#making-mods-general

1 messages ยท Page 545 of 1

scenic ferry
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|| CLINT????????????|| no shot. || That Blacksmith I Hate Fr||

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thrilled for || sandy|| though ||girly deserves the love||

autumn tide
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agreed- ||hopefully he'll get a redemption arc tho?||

rough valve
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Sorry if this is off topic, but this is glorious stuff.

autumn tide
scenic ferry
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||I mean I already marry emily most my runs anyways I see no issue||

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Oh!

Reminded for absolutely no particular reason...
How hard would it be, hypothetically, to make special dialogue if using polyamory sweet and married to another candidate?
For example, my NPC is friends with the wizard, and if you marry both of them says something accordingly?

autumn tide
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hmm, shouldn't be hard at all

scenic ferry
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I should really focus on finishing their base marriage functionality before adding extra details like that but what can I say, I love me some small details

autumn tide
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just two seprate objects with 'whens' for the marriage dialoge

autumn tide
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wait you're busy rn- IGNORE

scenic ferry
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LOL I'm really not that busy, I just cant have headphones on

vocal knoll
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maybe a stupid question but how do you check what level you are ๐Ÿ˜…

scenic ferry
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but im afraid i have to save something for you to see when the mod comes out, I cant spoil absolutely everything for you!

scenic ferry
autumn tide
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okay!

scenic ferry
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I could use ideas for the events particularly. They have dialogue, but they're all kind of just standing around infront of Vael's house not physically doing anything haha

autumn tide
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same here but 'mod coming out' is prolly an 'if' atp- /hj

scenic ferry
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Would it be okay if I DM you? ๐Ÿ‘‰ ๐Ÿ‘ˆ

autumn tide
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go ahead! thanks for asking first :)

mint spire
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What's the requirements on making a mod? Do I need a fancy drawing pad ๐ŸฅบI do apologise if I sound silly but how do I get started on creating something ๐Ÿฅบ

hollow hatch
ruby marsh
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Hi, what's the best way to cancel an NPC's schedule for the current day in order to teleport them somewhere else?

hollow hatch
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and the game uses pixel art so if you want to do sprites, a mouse should be more than enough

mint spire
hollow hatch
urban patrol
vocal knoll
urban patrol
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governor?

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governor down oh no

mint spire
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If I want to make let's say a ladybug pot ๐Ÿฅบhow did I go about it

uncut viper
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Governor is having a Little bit of trouble right now. Just a little bit!

urban patrol
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hereโ€™s the start modding information

vocal knoll
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I may put out myself for comissions on pixel art especially with ModFest 2026, anywhere I can post it that people will see?

urban patrol
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i feel like iโ€™m in the stone age having to use discord search instead of my good friend The Governor

subtle condor
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Now, I don't wanna crash the vibe here XD but mayybe, someone knows why the heck my temporaryAnimatedSprite doesn't do anything? XD I have this: temporaryAnimatedSprite TileSheets\\animations 0 1920 256 64 200 4 30 61 34 false false 1 20 1 1 0 0 but it just doesn't do anything. This is the pixel area of fire btw. I just can't figure out what the problem is XD the code definitely uses the animationssheet

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Of Course this is part of an event script. When I do just a temporarySprite, it works, but I'd like the features of this code with the loop and zoom settings

urban patrol
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my first instinct is that some of those need to be floats not ints but i actually think that got disproven. iโ€™d need someone to look at the decompile to confirm

uncut viper
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An int can get parsed as a float just fine

subtle condor
uncut viper
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It's vice versa that you need to care more about

urban patrol
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gotcha

uncut viper
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4 is a valid float. 3.2 is not a valid int

subtle condor
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At least numberwise, I've tested many things, also for the fadeout value (which requires an 'alpha'), but nothing works

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waiiiiiiit, apparently I never tried putting the alpha to 0. And now I actually see the fire. How in the world did I not test this? SDVpufferwaaah

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Well, I guess, I found the error then XD

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No the problem was someone else. Whatever, I have zero idea what is happening, but at least I see something now and I can test around better XD

quasi crow
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can someone tell me how i go about locating the dialogue keyed in this?
this.addMarriageDialogue("Strings\\StringsFromCSFiles", "NPC.cs.4462", true);

torpid sparrow
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go to content unpacked

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strings folder

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open stringsfromcsfiles.json

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i think SMCPufferSquee

half tangle
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!unpack if you haven't already

ocean sailBOT
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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!

quasi crow
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ty

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github page won't load rip.
guess ill come back to that...

ornate trellis
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me: opens game to test my mod
smapi: system error. idk man sounds like corrupt memory lol

subtle condor
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Wait, I am super confused. So, when I change the 14th entry, meaning the scale, I can put a float number there (like 0.25). But when I put anything in there except zero, the object just doesn't appear at all. When I do put it on zero and the next entry (scale change) to zero, my flame appears 4 times the size. The wiki says, the game zooms in 4x already and I am assuming I multiply that with 0 and that's why that is happening. When I put the number at scale change to, lets say, 2, the object appears twice as big. Naturally, I thought, maybe I can just put that one to 0.25, but that only accepts integers, so it breaks. Meaning, I obviously have to put anything besides zero at the entry before. But it just makes my object disappear, why? XD

scenic ferry
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When making Marriage dialogue, does it have to be in its own json separate from regular dialogue like on the NPC Data wiki page?

ornate trellis
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so, how am i supposed to ask for help with my mod and the log when the log isnt showing all the message i saw before smapi closed itwself? :I

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i mean, i do have a screenshot of the message tho

ocean sailBOT
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Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 63 C# mods and 45 content packs.

brittle pasture
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that's the ol AVE, only fix is shuffling your mod list around a bit

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randomly disabling, relaunching, and reenabling C# mods

hallow prism
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since i can't post images in #archived-stardew-memories here is my concept art of "if only the game had a way to customize farm building" that lead to my first mod. Years later, CA would add paint to the game.

latent mauve
scenic ferry
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Ty!

fallow musk
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is there any way to apply the standard furnace animation(wobbly expansion contraction thingy) to any custom sprite without manually drawing the frames?

brittle pasture
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outside of making it a processing machine? dont think so

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though maybe you can do some madness with temporaryAnimatedSprites if this is for an event

mystic pecan
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meanders in here. if i just so happened to be out of the loop for (checks watch) 2 years and was wondering if anything major has changed in game (specifically around sprites and portraits) ... is there an easy way to catch up?

brittle pasture
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1.6 was nearly exactly 2 years ago, so it depends on whether your checkpoint was before or after

hallow prism
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looking at the wiki for update changelog, and unpacking game files

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!unpack

ocean sailBOT
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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!

mystic pecan
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if 1.6 was the update that reworked a lot of modding stuff to make it easier, my checkpoint was before that

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right before that actually lmfao

brittle pasture
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yeah lots changed; as lumina said definitely unpack the files

mystic pecan
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YesHoney The Dreaded Unpack. alright well thank u guys, time to dig in i suppose

ornate trellis
brave fable
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yeah simply perusing the unpack is the best way to get a feel for what's changed, though in a handful of cases (such as events) not all the existing data was updated with the new methods and formats and tools available

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for backwards compatibility (and presumably source history) reasons i'm sure

autumn tide
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hey! is there a way to replace certain sounds? misophonic and I wanna make a mod to remove eating/drinking noises by replacing them with silence

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the audio cues (i think that's the right word?) themselves to be specific

daring skiff
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Yeah, Target/DataAudioChanges and then find the ID of what you replace. I have noticed some weirdness of replacing certain sounds but nothing I specifically remember.

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Like gulp appears twice.

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I imagine when you replace it, it replaces all of the sounds.

autumn tide
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oh ty! i'll look at that once my cat gets off my lap LOL

torpid sparrow
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Is this the correct way to set up this traction? it didn't end up working

urban patrol
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why do you have it as mark action applied true? /gen

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you could also try taking the true out of the condition

unborn badge
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I just started trying to add items to the game but i cant seem to add this item to the game

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it doesnt show in the item list when i load it but it doesnt give a loading error in the smapi console

urban patrol
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what item list does it not show in?

unborn badge
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when i type list_items in the console

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and i cant get it in my inventory

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with player_add

urban patrol
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can you do a patch export of data/objects and upload the result to smapi.io?

unborn badge
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uhh i could try

calm nebula
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Try debug fin spagetpack

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Then upload log

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!log

ocean sailBOT
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Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

unborn badge
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๐Ÿ˜ญ

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maybe i used the wrong command to give the item to myself?

