content folder

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my bad

ornate locust
#

No, you still need extra work with those

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Tilesheetinator can do it for you though

void aspen
#

I see

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its a bit confusing but Ill try to understand

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thanks!

ornate locust
#

But the manual version is, you put them in the same folder as your maps to see them for editing, and when you finish editing, you still don't copy them into your mod. You open the map in maybe a text editor and change the file paths to, for example, ../TileSheets/Bushes

#

That's for anything in the Content folder

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Content/Maps specifically, you don't have to do anything special

void aspen
#

oh I see

ornate locust
#

anything else in there, two dots and the relative path

void aspen
#

two dots go up to a parent folder I see

#

neat

gentle rose
ornate locust
#

Yeah that's what I'm saying how to do. I think.

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unless I'm saying it wrong, oh no it's easy to make me doubt my memory

merry river
#

Big mood

gentle rose
#

ngl I was probably reading your message wrong lmao

void aspen
#

this ways exists just in case some other mods change the textures that farm may use right

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so I dont override these

ornate locust
#

Yeah

void aspen
#

fair

ornate locust
#

Or so you don't bloat up your mod folder with copies of files the game already has

gentle rose
#

on second read it looks like you had the full explanation, I just can’t read (what else is new)

void aspen
#

for a first ever mod I hope some extra kbs wont explode my pc but this is def something to keep in mind

ornate locust
#

But yeah, if someone has something like a full grass recolor, it means your map won't be vanilla grass and weird looking next to it

void aspen
#

thanks a lot

#

so just to be sure it works for someone elses pc, I dont have to edit paths for Content/Maps sprites, even tho in tmx it has them in unpacked folder rather than packed

ornate locust
#

Ah no, you have climbing paths there, that's a problem. You want them to be just "paths" or "spring_outdoorsTileSheet"

#

I thought you were editing with them in the same folder as the maps, in which case it usually doesn't do that, my bad

void aspen
#

my way of doing it was like this
I open an unpacked tmx in content folder and then save it as a new tmx in my mod folder

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so it keeps the textures and stuff

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since just copying and pasting tmx in mod folder cant see the textures

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thats why I was confused

gentle rose
#

ah yes, that causes issues

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if you save it inside tiled to a new location tiled “fixes” the paths

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but for our purposes, it actually breaks them

void aspen
#

so I have to save tmx in the same folder original unpacked file is

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and then I transfer

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so it keeps the texture file for the future

gentle rose
#

yup

void aspen
#

its the saving that breaks the relative paths

#

I see

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well TIL

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ty once again

void aspen
#

and when I have to share my content pack with friends without making much stuff on nexus or like that, I can just send them a zip of my mod they can put in a mod folder and as long as they have smapi with cpatcher its gonna work?

merry river
#

They have to unpack the zip but yeah, there’s nothing else needed but your modfiles, smapi, cp (and if you used any frameworks, those as well)

void aspen
#

I don't use anything I think, only cp and tiled which just a software ig

gaunt orbit
#

is it possible to use a NetRoot for syncing modded world state things or am I stuck with json hell

#

or, let me clarify- is it possible to do so without breaking nexus's "no networking" rule

uncut viper
#

I thought Nexus only cared about connecting to the internet at large, like an external API or something

#

It wouldn't be your mod specifically doing the connecting anyway it'd be SMAPI

gaunt orbit
#

maybe? let me see if I can find the rules page again

uncut viper
#

or the game

iron ridge
#

Files (especially executables) that connect to the internet to download or send information and/or files are prohibited unless where it is crucial for the functioning of the mod/utility. Please note that "auto update" functionality does not qualify as crucial and that we reserve the right to moderate and/or remove any files/tools/utilities/mods that communicate with the internet. If your tool's/app's functionality depends on the ability to send and receive information/files, please contact staff or send an email to support@nexusmods.com laying out your reasoning and providing the source code for your tool/app.

gaunt orbit
# uncut viper or the game

well unless SMAPI has a direct way to do it, what I would have to do is set up a client-host connection for the netroot

#

it wouldn't be hard, but "the internet" and "information" is kind of vague

uncut viper
#

That wouldn't be necessarily connecting to the internet though, since it would work just as well offline

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Presumably

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But I'll admit I'm not fully familiar with using NetRoots directly

gaunt orbit
#

I mean for single-player and splitscreen it wouldn't even be needed since I could just use a static field

uncut viper
#

Right but my point is that just using a NetRoot doesn't necessarily mean you are the one actually requesting an internet connection

#

The game will sync it to a connected player if one connects across the internet but you aren't the one specifically pinging the other computer

gaunt orbit
#

true

uncut viper
#

Unlike making a fetch request or something where you are the one doing the actual connection

gaunt orbit
#

it also looks like I might be able to just pipe it through GameServer and not actually touch networking stuff, which should be okay for nexus rules

uncut viper
#

Otherwise if it was that strict I'm pretty sure every mod that uses SMAPI messages would be barred

gaunt orbit
#

well previously I thought I would need to ping directly to create a connection

uncut viper
#

I would say you could always email nexus to ask for clarification but I'm not confident they'd be able to get a good enough grasp on Stardew netcode to give a good answer

gaunt orbit
#

I think I can do it in a nexus-safe way via GameServer

blissful panther
uncut viper
#

There's also that tentative NetField API for future game/SMAPI versions as well that may make it even easier in the future

analog yacht
#

Pls help. Im working on my Mod wich adds masks from majoras mask. But I can’t get a good idea how to make this mask uptainable. Maybe a new pov for the majoras mask. I’m unsure. Or make layer 50 in the mines something special. Any ideas. It should be around 15 mask at the end.

#

I want the mystery , dark energy vibes. And getting these op mask just from the normal npcs seems a bit underwhelming for me

hallow prism
#

see if you can find thematical events lining with stuff in the majora mask game. You don't have to rush, if you don't have idea.
Part of the fun is the brainstorming

#

an event on beach with the sea monster once reaching a certain level in fishing.. an event the 27 of the month when someone mention how the moon looks especially large tonight... you then can have quests or whatever you find fun related to those

#

something something involving owl

fierce vault
#

It's possible to make a temp npc walk into the void right?

#

Mine won't go out of bounds on the map I'm using, even though I made an npc warp that starts at the -1 point in the tmx

urban patrol
#

is this for an event?

fierce vault
#

yes

#

I'm trying to get a non-npc to disappear while continuously walking

urban patrol
#

why don't you just warp them away when they get to the end of their move

#

i don't think running them over an NPC warp in an event will do anything

fierce vault
#

Oh, I guess I was trying to making the movement look natural by having the temp actor continue walking, as if he's going to another place, but if that isn't possible, warping would work

#

Thanks

urban patrol
#

well move automatically pauses the event, so yeah it would warp him away once he gets to the "door" or wherever the warp point is

fierce vault
#

Ok, I'll adjust my cords then, because it sounds like it should be automatically warping. SDVpufferthumbsup

urban patrol
#

no, like i said, walking an NPC over a map's warp in an event doesn't warp them away

#

you'll have to use move followed by warp

fierce vault
#

Oh, sorry, ok 😅

urban patrol
#

or just move them all the way off the screen, but YMMV with glitches trying to walk him through walls

fierce vault
#

YMMV?

