#making-mods-general
1 messages ¡ Page 539 of 1
probably
The manifest is json too
When you are referring to events, do you mean the cutscenes that happen in game?
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
and, while deserved don't get me wrong, that can be costly so I just want to make sure
do you want me to share my manifest again?
No, your manifest doesn't matter right now
right
What happened to all the work you did last month?
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
I can confidently say, however, that this time it wasn't because I was trying to mod stardew
Your json links from back then still work
my what
The json validator links you sent then when you were asking for help
oh yeah, forgot about those I'm sorry
they are still up, you can still copy paste the stuff and figure things out from there
Well, one is
right, how do I find them again?
Looks like the others have expired
Search through your own messages in this channel
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
I think you can only do the json files, but you can do them all in the same patch
And if you have a lot, just copy their paths in explorer rather than typing them out individually
One by one
so "FromFile": "directory/{{TargetWithoutPath}}.json" wouldn't work either? 
Like I said, it's easy to copy paths if you have multiple files to list
I just did 30 files that way
You can list them all in the same include if you like
I already said that atra you are way behind :P
will do it like that then, thank you for reminding me that... include has no target 
which i knew. i somehow didn't draw the connection between that and targetwithoutpath lol
also it's a crime that maincord lacks the keklmaodog
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 đ
I tried adding a tile data with these commands but it didn't work 
đ¤ that is a game state query
but
wait
it's on a touch action
you might be looking for this one instead? Im not really sure what the difference is though tbh
Ooohh!!! Okay lemme see if that works :O
Didn't work qwq
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 đ¤ 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
you put the ConditionalDoor stuff under Action and not TouchAction?
It was originally TouchAction ._.
yes but it needs to be under Action. if you're using TouchAction then the TileData needs to be on the Back layer.
I am??? confused??? đ
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 wonât pass out.
the first can easily be done with a bit of harmony, the second one is possible but I'm not sure how hard it is. there are already mods which prevent passing out after 2am which you could use as a reference though.
you would need c# and harmony for both options
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
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.
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
This is because TouchAction happens when the player steps on the tile. Action makes something happen when the player interacts with the tile.
Since this is a door in a house, I'd recommend just using the Action ConditionalDoor.
I got the first option to work with Game1.isTimePaused = true and OnUpdate and timeOfDay >= 2550 then pause. But that semse ab Bit Performance intense.
it's fine performance-wise tbh, but it won't work properly in multiplayer
Oh. Hm. That could be a problem.
setting time paused like that will work, but the actual time pause logic ignores that flag if the game is mp
if you have the game decompiled, take a look at Game1.shouldTimePass()
It ignors it
you might be able to use netWorldState.Value.IsTimePaused
Thanks. I will try it.
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 wonât get removed from your inventory. But I dont get it to work. Any ideas pls
"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
Ok. So letâs scrap the giant mod. The other Part. What exactly is Harmony. Maybe I used it but dont know the name
have you taken a look at the modding section of the wiki yet?
Yes.
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
Ohhh this thing.
I'm not really familiar with NPC stuff, so I personally can't help you, but it may be useful for others if you post your json files via the smapi website, so we can look for potential errors
Sometimes errors in syntax that don't show up in error messages can break all of your dialog. I've done it before.
Does this work?
Content json:
https://smapi.io/json/content-patcher/3dba6404c9884d8e8a44503d10adee45
disposition json: https://smapi.io/json/content-patcher/52c472e3906c42cdbfcfbdebb6853faa
dialogue json:
https://smapi.io/json/content-patcher/40c560d5834443bbbffdcf80cfc2f1ec
i18n:
https://smapi.io/json/i18n/41e25d4ed4f742b5a402d2e3b3123005
if you can't talk to them it's because of the dialogue
Right, I'm just trying to figure out what about my dialogue is broken ^^;
yeah, I'm just trying to test the barebones "do they talk" situation
I assume you tried to talk to them on these specific days
to my understanding they should at least run the introduction or spring 1 (from a new save)
I think its because your character internal name isn't being referenced correctly?
I don't think your dialogue isn't broken, they just don't have any dialogue when you talk to them so they don't talk
In your characters.json they're ModID_VaelDeity but in your dialogue you patch them as just Vael
oh! That would make sense--thanks so much yall cant believe I missed that
nice catch
wow i feel so proud of myself
It works!!! Thank you guys so much omg
Now I can actually write more dialogue knowing they're functional haha
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
I believe there is already a mod that makes him recover all items
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
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 ?
they do not reset
Hm. Ok thatâs not that good
once youve seen one you have to manually trigger it again and/or set the flag to unseen to trigger it naturally
Ok. So any idear what I should do. Just ignore it. Or let stuff happen with fake hearts donât trigger cut szenes. Is this even possible ?
i dont know.
what is your goal?
that's a very useful mod, thank you for linking it.
if you explain what you want to do then maybe someone can point you in the right direction
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
but if you don't want that stuff to be unlocked then what point is there to giving them fake hearts (whatever that means)?
