#making-mods-general
1 messages Ā· Page 556 of 1
errrrrrr you can set move continue to true
and put jump after it
but
i have no clue
so does that work?
yeah I'll test it later
yeah you can do jump and move, i put a character getting shoved off a cliff in an event by doing advancedmove + frame + jump + jitter + batscreech
New quote added by atravita as #7684 (https://discordapp.com/channels/137344473976799233/156109690059751424/1481781883342815404)
nope, not doable with CP, but you can sort them in C# with a simple harmony patch and a little linq
patch: CraftingPagePatches.cs
method: Utils.cs
Unfortunately I am but a simple peasant
/lh
I think someone made mod to do that user-side
yea u can just use better crafting
no a single purpose one
it was someone i talked to here on discord
i thought it would be hard, they were like "nah i'm going to do it" and it took like a day
It's not hard but also search feature good
there's nothing much stopping you from just doing the loc method above hahah
I'm trying to use the changePortrait event command to switch Maru from her hospital clothes to her regular clothes in an event in the clinic but her portraits remains the hospital version even with the command. Is this how I'm supposed to be doing it?
Here is the relevent bit: https://smapi.io/json/none/e7964688a0ce4538aad75fff44a5bab0
I believe if Maru's base appearance before you start the event is the hospital entry then it'd just switch back to it
you need BETAS's change appearance action thing
You can specify a suffix to load a somewhat specific portrait in the event command
changePortrait Maru MySuffix will load Portraits\Maru_MySuffix as her portrait rather than looking in her appearances
So you can alternatively re-load her base portraits there I suppose
Otherwise yeah BETAS should work
what is betas
I was gonna suggest doing a change to temporary map of the hospital map itself
But if it's a map property I guess not
Hospital doesnt have any portrait map properties on it
So that should also work
Life has many doors
i have never used quick question before but i am trying to get it to work lmao
What did I do wrong that it is trying to find an xnb file instead of png?
https://smapi.io/json/none/e5bed54f73f545e8b02a7e17942f3109
https://smapi.io/log/229fc9aeb07247db9093b1af7c4a56c1
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 41 C# mods and 47 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I have a quick question about adding npc warps. For some reason, my npc can only path when I use addwarps but for some reason when I change it to addnpcwarps the npc cannot path to the next location. Is there some kind of condition to using npc warps that is different from just normal warps?
the game always attempts to load XNB files, CP just happens to provide it with your own files (either XNB or whatever the enclosed type would be, such as PNG). this error message appears for any asset with no provided file, regardless of type
I need some help in regards tot he second event (the four heart one) when I try to implement my quickQuestion it just loops back tot he question instead of moving forward with the designated answer
https://smapi.io/log/f15a9be312294b8bbe72bf2a1be65671
https://smapi.io/json/none/a3b5a2b0f7164979a6af2e95bb0b1536
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 6 C# mods and 3 content packs.
ah, thanks
the actual cause is that you're using "Target": "Kent_Class_A_Green_Sprite", when the game expects an asset named "Portraits/Kent_Class_A_Green_Sprite", which 1) shows that your target is missing the leading path, and 2) shows that at some point you've used the Sprite asset name for a Portrait asset
pretty sure you dont need the npc ID after the speak since this is all already clear its by the npc
i do bad with one lined event coding lol
aaa ok
your QQ is formatted wrong. no slash before (break)
aah so removing that was the problem tys
I always have nifty bits of stuff at the bottom of my events.json in a commented out section, maybe keeping a template for that would be a good thing for future events or something
also i guess i am stuck in this channel cuz both my cats are here on my desk and locked me into position
oo probably ill try doing that
i also keep the numbers for the emote bubbles there
awww :)
also speak requires an NPC name
oh yeah i checked later that my template had the id deleted lol
Perlin my beloved?
hm
I added a line to my first event, the one needed to make it wher eyou need certain friendship levels for it to work but like it wont work even after i give myself 2 hearts XD
its the first heart event the 2 heart one
Voronoi my also beloved
w sunn you accidentally deleted the y seems like
Oh how I love cellular noise
does anyone know if there's a way to change the kid's hair colors to match my custom npc? i'm thinking of the romaceable rasmodius mod and how their kids had purple hair
i just have no clue where to start with that
Edit the children
First start with unpacking
said threateningly
!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!
edit the children
There's the children asset so you can go in and recolor their hair
Then use content patcher to make a simply cp pack to edit them
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
patch reload Nullnnow.ESR
Wrong window š
ah okie! would the hair color be the same every time? i forget if its randomized or anything
Not randomized, the children are the same for every spouse though, just so you know. So you should have your edit be conditional for only when married to the wizard
(or i guess disable the mod for if you are playing a save where you aren't married to the wizard)
What's the duration conversion to time? Bc a duration value of 480 is giving me a buff time of 5:36
The content patcher guide as well as the full documentation on the github should explain how to do that
(actually idk what the basic guide covers)
would i have to do a "when" condition in the editdata patch then?
my npc wont finish her sentences š
Hwo does the dialogue.json look?
its an event dialogue so its using just i18n but they only say partial amount of the sentence
im checking the default.json but it looks fine

Show?
And show your event Jason too
I feel like my writing is questionable again now that I finally gotten around to making the lines for my main character in the event I've been working on today. It's not terrible, but is good? That's rhetorical, because I can't share it with everyone š
just do other part of mod, u either forget about it and therefore it is good enough or u rememeber and come back to rewrite it 
I was working a whole lot on the thumbnail earlier, actually!
You're right, it's good to switch things up
should be fixed in Extra Machine Config's latest update, thanks for the report!
congrats!!!
https://smapi.io/json/none/b92e3bb9bb3342b89bbc9d80b1d3b8b4
can i get another pair of eyes on the eight heart event I can't seem to get the event to start and i meet on the requrirements
does it play when you debug ebi it
let me try
it doesnt recognize the event but it doesnt recognize the other events either but those have played
Just a question, are you playing with other mods, or just testing yours alone?
Is there a way to make my mod load before another mod so that their edits can supercede mine?
it said there was no output but i might have done it wrong? because i tried my other events (the ones that do work) and they also got the same response
what are you putting into the console
debug ebi {{ModID}}_Kandieight
ooohh
ok it said script was invalid and then said the song i chose wasnt valid ig
let me change it and test again
figured it out i think :3
Morning from Germany!
Quick heads-up: I don't really speak English, so I'm using a translator to talk to you right now. Kinda funny, since I'm literally building a translation tool! XD(And sorry for the wall of text!)
After 16 hours of coding straight (and 5 days on this project), Iām totally exhausted, but I had to show you this before I crash. This is an early Alpha and Iām not 100% sure if Iām in the right channelāplease don't be too hard on me if I'm not! ^^ I just wanted to see if thereās any interest in a tool like this?
