#making-mods-general

1 messages · Page 546 of 1

cosmic plover
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I got redirected here haha, do we know how doable / possible it is to have a mod to allow customized player sprites (as in, you upload a spritesheet and those options become available in the creator at the start?)

Would only need to be clientside / for my own screen. I know nothing about code, but I do pixelart! Just trying to get an idea of such a thing is even possible without being horrifically game-breaking.

torpid sparrow
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wdym by customized player sprites? like clothing or change in the body?

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both are possible jw

cosmic plover
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Uh body mostly, but I guess clothing would apply too.
I know nothing at all about code / the limits of it

fossil osprey
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What you'll need to do is first unpack the game to see how the farmer's base model is made (tw: it's terrifying), then make your own version with the exact same layout, and use Content Patcher to replace the base model ^^
CP uses JSON, so it's not really "coding" per se, and there are tons of docs explaining how it works :)

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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!

cosmic plover
fossil osprey
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That would be a whole other ordeal yeah x)

torpid sparrow
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Honse

cosmic plover
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Honse

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Ty for all the help!

torpid sparrow
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Centaur would be cool there are so many magicky retexture mods it would fit right in

cosmic plover
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Right!!!

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And think of all the coat patterns you could have. Ough. I'd totally pixel that.

fossil osprey
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It would be infinitely easier to make a faun or a fairy farmer than a centaur x)

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Anything more human-proportions basically ^^'

cosmic plover
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The lack of playable centaurs in games (not just SDV) sucks so bad, though. I understand why, horses are hard to animate as is, but ough what I wouldn't give.

I know Starbound had one but it's pretty half done as opposed to something fully fleshed out.

Maybe one day SCpray

hard fern
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Horses are cursed unfortunately

fossil osprey
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The farmer is cursed on its own, add a cursed horse animation to that… oh the horror

hard fern
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Ive hears horror stories about the farmer renderer

fossil osprey
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Even just the limb puzzle is cursed, I can't imagine what eldritch horror will be summoned if you try to touch the farmer renderer to widen it

jaunty shuttle
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I’m guessing there’s no way to make the farmer invisible and overlay a larger sprite?

fossil osprey
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Just the "overlay a larger sprite" part sound like pure hell

jaunty shuttle
unborn badge
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hello, i was wondering if there was a way for me to make a fish that is unsellable, unshippable and untrashable but still has the tag fish (category -4)

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mainly the unsellable because not being able to trash or ship the item already works

fossil osprey
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You can probably do something like that in C#, but that's outside of my domain unfortunately 🤔

unborn badge
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ah but you cant with content patcher?

fossil osprey
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Probably not
If you want the item to not be sellable, the easiest way would be to make it a tool, but you want to keep the fish category so 🤔
If you just want people to not sell it, then make it worth 0

unborn badge
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ah oki thanks

gaunt orbit
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You can tag it as untrashable and not required for perfection using object data

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I think the game does have an "important object" thing but I'm not sure if you can set that from data

fickle thicket
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does anyone know where the image for the barn exterior is located in the game files? SDVpufferaww

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oh god nevermind i JUST found it right after asking

fossil osprey
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sometimes you just need to complain about it x)

void aspen
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Ill try these, tysm!

merry rampart
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anyone know if the magic ink can be moved on the map? I dont want to move it to a different spot only to find that it doesn't work

scenic ferry
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Having issues with PurchaseSound, it all just defaults to the coin sound? OpenSound is working just fine

vale stream
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Like here

vale stream
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While I'm here-- does anyone have expertise in manifests?
I have three components to a mod: CP, FTM, and C# code.

SMAPI is telling me the C# component needs updating, even though I never set an update key. For context, one of the IDs is nameofmod, and the other is nameofmod.code.

Changing it to nameofmodCS worked, but I was curious as to why that was happening SDVpufferthinkblob does SMAPI trim uniqueIDs or do something similar?

lucid iron
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SMAPI doesn't do that

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You may be encountering the update cache, if you just changed id

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I almost never make mods that use multiple manifest but usually what i see ppl do is put in Nexus:-1 on the other components so that there's only 1 update checkbolbsun

vale stream
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Oh no, there's no ID change and multiple users have reported it-- hmm, that's strange.

And yeah, that's what I did SDVpuffersmile

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Well, since it's a common issue (which I have no clue on?) I hope just changing the uniqueID on an update isn't much of a deal

lucid iron
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Well as long as u aren't using that mod id for mail flags blobcatgooglyblep

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You may have to go fix the mod compatibility list

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Just gotta PR pathos

vale stream
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Ooh, I see SDVpufferthinkblob... thanks! I'll see about it

quasi crow
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does Game1.isRaining cover green rain as well

lucid iron
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Actually were u doing like mymodname only

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Instead of mistyspring.MyModName

lucid iron
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There is a dedicated green rain too

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Also consider using the location version

quasi crow
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yeah i saw that, just wasn't sure the normal rain check would catch it

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location version?

lucid iron
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location.IsRaining

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Or something like that

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You know how ginger island has different weather

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Possible for 2 locations to have different weather on the same day

quasi crow
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hm. does game1 version cover the farm? that all i really care about

vale stream
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And the error looks like this SDVpuffershocked

lucid iron
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Tbh maybe u can just use the new mod build config feature to keep the versions in sync

left nova
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Does anyone know how to simulate a festival? By festival, I mean an event where you can freely roam, talk to NPCs, and then continue the event by talking to Lewis?

lucid iron
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C#

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Or lure a C# modder to make the feature

gaunt orbit
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Be warned that getting out of the event can be tricky though

vale stream
royal stump
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just keeping all your manifest versions* updated will fix it too, but fwiw, the compat list is using your C# manifest's unique ID, and that's the only one in your public version that's 1.2.1 instead of 1.4.0

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which ig gets checked even without a nexus ID

vale stream
left nova
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Basically all of the features inside temp map can be done with CP right?

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The only thing missing here is just time freezing.

lucid iron
calm nebula
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You dont need c#

calm nebula
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If you want Lewis to do it

lucid iron
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And will bully them harder for player control

calm nebula
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Look at RSV

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There isn't special c# code there

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Or look at other festivals

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The default festival dude is Lewis, you only need c# for more

lucid iron
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But I guess another question is do u want a festival which happens on specific day or a event that acts like a fest

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But can happen any day

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The second one is the complex case

left nova
lucid iron
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Player control is like the haley bracelet event

calm nebula
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There is a specific festival version iirc?

left nova
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I look it up (in case I forgot about it), and it happens like this: the player can move and interact with map while time is frozen, then talk to Haley again to continue the event.

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Is adding freezing time feature difficult (as a trigger action)?

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I probably only need one feature: time should freeze when the player enters the temporary festival map, and resume normally, or be set to a specific time (like 10 pm) when the player leaves the map.

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Not sure messing with time is multiplayer-friendly.

elfin coral
jaunty shuttle
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How difficult would it be to make toddlers interact with a furniture?

lucid iron
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Well I didn't make that yet SMCPufferjail

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If u can express the Vision I might, but I dunno what interact entails

royal stump
lucid iron
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Hm yeah i have no idea if the trinket saleable supported that field

scenic ferry
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Ahh darn

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Well, all things considered its a minor detail anyway haha

lucid iron
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yea i just play purchaseClick lol

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i think what ill do is add a HiredSound on the trinket

elfin coral
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Could anyone tell me whether something like this is feasible? I know it might be a bit ambitious for my first 'real' modding experiment lol but tbh i have no idea haha

I want to make an item/tool that you can use, and it'll give different text "responses" depending on how many times you've used it in the past, but with only one use/increase of the counter per day. Like a friendship type of thing but... as a tool.

scenic ferry
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Reminds me of the axe from DST lol

elfin coral
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ah, yeah something like that!

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I have no idea how to connect it to a functional npc though LOL
I'm not that far into... everything. Mostly just collecting ideas and gauging how feasible they are 💀

scenic ferry
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No worries, youre getting there and thats what matters!
I too started my modding journey very recently with wildly ambitious dreams and im here to say you can absolutely pull it off >:D

jaunty shuttle
scenic ferry
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... how, er, I have no idea. I dont really know how tools work. But im sure there's a way!!

elfin coral
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How did you get started? I've read a lot on the modding wiki and the stardew wiki but it's all pretty... linear and not what i want lol

fossil osprey
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The wiki is good to understand how the game code work, how you can find things, etc.
The rest is up to you, you'll need to explore the game file and code and try things ^^

scenic ferry
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I bug people in here all the damn time is the short answer

People here are awesome and even if their answer isnt quite what im looking for, it almost always helps point me in a direction at least!

