#making-mods-general
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if you need a framework to do the thing you want, then use the framework, don't cut down your mod
betas my beloved
I'll see if I prefer FTM or Space Core for the thing I'm trying to do
If someone complains about the framework, tell them to code the C# for you and you'll be able to remove the framework
OMG A famous person!
I have a long list of mod ideas, most of which are wildly outside my current skillset (I am still very new to modding). But one of the things I want to eventually add are some extra power books. Are there any guides on how to do this?
-# Also, huge fan of both of the book mods.
damn thats smart actually
like you can either code the thing you want or use the already-existing code someone made for everyone else to use, I don't know why we must always reinvent the wheel
Button is most well known for her other accomplishment, fastening fabric

Power books are tricky, and it highly d epends on what exactly you want your power to do
For me, it was primarily a case of not being overwhelmed ๐
or sdv but turned upside down
If you can achieve an effect with CP, you can easily make it a power book by just making it active based on a stat/mail flag
Since all a power is, is just an icon on a screen. The power itself does nothing
If u are in C# land regardless I think it's more helpful to think of the powers as a "hey look player you have this upgrade"
Anything custom though you'll need C#
Frameworks are quite invisible, they generally just make mod components work.
but I can understand why many file would seem more complicated
I should make a framework for frameworks that just adds a border around the screen for each framework mod that's loaded. /j
I need to look through my notes, but I know for a fact that the simplest book idea I had was one that would increase the price of petrified slime items (the mod I'm working on atm adds several colors) by some amount (probably 20%).
I'm hoping I can come back to this mod as my skills progress, as I've created a rough outline of tasks to tackle once my skills improve! If I remember correctly, I marked adding books as the first intermediate addition ๐
Oh like when my mom installed a billion toolbars in her internet explorer
cut to my screen turning pitch black
Only if you let me customize the border by targeting DecidedlyHuman.FrameworkFramework/Border
Or add my own extra borders
Naturally!
Otherwise it's not a framework
i don't really mind about frameworks too much but i am a bit of a minimalist and like to keep my amount of mods as low as possible (also ftm and spacecore are weird on mobile)
That one you could do with Content Patcher, though it wouldn't apply to already existing items
Really can't emphasize enough that the actual Power Itself On The Powers Menu is 100% functionally useless. It's just there to show the player they have a power, as chu says
i still dont understand why anyone would subject themselves to playing video games on mobile but thats a me problem
Even if I were to add a custom tag to the petrified slime item?
I should make some icons for merchant upgrades...
I just don't think several mods that have bespoke C# to do the same things is better than several mods that use the same framework to do that thing, it seems like you have more things that could possibly go wrong with five mods doing the same thing in different code
Instead of stealing pierre stock list lol
You would just make conditional edits to either the items themselves or every shop's price modifier, if price modifiers can allow checking the item in question via GSQ (I don't recall if they do)
do you mean context tags? you can easily add new ones with cp
IMO, point and click adventure games are peak on mobile.
fwiw if your goal was to spawn anything in the skull caverns (skimming), I'd look at spacecore before FTM until the FTM 2.0 beta stuff is ready
currently FTM can only spawn things on temporary maps by choosing a time range, and then it'll randomly spawn there if someone happens to be there
e.g. you can spawn forage at random times, but if nobody's on that floor of the cavern, it won't appear
or you can make it appear if people happen to be in the cavern at a specific time, but it won't be there if they come in later, etc
See, I don't really play those but I see your point 
I think so. I'm still learning all of the terminology ๐
I would call that the best genre for mobile games... personally.
(I'm not sure what spacecore's specific options are, but being trigger-based, you can probably do mine stuff better)
Ohh I see! Thanks, Esca
That saved me a bunch of time
Help! I created a krobus style npc that just stands there. Everything is fine except for one thing: the shop. I don't understand why it won't open. When I use "debug shop," it opens, but not when I talk to the npc..
Fair. As someone who adores that genre of video games, there's also a lot of horribly designed titles ๐ .
Ironically (as someone who hasn't played this game), if Hello Neighbor had better puzzle design (and ditched the neighbor), I would've considered it an excellent 3D point and click adventure game ๐
Then you can use the OpenShop map action to open the shop, and also talk to the NPC directly
my closedmessage wasn't working but i couldnt be bothered to fix it
That's what I want, for my npc to open the shop, but it doesn't when I talk to him
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.
Those and clicker/idle games (at least in terms of a 1:1 translation between PC and Mobile).
yeah that's true haha
i don't have a computer or laptop to play on unfortunately and also now i'm used to playing on mobile anyway lol
New quote added by atravita as #7667 (https://discordapp.com/channels/137344473976799233/156109690059751424/1481373569198850189)
New quote added by atravita as #7668 (https://discordapp.com/channels/137344473976799233/156109690059751424/1481372885380763659)
TBF, there are also some beautiful gems of mobile games... It's just finding them is the issue.
There is still one mobile game (that I won't mention) that I'm still so disappointed in. It was probably the most creative Tower Defense game I've ever played... It was also by far and away the most textbook definition of "ways to psychologically manipulate people into spending too much money." Just as one example, the game had over a dozen different currencies.
!patchexport
A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.
- Load up a save (with Content Patcher installed)
- Type
patch export <FILEPATHOFTHING>in the SMAPI console and hit return - Look in your
patch exportfolder in the game folder for the relevant json file or image - If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
i think the biggest problem is all the games that are made "free" but aren't actually because you either have to pay to play or have any decent playing experience or it's completely flooded with constant ads which make it almost unplayable. i'd rather pay for a game and just play than have to constantly pay little amounts which in the end would be a larger cost
it's my pet peeve lol
Could someone send me the wiki for creating a new map and putting it into the game?
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
I'm guessing that the best way to make custom animations for NPCs during events is to use a sparate sprite sheet specifically for that event
Yup
sounds easy enough
!mapmaking
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
I'm asking the Wiki to make the code, but I don't have it. Can someone provide me with another wiki?
I don't know what you mean
If you click on the blue text this will take you to the wiki page
Besides that I also do not understand your need sorry
there are some tutorials like https://stardewmodding.wiki.gg/wiki/So_You_Want_To_Be_a_Map_Modder:_Preparations or https://stardewmodding.wiki.gg/wiki/Adding_Map_Patches_Using_Tiled or https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps but none of those are exactly the thing you wanted (making a new location)
I think imma add a click action on Abby's trans flag in my mod
specifically just a message
"It's Abby's transgender flag" (if you've seen her coming out event) or "What a pretty flag!" (if you haven't)
where's it gonna be? somewhere in her room?
ok for whatever reason when I try to add map patches they don't also add tile actions
r the tile actions done right
wdym are they done right?
true that was a bad question
are your tiledatas done correctly, like named properly, in the right places, etc
idk does anything about this look wrong?
but i asked it bc if ur map worked and the tile actions don't it's the tileactions that are the issue
and it's on the buildings objects layer, right?
yes
i should write a "troubleshooting tile actions" checklist
and you added your message string to the strings asset right
StringsFromMaps
- is your TileData snapped to the grid
- is it named TileData
- is it on the pink Buildings layer
- is there a corresponding tile on the blue Buildings layer
- does lookup anything show it having tile data when you have tile lookups turned on
Wouldnโt be a bad governor command
did you spell your mod id correctly? (im only asking because you have it spelled there with an e in "annebeth" while your username has it with an a)
oh good eye forsy
wait does it need a building tile in the source map too?