To get faster access to stuff, dialogue and rooms. But not cut szenes
Dialog? Later dialog is very cosmetic if we're not counting events
If you just want to open their doors, the key to the city does that
Why are the cutscenes an issue exactly?
at this point, wouldnt manually setting the friendship level with the villagers be easier
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
Is this a real key ? Never used it. How does it work
You buy it in Qi's walnut room
If you get from zero to 8 and that with 20 or more npcs. And the cut szenes wonât be in order anymore
Is it like bought key = true value stuff or a real iteam
it's an actual in-game object
but that's something that can occur even if you level friendships normally, no? you don't trigger one of the early friendship cutscenes, but you can trigger later ones first
Hm
yeah, there's nothing stopping you from triggering the heart events out of order in vanilla
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?
If I didnât trigger the cut Szene but had the hearts. And now the hearts get removed. Can this cause some problems?
I'm actually not sure it works with their bedroom doors though, now that I think about it. It's so late game
this; there's no inherent order to the game events, only an expected one based on "normal" gameplay.
go give someone two stardrop teas on their birthday, rocket immediately to 10 hearts, and trigger their events in whatever order you want
if you never triggered it then removing them won't do anything
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
Essentially, you're fine. No issues should arise from that particular mask.
personal preference, but youâll have to check all of your FromFiles
removing hearts causes no problems; friendship decay and hated gifts are vanilla (although very slow)
https://www.nexusmods.com/stardewvalley/mods/36822
there's this
perfect. I won't bother changing anything for now then. thanks!
i restructured mine from assets to assets + data folders
which makes the events sequential, if it really bugs you
Ok. So I let it so. Thanks. Currently working on that the fake hearts get a different color. I need to use harmony for this right?
itâs easy enough with ctrl F and a keen eye
You can use Content Patcher for that
Thanks.
Content Patcher can't make the hearts "fake" and it will not let you have both real and fake hearts at once.
if I'm understanding the question correctly, I'm not sure that you can
conditionally patching the hearts only for certain NPCs isn't a content patcher thing
Oh. I thought they just wanted to recolour the hearts :P my bad
or only part of the hearts
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
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.
for a moment I thought you somehow confused us even post me being green button 
Nope, I was just lurking longer than you 
the real shame of this new and godless era: nobody will continue making this mistake /j
And the added hearts while having the mask on should be a different color.
I confused the two of us... what a new low
Yep. But just when the mask is on
I'm not sure about the 'added' hearts part. Recolouring the entire hearts bar when the mask is on is definitely doable with CP, but if you want to have both the real heart colour and added heart colour then yes you will need Harmony
Because the game doesn't know that your fake values are fake
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
you can message Bouncer for it, which will send a message to the server mods
You will also need to be level 25 in this server.
Wait. What about RenderedActiveMenu. This could work. It would redraw the hearts. Right
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.
What was the command for checking this again đ
You can use /lvl in #governors-mansion
A simple if Funktion could work. I hope. Donât want to use harmony
i think you should be green just for the sake of it. honorary green to bring back the mix ups
if it helps, I continue to make the mistake sometimes
You will absolutely need to use Harmony
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
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!
Probably not very, though it'd require C# since CP can't make custom menus for the computer.
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
Assuming I understand you right then yes it would get messed up if it was ever translated to not be the characters Internal name
Yeah that's what I meant, if Emily's display name isn't Emily in a different language. Got it, thank you!
Just don't use that token for the commands themselves and it's fine
okay!
!startmodding If you have prior C# experience, you can jump right in and start fiddling with things to see if you don't want to start with a simpler idea. If you don't have prior C# experience, then learning that would be a good first step.
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itâs easier to start with making content packs, since you don't need to learn programming.
okay thank you!
Is there no "for developers" version of SMAPI 4.5.1? I can't find one on the webpage.
There is not
4.5.0 retired the developers version. It is now configurable in game via GMCM
Oh nevermind I saw the release logs.
Can someone send unpacked Content/Maps/Farm_Island.tmx ?
I accidentally saved my custom map on original file
!reset
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.
I'm away from the puter right now. Could anyone give me the text of any letter from Marnie in particular?
I need to analyze her writing demeanor for a letter of my own.
I've got it. Should I send it here?
Please do.
Whoops I sent you a dm. But anyhow I got all of marnie's letters
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",```
ty!!
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
cuz rn my tmx file in a mod folder uses sprites from unpacked content folder
"All the textures the map uses" is not exactly right
Yeah no, you should not include those
Wait so when I load the tmx its gonna use files that the person already have in their content folder?
as long as the relative path is right
I only have to include custom tilesets I made then by this logic
Are you using tilesheets in the unpacked Content/Maps folder?
yes
Then you don't need to do anything extra
but tmx is in my mod folder
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
You just need them when you are making it so Tiled knows what to load basically
!tilesheetinator
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.