That and digging through unpacked folders / other mods to see how they do it

left nova
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Well depends on how much you know about C# and Content Patcher honestly

lucid iron
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The ones after sprite 16 I mean

jaunty shuttle
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Am I able to configure that so they do it next to the furniture though?

elfin coral
forest gorge
# elfin coral Could anyone tell me whether something like this is feasible? I know it might be...

how do you want the responses to display? if you want the farmer to comment, maybe start by looking how the muttering farmer works. if you want the description to change when you hover over the item, I noticed in the latest update of Visit Mount Vapius, the item description will change based on whether or not you've donated it to the nature preserve yet, so there is some kind of framework for dynamic descriptions there you could look into

jaunty shuttle
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Alternatively if the toy changed sprites while they were next to it that would have the same effect of them 'playing with it' but I figured that might be a question for Leroy

elfin coral
left nova
lucid iron
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This is also how vanilla does it with the crawler's toys

elfin coral
lucid iron
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The reason why I think this is better is because people may never see this interaction if it required a specific furniture

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Adding more idle animations is something I wanted to do in general but I haven't thought of the details yet bolbsun

elfin coral
jaunty shuttle
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Oh, yeah ik they they sit and read books sometimes as toddlers too, but it's anywhere in the house and was wondering if I could have it specifically be next to the furniture

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If they don't have the furniture placed I don't want them to be able to play with it, bothers my sense of realism lol

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This is for the same furniture pack that adds the playstand you can drape silk over, and a special 'dollhouse' that changes layout some days like they're playing with it-

lucid iron
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Yeah I am more in favor of not doing niche things that's hard to activate than realism here

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A generic points of interest sort of feature may not be so bad tho

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Either way I probably wont get around to it this month bolbsun

molten pelican
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Im having a issue adding items to monster drops/ breakable in the mines and such. Any tips on that or should I just add the weapons to the guild vendor ?

jaunty shuttle
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I mean anyone with the furniture placed would be able to see them play with it, and I do intend for that to not be the only toy they interact with if it is possible to do, so I think players could easily infer that they need to place the toys for the kids to play with them lol

fierce vault
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Heyy guys!

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Oh, I still need to change my name 😅

jaunty shuttle
lucid iron
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also toddlers go outside on most days by default

fierce vault
jaunty shuttle
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I can bug Leroy too and see if there's furniture that changes when someone is near... that'd be cool even for like your spouse opening curtains, using a coffee machine, etc

lucid iron
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oh yea i made that stuff work for the player but not for other npc (perf concerns here)

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its how the automatic door works

jaunty shuttle
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Ohh ok, perf?

fierce vault
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So, I just going to ask if there's a reason why changing the placeholder names of my configs would break anything, but I decided to give one more thorough check before asking, and it turns out it was because I literally had a config json in my mod with the old value, lol

lucid iron
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performance

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its a lil more expensive to try n detect every character, vs just the player

jaunty shuttle
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Ah ok ty, that looks really cool btw

lucid iron
jaunty shuttle
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Well if you do ever add the ability for them to play with toys lmk! I shall stick to what I have for now SDVpufferheart

lucid iron
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aside from properly using PurchaseSound it adds the new HiredSound field on the tinker data

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so u can have different sounds on hire

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@scenic ferry here is right one

royal stump
molten pelican
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Nvm I re read thanks 🙂

royal stump
molten pelican
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Hopefully 1.7 comes soon enough :p

royal stump
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special orders might also have item rewards, but I forget

molten pelican
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Okay thanks yeah guild it is maybe i can tie it to progression.

jaunty shuttle
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Can I make toddlers sometimes go 'inside' of a playhouse type furniture (indoor and/or outdoor)?

lucid iron
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you mean PIF?

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in terms of what is implemented the answer is no, it may randomly happen though, if that tile is actually considered pathable bolbclose

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so that is meaning of "maybe a points of interest feature"

jaunty shuttle
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No more like go into an area which would be the inside of the furniture/decoration

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Dang it.. alright lol

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How hard would it be to do either idea in C#?

lucid iron
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u can send me a pull request if u want Dokkan

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this is the shenanigans controlling kid roaming

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atm it's main job is "send the kid out the doors"

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a "kid go to specific tile" would just mean storing a priority on these tiles, and choosing them more often than the evenly weighted rand

jaunty shuttle
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And then finding a way to have that specified tile be a tile in the playhouse, wherever the player places it?

lucid iron
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i didnt bother rewriting the vanilla path finder stuff inside the house, but you'd also have to take control if u want points of interest to happen there

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if u wanna try your hand at it, i'd actually consider doing points of interest outside first since hmk takes full control of that already

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for example make kid go to tiles in front of a coop more often than random

jaunty shuttle
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Ok I think the concept of that makes sense to me lol, thank you! Is it alright if I ping you for questions (i've never touched C# in my life)

lucid iron
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dw i am always assigning C# homework to unsuspecting content modders

jaunty shuttle
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Oh also for the playing with toys thing?

lucid iron
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😌

jaunty shuttle
lucid iron
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well it boils down to "go to a special tile" right

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what i recommended is easier and requires less refactoring

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i'd do things in order of

  1. get this project to build
  2. figure out how to discover and store special tiles
  3. change the target tile logic to prefer special tiles
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u can worry about the indoor case later

jaunty shuttle
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Ahh I didn't think about that, makes sense, ty ty SDVpuffersquee

lucid iron
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do try to be efficient about it ofc, i.e. store a lookup dict for furniture instead of looping through blobcatgooglyblep

jaunty shuttle
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I don't even know how to download mods on github lol, and my only stardew 'code' experiences are adding a wall in the farmhouse and replacing Abby's sprite. I'll definitely be poking you later when/if I start on this SDVpuffersquee

lucid iron
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it kinda depends on whether you r sauced enough in programming to know what a BFS is YuniShake

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but yea this kinda thing is something i eventually wanna do, so u could just wait a month or two if u want

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some ppl find it nice to poke around in other ppls code to learn, others may wanna start from naught instead

jaunty shuttle
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I know basic coding concepts, mostly from block coding and like 12 lines in python but yeah if you do plan on adding it at some point that'd probably be much easier (and less cheesed) lol

lucid iron
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yea but it is also about having a chance to learn right

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i support that AquaThumbsup

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the hope is u gain something from faffing about here, regardless of whether i use your impl or not

jaunty shuttle
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Yeah I guess we'll see, it does seem like it would be a good way to baby step into C# hapithonk

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Which with the amount of ridiculous mod ideas I have, i'll probably have to figure out eventually

lucid iron
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(for ref BFS stands for breadth first search in this context, it's used to basically "paint" the map according to passable tiles)

jaunty shuttle
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If I have a playground type furniture, do children interact with it?

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Like i've seen ones where the player can sit on swings etc, but can the kids do that

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Come to think of it i've never seen any NPC sit on a chair, I mean I know some NPC's do but that might be during events actually?

lucid iron
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normal NPCs can have schedule animations

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which makes them do stuff like willy fishing

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for kid npc type mods, when the kid is a full NPC (hmk kids outside, littlenpc in general) they can do anything npc can do, including schedule animations

jaunty shuttle
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Ohh ok interesting!

golden basin
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Are you making a npc?

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i cannot remember a lot of stuff but i was curious

woeful lintel
golden basin
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I ask because I had this portrait and I was sort of wanting you to have her portraits for a project if youre interested

woeful lintel
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although, triggering a custom animation when at this POI will require more information than what Furniture Data can hold, maybe FF can expose a modData field that would be applied to newly spawned furniture?