Wdym source map
yeah
Ok man
it's a map patch, does the source of the patch need a tile in the buildings layer
Yes
oh wait
No
that's confusing
YOUR map needs a buildings tile
... so the source of the patch then?
yep! maps look kind of weird in Tiled compared to how they are in game; in the game, there's no real difference between tile layers (blue) and object layers (pink), so you need to have both a tile and an object at those coordinates on those layers if you want an action to work
which is my map
so could I do an invisible tile and it works (and also if I do overlay it won't replace buildings layer tiles)?
your Buildings tile can just be whatever normally goes there if you don't want to change the visuals
does it need to be passable?
ok but what if I want to have compatability with other mods that may change those tiles?
ok wait what exactly are you patching?
compatibility is a whole nother beast
Abigail's bedroom
where?
you'll have to identify or ask others (probably modded farmers) to identify mods that patch whatever rectangle you're patching
and yeah, like nic says, compatibility with maps is notoriously tricky
...or i guess search the whole mod decompile yourself but i wouldn't even know where to begin with that tbh
you're almost always going to patch over someone else's patch, or get patched over, since there's no way to guarantee every map patch will be compatible. i'd say the best you can do is account for a handful of popular mods that edit interiors ๐ค since those would probably be the ones people ask for
the most effective way to find out what mods need compat is to release as is and see how many complaints you get
uh if u put Passable T it should work?
(on the Buildings layer specifically)
tile property passable T on whatever tiles u want passable
(Passable T on the Back layer makes it not passable ๐ตโ๐ซ )
(is it because they're already passable by default? )
yep
(so putting anything there makes them unpassable)
it might be easier to remember if we put Passable F on the Back layer, because T/F doesn't matter, any value at all there will trigger the property
would using beginSimultaneousCommand be the best option to make two npcs move at once?
move works
you can move multiple npcs at once
You can also move multiple people at a time in a single event command with move - an example of /move Abigail 1 0 1 Sam 0 1 1 Sebastian 2 0 1/ will have Abigail, Sam, and Sebastian all move at the same time in their respective directions.
oh, ok. Thanks!
also, you don't necessarily need it to have, say, one npc doing and emote while another moves
just for move Abigail 1 1 1 true/emotePierre 8 for example
wait that doesn't work
because the move command is wrong
move Abigail 1 0 1 true/emote Pierre 8
would make Abby move while Pierre emotes
I keep seeing the error message 16:24:58 Ignored Dessert Animals > Include Data/GingerbreadGoats.json > invalid: must set the Action field.
but this is what my content.json looks like and I double checked that the file is in the correct place and etc https://smapi.io/json/none/209afec5b753416b839ea2aa4957b90d
I can't figure out how to fix it
you gotta check the GingerbreadGoats.json not your content.json
yup
okie will do
is there a cap to friendship points? like if i set it to 20,000 will it take forever to decay
It's capped at 2749
also friendship already stop decaying at max
For non marriagables
It does keep decaying with your spouse though
i'm gonna tweak this slightly then because this questline doesn't start until you have 10 hearts with these NPCs
but after you complete the quest it's like "i owe you a life debt" levels of friendship
no spouses here so no worries there
I would check for spouses there first, or alternatively worries here, before being so confident
these characters aren't romanceable though
its like checking for mice but it's spouses
"hellooo? any spouses hiding in the walls?"
(just a dumb joke on "no spouses here so no worries there")
It's ok when you make as many bad jokes as I do you just accept that sometimes they'll be so bad they don't even come across as jokes
actually i just realized, knowing the exact max number lets me just set the friendship level to that with BETAS! way better than adding an arbitrary big number
Until someone adds a mod that lets spouses go to 29395838 hearts
what if they hit the integer limit
A mod doesn't need to use integers
so, I've been doing simultaneous move commands for my npcs, but I've realized it's not really working because I want one npc to belatedly follow the other smoothly. Would advancedMove be good for this, because I assume I can put two npcs on the same line like with the regular move, right?
I wouldn't assume that
time for a mod that has friendship using scientific notation
mod that removes friendship altogether because why should relationships be defined by an arbitrary scale? (incompatible with everything)
event list turns into everything everywhere all at once
so, anyone know if this would be a use for beginSimultaneousCommand then?
movement is really difficult to prescribe anything sadly
i usually just play around for a while until i find something that works
ok. guess I'll try advanced move and see if I can do both npcs at once then
I think advance move may be nonblocking by default
yep that
Or have a parameter for nonblocking
nonblocking ?
it doesn't pause executing event commands while the current command is happening
Oh, so I could probably just have two advanced moves on separate lines at once then
(I'm currently a multiliner)
thanks
question, since I've learned and been shown recently that marriage is run as a script, is it still possible to have a tag in appearance modding that works for wedding ceremony. NPC in question is just an attendee so does not have it as natural sprite.
Used this site, but unless I am the extra mind blanking, it seems more how to mod in a unique wedding event rather than determine what outfits NPCs wear at the wedding.
https://stardewvalleywiki.com/Modding:Custom_wedding_events
Additionally, referenced this site and may have been control+f command poorly, but saw no mention of wedding or marriage to base off of
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Seasonal_Outfits_via_Appearances
Last edited by AirynS on 2025-10-23 07:04:19
If you want to add seasonal outfits for your NPC, there's two ways you can do this: the token way or the Appearances way. Appearances is a new code structure added in SDV 1.6, so if you're looking at an older NPC's code for reference, they'll most likely be using the token way. The main difference bet...
Okay thanks. I guess I missed to the event id part in the file
Hey guys. I'm attempting to get a pond to work indoors in an animal building. Like the ducks can swim in it and everything like they do outside. Setting the property as water doesn't seem to be enough. Does anyone know what other properties would get it to work?
Wait hang on nvm
I got it working
I've been working on the same intro for days and I think I'm getting a little tired of it...
still need to write and code the end part, but it hopefully shouldn't be too much longer
hm
ran into an issue with scheduling where my npc doesnt move but then at 1200 walks off intot he wall then turns and walks away into the void 
welp
i think thats happened to me before
im not seeing any overt reasons why this should be happening lmao time to reheck my content json
Is there smth in the log
i didnt see anything but let me relaunch and double check
nope no errors and the log doesnt seem to have any insight hm
whats weird is a simpler schedule i made doesnt have that problem
it appears to have only appeared after changing it to season and day
you might have a secret warp somewhere
no way to know without seeing your json and potentially also map
Is it not possible to use tokens for config name via i18n? In this case I'm looking do something like this and have the display name of the character used rather than hard-coding it in case it's changed by something else:
{
"config.abigail_sword_enabled.name": "Show [CharacterName Abigail]'s sword"
}
But in the mod config menu it shows that literally (Show [CharacterName Abigail]'s sword) rather than the using the value like I want, e.g. Show Abigail's sword
could the error be happening because the schedule is only half done (only have one season done so far)
is this npc in a custom map?
Hey I wanted to ask is this the right channel to ask for help regarding mods?
making mods, yes
Not making mods downloading/playing mods
Oh thank youuu I missed that
if you ever wanna make a mod tho, definitely come in here :3
tokenizable strings are unfortunately not supported everywhere
Figured that was the case but wanted to check in case I was missing something, thanks.
This would be GMCM right?
PR casey?
:ducks:
no u
no u
no u
no u
no u
might be nice if someone broke this train, u no...
I said it only to get botto to respond
does it repeat any message that has been sent 3 times
Yeah. Actually
is there something wrong with this, jump farmer 10/ emote farmer 16/ move farmer 0 0 0/ action AddFriendshipPoints Evelyn 100/ because I'm getting these errors```action AddFriendshipPoints Evelyn 100' which reported errors: required index 2 (Point tile > x) has value 'AddFriendshipPoints', which can't be parsed as an integer.``````ERROR game] Event 'parcy.jack_intro' has command 'move farmer
friendship <npc> <amount>
you dont
thats the command within an event to add friendship points
i mean i guess you could do the traction
Oh, I thought I did because I was directed to that page when I saw the action command
I thought it was a prerequisite lol
naur this is the event one
i mean im sure the traction one works although i dont understand the error
action SetNpcVisible {{ModID}}_Jack``` works though
you're saying traction, is that separate from action or an error?