Iām developing the Bhanshee Translate Tool for Stardew mods (JSON/JSONC).
Why? Because as a gamer in my late 30s, I often struggle with English, and there arenāt many simple tools out there that work without a lot of manual tweaking.
Highlights:
Vanilla Dictionary: Uses original game strings (via an optional external tool) for perfect consistency with the base game(optional)
Analysis Mode: Automatically detects technical IDs and protected areas so nothing gets broken during translation.
Smart Exceptions: Already filters out paths, Action keys, etc.
But hereās where I need you: Since Iām not a modder myself, Iāll eventually need your expert knowledge. Which keys, tokens, or IDs are critical and should never be translated? Thank you very much and have a beautiful day
and im so sorry for the Wall of Text
My biggest worry with automated translations is for dialogue. Dialogue strings often include things like $1 for portraits, and #$e# or #$b# in the middle of the actual text for break points, and those would need to be left alone to function properly.
That is a great point, thank you! -Iāve actually already implemented a Regex-based masking system for exactly that! My tool detects patterns like ($[^ ]|#$[^#]#|{[^}]}|%[^%]%) and replaces them with unique placeholders before the text is sent to the translator.
After the translation is done, the tool swaps the placeholders back to the original tokens. This way, the translator never sees the control codes and can't mess them up. Glad to hear Iām focusing on the right spots!"
i love telling stories sm my only problem is hwo to ebgin it klfkjdsf
Here is a quick look at the analysis in action! As you can see, itās already highlighting and protecting tokens, but keep in mind itās still an early Alpha.
Iām currently going through some mods Iāve downloaded to test everything, but if anyone could provide a JSON with the most common/complex commands and tokens you use, that would be amazing! It would help me a lot to use it as a test object to make the detection even more robust. Thanks in advance! 
2 more events and the events are packaged and ready lesgoooo
ive done it!! all eventsd done!!! yay!!
Hello! I'm having trouble adding animations to the Joja Mart. I managed to replace the building with Content Patcher, but when I try to add animations with Content Patcher Animation (even with the unnoficial 1.2.5 patch), I just get a static object. I also tried with Tiled, but I couldn't get anything to appear in the game. Does anyone have a link to documentation on integrating animations or could help me?
is it possible to add a simple, non-dyeable clothing item without using fashion sense?
when making gift tastes do i have to go through and list every single individual item O_O
There are categories you can give (like, all flowers), and there is also universal tastes, but yeah for very specific items you need to add them individually
gotcha 
well then
fun to say but I just gotta do schedules and then test the mod a bit and im done yippee
you're talking about the map building, right? I'm not very knowledgeable about maps but I think that you have to put the animation in the map itself, I'm not sure if changing the tilesheet with CP will animate it (and if it does, you should use Spacecore instead of CPA).
So you'll have to wait for someone who knows how to edit maps, but that should give you some information
Yes, I'm talking about adding animations to the building outside, in the city. And ideally, having different versions for each season. I've started trying to use SpaceCore, but haven't gotten any results yet. Thanks anyway for the feedback!
hi, item buffs are given in in-game minutes, so 10 would last a single clock tick, 60 an hour, and so on
a conversion to real-time isn't really important since your day is obviously running on ingame time
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 6 C# mods and 2 content packs.
btw my log and such is because my npc is invisible att he flower dance and id o not know y...
(if anyone answers this please @ me so i can see it later when i wake up ty)
How persistent are the functions ApplyMapOverride and RemoveMapTile? It seems like I only have to do this once per game loaded, but just to make sure, do I have to trigger those functions after a map is being reloaded or something? Or in any other occasion? Or can I really just trigger those functions once when SaveLoaded?
These are map changing helpers usually called inside MakeMapModifications
What are you trying to do
I added a Custom ParrotUpgradePerch and for its action function, I need to change some tiles on the Map and after that, I would just load the functions again when you load the save
I am doing a framework btw, so it has to be flexible
you didn't add them to spring24's MainEvent_additionalCharacters. an NPC won't spawn in the dance if they aren't on the map
also this is a decent time to mention that you will want to set up _y2 keys for the festivals as well, or your NPC will be missing in even years if any other modded NPCs are there
Hello, someone can help me? I'm adding a fruit to the game, but the sprites doesn't appear, i don't know what i am doing wrong
If it's only the sprite, chances are you're not pinging the correct asset
Mind sharing your json and log?
(And the image itself)
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
this is an easier way to show ur json lol
u can copy paste into there and share the link with us
I dont have discord on my notebook :/ don't know if its possible on cellphone
I patched make map modifications for similar needs
which object isnt showing up
The reason why doing that is important is cus multiplayer
None
it looks like ur loading from an Objects.png which i dont see
you have two separate fruit pngs
so you need to load from those pngs
assets/LaranjadeUmbigo.png
instead of assets/Objects.png
Oh ok
and the same for the other fruit
unless u put both of the sprites into one png and name it Objects
Okay, what exactly did you patch? Did you put your own Map Override into the MakeModModifications function or did you adjust the way MakeModModifications work?
also goes for the trees
ur loading from a png that you don't have, instead of Arvore.png
I'm gonna fix it, thank you for the help
don't forget to also change your sprite index for the MudadeLaranjadeUmbigo, as you have it set to 1 right now
(and it would be 0 if you're using the one png for it)
Ok
I haven't come to testing multiplayer yet, but yeah, I'll definitely have to look into that more closely. I also didn't think of seasonal changes so far, so since I have to meet every scenario, I'll definitely have to change my MapHandler function a bit XD thank you, this is valuable information 
anybody knows how rain is rendered in the game?
is it always front layer or something different
same with snow
Weather is rendered in an entirely separate pass from the rest of the world
I think somewhere in Game1 but I'm not sure
Tyy
you could use disord in a browser too?
I am playing with a few frame work mods, CJB cheats/item spawner, a mod that let's me reroll special orders, and a few others that aid in the debugging and testing process.
Is there a way to add the green smoke effect the cauldron has to a machine while it's active?
you can play around with workingeffects (e.g keg bubbles)
Where can I find those? I'm away from my PC atm, so I can't look through the decompiled file names rn š
its part of machine data
urgh
gotta change to swimsuit first Ig
can I do that or I need two separate tile datas?
need 2 tile data
can they overlap
Also the tile action really only works going downwards
I was very annoyed but had to accept it
pool entrance one?
the pool entrace shoots u downards
good enough ig
I kinda wanna do some swimmable ponds but the way it only works from top to bottom is sad
Chue high diving mod when
wdym thats just swim mod
touch action that shoots several tiles down with a dive anim hm
š
will check it out later ig
smh github
Smh flips and twists and tricks
atra thats a stardew3d request
Casey high diving mod when?