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and once 1.7 is out, it could even be made without FF

lucid iron
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which would cover both map usecase and furniture usecase

woeful lintel
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well, attaching a tile property to a Furniture isn't the easiest thing to do

lucid iron
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oh its just spacecore

woeful lintel
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oh, didn't know that

lucid iron
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mmap also impl it but Differently™

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the actual pain is on the other side, which is how to get all this stuff without being slow as hell

woeful lintel
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yeag

lucid iron
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but either way it is problem for future chu

golden basin
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I dmed you mailia

ancient yarrow
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Hi I'm not sure if thsi is a dumb quesiton, I'm new to modding and C# but how do i check if a NetRef is null? I'm checking the sign.displayItem field and == null returns false, .equals(null) throws an exception, but if i log the value it logs null.

void aspen
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Is there a way to ask someone to play/check my content pack before I upload it to nexus to be sure its working for other ppl?
I am just scared to ask people on #modded-stardew or send a zip there

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im still not sure if my tilesets loaded with right paths and it would be nice if someone could check their uhh workiness

lucid iron
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i mean how would they test your mod if you don't send

void aspen
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well I can send it if its okay to send it there or here

daring skiff
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Have the users test. 😌

void aspen
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ightt

daring skiff
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I uploaded a file with a mistake and got a comment within 10 minutes.

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Free QA testers.

void aspen
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Voluntarily ofc

hard fern
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yeah

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there's probably someone who will be willing to

hallow prism
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what is the frequency of "every now and then", i'm searching a term for an event for something that would happen less than once a week, but not too rarely either

hard fern
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occasionally?

fossil osprey
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maybe just "often", since it has a meaning of "regular enough to be noticeably recurring, but not at a fixed frequency"

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But yeah, I thought of "occasionally" too

hard fern
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periodically? but that word feels more like there's more time between occurrences

hallow prism
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occasionally sounds less frequent than often, i'll go for that

hard fern
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(side note good god i spent like two minutes trying to spell the word occurrence)

torpid sparrow
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How does one do a When condition for "Year": "1", but instead, NOT year 1

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so year 2 and onwards

hallow prism
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year 1 being false

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i don't have exact format on hand

torpid sparrow
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hmmm ok i try a format

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oh wait found it

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ok my intuition was correct i just made a typo

void aspen
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is there anything I should additionally put to my manifest before uploading it to nexus

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theres update keys im not so familiar with

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the rest is filled

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do they matter or I can just skip it

fallow musk
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you get the update key after youve already uploaded the mod first i think

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from the mod url

void aspen
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I see

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ty!

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I think it works

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preview looks silly

autumn tide
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helloooo just checking, is it alr if objects have multiple color context tags?

fickle thicket
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I think it can potentially cause issues to have more than one colour context tag

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That said I don't know to what extent the issues can be

autumn tide
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gotcha gotcha

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wait lauire

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laurie*

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it's 4am

fickle thicket
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Are u doing the prismatic berry context tags?

autumn tide
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nah new weather totems!

fickle thicket
fickle thicket
autumn tide
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brown as (the totem base color) as well as accent colors

void aspen
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Sandstorm weather

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hmm

brittle pasture
fickle thicket
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ah oops the stardew modding wiki said it can cause issues

autumn tide
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oh okay!

brittle pasture
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that would probably be the issue I'm talking about

autumn tide
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is there a way to choose the dye one or is it just random?

torpid sparrow
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is there an easy way to change the schedule after CC is complete or will i have to do a conditional patch...i dont wanna do a conditional patch

ornate locust
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Easy, schedules, not words that go together

torpid sparrow
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true

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guh

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i already had to do a conditional patch for another schedule change

brittle pasture
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well theoretically it should be the first one in the list looking at the code, but the game makes no guarantees (re: color)

torpid sparrow
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things are complicated

ornate locust
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Yeah my schedules json is 350 lines long...

slow basin
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sdo i need to load my i18n file on content.jso for the dialogue to be registered from the dialogue.json?

ornate locust
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for one guy, entirely because of conditionals

brittle pasture
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actually no the function I'm looking at returns a hashset

torpid sparrow
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the game will automatically look for the i18n files

slow basin
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ah ok

torpid sparrow
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you just need to convert all of your text to i18n tokens

brittle pasture
slow basin
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cool coool

torpid sparrow
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i think its called a token...idk

slow basin
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oohh so the reason its not working would be because the dialoue is incomplete gotcha

brittle pasture
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tl;dr you can try, and you can hope

slow basin
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oh i have it like half written so its saying it can't sparse the json file for dialogue

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ig

torpid sparrow
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guhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

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sorry i am complaining at the possibility that i have to change my schedule json format

fickle thicket
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That's probably because you have a json validation error (like missing comma or bracket somewhere) but yeah if you complete it it should work

slow basin
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oo gotcha

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ill look over it again after i finisht he dialogue then

torpid sparrow
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if i use editdata instead of load for schedule, will that still work

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hmmm

fickle thicket
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Yes

torpid sparrow
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probably

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would it be less annoyig to have all my schedules together

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or in separate jsons

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thinks

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no i think separate jsons is fine

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well

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guh

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no ill do the stupid edit

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ill load a blank json...and then editdata

slow basin
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guh

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i hate quick question i hate it!! i dont understand how it wokr 😭
im like trying to implement it but its liek ???

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i might just remove it and make it a null question

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😕 i think i figured otu how to read this but blegh i wish my brain worked better

steel gale
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What tools do you need to make your own custom farm mods

brittle pasture
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!startmodding look at the content pack tutorial

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

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

brittle pasture
slow basin
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after i finish writing my events can i send my events.json to someone omg it like keeps saying i have it written wrong and have repeating entries but I put the }, { in there so im confused 😔

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y the yellow squiggly 😭

jaunty shuttle
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I would use the json validator tool, which is in the smapi log upload tool

slow basin
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ok

jaunty shuttle
slow basin
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im so tired of writing dialogue i could say a cuss word

jaunty shuttle
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The pain SDVpufferwaaah

slow basin
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i enjoy pixel arting far more than coding 😭

jaunty shuttle
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Same, the code scares me lol

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At least with art if I mess with it long enough ik it'll look good eventually

void aspen
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How possible it is to make only half of the map rain and the other one being dry

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Same tmx I mean

hollow island
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say, if i have a mod that make shipping bin (or selling anything directly) completely unprofitable and you have to solely make money on special orders-esque system, how terrible would it be

fallow musk
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ive never worked with weather but if weather can be managed using code u can always activate deactivate rain based on players current location

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id assume if it doesnt rain in the desert the code can handle it

ornate locust
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I think it would be really annoying to make. You really have to pay attention to how long anything takes to grow to make the special orders work right. And if you have any mods that change that, it'll throw your balance

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Compatibility for modded crops would also be very annoying

hollow island
#

my intention that fullfilling special order will reward you with the same amount of money you would have made selling the item directly in vanilla

ornate locust
#

I'm just not sure how you plan on doing that while accounting for modded crops.

hollow island
#

smth like this (yea probably need seasonal filter as well)

#

otherwise imagine getting a bunch of request for winter item in summer 🗿

ornate locust
#

Do you have a way for it to work with modded crops and fish as well? I'd worry those would be basically a meta if you could just sell them like normal, useless if you couldn't and the quest system doesn't account for them.

#

Though also my pet peeve for quests that ask for crops is not giving me any time to grow them. I guess if EVERYTHING is quests, you just keep buckets of crops around and hope the quest comes up?

scenic ferry
#

Hey yall, i'm making an event that should trigger when the Pet Adoption system opens up -- I know Marnie sends the player a letter, so I assume I can check for that letter recieved as the event precondition, but I'm struggling to find the mail ID for it?

hollow island
ornate locust
#

Okay that sounds like you've got some angles covered

hollow island
#

for hoarding crop, im thinking about just porting my code of making item spoil from my other mod over

ornate locust
#

If the duration of the quest let you start growing stuff when you got it, that plus spoilage could make a gameplay loop

uncut viper
scenic ferry
lucid iron
void aspen
#

I was thinking about the products spoiling or getting bad and it's like rarity stars but with negative stats

#

Lower than basic things

hard fern
void aspen
#

And give less or negative energy and hp

lucid iron
hard fern
#

gravel or soggy

void aspen
#

Like cheese aging

#

But other way around

void aspen
hollow island
#

such gradient kind of spoil would require some serious hard coded number to make it make sense for in game item, on top of the horror of having even more quality variant clog up your inventories

wary dew
#

Got all of my NPC's events outlined! I still have to write/code them, but at least now I know what they are, what order they happen in and the general direction of his arc.