#

Wait, I'll google it

#

Ah, ok

urban patrol
#

your mileage may vary

#

aka "if this breaks don't come for me"

brave fable
dawn scaffold
#

@next quarry Hi, I was hoping you could message me, I wanted to tell you something in private but apparently you don't accept dm's.

vale stream
#

Hi, does anyone know why this error might pop up? I'm getting the error in a custom map. In another (also custom map), it draws the TAS just fine. It's one of the last few things I need to fix before releasing a mod:

This mod failed in the Display.RenderedWorld event. Technical details: 
ArgumentNullException: Value cannot be null. (Parameter 'value')
   at System.IO.BinaryWriter.Write(String value)
   at StardewValley.TemporaryAnimatedSprite.Write(BinaryWriter writer, GameLocation location) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TemporaryAnimatedSprite.cs:line 937
   at StardewValley.Multiplayer.broadcastSprites(GameLocation location, TemporaryAnimatedSprite[] sprites) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\Multiplayer.cs:line 429
   at ExtraGIMapsRedux.Events.Rendered.DrawFishes(GameLocation location) in /home/programar/RiderProjects/Extra GI Maps redux/Events/Rendered.cs:line 241
   at ExtraGIMapsRedux.Events.Rendered.World(Object sender, RenderedWorldEventArgs e) in /home/programar/RiderProjects/Extra GI Maps redux/Events/Rendered.cs:line 31
   at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101

I'd be grateful if someone could help with it because I'm not sure what's going on SDVpufferchicksweatsip also, here's the code for reference https://hastebin.com/share/gotasikefe.java

fierce vault
#

when using a veiw port clamp command, the cords put in are the x and y of the top, farthest left tile, right? I just can't seem to stop my event from showing anything beyond that.

brave fable
#

the x y tile coordinates given will be at the centre of the screen. i'm not sure if x y or clamp has priority in the same command though

uncut viper
calm nebula
#

Send the asset name

#

Not the texture instance

#

Go find the part of TAS that let's you set thr asset name and set that

uncut viper
#

That wouldn't cause that error, no? thats a null related error, and TAS's do have a Texture2D texture field

#

Or do you mean it's trying to write textureName and failing?

fierce vault
#

Oh, so through trial and error I just find the center cords that keeps the rest of the location in the corner that I don't want shown hidden then, right?

calm nebula
#

God I'm old

#

Yup, set textureName not the texture on a broadcast

uncut viper
#

Why would textureName error but not text /gen

calm nebula
#

It has to do with understanding what the game wants to broadcast

uncut viper
#

I just don't really understand TAS's and their weird writing stuff so I'll just defer to you SDVpuffersalute

#

Also, why would it work in one location and not another then

vale stream
#

Ooh, so that's the problem? I wouldn't have guessed that would be at blame. I'll change it and check if it keeps occurring

#

Also, to answer why it would work in a location and not another (now that I know what's causing it): One of them uses the constructor that requires texturename while the other doesn't

#

The error stopped appearing! However, it's not showing the correct sprites. I think I can figure that out on my own, though (the huge grass should be bubbles, for context)

uncut viper
#

Oh I just assumed it was this same exact code running in both

gaunt orbit
brave fable
calm nebula
#

It's one of the few cases where "what game wants to broadcast" was hand rolled so it's pretty minimal

vale stream
#

It worked SDVpufferparty

calm nebula
#

I will point out at this point i haven't touched mod code in two years and immediately was like "oh, send the asset name"

#

☠️

naive finch
#

hello, i have a question about prismatic/color changing sprites. is it possible to add new color rule (i dunno how to explains)? like i wanna have 5 colors in total to the palette. if possible, is it just add some new grayscale color into the existing palette, or do i need to also implement some coding stuff into the content file?

tender bloom
#

not without C#

#

definitely possible with C#

#

the colors are hardcoded somewhere

#

it still exists but I'm not confident it still works

naive finch
#

i see, so its not possible by using content patcher only then? time to start learning some coding then i guess

autumn tide
#

ooh good luck!!

autumn tide
floral stream
#

ive tried to learn C# so many times but never have been successful lol

naive finch
#

thank you for answering btw!

autumn tide
#

nahhhhhh it's more fun going insane!

naive finch
#

sounds fun tbh, but i think i'll just stick to drawing stuff for now and worry about the coding stuff later

clever jacinth
#

I know (almost) nothing about anything relating to coding but I am very much interested in making a mod to add an NPC (or two). However I legitimately have no idea how to start, I know there's the wiki explaining it but I cannot make any sense of it... what is the first thing I should even learn? Preferably a very specific step not just "learning C#" since that is a little too vague for me

uncut viper
#

An NPC does not actually need any C# at all unless you plan on doing some very custom stuff. Most people get by just fine with only Content Patcher

clever jacinth
#

Alright that's good

#

It does include cutscenes right?

uncut viper
#

It helps to be familiar with JSON, but aside from that the first step would be looking at the Content Patcher documentation (and then for NPC purposes, the governor command you were shown in the other channel would come next. It's a command for a reason!)

#

Events are included, yes. Many many things are doable with just CP

clever jacinth
#

Neat

uncut viper
#

And for many things that are not, there are other supplementary frameworks that will still let you use your CP mod to do it

clever jacinth
#

Would I need anything in specific to add a "time" condition?

#

By that I mean like they only appear after a certain event is triggered

uncut viper
#

Well you'd need to specifically write it in your json

clever jacinth
#

But not C#?

uncut viper
#

But that's putting the cart before the horse

#

No, not C#

clever jacinth
#

Good

#

No, yes. I am aware of that

#

I just have some pretty specific ideas and I wan't to know what I'm putting myself up to

uncut viper
#

Better to look at the docs and guides first and see if they answer your questions first, since oftentimes they do. And most questions will not be relevant until you're able to put something in the game in the first place

clever jacinth
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

uncut viper
#

You can always look at other CP-only NPC mods out there and see what they are able to do with json alone

#

If they don't come with a .dll file, then it's all been done with json and no C#

clever jacinth
#

Is there any "template" mod? A blank NPC to modify and add stuff to

uncut viper
#

The first bullet point in that command has a template NPC in it somewhere

clever jacinth
#

Neat

tiny zealot
#

joining the chorus on this one that it will be very helpful to you to make a small, simple mod first, even if you immediately throw it away. like edit a villager's sprites, or add an item to a shop it isn't normally in. this will help you get acquainted with content patcher and how to actually patch the game data in a low-stakes environment with quick, noticeable results

karmic gust
uncut viper
#

(That's the one in the first bullet point in the governor command)

karmic gust
#

(oops)

clever jacinth
#

Thanks anyway

jaunty shuttle
#

Ik there is a rock NPC someone made as a template for NPC's

#

It's on nexus

clever jacinth
#

Rock Lee?

jaunty shuttle
#

No it's like, an actual moving rock lol

clever jacinth
#

Dwayne Johnson

jaunty shuttle
#

A pebble

clever jacinth
#

The Flintstones' baby?

jaunty shuttle
#

Omg lol SDVpuffersquee

pale river
jaunty shuttle
#

Ohh ok mb SDVpufferthumbsup

fickle geode
#

hi!! im trying to make an edit of the jojamart and it keeps saying my texture is too wide for the map 😭 its the exact same size as it is on the tilesheet, so im really confused? does anyone know why itd be doing that?

vernal crest
#

Can you share the exact warning message?

fickle geode
#

yeah one sec

#

ignore the name 😭 i feel like the XY is part of the issue but im not quite sure what else to put it as other than the start of the joja sign

vernal crest
#

You're trying to use a source image that is 512px wide but you're placing it at pixel 84 of the target image, so it's going to make the target image 596px wide

#

If you are just trying to edit the jojamart exterior and not the entirety of the town tilesheet, your FromArea should be 0, 0, 512, 160 and your ToArea should be 0, 52, 512, 160

fickle geode
fierce vault
# brave fable unfortunately i do not understand this message so i smile and nod

Sorry, I can see how what I said would hard to understand... 😅

I did figure out how to center the viewport clamp where I wanted it though! Long story and bad explanation short- I didn't have to do a bunch of guessing through trial and error, it just took some math.