Getting this error for Content Patcher documentation as well. Seems to be a general GitHub thing š
github's been doing that lately, yeah 
Was trying to see if there is an easy way to list triggerActionsRun for a player. It doesn't show up when doing a patch summary full
its a lil slow over here but itll probably load eventually
i dont think it has anything for that tho
u could do debug gq PLAYER_HAS_RUN_TRIGGER_ACTION Current <triggerId>
Thanks! For some reason, I have a TriggerAction that seems to sometimes just not want to run for some players. It's OnLocationChanged and the only condition is that an event has been seen. That event is in their eventsSeen list, but the action either doesn't run or isn't doing all of the things it is supposed to do
Will ask them to run the gq for me and see
Is it worth asking Pathos about perhaps doing a gitlab mirror....
dunno if readthedocs(.com) could be a viable option if it's mostly the docs that people hit up regularly and not the repo as a whole
I am specifically getting the rate limit error if I get there via a search, direct links seem to be working fine for me still.
(the rate limit from entering a search term seems to be GitHub-wide)
Do u also get rate limited on github pages
(logged in users don't appear to get rate limited at all so that is also a factor for some-- I am intentionally not logged in)
Ooo that looks so cool! What is?
Do I get to see the tree grow up 
Seems fine!
I can get onto that page as well
Is this some sort of tree isolation pod to prevent things from stopping its growth?
ifyou wait long enough lol
sort of. It's a building that lets you put in a sapling, and once it's grown, it will produce all year and auto-harvest. It also makes them immune to lightning as a side effect
<#making-mods-general message>
it's meant to increase the profitability of fruit in the late game
see above
How did you make that glass shine effect
the magic of shaders
Wild
Above where� /genq
the message directly above the one I replied with
Ah I didnāt realize that was a discord message link in your other reply. Ty ty!! They look so cool love your work 
Can anyone who's familiar with PaintMasks help me understand something?
The wiki says that building textures have their own paint masks and that the Data/PaintData file uses the building name, but I noticed for the farmhouse in particular, it uses "houses" in the paint data (which is the name of the building texture, not the building itself). Is that behavior consistent with modded buildings or building skins, in that the name of the texture is what's meant to be used rather than the building ID?
context: I made a new skin for the farmhouse and it wasn't paintable at first.
I believe all paint masks uses the texture name yeah
I wonder if first tiers of farms houses are unpaintable cuz ca was lazy, since their mask have space in the texture but no color itself
š
im working on a project to see if i can make an npc mod should i work on the portraits first?

Alright, if the paintmask/paintdata is supposed to be the texture name, that's fine, the wiki wording was just a bit misleading for me.
In the base game, most of the building names and texture names are identical anyway, but the farmhouse is the outlier, so I wanted to make sure.
Also the paint data information on the wiki only exists in the 1.5 migration guide, should that be split off into its own page or a subsection of the Buildings page at some point?
how do you make an item that can be aged in a cask?
if i get the mod author role some day, can i then promote the mods I've already made but never promoted?
i think so
add rules to the cask
right after i sent this, i realized i could probably make normal updates and publish those anyways
or if i don't get mod author before 1.7, I'll have to update then anyways x.x
Thanks!
if you've published a mod you can ask for it to be showcased in #mod-showcase
the actual role just comes at farmer level
oh cool š® thank you for the info
wait wha is that a thing in the game
it has a data entry/sprite but can't be found in-game, according to the wiki
im working on a project to see if i can make an npc mod should i work on the portraits first?
you can work on whatever you want first
I think you already asked that
You should really do the thing you think is the easiest for now
Or the opposite
i did already ask but i came here for an opinion not just "go do whatever you want"
š
give us more info on what you're thinking and maybe we can give a different answer
That is an opinion. There is no right answer
like do you have any thoughts on the character? do you know how to make a portrait? etc.
uhh
fair enough
idk i had a basic idea
lol
š±
SVE re-adds it into the game
it's fully functional, deals 2x damage compared to master slingshot
dang nice
a shame warrior mastery doesn't use that
you can make your own mod that readds it of course, only thing you need to worry about is how to make it obtainable to the user
like fishing and farming
since it's functional just unused
I don't have any aspirations to make a new NPC myself but if I did I'd focus on appearance and personality at a higher level first, get a basic design and outline down before going right to making specific assets
I went to weapons data to kinda check how it works generally
surprised it has some stuff
I never seen
I find it easier to do the portraits first so I know which key elements of the character I want to be on the sprite, since the sprites have less pixels to work with and often need to be simpler as a result. However, that is my personal preference.
i'd write all dialogue first 
ok ok thank u
if you had no experience in modding then making npc right away may be an overwhleming task tbh
its so many things to keep track of
i think making an npc is the suggested first mod? but i don't remember for sure
oh mb
Making an NPC is like the opposite of a suggested first mod
It is not
okay good
It is pretty complicated
the best first thing for me was making a custom map
a content pack in general
even easier
It is one of the more time consuming things you can make that involves a ton of different elements to put together
some recolors resprites stuff like that
There are different levels of NPC complexity though, so the map tile NPCs will be less of a challenge than a full-fledged social/romanceable NPC
I would draw an X on a png and put a stick figure in the game first, personally
Something with less moving parts is probably better for a first time mod
try just retexturing existing npc probs
And continue from there
im trying to do a replacement npc and yes i am a complete beginner u guys and
its the easiest thing for now
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
I guess my next question is why do you want to make a replacement NPC?
for a project
just to see if i can
Those will at least give you a baseline of how many parts you are dealing with, but for a replacer, if all you are doing is visual, it's not that much different than a portrait or seasonal outfit mod
the thread is still valid, we just haven't talked in it recently xD
loaded for me now
doing just the portraits and sprites is already a week consuming task if you're really into it lowk
With cp tho its not that hard to replace some other npc files with it for starters
oh wow. trying to untangle FarmAnimal spritesheets. currently looking at some ponies that appear ingame to use both flipped right sprites for left, AND proper left sprites. bruh what. they have "UseFlippedRightForLeft": false in their entry. i dont think i would have caught this if i didnt have indices on the sprite sheet for testing purposes, and theyre showing up with mirrored numbers. are FarmAnimals cursed? 