tawny swallow
#

If I may ask a question, I'm trying to have an NPCs dialogue change after a player receives a flag, but I can't really get the "When" thing to work on my edit data pieces. Im not a hero at coding at all and Im using content patcher so Id really appreciate a pointer :)) (Im not talking about a conversation topic, im talking replacing regular dialogue after an event, like Leo when he moves to mainland )

gaunt orbit
#

Dialogue is set at the start of the day, so your changes won't be immediately visible

#

Aside from that, attaching a When condition should work fine

scenic ferry
#

I sense I have done something foolish, I cant get this event to trigger?
No smapi errors or anythin

tawny swallow
lucid mulch
torpid sparrow
#

Hallo, how would i edit an existing event

gaunt orbit
#

You can do it with TextOperations

torpid sparrow
#

i thought so but idk the format, is there a page for it

gaunt orbit
#

[[Modding:Events]] I believe

#

[[Modding:Event_data]]

gaunt orbit
#

That's the one

ocean sailBOT
#

Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on macOS Unix 13.4.0, with 13 C# mods and 6 content packs.
Suggested fixes: SMAPI is out of date, consider updating it

gaunt orbit
#

If you're asking about how to use TextOperations, it's explained in the cp docs on the EditData page

lucid mulch
torpid sparrow
#

ahh thank u

scenic ferry
slow basin
#

what do you put in event to make sure someone can't see an event until they've seen another event first i cant find it in the event tutorials

pale river
#

hasseenevent condition

sullen rain
#

Can someone ELI5 how to add a custom spouse room? I keep ending up with either Abby's or
17:11:05 ERROR SMAPI An error occurred in the overridden update loop: Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\MarchSpouseRoom.tmx.xnb'.
File name: 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\MarchSpouseRoom.tmx.xnb'
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29
at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37
at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276
--- End of inner exception stack trace ---
at StardewValley.SaveGame+<getLoadEnumerator>d__101.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__101 this)
at StardewValley.Game1.UpdateTitleScreenDuringLoadingMode()
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)

slow basin
brittle pasture
sullen rain
#

I have a spouse.json with

#

{

"Changes": [
{
"LogName": "Spouse Room Data",
"Action": "EditData",
"Target": "Data/SpouseRooms",
"Entries": {
"MarchFOM": "MarchSpouseRoom/0"
}
},
{
"LogName": "Spouse Room Map Load",
"Action": "Load",
"Target": "Maps/MarchSpouseRoom",
"FromFile": "assets/MarchSpouseRoom.tmx"
},

]
}

#

Would that not do it?

uncut viper
#

Data/SpouseRooms isn't a thing

brittle pasture
#

(it was in 1.5, so whatever guide/template you're using is outdated)

sullen rain
#

Ah

brittle pasture
#

(and the unpacked files)

torpid sparrow
#

is there a way to get the sve map into tiled

ornate locust
#

same as any map really, just pop it open

#

SVE has it in a folder... one sec

torpid sparrow
#

oh pf

soft lance
torpid sparrow
#

true

soft lance
#

im so sorry to ask u haha, just in the middle of adding one

#

my brain a bit forgetting

scenic ferry
#

the closer I get to finishing my mod the more anxious I get about actually posting it oh god

soft lance
ornate locust
scenic ferry
#

what do you mean I have to publish it for people to see and judge and witness

ornate locust
soft lance
torpid sparrow
soft lance
scenic ferry
#

its my first mod so I've just got far too many nerves I suppose

ornate locust
#

well that'd just be a bad idea since official Clint marriage is coming out, you'd probably have to basically redo it on 1.7

soft lance
ornate locust
#

It's like modding early access, that code's gonna have hard shifts and it's gonna be a real pain!

soft lance
#

Published yay : )

ornate locust
#

I see that tortilla puffer

soft lance
#

I saw them as the emojis in teh server, got permission from all the people who made them and posted it : )

#

I'm very happy with the result of the mod...bit...content lacking...but I can always add quests and storylines later :3

ornate locust
#

"what do you mean this is a fish taco? It's just a tortilla with veggies and salsa in it"
"well..."

sullen rain
#

Is the current value for accepting the mermaid pendant "AcceptPendant"?

torpid sparrow
#

what is the command

#

[[Dialogue]]

#

darn

#

i never know

sullen rain
#

I'm so confused

#

I keep getting a different custom NPC's response

latent mauve
#

It changed in 1.6

dreamy cedar
#

Meet Norvin, the troll in charge of demanding tolls across the quarry bridge. I'd like to make Norvin able to yell at players as they pass by the booth merrilly ignoring him. Something like NPC.showTextAboveHead, but alas, poor Norvin's not actually an NPC, more of a map artifact... Ideas on how to do that? TemporaryAnimatedSprite? Sounds complicated. Make a fake NPC so I can take advantage of showTextAboveHead? Maybe...

ornate locust
#

You might be able to do that with BETAS

lucid iron
#

goblin...

#

i would just make an invisible fake npc yea

#

to be lazy about it

ornate locust
#

but an invisible fake NPC would do it yeah

dreamy cedar
#

cool, I was worried that the fake NPC might show up on social panels, etc.

lucid iron
#

well u just do new NPC

iron ridge
#

you can make antisocial npcs too

ornate locust
#

Antisocial NPC

lucid iron
#

and u dont even have to add it to the map cus u can just call drawAboveAlwaysFrontLayer(spritebatch) manually

dreamy cedar
#

I think you'd have to -- the business end of showTextAboveHead is implemented in NPC.draw in 1.6+

#

(showTextAboveHead just sets some fields.)

lucid iron
#

no its in npc.drawAboveAlwaysFrontLayer

dreamy cedar
#

Yeah, I saw that - I assumed that's called by 'draw' tho

lucid iron
#

u should be able to use Events.Display.RenderedStep at RenderSteps.World_AlwaysFront and just call goblinoDummyNPC.drawAboveAlwaysFrontLayer(e.SpriteBatch)

#

that is meaning of "call manually"

#

now there is actual benefit of having dummy npc in the location

#

u'd get a npc map location

#

and u can use him for dialogue stuff too

hard fern
#

the toll troll

dreamy cedar
#

yeah, but I don't want him to be giftable/friendship hearts, and all that. More like the traveling cart npc.

lucid iron
#

mhm that be CanSocialize=false

#

is just up to you basically Dokkan

lucid iron
#

that npc instance doesn't ever have to make it into map, which does mean speech would be only visible to the local player

honest tundra
#

Is there a framework to make items spawn in the debris in the mines, or would it be easier to make a forage that spawns there?

long jungle
#

Content Patcher

Is it possible to reference another mod's config when using the "When" condition?

tiny zealot
#

not normally. you need CMCT for that

long jungle
sullen rain
torpid sparrow
#

thats it basically

#

"Action": "EditData",
"Target": "Strings/StringsFromCSFiles",

sullen rain
#

In the dialogue json?

torpid sparrow
#

uhh

#

no

#

its a separate patch

#

if you loaded in an entire dialogue json then the entry wont work there

tiny zealot
#

you can organize your patches among your included json files any way you like, but yes ^ it should be its own patch

#

or if you already have a patch into StringsFromCSFiles you can add it to that one

torpid sparrow
#

yas

#

not sure if you've used blank jsons before, but i like to load a blank and then include my dialogue json where i have multiple patches

sullen rain
#

So...

#

{
"Action": "EditData",
"Target": "Strings/StringsFromCSFiles",
"Entries": {
"MarchFoM_Engaged": "...!$5#$b#Are you sure you want to marry...me?$7#$b#@...of course it's a yes.$7",
},

#

Would that work?

torpid sparrow
#

yur should

scenic ferry
torpid sparrow
#

yay!

torpid sparrow
scenic ferry
#

If you want to !! Its my first publish so its. probably buggy

autumn tide
#

eeee time to nosily burrow around in your code-

scenic ferry
#

ohgod

autumn tide
#

-# okay do not have SVE but i shall investigate nonetheless

#

the portraits look so gooood

molten pelican
#

i can add my weapons to guild shop and buy and use them but i cant figure out exactly how to tie them to progression in the mines (0-40) ect any tips?

autumn tide
#

HMMMM I believe all shop entry things have the option to add a condition?