The reason why figuring out where to center the viewport was confusing me was because I didn't want the event centered on the temp actor, who was more off to the side. That made finding the right coordinates less straightforward, but I was able to manage. Hope that explains my goal a little better at least! Thanks.

brave fable
#

oh don't worry it's a me problem

fierce vault
#

Only issue I have left is that I need to account for differing zoom levels, because they mess my viewport clamp up again SDVpufferchickcry

#

I'll figure something out I guess though!

brave fable
#

unfortunately there is no accounting for different zoom levels. making it good enough is important

fierce vault
#

Basically, someone playing with 200% zoom makes it so they can't even see the character

brave fable
#

i think the one and only cutscene in the game that explicitly accounts for zoom is willy's boat journey, which is a c# minigame and technically not an event

calm nebula
#

Can you not use the viewport clamp

fierce vault
#

I occasionally play with someone who needs to have the game zoomed in a lot for eyesight reasons, so I might actually be better off centering on the character after I just put in all this work SDVpufferwaaah

fierce vault
brave fable
#

i should also mention that resizing the game window during events completely destroys the viewport

vernal crest
#

I am confused because you have been saying viewport clamp this whole time Parcy

fierce vault
#

Yup, that's what I've been doing

brave fable
#

the whole system is very fragile and i'm not currently interested in fixing it hahah

vernal crest
#

Then why did you say to Atra that you should do so?

fierce vault
#

Oh

fickle geode
vernal crest
#

You could have a config option that changes the event so people can tick it if they use a zoom and then they get the version that works for it

fierce vault
calm nebula
#

The map property

vernal crest
#

Ah, I thought Atra was suggesting that you should use it

calm nebula
#

The one on bus stop

vernal crest
ocean sailBOT
#

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

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

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

fierce vault
vernal crest
fierce vault
fickle geode
vernal crest
#

You aren't using any other mods while testing this, are you?

#

Oh I am an idiot sorry

fickle geode
vernal crest
#

I was looking at the wrong number in aseprite so I gave you the tile coordinates not the pixels

fierce vault
vernal crest
#

Your ToArea y coordinate should be 832, not 52. My bad.

fickle geode
fierce vault
#

Is there an event mod that lets you pick what event to continuously test after you've already seen it?

calm nebula
#

Debug ebi, no?

fierce vault
#

is ebi a command I'm missing or something? 😅

#

You just reminded me that I do need to look at more of what debug has to offer

vernal crest
#

debug ebi <event id> lets you play any event regardless of preconditions

#

Or whether it has already been seen

fierce vault
#

oh, I'd need to type that in every time in order to test

#

thanks

vernal crest
#

You can just use the up arrow key to get the last command

#

Or press it twice to get the second last etc

fierce vault
#

Oh! that sounds great. I think I figured it out because it briefly highlights where the last command was. Is it supposed to actually highlight the whole thing though, so it can be copy pasted, or is it just to direct you to where the command was?

hard fern
#

debug 🦐

fierce vault
#

wait, I'm supposed to be doing it in the smapi console right?

lucid mulch
#

yes but you can add a line in your save file iirc and then debug commands work in the ingame chat

fierce vault
#

Oh, interesting

vernal crest
#

You do it in the console but it's not to copy and paste

fierce vault
#

Oh, ok

vernal crest
#

You just press the up arrow and then enter and it will run it

fierce vault
#

Ohh let me try that

#

I have return(not enter) on my mac, and all it's doing is making another space in the console 😓 the arrow also only highlights the previous command for around a second, not sure if that's relevant... My mac's kind of weird, not sure if I can get it to work

#

or maybe it's still just user error 😅

tiny zealot
#

mac's return is the same as any other computer's enter

fierce vault
#

I'm not sure why I can't get it to work. It's not the end of the world though

tiny zealot
#

up/down to scroll through previous commands has never worked in any terminal i've used for stardew (on linux) so i simply live without it

fierce vault
#

Oh, at least I'm not alone then!

vernal crest
#

It may not work on Mac either, idk

fierce vault
#

thanks anyway for the tip!

vernal crest
#

I am really side eyeing Linux about this though. Linux is the command line OS.

buoyant jackal
#

I'm on Linux, I do in fact have up to scroll through commands

#

I'm on Zorin OS if that's relevant

#

Wonder if certain programs or computers just act weird? Cause I know hardware can affect A LOT

fierce vault
#

I hate that I sometimes wish I had a windows. I know 11's basically malware, and 10 can't last forever!

#

It would make coding stuff easier

tiny zealot
#

as a rule i do not inspect the smapi codebase (dragons), but for all i know it's using some standard CLI stuff and dotnet probably doesn't support my unorthodox terminals correctly or something along those lines

pale river
tiny zealot
#

i also have an extremely cursed extra terminal when doing hot reload (because of a different cursed smapi terminal problem) and on that one it's even more of a lost cause

uncut viper
#

I think SMAPI has some terminal related code in it somewhere but I don't remember specifics

fierce vault
#

I do like how I can view folders as icons on mac. that would be a feature I wouldn't want to give up

pale river
#

there is technically this with command up and down but it's not the same

fierce vault
#

yeah! that's what was happening to me

#

I guess it makes locating it to copypaste a bit easier

pale river
fierce vault
#

Thanks, I'll save this for later

pale river
#

it would be cool to have a quick copy to clipboard tool, but the only one I know about is the code thing in discord and that's kinda goofy

fierce vault
brave fable
lucid mulch
#

wait there are non ebi enjoyers?

clever jacinth
#

I see a tutorial
it says to examine the contents to understand them
I examine the contents
I do not understand them
SDVkrobussad chat am I just stupid?

#

It's literally just Content Patcher

brave fable
#

prawn-flavour in particular

clever jacinth
#

Does anyone have any kind of video tutorial for Content Patcher?

opaque field
#

Ok, so I keep getting this message from Spacecore in yellow: SpaceCore Gender Female requested path from Saloon to CacklingCaracal.IggyNova_IggysHouse where no valid path was found, for NPC IggyNova. I've gone over all the Spacecore documentation, and cannot for the life of me figure out why this is popping up. She follows her schedule and everything.

half tangle
urban patrol
fringe moss
#

I’m unsure where is the proper place to ask about mod recommendations so i figure here is ok?