If you don't have any character ideas in mind there are apparently plenty of requests from other people out there: https://github.com/StardewModders/mod-ideas/issues?q=is%3Aissue state%3Aopen npc
(though whether any of those line up with what you want to do is another question)
okay thanks for this
(ponies are from Shetlands by Saurianne, using for tilesheet learning purposes)
if they had "UseFlippedRightForLeft": true all the instances of that mirrored 14 should have been mirrored 6.
if they had correct "UseFlippedRightForLeft": false the mirrored 14 shouldnt show up at all, only the non mirrored 14.
they just be out here doing some hybrid thing 
time to go look at the cows and see if they're equally disobedient
Looking at making more skins for the farmhouse, and I'm only just noticing that the stone cabin goes from rock/cobblestone walls to stone bricks, and then back to rock/cobblestone walls for the upgrades xD
Kinda tempted to make a cabin variant with just the stone brick look now as an option, too, since it wasn't consistently carried through
how is this error even possible
Is that the right amount of underscores? I also don't see any Net HashSets with that name when I search for it
it's a private field with a single underscore prefixed with 3 more underscores so harmony will give it to me
also I can see that it has a value when I hover over it
(in the screenshot)
(I know about the private field thing but you're a better programmer than I if you can accurately count the underscores from that screenshot alone š)
I can't, but that's why I included the tooltip that shows the value
The only way I can see it being possible is if the hashset itself is null, so I would assume something to do with Harmony despite what the debugger says
I think maybe the internal hashset inside the netfield is null? but then it wouldn't make sense that it still "has values"
r u sure its not the exception lying about which line threw
appliedMapOverrides isn't a NetHashSet but just a normal HashSet, isn't it? Talking about the one from GameLocation?
That's why I brought that up!
Yall, I think I'm almost ready to release version 1.0 of my Expanded Slime Ranching mod! I only have the following items to do:
- Add the machine rules for the 13 remaining potion recipes
- Add at least 1 more special order
I may also add the alchemy table first (in which case I'd also need to add the other special order I have planned).
the whole "wrong parameter types" thing has bitten me before but in the past it was only when I fucked up my own transpiler
Harmony appears to just do a generic AccessTools.Field(<Type>, <The thing you put after the underscores>) without checking what type you actually said it is, and then just emits a Ldfld for it
As someone who never uses food buffs in Stardew, I'm actually quite pleased with most of the potion effects I've created.
I'm still probably not going to use them, but I think they (for the most part) provide some niche uses. One of my favorites probably being a potion that increases your weapon speed.
and as I learned before, the jit just assumes your parameter types are valid
What a world it would be if all people were as trusting as the JIT...
UGGHHH, I just realized I forgot to add the likes and dislikes š
screw the villagers
I can't. Currently the item that is supposed to be a universal hate is a universally liked gift š
oops
well in that case
New quote added by atravita as #7691 (https://discordapp.com/channels/137344473976799233/156109690059751424/1482108600846385213)
Anyway, I'm hoping to at the very least finish the final special order later today and hopefully do the likes/dislikes.
But I think I'm gonna take a break to work on my SVE playthrough.
This is the first mod that I've been actively excited to publish! I also think I have good lists of items that I can come back to work on with it as my modding skills improve. Of these tasks, the one that is both probably the most ambitious but most exciting is a change that has slimeballs slowly change color to match that of the slimes in the hutch, with the goal of having them drop gems based on that color!
(Error: FileLoadException: Could not load file or assembly 'C:\Users\DELL\AppData\Roaming\Stardrop\Data\Selected Mods\ExtraMachineConfig\ExtraMachineConfig.dll'. An Application Control policy has blocked this file. (0x800711C7)
I wish Windows a very die
New quote added by atravita as #7692 (https://discordapp.com/channels/137344473976799233/156109690059751424/1482114433814630662)
should i add my dependencies to my manifest? its already on nexus and i feel like if ppl are missing a dependency and the mod doesnt load at all theyre just gonna yell at me about the mod not working at all whereas an error would actually tell them
"this mod is not loading because the dependency is missing" message is infinitely more useful (and leads to less nexus posts) than a "this mod kaboomed because <mysterious tilesheet name/trigger action/etc.> is missing" message
where do you put dependencies in the manifest?
nice! i tried looking up "manifest" and didn't find it
wait, so if my only dependency is SMAPI i don't need that
correct
Don't need to say it needs SMAPI if SMAPI is the only thing that loads your mod in the first place
SMAPI is what loads your mod, so if it's not installed, there's nothing to find your mod and tell the player to install smapi
All mods require SMAPI by default for that reason
might be different if we had multiple competing modloaders, but we do not
agh oh no i have csproj not dll
(all non-xnb mods*)
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 itās easier to start with making content packs, since you don't need to learn programming.
i actually did
weird the dll is in the manifest but it wasn't pushed with my code
oh duh, I need to upload from the compiled mod not from my source repo
Well u wouldn't want to commit the binary
Modbuildconfig would have made a zip in the bin folder for you to upload
So I am trying to make some changes to a modded map to use with multiple farms for multiplayer and having some issues. I think partially it is that the map has a bunch of patches. Can I just bake in all the applicable ones? Also what is the best way to do that? (So far I tried just editing the warp points, but the map fails to load after I change the base one.)
okay i did use that, so let me poke around
the zip should be bin/Debug/net6.0/ by default, bin/Release/net6.0/ if you switched the build target to release (which you should do when creating a zip to publish)
if you don't see a net6.0 folder it means you're targeting the wrong version of .net
i have that folder but nothing is in it - trying to follow this page now, which i only just found
https://wiki.stardewvalley.net/Modding:Modder_Guide/Release#Prepare_the_release_package
HA GOT IT
What was wrong?
well i just needed to hit rebuild
oh wait... huh was my file sitting in debug that whole time? I'm not sure haha but I switched it to release and rebuilt anyways š
hm, for mods with params, do devs usually put a blank config in it somehow? I have defaults so it can be run without a config.json, so I'm just uploading it for now
I haven't downloaded new mods in a couple months, and I forgot if I had to add the config.json myself or not
You do not
best not to include a config
Ideally you don't put one in or it'll overwrite people's configs every time they update
Are you using the smapi ReadConfig and WriteConfig helpers
If you do that it will make a config.json with default values if no config.json exists
I'm not, but I'll put that on my to do list
is that related to being able to edit mod configs inside the game, too? I want to add that as well
wow thanks, folks
Config is a smapi system while gmcm is a mod that show it to user as long as u do the registration stuff
(I would absolutely make switching to the config helpers a high priority, config wise)
Technically gmcm doesn't have to be backed by config
But usually it's the expectation
alright, I'm gonna add the config helpers first, and then look into that fish link
not to be confused with fishy links
this is my mod, if any of you try it lmk https://www.nexusmods.com/stardewvalley/mods/43620 it takes away energy when you socialize!
I'm a long time coder, first time modder, so this has been very fun and I'd love feedback (if it's broken, another excuse to work on it some more š)
Do u want a showcase?
that's a scary thought
Is just put the mod in #mod-showcase dw
ig it's okay if people look at it and it's broken, i'll have time to fix it tonight -- and I did just test it
so sure if you're willing
Does this look correct for animal sprite indexes / animations?
trying to get an overview, the left and the rightmost examples are used by vanilla animals, so can be confirmed with a high degree of certainty. i found some modded animals that use the second leftmost setup, but inconsistently. and cant find any examples to confirm the unique animation layout of the second rightmost setup
also, does anyone know if getting access to the modding wiki is difficult? i was thinking of adding these or a text version or something once they're fully confirmed. i found the existing documentation slightly confusing 
based on the variety of sprite animation layouts im seeing on custom animals it seems like i may not be the only one
looking at the code it seems like unique frames are always 20/18/16/22 if UseDoubleUniqueAnimationFrames is true and 15/14/13/12 if false (change 12 to 14 if UseFlippedRightForLeft true)
meaning it could overlap with walk left sprites if they exist
20/18/16/22, what does this correspond to in up, down, left right?