#

lemme see if there's a GSQ for this..

molten pelican
#

assuming im using wrong one honestly

molten pelican
#

Thank you ill try that

autumn tide
#

!json if you need further help you can use this guide to post your code here for review :)

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.

molten pelican
#

ok awesome thank you very much. trying it now to see if any errors ect 🙂 i couldent figure out for like 2 days how to remove the black block behind my weapon icons ;p im very new to this but figuring it out is rewarding

autumn tide
#

this place is super helpful!!

#

ngl I kinda suck but the other people can def help out with the complex stuff-

molten pelican
autumn tide
#

oh awesome!!

molten pelican
#

one question is im not very good with anything graphical. how hard is it to replace the dog skin/make a new dog if i have pictures and such as a base? basicly my own dog lol

autumn tide
#

hmmm, do you mean like changing one of the defualt pets to look like that particular dog?

#

I think it'd just be a basic image replacement..

#

oh also would that be the dog in your pfp?

#

yay qualifed person is here!

tiny zealot
#

it's basically just as easy to make a new dog breed as it is to replace a vanilla one, so i recommend that instead

autumn tide
molten pelican
tiny zealot
#

that has the advantage that you don't have to fight with other mods for who gets to be e.g. dog2

molten pelican
tiny zealot
#

converting a real-life picture of your dog into a sprite without doing the pixel art is probably not going to work too well

#

i suggest finding the vanilla dog that's closest to your dog's shape and editing that to look like yours

molten pelican
tiny zealot
#

to get an idea of how to set up the mod to add a breed, you can check out how existing mods do it (and i'll dig up a wiki link for it, too)

devout otter
tiny zealot
autumn tide
#

AWWWW

tiny zealot
#

(you can even download an old version when it only had one color available if you need it even simpler)

tiny zealot
molten pelican
forest cypress
#

Someday i'll get stardew and update my mod... someday

#

though i guess since we're getting another update itll break anyway 😅

naive root
#

Hello im working rn in a mod to make the spouses more useful and interesting in stardew valley and I wanted to share a little bit of the process with you. I started a week ago and I think that Im making good progress. I would love to receive advices about what things could be useful for the spouses to do without being annoying. I'm open to receive any feedback. I'm not at artist so, I can trade my coding abilities to help create other mods in exchange of creating sprites for the different behaviors. I will give credit as well when is published.

#

It has been amazing creating this mod a lot of challenges but it is really fun

torpid sparrow
#

hmmm the watering is pretty great!!

#

visually i would have the little sign above the head disappear after a couple seconds

#

maybe collecting resources could be useful? chopping trees down or getting rid of debris on the ground

pale river
naive root
autumn tide
#

hey! wanna recolor an object's category color with spacecore, what formatting would this mean?

molten pelican
jaunty shuttle
gaunt stream
#

trying to learn how to do harmony patches and not understanding a thing lolol

jaunty shuttle
gaunt stream
naive root
opaque field
#

For recipes, I want my key lime pie to be made with the key lime 'milk' but if the player has the lg key lime 'milk' and they make the recipe it yeilds 2 pies. How would I set that up?

loud thunder
#

I accidently left my game blackscreening for a minute while testing and i got to a 176mb log file 😭

#

I cant even parse it

#

Atleast i know what file is causing it so i can figure out what i did wrong

round dock
golden basin
#

so i found out the name of my fictional islands, Arcania, was what some 17th century ppl called a place in ghana and now idk if i should change the name or just accept that their the same name?

#

i have multiple mods calling the islands i made Arcania, ive been calling my fictional islands arcania for years now and im just???? do i change it? do i accept it as is idk what to do

sonic gale
#

Hi modders, can anyne suggest a program/site that i can edit tilesheets on? I'm editing DN's tilesheets for personal use

buoyant jackal
golden basin
buoyant jackal
#

I don't think too many people know about Arcania, and it's old enough I think it's fine

golden basin
#

okay thank you, thats comforting...im honestly tired of my work being constantly compared to other cultures and concepts. like ive actually has ppl try to guess what culture i base my fictional people on? and its very uncomfortable .

#

i try to avoid basing them on anything

sonic gale
naive finch
#

you can use pain net, it's free

#

CA himself also use that softwareSDVpufferheart

sonic gale
#

does that have the uh

#

featrue where u can select a color and replace it with another color

#

SORRY im so new

fossil osprey
round dock
#

!pixelart

ocean sailBOT
#

Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.

To start, you'll want an art program. See a list of recommended programs in the !software command.

Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab

To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.

Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396

SDV has a few quirks to remember too:

  • Colour limits: Limit the number of shades you use - stick to six including the outline.
  • Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
  • Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
    Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
sonic gale
#

tysm guys!

round dock
#

Wait sorry wrong command SDVpuffersquee

fossil osprey
#

!pixelartinfo I think

ocean sailBOT
round dock
#

!sof— yeah that works

#

!software

ocean sailBOT
meager ginkgo
#

you can use aseprite for free if you just compile it yourself from their github I believe

fossil osprey
#

You can yeah

round dock
# ocean sail

You can check the first portion, it’ll list you recommended softwares (free or paid)

sonic gale
#

tysmmm

quasi crow
#

is anyone else having issues loading github pages over the last few days? its real slow/just not working occasionally for me.

sonic gale
naive finch
fossil osprey
crude plank
#

@sleek flint Hi! I have an idea for a custom TV channel mod and i heard you're working on a new framework for that, the framework that already exists can't really do what i need and i was wondering if yours might. Do you have a doc for it at this point?

sleek flint
#

What do you plan to make with it btw SDVpufferowo ?

crude plank
#

I won't be able to tinker with it for the next few hours but i'd still love to talk about it with you

#

The main thing i would need that the other framework can't do is a way to randomize the text from a list every week

sleek flint
crude plank
#

My idea is basically a TV channel that recommends a new mod every week and use the nexus mod ID number as a "call this number to find out more" lol
But i don't want to set a particular week for each mod because that would cause some mods to be seen more than others, i want it to be randomized each week

sleek flint
#

Sure, I will send you the mod and doc in the DMs.

crude plank
#

Thank you so much!

long jungle
#

When a mod is showcased at #mod-showcase , which image is used as thumbnail?

#

Is it the cover image at Nexus Mods?

shut edge
#

anyone know a mod that makes use of local tokens? i'm going to be adding several things that are gonna be largely the same except for colors, and that seems like an appropriate use for that

#
    "Name": "{{ModId}}_BlueBell",
    "DisplayName": "{{i18n: bluebell.DisplayName}}",
    "Description": "{{i18n: bluebell.Description}}",```
#

like i could local token the Blue to Red etc

vernal crest
#

Yep, Monster Sanctuary

shut edge
#

thanks

vernal crest
#

You can ping me for questions about it if you want. I've done quite a bit with local tokens now. MS is probably a fairly complex example to look at. I don't think I have any mods with simple ones lol

shut edge
#

it's a bit of an advanced technique i suppose

#

lol, rad

#

yeah this seems a bit over my head

vernal crest
#

Oh I think I might have a more simple example, let me see.

shut edge
#

yeah i just want to be able to slot in 7 colors to items and matching buffs

vernal crest
shut edge
#

thanks, i'll check it out

unborn shadow
#

Hi! Quick question about i18n format, I'm currently converting my mod to i18n using nomori's tool, but I used the ||| syntax in my original dialogue.json to seperate the alternative lines. It's becoming a bit troublesome to copy-paste them one by one into the converter. Is there a better format or a specific CP token to keep things organized?

shut edge
#

hmm maybe this is more complex than i need for this tbh

#

i doubt it makes a meaningful performance difference with only a few items

sleek flint
#

Does anyone know where the file with the Tropical TV sprite is?

vernal crest
#

In my experience, local tokens are only really worth it if you'd either save more json and work even with the Include patches than you would spend doing things the normal way - or you plan to do fancy stuff with the tokening.

golden spire
#

or did you mean the 'physical' tv itself? (which is just in furniture)

shut edge
#

is AttackMultiplier one of those unused combat stats?

vernal crest
unborn shadow
vernal crest
#

Adding new lines is as easy as putting them in the default.json and updating the range number in the dialogue key.

unborn shadow
#

I'll try it out, thank you!!

vernal crest
# unborn shadow I'll try it out, thank you!!