-# If it’s incorrect please let me know!

I just wanna ask if anyone knows any genuine performance enhancing mods for huge modpacks? Lurk

brave fable
#

'no valid path' typically refers to pathfinding, which requires some combination of NPCWarp/Warp map/tile properties

opaque field
#

Ah, okay. I have NPCWarp for her but not regular Warp for the player (yet).

lucid mulch
brave fable
#

oh wow custom community centre still uses iassetloader/iasseteditor. what a relic

lucid mulch
#

well there's your problem

brave fable
#

pre-inventory too. just a chest sitting at vector2(-modid)

lucid mulch
#

if thats the main problem then porting wouldn't be too bad, its just incompatible with SMAPI 4 instead of actually being a stardew 1.6 issue

vernal crest
brave fable
#

there are many errors 🙂‍↕️

#

gusonabike.cs survives by virtue of just being a lowly critter

fringe moss
vernal crest
brave fable
#

this old place again

#

this mod may be beyond saving

buoyant jackal
#

Mod concept: Time passes. Evelyn and George can die of old age (complete with a funeral and mourning period for most villagers), Vincent and Jas can grow up, your kids can also grow up
NPC Death could be a toggleable option

inner harbor
#

is "duration" number of seconds?

brave fable
#

it depends on the context, what data model is this in?

inner harbor
#

I'm trying to balance the ex-Passerby crops better

brave fable
#

i believe the formula for buff durations is Duration / 10 * 7 / 60 = real-world minutes at default game speed, based on lucky lunch having a duration of 960 and a real-world duration of 11m11s

#

which is to say 'kinda'

#

which matches the default / 10 * 7 above

inner harbor
#

ah cool, I saw that but it didn't have the formula with it.

brave fable
#

you should probably ignore the real-world time actually given how many people use timespeed and such, best just to use the ingame clock to determine how much of the day the buff will last for haha

inner harbor
#

Yeah. Thanks!

pine elbow
#

How would I make a mod that puts characters in the game?

ocean sailBOT
#
Creating a Custom NPC

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

lucid iron
#

Can you have 1 trigger action entry work for multiple triggers

compact carbon
#

How many lines of dialogue should a new NPC have, roughly?

calm nebula
#

Look at how many lines vanilla npcs have

#

Look at how many lines some modded npcs have

#

You're probably fine regardless

clever jacinth
clever jacinth
#

I appriciate the link, I know it's a me thing

#

But, yeah

vernal crest
blissful panther
#

The problem with video tutorials is that the amount of work that would be required to keep things up to date for the current state of things is a lot. There is a really big gap for people who need video tutorials right now, sadly. More of a canyon, really, because I don't think there are any.

Hopefully some day!

clever jacinth
#

No I know how to open it, read it. I have it on Notepad++. What I don't really know is the logistics of what part is doing what, aside from directly the dialogue and "@" being the farmer's name

autumn tide
#

hello! doing some shenanigans- is there a way to make an trigger action inducing item (for lack of a better term) show a question with multiple different answers upon use? or would I have to do some weird event stuffs?

clever jacinth
# vernal crest When you say you have no idea at all, do you mean that you don't know how to eve...

"CFE_Abigail_Married_Outdoor_3": "I'm just going to hang out here, okay?#$e#There's a lot of interesting bugs and things out here. *chuckle*$h",

For example I understand that " is telling the code what exactly is the content "CFE_Abigail_Married_Outdoor_3": is the event and the rest is the text to be triggered but I don't understand exactly why the event should or shouldn't be called, what the #$e# or $hdoes or how to make it trigger a specific face or follow up with another line... to me it looks like gibberish

#

And that's the easier part I understand it might be the simplest to explain but the rest of things such as config or the manifest or
"LogName": "CFE_Dwarf_Compat.GiftTaste", "Action": "EditData", "Target": "Characters/Dialogue/Dwarf", "Entries": { "AcceptGift_(O)749": "{{i18n: CFE_Dwarf_OmniGeode}}", //this line is not actually added by UGDE yet, but maybe this will inspire them! added here for ease of compat with MSGD "AcceptGift_(O)554": "{{i18n: CFE_Dwarf_LemonStone}}"

Seem way more incomprehensible

#

Individually I somewhat understand what it's doing

#

But as a whole it doesn't seem comprehensible to me

vernal crest
clever jacinth
vernal crest
# clever jacinth And that's the easier part I understand it might be the simplest to explain but ...

To explain this snippet: CP is going to edit the dwarf's dialogue to add a dialogue line for when the player gives the dwarf an omni geode or a different line for a lemon stone. We can't see what the dwarf will actually say because the mod author has used something called i18n tokens, which allows the text that will be visible in the game to be stored in a separate file to make the lines easier to translate without the risk of a translator accidentally translating some of the keys instead of the values (and other reasons, but that's one of them).

tiny zealot
#

i think it's important to understand that when modding with Content Patcher, you are providing instructions to content patcher about how to change the data that the game sees. you don't really have any control over how the game interprets the data (for that, you need to use SMAPI and write a mod in C#)

vernal crest
tiny zealot
#

so your ability to influence the game's behavior is limited to what it considers data and how it acts on that data; to that end, to "change how a dialogue is selected" you need domain knowledge of how the game chooses dialogue entries

clever jacinth
#

Well I understood the fact it did something to the reaction of the gift so that's something. The tokens then just call for a different file?

clever jacinth
vernal crest
tiny zealot
vernal crest
autumn tide
#

oh, sadly that one does not allow questions :(

clever jacinth
#

In any case I should start somewhere

#

Probably the hardest (for me) would be the pixel art as I know almost nothing of it either

#

Ignoring the art the things that would require are?
Dialogue
Cutscenes
Schedules
A spawn point?

#

Anything else?

fickle thicket
#

learning how to create maps (assuming you're going to create a new home/area for your NPC)

vernal crest
#

We don't make jokes about this sort of thing in the server, so I'm going to delete your message after I reply. You're not in trouble or anything, just keep it in mind ^_^

clever jacinth
#

Alright

clever jacinth
#

It is doable with Content Patcher, no? Is there a tool for actually visualize what you're doing?

fickle thicket
#

I think the tool most mod authors used for map creation is Tiled

vernal crest
#

Tiled is the map creation tool

clever jacinth
#

Neat

fickle thicket
#

Aba, is there a command for tiled? SDVpufferthinkblob

clever jacinth
#

!tiled

ocean sailBOT
#

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

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

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

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

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

clever jacinth
#

Neat

fickle thicket
#

ah there you go

vernal crest
#

It is not possible to make a whole map just with CP, though once you've got your map you can do a surprising amount to it with just json.

vernal crest
#

My recommendation is to start with dialogue

clever jacinth
#

Right

#

Yeah that's the plan

vernal crest
#

Because you can start writing dialogue for your NPC without making an NPC

#

Just hijack a vanilla NPC and learn how to edit their dialogue and you're halfway there

clever jacinth
#

The very first NPC I might try to make is Krobus' cousin, Krobus Two

#

Ignore the birthmark

vernal crest
clever jacinth
#

Neat

vernal crest
#

IMO the key to learning to mod Stardew, as with many things, is to find ways to make the task smaller so it doesn't overwhelm. You said that it was easier to understand individual lines but it started to get incomprehensible once you put it together, so try sticking with smaller chunks until they make sense and then connect them to another small chunk, etc

clever jacinth
#

Yeah

jaunty shuttle
#

How long does it take to create custom furniture and how difficult is it?