action runs a trigger action string (traction)
Oh, ok
idk why this would freak the event out
I've have these action adds sitting in it for a while
whats the move error
just what it says I think. I have a billion of the same errors
ERROR game] Event 'parcy.jack_intro' has command 'move farmer
I think so action AddFriendshipPoints Evelyn 100' which reported errors: required index 2 (Point tile > x) has value 'AddFriendshipPoints', which can't be parsed as an integer. [ERROR game] Event 'parcy.jack_intro' has command 'move farmer
uploading your log file might help because that's missing a lot of text
also why are you moving the farmer nowhere
you can do faceDirection as well
Ik, but they both seem to work
fair enough 
lemme check if I'm doing that anywhere else to the farmer
yeah, I am
that shouldn't be it
I'll upload my log
Ok, sorry that took a while. My log was also so big that there was a small delay in copypasting the whole thing over to smapi, so I accidentally copypasted it multiple times and before I realized what I had done. I had to fix that more than once lol, which definitely made the time it takes to get the log ready even longer https://smapi.io/log/696e1bab3b3241e683b51c25a679e0d9
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on macOS Unix 15.6.1, with 17 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
did a patch summary, but it's likely not needed here
smapi did make it more readable though
parcy.jack_intro seems to have some line break issues or some such, afaict from the log itself
could you upload the file with the whole event? there might be syntax issues or invisible characters sometimes
patch export might also help check what the game sees vs what your file says
yeah, it's a CP command, patch export <the target used for the asset>
it creates a copy of the target asset in Stardew Valley/patch export
your json file is probably enough, but sometimes if you misplace {} or use the wrong key, etc, it'll show missing fields or weird formatting
hmm, when you say line breaks are you refering to spaces as well? Because I do have occasional spaces aside from the multilining I'm doing, like this:``` AddFriendshipPoints Evelyn 100/
AddFriendshipPoints Vincent 100/
action SetNpcVisible {{ModID}}_Jack/
pause 1000/```
it wouldn't have caused any problems until recently though
if it is an issue at all
the errors are treating multiple lines as the same command, like thinking one of your commands is just
.../Come along now vincent, it's time we get you home. action AddFriendshipPoints Evelyn 100/...
oh no
it's hard to speculate why without seeing the json text as-is in the file*
was that in the log?
yep
ah, is other dialogue in the log?
Why are people telling me on my mod Spacecore is abandoned. I see no indication of that anywhere. Is there something I do not know? I want to reply but be not rude to them. This feels like a spurious claim, but I want to be sure.
just the error parts
oh
it isn't, they're probably confused about something
That's old
spacecore might split into two separate mods later, but I kinda doubt they'd understand that if mentioned 
(local vs multiplayer feature reasons, iirc) (it's a ways out yet)
I fixed that issue, it was just a line I had not formatted at all
Thank you Esca. I suspected this is true, however, I have had a lot going on in my life, and been quite busy beyond busy IRL.
Ok, well, thanks for the help, but I'm going to have to get back to this issue a bit later now. bye
i think i have pinpointed my problem possibly
Yeah SpaceCore is still a critical framework, I don't know why people would think that. Maybe they have version mismatches?
i think i had the wrong schedule loaded into vs code and was editing it and not the one in the folder
oop nope that wasnt it i illusioned myself
I think i surely put in a command wrong tho
I told them SpaceCore is the Greatest Mod and Pathos would work on it even if something happened to Casey. Perhaps Greatest Mod was hyperbolic, but I really love it.
If I have two character sprites overlapping, is there a way to consistently render one above the other? I've noticed there's some flickering, context is in an event with a dialogue box open so there's nothing else currently happening.
I know most things have a layer depth, like temporarySprite has that I'm pretty sure
You can adjust one of the pixel down
They're NPCs loaded at the start of the event, didn't notice any obvious way to specify depth with them looking at the event data page on the wiki at least.
If it's temporaryAnimatedSprite then there is the sort tile Y value?
If it's not that, then like descending into insanity said, it's their tile/Y position relative to each other, so you'd adjust that
-# atra it's so funny when people call you by your display names /lh
Just positionOffset one of them tbh
that's how they got into that position in the first place
Yeah that's a habit of mine ๐
guess I have to keep them farther apart
Was messing around with Leah's 10 heart event just to see how things work and got this, but their hair gets in the way
Just do what most devs do and say it's a feature lol
Doesn't look that bad tbh

static it's fine but the problem is sometimes Leah goes behind instead of staying in front
uses showFrame for each then positionOffset to push them together
not my area of experience, but I Know that temporarySprites can be placed at various depths which should address this https://stardewmodding.wiki.gg/wiki/Events_for_Everyone
I don't know if you've coded those as temporary sprites, though
(I do C# so I can just tell the draw code to do whatever I want)
Yeah me personally I'd make my own custom version of that, so that issue doesn't happen
fair enough
making your own version gets into compatibility issues that you may or may not want to deal with
But it is more work than needed if it is just a small visual layering bug
I mean I'd just fake the pose with custom sprites instead of relying on the draw order, so temporary sprite would be the way to go
they're stock from the character spritesheets, so unless it's possible to load those as temporary sprites I dunno if I'd bother any time soon
You can load them as temporary sprites, but they'd be a modification of the stock sprites - you'd be doing the spritework yourself using what is there
I am attempting to make a mod to amplify forage spawns of everything (Even modded forageables) How would I go about doing that? I do not know how to make, open, or edit a dll. And I understand if no one wants to help, it is perhaps not very easy to do or teach
!startmodding i'm not familiar with how spawns work, but i expect a few straightforward patches to the game code would sort this out
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
ooh got it, wasn't looking closely enough at what temporaryAnimatedSprite could do
(you would want to start at the C# links, but if you do that and you don't know what you're doing yet i recommend following the "my first mod" tutorial on the wiki there)
this mod might be relevant for getting the character sprites? idk enough about limitations with respect to what textures can be used in events to be sure, though https://www.nexusmods.com/stardewvalley/mods/30001
you should be able to specify any texture you want for a TAS, so you would just put the character's normal sprite sheet i imagine
Thank you! I have experience with content packs, just not C#
That's a good start for a mod, just keep in mind if you're accounting for other mods, it could become fragile when they update/change, might be a lot of work for you later
it's funny dropping in other characters for the farmer in one on one scenes because they're mostly one-sided conversations with an occasional question
I just want my forage, I don't care what it takes. It's funny to see many on the screen at one time, like an ocean of leeks or ridgeside monkshoods. I did already consider how much work it would be, but none of the ones I am considering have constant updates and I am very aware that could change
uh, so I fixed the errors
You could do it C#, concept wise, probably looking at using on day started and if the area is outdoors and then getting the existing forage, multiplying the amount and then try to find a spawn tile to spawn it to
I closed the game, got rid of some spaces between my multilined commands (which probably wasn't the issue since I have a ton of those) and I got rid of the actions before the add friendship points... which is odd, because they weren't causing a billion errors all the other times I played the event. Idk why move farmer was being quoted as an issue either, unless the game somehow got stuck on the fact that I gave the farmer nothing to do (which I fixed).
This whole thing is weird
I definitely left smapi running a while though

need to fix some warp errors now
oh huh
Event 'parcy.jack_intro' has command 'AddFriendshipPoints Evelyn 100' which couldn't be parsed: unknown command 'AddFriendshipPoints'.
the friendship points do not appear to be fixed after all
Are we sure it doesn't need an action before it?
it does if you spell it that way
uh oh, what'd I do?