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do i need to use this command for modded items or could i use player_add if i do it properly?

lucid iron
calm nebula
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Player add is harder to do correctly :P

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Debug fin is fuzzy and easier to use

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Modded items work fine with player_add, it's more that I dont trust people to have used it correctly

unborn badge
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ah thank you this helps a lot!

quasi crow
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is there a convenient way to check if an NPC is a roommate?

spark shoal
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Late to the party, have you thought about playing multiplayer with your GF? It might be a way to collect resources together, make a special craftable item mod and then make rings for each other in-game and get married in-game.. I'm sure you can take it from there..

quasi crow
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seems like vanilla just checks if their name is 'Krobus'

lucid mulch
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their friendship status would be roommate in friendshipData iirc

velvet crane
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I appreciate the thought tho :)

lucid iron
quasi crow
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its specifically in 'marriageDuties' in NPC

uncut viper
quasi crow
uncut viper
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That's not checking if the NPC is a roommate

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That's specifically doing hardcoding for Krobus

quasi crow
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i know

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but i want to check ffor roomates

lucid iron
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Yeah marriageDuties is fugged

uncut viper
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Krobus can't stand outside.

quasi crow
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sinz's response is what i need

lucid iron
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There's like a marriedorroomate thing

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And it has the branch for both inside

uncut viper
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Well SinZ is slightly incorrect SDVpuffersquee It's on the Friendship object but is found in roommateMarriage

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the FriendshipStatus will not tell you if its a roommates situation

quasi crow
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well... yes. his response let me find it anyways :P

spark shoal
velvet crane
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Ohhhhhhhh

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I was considering that but im not sure how much trouble it would be to sync 2 player characters. Maybe since itll be in a pre programmed cutscene it wont be terrible?

spark shoal
velvet crane
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Oo ok

spark shoal
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That way, you'd be allowed into a cutscene where she could find a cool ring and get a note of proposal or something like that

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You'd need to load the mod into her computer, though since you prob won't want to make it public

velvet crane
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Thats true lol

lucid iron
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If u wanna C# u can make ur own festival which are events underneath

spark shoal
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Probably not super complicated to create a custom destination using the existing game assets, take an existing space and reshuffle things around, use existing deco to create a special spot

uncut viper
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Don't quote me on this because I'm not super familiar with events but I think it's even possible to make one that utilizes multiplayer farmhands if you knew in advance how you wanted to set things up

lucid iron
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And do equivalent of the egg hunt for the player control

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The pieces exist in vanilla, including mp event sync stuff, but u must assemble it

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Or u can just marry ur gf in game Dokkan

spark shoal
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Maybe an egg hunt where she's finding gold, silver, platinum ingots and some precious stones...

velvet crane
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Thats really good

spark shoal
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And finally a note signed by you

velvet crane
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I dont want it to just be "craft a ring" because I think that'd give it away lol

velvet crane
lucid iron
velvet crane
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Thats huge!! Also i gotta dip again for a bit, boutta write a structures exam. Thank you everyone for the continuous help!

fast knoll
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making sure the mod is showing up with GMCM

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I had titleScreenOnly set to false. ๐Ÿคฆโ€โ™‚๏ธ

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I was going to release my mod today but I'm having an issue with that
and making sure the format recieved in my Mailbox is the same format in Collections

torpid sparrow
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and yes ill take the true out i wasnt sure if it needed to be there

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bc

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i mean its phrased as a question

urban patrol
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so i was wondering if there was a specific reason you marked it true

torpid sparrow
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oh no

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meh

urban patrol
torpid sparrow
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Thatโ€™s good to know SMCPufferSquee

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Thank u

calm nebula
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MarkActionApplied controls whether or not the trigger action is one time or repeated

torpid sparrow
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hm its not working

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oh im literally just

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i didnt include the json omg

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no one look at me

void aspen
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Are all farm maps 110 by 110?

scenic ferry
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Whats the right way to actually add a spouse room? I have the tmx ready just.. dont know where/how to load it in lol

torpid sparrow
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huzzah it worked

torpid sparrow
scenic ferry
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ahhh that makes sense, ty!

torpid sparrow
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which reminds me

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i forgot

calm nebula
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You get teensy ones, giant ones

brave fable
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(note: 110x110 is giant)

calm nebula
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Bluebs faem map soon?

brave fable
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not likely ๐Ÿ™‚โ€โ†•๏ธ

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it'd be cool to add farm building skins for endless mod tho

calm nebula
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Japanese building skills when bluebs

lucid iron
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where ๐ŸŒ™๐Ÿ›โ›ฉ๏ธ๐Ÿšค๐ŸŒž๐Ÿƒ๐Ÿ˜๏ธ mod bluebs

brave fable
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damn you even got ๐Ÿƒ

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what if i told you ๐ŸŽ๐Ÿ๏ธ๐Ÿ๐Ÿ›

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maybe even some ๐Ÿชดโœ‚๏ธ๐ŸŒฟ

lucid iron
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the ๐Ÿ is news

uncut viper
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Plant cuttings to grow new ones, is what Im getting from the last one. Tree splicing

calm nebula
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Ooh!

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Realism in gardening

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When will u implement pests

brave fable
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not ever ๐Ÿ™‚โ€โ†•๏ธ

scenic ferry
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Question! How would I make the player and an npc kiss during an event? Gotta get the classic smooch in for their date, its a stardew tradition after all!

calm nebula
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Painfully!

scenic ferry
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oh lord

calm nebula
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Actually no, maybe there is a special code for it

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I originally thought it would be "careful position adjustments, specific frames, and a temporary sprite for the heart"

urban patrol
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yeah i would do animate/showFrame but perhaps using positionOffset as well

uncut viper
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Why not showKissFrame

calm nebula
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Because I didn't know that exist

uncut viper
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Oh probably cuz it aint on the wiki

urban patrol
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yeah kiss doesn't exist on the event page

uncut viper
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showKissFrame <actor> [flip] where flip controls facing left/right

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default false for flip

urban patrol
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i shall add it

uncut viper
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It might only work for NPCs and not Farmer

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so i would probably maybe give it a test first before adding it to the wiki

urban patrol
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i'm eventing tonight so i can throw one in to test

torpid sparrow
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Hi @uncut viper I'm trying to use BETAS to set friendship points to 0, but the event command isn't being recognized

uncut viper
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Are you doing /action

torpid sparrow
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oup no, that'll do it

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thank u

uncut viper
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BETAS doesn't register as event commands so yeah need to go through that one

torpid sparrow
finite ginkgo
torpid sparrow
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woo BETAS working and now my mod is more realism tm

lucid iron
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is there no double ended queue in C#

gaunt orbit
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a queuestack?

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is there a reason to not just use a LinkedList for that?

lucid iron
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well, i didnt know there's a linked list Dokkan

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but i thought about it more and realized i actually just wanted a normal queue

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i always feel kinda weird when i gotta do some leetcodeish code irl

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it feels illegal for some reason

calm nebula
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A queue is just a list but you start in the middle and keep a pointer to the first element

lucid iron
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u r right but i aint building my own wheels kyuuchan_run

fierce vault
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Well, I just started a new actual project even though I still need to update my mod and work on my current npc SDVpufferchickcry SDVpufferthumbsup

And Iโ€™m already getting scope creeped too!

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And Idc if thatโ€™s not a verb

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It is now

fickle thicket
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this might be a really silly question but what is the purpose of using the {{ModID}] prefix? Like I know it ensures the object will be unique according to the mod's ID but is there another benefit :P

ornate locust
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Uniqueness is important for compatibility

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Wait, there may be another thing, I think Lookup Anything can also tell what mod a thing is from

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if it has the ID on front

fickle thicket
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Ah okay SDVpufferthumbsup thank you

fierce vault
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Oh really? Thatโ€™s neat!

calm nebula
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Half the fun for me is building wheels

ornate locust
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But uniqueness is important so you don't have two NPCs named Steve in two mods and they don't work together because their ID is both Steve

uncut viper
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Lookup Anything is among at least a handful of mods that can identify the source of an item based on its mod ID prefix, yeah, so long as it follows the specific convention

fierce vault
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Iโ€™m actually having fun doing the art for my new project though, so I think I might be able to keep the groove and work on it for a month!

ornate locust
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IIRC of those Love In Deep Space mods trips over... I think RSV? Because they both have guys with the same name. It can happen

hard fern
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Zayne

ornate locust
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Yee that's the one

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double Zayned

fickle thicket
fierce vault
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So neither uses a unique id?

ornate locust
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Neither uses unique ID, yeah

fickle thicket
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but thats just another reason why lookup anything is goated

fierce vault
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Ok! That makes sense then

ornate locust
hard fern
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you can have an npc named Zayne and Zayne2 and they won't explode

ornate locust
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The modID is just pretty convenient as a unique identifier. Don't have to worry about someone else's Zayne2