#

I’m considering making a furniture pack for the modfest as my first mod. But i’m also doing a map edit to the farmhouse that was intended for personal use but i’m now considering publishing, so just kinda wondering what’s feasible :)

fickle thicket
#

You have multiple options for furniture. You can use CP, Furniture Framework and...something else that i forgot about (sorry)

for CP there's this guide https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Custom_Furniture_With_CP and it should be easy(?) overall but, that depends on how well you deal with and can understand code. For FF there should be documentation on the nexus page that you can read through

vernal crest
#

I've been using it to make custom furniture packs for myself using just the furniture items I want to use from various people's mods. It's great. So easy to edit and then see the change in game immediately.

jaunty shuttle
#

Ah ty both!! So not the hours to make that I was expecting yayy SDVpuffersquee

plush lantern
#

oh wow mailia ty for the unintentional heads up, i didn’t even realize a modfest was coming

jaunty shuttle
#

If I wanted to make a furniture item that you can only place a custom set of items on, like different tablecloths, is that possible with CP?

jaunty shuttle
vernal crest
jaunty shuttle
#

Aw man, alright. I can make a custom item like that though right? It would just still allow any other item to be placed too

#

...can you make 'placed item on table' sprites larger than 1 tile wide?

vernal crest
#

Hmm ok now you are testing the limits of my knowledge

jaunty shuttle
#

Gotta ask the big questions

vernal crest
#

Since you can't make objects larger than 16x16px it would have to be...look I recommend just making the tablecloth be part of the furniture lol

jaunty shuttle
#

You can place the wallpaper catalog on top of the furniture catalogue CatLurk

pale river
jaunty shuttle
#

Oooo I can? I'm fine if I have to do this 1 item manually on CP or FF lol

vernal crest
#

I am not sure what soup is thinking of

vernal crest
#

Making the tablecloth its own furniture item?

jaunty shuttle
pale river
# calm nebula (Without c#)

"tilesheet size" type decor but I feel like it would incredibly weird and you can't place objects on top of it

jaunty shuttle
vernal crest
#

Yep

#

Is there a reason it can't just be part of the table sprite?

vernal crest
jaunty shuttle
#

Ok some context might help - i'm wanting to make a little playstand that you can drape different colored silks over (ref pic has a rainbow silk)

pale river
jaunty shuttle
#

More so just the 2 side pieces with the silk over the top, not the dome part, but just to give an idea lol

pale river
#

I don't think it's possible to have that interactibility without c#, so it'd be easier to do it like a furniture

ocean sailBOT
#

@pale river You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!

jaunty shuttle
#

Ooo congrats!!

buoyant jackal
#

Is there like a Stardew map maker? I'm tempted to try out making some stuff for my custom town

vernal crest
#

Yeah I don't think there's any way to achieve that without a bit of jank (outside of C#)

ocean sailBOT
#

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

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

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

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

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

jaunty shuttle
pale river
vernal crest
vernal crest
jaunty shuttle
#

I can make the silk a furniture item i'm cool with that, I just don't want to make like 20 variations of the playstand that the player has to look through to get the color they want lol

pale river
#

the only problem with it being interactable like that is you can't place more objects on top of the cloth, you'd also need to adjust it in a way no one has before to make it align properly

buoyant jackal
#

Whoa Tiled looks pretty cool...

calm nebula
#

What about using mmap draw layers

jaunty shuttle
#

I want to make maybe 5 variations of the stand itself (with different toys in it), and 5 stands x 20 colors is a lot of variations to look through so I want it to feel more dynamic than that lol, like just choose a stand and then place a color on top

vernal crest
#

I was going to suggest MMAP before but if Mailia wants people to be able to have the cloths as separate items I'm not sure how MMAP will help?

jaunty shuttle
#

mmap draw layers?

vernal crest
#

I like combined CP/AT mods for things like this personally. All the different stands as separate furniture and then use AT to choose the colours. But that is just my preference.

pale river
#

the way you'd do it with MMAP if it was possible or in C# anyway would basically be making a sprite with the table cloth already on it which kind of is like complicating it for the interactibility

#

intead of mmap draw layers I was thinking more like an action like "if interact with furniture with cloth item, then change sprite to sprite with table cloth on it" but yeah it's kind of really jank

vernal crest
#

MMAP is a mod. Misc Map Actions and Properties iirc. Draw layers allow you to have separate sprites make up one single piece of furniture, which allows for different parts of the furniture to be changed separately.

jaunty shuttle
#

Ohh interesting, is that difficult to learn or feasible?

vernal crest
#

For example I use it to make picture frames of farm animals where the animal itself is drawn straight from the game content so they change according to a user's retexture mod, while the frame and background are static (but can each be changed separately from one another).

#

It was fairly straightforward for me, but I already knew how to make furniture and understood draw layers. Plus I poke chu if I need help understanding their docs lol.

#

The main thing is that it's still just a single piece of furniture so I'm not sure if it'll change anything from the user's point of view than just having a config option to change the cloths, for instance.

jaunty shuttle
#

You're probably right lol... but it would be really cool to me SDVpuffersquee

vernal crest
#

Perhaps you might feel more confident in making a decision if you start with just making a very simple proof of concept and try each of the ideas with it?

pale river
#

I love interactiblity more than functionability as well, but it's just pretty hard to do modding wise

jaunty shuttle
#

Yeah that's a good idea, I just wanted to know if it was at all possible before making sprites

blissful panther
#

This is giving me the idea for table style furniture that you can entirely change the appearance of by placing different items on it... SDVpufferwaaah

jaunty shuttle
pale river
vernal crest
#

Definitely don't go all out making your sprites until you've got a working prototype with placeholder sprites imo

jaunty shuttle
#

Sand candles you can use a shovel on to change how they look-

vernal crest
#

(Unless you'd just want to make the sprites anyway even if they can't end up being used the way you want them to lol)

jaunty shuttle
#

I mean yeah that too lol

vernal crest
#

I love doing proof of concepts

jaunty shuttle
#

Alright i'll go sprite some things-

pale river
#

aba may I please become a cheeto

vernal crest
#

Too much, sometimes. Sometimes I stop once I've confirmed that I can do the thing and never end up actually doing it in full lol

jaunty shuttle
#

Also i'd just need CP and MMAP as dependencies(?)

vernal crest
blissful panther
jaunty shuttle
#

Cheetoified

vernal crest
jaunty shuttle
#

Perfect ty ty

#

Wait for the playstand itself are there mmap requirements?