This also helps
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
wait these are from content folder
my bad
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
Content/Maps specifically, you don't have to do anything special
oh I see
anything else in there, two dots and the relative path
for the current version of smapi you can now also use tilesheets from other folders!
Yeah that's what I'm saying how to do. I think.
unless I'm saying it wrong, oh no it's easy to make me doubt my memory
Big mood
ngl I was probably reading your message wrong lmao
this ways exists just in case some other mods change the textures that farm may use right
so I dont override these
Yeah
fair
Or so you don't bloat up your mod folder with copies of files the game already has
on second read it looks like you had the full explanation, I just canât read (what else is new)
for a first ever mod I hope some extra kbs wont explode my pc but this is def something to keep in mind
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
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
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
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
so it keeps the textures and stuff
since just copying and pasting tmx in mod folder cant see the textures
thats why I was confused
ah yes, that causes issues
if you save it inside tiled to a new location tiled âfixesâ the paths
but for our purposes, it actually breaks them
so I have to save tmx in the same folder original unpacked file is
and then I transfer
so it keeps the texture file for the future
yup
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?
They have to unpack the zip but yeah, thereâs nothing else needed but your modfiles, smapi, cp (and if you used any frameworks, those as well)
I don't use anything I think, only cp and tiled which just a software ig
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
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
maybe? let me see if I can find the rules page again
or the game
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.
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
That wouldn't be necessarily connecting to the internet though, since it would work just as well offline
Presumably
But I'll admit I'm not fully familiar with using NetRoots directly
I mean for single-player and splitscreen it wouldn't even be needed since I could just use a static field
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
true
Unlike making a fetch request or something where you are the one doing the actual connection
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
Otherwise if it was that strict I'm pretty sure every mod that uses SMAPI messages would be barred
well previously I thought I would need to ping directly to create a connection
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
I think I can do it in a nexus-safe way via GameServer
We do have a blanket exception for networking stuff through SMAPI's APIs, at least: #making-mods-general message
There's also that tentative NetField API for future game/SMAPI versions as well that may make it even easier in the future
Pls help. Im working on my Mod wich adds masks from majoras mask. But I canât get a good idea how to make this mask uptainable. Maybe a new pov for the majoras mask. Iâm 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
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
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
is this for an event?
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
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
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
Ok, I'll adjust my cords then, because it sounds like it should be automatically warping. 
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
Oh, sorry, ok đ
or just move them all the way off the screen, but YMMV with glitches trying to walk him through walls
i assure you you're allowed to use netfields without violating nexus policy
any mod that sets Position would be immediately removed
@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.
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
also, here's the code for reference https://hastebin.com/share/gotasikefe.java
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.
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
which line is line 241 in Rendered.cs?
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
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?
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?
Why would textureName error but not text /gen
It has to do with understanding what the game wants to broadcast
I just don't really understand TAS's and their weird writing stuff so I'll just defer to you 
Also, why would it work in one location and not another then
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)
Oh I just assumed it was this same exact code running in both
That's weeds, aka springobjects index 0
unfortunately i do not understand this message so i smile and nod
It's one of the few cases where "what game wants to broadcast" was hand rolled so it's pretty minimal
Oh yeah, I'm aware it's springobjects! I use a different texture, but I'm guessing it's because of how I called it that this error appears, so I'm currently fixing it 
It worked 
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"
â ď¸
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?
not without C#
definitely possible with C#
the colors are hardcoded somewhere
this one used to exist, for example https://forums.stardewvalley.net/resources/prismatic-pride.81/
it still exists but I'm not confident it still works
i see, so its not possible by using content patcher only then? time to start learning some coding then i guess
ooh good luck!!
with C# modding the only limit seems to be one's sanity
ive tried to learn C# so many times but never have been successful lol
hahaha, or i could just stick to the 4 colors in the existing palette to keep my sanity
thank you for answering btw!
nahhhhhh it's more fun going insane!
sounds fun tbh, but i think i'll just stick to drawing stuff for now and worry about the coding stuff later
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
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
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
Neat
And for many things that are not, there are other supplementary frameworks that will still let you use your CP mod to do it
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
Well you'd need to specifically write it in your json
But not C#?
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
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
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
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#
Is there any "template" mod? A blank NPC to modify and add stuff to
The first bullet point in that command has a template NPC in it somewhere
Neat
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
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC
This is a pretty good tutorial and might be helpful to you
(That's the one in the first bullet point in the governor command)
(oops)
Thanks anyway
Yeah
Rock Lee?
No it's like, an actual moving rock lol
Dwayne Johnson
A pebble
The Flintstones' baby?
Omg lol 
(the rock doesn't move and I didn't make it as a template but the tutorial kcspace linked is good)
Ohh ok mb 
hi!! im trying to make an edit of the jojamart and it keeps saying my texture is too wide for the map đ its the exact same size as it is on the tilesheet, so im really confused? does anyone know why itd be doing that?