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the Zayneverse

hard fern
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there is the rare chance somehow you and another author has the same modid

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but i feel like thats such a non-issue because of how rare it would be

ornate locust
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And it's easier to fix that problem

fickle thicket
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that means someone else would have to name their mod "{{myname}}.poop"

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actually no i can see that happening

ornate locust
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because with {{ModID}}, you just change the mod ID and it'll change all the places you used it

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(Other mods referring to yours would have to be changed more manually, but it's a much less likely problem than Two Zayne)

torpid sparrow
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its good bc im indecisive about what to do with my mods and i changed the mod id 3 times

uncut viper
calm nebula
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Zayne is not the name i expect to be duplicates

uncut viper
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(I do also think my mods aside it is important to emphasize that it's not just for LA's sake.)

tiny zealot
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zayne and leilani are the two names i know offhand to have had duplicates

torpid sparrow
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is there a way to prevent the player from asking out an NPC after a certain event

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like they just wont accept the bouquet

calm nebula
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Sure! Add a RejectItem dialogue key

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For the bouquet

torpid sparrow
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Ohh does that override the regular bouquet keys?

hard fern
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Modid helps make your whatevers identifiably yours outside of just making sure it doesn't explode

torpid sparrow
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oh pf i should have read the wiki its literally right there

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this is what happens when u ||go joja||

fierce vault
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Oh I read that as Willy first lol

royal stump
torpid sparrow
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Ahh oki :3

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Many a question tonight, how does one add a help wanted request

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to the board outside of pierres

uncut viper
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You don't

torpid sparrow
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darn

uncut viper
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You can opt your NPC into them. Can't create them.

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Framework-I-don't-know-of notwithstanding

torpid sparrow
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mail it is

tiny zealot
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hmm i wonder if i could find time to whip up my long-threatened mod adding new mad libs to the quest board for the modfest

torpid sparrow
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wow u can smite people with BETAS

uncut viper
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Smite how

torpid sparrow
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lightning strike

uncut viper
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Oh. Yeah, you can do that ๐Ÿ˜Œ

pale river
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can you lightning strike during events?

torpid sparrow
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yes

gaunt orbit
ornate locust
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ooh that's helpful

lucid iron
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can u mod a shop to buy your furniture

fast knoll
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Need an opinion about something for GMCM.
My config.json has approx 30 different options, while the basic user just needs a few of them.
Should I just include a few basic ones in the Config Menu, and keep the rest in the config.sjon for advanced users?

uncut viper
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If you're in C# you can just put the advanced ones on a separate page in GMCM

fast knoll
tiny zealot
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that or just a section heading might be enough. basic stuff first, then "Advanced Options" to follow

urban patrol
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just wanted to update that adding a pause 1 did work, so presumably the behavior is "skip the next command", not "refuse requests for player input until inventory management is done"

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anybody know why this event command might be silently failing? addTemporaryActor \"Baby Sheep\" 32 32 9 12 down true Animal Lamb

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well, maybe not silently failing. but i see no baby sheep

brittle pasture
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looks like the correct name is BabySheep (no space)

urban patrol
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ah thanks

mighty quest
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Need to know if anyone's working on a mod to restore them procedural mines from the video SDVpufferwaaah

fast knoll
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Is there a guide to localization somewhere?
I may release without, and do it later.

fast knoll
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I may be able to finish the mod tonight using this ๐Ÿ˜…

urban patrol
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@whole raptor i think it probably does this because it's looking for (break), but just a heads up that the i18n converter doesn't seem to like parentheses inside of quickQuestion options. here's the event fork script:
"{{ModId}}_JustPassingBy": "pause 1/speak {{ModId}}_Miriam \"Be on your way, then. I don't want your company.\"/quickQuestion #(Leave)#(Ask) Whose grave is this?(break)advancedMove farmer false 3 0 0 7 2 50\\animate {{ModId}}_Miriam false false 120 28 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29 29\\pause 2000\\addConversationTopic {{ModId}}_MiriamGraveyardUnknown\\end(break)switchEvent {{ModId}}_WhoseGrave/end",

slow basin
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how do i do the thing in manifest where it tells people they need to have a certain mod installed for a mod to work again

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goes hunting for it

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oh found it

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its dependancies i think

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i forgor i needed content.json but i swear 2 gosh i had one at one point i do not know where it went

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welp time to remake it

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!npc

ocean sailBOT
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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:

whole raptor
void aspen
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Will 1.7 break mods like it was on 1.6?

uncut viper
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It will break some mods. Other mods will be fine though. So it goes!

late pewter
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....Given the recent news, I am rethinking my mod plans to rewrite and overhaul Clint to be a large, vulgar, badger woman with a heavy Scottish accent.

lucid mulch
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tbh I don't expect 1.7 for another year or two

uncut viper
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Same, and I lean closer to two

late pewter
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I forget, how long was it between 1.4 and 1.5 vs 1.5 and 1.6?

royal stump
late pewter
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Hmmm.....

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I'd Say 1 Year 9 Months. Not quite 2, but significantly more than 1.

royal stump
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1.5 was still being updated into 2022, so there's more to it, but yeah

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plus whenever work on chocolatier started etc

lucid mulch
#

(and 1.6.16 is still in development that is separate from 1.7)

late pewter
#

Mind you, we have no idea what the scope of 1.7 is besides Clint, Sandy, and New Farm Type.

brave fable
#

so you're saying on average 1.7 came out last year

royal stump
#

the visible content per update also got considerably bigger, e.g. adding all of ginger island

lucid mulch
#

1.5 added more visually than 1.6

royal stump
#

ig so, yeah (mixed up my numbers there)

brave fable
#

at the same time though a solid amount of 1.6 was tech debt obliteration

late pewter
#

I suppose I could also just pivot and replace Pierre with a sleazy Raccoon.

brave fable
#

and the rest of the long, long modding wishlist

late pewter
#

Maybe people would dislike Pierre less if he was a raccoon...

#

IDK

brave fable
#

hello. have you HEARD of tom nook

late pewter
#

But then again my mod-making backlog is long enough as is.

late pewter
#

Oops ping

brave fable
#

imagine how much people would like pierre if he had you in about a billion dollars of debt

late pewter
#

Hmm.... need to rethink this.

urban patrol
# urban patrol just wanted to update that adding a `pause 1` did work, so presumably the behavi...

NOPE i stand corrected: this addItem with a pause still skips the "they were charlie's favorite" dialogue after it
addItem (O){{ModId}}_HyacinthSeeds_purple 15/pause 1/speak {{ModId}}_Miriam \"These hyacinths... they're important to me. More than anyone knows.#$b#They were... they were Charlie's favorite flower.$u#$b#${He^She^They}$ loved the way their scent carried on the breeze in the spring.$u\"/emote {{ModId}}_Miriam 20/speak {{ModId}}_Miriam \"I've never told anyone... I didn't think they would understand.$2\"

uncut viper
#

Wouldn't it be more akin to Lewis

brave fable
#

i think if there's one lesson we can learn from clint and sandy it's that you can get away with anything if you're hot. so just swap him and elliott and we'll see where the loyalties lie

late pewter
#

Oh I know what I could do! I could turn Pierre into a VERY EAGER golden retriever! There we go! Problem solved.

#

Anyways...

swift falcon
#

i recall 1.16.16 got merged into 1.7

#

From pathos patreon

devout otter
#

It got unmerged.

hallow prism
swift falcon
#

then i have been spreading misinformation

swift falcon
proud wyvern
#

it's been out since 1970

swift falcon
#

we got
clint, sandy
kids
and a new farm type

#

Im really hoping for a desert farm

#

But i do also know flash wanted to add one for the castle village update

#

this is not the right channel for this

#

oop

lucid mulch
#

the future modding update gained the name 1.7 after people leaked its concept from the concert, and then split and became 1.6.16, but 1.7 is also still being developed in the background anyway

swift falcon
#

Hmm

#

sounds reasonable

lucid mulch
#

though regardless the actual update was never released, only modding alphas to it which don't contain new content

#

The 1.6 modding alpha ran for years and did not contain any of the content that was in 1.6

woeful lintel
#

what is the correct way to define a custom color scheme with the new SMAPI config? I had a SMAPI-config.json file in my mod folder that was working perfectly before updating to 4.5.1, but now it's ignored.