#

Like size wise

vernal crest
#

The playstand itself? We have been talking about the playstand this entire time

#

But if you mean does it have to be a certain size to be able to use MMAP, no

jaunty shuttle
#

Ok thank you, that's what I meant lol- words are hard SDVpufferwaaah

vernal crest
jaunty shuttle
#

But using a colored cloth on it will still change the appearance, right?

vernal crest
#

No

jaunty shuttle
#

Or would it just cycle through the appearances?

vernal crest
#

Neither

buoyant jackal
#

How do I open maps in Tiled?

vernal crest
#

In your file explorer

jaunty shuttle
buoyant jackal
#

I think I'm probably in the wrong place or probably getting ahead of myself

#

Cause the Maps folder is all xnb files... which I know nothign about lol

vernal crest
#

Ohh you haven't unpacked!

#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

buoyant jackal
#

AHHH thank you so much

vernal crest
# jaunty shuttle <:confusedcat1:798931056237477929>

Using a coloured cloth that was an (O) object would place the 1x1 object onto the playstand. Using a cloth that was an (F) furniture item would possibly allow you to place a larger-than-1x1 object on the playstand, but comes with the problem that the player could also place it anywhere else.

There is no way without C# that you could use an item to change the appearance of the playstand without placing it on the stand.

jaunty shuttle
#

Wait so how does mmap work then? You use a config to determine which instance of the sprite shows?

jaunty shuttle
vernal crest
#

Yes, which, as I said, would be the same experience for the user as if you just made a CP mod doing that

jaunty shuttle
#

Ahhhh ok

vernal crest
#

(That is DH experiencing nerd sniping. He'd make a C# mod to do it. But he'd have to actually make it first lol)

jaunty shuttle
#

Ohhh ok lol

jaunty shuttle
#

That'd even allow the player to have a silk they can choose 2 different colors for? CursedThonk

#

(sorry ik i'm asking a lot of both dumb and hard to answer questions)

vernal crest
#

They are not dumb

#

Yes, that idea could work

jaunty shuttle
#

Ok yayy now to see if this is possible in sprites lol

vernal crest
#

@pale river SMCPufferCheeto

quasi dew
#

damn, I hate how affected I am by external factors... NexusMod's modfest may have me actually publishing my mod within a month??

pale river
blissful panther
#

And definitely went very smoothly.

#

I caused no confusion at all.

jaunty shuttle
#

Yayy congrats!!! SDVpufferparty

vernal crest
#

DH was my wise mentor

quasi dew
#

I like feeling like I'm a part of something, ya know?

vernal crest
#

And he was the one who actually sprinkled the cheeto dust because alas I am too appley and got it all clumpy

gaunt orbit
#

I'm still trying to decide if I should finish one of my existing projects or start something new

latent mauve
#

Well, the Zelda mod that inspired my overhaul is updated, time for me to wrap up dev on the NPC Overhaul mod for the initial release once I clean up any compatibility overlaps ❤️

gaunt orbit
#

I could, but I'd rather focus on one mod so I can maxmimize the amount of content and polish I can put into it

quasi dew
#

btw do we think we'll get a date/timeframe for the 1.7 update on the 26th? I'm assuming I'll have to update a bunch of stuff when that update is released

blissful panther
#

I would be shocked, personally.

quasi dew
#

that's a future Kristin problem though

gaunt orbit
#

pros of finishing a project: less work overall
cons of finishing a project: only one of them is even a little flashy and it's a farm map, which dramatically reduces the number of people who are likely to be interested in it

#

oh wait I could do my buildings mod

quasi dew
#

maybe all 10 tbh

gaunt orbit
#

oh that's not why I do modding, but for the competation I want something that draws the eye

tiny zealot
#

examining my track record, i don't have any illusions of releasing something competitive, but i do have an idea for an entry

quasi dew
#

realistically, the most competitive thing would be a framework mod 😅
and I hope that nobody is just sitting on one of those for a competition

jaunty shuttle
#

DH table changing framework incoming- /j

gaunt orbit
#

I have a framework mod that is basically ready for release, but I don't have anyone using it right now

tiny zealot
#

as it turns out, i have several unpublished frameworks

quasi dew
#

bahahaha well there you go

gaunt orbit
#

I also have several other framework projects with less work done on them

quasi dew
#

I just think it's funny that my monkey brain is excited about the concept of a competition

blissful panther
#

Some day...

pale river
#

I also have 2 unpublished frameworks! but it's only being used by unfinished mods

vernal crest
#

I will just learn to draw like PlatinumCats and win the whole competition. Simples!

quasi dew
#

wow, I'm so excited to see all these frameworks

jaunty shuttle
#

Same!!! ahhhh

vernal crest
pale river
#

i read it as sardines

jaunty shuttle
#

The more frameworks, the more options I have for mod chaos AA_Kanna_Fire

gaunt orbit
#

The main ones I've got are EMU which adds map stuff and is basically ready except for some testing, and the as-yet-unnamed custom festival framework, which needs a bit of work but wouldn't be too hard to finish

quasi dew
#

we got sardines and emus so far

gaunt orbit
quasi dew
#

bahahaha

blissful panther
#

(What triggered the warp was just me pressing a key, because very early version. SDVkrobusgiggle)

somber kernel
#

Could someone point me in the direction of starting to make your first custom farm map?

gaunt orbit
somber kernel
quasi dew
#

I have so much respect for you map modders

gaunt orbit
gaunt orbit
#

if you've never worked with content patcher before, you may also want to check out !gettingstarted

vernal crest
#

(Has to go at the start of the message)

#

Also I think that's the mod use one

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

somber kernel
vernal crest
#

Where is Claude to tell me to go to bed when I need xem lol

quasi dew
#

sorry, I can't be xem. but I'll still tell you to get some sleepies

somber kernel
hollow island
#

food will spoil

fleet oxide
#

Does anyone know what the teams are all about for the modathon? Like is that a way to help with another person's project?

tiny zealot
#

that's from abagaianye (one of the team leads) on another server but it's very choose-your-own-adventure. you could collaborate, or not. vibes

fleet oxide
#

Ah got it, thanks!

shut edge
blissful panther
#

They are specifically only considering entries between the 26th and 26th it seems, too. Gotta get working on something new! SDVkrobusgiggle

#

I'm going to use this to get my farm map finished finally. Won't win anything, but the real win is just finally getting the bloody thing out.

shut edge
#

yeah i'm sure i can throw out something simple if need be

#

a PIF room or somethin

#

maybe first ver of my burger mod, we shall see

fleet oxide
#

An artificial deadline may be the only way to get me to finish a project, lol

shut edge
#

haha yea it works

inner harbor
#

Back to person critiquing my mod optimisation, would this really make a difference?