Can you share the exact warning message?
yeah one sec
ignore the name đ 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
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
gotcha! ill give that a try ^^ thank you
Sorry, I can see how what I said would hard to understand... đ
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.
oh don't worry it's a me problem
Only issue I have left is that I need to account for differing zoom levels, because they mess my viewport clamp up again 
I'll figure something out I guess though!
unfortunately there is no accounting for different zoom levels. making it good enough is important
Basically, someone playing with 200% zoom makes it so they can't even see the character
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
Can you not use the viewport clamp
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 
I can, and I probably should đ
i should also mention that resizing the game window during events completely destroys the viewport
I am confused because you have been saying viewport clamp this whole time Parcy
Yup, that's what I've been doing
the whole system is very fragile and i'm not currently interested in fixing it hahah
Then why did you say to Atra that you should do so?
Oh
ok i genuinely dont know how ive managed this but somehow following these instructions has done exactly nothing but. overwrite a bench? đ
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
I was agreeing that, yes, I could just not use the view port clamp
The map property
Ah, I thought Atra was suggesting that you should use it
The one on bus stop
!json Can you please follow the instructions in the message below to share a link to your json?
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.
It's ok though, because I did have an alternative in mind, I just continued down the view port clamp road because I wanted to learn how to do it, and I slightly prefered the outcome with it on
Is your source image 512x160 or have you got the entire town tilesheet and have only edited the jojamart?
I was not doing a map property, it was a json command
source image is 512x160, i cropped it
Ok that is good. It should be right then, let me double check my numbers
You aren't using any other mods while testing this, are you?
Oh I am an idiot sorry
just cjb cheats + debug mode and, like. one other mod i made that just adds food
I was looking at the wrong number in aseprite so I gave you the tile coordinates not the pixels
also, thanks, I'm glad I realized that through this whole debacle. I'll keep that in mind
Your ToArea y coordinate should be 832, not 52. My bad.
it works! thank you so much!!
Is there an event mod that lets you pick what event to continuously test after you've already seen it?
Debug ebi, no?
is ebi a command I'm missing or something? đ
You just reminded me that I do need to look at more of what debug has to offer
debug ebi <event id> lets you play any event regardless of preconditions
Or whether it has already been seen
You can just use the up arrow key to get the last command
Or press it twice to get the second last etc
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?
debug đŚ
wait, I'm supposed to be doing it in the smapi console right?
yes but you can add a line in your save file iirc and then debug commands work in the ingame chat
Oh, interesting
You do it in the console but it's not to copy and paste
Oh, ok
You just press the up arrow and then enter and it will run it
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 đ 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 đ
mac's return is the same as any other computer's enter
I'm not sure why I can't get it to work. It's not the end of the world though
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
Oh, at least I'm not alone then!
It may not work on Mac either, idk
thanks anyway for the tip!
I am really side eyeing Linux about this though. Linux is the command line OS.
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
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
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
you'd have to get used to the different keyboard layout + other things. I just tried, yeah you can't go back to old commands on mac
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
I think SMAPI has some terminal related code in it somewhere but I don't remember specifics
thanks for double checking 
I do like how I can view folders as icons on mac. that would be a feature I wouldn't want to give up
there is technically this with command up and down but it's not the same
yeah! that's what was happening to me
I guess it makes locating it to copypaste a bit easier
https://support.apple.com/en-ca/guide/terminal/trmlshtcts/mac here are all the short cuts "select and find text" you might find something useful
Thanks, I'll save this for later
copy and paste my beloved
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
Oh, I am 100% copypasting it too... I just meant, theoretically, I'd need to "type" it in each time vs an even easier shortcut.
at last. another debug ebi enjoyer đ¤
wait there are non ebi enjoyers?
I see a tutorial
it says to examine the contents to understand them
I examine the contents
I do not understand them
chat am I just stupid?
It's literally just Content Patcher
prawn-flavour in particular
Does anyone have any kind of video tutorial for Content Patcher?
I love debug ebi
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.
If you're trying to learn Content Patcher, the docs are a great place to start: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
this is usually an issue with your location being inaccessible or not existing
Iâm unsure where is the proper place to ask about mod recommendations so i figure here is ok?
-# If itâs incorrect please let me know!
I just wanna ask if anyone knows any genuine performance enhancing mods for huge modpacks? 
'no valid path' typically refers to pathfinding, which requires some combination of NPCWarp/Warp map/tile properties
Ah, okay. I have NPCWarp for her but not regular Warp for the player (yet).
you would be wanting #modded-stardew but the only genuine one I'm aware of is SinZational Speedy Solutions
oh wow custom community centre still uses iassetloader/iasseteditor. what a relic
well there's your problem
pre-inventory too. just a chest sitting at vector2(-modid)
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
There are no up to date ones that I know of. And I wouldn't expect you to understand much of the docs just from reading them. Try following along and making a little mod or reading a simple mod from someone else and just break it down into parts and try to understand the parts.
there are many errors đââď¸
gusonabike.cs survives by virtue of just being a lowly critter
Thank you for letting me know! Ill be sure to put my DM there instead!