In setup number three, UseFlippedRightForLeft true & UseDoubleUniqueAnimationFrames true, do you know if the game still uses frame 18(and19), since its using flipped right sprites for the general left walking cycle?
I am trying to bake .tmx patches into the main map of a mod, but I don't know how. Can anyone tell me at least how I can find where on the full map to put the 4 tiles in the patch?
the game is being inconsistent 
i discovered earlier today that the game uses both "flipped right version for left" and "left versions" at the same time on an animal that has UseFlippedRightForLeft false
two sets of left walking cycles, used interchangeably š¤·āāļø like why
it should say so in the json where the patch is being applied, no?
ooh ok tysm ichor!
TY I found it.
Do I need to copy-paste each layer 1 by 1 to the main map now?
im not an expert but i would assume only the layers that contain something. havent played around with patches much yet but you may want to keep some of the layers of the base map, and use just the relevant layers of the patch
back to testing the events and festivals look good before i drop this clown in on ya'll!
aw man clearly did somethign wrong adding in the _y2 festival events
i feel like im making it worse >.>
i feel like occasionally making things worse is a big part of working out the issues, since you have to change things to figure out what the broken bits are
A bit concerning right
As if some ape did that
There's a lot of inconsistency in the game design but well it's forgivable
not to blaspheme toooo much, but sometimes when im stuck really obsessing over a very minor detail in a bit of custom content i try to stop and ask myself, what would vanilla game do?
theres a lot of little things and everyone still loves it regardless
sometimes i wish there was an easy way to give oneself the same grace one gives everyone else
maybe theres a debug command 
is it hard to add a new villager in programming wise? ive been having a lot of fun with mods so id like to try it but im useless with coding
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
short answer no, just can be tedious
its not hard per se but it is an extensive project. a lot of people start there it seems though! so its doable if you have some determination š (was trying to remember if the command was just ! npc lmao thanks Ketchup
)
ooohh it doesnt seem too hard
the tedium is also determined by how complex you want them to be
i guess ill start with art and writing and then try to actually implement it
what do people who arent adding npcs to preexisting big map mods do? can you add just one map for t he npc to sleep or something?
you can make a new map yes
its a little scary but i guess i can just try and then give up if it gets not fun
Most npcs that aren't part of an expansion per se are either addons for expansions (mostly scarp, sunberry, or sve) OR they add their own little offshoot map on the edge of one of the existing ones
I think I'm too scared of people to dare to add my silly project onto an expansion lol
you'd have to ask (except for SVE)
Yeah, Iāve run into all sorts of problems immediately jumping into projects with complex ideas š®āšØ
trust me, do not put it on the main Pelican Town map if you care about compatibility at all
A new map thats accessible from pelican town
I did it because the building made no sense elsewhere, DO NOT DO WHAT I HAVE DONE
my og idea was robbing leahās house š¤£
You know those tiny liminal ass malls
probably 1/3 of my comments are complaining compat
The forest is not better
i simply dont care
trust me
Thatās when my mod idea was still an entirely personal project
everyone goes "well if not town, forest!" and then they all step on each otehr
Yeah, just for the person considering a place to be, it is a nightmare if you care about compatibility LOL
š
Can someone look at my festivals/json and let me know how to put in _y2 stuff my character stopped showing up to festivals after i added it
https://smapi.io/json/none/85be3b2a2568401f952f2ff578839a07
I was thinking like way before the events of the game someone tried to build a mall in the valley near pelican town and it imploded because the customer base was three people and a wizard
yes one sec
kandie i thought u fixed it LOL
But the rent is cheap because it would cost more to tear it down so my silly little guy would move in
I see what you did
"Target": [
"Entries",
"MainEvent_additionalCharacters",
"MainEvent_additionalCharacters_y2"
],
this does not do what you want
I do unfortunately care about compat. Itās actually helped me make what are probably better choices for the mod overall though.
I saw your compatibility section and I was like š š š
š«
That aims it at "Entries/MainEvent_additionalCharacters/MainEvent_additionalCharacters_y2"
youll need to do two separate patches i think
You need to do separate ones for Y1 and Y2
one for default one for y2
yeah
ooh ok
Target is aiming it at a path basically, put a slash between each part of target
So you want one for "Target": [
"Entries",
"Set-Up_additionalCharacters"
],
and one for that but with _y2
thats the best reason tho
also yeah I have like 80 patches just for placing the building re: compatibility beause of festivals and stuff
Iāve got to finish my modfest projectās first event still lol
Iām new to event making though, so there is a learning curve
i feel bad for locking tilly's final arc behind marriage so im compensating with more events
some people will probably take it for granted, but for those who know what insane amount of work it must have been you get some mad respect šāāļø you must have downloaded about half the mods on nexus just to check if they interfered or not, let alone all the patches for x y z and jdnvgjdkvshjbzcxs 
I did a turbo modded campaign yeah, just to see what broke and needed to be adjusted and what I wanted to do dialog for
tangental question midnight are u still using asset bridge
what did u use it for before?
also i didnt mean arbitrary tilesheet access
AssetBridge lets mods load textures directly from another modās folder.Itās a lightweight framework designed to reduce sprite conflicts and avoid redundant copies of the same files.
I think it was something Arbitrary Tilesheet Access could do but I misunderstood it being able to do it
and if in doubt, the answer is "the Haley's Bakery patch"
@brittle pasture the 1.0.1 Luremaster B Gone is getting a red smapi error
"These mods could not be added to your game.