AddFriendshipPoints isn't an event action, so it does need action before it, since Action is an event action
Friendship is an event action though
if you just write friendship Evelyn 100 then it will find the event command called friendship
AddFriendshipPoints is a trigger action action
oh, that must have been what wem was trying to tell me!
I did have an action because it was a trigger action command, but wem said that it didn't need that.
Wem must have just meant friendship Evelyn 100
Ok
I'll do that since I don't even need a trigger action apparently lol
finally tried the event tester which let's you speed through certain parts of long events, and I'm glad I did!!
hey, is there like a tool where you can put newlines between commands automatically when you give it an event script to make it more readable to figure out what it actually does easier?
Can probably just find & replace / with /\n or somethin
I mean yeah put that just inserts \n in the file a bunch if you do it on like notepad++
That's what a newline is though
holaaa am having issues with movie reactions not going through. i have it included in my content.json and even did a blank load in case that was the issue. here is the log of the MovieData.json for him. if anyone has pointers pretty please let me know!! he does not speak before or after the movie, nor do his custom mid-movie reactions appear https://smapi.io/json/content-patcher/34fdc1ed429e4a26b2595d9a49f5ae03
There's a VSC extension called Stardew Syntax that lets you convert single line events into multi line ones
you definitely shouldn't do a blank load of Data/MovieReactions because that will override all NPCs!
do you have a patch that Includes this file?
also, you can combine these patches into one
ahhhh lemme just scoot and remove that load....... haha
like the MovieData.json?
yep, in your content.json
oooh yes i do indeed
also a good way to answer "do i need a blank load?" is "does this file exist in the unpacked data?" since data/moviereactions already exists, we don't need to load a blank for it
that checks out!!
what did u mean by this btw?
you're editing the same target a bunch of times with no different conditions, so you can just have
"key1": "data",
"key2": "data",
}```
etc
actually you would put them all under Reactions: [
oooooh i see. let me edit a bit brb
i think there's very little chance that's your issue, but it still makes it nice to read
...actually, could that be your issue? this is so many deeply nested fields idk if it's being overwritten each time
help help i need a smart mod author
what movie are you testing?
https://smapi.io/json/content-patcher/6b29d32f357946cdb847cab06a5b506a here is updated log. it's one of the fall movies, i'm forgetting but i'm loading it up now to check
patch export, Nic
that WAS the issue omg
thank u once again nic you are my savior
okay so yeah your only patch that was applying was the last one, because it was being overwritten by the next entry each time
aba is right, i should have asked you for a patch export which would have shown exactly which patches had applied
does anyone know if schedule data is caps sensitive
anyone know how the spriting for snowing weather works? I'm assuming there is not a screen sized png of the snow falling down because my folder search only brought up dirt when I searched for snow
I wanted to use it for an art piece if there was one ๐
oh I found rain in the tilesheets
not snow yet tho
they can't be hidden in cursors, they can't... it wouldn't make any sense, especially when rain gets it's own png
also assuming that the snow is just a couple of pixels, a bit like the rain
p sure this is it
that's cursors isn't it 
yup

cursors at 368, 192, moving rightwards over time ๐โโ๏ธ
i still dont know why my schedule isnt working but im just gonna finish filling it all the way out to make sure its not because it wasnt completely finished
Funny because I literally gave up and started checking cursors right before nic showed me the snow
well thanks for finding them
man, the snow's actually really pretty
reminds me of glitter
we need a puffer santa sprite
random thought
Can anyone just submit new puffer sprites for approval?
im gonna send a copy of log, my content.json and my schedule.json in a minute ๐
it's worth assuming in general that everything is capitalization sensitive
hi good afternoon, its me again. My problem last time was that I didnt have a blank load(which was why my custom npc wasnt moving but she is now), and rn it currently has the attached image. If I were to add an object do I put it there as well? Like "Data/Objects/((ModId}}_Object"?
no, if you're editing an asset that already exists in vanilla, you don't need and in fact should not load a blank lest you overwrite everything
Its a custom object
Like Nic says, you're editing Data/Objects to add your custom object and that is an existing vanilla asset so you should not be doing a blank load for it
The only things you blank load are NPC schedules and dialogue, and events set in locations that don't already have events in them.
(And festivals which are a kind of event anyway)
You will want to load the texture for the object, but that needs to be in a different load patch
im following the tutorial on the wiki
I've run into a stump. How do I make a manifest for the Visual Studio mod? Is it the same as content packs? Going through the options, it only has txt etc. and not JSON that I can add (Yes, I read the wiki, no it does not specify, and that is the problem I am facing, it was not clear on how to add one to a C# mod)
Haven't dabbled into C# mods, but iirc it's the same as CP mods
You just won't say it's a content pack for CP
look into mod manifest builder (i think it's by khloeleclair?) if you want it to be automated
yeah, was gonna suggest it: https://github.com/KhloeLeclair/Stardew-ModManifestBuilder
if it's helpful, here are the settings I use for that in my .csproj:
<PropertyGroup>
<Version>0.0.1</Version> NOTE: change this with each update
<Name>[mod name]</Name>
<Authors>[your author name]</Authors>
<Description>[short mod description]</Description>
<UniqueId>[id]</UniqueId>
<MinimumApiVersion>4.0.0</MinimumApiVersion>
<UpdateKeys>Nexus:-1</UpdateKeys> NOTE: change this when you create your mod page
<BaseManifest>new</BaseManifest> NOTE: this forces the manifest to rebuild fully each time so if you change things the old data doesn't linger
<MinimumApiVersion_Behavior>UpdateFull</MinimumApiVersion_Behavior>
<MinimumGameVersion_Behavior>UpdateFull</MinimumGameVersion_Behavior>
<Dependencies_VersionBehavior>UpdateFull</Dependencies_VersionBehavior>
</PropertyGroup>
thats a lot more verbose than needed
(and get rid of the notes before you use that)
I copied and modified it from someone... what's overkill in there?
(don't remember who)
<PropertyGroup>
<Name>SinZational Speedy Solutions</Name>
<Authors>SinZ</Authors>
<Version>1.1.0-alpha3</Version>
<Description>A mod that implements performance optimizations</Description>
<UniqueId>SinZ.SpeedySolutions</UniqueId>
<MinimumApiVersion>4.1.3</MinimumApiVersion>
<UpdateKeys>Nexus:37301</UpdateKeys>
</PropertyGroup>
the dependencies are definitely only if you need them and arguably the minimum game version might get you into trouble with updates, but I really appreciate what BaseManifest does
minimumgameversion is only needed if the smapi version range doesn't imply it
I appreciate the help 
Also, what is a .csproj...? I would assume it is the project itself, but I don't remember it being mentioned, just .cs, and I am about to reread it
It's a Visual studio thing
when you create a new project in VS or VSCode, it gets created as a way of telling the compiler how to compile your code
you can edit it as much or as little as you like
it's not something to worry about much if you're newer to this, but it's useful to be aware of
So, where would I put something like this? (I'm sorry, I just need really specific instructions)
that should be helpful for getting started, but as you run into questions feel free to ask folks here
I read that, that's why I am here
It says to make a manifest, doesn't tell me excatly how or exactly where
to that question, you can just copy and paste it (or SinZ's version) into your .csproj file
it's all just text files with careful formatting
Maybe the reason why I am so confused is because I see nothing that says explicitly ".csproj" anywhere
If you need help understanding how the file structure is organized, the best way would be to download a C# mod and looking inside the files 
(although it would be compiled, so no idea how useful it would actually be...)