#

Also have a config.user.json in my SV folder with the same color scheme defined, I actually don't remember which one was working

hard fern
#

no intrest either

#

so he's not making anything off of it

#

at that point dude why not just give me the house for free

slow basin
#

if i want to add in dialogue to the vanilla characters to make them occasionally mention mine to make her feel like she belongs in the town more would i just load that in content.json or would i need another dialogue.json

#

actually maybe i can check out the jorots and jean mod to see how the author of that does it FerretThink

hard fern
#

both work, but i guess it depends on how you want to organize

#

ex: if you have a lot of stuff in your content.json already maybe put it in an include

slow basin
#

my biggest hurdle is what kind of story in want to tell with my npc

#

i just made her for fun on a detail level but i never considered what part i want her to play in the story of the world

hard fern
slow basin
#

i just dont want her to be boring ๐Ÿ™

#

flavorless

hard fern
#

boring is kinda subjective ๐Ÿค”

#

but from what people say about vanilla npcs

#

is they want them to Do more things

#

and have more to say

#

so i think giving your npc a lot of dialogue and schedule strings could help with that

slow basin
hard fern
#

once you figure out what kind of person she is, then maybe her role (either story wise, or just character archetype wise) will become clearer

slow basin
#

puffer_cry
guh all ik about her is that she's a clown i never gave any of that thought until now just been pushing it off but ig ill have to figure it out now

hard fern
#

maybe start with why she's a clown ๐Ÿค”

slow basin
#

fair

#

other question

#

is there a good tutorial on how to write i18n i honestly forgot how to do it

hard fern
#

umm

#

i do know there is a

#

!i18n

ocean sailBOT
#
Creating Translation Capability

So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!

  • How to make your mod compatible with other languages: stardewmodding.wiki.gg

  • The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".

  • If you're converting from an older version of the game, there's a converter for ease-of-access.

Not to be confused with {{DynamicTokens}} since these require the specific {{i18n:<KEY>}} modifier

hard fern
#

a converter

#

so you can write all your dialogue and stuff as-is and then slap it into the converter

slow basin
#

hm ok

#

ill try it

fast knoll
#

Not contest-worthy, but first mod I completed the other day was adding a little
trashcan icon to each Letter.
I'm sure there's tons of these out there in some form.

When you click the trashcan, it removes the letter from Collections.

swift falcon
#

id say its contest worthy!!!

fast knoll
swift falcon
#

i think its useful though!!!

#

and not something ive seen before

fast knoll
#

Thank you!! I hadn't either.

fallow musk
#

When the game initializes and starts, what is class/file in the games code where the 'flow' begins

#

Game1.cs?

#

If the game creates an instances of Game1 it should also be written somewhere in the code

#

nvm its GameRunner.cs

void aspen
#

with 1.7 coming

#

its doable to make a shortcut on my farm to warp right to sandys shop right

#

in the map properties

hallow prism
#

it's doable, yes, althought people may complain about immersion unless it's a magic warp

swift falcon
#

i mean frontier farm does have the tunnel going to the desert

#

so maybe something adjacent to it i guess

calm nebula
#

Doesn't like half the farms of SVE have a warp to the secret woods

swift falcon
#

Yeah they do

calm nebula
#

It's easy enough to do

swift falcon
#

but its like a path

#

i really enjoy them

calm nebula
#

Personally I like the idea of a farm map that changes and expands over time

swift falcon
#

me too, although both frontier and grandpa's farm do have extensions

#

but just one

#

one with several would be cool

#

Like, expanding with milestones

#

or using robin

#

well, not physically using robin. that would be cruel and not very humane

lucid iron
#

The only thing I'd do is limit the warp to after bus unlock

calm nebula
#

Or after the meeting Sandy event

torpid sparrow
#

Hi, how does one specify peach juice as an item id?

hallow prism
#

you can't, but if you can use context tag you may use parent sheet index

torpid sparrow
#

darn

#

ty!

#

hmm i want to set a gift taste for peach juice

#

dont think that's possible

swift falcon
#

damn it

#

maybe just peach?

torpid sparrow
#

i have peach

#

well its not a big deal

lucid iron
#

It should make them like all peach flavored things

torpid sparrow
#

oh thats a good workaround

#

would i be able to specify peach juice for a quest tho?

#

and also where would i get the preserve item ID

lucid iron
#

The preserve item id is a context tag

#

I forgor how it is spelled exactly

torpid sparrow
#

preservedParentSheetIndex ?

#

guh i feel like i should have come across this before

lucid iron
#

It's all lowercase like most tag but anyways bigger problem you can't make peach juice in vanilla

torpid sparrow
#

oh wait

#

peach wine

#

LOL

#

that's annoying i like peach juice

lucid iron
#

If they have the cornucopia juicer then they can do it

torpid sparrow
#

hmmm

#

i dont want to make a quest just for that but if i have peach context tag that would work

#

ill put that on my to-do and ask again later

#

would I be unable to add a special order for different honey varieties then

lucid iron
torpid sparrow
#

oh yay ok

fickle thicket
#

pam juice...?

void aspen
#

Im thinking of a way to do it

#

WAIT IM SO SMART WAIT

#

I always wanted a way to take a walk to a desert instead of a bus

#

I can make a map between bus stop and desert

#

and then implement it somehow

torpid sparrow
#

yes

#

there is a walk to desert mod

#

although i have not played it

void aspen
#

I will practice and make my own too

#

I suppose I will have to load the desert and a bus tunnel maps with proper warps to my map in between so it works

#

orrr

#

is it a way to just edit warp properties of a map without doing the load thing

#

just paste my xy desertroad xy to both of these maps warp properties

#

oh and also theres calico map version I have to edit as well

torpid sparrow
#

but i'd add a warp to existing maps in ur json

void aspen
#

I mean I want one tile on calico desert and one tile on tunnel warp to my custom map

#

without editing these two in tiled and loading it along the mod

torpid sparrow
#

oh then yeah json

void aspen
#

I see

torpid sparrow
#

its just an editdata patch

void aspen
#

okay tyy

void aspen
#

which layers do I use when I paste trees to a map?

#

stump is supposedly a Building layer and everything else is Front?

#

oh i see

fallow musk
#

Does anybody know where the concerned ape logo in the game intro comes from?
I am not able to find it in looseSprites and tilesheets

void aspen
#

same question about the bus intro sprites

#

unless its frankensteined from the existent ones

brittle pasture
unborn badge
#

Hello i am trying to add my fish to the fishing pond in the default farmhouse but it doesnt seem to work. I think it is because of this part of the code but i cant figure it out. (i believe the code runs without red errors in the console)

{
        "Action": "EditData",
        "Target": "Data/Locations",
        "TargetField": [ "Farm", "Fish"],
         "Entries": {
            "{{ModId}}_Jeff": {
                       "Id": "{{ModId}}_Jeff_location",
                "ItemId": "(O){{ModId}}_Jeff",
                "Precedence": -1000,
                "IgnoreFishDataRequirements": true
                    }}```
fallow musk
brittle pasture
unborn badge
#

oh

#

where can i find the entry list because i thought the wiki said on the page modding:locations that is was farm

brittle pasture
#

!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!

brittle pasture
#

as for the wiki table, it is correct that the farm's location name is Farm, but since the player can choose between multiple farm types each type has its own entry in Data/Locations corresponding to its name, and there's no universal Farm entry

unborn badge
#

and if i want to add the fish to all the farm types there is no universal farm?

#

so ill have to add them individually

brittle pasture
#

you can add to the Default entry with a "player is on farm" condition

#

PLAYER_LOCATION_NAME Current Farm

unborn badge
#

thanks and last question where in the unpacked folder can i find the location entries?

brittle pasture
#

Data/Locations.json

#

whatever asset you're targeting for edit is the exact one you want

unborn badge
#

๐Ÿ™ thank you

brittle pasture
#

(just in case, I know you're probably just testing it to make sure it shows up in the first place but don't forget to add a percentage chance to your fish entry)

unborn badge
#

i will๐Ÿ‘

fierce vault
#

Does anyone know whatโ€™s most likely to happen in the contest if one mod ends up having both the most downloads and the most endorsements? Because itโ€™s not clear if the second winner would then be determined automatically by the second most downloads, or the second most endorsements. Or would it just be a first winner takes all situation?

void aspen
#

How do I add or edit my custom map id for warps

fierce vault
#

you mean if you put in a {{ModId}}_yourcustomfarm, or not?

void aspen
#

I want two vanilla maps to be able to warp to my map
so im not sure if thats what I want

#

im a bit slow with this new stuff

fierce vault
#

Iโ€™ll check how I do it, and see if that would probably apply

#

Iโ€™m no mapping wiz though, when it comes to technicalities

void aspen
#

im just not sure if I have to edit the tmx or manifest or content

#

for that

fierce vault
#

the content json would be it

void aspen
#

So I just use my tmx name and it will recognise it as a location id?