[SMAPI] - Luremaster B Gone 1.0.1 because it's no longer compatible."
kattia u should send the whole log
haley
er
Haley's Bakery does not load its tilesheets and this was an eternal struggle
i wasn't even changing them, I just wanted to not shave off part of the building since I'm behind it 
ah shit I uploaded the 1.6.16 version again didn't I
gimme a moment to fix
figured it was just a butterfingers type thing, hence i didnt bother with the log and the whole rigamarole 
I'm making a recipe, and of course normally you just use use item id's like 282, but I want this to require specifically Dried cranberries, but the item is just called [Dried Fruit], how do i make it require dried cranberries specifically?
u need to use spacecore if u wanna do that
really? bummer
since the only way to reference a flavored item is by context tag
well in honor of all of Selph's efforts i have given myself a new title
another approach is to make a Dried Cranberries item that is not dried fruit
so u have whole new production line leading to ur recipe 
i would personally just be lazy and accept normal cranberries
ok, thanks, good to know
is this.. a hate crime?
well i hate it
im not sure i understand what you mean by this
sorry, lame joke
read as a sort of "rail against the injustice of this vagueness" kind of thing
if I get a penny for a niche fishing mod of mine gaining a dedicated supporter I would have two pennies
(Rage Bait got a CN translation from someone who seems like they really fell in love with it
)
ill take the dedicated supporter title over bothersome harasser any time š 
ok i apparently dont know how to do these patches things because she's STILL not showing up to the events D:
https://smapi.io/json/none/12016ab0d5a547e582b5cc682339a43b
do i need to make new brackets instead?
im putting them isnide of { } but i wonder if it should be the [ ]
im gonna try that just in case š¶āāļø
š¶āā”ļø
that was not it apparently
ok attempting very simple config for the first time; do i have to use two different jsons or is the token on the patch enough
Well there is never a need to use anything other than a singular content.json
But there's not enough information to say what "enough" is without knowin exactly what you're doin or what you're trying to do
If you use _y2 on your additionalCharacters, you have to also use _y1 for the odd years to work
(I am guessing that you are testing in year 1)
that was a load-bearing "oh"
very relatable that
also one more thing, you didn't use the correct form of MainEvent for the Festival of Ice.
i think you are referring to what i said earlier right
For this kinda thing what I recommend is to make a tillyandclarksmooch.json
That you include in content.json behind a config token
So all the related stuff is quarantined there
Main-Event_additionalCharacters for the Festival of Ice, it's different than the others as noted on the wiki. š
Still include both year variants if you use _y2 though
yes but i figured it out
not for that mod
ooh ok thank you ill go check!
the thought process behind this sort of thing is that if you need to do When { somecondition } like 20 times for a particular feature
u can do it one time with a include and it'll be more perf from content patcher's pov
but u can also just use a config token as a normal token
ugh i finished my Claire mod but now i have to do the modpage grumble
like if i wanna make a character whose display name is editable i could just "DisplayName": "{{SpecialNameConfigToken}}",
(Keep in mind that it would not change the character's name in dialogue from other characters that say their name, unless those dialogues are calling the Localized Text for the DisplayName)
(yea but if this is custom npc i would also use {{SpecialNameConfigToken}} in all dialogue)
(someone's probably gonna look this up one day and try to use it for a vanilla NPC and get confused, so I figured it wouldn't hurt to clarify for the future)
all GI buildngs are now propery movable!
still some minor things that need doing
Hm.. seems like it's not really possible to have a dynamic config in GMCM where one bool controls the visibility of a section, e.g. to hide irrelevant options if a feature is disabled entirely?
hm
my npc schedule appears to be messed up somewhere as my npc does not wish to follow it XD time to inspect
Correct.
Nothing officially supported, anyway
You can probably do some stuff if you make a completely custom widget though
true, maybe down the road
https://smapi.io/json/none/4812bf63ab9044fe887057af6f9c8ee3
can anyone spot any reason that im missing that she might not want to follow this schedule?
She follows Spring_Mon fine its just every other day for some reason
spring_Thur should be spring_Thu
everything Thur should be Thu
winter_fri is missing a capital for Fri
and so is winter thur, and sun
and fall thur and fri
hm when u are at AssetReady is it safe to load the asset 
ig it was that shrimple of a problem š¦
ty wem
let me ouble check
its only raised when something else already requested it, so yeah
hm
that wasnt it but at least everything loksneater
You put too many underscores in FRL_NPCApt__Floor1 (should be FRL_NPCApt_Floor1)
So every entry with that mistake in it is failing
thank you fireredlily š
No worries, I am probably the best person to troubleshoot that particular issue xD
god the default json editor for vs is so unbelievably ass
maybe I should just use np++
Also thank you for using the Pelican Valley Loft apartments for Kandi ā¤ļø
OFC!!!! thank you for making it!!
https://www.nexusmods.com/stardewvalley/mods/42872
btw happy Friday the 13th, witches and ghouls. My 1.0.0 version went live yesterday and today I put out 1.1.0! :3
Since I'm not a modder myself, I built this test JSON for my translation toolābut Iām not sure if itās 100% accurate.
Everything in red is locked by the tool and won't be translated. Does this look correct to you, or should things like spacing etc. be handled differently? Is there anything else I'm missing as a non-modder?Thank you
hm
my schedule still isnt working and i know not why
I think Aideen's name should be translatable and so should the "aether cost" and "adds +25% damage while active". ^ and ^^ are just line breaks, there's no reason not to translate text after those. The rest looks good to me though :)
general C# question... if class A has a protected field and class B implements class A, can I change that field's value for class B?
context is that I'm trying to change the menu close sound for my specific menu and closeSound is protected in IClickableMenu
did you sleep a day to test
Analyse: angezeigt
yar that should work fine
insert anzeige ist raus joke
so uh
im back from my long modding hiatus
i started a whole new save and the first day works hrm let me try something
how do you add a schedule again....???
I tried this.closeSound and that didn't work
HI MIKU
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Are you subclassing a Stardew class? Is it private protected?
I'm subclassing IClickableMenu
Ah sorry, missed the second half on mobile
Thank you so much for the feedback! That helps a lot.
I will adjust the tool so that names and descriptions like 'aether cost' remain translatable. Iāll also make sure that ^ and ^^ are treated as simple line breaks rather than protected markers.
Since I'm not a modder, these kinds of insights are exactly what I need to get the tool ready for beta. Thanks for helping out!
no worries, I'm trying to "override" protected string closeSound = "bigDeSelect"; to be something else for my menu
ok i tested it by sleeping a day instead of fastforwarding then sleeping (to test if my messing with time was the culprit), but it still didnt work š only the first day works for some reason
translate: analysis displayed ,sry i speak german XD
do i make the schedule like
a completely different json
yee
I do too 
u dont have to but u can
i prefer to
up to you. i like to split stuff up myself
You don't have to, no. But if the schedule is for a custom NPC you will first need to Load a blank json which does need to be a separate file.
the trick is not to forget which of your dozen files the thing you are looking for is in (allow me to introduce my friend grep /lh)
why load a blank json?
i mean boxosoups base already has it but im curious as to why the game actually needs to load it
Because assets have to exist for us to be able to edit them and while most of the data assets we will edit when modding Stardew do already exist, a new NPC's dialogue and schedule won't. So we Load a blank to create them and then use EditData to add the data to them.