!fileextensions
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
that might be the issue
I also use VSCode so I have no idea what the interface of VS looks like, so I can't really give specifics there
(and I have to be going now, but others can help and also there's no rush)
I finally figured it out, thank you, I was looking at it from the application, not file explorer so it didn't tell me
have this idea to replace the sprite in the intro desk scene for the farmer sprite but my code just crashed the game
hey all, I'm curently trying to use Sound Tweaker to mute the sound of the kegs. I already tried another mod that supposedly does that but it didn't work. Same went for using ST and a custom content patcher mod that talks to ST to mute it. I followed the very vague instructions in the description, but haven't gotten it to work. This is my content.json:
{ "Format": "1.23.0", "Changes": [ { "Action": "EditData", "Target": "aedenthorn.SoundTweaker/dictionary", "Entries": { "bubbles": { } } } ] }
According to the description this should be all that's needed to mute the sound but it hasn't worked. This is my first time making a "mod" and don't really dabble in programming often so I'm not entirely sure what I'm doing lol.
I also tried to use the sound indexes to call both the sounds that play, but they have the same name so I'm not sure if its even necessary or if I'm using them correctly.
https://www.nexusmods.com/stardewvalley/mods/14767 heres the Sound Tweaker nexus page
the sound the kegs make is quite frankly awful (no offence ConcernedApe all of the other sounds and songs are genuinely a masterpiece). For whatever reason the sound just makes me feel sick, and grossed out, and would rather not play muted.
ah yes, the beloathed errortexture XD
ok i fixed that but now no matter that i do even with no seeming errors in smapi farmer walks off to one direction forever XD
im gonna grab the json
where he goin
hm ig ill work on other things until i figure this out 
I dont wanna finish out all my events if i messed something up and will have to fix it XD
i think ill work on the storyline for Rain next 
which event is it? ๐
This is the two heart event for my custom npc kandi
I think it's your last move command( move farmer 1 1 1) bc it has both an x and y axis listed instead of just one plus the facing direction
good luck! Kandi is so cute btw โค๏ธ
partially - progress - is the farmer still just like, walking off the edge of the world?
yea
Isn't there an advancedMove command that's usually recommended to use instead of move?
the only thing I'm seeing in the json is there's a space before the initial viewport setting and then Kandi has a 2 2 2 movement command and the e in end is capitilized that could potentially cause anyting weird (I could also be missing something)
/// <remarks>Note for mods: this method deliberately doesn't allow custom types that aren't part of the game code because that will cause crashes in multiplayer or when saving the game. If you patch this logic to allow a custom class type, you should be aware of the consequences and avoid permanently breaking players' saves when your mod is removed.</remarks>
protected Tool CreateToolInstance(ParsedItemData itemData, ToolData toolData)
the developers. they quietly turn my custom tools into error items. they force me to make more item data definitions
hmmmm what about changing Farmer Emote 8 to emote farmer 8? (throwing whatever I can find at the wall) - unfortunately I have been up for almost 2 days and must now go crash but I hope you get the event de-bugged โค๏ธ
ty sm!!
with every passing second i remember more of why my last tool was just an object pretending to be a tool
have you used the proceedPosition command at all? try putting that in a few places inbetween
oh lemme look up how thats used 
I had a similar issue before and this fixed it for me. I had no idea why my NPCs kept moving beyond what I told them to... weird but yk
Can I see what you tried?
I'm not sure if this would be enough to change anything, but it seems your first proceedPosition doesn't do anything because Kandie isn't moving yet when you use it. And then there's one spot where you forgot to use a /
oops!
I DM'd you a version I think might work? but the pacing might be off depending on if you wanted the characters to be walking and talking or something

if it doesn't work, I wish you luck in experimenting o7
๐
he do be keep walkin
im gonna try to narrow down the culprit to the continued walking
ok ive narrows it down to the command
move farmer 1 5 0
will now be messing around with it
hm 
characters seem to just
not stop moving ever
weird
if i were you i'd split that into move farmer 1 0 0/move farmer 0 5 0
from the events page:
To move along multiple axes, you must specify multiple move commands.
https://stardewvalleywiki.com/Modding:Event_data
i struggle a lot with farmer animations
its 5 am im going to go to sleep and fix my event movement in the morning
night stardew valley
I see this as my gf taking cuttings from some random person's roses and checking over their shoulder to make sure no one is watching.
hmm setting when conditions on map loads might cause problems right
maybe i'll just make two locations instead of one switching the warp
or i could patch the entire map lol
no its fine i'll make another location
hi!good evening. i just want to ask since im making a new item in stardew and its drinkable, what are the IDs for the buffs? do i just put the name outright or?
You need at least one unconditional Load
!unpack
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!
Look at Data/Buffs
GUH it works until it doesnโt
oki okie, thank youuu
I think I might just change the map warp and make a second location
I feel like thereโs less to mess up
And everything is loaded always
What is the goal here
Switch interior map after reading mail
And what I did was conditionally load two maps
Like Chu said you need the first one to be unconditional
Hmm ok I was worried there was going to be a conflict
Make the conditional one higher priority and it will take over when the conditions are met
Ah ok yes
Neither can be exclusive priority
Will do that today :3
Ty both
Oh hm yeah bc the previous version didnโt have a condition and then i put one on it
One day Iโll catch everythingโฆ.one day
I think i figured out the problem with my Discard Mail mod..
might be able to make the contest deadline afterall ๐ฎ
Hey, when I'm making SVE versions of events that include the wizard- is there a different id I should use instead of Wizard? I tried Magnus but that seemed to break things? Anyone have any insight?
the why is grave robbing

I think he's still just wizard but patch export data/characters to be sure
ty o7
That was correct, thank you for the info on patch export
so I tried installing that version, but it still shows as being too new
okay something's fucky. I opened up the shader file in a hex editor and checked it against the decompiled monogame code and the the version number does match
ah, I see, the file isn't being copied correctly
Hello! I'm new to modding and I'm currently trying to make my own custom NPC. I read the wiki tutorials on that and tried my best but i have a problem or few (Please ignore the fact that the NPC in question is a white block of nothing, i wanted to work on placeholder to ensure the code is working). I read that the npc isn't "functional" without their gift tastes, so i wrote very basic schedule (literally them standing on the bus stop) and dialogue to ensure that the gift tastes work. Well they don't. And after adding them the portraits don't work either (they did). There is no mouse icon with a chat icon when hovering over the "npc" and after gifting anything, there is a popup saying "You've already gifted 2 gifts this week" and then the smapi red text happens. I did some sanity check and checked every file i have in the npc folder but i'm out of ideas. Sorry if the answer is obvious and right there in the code

your gift taste data looks like it's missing the separating slash between the dialogues and the item codes
ur schedule has "a2400" btw
No issue with that
oh i didn't post the dispos file
ohh
thank u!
what is the a?
I think it refers to the time the npc will arive at the point
Arrival. Instead of leaving their previous schedule location at 2400 to go to the new one, they leave their previous location at whatever time is needed to get to their new one by that time
oh interesting
i did it to just ensure the white block doesn't go anywhere lol
It can cause real problems if schedule points are too close together because an NPC can end up with their leaving time being the same as an earlier schedule point, but that's not a risk here
discord didn't scroll fully
Thank u!
sure, late to the party but the intent was here all the same ๐
I always feel silly after posting here because it's always a matter of a slash or coma
But thank u all!
what happens in that case
Broken schedule, error in log about duplicate entries/times (don't remember wording)
oh yipes
Slashes, commas, and brackets catch all of us out!