    "Format": "1.0",
    "Changes": [
        {
            "Action": "Load",
            "Target": "Maps/DesertRoad",
            "FromFile": "assets/DesertRoad.tmx"
        },
        {
            "Action": "Load",
            "Target": "Maps/RTD_MoreRoadTiles",
            "FromFile": "assets/textures/RTD_MoreRoadTiles.png"
        }
     ]
}```
fierce vault
#

I'll check my maps and see

#

brb

#

Oh, can you explain what the desert road is?

void aspen
#
    "Name": "RoadToDesert",
    "Author": "sashasand",
    "Version": "1.0.0",
    "Description": "Adds a map in between a bus tunnel and calico desert you can use",
    "UniqueID": "sashasand.RTD",
    "UpdateKeys": [],
    "ContentPackFor": {
        "UniqueID": "Pathoschild.ContentPatcher"
    }
}```
#

I want to be able to walk from bus tunnel to calico using my own map

#

so I load my map but idk how to make calico desert and bus tunnel to be able to warp to it since idk the way of making a map have a location id

opaque field
#

So with the bus tunnel you'd do { "LogName": "Add Warp into Iggy's House", "Action": "EditMap", "Target": "Maps/Forest", "AddWarps": [ "12 64 {{ModId}}_IggysHouse 7 9" ] }

#

using your custom map name :3

fierce vault
torpid sparrow
#

that i do not know

fierce vault
#

Ok, thanks

void aspen
#

{ModId} is somethingt json determine itself?

#

I dont change it right

fierce vault
#

yes

#

but

void aspen
#

I havent used it so I can just use my own name I already got

fierce vault
#

you have it before another identifier

void aspen
#

huh

fierce vault
#

So, {{ModId}}_yourmapname

void aspen
#

{{ModId}}_DesertRoad then, okay

fierce vault
#

You can actually see the game interpret the mod id if you look in the smapi log, too.

#

Like, if I were looking, and there was something about one of my maps in there, I'd see, parcy.mrnpc_map1

#

the underscore isn't necessary I believe, but as you can see, it helps with readability

void aspen
#

thats a part that confuses me a bit

#

or I use it for smapi and nexus stuff

fierce vault
#

It's the mod ID

void aspen
#

oh

#

so content json takes unique id from manifest

#

and uses it as ModId

#

without a need for me to manually type it

fierce vault
#

yes

void aspen
#

that makes a lot of sense now, thank you!!

fierce vault
#

It's all tricky stuff when you're encountering it for the first time

void aspen
#

very

#

alright gonna try it now

#

oh what content version do I use

#

console keeps warning me that some stuff is for higher numbers

fierce vault
#

@void aspen is it this "Version": "1.0", in the manifest?

void aspen
#

in content

#

I put 2.0.0

fierce vault
#

oh, ok

void aspen
#

it worked

#

also ๐Ÿ’”

fierce vault
#

Been there, quite recently, actually

#

OFF Topic for a moment, but I had the strangest map issue when I was changing names

#

I renamed one of my maps map3 and it just would not work. I checked to make sure the map TMX and every instance of it had that name, but the location couldn't be found. As a last resort, I changed all instances of the name and TMX asset to map3fr, and suddenly it would load in?!!

#

I think the lesson is: if you have really tried and checked everything, (because I had. I knew the map should load in, since it did before I renamed it) the problem might be something really weird which you just have to change, even if it doesn't make sense.

#

(I was using a Mod ID by the way, so the name should've been unique)

void aspen
#

added 1 to the file name and all instances in content

#

warping via debug also didnt work before

#

ill try again

fallow musk
#

how do you guys test your mod for mutliple stardew versions

torpid sparrow
#

what do you mean

#

like older versions?

void aspen
#

this is just sad

#

mb I load my tmx wrong

#

and thats why

hard fern
#

!json

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.

hard fern
fossil osprey
void aspen
#

{
"Action": "Load",
"Target": "Maps/{{ModId}}_DesertRoad1",
"FromFile": "assets/DesertRoad1.tmx"
},

#

everything else works fine in it

#

when I add warps game tries to use them but cant see my location

hard fern
void aspen
#

It is

#

I really don't understand what's wrong ๐Ÿ’”

fallow musk
#

or is the latest version is fine? I am not sure what is the distribution of players who run older versions

torpid sparrow
#

latest version should be fine

void aspen
#

๐Ÿ˜ญ

#

What if I just ignore it and name it uniquely

#

without a mod id

latent mauve
#

Is there an actual error in the console or are you trying to see yourself on the world map (which won't work without you adding an entry to the world map data)

latent mauve
#

Ah, never mind, the earlier messages just loaded in (dumb mobile app)

#

Have you changed the code at all while you were still in game?

void aspen
#

I edit stuff and only then check

#

I dont change it mid game

latent mauve
#

Okay, just wanted to make sure it wasn't a case of the mod not being reloaded with your changes

void aspen
#

I removed all instances of ModId variable and ill try again

#

just with the plane name

latent mauve
#

The mod ID token should not be the source of the problem, there is usually something earlier in the error log if your location can't be added

void aspen
#

Probably yeah

#

as if it wasnt loaded

latent mauve
#

(typically because it can't find the TMX asset in your mod folder, or a tilesheet wasn't loaded or found)

#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

void aspen
#

that may be an issue since I use 1 custom tileset

latent mauve
#

Upload your log so I can check earlier in it for anything?

void aspen
ocean sailBOT
void aspen
#

woops

woeful lintel
latent mauve
void aspen
#

This one is from a different mod

#

I should just remove it from the mod folder rq

latent mauve
#

Ah, okay, let me look again

woeful lintel
#

also you definitely:

  1. need to have your modID in the map id
  2. don't need a random number at the end
void aspen
#

Theres a reason I removed it for now

#

and put a number

#

and yeah theres def no issue with that as it seems

woeful lintel
#

is the reason "I don't know and tried random things"? because that's not a good thing to do

latent mauve
#

Curiously your log doesn't show that you have attempted to load the location at all

void aspen
#

my content json does succesfully edit map data so it should work

latent mauve
#

You were asked earlier to upload your full content.JSON at smapi.io/json, can you do that now?

#

!json

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.

void aspen
#

which wasnt the issue

latent mauve
#

There might be an error in your Action:Load

void aspen
#

right one sec

latent mauve
#

Yep

#

And when you hit the button at the bottom, the page will refresh and give you a colored box at the top with a URL in it, copy and paste that URL here

latent mauve
#

And this is from the content.json that is located in your Mods folder, correct? Just checking because sometimes people have a separate working folder

void aspen
#

assets have tmx and subfolder for a tileset

#

I think mb the way I load my custom tileset breaks something

#

But i was explained serveral times

#

and I use tsinator

latent mauve
#

Would you be willing to show your filepath, I just want to make sure we have all the information

latent mauve
#

To the content JSON in this case, I am a bit baffled that the log doesn't even show an attempt to read the Action:Load

void aspen
#

\Stardew Valley\Mods\RoadToDesert\content.json

#

It does read the lower actions

latent mauve
#

Yep, that's why it's confusing

void aspen
#

to edit warps for two vanilla maps

latent mauve
#

My immediate thought is that the version the game is reading is missing the Load action but if you've relaunched the game and that's your content.json, it should be seeing it

void aspen
#

wait what if

#

I put it on the second place

#

and I load my tileset before the tmx

#

maybe it tries to load tmx which doesnt have a tileset loaded yet

#

and it breaks

latent mauve
#

If that was the issue, it would say that in the log after it tried to load the map

#

But it doesn't even acknowledge trying to load the map

void aspen
#

just in case

#

I also updated the format to be 2.9

latent mauve
#

You may also want to update SMAPI if you are going to change the CP format number

void aspen
#

thats

#

may be the thing actually

#

havent updated it in a while

latent mauve
#

... Okay, I just ate and had a thought. You haven't made a Data/Locations edit, have you?

#

Brains work better when you actually fuel them, LOL

#

But the game won't create a location until you make an entry for Data/Locations

void aspen
#

I think someone said that already

#

and I didnt know what it meant

latent mauve
#

Yeah, someone else probably caught that earlier but without the full content.json we couldn't be sure if you'd done it.

void aspen
#

Do I edit data in contet json

hoary flame
slow basin
#

once again i want to make npcs and im just gonna start housing them in pelican town loft because i dont wanna finish my map for a town ๐Ÿ˜ญ

latent mauve
#

Perfect, miranda.

slow basin
#

bless u lily

latent mauve
slow basin
#

you really made it so easy for me your a genius lmao X3

latent mauve
#

The nice thing is, they can always 'move out' of an apartment if you finish your town later. ๐Ÿ˜›

slow basin
#

TRUE!!