You don't need both. If a player and NPC should be able to go to the same places, just a Warp will work for that. NPCWarp is for when you want an NPC to be able to go somewhere that a player cannot (like a waiting room).
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
is "duration" number of seconds?
it depends on the context, what data model is this in?
sorry, its in buffs
I'm trying to balance the ex-Passerby crops better
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'
ah, it's on the objects wiki page. duration correlates to ingame minutes
which matches the default / 10 * 7 above
ah cool, I saw that but it didn't have the formula with it.
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
Yeah. Thanks!
How would I make a mod that puts characters in the game?
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Can you have 1 trigger action entry work for multiple triggers
How many lines of dialogue should a new NPC have, roughly?
Look at how many lines vanilla npcs have
Look at how many lines some modded npcs have
You're probably fine regardless
That is very much what I am trying to do, but I genuinely don't understand what it is. The "just modify" thing for me might as well just be as randomly pressing buttons I honestly have no idea what I'm supposed to do here
Thanks but as I said these really don't help me
I appriciate the link, I know it's a me thing
But, yeah
When you say you have no idea at all, do you mean that you don't know how to even open a json file to find the json to read? Or is it that you're trying to make a manifest but are stuck on what the fields mean? Something else? If you give specifics, someone might be able to guide your feet to the right path.
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!
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
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?
"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
I'm not sure what you mean when you say event. Do you mean like a cutscene?
As for how to understand the things, perhaps it might be helpful if I find you the link to the json tutorial so you can first understand what json is and how it's formatted.
No sorry I meant like the event of triggering something to happen (a dialogue) not like a cutscene
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).
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#)
@clever jacinth Here is the json tutorial by Button, in case it helps: https://stardew.button.gay/tutorials/json
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
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?
.gay
Yes I understand what CP does I don't really want to learn much more than knowing how to add an NPC (though I know I should start with injecting dialogue first)
Yes, the value in the tokens (e.g., CFE_Dwarf_LemonStone) correspond with keys in the json files inside the i18n folder. If you find the default.json for that mod inside the i18n file and then search for CFE_Dwarf_LemonStone you'd then be able to find the text that will be visible in game.
at the risk of sounding glib, an NPC contains a dizzying array of interconnected parts, so getting one fully fleshed out will require knowledge of many little subsystems the game uses đ
i agree you should start with something simple for your first mod. it doesn't have to be injecting dialogue but that's a good one to try
You might be able to use BETAS to trigger dialogue on item use, though I don't have knowledge of a specific traction to tell you to look for
oh, sadly that one does not allow questions :(
Yeah I supposed
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?
learning how to create maps (assuming you're going to create a new home/area for your NPC)
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 ^_^
Alright
Right, that too
It is doable with Content Patcher, no? Is there a tool for actually visualize what you're doing?
I think the tool most mod authors used for map creation is Tiled
Tiled is the map creation tool
Neat
Aba, is there a command for tiled? 
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
Neat
ah there you go
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.
Gift tastes, marriage dialogue and schedules if they're romanceable
My recommendation is to start with dialogue
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
The very first NPC I might try to make is Krobus' cousin, Krobus Two
Ignore the birthmark
Dialogue page of wiki to explain dialogue keys, portrait commands, line breaks etc: https://stardewvalleywiki.com/Modding:Dialogue
Neat
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
Yeah
How long does it take to create custom furniture and how difficult is it?
Iâm considering making a furniture pack for the modfest as my first mod. But iâm also doing a map edit to the farmhouse that was intended for personal use but iâm now considering publishing, so just kinda wondering whatâs feasible :)
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
You can use chu's mod smithy and make your furniture mod right in your save! It's very easy to use and chu is very helpful https://www.nexusmods.com/stardewvalley/mods/41037
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.
Ah ty both!! So not the hours to make that I was expecting yayy 
oh wow mailia ty for the unintentional heads up, i didnât even realize a modfest was coming
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?
I didn't know either until yesterday when someone linked it 
Nope, not that I know of. The part of the data that controls whether items can be put upon a piece of furniture is its type (like table) and you don't have any control over what each type allows. It just follows the vanilla logic that's hardcoded for it.
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?
Hmm ok now you are testing the limits of my knowledge
Gotta ask the big questions
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
You can place the wallpaper catalog on top of the furniture catalogue 
the appearence yes I think but with smithy I have no idea
Oooo I can? I'm fine if I have to do this 1 item manually on CP or FF lol
I am not sure what soup is thinking of
No
(Without c#)
Making the tablecloth its own furniture item?

"tilesheet size" type decor but I feel like it would incredibly weird and you can't place objects on top of it
Hmm, that could work ig, although wouldn't that let it be placed in other places that aren't on top of the theoretical table?