That kind of thing is why I'm aiming for better validation tools on my end
Worst thing with it is that you can have exhaustively tested it and still get a bug report because a player has a mod you didn't test with that made the NPC's journey take longer so the leave time shifts and voila, broken
If I'm gonna write a few hundred events I want to have to think about syntax as little as possible
Few hundred??
Long-term goal that can easily be divided into dozens of smaller chunks, fortunately
Also gonna be a fun creative writing challenge
What is the actual mod?
The idea is rival hearts for every pair of romanceable villagers
..aside from the siblings
But it can be divided into parts like "here's Abigail x Leah" as its own release
i'm getting dizzy even contemplating such a project. good luck is right (sincere)
Yeah, I don't have any confidence in getting it done any time soon but it's a thing I could chip away at over time
alternate option: consider teaming up with whoever was thinking about doing rival hearts mad libs (was it irocendar?) and cut down on your workload that way
god I wish the msbuild docs weren't ass
how do I apply a command to all files with a specific extension on compile? apparently nobody knows!
I saw the mix and matchmaker idea in #1263202101803352106 but don't mind that being its own thing, think we might have different approaches in mind
Even one pair a week would take more than a year just to get all the ones not covered by other mods like Life Cycle and Star Crossed 
gonna add custom mail paper i need to 1. load the asset from texture 2. call that asset in the mail i think
oh god i need two rows
But yeah, short term goal is to get one pair done for modfest then get my workflow better figured out to make the rest easier (and easily support things like i18n and compatibility with other mods)
oh now im confused
what does " and one with 24x24 pixel button backgrounds shown behind attached item" mean
im confused about this
i have the mail paper done, not sure what the 24x24 means
there's one row of backgrounds, then one row of item buttons (the 24x24 bit), then more rows of backgrounds as needed
index into list of thing, as always for textures. 0 is first, then 1, 2, etc.
so if i had one 320x180 background, that entire thing would be 0, and then 3 tiny mail icons would be 1, 2, and 3?
pretty sure the index is shared, so [letterbg <asset> 0] uses the first background and also the first button texture
uuuugh finally
now is there a way to get smapi to ignore my .fx and .pdn files...
hmmmm, I can see that it has properties for ignoring files, but I can't seem to get them to work
oh it's regex, that makes sense
If u just dont put it in assets it wont be deployed right
Hmm ok weird question but if i wanted 2 NPCs in one, what would be the best way to go about that ... Could i "clone" the npc and just hide one from the player occasionally?
yes but I want them there for editing convenience
What does that mean
Uhh ok maybe it only made sense in my head
Are they like Dr Jekyll and Mr Hyde?
In that case, a bunch of conditional edits might be easier! Unless they need separate friendship and such?
it depends what you mean and exactly how you want it implemented - if you want them both to have separate friendships, separate npcs are probably betterโ dammit dh
๐ค yeah, theyd need separate friendship
You can just make 2 npc then, and hide one of them in NPC waiting room
i farm most of my pre/post build stuff out to make because i find msbuild so irritating
You do need to watch out for stuff that pick random npc though
Ok so my initial thought was on track then...
Like u should probably exclude them from desert fest schedule
If u don't want them to even appear together
I can exclude from stuff like fetch quests cand winter star and etc
-# And exclude them from merchant
it was me as an april fools mod, idk if it will happen though
I do have the generator still working
i set load priority to my original map to be low and my renovated map to high and it seemed to work. is that right?
i feel like it is but i dont wanna upload without some assurance 
Yup once the condition for the renovated map is met that load patch will take over next time the asset is reloaded by CP
yay thank u
I ended up finding a mod called Sounds Patcher on nexus and was very easily able to disable the gross keg sound. I can now happily play without wanting to throw up lmao
oh would you like the count? I calculated it at some point
when I made the generator
I also counted how many possible overall combinations of pairs there could be
iirc it's 64 pairs
and roughly 9000 combos?
yup, 64 pairings and 8,610 possible combinations of pairings in vanilla
before adding Clint or Sandy 
Clandy
That is, so many events haha - good luck though that sounds really cool!
I think I'm at... 77 events now for this one mod I have? Just added some playerdeath events. XD
Oh god
Omg cara 
-# don't look at me in that tone of voice guys lmao I know I have a problem.
man I miss having Nitro so that I could use my 'called out' emoji XD
even though im working on three mods in rotation I dont think my plan is gonna be to release them all at once porobably with a week or more in between 
i just realized this as i was getting ready to work on my kandi mod
I dont gotta try to get them all done quickly LMAO
how do you have a character do an animation during an event hmm
oh i found it i think
(I'm really sorry but I'm not sure what this means?)
I'm pretty sure it's the animate command and then you have actor flip loop frame duration and frames within that
I made a spreadsheet for planning purposes
I have a calculator and a random generator that includes both a couples only mode and a polys allowed mode 
yeah, poly stuff is an extra aspect I'm ignoring for now
(for the entire town. so you get a list of all the couples basically)
If you ever need help actually writing the events/storylines, don't hesitate!
Ooh, that showed me a mod I don't have yet
I also made that into a wiki page for everyone else to use: https://stardewmodding.wiki.gg/wiki/Recommendations:_Rival_Heart_Events
Last edited by Durinthal on 2026-03-10 16:15:29
This is a list of all known mods that add relationship events between other characters, commonly known as Rival Heart mods. Feel free to add new mods to this page if they fit.
Me neither. ๐
(Oh, this is really cool.)
I still can't believe nobody has made seb/alex rival hearts
You know what spreads much nicer than a sheet? MAYONNAISE!
I see. I'm going to remind you to be appropriate since there are people as young as 13 in this server.
It literally has no meaning. Seriously. No innuendo!
That's part of why one of my earlier questions was about all lines of dialogue a villager has (including events), so I'd be able to reference if Maru has ever talked about/to Alex before and the like
I don't think NPCs talk to each other.. at least not in dialogue, it would only be in events I think?
I don't think Maru has talked about Alex - but some of them do have lines about each other. if you have the unpacked game files its under character/dialogue/npcnamehere
that's the easy part, it's the event scripts that I want in more of a dialogue format by character in addition
I'd never thought about this before this moment and now I'm gonna think about nothing else all day XD
Ik alex has lines about seb calling him weird
That would be an interesting pairing lol
maybe my next tool should be an event script parser 
Maru has a line about her and Penny doing a book club that's just the two of them over the summer - uhhh - mind goes completely blank
me watching the same event intensley for errors: 
me: staring at an unfinished event script while I fight the urge to draw instead
ive done 4 events
2,4,6,and 8 now im just checking them before finishing out the other 4
the other 4 becing 10 heart event aka date
and then the other 3 being little events you can stumble onto after the 8 heart for ambience
Heck yessss, I love lil events like that
I mean it's such a common trope, i would e thought someone had made it by now
yeee, there are 4 "Birthday party" events
1 for abigail which you HAVE to see
then 1 for vincent, george, and jas :3
Yeah true. Not too long ago I saw a really cute tiktok video that introduced me to the fun dynamic of HaleyxSeb
I'm back with the quest item I wanted to spawn in the Skull Cavern, but looking at Spacecore's documentation, I am not sure if it's even possible? At the very least, I don't know how I am supposed to tell the game to spawn my item wherever in the dungeon
I was on the train before it was cool.. and by that i mean i got bored and started thinking of people for seb to date so it wouldn't be me all the time.