I realise I didn't address how it works with using the tool and the reason for that is that I rarely use it haha. I'm guessing you'd have to just write one line in the dialogue file and then edit the i18n token and default.json after it's gone through the converter to add the rest of them.

shut edge
void aspen
#

omg what

#

thats a lot

#

what does endorsements mean tho

tawny swallow
#

Its likes I think haha

#

guys if I make an event where the player obtains an item at the end of it (regardless of choices they make), will that player still receive the item even if they skip?

round dock
# void aspen omg what

Like Plo said, it’s analogous to a like which users are able to do 15 minutes after downloading a mod. Trending mods (when they’re recently published) are sorted and ranked by endorsements.

lucid bobcat
#

Im new to making mods, but I have been programming c# for years

I was wondering if there was some github project I could look at that could help me understand how I would add a new building to the game?

#

I asked this a few years ago and was told to use Solid Foundations, is that still the way to go?

#

(its not just a cosmetic building, I plan to add new functionality to the game, which I understand means I should NOT use a content pack, is that correct?) -- incorrect it seems

#

Nevermind
Looks like I found a good tutorial I havent seen yet 🙂
(https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Farm_Building)

Stardew Modding Wiki

Last edited by AtlasVBot on 2025-09-13 18:56:16
Stardew Valley 1.6 revamped how buildings work and now you can add a new building with just Content Patcher. There are also new ways to add textures/skins to existing buildings that have advantages over previous methods. This guide will walk through how to use these features, starting from "put my ...

lucid iron
lucid bobcat
#

I basically want to make a new enterable building that acts like the shed most of the time, until a minigame event happens where the player is then teleported inside until the minigame ends

#

I wanted it to be partially decorate-able etc.

lucid iron
#

Yea then make the building exist first with data edits

#

After that you can do the interaction in a tile action

lucid bobcat
#

so I dont need to rely on Solid Foundations right? I prefer to have less dependencies 😛 Especially for a first project

lucid iron
#

Nope you can do it in content, the guide you found works

#

Solid foundations is largely deprecated now

lucid bobcat
#

Thanks Chu!

hallow prism
#

solid foundation has some unique features, but it was porting some of the 1.6 changes so lot of stuff is doable without now

uncut viper
woeful lintel
#

how do you make and use a shader for monogame?

brave fable
#

hmmm that definitely isn't a triangle

uncut viper
#

Gotta write and compile some hlsl, and then open and close some special SpriteBatches

lucid iron
#

You need to use older shader thingy but more importantly it's applied per spritebatch

uncut viper
#

The triangles are still there making up the light lavender background 😌

#

They could be replaced with a shader at this point too, but eh

lucid iron
#

Hm when does game itself uses shader bolbthinking

#

Does it like do that

uncut viper
#

It has some, don't know where theyre used, if at all

#

The things the unpacker always complains about being unable to unpack

#

Content/Effects

lucid iron
#

Yar i did wonder about those

uncut viper
#

Three variants of ShadowRemove...

#

I also don't know what the deal is with .mgfxo vs .mgfx

#

Or if it matters at all

#

I've seen both used though, so...

proud wyvern
#

i think mgfx and mgfxo are one and the same

uncut viper
#

I'll continue on using just mgfx then

proud wyvern
#

waiting for you to also ditch the SpriteBatch to do more interesting shader things

uncut viper
#

I wasn't aware I could do shader things without applying it in a SpriteBatch.Begin() call

proud wyvern
#

you don't even have to use SpriteBatch at all to render anything

#

but if you do, it forces you into a very specific format

uncut viper
#

I'm skipping it to draw some primitive triangles already

#

But I didn't know how to apply a shader to those

stiff acorn
#

Hii! Am I allowed to post a mod I've uploaded here? :)

uncut viper
#

So long as it follows our server rules

proud wyvern
#

it's probably best to post in #modded-stardew though, unless you're strictly looking for other developers to look at it

stiff acorn
#

Thanks so much! :)

brave fable
lucid iron
uncut viper
#

Oh yeah... there is that BasicEffect doing passes huh

#

I forgor

proud wyvern
#

this is in my private repo, so can't exactly link to it, but this is what i've done for my game project i've started and pretty much abandoned 3 days later rofl

#

that let me write my own shader, with custom per-vertice data being passed

stiff acorn
uncut viper
#

It's definitely stuff I can see myself wanting to mess with a lot more in the future

lucid iron
#

Oh im just talking about your name

#

Since blueberry is also in the chat

#

Clearly theme going on here

uncut viper
#

I have to keep myself from messing with it too much more than I already have been though... distracting me from actually making the rest of the modfest entry..

#

Good stuff to have in the toolbox tho

stiff acorn
brave fable
uncut viper
#

(edoM rorriM will probably be getting an update this year tho... maybe for its april fools anniversary)

lucid iron
#

Is it going to have spenny compat

uncut viper
#

I also spent a bunch of time making it blobby only for it to not even really be that visible once I made it fade out near the edges so I'm showing this version off too so it's not an entirely wasted effort.

proud wyvern
#

kaleidoscope when

uncut viper
uncut viper
lucid iron
brave fable
#

describe to me the purpose of a real kaleidoscope

#

and yet they were made

uncut viper
#

If everything is already spenny by the time I get to a late priority WorldRendered event then it can be Spenny compatible

uncut viper
proud wyvern
#

it's much easier to download a mod than find a real one

stiff acorn
uncut viper
#

a real one is also much more sparkly

#

real sparkles none of these fake hdr sparkles

lucid iron
#

Well could point a real one at my screen running sdv

proud wyvern
#

anyway, this was the shader i was tinkering with https://gist.github.com/Shockah/4931e2e1e23a98993ece1ca53d0ef29e
basically it allowed me to pass in two colors - the usual color you multiply with, and another color that's lerped with the rest, depending on its alpha
so a tintColor with alpha=0 means just normal rendering, but i can also do, like, white at 0.5 alpha to get halfway between what i'm rendering and white. which is normally not possible with color multiplying. black would be, but white not

uncut viper
#

I thought kaleidoscopes had self-contained visuals

lucid iron
#

There's open ones

brave fable
#

just think. we could've blown the minds of so many pirates if we just had a time machine

lucid iron
#

Or like, holes enough to see stuff past the glass crystal stuff

uncut viper
proud wyvern
#

if you want to render a solid color, sure

#

but this affects what's in the texture too

uncut viper
#

Oh good point

#

That sounds a lot more valuable then

proud wyvern
#

i was experimenting with using that for showing elevation in an isometric game

opaque field
#

with recipes can I specify that if they use regular key lime it gives one pie but if they use the Lg key lime ithey get two pies?

proud wyvern
#

darker elements below, lighter above

#

in the end i didn't like the result, but it worked at least

uncut viper
lucid iron
opaque field
#

dnag, that's kinda what I thought after scouring the wiki. Ty 😄

sweet niche
#

Hi guys quick question,
is it okay to release the mods that using same dialogue from base game but the different is it have more expression?
and how do i credit this on nexus if i need to do that?
i already contact with other modders that i inlcude in my mods, but idk if base game one on how to do it
thanks

lucid iron
#

Why do u need to include the lines

sweet niche
#

because i was adding or changing portrait expression it used

lucid iron
#

Are you going to do it for all languages?

sweet niche
#

dont know if there's another way to do it except copy all the dialogue line

sweet niche
lucid iron
#

In terms of crediting I don't think there's any more than mentioning some dialogue is base game

#

But if u can find some way to achieve what you want without actually changing the dialogue strings, it would be more compatible

sweet niche
#

i was thinking that but as my understanding now there's now way to achieve that because the portrait was inside the dialogue lines
unless it was separate string or tokenize (sorry idk what it called)

vernal crest
#

ReplaceDelimited would probably work pretty well there for just replacing portrait commands

sweet niche
#

oh where to check that thing?

solemn lagoon
#

Hi, sorry for interrupting but I want to ask
Would having too many Dynamic Tokens in the same mod lags the game? I want to experiment with randomised festival tile position

vernal crest
#

Randomised festival coordinates sounds like even more compat hell than normal ones lol