#

Apparently my mod heats up their computer worse than any other expansion?

urban patrol
#

“file structure” makes me want to call BS but i don’t actually know

tiny zealot
#

most of my takeaway here is that saying SVE has a more modern and organized file structure is a nuclear take

inner harbor
#

(Also i feel a bit offended at the "modern and organized" claim when i feel mine is fine, but i dont want to disregard what might me valid feedback)

#

Sve has been organized though. But also at one point having everything on the content.json was actually faster than using Includes.

tiny zealot
#

i think technically it still is, but it's splitting hairs. nobody is likely to notice a difference from that versus, say, dozens of OnTimeChanged patches

hallow prism
#

i do think this would bring minor gain at best and this person doesn't sound knowledgeable

inner harbor
#

But also sve does a lot of midday edits etc which mine doesnt.

urban patrol
#

it’s way more important for the author to be able to actually find stuff than to save 0.0000000001 seconds

hallow prism
#

they don't bring proof, they don't bring numbers, they aren't even confident in what they offer to test because it's "let's try and see if it works!!!"

inner harbor
#

Essentially, i am looking for reassuarance to ignore them brcause i dont like what theyre saying but im also aware that there is a possibility they might be right.

tiny zealot
#

i don't have a lot of context for the complaints but i expect you are still getting the blame for perf due to being added "last", where the problem is actually too much content bogging the game down in general and isn't the fault of one particular mod

jaunty shuttle
#

Basically my thoughts as well

hallow prism
#

ignore them, allow them to do whatever for personal use but no release and move on

inner harbor
#

And i dont want to reject it just because theyre pissing me off.

shut edge
#

i don't think i've ever had issues with scarp

inner harbor
#

Ive already mentioned the "last in" thing and they keep namedropping dofferent mods. First it was dtz and rsv, then it was sve as well.

#

I think dtz is the worst imo as it adds the cars and people.

slender wave
#

Super excited for the mod fest. Literally came at the perfect time haha

shut edge
#

yeah i've had some performance deals with dtz before

inner harbor
#

And i have very few on time changes, if any, now.

shut edge
#

even that's not that bad tho

inner harbor
#

Mine had issues with it but my computer was very old and slow.

#

My structure makes sense to ne and i fail to see how moving stuff around would help matters.

tiny zealot
#

even saying last is kind of a misnomer (hence scare quotes), because in my experience with complaints like this, people rank mods by priority and tend to be the kind of person who says "well SVE is non-negotiable" and if that plus other mods causes lag, the other mods get the blame

tiny zealot
inner harbor
#

This is how yhe conversation started btw

inner harbor
#

I think i changed all my ontimechange to onmapchange

shut edge
#

yeah that's weird

tiny zealot
#

hot meaning used a lot. cursors, for example, since it has so much stuff on it

scenic ferry
#

Anyone here with Tiled experience? I am. struggling :')

slender wave
#

Cursors files my detested

inner harbor
fleet oxide
inner harbor
#

Anyhow i have no idea if this person even has any idea what theyre talking about, but if anyone could work out if ES is performing worse for some reason, can they please LMK.

#

I think i might delete the entire thread.

tiny zealot
#

in summary, you absolutely have license to ignore this person, and you definitely don't have to allow them to reupload your mod (if they even finish the job, which is unlikely)

inner harbor
#

Oh i 100% was not going to permit that.

#

Its an idiotic thing for someone to ask really.

shut edge
#

also did scarp not just do a huge refactor/update anyway

#

like maybe there are some things that could be optimized, but cmon

#

just changed a lot

tiny zealot
#

if i find anything in ES+ that seems like an issue i'll let you know

inner harbor
#

But like, i dont kmow much abiut optimization but i took about a dozen tilesheets down to 1 and changed all the OnTimeChanges to OnMapChange or whatever it is.

#

Or removed them entirely.

tiny zealot
#

but lag on a modded install is sort of a combinatorial explosion and big problems can come from really unexpected stuff (that may not even be in your control)

shut edge
#

my problem with es is i can't date aideen or nora IRL

inner harbor
#

Aideen would be impossible at times, im sure.

shut edge
#

no doubt

inner harbor
#

Shes so dramatic

karmic gust
inner harbor
#

Anyhow, ill seenif they decide to, i dunno, run mine by itself.

#

My laptop seems okay though. Im vastlynin need of a new computer but the cost of ram...

#

(So it would be nice to win the Nexus competition but there isnt really a category for content modding and i aint got any ideas anyway, so best i could do is a tutorial).

scenic ferry
# karmic gust What are you struggling with?

I feel like I'm definitely misunderstanding how Tiled (Or Tilesheetinator?) works. I'm making a house for my custom NPC, I got it to work oh so briefly by having all my tilesheets in the same folder as my map, but I recently grabbed the Tilesheetinator on nexus (after learning that is not infact how one should organize their tilesheets), started reorganizing and.. imediately it cant find my tilesheets

shut edge
#

yeah the directories in tiled are a nightmare

#

i just open mine in notepad and cut out the directory climbs lol

autumn tide
#

oh buttons has a tool for tilesheet climbing! if that's the issue i honestly got no clue

scenic ferry
#

I'm sure this is a silly question, but if I'm not supposed to have them in the same folder as the map, where do I??? Put the tilesheets?????

#

ooooo

autumn tide
#

oh, you just trash em, the game knows where to find the tilesheets bc of the title iirc

shut edge
#

it's incredibly non intuitive

scenic ferry
#

my current folder setup, if that helps :")

shut edge
#

a lot of weird little edge stuff with tiled tbh

urban patrol
#

!tilesheetinator use this and delete all vanilla assets from your mod folder

ocean sailBOT
#

You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

autumn tide
#

yeah, afaik you gotta climb the tilesheets to edit them and then un-climb to make it work in game

shut edge
#

still have yet to solve the mystery of the floating hay in my barns

jaunty shuttle
#

Ayy, i'm also trying to learn tiled today

scenic ferry
#

woooo!

shut edge
#

and ofc remember to name your tiles with tile data TileData

autumn tide
scenic ferry
pine elbow
#

Can someone send that link on how to mod in characters?

ocean sailBOT
#
Creating a Custom NPC

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

pine elbow
#

Thank

autumn tide
#

I infamously suck at mapmaking so pls take what I say with a grain of salt SDVpufferwaaah

scenic ferry
scenic ferry
autumn tide
#

no don't i am clueless-

#

one sec

scenic ferry
#

in that case i shall sit and wait patiently until I am saved from my Tiled Hellscape

#

tysm either way haha

shut edge
#

the little wrench icon in the lower right area should have an option to manually change it's location but i'm not sure if that's what you're lookin for

autumn tide
#

it's this button for mac to use the tilesheetinator

shut edge
#

ah yeah that too

scenic ferry
#

yep thats what I just did that made the location blank

autumn tide
#

aw crap

#

no clue then, godspeed SDVpuffersalute

scenic ferry
#

sobs
Ty for your effort soldier o7

urban crest
#

iirc I tried using this plugin to fix my tilesheets but it kinda broke my file too :/

shut edge
#

unfortunately this is the reality of using tiled

#

the plugin helps a lot of the issues but not all of em

#

goes from maddening to tolerable lol

urban crest
#

what fixed was me making a copy of the tmx file, then putting all used tilesheets in the same root foolder of the tmx, then manually embedding all tilesheets one by one again inside the file

shut edge
#

you can also get wacky and just do all your tiled work directly in stardew's map folder

#

but i dunno if that's particularly wise

urban patrol
urban crest
#

then afterwards I exported all tilesets as thx (or whatever is the tileset extension) in a safe folder

urban patrol
urban crest
#

same, it breaks things

scenic ferry
#

It worked when I had the tmx and tilesheets in the same folder yeah, but I was told this was bad practice and that it wouldnt work with grass recolors which is unideal

scenic ferry
urban crest
scenic ferry
urban patrol
scenic ferry
#

tysm

urban patrol
scenic ferry
#

yeah, I have my own tilesheet I want to use for the actual new building

#

the vanilla tilesheet is just for the surrounding grass

urban crest
inner harbor
#

Do lots of dynamic tokens cause issues too?