(It's a trigger action)
and this is what my patch looks like
{
"ID": "{{ModID}}_Trigger_SpatialGemSpawn",
"Trigger": "DayEnding",
"Condition": "PLAYER_HAS_MAIL Current {{ModID}}_GemQuestFlag Received, SYNCED_RANDOM day SpatialGemRandomKey 0.1",
"MarkActionApplied": false,
"Actions": [
"spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_SpawnGroup_SpatialGem 120 16,5,2,2" //120 is the only skull cavern map but i can't put in any coordinates as it's supposed to randomly spawn
]
},```
Make the trigger the one where the player changes maps
And use the gsq for location is skull carvern
Skull cave does not exist until the player steps in
Nice, I'm a little surprised there doesn't seem to be many mods along those lines at a glance unless I'm bad at searching ๐
OHH RIGHT, I have been looking at GSQs but I sort of did not think of using this one
gets another idea for later expansion I want to do
i think you might need to change 120 to either Here or SkullCavern if this doesnโt work
since it takes a location not a map
(Does Skull Cavern not use the Underground## naming like the usual mines?)
I wish I knew, I can't find any documentation on adding a spawn to it 
first event done yippee
what does LA show the location name as being when youโre inside
i just said SkullCavern assuming
Can someone help me? I'm making a content patcher mod, but it keep saying that the dll doesn't exist, i don't even know what it is
Sorry for the bad english, i don't know it very well
Made a mod who create a new locations to test things ! What features do you think i can add ?
I got this SMAPI warning now: [Content Patcher] Ignored NPC Pei Ming > Include space core spawnables > data/spawnables/spawnables.json > Spatial Gem spawn group: must set the Action field.
I guess it's because I didn't set any coordinates but how am I supposed to add coordinates to that
Personally I code my mod in Visual Studio, then build the code to get my .dll
whatโs your traction look like
for a content patcher mod, make sure your manifest looks like the one for content patcher: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
A CP mod should have a manifest.json and a content.json.
oh very cool!
might I suggest a traditional checker grid?
"LogName": "Spatial Gem spawn trigger action",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModID}}_Trigger_SpatialGemSpawn":
{
"ID": "{{ModID}}_Trigger_SpatialGemSpawn",
"Trigger": "LocationChanged",
"Condition": "LOCATION_IS_SKULL_CAVE Here, PLAYER_HAS_MAIL Current {{ModID}}_GemQuestFlag Received, SYNCED_RANDOM day SpatialGemRandomKey 0.1",
"MarkActionApplied": false,
"Actions": [
"spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_SpawnGroup_SpatialGem Here" //I tried using "Target" and "SkullCavern" as well
]
},
}
}```
Yeah good idea ! I only think about the grid first ahah but its better a checker grid
This is the guide I always have open for content patcher: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
I do like the dotted lines! I just think it would be nice to have options
I'm going to merge this mod also with a mod to launch directly the game into a stardew valley test save file -> directly into this location (but i dont know how to avoid people manually creating .bat files in main stardewfolder + adding a save file in their folders in order to use the mod)
yeah i think you need at least include regions
Where are .bat files even coming into play
Without knowing anything about the framework you're using, from the error message I wander if "Actions" should be "Action"?
You can just make a save file by calling all the same functions the game uses to make a save file no?
All in 1 C# mod
Actions is fine
mmh to launch stardewvalley in a different way (launching directly into a saved file - using my script)
no, it does work with Actions
I'm still getting the same error even after adding some arbitrary coordinates
or well, warning, not error
hmmmm log pls
Oh well it was a stab in the dark
I do actually launch smapi from command line with a small shell script for mod group reasons 
i dont know if i explained well lol but basically i've created a .bat to get it here
But that's like for my own purposes
and if people want to use my mod they need this here
I don't know what I'm looking at
tools in vortex app
I think you'd have to explain why you need to do all this in a .bat instead of just handling things in ur mod's GameLaunched event handler for me to trust it
A mod should not need external files to make a save, though
Yeah i'll try things to fix this
People especially will not at all want to use vortex just for this. The Stardew modding community is not big on vortex, fair warning
Thank you, i was using the wrong
||me too, but bashrc alias so I can type StardewValley and other variations to launch the game in certain modgroups||
ooh ok didnt knew
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 32 C# mods and 19 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I don't really see anything happening here
huh, weird
Thank you
I think mod managers are usually kind of annoying for mod dev anyways
Can you not make shortcuts on Linux
Since it's in conflict with me just building stuff
using BitIncrement still creates depth fighting, even though it should be a different value
Yeah I can make an alias but I like being able to read things more than terrifying 1 liners 
Is bit increment the thing you use to do like ++ for floats
Can you help me with another thing? The sprites are not showing
The specific shell script thingy I have sets the env var that makes smapi use same console and also fiddles the symlink that changes saves from the actual playthrough dir to the test mods dir
What
On Windows I just made a separate shortcut with the arg --mod-folder "Whatever" at the end and now I have a clickable icon to launch my mods group
youโre not missing an Action EditData anywhere, are you?
It adds the smallest value it can to get a different float
I want to find a better mod group solution because I'm not enjoying Stardrop. But what I also really want is the ability to link a save file to a mod group - is that something anyone is doing?
Im sure I could write all that in 1 line with ;
Wren, I just popped in, smth about z fighting?
Yeah! ++ for floats
I think of ++ as add 1 
Don't care if that's not technically correct on a code compilation level
But I'm not a Real Programmer
just ask - whoever is around can help (I can't right now)
Okay
That might also be an env var tbh
Apps or smth
It's here and I think I would have gotten an error in SMAPI if it wasn't 
no i mean any other patches in that file
Can someone help me? the item sprites are not showing, i don't know what i am doing wrong
the error youโre getting is thrown by CP not spacecore so
See i dun wanna forget that i put it in bashrc so i was just doing the ENVVAR=1 path/to/smapi form
but the warning I get mentions this patch's specific LogName, but I'll double check
!log can you please upload your log to this site
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
I wonder if there's mods that add item spawns to the skull cave so I could take a look at the code but I don't remember any from the top of my head
I meant the save path
Since it's $APPSsmth in windows
if you want a second set of eyes i can look at your json
most I've done is made a lil script to launch waterfox haha but I do kinda want to try this one script someone shared with me for swapping mod folders for Stardew
Is your json correctly formatted with the right indents? Asking because it looks like your patch there is at the same level as the previous patch's entries block, assuming the indents are normal, which would imply to me that you have two patches in one
Oh wait, I just found a hiccup in my spawning definitions, let's see if that's the issue
yes, it is, I just happened to cut off the opening and closing brackets in the screenshot
it's not a very impessive shader yet but It Worksโข which itself has been a lot of work
Hell yeah!!!!!
clean !
by the way, do you know of a VS extension that adds .fx syntax support, or did you just wing it like I've been doing
I don't use VS so no
The one I found for Rider kinda works if all I care about is syntax highlighting (I don't, I was hoping for auto fill stuff but alas) so I've also mostly been winging it
And by fx support I mean I found an hlsl one
And just made Rider think .fx files were hlsl files
vs has some hlsl ones but they only work for .hlsl files
maybe I can find a way to extend that to .fx
Not even if you tell vs to associate files ending with fx with hlsl?
I can try?
Tbh
Do they even need to be .fx
You're compiling them into a separate file anyway
Surely it doesn't care about the literal file extension... Right? Just the bytes?
with 16x16, 8x8 and also 4x4 !
very nice!