Yes increasing your use of DTs will increase performance cost

solemn lagoon
#

I see, thank you 😄

lucid iron
#

It does have cost but it's also not ur job to fret over that

vernal crest
#

That doesn't mean that DTs should be avoided, just used carefully as with all mod features

lucid iron
#

Make whatever u want work first

vernal crest
#

(It is always a modmaker's job to fret over performance Chu otherwise we get people using on time change william nilliam!)

lucid iron
#

But it gotta go brrr first

#

Then brrr faster see

vernal crest
#

I think it is good to know in advance how costly something might be but I agree that it should not be an impediment to doing fun and cool things

vernal crest
#

Do a test one first, but yes you would have to. It's definitely more work but means your mod is going to be much more compatible with other mods that make small edits to the vanilla lines, provided yours runs later than theirs (which you can do with the priority field set to late). If you leave it the way you currently have it, your mod will be completely incompatible with other mods that edit vanilla lines.

inland iron
#

Hey guys I made a mod some time ago in jsson assets, is there a guide or anything on converting that to be a content patcher mod, as im not familiar on how to use CP with pfm and mail framework mod

#

(sorry if this is a stupid question, havent touched modding for like 4 years)

proud wyvern
#

you likely won't need PFM or Mail Framework either

hallow prism
#

sometimes you can use JA actual version

#

then patch export the data

sweet niche
hallow prism
#

then use that as template for your new Cp mod

vernal crest
#

JA, MFM and PFM all still work so your mod probably works still

soft lance
#

Major Update!

5 New Languages
4 New Fish
5 New Quests
14 Mods Supported

Link: https://www.nexusmods.com/stardewvalley/mods/38752

Nexus Mods :: Stardew Valley

Aquatic Sea Creatures expands Stardew Valley’s fishing experience with 31 new fish found in the Ocean and Ginger Island. Each fish has its own time, season, and weather conditions, which makes fishi

#

Had to post here for publishing

#

mb

vernal crest
#

(It's fine but you'd get more visibility if you posted in modded farmers to publish!)

inland iron
vernal crest
vernal crest
jaunty shuttle
#

Can I make the child sprites bigger? How big?
If I wanted to make them say, blow bubbles-

sweet niche
lucid iron
lucid iron
#

For NPC yes u just use bigger anim from spacecore

jaunty shuttle
#

Ooo ty ty

ornate trellis
#

oh right, im already so pampared by hmk i automatically go to yeah its npc

jaunty shuttle
lucid iron
#

Yeah they dont have schedule animations

#

Bc not NPC

ornate trellis
#

toddlers are basically just walking furniture or something idk

lucid iron
#

I haven't really thought about how to do this kinds of thing either

#

Tossing it into the what if idle animations bucket Dokkan

jaunty shuttle
lucid iron
#

For using npc features from other mods, the only thing to note is that you need to use the token provided by hmk

#

To access their NPC internal name

jaunty shuttle
#

So (from my understanding) adding an animation like that to NPC's would be difficult, and adding them to toddlers is not currently possible without C#?

brave zodiac
#

My character has this like line next to his head when he waters stuff. I would like to know where the relevant file would be so I can delete those pixels...if they are on a png somewhere.

ornate trellis
#

i mean its not really difficult, you jsut need spacecore, i even linked you an example code

jaunty shuttle
#

Oh ok, i've just heard people say changing character sizes was difficult so I assumed

#

Ty both btw for entertaining my daily barrage of hypothetical questions

ornate trellis
#

well it gets harder if the entire character has to be bigger than 16x32 but you said to blow bubbles so we figured you mean schedule animations

#

if you want an overall sprite that is bigger than 16x32 theres another framework for that but i am not really knowledgeable on that one

jaunty shuttle
#

Makes sense astolfo_nod

ornate trellis
#

Poohcore is the name

lucid iron
#

I think hmk kid npcs get the force one tile by default

#

So changing their size is fine

jaunty shuttle
#

Can I make them use a certain sprite on certain tiles?

#

Like to slide down a slide, they could just have their sitting frame?

#

Or is there another method to achieve the same effect

sweet niche
ornate trellis
#

hm, i am having several troubles with my mod and idk if i have the energy to find out what is the cause....

#

what did i forget this time for my npc to do nothing and my shop to not appear, sigh

subtle condor
#

I have a question about multiplayer compatibility (with a C# mod). For example when I so something like Game1.player.mailReceived.Add("FE46.SVA_Moonscythe_Island_Altar_Removed");, I can see that I can do the same with Game1.masterplayer. Should I do that? Should I do everything via the masterplayer to prevent problems I cannot thing of or could I just do it via Game1.player?

odd thunder
#

anyone here likes the show amphibia? i have been thinking of a mod where pelican town turns into wartwood swamp and the characters are also modified to wartwood folks.

ancient yarrow
#

I'm trying to make super simple mod for my first time working with this. I wanted to prevent editing a sign. I currently check the grab tile and button pressed, and if there is a sign on the grabtile I supress the button press.

However, I just realised that (as shown in the screenshot), even if the grabtile is below the sign, it still edits the sign if I'm standing to the side of it.

Is my approach of checking the grab tile not correct? Is there a better way to do this?

gaunt orbit
#

relying on input events and game state to detect object interaction is convenient but not very reliable

ancient yarrow
#

Ooo OK that feels a bit spicy

#

I'll have a look into it

gaunt orbit
#

It's not too hard, and I can help you

#

a simple prefix is all you need

ornate trellis
#

oof, im sure its something stupid but i cant get my shop to open for some reason pufferpensivebutt

ornate trellis
#

it just keeps triggering the closed dialogue despite my NPC being in the area

lucid iron
#

Hm are they in the rectangle

ornate trellis
#

should be. i might did the reactangle wrong idk? what I wanted is this

#

and hes clearly standing somewhere there

gaunt orbit
#

that's odd. that seems right

ancient yarrow
ornate trellis
#

i am confusion

ancient yarrow
#

Is there a reference for the games classes and functions? Or should I decompile it myself?

gaunt orbit
#

!decompile

ocean sailBOT
gaunt orbit
#

you will want to prefix Sign.checkForAction

ornate trellis
#

i can zip it up if anyone wants to take a direct look or something cuz idk what else to do pufferflatbread

sullen rain
#

Hey guys

#

What the heck does this mean?

hard fern
gaunt orbit
#

your json is wrong probably

hard fern
#

might need to see the json

gaunt orbit
#

can you post it please?

#

my guess is the game wants an array and you gave it a single value instead

sullen rain
ornate trellis
#

man, id say im gonna take a break but this issue is making me lwkey angry lmao

gaunt orbit
# sullen rain

yep. Home is supposed to be a list of objects, not an object

#

you need square brackts around your curly brackets

hard fern
#

🤔 should home be in []

gaunt orbit
#

yes

sullen rain
#

So like this?

hard fern
#

looks ok

#

🤔 would the json validator catch things like this or does it only check for proper json

sullen rain
#

Didn't catch it when I ran it thru

iron ridge
#

if you upload it specifically set to the content patcher schema it'll catch stuff like the format field missing but it can't do file-specific checking

sullen rain
#

Okay yes the error is gone now. Thanks guys 🙂

ornate trellis
#

im so close to jsut getting rid of the closed message GRRRWOOFWOOF

lucid iron
#

obj is IndoorPot || obj is Fence || obj is MiniJukebox || obj is Mannequin (C#) can i combine these checks

calm nebula
#

Yes

#

If obj is A or B or C

ancient yarrow
#

If harmony patches need to be static how cna I access the mod config from them?

lucid iron
#

make ur mod config static too

lucid iron
ornate trellis
#

you know what....i did take out the closed message and my shop aint opening still emotiguy time to throw myself into the bin

lucid iron
#

does debug shop work

ornate trellis
#

hm, it does

#

does that mean my error lies in the tiledata or something

#

wait, deos it...the closed message works tho...

ancient yarrow
#

Thanks for the help! Got a harmony patch working and its much more reliable

#

Just need to find the one when the user breaks a sign now

#

Is there a way to check a property on the instance inside the prefix?

iron ridge
#

iirc if you add an argument that's __instance, it's a reference to the instance of the class

ancient yarrow
#

Nice ty

opaque field
#

What is the best way to have multiple animals on one shop texture/should I just make them individual?