EditData won't work on an asset that hasn't been Loaded, and content patcher won't parse your tokens on a Load
hi aba 
oooooh
I assume if it's not working then it's treating it as private protected which restricts the access to it to the same assembly even if you derive from it in your own, but I can't confirm or deny that since I can't look at the decompile
where you do your patches is entirely up to you
You can load it wherever you like but content.json is probably easiest
(but order matters sometimes, so keep that in mind)
gotcha - a little unfortunate, though
Could always go overkill and pull out the publicizer
maybe its better for me to start over from scratch

bases can be hard if i dont know where everything is located
i can probably make up a small NPC base with the knowledge i already have, maybe
starting over from scratch isn't so bad, imo.
i finally did this for the first time a few days ago. i don't like it but i needed results immediately and by golly it worked
that way you can make your own templates for things, and control them in the way you want
Publicizer is my default at this point
exactly, yeah
i already have the sprites and portraits i just need the code atm
Everything in the game dlls and SMAPI is publicized for me in my csproj template
I'm unfamiliar - I see what that can do, but looks like I'd have to set that up
u could also just override the 2 places where closesound actually happens
what was it
i am kinda surprised that it doesnt work tho
nvm it was a false alarm, i found where i was missing a number and thought in a few of my entries and thought that might fix it but it didnt š
i legit cant seen what im doing wrong XD
when u lookupanything ur character, what does it say for the schedule?
it's not marked as public which I assume means it's private, so that would make sense
lemme download lookup anything and check
oh yeah u need
but u are a subclass of IClickableMenu 
Regarding \n and \n: I want to make sure the tool handles them correctly. Is it better to strictly lock these markers in place, or should the translator be able to move them to account for different sentence lengths in other languages?
I want to make sure the text looks perfect in-game
but yea i was just suggest u override exitThisMenu and receiveLeftClick to play ur sound
Button, is your csproj template somewhere I can see steal from
This is the one I use if you do get curious enough: https://github.com/krafs/Publicizer
Then I just have this to my csproj:
<ItemGroup>
<Publicize Include="StardewModdingAPI"/>
<Publicize Include="Stardew Valley"/>
<Publicize Include="StardewValley.GameData"/>
</ItemGroup>
<PackageReference Include="Krafs.Publicizer" Version="2.3.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
is dispos just the description of your character?
that was easy lol
while making the original sound not play by altering the playSound arg to false
I will warn you
If you publicize too greedily and too deep, you will run into annoying and difficult to get past "Ambiguous match errors"
as overloads or generics that were previously inaccessible are now suddenly an option to you
With the base game and SMAPI though I don't think I've run into this
Mostly when I was publicizing things like Harmony, xtile, newtonsoft, etc
good to know... yeah, makes sense. I think I'll go with chu's idea in this case, but I'll keep that in mind as a tool to consider in the future
tbh for 1 field i just do reflection or dynamic method most of the time 
This has been in my csproj for my last like 15 mods though so it's at the very least pretty reliable
"Format": "2.7.0",
"Changes":
[
{
"LogName": "Blank JSON load",
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_Manny, Characters/schedules/{{ModId}}_Manny, Strings/schedules/{{ModId}}_Manny",
"FromFile": "assets/data/blank.json",
},
{
"LogName": "Manny Desc",
"Action": "Include",
"FromFile": "assets/data/dispos.json"
},
]
}```
does this look fine as the beginning
i never used publicizer because it seems sinful
cause im like trying to start over completely
I was looking at your github and didn't see any csproj files to copy from... do you not add them to your repos?
New quote added by atravita as #7694 (https://discordapp.com/channels/137344473976799233/156109690059751424/1482201246873157783)
but perf wise, publicizer is better than reflection
I guess I don't because at one point I probably added it to my default gitignore without thinking about it
@wem this is what lookupanything says =-=
i think it's about the same as a dynamic method?
You've gone mad with power
Probably over a year ago at this point when I was less aware of the implications of doing so and before I really internalized the value of it
And then never thought about it again until you brought it up just now
also good to know
Newtonsoft? Harmony? The standard library?
Tbf
dynamic method r kinda sinful in their own way though 
there's a reason we refer to our actions as crimes
so its like choosing ur crimes here
Aside from xTile, the other two I wasn't purposely publicizing them
New quote added by atravita as #7695 (https://discordapp.com/channels/137344473976799233/156109690059751424/1482201691251150959)
why would you ever gitignore your csproj files
they're important
But that publicizer has an option for "Publicize literally everything my project references"
That I was using at one point
I always ignore my csproj
could the issue be that i set their schedule to start right at 6? would that do anything?
It doesnt deserve ny attention
Initially, because of identifying file paths. Nowadays, also that but mostly inertia
i think the main reason why i dont use publicizer is just cus i want to know what crimes im committing 
6am schedules can cause issues, iirc
I like to see csproj files... it helps me learn more about what I can do with them
If you dont know your committing crime is it crime
Even if it's tax fraud
I don't know enough about translating to be confident in my answer to this question, I'm sorry!
lemme try changing the schedules from 6am 
Depends on whats in the dispos, but this seems fine to me. Maybe bump up the Format though to at least 2.8.0
yeah just try 610
i got it
im working on the dispos!!!
my mods simply won't build and deploy correctly without the same csproj fields, omitting them would make it way more annoying for anyone to fork and test
i simply have a distaste for blunt tools. in most cases i'd rather just do the particular reflections i need
Quillllll give us a lecture about intentttttt
𫵠YOU need to remove csproj from your gitignore
New quote added by pneuma163 as #7696 (https://discordapp.com/channels/137344473976799233/156109690059751424/1482202359429074994)
That publicizer stuff is really the only important things that are different from the normal template on the wiki... I customize my translation class names with it but thats it
Otherwise its just the usual stuff
And nuget refs
i think its nice if the thing i commit can be compiled tho
Oh and my <StartArguments>--mods-path "$(GameModsPath)"</StartArguments> that ones nice
and itll become important with the mod build github action stuff
yeah, that's part of my reasoning, too
yeah nobody knows that's all that's different. they can just guess and build and try again
for me i keep all the special stuff in a sdv.props file
Was not my point
Bluebs plz play this
No problem, thanks for letting me know.I'll try to make it variable; let's see what the game does with it XD
<Import Project="$(MSBuildUserExtensionsPath)/sdv.props"
Condition="Exists('$(MSBuildUserExtensionsPath)/sdv.props')" />
ofc i have realized i could just use the modbuildconfig stardew.targets thing but inertiaā¢
SHE MOVES!!!