#

im workshopping a trailer park town but i get so distracted while making it its so blank rn

#

ill probably have everyone live in the loft and then slowly work on town

void aspen
#

do I do the same for a custom tileset or just loading it is enough

latent mauve
#

The tileset is fine just being loaded, because it's not your location, it's just the tiles being used to build it.

void aspen
#

it loaded both the map and tileset

slow basin
#

wait is there a tutorial that shows the format for events

#

or should i jsut grab it from strings in content unpacked

void aspen
slow basin
#

if its there...

#

=-=

latent mauve
#

There are at least two event tutorials that I know of, but the unpacked files in Data/Events/<locationName> will help to

void aspen
#

yay

slow basin
#

gracias

void aspen
#

okay warps are working nice too

#

the only question tho

#

if I warp to desert when its calico festival

#

will it go to the festival variant or i have to do something

#

cuz I only warp to Desert and not DesertFestival

latent mauve
#

The Desert Festival uses the Passive Festival system, which just changes the underlying map asset for the Desert location during the Desert Festival.

#

So, an actual map patch to Maps/Desert might not show during the festival, but warps that point to the Desert should be fine?

void aspen
#

so even if in game I try to warp to desert during the festival it will automatically warp to the festival desert variant

#

cuz it didnt work this way with a debug command

slow basin
#

how do ppl come up with the numbers for their events? is it like a ryhme or reason or is it just random nbumber

brittle pasture
#

you can (and should) use string names for events now

slow basin
#

oo ok

brittle pasture
#

usually {{ModId}}_EventName

slow basin
#

ill do that then yea

slow basin
#

how do i know where the viewport should be when doing an event FerretThink

#

or is ti just guess work

hard fern
slow basin
#

ah wait its tile coords HRM

urban patrol
#

i usually have my event script up on the left and on the right i tab between the event wiki page and tiled with the eventโ€™s map open

#

itโ€™s easy enough to change coordinates when testing though just pick something that looks approximately right and tweak as needed

sweet niche
#

Hello,
Is it possible to change portrait for certain event like wedding for example?

hallow prism
#

yes, it should be possible using appearance

sweet niche
#

is it like this will work?

{
  "Action": "Load",
  "Target": "Mods/JP98_HDPortraits/Test_Abigail_Wedding",
  "FromFile": "assets/Abigail_Wedding.png",
  "When": {
    "Spouse": "Abigail",
    "IsWedding": true
  }
},

{
    "Action": "EditData",
    "Target": "Mods/JP98_HDPortraits",
    "Entries": {
        "{{ModId}}_Abigail": { "Portrait": "Mods/JP98_HDPortraits/Test_Abigail_Wedding", "Size": 256},
    }
},
pallid patio
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

mellow laurel
pallid patio
#

One message removed from a suspended account.

void aspen
#

I think i kinda like how it turned out

#

gotta work with some grass tho

#

and smoother transitions

opal glen
#

so a question on editing event dialog and making it translation-friendly. I know that if I'm directly putting in dialog I need to escape the quotation marks. But how does it work if I'm pointing it somewhere else?

#

for example, here's the end of shane's 8-heart event:

/speak Shane {{i18n: dialogue.Shane8Event.Shane5}}/faceDirection Shane 3/speak Shane {{i18n: dialogue.Shane8Event.Shane6}}

and the corresponding dialog in default.json

"dialogue.Shane8Event.Shane5": "My special blue ducks... I've been raising them in secret for the last few months.$6",
"dialogue.Shane8Event.Shane6": "I... Well, I won't be living here forever, and I wanted to pass something on to Jas. I've been teaching her how to care for them.$6#$b#...I want to feel like I'm not just a leech on the world. I want to contribute somehow, even in a small way like this.",

worthy ermine
#

Hello hello hello

brittle pasture
opal glen
#

like this?
/speak Shane \"{{i18n: dialogue.Shane8Event.Shane5}}\"/faceDirection Shane 3/speak Shane \"{{i18n: dialogue.Shane8Event.Shane6}}\"

mighty quest
void aspen
#

Apparently beach appears there only if farm type is a beach one, with four corners theres no water

#

Still like it

void aspen
#

I just added ONE sign

urban patrol
#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

urban patrol
#

that cuts out the actual error

void aspen
#

its fine ill handle it

#

its just funny how one thing can do that much errors

ornate trellis
#

yesterday i just enabled my mod to test it and smapi kept crashing and the way to fix it was to jsut enable/disable some diferent mods so...anything goes in the world of code, i guess

hard fern
#

ave error?

ornate trellis
#

aye

void aspen
#

how do I force a natural calico festival on a new safe for testing?

ornate trellis
#

CJB into the future?

void aspen
#

idk what cjb is

ornate trellis
#

CJB Cheats menu

void aspen
#

oh

quasi crow
#

its the go-to almost all in one cheats mod

ornate trellis
#

really good for testing

nimble marlin
#

Is there any significant performance benefit to using OneSecondUpdateTicked instead of UpdateTicked, or is it negligible? In my case, I'm using it to check whether the player is wearing a specific clothing item and, if so, apply a buff

lucid iron
#

well u do checks 1 time vs 60 times

uncut viper
#

You probably don't need to activate the buff that immediately, but also, checking is probably also negligible anyway

calm nebula
#

The real question is whether or not you're applying a buff every tick tbh

#

The check is fine

uncut viper
#

Unless you're doing the checking Very Bad (but you probably aren't)

calm nebula
#

Oh, am I not supposed to send a pigeon to France every check?

lucid mulch
#

isnt there built in things now for equipment to apply buffs

#

and unapply buff on unequip

calm nebula
#

No that's spacecore

uncut viper
#

And if not spacecore I think thats just Rings

lucid iron
#

yea if u wanna just use spacecore thats fine too

lucid mulch
#

my understanding is the 1.6 change was for everything

#

only rings use it

lucid iron
#

if u control the item's class in some way u can use onEquip

#

oh and AddEquipmentEffects that looks relevant Dokkan

nimble marlin
lucid iron
#

sometimes u do need to check something every tick, so it's not that strange

nimble marlin
slow basin
#

when using quickquestion do i use {{i18n:4hearteventanswer1}} for example or does i18n not work that way

#

ive never used it before so idk

#

ugh maybe ill just not include a question

#

but itll stifle the story

#

๐Ÿ—ฏ๏ธ

ornate trellis
#

you can i18nfy the answer keys jsut like any other part of the question

slow basin
#

ok ill see if i can sus out the format of how to do it then with i18n

#

its really ,,,, confusing for me

#

im more of a learn by being shown not by reading isntructions type of person

#

brain no worky that way

tight rivet
#

So, quick note: I'm learning the main reason today you optimize for less per-tick updates.

ornate trellis
#

lemme see

tight rivet
#

it's a) a different game and b) would require you to get to late game

#

but the game has per tick acting crops and animals

#

and bees count as animals

lucid iron
tight rivet
#

so at 600 crops + 20 tress, you're at 11fps on a 4090

#

which is very funny to me

lucid iron
#

theres actually a reason why those have per tick updates though

tight rivet
#

11~18

ornate trellis
lucid iron
#

crops use it for shakings

tight rivet
#

mm

#

yes, but the game (Starsand Island) has the entire crop object acting

lucid iron
#

so its not per tick bad as much as well dont do it too much and be responsible

tight rivet
#

including growth stage+water stage+fert stage

#

which I feel could be optimized a bit

lucid iron
#

mr ape is sadly very irresponsible AnnelieStare

#

it do be like thatโ„ข

tight rivet
#

anyway, this is referring to a different game, not Stardew. Playing Starsand .. kinda makes me wnat to mod Stardew again. >_>

slow basin
#

im going to explode writing this dialogue but i have a clearer vision for how i want my events and character to talk

lucid iron
#

ah i completely missed the part that is about starsand

calm nebula
#

8000 unique entity is fine unless there is a cartasian

#

Dont do a cartasian

cunning kiln
#

I'm thinking about dipping my toe into the Modfest, but my modding time is very limited and I'd rather focus on what I'm good at (story and characterization) and not what is going to take a very long time to learn (pixel art). With that in mind, has anyone tried using the SDV NPC Sheet Generator?

#

It sounds amazing, but the endorsements are very low and it requires me to run an .exe file, which makes me nervous.

lucid iron
#

given the mod fest rules, you should make sure you have usage rights to what it makes NotteThink

#

maybe u could just do expansion for a vanilla npc instead?

cunning kiln
#

Excellent point about usage rights, though the program does only use vanilla farmer sprite options and does have open permissions to use the outputs. I'll have to look into the rules more closely.