lucid iron
#

are you using any framework

opaque field
#

no

lucid iron
#

then u just draw the shop texture PecoWant

#

thats how chimkin works in vanilla

#

in terms of how to impl u can use skins or alt purchase type

opaque field
#

Hm, okie. I have different animal types like rabbits hens cows and a 'living custard' lol does that make a difference? Currently it seems to be showing my mallow hens for all of them even when I specify that it's a different coordinate on the shoptexture image

lucid iron
#

when using alternate purchase types only the top level matters for shop

opaque field
#

OOOOOhhhh okay

#

Ty!

ancient yarrow
#

Im trying to patch StardewValley.GameLocation.checkDestroyItem but it doesn't seem to exist in the GameLocation class

#

Am I missing something?

iron ridge
#

it's private

ancient yarrow
#

Oh oops

iron ridge
#

are you trying to reference it by the name or typing the full StardewValley.Gamelocation.checkDestroyItem

#

if its the latter, don't use nameof and just do "checkDestroyItem" iirc

cedar turtle
#

Quick question. Trying to troubleshoot a mod whose machine breaks the game during night/evening hours
Does it matter whether the line isLamp = false exists or not? (it's true by default)

hallow prism
#

sometimes wiki mentions if a field is mandatory

lucid iron
#

What is the machine

cedar turtle
ornate trellis
#

took a break to game and just got angrier so im back in hopes that maybe now someone can tell me why my shop isnt shop-ing pufferflatbread

ancient yarrow
fossil osprey
# lucid iron when using alternate purchase types only the top level matters for shop

Oh btw chu I think I found an issue with smithy
I was wondering why some item names were mixed up, turns out there was some mix-up in the data for item names

Basically I had a situation where I grouped my items in subfolders like so:

animal_1
    img1
    img2
   ...
animal_2
    img1
    img2
...

But when generating data, the first furniture of each subfolders actually was looking for the name of the first furniture of the next folder
So animal_1.img1 was looking for animal_2.img1

If you want me to give you the mixed up folder, let me know

scenic ferry
#

@lucid iron hey chu ! Workin on my next familiar, which I want to give the player Fish based on what the player can catch in the current location. seems like the ItemDrop ability could do that? do you happen to have an example of it somewhere?

ornate trellis
hallow prism
#

are you testing after 9 am?

#

with your character being present?

ornate trellis
#

yes

hallow prism
#

can you show the shop tile data?

ornate trellis
#

it should open as long as the NPC is in this area and the tiledata is Action OpenShop VoidWitchCult.CP.TheWaddensea_EnnoOltmanns down 600 2600 25 9 7 3 of which 25 9 is the bottom left tile(and the NPC is right in front of the tiledata)

lucid iron
ornate trellis
#

i thought i did the tiledata wrong but the closed message part of the shop does trigger

lucid iron
hallow prism
#

well i think you did the tiledata wrong, or i don't understand

#

if 25 9 is the bottom left tile, this mean your area is checking for npc in blue area?

#

unless i misunderstand wiki

scenic ferry
#

Would it be using this?

#

haha beat me to it

ornate trellis
#

oof. well the blue would be right under since its left but i get what you mean...i went up instead of down with counting...

#

thats it

#

goddang it......thanks for lifting me from this curse, lumi

#

another certified Void™ moment

hallow prism
#

if it helps you feel less alone, i just mixed left and right, so....

ornate trellis
#

i need to make peace with the fact that i am always in a state of confusion...

scenic ferry
# scenic ferry Would it be using this?

Im a little lost on what I'd put for Location / bobber tile/ depth actually in this context
Would I need to make separate sections for each map location?? Or could I make it LOCATION_NAME Current or something???

lucid iron
#

I wanna say current works but someone else pls check decompile thx

#

The bobber stuff is relevant for fish area

#

And depth is distance from shore

scenic ferry
#

I guess I'm just struggling to figure out what to set x and y to if it depends on farmer location

#

maybe I could instead just make it so the otter has different "abilities" for each main area

hallow prism
#

i think vanilla has example of using some generic placeholder for condition

#

coordinate

#

not really a placeholder but a "don't care about this value"

#

search in location data

hard fern
#

hmmm hi i have a question...

so i want to have a "first time talking to npc" dialogue but i don't want to rely on the introductions quest because my npc only appears in town infrequently, and it's easy to miss them

#

how would i go about that?

#

i know i can set my own ct

#

but idk if i want to do that

hallow prism
#

you can wait for 1.7

#

but making your own event or CT sounds, if not easier, definitively faster

hard fern
#

SDVpufferflat i can wait for 1.7.... hahah..

#

I guess i can set up a ct attached to some mail

fossil osprey
lucid iron
#

Mm I'll check it later™

#

It's true that i never thought about the case where u have multiple atlases per mod too much

ruby marsh
#

Hi! Is it possible to have a random value in Content Patcher that updates once per week?

lucid iron
#

nope

#

you can probably do some trigger actions and save a stat for this though, it just won't be a token

oblique meadow
#

To the best of anyone’s knowledge, Is there any easy way to emulate the steam deck environment if I only have pc access? My new mod has a weird bug that only seems to affect steam deck and I can’t fix it if I can’t replicate it

lucid iron
#

install gentoo /j

#

what is the bug

oblique meadow
#

On pc when you hold left click chainsaw works. Steam deck they hold action button and it sticks in this loop:

#

Which is very not chainsaw

lucid iron
#

do they got log

oblique meadow
#

I can get log. Was just trying to get a test environment setup

#

Haven’t really poked at it myself yet

lucid iron
#

yea i mean im on linux so i can just go test

#

but if log then maybe something is apparent from the start bolbsun

#

it also might not be a linux problem, did you test with controller

oblique meadow
#

I did. It worked for me.

lucid iron
#

works for me, prob a mod compat problem then

#

do u have source available

oblique meadow
#

On my pc. Yeah. I want to tinker first and see if I can get it fixed. I was just coming up on dead ends in getting an emulated environment

lucid iron
#

linux users r over represented here compared to steam so u can just ask RunRun

oblique meadow
#

I’m not sure why I have this habit of making my first type of mod being the most annoying type I could have attempted. First CP mod - farmhouse. First real c# mod - new tools

lucid iron
#

u should 🌈 open source 🌈 your mod

#

i would ask them for a harmony_summary log

latent mauve
#

Well, if it's a mod compatibility issue, it will be hard to find the problem unless you know what my mods they had installed

oblique meadow
gaunt orbit
#

writing code without version control? SDVpufferyoba

oblique meadow
soft lance
oblique meadow
#

Oh it’s an awful method and bites me in the butt a lot

hard fern
#

my version control is nonexistent

oblique meadow
#

But I’ve been coding since before GitHub…. So I have all sorts of bad habits 😝

lucid iron
#

i usually git init as first thing in a mod

#

can push later once i actually committed to having mod

soft lance
#

I have like 20 saved copies of a large app 🤣

soft lance
#

mods with lots of content should

sweet niche
#

Hi, do anyone know how to correctly do this?

{
  "Action": "EditData",
  "Target": "Data/Weddings",
  "TextOperations": [
    {
      "Operation": "ReplaceDelimited",
      "Target": ["Entries", "default"],
      "Search": "faceDirection Lewis 0",
      "Value": "faceDirection Lewis 0/emote farmer 16",
      "Delimiter": "/"
    }
  ]
},

this the error i got

[Content Patcher] Can't apply data patch "(CP) Anime Abigail > EditData Data/Weddings > text operation #0" to Data/Weddings: can't apply text operation to the 'default' entry because it's not a string value.
lucid iron
#

also good for expressing confusion

latent mauve
#

Creating a mod that sends a message in the chat at midnight every day would likely require C#, wouldn't it?

#

My multiplayer group has a running joke of "It's midnight, do you know where the farm is?" to remind folks to stop what they're doing and consider heading back to avoid passing out at 2am. I was thinking it might be neat to have that automatically appear in the chat at midnight in game, but it might be beyond my ability, LOL

fallow musk
#

Hi does anyone what version of mgfxc is used for stadew latest version?

scenic ferry
#

back to tiled I go

How do I make Water back into.. yknow. Water

soft lance
#

its great practice tho

lucid iron
#

u need Back layer prop Water T

soft lance