"Changes": [
{
"Action": "EditData",
"Target": "Data/Characters",
"Entries": {
"{{ModId}}_Manny": {
"DisplayName": "Manny",
"Gender": "Male",
"Age": "Adult",
"Manner": "Polite",
"SocialAnxiety": "Neutral",
"Optimism": "Positive",
"BirthSeason": "Winter",
"BirthDay": "5",
"HomeRegion": "Town",
"CanBeRomanced": false,
"CanVisitIsland": false,
"SpouseAdopts": true,
"IntroductionsQuest": true,
"ItemDeliveryQuests": true,
"WinterStarParticipant": true,
"Home": [
{
"Id": "Default",
"Location": "Town",
"Tile": {
"X": 5,
"Y": 11
},
"Direction": "down"
}
],
},
}
}
]
}```
thats a lot of brackets
can u post stuff using !json
oh ok srry
your website is broken and has given me the same colour for the last 10 colours
oh
Not my website and also
(Given that none of my mods are open source anyway and they're mainly only pushed to public repos anyway and not private is in case I want to show someone a piece of code, I don't find it all too pressing to go back and re-commit my csproj for every single project on there right now)
should i be using CP for the json format?
wdym
Yes
oh alr
But ignore the warning about a missing format field, because only the content.json should have a format field
all the same none of my mods are licensed open source but i still appreciate that people are able to fork, change, test, and merge back into main
just gives me an error about the version
sooo in this case my json is fully correct
if its something like gifttastes or whatever
I like publicizer because it tells me that I fucked up at compile timd
ok still having trouble with the festivals?
I put _y1 at the backend of all the year 1 ones and _y2 at the abckend of all year 2 ones but my character still wont show up?
https://smapi.io/json/none/5b2ff796f1dd4cf8b9c786e1657fdb1c
Why are you sharing it with us?
i dont remember needing _y1
And not after I spend 14 minutes in the skull caverns do I realize a reflection is mispelled
just checking....i apologize, i wanna make sure
and if u put y1 they wont show up y3 im pretty sure
You can just test it in game, it's safe! It won't break your game even if there are errors. Just start a new save and see how you go.
can u do the directions with "right"
i usually just do 0
or 1 2 3
but im not sure
i was told to put y1 but ill remove it and try again
/
it was working b4 so idk
It's for festival positions/character set up, wiki says left right down up instead of the numbers for those
tiakalls tutorial has right in one of their strings
i should probably add the portraits and sprites in the content first
Both should worj
Oh atra you're here
How expensive would it be to generate a new Random for every crop on a farm
I don't think y1 is the issue, did you use debug commands to get to the day before the festival date and sleep while testing? (Directed at kandie)
Hello! How are you? A friend wants to try something and weāre not sure how to do it. She wants the player to learn a crafting recipe by increasing friendship with any NPC. Is that possible?
(In the grand scheme of things I imagine not much, but I am still curious)
do u mean u receive the recipe at a certain heart level?
Yeah
i didnt use debug i just used cbj cheats menu and went fast forwarded to the day before the festival and then slept
Okay, the important thing is sleeping the day before so it's not that, then
How? šÆ
Vanilla characters already do this, by way of sending a mail with the recipe after you hit the friendship level with a trigger action
^
Without mail
Without mail and without an event is a less likely scenario to find an example of, because it's poor user experience to give them the recipe with no indication as to why
ive never used that but that would be it i suppose
She wants the player to learn the recipe when their hearts increase, like when you level up a skill.
maybe i should try captilizing y1 and y2
The only way you'd be able to guarantee a specific dialogue association would be the next one AFTER reaching the heart level, it wouldn't be the one that potentially triggered the change exactly (speaking does give a small portion of a heart)
So depending on what your friend wants...
In the game, the player learns crafting recipes like fertilizers, the mayonnaise machine, the cheese press, or the seed maker by leveling up skills. Instead of using skill levels, she wants to use friendship hearts.
Which festival are you testing right now?
iirc flower dance
egg festival

bro š„
im going down one at a time XD
Is she showing up at any festival?
is there a way to see the town map with a grid?
um this might be dumb is ur npc internal name correct
And is there anything in the log
like including XY coords
i just use tiled
but u can use debug mode
i guess it's good enough
oh wait i do have tiled
let me test the others
hold on
ik shes not at the flower dance either iirc but dik abouit the other seasons
Other thing to check would be that you aren't sharing positions with any other NPC, if so, you might be overlapping and thus hidden
i couldve probably done better if i didn't second guess myself and paid closer attention
NPC will still probably be there in the case of an overlap but their dialogue is inaccessible until you exhaust the dialogue of the NPC that's on top of them 
You could look at my unpublished mod for a kind of example? it adds a scarecrow upgrade recipe when the deluxe scarecrow recipe is unlocked. you'll need to look up the right "Condition" though, PLAYER_HAS_CRAFTING_RECIPE wont be the right one for hearts
https://smapi.io/json/content-patcher/e13483ad4cde424986fbb5ac10459ea8
I would start here personally https://stardewvalleywiki.com/Modding:Recipe_data
i ask again but just to make sure
well actually if u dont have errors
umm
could u maybe do a patch summary
patch summary urmodid into the console
i think itll show up there im not sure
oh great
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 7 C# mods and 2 content packs.
oh thats from
cjb fuckery i think
its when ur on a festival day then switch the day to another nonfestival day
aw š
so not from u
i was hoping it could shed some light on the situation darn
could u try a patch summary
whats a patch summary
it'll show u whether or not all of your patches have applied
in console just do patch summary urmodid
ok ty
and im not sure if u have been patch reloading or restarting the game
but if u do patch reload urmodid it'll well reload ur mod
so u dont have to exit the game and restart it to see the changes
ooh ok
ok i did it
i do not know what im looking at completely lmao
wait should i do it after a festival actually
or does it not matter when i do the command
Err shouldnāt matter unless thereās conditions
aah ok
I think if you get the log
Itāll show the patch summary on there
And then I can see it
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 7 C# mods and 2 content packs.
here ya go
did u include ur festivals json
if u have a separate one
where is that patch located
"danceRejection": "",
"divorced": "",
"secondchance_Boys": "",
"dumped_Boys": "",
"breakUp": "",
"Resort_Entering": "",
"Resort_Leaving": "",
"Resort_Shore": "",
"Resort_Chair": "",
"Resort_Bar": "",
"Resort": "",```
do i completely ignore this section if my NPC is non-dateable
OUTSIDE of the introduction and resort i mean
okok
??
one second
i definitely have
none of the base NPCs go inside it
they do
i think i deleted the festival include
falls to the floor
oh u mean like the changerooms?
resort_entering is when they get off the boat im pretty sure
oh lmao
Does BuildingListChanged also fire when a building is moved?
ive done this multiple times (forgetting the include) and sometimes a patch summary helps
its not too hard to understand
did it load? were the conditions fulfilled? was the patch applied?
mm i see
quick question
are there any examples of a dialogue string that shows the number of a portrait used (like $1)and #$b# as well
wdym?
Yup there are lots in vanilla, just open any NPC's file
"hi im wem$1#$b#hi im wem again$1"
OHHHH okay okay
so theres no space between the expression number and the breaker
no
got it tyty