#

Thank you!

opaque field
#

question: can animal products be edible from the start or do they need to be put through a machine or process before becoming edible?

#

I wanted to try it but currently doesn't work for my Linux Box

brittle pasture
#

you can eat eggs and drink milk no

opaque field
#

oh, duh.... I knew about the milk thing but don't know if I've ever eaten a raw egg in game before

brittle pasture
#

gift alex an egg some time

opaque field
#

he does say he needs like 3 a day for his muscles or something like that at the flower dance (I've never romanced him vanilla)

scenic ferry
#

I'm getting close to mod release and am just so anxious that people wont like it

#

how do yal deal with the anxiety?

opaque field
#

I acknowledge the brain worms of anxiety, take a breath, and then firmly but politely kick them out. Easier said then done I know. Usually for me what's most important is do *I * like the thing I made.

#

I also take the route of "prepare for the worst and hope for the best" mentality where I either get to be right or I get to be pleasantly surprised.

#

so, take that with a grain of salt. (If it helps I am very excited to aquire thine mod)

scenic ferry
#

that does help
Honestly even if just one person enjoys it thats enough for me

cunning kiln
#

Hopefully you like it!

#

(I create mods for myself first and try to focus on that if I get tough comments.)

ivory plume
#

Monthly mod stats time!

Mod compatibility

82.5% of SMAPI (C#) mods are compatible or have a workaround, up from 81.9% last month.

Unique mods by type

We have 402 more mods this month.

The breakdown per type is:

  • +218 Content Patcher;
  • +115 SMAPI (C#);
  • +26 Fashion Sense;
  • +23 Alternative Textures;
  • +9 Farm Type Manager;
  • +6 XNB;
  • +4 Furniture Framework;
  • +1 Producer Framework Mod;
  • 0 Better Artisan Good Icons;
  • 0 Custom Furniture;
  • 0 Shop Tile Framework;
  • 0 TMXL;
  • -1 Dynamic Game Assets;
  • -1 Mail Framework Mod;
  • -3 Json Assets;
  • and +5 for frameworks with <100 content packs.

Content Patcher packs

We have 13,356 Content Patcher packs.

The top five Format versions remain...

  • 2.0 (3941 โ†— 3996), 2.3 (882 โ†— 891), 2.4 (665 โ†— 667), and 2.8 (785 โ†— 844) for Stardew Valley 1.6;
  • and 1.19 (569 โ†— 570) for Stardew Valley 1.4.

Open source

  • We have 4,181 tracked C# mods, of which
  • 2,437 mods (58%) have a source code repo, with
  • 1,304 (54%) in a multi-mod repo and 1,133 (46%) in a single-mod repo.

The percentage of C# mods which are open source continues its steady decline this month (from 59% to 58%), due to the wave of closed-source AI-generated mods. The percentage has been consistently dropping by one point per month in recent months.

Web costs

And finally, web hosting costs for the SMAPI.io site, update-check server, and API rose slightly to US$218/month. (The graph is always a bit behind due to billing cycles. Also, I snuck in a new DNS queries chart.)

See also

And that's it for this month! Feel free to ask if you have any questions.

torpid sparrow
#

Does anyone know what this is in movies: "ID": "reaction_0"

i cant remember

#

oh oops hello mod data

proven spindle
#

I think that's just the ID of the reaction entry under Reactions

#

I remember the wiki saying it has to be in that format, not sure if said reactions have to be in order (reaction_0, reaction_1, reaction_2 etc) or not

lucid iron
#

how do u make a non snappy iclickablemenu bolbthinking

#

like u just use right thumb to navigate

brave fable
#

good reminder that i gotta go to the city and return my xbone controller for having 100% y right thumbstick drift

latent mauve
#

Friends, is there an explanation about the use of {0} and {{0}} as placeholders in strings anywhere?
For context: There's a mod using the Custom Backpack Framework and both are used in the string for the message when a backpack upgrade is purchased, but the string causes errors in multiplayer only and I am curious as to why.

brave fable
#

pretty sure it's as simple as ```cs
public override bool overrideSnappyMenuCursorMovementBan()
{
return true;
}

lucid iron
#

yay

#

i slacc Sleepden

#

i am already slacc with not doing scrolling tbh

uncut viper
#

If it's breaking in multiplayer the C# mod is probably trying to grab something it can't from another Farmhand potentially

brave fable
# latent mauve Friends, is there an explanation about the use of {0} and {{0}} as placeholders ...

sure, that's simple. generally {number} tokens (single brace) are used for arbitrary C# string tokenisation with Game1.content.LoadString(string path, params object[] tokens), where params object[] tokens is completely arbitrary, and substitutes the numbered {0}, {1}, etc tokens with the params in order.

so for example, given some string "It's a beautiful {0} day, right {1}? I always loved {0}."
if you were to load it with some code Game1.content.LoadString(myStringKey, Game1.season, Game1.player.Name)
you might get the result "It's a beautiful Spring day, right Guy? I always loved Spring."

#

there's no rule of order or content for each number, it's simply according to whatever line of code is loading that string

#

which you won't know unless you infer it from the results or find the code in the decompile yourself

uncut viper
#

It's also possible the mod is assuming that the player in question that this string is relevant for must be the current player and not the farmhand, so it's trying to grab something from the current player that it never had.
It's also possible it's not this because it can be a bunch of other things too.

#

Ultimately though, it's nothing you can fix on your end.

latent mauve
#

Fair enough, I was wondering if changing the string to not use the placeholders would help or not, because in multiplayer, instead of it posting the string's text in the chat, you get Strings/UI:Chat_CustomBackpack# instead.

#

As though the string reference didn't exist.

uncut viper
#

It probably won't help because the mod is going to be passing in the placeholder values regardless.

latent mauve
#

But if it's not fixable on my end, we will just live with it!

uncut viper
#

Though I did assume "not working" meant causing errors or something and not simply printing out the wrong thing

brave fable
#

only worry about that which you can change SDVpraiseyoba

latent mauve
#

yeah, it's the same oddity as this other user's bug report, so I was just hoping I could personal-mod my way into a fix. LOL

#

But it just also made me curious as to how you could figure out what the placeholders referred to in base game or in a mod, so thanks for answering that it's a C# defined thing!

brave fable
#

it's bad enough i can't hunter monsters with this evil & malicious gamepad, but i can't test menus

brave fable
#

ShopMenu is a menu with inventory. is it MenuWithInventory? no, it is IClickableMenu.
CraftingPage is a menu with inventory and has a trashcan like MenuWithInventory does. it is IClickableMenu.
TailoringMenu is a menu with inventory and has an inventory and filter tabs like ShopMenu does. it is IClickableMenu.

#

surely it wouldn't be that catastrophic if these ui elements were more modular SDVdemetriums

#

oh we don't get default interface implementations do we. hm

#

perchance a mixin

tight rivet
#

+6 XNB;

fierce vault
#

Anyone else done something dumb like download their own mod before and then get that permanent little banner reminding you of it?SDVpufferfush

hard fern
fierce vault
#

Kinda funny seeing your own mod as downloaded afterwards isn't though? lol

brave fable
#

1 unique download is 1 DP for me ๐Ÿ™‚โ€โ†•๏ธ

#

economista

tiny zealot
#

i do hate having the "update available" notice on my own mods tho

hard fern
#

"update available" thanks nexus, i just posted it.

fierce vault
uncut viper
#

I have an "update available" on my latest mod because I downloaded it before I published it. Even though the version did not even change

fast knoll
#

had a "[SMAPI] No update keys" but figured it out.

torpid sparrow
#

didnt add ur manifest key? i think SMCPufferSquee

fierce vault
#

so odd... I redid his sprite, but positioned this bottom portion at the exact same spot as the vanilla one. The feet literally overlap, and yet the left facing walk sprite is clipping? And it's only the left! Is this a vanilla glitch with krobus's sprite box?

fast knoll
torpid sparrow
#

super common SDVpuffersquee

latent mauve
#

(the Dwarf does too, I ran into this when I changed out the art for my Zelda NPC overhaul mod)

fierce vault
#

I might have positioned them wrong now that i'm checking

#

I'll see if I can correct this

latent mauve
#

Krobus is odd in that his frames are only 24 pixels tall, rather than the standard 32 of other NPCs, so I am wondering if that's the top of Krobus's head clipping in from another frame below it.

fierce vault
#

Oh? well I made him shorter, so I'm not sure about that

#

hmmm

gaunt orbit
gaunt orbit
brave fable
#

alas legacy

#

yeah it's just funny that MenuWithInventory is an entirely separate and usually ignored concept to a menu with an inventory

gaunt orbit
#

The whole menu system is kinda kludgy tbh but I also think that game ui is just Like That

brave fable
#

it's A Lot Like That

gaunt orbit
#

I think the problem is just that ui is actually a really hard problem to solve, and most of the more sophisticated solutions are geared towards application interfaces and don't mesh well with the design constraints of games/game engines

#

Unless you're making a grand strategy game and half the game is spreadsheets

sharp prairie
#

hey can someone help with my smapi log if they have the time? I'm having an issue with the calendar in game. So I can't use the calendar in town, the pause menu, purchasing one, or pressing C. I even validated/verified integrity of my game files to no avail.

ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 165 C# mods and 224 content packs.

quasi crow
#

anyone know what Game1.gameMode == 6 actually means?

brave fable
#

yep, that's loadingMode, there's a list of const values at the top of Game1, just search for mode

#

ILSpy can't link the compiled integers to the constants, so they're left as numbers in the decompile

quasi crow
#

ty

#

confused as to why thats getting checked in marriageduties, which is only called in one place... but w/e i dont need it lol

ivory plume
#

(SMAPI will turn 10 years old today!

I'm writing up a detailed retrospective history of the Stardew Valley modding community to celebrate, including some info that wasn't available in the old post I wrote years ago. Feel free to ask if there's any specific questions you think would be interesting to cover.)

quasi crow
#

Thank you for your hard work over these 10 years!

brave fable
#

smapi birthday to you, smapi birthday to you~
smapi birthday, dear Stardew Modding API
smapi birthday to you ๐Ÿฅณ

scenic ferry
#

Hey gang, back at it with questions
I want to make a building, constructed from Robin -- a "Den" that lets the player choose what "familiar" follows them (Trinkets in TrinketTinker)

My idea was to set up a tile action dialogue - question, and have the responses trigger different mail flags? Would that??? Work????

#

extremely crude attempt at such a thing thats definitely formatted super wrong (its like 2am im half asleep)

#

actually im going to sleep and come back to this mess later i think

#

when my brain Actually Functions

buoyant jackal
#

Important question for my Stardew Valley ACNH mod: should I keep the children as humans, make animal species versions depending on spouse, or start as humans and do animal species later on?

opaque field
#

Do my ShopTextures need to be separate for each individual animal?

lucid mulch
ivory plume
#

Sure, I'll try to fit those in if I can dig up the original context (e.g. forum posts, GitHub repos, etc).

uncut viper
ivory plume
#

SMAPI has been through a few iterations (0.x โ†’ 1.x โ†’ 2.x โ†’ 3.x โ†’ 4.x); if I was starting from scratch with full knowledge of what we had now, I'd jump straight to the 4.x design and rethink some of the APIs (e.g. I'm not happy with the console command API, which I plan to revamp for SMAPI 5.0). I think the fundamental design of SMAPI would stay the same though; the design philosophy of SMAPI vs Storm/Farmhand is something I'll be mentioning in the post.

#

(This deep dive is interesting; I'm digging up new info I didn't even know, like that Storm lasted less than three weeks.)

gentle rose
#

Iโ€™d be interested to hear if thereโ€™s any of SMAPIโ€™s current design/development philosophy that you think could be applied to other new mod loaders for other games (especially games not on big engines) tbh!

ivory plume
#

I think the biggest philosophy is minimizing the barrier to entry. Someone who's never modded any game can follow the quick start guide and quickly have a working mod in the game (with a debugger attached to inspect what the game offers), plus the content pack system means you can often mod without even writing code. I've peeked at modding for other games, and they tend to involve either (a) a large amount of confusing documentation before you get to that point or (b) a more hands-off figured-it-out-yourself approach.

Even for an experienced developer, I think it's very empowering to have a working mod within minutes so you can start poking around. There's a few other games where I looked into modding, and just decided it wasn't worth the trouble to get started.

I also like the balance SMAPI strikes between mod flexibility (with direct access to the game to make changes) and convenience APIs (to simplify common things), which I haven't seen much in other modding APIs. That balance also makes SMAPI much easier to continue maintaining long-term, which I think was one of the factors which doomed Storm and Farmhand.

gentle rose
#

(I have explained this to non stardew modders before, which is partially why I was interested to hear your opinion! the tooling around stardew is like 90% of why our modding is easier, even more so than the base game, starting with smapi and content patcher)

#

oh wait itโ€™s the 28th, happy tenth anniversary to SMAPI!

#

(from the first commit on github haha)

ivory plume
#

I probably should have started this post earlier, it's past 3am and I'm not even halfway done.

reef sorrel
#

Hellooo! Does anyone know how I can get rid of this reddish line next to the leg whilst mounted on the horse? I've managed to find the reins and sort those out, but this is an eyesore! I couldn't seem to find it on the same tilesheet (farmer ones), and I haven't managed to find it anywhere else yet. Any ideas?

I'm just getting into modding, so not 100% confident with all of the sheets yet!

inner harbor
#

Smapi was first released mere days after the game released? That's pretty cool!

#

I had a quick uneducated look at Mistria modding and it is a much more technical beast.

opaque field
#

Absolutely, yeah. Iโ€™ve taken a cursory look several times and each time I think โ€œoh man. Maybe Iโ€™ll come back later and see what it looks like then. Also. I really appreciate SMAPI and Content Patcher.โ€

hallow prism
#

once the game is fully out, maybe some tools will make things easier

gentle rose
hallow prism
#

and yeah for games there's various difficulties. Darkest Dungeon wasn't too bad if you only want to edit some values, more complex if you want fancy stuff. Don't Starve I managed to do some stuff by copy pasting stuff and trying to figure what the error message was and following the tutorial/asking for some help. Oxygen Not Included I never did anything because the entry barrier is higher ("You Must Know Harmony", this is scary), and the game get regular updates that tend to requires mods to update (not all, not always, but enough that some may be unavailable for a bit)

ivory plume
#

It was before my time, but I think SMAPI 0.1.0 was released and usable two days after Stardew Valley went live.

gentle rose
#

oh yup, you're right!

hallow prism
#

i didn't discover SDV modding right away, and even after i did there was a whole period of time when i stuck to XNB modding because the idea of installing a third party thing was scary

gentle rose
#

oh wow the original license was gpl?

hallow prism
#

but my return to modding was entirely due to CP overlay feature

#

wish i could deal with those somehow, but i'm annoyed at comments about stuff i don't control, even if the commenter can't know that

opaque field
#

I've hesitantly thought about ONI because I really do like it (though I haven't played in ages) but yeah Harmony. Also have thought about Supermarket Simulator, Palworld, and Dredge but decided not to overall, (to me at my current skill level) the bar of entry is higher than I care to put effort into at the moment and I'm perfectly happy for now modding Stardew and working on my own game :3

#

Very hopeful for FoM tools in the future โค๏ธ

elfin coral
#

Hey, I'm currently working on a translation for a mod. Is there a โ€˜proper etiquetteโ€™ on publishing translations? I wanted to contact the mod author before publishing it anyway but theyโ€™re not really active, so uh Iโ€™m not sure what to do or how to reach out to them.
-# Aside from properly crediting them and only publishing the i18n file and not the entire mod, of course

#

-# or am i completely overthinking this-

tawny swallow
#

I think if they went through the effort of setting up an i18n it's fine to just translate. You should still send a message and credit them though. And of course if they ask, you take it down.

hallow prism
#

reach to them first, let them some reasonable time to answer

#

i dislike not being asked because sometime, someone else asked first and are in the process of making the mod

#

or there are other info i would share if asked

#

or i want the guilt of not having done the french version and no one else can do it, thank you very much

tawny swallow
#

thats a good call, you're right haha

void aspen
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anybody knows why would animation editor not work on tiled?

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i select tiles and try to open it

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and it doesnt open

royal stump
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(there was a link to an actual fix in a temporary build too, but it seems to have expired/broken)

scenic ferry
lucid iron
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Choice menu in actions isn't a vanilla thing, that's why mmap has the question dialogue thingy

scenic ferry
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Ahhhhh I see I see

lucid iron
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That said something u can do is to have a shop

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My possum mod shows how to make a "hireable" trinket

scenic ferry
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I got tripped up by this I think in the wiki, since it just links to the dialogue page

lucid iron
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Yeah u can only have 1 line here

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You should get a text editor that highlights json syntax

scenic ferry
# lucid iron My possum mod shows how to make a "hireable" trinket

Oooo i'll take a look at that !!
Right now I have it set up so that if the corrosponding pet is adopted, and the player is outside the farm, the trinket is active
But that doesnt give the player any real agency over when the trinket half is active, so i was lookin into changing it

scenic ferry