Usually the items that get placed upon tables are (O) objects which can't be more than 1 tile in size
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)
huh is the vanilla globe, ship and bowl objects?
More so just the 2 side pieces with the silk over the top, not the dome part, but just to give an idea lol
I don't think it's possible to have that interactibility without c#, so it'd be easier to do it like a furniture
@pale river You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
Ooo congrats!!
Is there like a Stardew map maker? I'm tempted to try out making some stuff for my custom town
Yeah I don't think there's any way to achieve that without a bit of jank (outside of C#)
!tiled Yup, we use Tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
sigh alright lol
I'd be ok with jank as long as it works if you have any ideas 
I recommend looking at base game maps and editing your map in them. Don't use greenhouse or witch swamp though, they're kind of janky
No they are furniture but as you see Mailia is not keen on the idea of making the cloths furniture, but I agree that furniture is the best option
Like soup has suggested, furniture I'm afraid. Just tell your players to not put them anywhere else lol
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
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
Whoa Tiled looks pretty cool...
What about using mmap draw layers
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
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?
mmap draw layers?
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.
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
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.
Ohh interesting, is that difficult to learn or feasible?
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.
You're probably right lol... but it would be really cool to me 
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?
I love interactiblity more than functionability as well, but it's just pretty hard to do modding wise
Yeah that's a good idea, I just wanted to know if it was at all possible before making sprites
This is giving me the idea for table style furniture that you can entirely change the appearance of by placing different items on it... 

dang my cranberry candy turned my table blue
Definitely don't go all out making your sprites until you've got a working prototype with placeholder sprites imo
Sand candles you can use a shovel on to change how they look-
(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)
I mean yeah that too lol
I love doing proof of concepts
Alright i'll go sprite some things-
aba may I please become a cheeto
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
Also i'd just need CP and MMAP as dependencies(?)
You should be right to! DM Bouncer and we shall guide you through the tunnel of orange

Cheetoified
CP as your ContentPackFor and MMAP as a dependency, yes
Perfect ty ty
Wait for the playstand itself are there mmap requirements?
Like size wise
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
Ok thank you, that's what I meant lol- words are hard 
Just in case there has been a miscommunication: using MMAP will not allow you to do your original idea of having a separate wider-than-1-tile cloth item that a user can place on the playstand to decorate it but which cannot also be placed elsewhere, like e.g., the ground.
But using a colored cloth on it will still change the appearance, right?
No
Or would it just cycle through the appearances?
Neither
How do I open maps in Tiled?
Just double click on the file
In your file explorer

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
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!
AHHH thank you so much
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.
Wait so how does mmap work then? You use a config to determine which instance of the sprite shows?
Also wondering about this? How would that be done?
Yes, which, as I said, would be the same experience for the user as if you just made a CP mod doing that
Ahhhh ok
(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)
Ohhh ok lol
What if I make the playstand 2 pieces of furniture that are each 1x1 and just go next to each other?
That'd even allow the player to have a silk they can choose 2 different colors for? 
(sorry ik i'm asking a lot of both dumb and hard to answer questions)
Ok yayy now to see if this is possible in sprites lol
@pale river 
damn, I hate how affected I am by external factors... NexusMod's modfest may have me actually publishing my mod within a month??
modding started with aba, path to cheeto ended with aba 
Yayy congrats!!! 
DH was my wise mentor
fingers crossed. at the very least, I'm more motivated to get it done!
I like feeling like I'm a part of something, ya know?
And he was the one who actually sprinkled the cheeto dust because alas I am too appley and got it all clumpy
I'm still trying to decide if I should finish one of my existing projects or start something new
or both??
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 â¤ď¸
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
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
I would be shocked, personally.
that's a future Kristin problem though
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
if we all got into modding for the flash, there'd be like 10 mods, and half of them would be NSFW
maybe all 10 tbh
oh that's not why I do modding, but for the competation I want something that draws the eye
examining my track record, i don't have any illusions of releasing something competitive, but i do have an idea for an entry
realistically, the most competitive thing would be a framework mod đ
and I hope that nobody is just sitting on one of those for a competition
DH table changing framework incoming- /j
I have a framework mod that is basically ready for release, but I don't have anyone using it right now
as it turns out, i have several unpublished frameworks
bahahaha well there you go
I also have several other framework projects with less work done on them
I just think it's funny that my monkey brain is excited about the concept of a competition
Some day...
I also have 2 unpublished frameworks! but it's only being used by unfinished mods
I will just learn to draw like PlatinumCats and win the whole competition. Simples!
wow, I'm so excited to see all these frameworks
Same!!! ahhhh
Stardew and Relative Dimension In Space?
i read it as sardines
The more frameworks, the more options I have for mod chaos 
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
EMU, which adds emus to the game
we got sardines and emus so far
it used to be called MUMPs but people kept complaining about it being named after a disease so I changed it
bahahaha
(What triggered the warp was just me pressing a key, because very early version.