... pickled fish mod
as always the options menu is labrynthine but I figured it out
mood. it aint any better with rider
if nothing else this project has taught me a lot about how msbuild actually works
did you set up automatic shader compilation and copying whenever you build
I thought about it but then thought "the time itd take me to figure out how to set that up will last longer than the time i spend recompiling and copying shaders manually"
I was of course wrong but I've still not gone back and done it yet bc I've not done shaders in a bit now
and it does it for all of my assets, not just shaders
Have you figured out a good way of hot reloading shaders
yeah, I use a filewatcher to detect changes, compile, and then copy
how are you actually reloading the files though? because when I tried it didn't seem like it did anything, even if I repeated the code that loads the mgfx files into my Effects
just = new Effect(...) every time
(i did make sure I was moving them into my compiled mod folder that was being used by smapi as well)
strange... wonder why I was having issues then
Earlier on I was also having issues when trying to hot reload with parameters being already in use or something that I also couldn't figure out but it mysteriously went away at some point
I also set up the build so that in release mode, the effects files are embedded in the assembly, so I can avoid using File and getting warning-flagged by SMAPI. Later I want to try PRing effect support into SMAPI itself, but for now I'm focusing on my modjam mod
also the hot reload thing will eventually be part of my mod tool package, but again, focusing on the modjam mod for now
@nimble marlin Hi! are you the person currently maintaining Season Affixes? if so i'm Scarlett from the bug report about Overgrowth and i thought it would be much easier to communicate over discord since i missed your last reply on nexus, please ping me here or DM me
Can we change how recipes are ordered through Content Patcher? I added two alternate fiber seed recipes, but they show up at the bottom of the list like most custom recipes seem to do. I tried MoveEntries but SMAPI says CraftingRecipes isnt an ordered list. Am I out of luck?
Yeah u can't order dictionaries
Thanks Chu
(is there really anything you -dont- know
)
how to not hotmod clearly
Not being able to order dictionaries is the reason I made Special Power Utilities initially
So there's always the option of completely redoing the menu from scratch ๐
you can Load Data/CraftingRecipes like that one mod
well there is that one cursed mod that just loaded xnb into crafting
yea selph ninja me
even i know we're not supposed to do that stuff any more 
hihi, idk if this is the place i'm supposed to ask or not but i really want to make a dark, desaturated recolor mod similar to kittentymeโs gloomy recolor, or even remake their mod since they gave permission. but i have almost no mod knowledge. i know i need to edit the xnd files. but how do i make a recolor mod json and also have it compatible with other mods? like simple foliage for example.
honestly we should petition 1.7 to migrate to some ordered dictionary impls; way too many part of the game uses dicts for things that are orderable (only half /s)
!startmodding don't edit XNB files
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
!unpack first you want to unpack your game
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!
look at the content patcher tutorial, and also look at how existing recolors do it
Tbf is recipes really one of these
The only reason I can think of for wanting to reorder recipes is aesthetics
deconstructor
whats your point about the deconstructor
i know i need to unpack them to png files, but do i need to repack them into xnd after editing? i was getting mixed answers last night when i was trying to research
it picks the first recipe that makes the input for the purpose of determining the output and ok I'm just pulling me own leg
i actually think when recipes become a data model (load bearing when here) it should become a list
also the statue that makes NPC birthday gifts
no. xnb files was only used way back in the start. youll use the png files directly, they wont need repacking. most tutorials should cover this
so that ppl can make multiple recipes for same item if they want
okay thank you! :3
the ordering of the location list also has some implications for pathfinding (which again only matters in extremely niche cases mainly involving loops)
no problem ๐ right now youll need to read the wikis for making content patcher mods, id start with the links the people above provided. later on, when you are looking to add compatibility for other mods, there are conditions that can check whether a user has a certain other mod installed (like Simple Foliage), and your mod can be set up (with things like "When") to use an alternate version for those users. But keep in mind that in order to recolor others mods assets (meaning that a version of them would be included in your mod) you need to check the permissions for that mod, if they allow such use
the biggest offender though is crab pot data, but tbh that one's down for a total overhaul
...speaking of crab pots, I submitted a bug report on the Luremaster page 
ah yeah I saw that one the other day, haven't got time to investigate yet (should be quick though) 
Okay I need help interpreting a json validator error: Changes[6].Fields.BabyTexture Invalid type. Expected Object but got String.
This is the relevant block:
"Action":"EditData",
"Target":"Data/FarmAnimals",
"TargetField":["Duck"],
"Fields":{
"BabyTexture":"Animals\\{{ModId}}_BabyDuck"
},
"When":{"Joja Ducks":true}
},```
You need Entries, not Fields
Since you've already used TargetField to go into just Duck specifically
You can alternatively remove the TargetField line and continue using Fields
Otherwise with the way Fields works, it is looking for the Fields inside BabyTexture. which has no fields, since it is not an object but just a sttring texture name
Cool okay... I think I asked this yesterday any was told it was fine ๐ฎ but I can do either targetfield+entries or just fields ๐
TargetField and Fields together are completely fine
But BabyTexture has no fields inside of it
You could do TargetField into Duck, and then use Fields to change just the X coordinate inside the EmoteOffset object if you wanted
as an example
I thought it meant BabyTexture was the field !
BabyTexture is a field inside the Duck entry, yes
Like, that was my intent, but complete misunderstanding
But using Fields in content patcher is CP asking you "what entry should i look at, and what fields inside that entry should i change?"
Oh cool
But you already made sure Duck was the entry you were looking at with TargetField so it was redundant and thus causing errors
Okay I was just gonna type what I thought I should change it to but I got stuck so I'm going back to the CP author guide ๐
You can just change literally just the word Fields into Entries instead
Everything else can remain the same
Oh yes... I want to see how it's formatted the other way too.
I feel I have a better understanding of fields/entried now, thank you ๐
Can you make an event with Junimos moving?
I'm currently trying but it keeps glitching and the junimos never stop running
nvm someone had the same question as me exactly 1 year ago lmao
Can you have multiple junimos in a scene at once?
i think the best way is to make them temporary animate sprites
I've noticed that I have been making my C# mod with the language version 12.0, but when I created a new project, it defaults to 10.0, so I have been using the "wrong" language model. My mod has been working fine, do I have to worry about some coding issues or is it generally not a problem with programming languages to use a higher version?
As long as your csproj says its targeting 6.0 you're fine
How would you add the monster musk buff to an object?
so theres 2 versions at play for sdv modding
<TargetFramework>net6.0</TargetFramework>u die if u go above 6<LangVersion>default</LangVersion>u can do whatever u want
It'll compile down any newer features to 6.0 compatible versions if it needs to, and give you errors about the ones it cant
The net version is for sure on Net 6.0
i use default which is the latest major version of C# (15.0 apparently)
I think you can just use the Buff field with the appropriate buff ID
but smapi/game is only for .net 6 rn
I can't find the monster musk buff ID though
Ah okay, so I don't need to worry XD
Ty guys 
24
it's in Data/Buffs
Thanks!
buffalo mod when selph
Where can I find data/buffs?
"Everybody's got a water buffalo!"
in the unpack
another question, when i'm editing the pngs for buildings do i need to apply the same effects to the paint masks?
now I contemplate readding the typo
And would increasing the luck level be the luck buff? I know that it is an unused skill in the game
lucklevel is luck increase yes
Great! Thanks!
For some reason Tilly walks to the CC door (inside), pauses, and then walks off the grid
who's Tilly?
what's her schedule look like?
are you missing a facing direction in the first command?
that's it thank u
oh wait its because i didnt space between 5 and 0
lmao
hands going off
yeah that'd do it
is this enough of a bug to update...meh
so Tilly goes to the like little kitchen area then?
cool
I'd say yes lol
its only a day
and idk how many people have finished the cc
only lunette has reported it
gotcha
thanks guys
yeah, I'd say go squash a few more bugs if any and add whatever else you wanna add, then update lol
my brain and my hands run away from me
no prob girlypop
oh I forget spaces too
yeah theres 2 other things i fixed but they're also suuuper minor
jumpAbigail is not a real command
and i just updated today
maybe jumpAbigail should be a real command
one made just for me because I love Abby so much
specifcally makes her do a happy little jump because she's just so cute
exactly