#

(also now i think about it, they could be adding ES additions which would steeply increase their performance)

urban crest
urban patrol
#

for custom tilesheets, best practice is to have a subfolder inside your maps folder you put them in, and then adding a patch to Load them so that other mods can also access them in the content pipeline

#

but you don’t have to do that

urban crest
#

its good practice indeed CCYes

#

i'll show you something wait

scenic ferry
#

i'm down for that! so then it'd look roughtly like this, + a patch in content.json?

urban patrol
#

yep!

urban crest
#

ooo yes yes

urban patrol
#

you can load them all in one patch using TargetWithoutPath

inner harbor
scenic ferry
#

I'd definitely rather learn best practice rather than just trying to hack together something that technically works haha

#

perfect, I'd definitely like people to be able to add their own recolors/edits
I am ah, not exactly a tilesheet wizard, I'm more used to character art

scenic ferry
urban patrol
scenic ferry
#

ty!!

urban crest
#

idk if it's good practice for others, but it helps me at least, to make sure to have a folder for your mod that has the structure i'm aiming for in the code ("
📄manifest, 📄contents, 📁assets"), and an editing folder for quick fixes (all tilesheets and files needed for the tmx to open in the same root)

sweet niche
#

hello,
new modder here and i want to ask

i was trying to make settings for portrait but when i use tokens i getting this error
[Content Patcher] Ignored Portrait Settings (Vanilla) > EditData Mods/JP98_HDPortraits: Entries > '{{ModId}}_Abigail' value is invalid: '{{config.All}}' can't be used as a token because that token could not be found.

tried using string and int working just fine, is there something i can do to fix it?

fierce vault
#

Oh, didn’t know there was a real reason to have tilesheets in a subfolder within the maps folder beyond being neater. And you load them in too huh? Interesting.

urban patrol
urban patrol
sweet niche
urban patrol
sweet niche
#

yes, it is new framework that i can find
the framework it self works fine

urban patrol
sweet niche
#

yes

urban patrol
#

okay let me look at their example

sweet niche
#

okay thank you

urban patrol
#

"portraiture is outdated and dying" is a pretty hot take though lol

sweet niche
#

this is my first time using HD portrait and many of them i see outdated, so this new mod is lifesaver

urban patrol
#

just {{All}} will pull the value

#

what is the intendewd purpose of HasValue:Abigail?

sweet niche
urban patrol
#

i'm not sure as to why, but content patcher automatically turns config values into tokens for you

#

it's not like OOP where you need to identify where it came from

sweet niche
#

not sure if its work or not, still blind test

urban patrol
#

gotcha, so if the intent is to enable/disable it just for Abigail, you would probably instead want to work with true/false

sweet niche
urban patrol
#

give me a few while i get those tiled screenshots for the earlier conversation and i'll brb

sweet niche
#

oh right, thanks for the help, finally i can move forwardpecosalute

urban patrol
#

to set your unpacked maps folder: Map>Choose Unpacked Maps Folder>Browse>select Content/Maps from your unpacked files>Set

#

to refresh, use ctrl+.

ornate locust
#

could NExus not have done this competition when I actually had something cooking shakes fist

scenic ferry
#

I suspect being on mac and not fullscreened made tiled angry????? I dont really know, but it seemingly works now! So! Thats a win

urban patrol
#

it's time for my daily "screw mac" rant

#

glad it works!

#

you could potentially report that to irocendar but the answer may be "so use it fullscreen then" lol

scenic ferry
#

Absolutely hate mac, if I had my desktop with me i would so be using that, but alas

ornate locust
#

maybe I make my stupid mod idea that replaces every instance of Magnus in SVE with Mayonnaise

#

based on my stupid joke that CA will make him a marriage candidate and also reveal his first name as Mayonnaise

analog yacht
#

Can someone pls help. I’m working on a majoras mask mod. When woren all npcs below 8 hearts gets fake hearts. Let’s say npc has 3 real hearts so he gets 5 fake ones. The fake ones are a different color. This stuff is working but I want to add this feature where when you click on the menu where you can see what gifts a npc likes and dislikes that the heart counter on the left just shows the original hearts. My idea was to disable the effect when on this menu

#

But I don’t get it to work. Any idea

#

How I could achieve this

scenic ferry
# urban patrol look under tokens in the CP docs

okay gang I feel like a fool but I have yet to figure out how to load a tilesheet via a patch, I am perpetually stuck in the

"loaded map 'Assets/Maps' with invalid tilesheet path 'VaelExterior'. The tilesheet couldn't be found relative to either the map file or the game's content folder."

ornate locust
#

Either you put the tilesheet where the map is or you "load" it separately

scenic ferry
#

I tried regular target, targetwithoutpath, uh, other random crap

#

yeah I'm trying to load it separately I just,, dont know how to do that part

ornate locust
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Here's mine anyway

scenic ferry
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oh! thank you, I'll test it out

ornate locust
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blanking on where it'd be exactly on the wiki, but an example should hopefully help

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{{RecolorTag}} is a dynamic token in my own mod, so don't worry about that bit. You just direct it to the location of the image

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Load it to Maps/VaelExterior

urban patrol
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slight correction: load it to Maps/{{ModId}}_VaelExterior 🙂‍↕️

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best practice!

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you'll probably need to rename it inside your tmx but it'll prevent compatibility issues

ornate locust
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truth, I was just accounting for getting it working since the map currently points to VaelExterior

urban patrol
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yeah, one thing at a time for sure

scenic ferry
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I feel im still missing something- this is what ive got as is, is my filepath wrong? I feel like im missing something super simple

urban patrol
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the game expects maps and tilesheets to be inside Maps/

scenic ferry
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Ohhh
So i just have it one step too far out?

uncut viper
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(Also, you absolutely need to make sure you are matching the case sensitivity on your stuff here)

urban patrol
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however if your map is also loaded to Maps/VaelExterior you'll need to distinguish them somehow

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yeah macs are picky about case

uncut viper
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"Assets/Maps" is not the same folder as "assets/maps" on some systems

scenic ferry
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Ah shoot you're right

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macs are super picky

uncut viper
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(this goes for all parts of the path, including file name. Unsure about the extension. Probably match the extension anyway)

soft lance
scenic ferry
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SDVpufferwaaah why is it,, nonexistent,

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its right there im so lost

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I fixed the capitalization an everythin

urban patrol
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your FromFile DOES need assets/

lucid iron
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You are missing the assets part

scenic ferry
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Ah dang it

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ty yall

lucid iron
scenic ferry
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target = no assets, from = assets

urban patrol
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even though target looks like a filepath, it's not

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it's Complicated TM (i can go into detail if you like, but the TLDR is targets are abstract)

scenic ferry
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thats super fair
Im just grateful yall are so patient with me

urban patrol
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ofc

lucid iron
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Target is like naming your asset

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Png named Richard III

scenic ferry
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now the issue is coming from the section thats supposed to actually place the house, not load the tilesheet?

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... I think?

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its not finding the tilesheet despite me trying to load it earlier in the json
Which I guess makes sense because I made it when the tilesheet was just in the same folder as the tmx