)
Could someone point me in the direction of starting to make your first custom farm map?
is this your first time modding?
Iâm in the process of making sprites for a different mod but also want to get into making farms
I have so much respect for you map modders
the specific documentation for custom farm types is [[Modding:Farm_data]]
if you've never worked with content patcher before, you may also want to check out !gettingstarted
(Has to go at the start of the message)
Also I think that's the mod use one
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itâs easier to start with making content packs, since you don't need to learn programming.
Yeah Iâm getting familiar with my way around the modding wiki
Where is Claude to tell me to go to bed when I need xem lol
go to bed
sorry, I can't be xem. but I'll still tell you to get some sleepies
Iâm saying this but honestly itâs a maze sometimes hahaha
Go to bed
honk shoo
food will spoil
Does anyone know what the teams are all about for the modathon? Like is that a way to help with another person's project?
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
Ah got it, thanks!
thought the mod contest had started already, oops. here's a mod anyway. https://www.nexusmods.com/stardewvalley/mods/42592
They are specifically only considering entries between the 26th and 26th it seems, too. Gotta get working on something new! 
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.
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
An artificial deadline may be the only way to get me to finish a project, lol
haha yea it works
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?
âfile structureâ makes me want to call BS but i donât actually know
most of my takeaway here is that saying SVE has a more modern and organized file structure is a nuclear take
(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.
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
i do think this would bring minor gain at best and this person doesn't sound knowledgeable
But also sve does a lot of midday edits etc which mine doesnt.
itâs way more important for the author to be able to actually find stuff than to save 0.0000000001 seconds
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!!!"
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.
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
Basically my thoughts as well
ignore them, allow them to do whatever for personal use but no release and move on
And i dont want to reject it just because theyre pissing me off.
i don't think i've ever had issues with scarp
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.
Super excited for the mod fest. Literally came at the perfect time haha
yeah i've had some performance deals with dtz before
And i have very few on time changes, if any, now.
even that's not that bad tho
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.
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
what's really nefarious about ontimechange is that only one mod has to do it on a hot asset and then every mod's patches have to re-run on time change even if they didn't request it
This is how yhe conversation started btw
When you say "hot asset" is that the map?
I think i changed all my ontimechange to onmapchange
yeah that's weird
hot meaning used a lot. cursors, for example, since it has so much stuff on it
Anyone here with Tiled experience? I am. struggling :')
Cursors files my detested
This is obviously speculation on my part, but this is giving "i want to vibe code a version of your mod"
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.
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)
Oh i 100% was not going to permit that.
Its an idiotic thing for someone to ask really.
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
if i find anything in ES+ that seems like an issue i'll let you know
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.
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)
my problem with es is i can't date aideen or nora IRL
Aideen would be impossible at times, im sure.
no doubt
Shes so dramatic
What are you struggling with?
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).
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
yeah the directories in tiled are a nightmare
i just open mine in notepad and cut out the directory climbs lol
oh buttons has a tool for tilesheet climbing! if that's the issue i honestly got no clue
Map Fixer: Upload .tmx files to fix common map errors.
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
oh, you just trash em, the game knows where to find the tilesheets bc of the title iirc
it's incredibly non intuitive
my current folder setup, if that helps :")
a lot of weird little edge stuff with tiled tbh
!tilesheetinator use this and delete all vanilla assets from your mod folder
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.
yeah, afaik you gotta climb the tilesheets to edit them and then un-climb to make it work in game
still have yet to solve the mystery of the floating hay in my barns
Ayy, i'm also trying to learn tiled today
woooo!
and ofc remember to name your tiles with tile data TileData
you can do it 
okay, step by step: Ran it through this tool, killed the tilesheets. What do I do from here? I have one custom tilesheet (VaelExterior) and the other two are vanilla , I have the Tilesheetinator plugin, how do I reconect the tilesheets correctly?
Can someone send that link on how to mod in characters?
uhmm command + period iirc
!npc :)
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Thank
I infamously suck at mapmaking so pls take what I say with a grain of salt 
Progress? I think?? they dont appear on the preview but I assume the location path changing is... good?
no worries I will take literally ANY advice haha
in that case i shall sit and wait patiently until I am saved from my Tiled Hellscape
tysm either way haha
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
it's this button for mac to use the tilesheetinator
ah yeah that too
yep thats what I just did that made the location blank
sobs
Ty for your effort soldier o7
iirc I tried using this plugin to fix my tilesheets but it kinda broke my file too :/
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
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
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
you need to first use add vanilla stardew tilesheet to tell it where to find them
then afterwards I exported all tilesets as thx (or whatever is the tileset extension) in a safe folder
yeah i would highly not recommend this lol
same, it breaks things
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
Is that what I'm doing wrong maybe? I gave it the Unpacked folder, told it what file I was looking for within that, but the window just sort of disappeared and didnt seem to do anything
i'd advise you to try doing them again manually... tiled can be a disaster but it's "simple" in the way it works, so maybe going simpler can help 
same thing happens when I try and use the "manage mod tilesheet" option
if you give me half an hour iâll give screenshots
tysm
this option is for adding your own
yeah, I have my own tilesheet I want to use for the actual new building
the vanilla tilesheet is just for the surrounding grass
hmm this can be true though, but keep in mind that this advice is probably for folders already in the Stardew/Mod folder, not in your creation/editing folder.. when you finish your mod, ideally you shouldn't keep the tilesheets in the same place and add recolor compatibilities in a separate folder and code to find them both
but for editing?? not so much :/
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)
try doing a different way, make a new folder just for editing maps, add your tilesheets in there and the tmx you're working atm, then just link the tilesheets in the same root 
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 donât have to do that
i'm down for that! so then it'd look roughtly like this, + a patch in content.json?
yep!
ooo yes yes
you can load them all in one patch using TargetWithoutPath
This helps if folks want to piggyback iff your mod or create a recolor
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
is there a rough guide for doing this? I'm still learning content patcher too I fear
look under tokens in the CP docs
ty!!
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 ("
đmanifest, đcontents, đassets"), and an editing folder for quick fixes (all tilesheets and files needed for the tmx to open in the same root)
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?
Oh, didnât 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.
can you explain what youâre trying to do with the configs?
yep, the subfolder prevents the map from just using the tilesheets in the same folder and instead use the asset in the pipeline
i want to make the npc portrait size based on what user pick on settings
are you using an existing framework? i havenât heard of JP98 HD portraits
yes, it is new framework that i can find
the framework it self works fine
https://www.nexusmods.com/stardewvalley/mods/41608 is it this one?
yes
okay let me look at their example
okay thank you
"portraiture is outdated and dying" is a pretty hot take though lol
this is my first time using HD portrait and many of them i see outdated, so this new mod is lifesaver
okay so actually you just need to remove the config. from inside your token
just {{All}} will pull the value
what is the intendewd purpose of HasValue:Abigail?
damm just tath simple but i never thought about that
is it because same lvl as content.json thats why no need specify the file path?
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
oh i was planing on if this npc has own settings then use it instead All
not sure if its work or not, still blind test
gotcha, so if the intent is to enable/disable it just for Abigail, you would probably instead want to work with true/false

give me a few while i get those tiled screenshots for the earlier conversation and i'll brb
oh right, thanks for the help, finally i can move forward
Map>Manage Stardew Tilesheet Mods>big plus at the top of the popup window>click Browse in the new row that was created>choose your FOLDER, not your FILE (if you're following best practice, it would be .../maps/tilesheets with the ... being everything between your root and maps folder)> click the > to add a tilesheet from that folder to the current map
to set your unpacked maps folder: Map>Choose Unpacked Maps Folder>Browse>select Content/Maps from your unpacked files>Set
to refresh, use ctrl+.
could NExus not have done this competition when I actually had something cooking shakes fist
holy crap
I was doing exactly this, but the window (with the Tilesheet Mods) just closed every time I tried to add it
I went to screen record, put my application in fullscreen...
and it worked
I suspect being on mac and not fullscreened made tiled angry????? I dont really know, but it seemingly works now! So! Thats a win
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
Absolutely hate mac, if I had my desktop with me i would so be using that, but alas
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
Can someone pls help. Iâm working on a majoras mask mod. When woren all npcs below 8 hearts gets fake hearts. Letâs 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 donât get it to work. Any idea
How I could achieve this
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."
Either you put the tilesheet where the map is or you "load" it separately
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
oh! thank you, I'll test it out
blanking on where it'd be exactly on the wiki, but an example should hopefully help
{{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
Load it to Maps/VaelExterior
slight correction: load it to Maps/{{ModId}}_VaelExterior đââď¸
best practice!
you'll probably need to rename it inside your tmx but it'll prevent compatibility issues
truth, I was just accounting for getting it working since the map currently points to VaelExterior
yeah, one thing at a time for sure
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
your target cannot include assets
the game expects maps and tilesheets to be inside Maps/
Ohhh
So i just have it one step too far out?
(Also, you absolutely need to make sure you are matching the case sensitivity on your stuff here)
however if your map is also loaded to Maps/VaelExterior you'll need to distinguish them somehow
yeah macs are picky about case
"Assets/Maps" is not the same folder as "assets/maps" on some systems
(this goes for all parts of the path, including file name. Unsure about the extension. Probably match the extension anyway)

why is it,, nonexistent,
its right there im so lost
I fixed the capitalization an everythin
your FromFile DOES need assets/
You are missing the assets part

target = no assets, from = assets
even though target looks like a filepath, it's not
it's Complicated TM (i can go into detail if you like, but the TLDR is targets are abstract)
thats super fair
Im just grateful yall are so patient with me
ofc
now the issue is coming from the section thats supposed to actually place the house, not load the tilesheet?
... I think?
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

chat am I just stupid?

