#making-mods-general
1 messages · Page 557 of 1
i don't believe space versus no space in that situation makes a difference
Follow up to my earlier discussion of a protected field... using this.closeSound = actually does work. I was writing code for one menu and testing a different menu in game because I was being sloppy...
but dialogue parsing is cursed so don't take my word for it /lh
uh
send json
still not at the festival but im removing the _y1 to see if that does something
no its an include in the content json
loaded blank as well
SHE' THERE
oh wait Changes?
collpases
bro 🥀
Hey is there a data file that describes the coordinates of specific temporary sprites? Like where on which png they are found?
now to go through and test all festivals fo the next 2 years and all events yay!
not rn yeah
this is what ur dialogue json should look like
ur content looks fine
oh okay
does anyone know how to get a Farmer handle from a smapi screen id? is it the same as the Farmer ID?
You've formatted your dialogue.json as though you were planning to Load it
^
When you Include a file, all you're doing is outsourcing the CP patches to a different file. CP then recombines those patches into the content.json when it runs (conceptually).
i thought that was how dialogue worked at first
hm
you can do that but you can't parse tokens that way
its not so much how "dialogue" works
but just like how this all works
The screen ID is just an incrementing int
0, 1, 2, etc
So not a farmer ID
oh fireredlily did you see, the issue was a missing Include patch for Kandi 
It's better to use a blank load and EditData any time you have a brand new JSON that needs creating, because things like {{ModId}} are tokens and tokens aren't parsed through Loads
oh im just familiar with Load and Changes for the most part
Ha
I have done that before
haven't we all
ur going to love editdata
hey hey, trying to make a shop mod, is it possible to make sell items according to their contexttags? i want to make it sell only mushrooms (not other forage items)
I once forgot to include the elevator map on the apartment mod and none of my NPCs would exit their floors during testing 
ok so wait
if i have dialogue json
do i need to editdata every single string inside there with content?
or
I think I can use GameRunner.instance.gameInstances
im stupid sorry 
u might want to look at an existing npc mod
yeaaaaahh but having already taught knowledge makes it easier once you get the point
oh wait i think i did it????
smapi io is giving me no errors
yes that works
hooray
thank you
You don't need the $0 portrait commands by the way, that's the default
got it
Do the dangerous counterparts of monsters occupy the same data or ID under specificMonstersKilled?
I don't see some sort of unique data or ID for them here.
https://stardewvalleywiki.com/Modding:Monster_data
As far as the monster slayer quests, yes
i cannot interact with him for some reason
is it because there should be an interactable true string
Does he have gift tastes set?
Thank you. I thought I was missing something. I'm looking modding data and stuff because I'm bored and don't want to burn out playing the game every day. lol
Funnily enough for this channel, my source of that knowledge is from playing the game and meeting the monster slayer requirements by fighting in the dangerous mines xD
Probably why Gunther, Marlon, and other non-interactive NPCs are decided to not be friends with the farmer, since they don't have gift tastes. 
hey hey, trying to make a shop mod, is it possible to make sell items according to their contexttags? i want to make it sell only mushrooms (not other forage items)
They're not even social, just map tiles!
still not interactable even after the gifttastes load
this is hideous but I think it's the best way to do it
Did you sleep, Speedy?
Yes, I have a test mod that does just that
That's so sad! #freeGunther #freeMarlon 
did u include this
Sometimes a sleep in game is needed for the NPC to update themselves (even after a patch reload), though it's more specifically for schedules usually
it looks like its in a new json but maybe not? idk
It's done through the magic of item queries. Lemme get to a computer and I can share the code
I asked this before in the vanilla channel, but I'll ask them here, which here are most common to spawn, and which don't as often? Lava Bat, Lava Crab, Metal Head, Red Slime, Shadow Brute, Shadow Shaman, or Squid Kid?
i see
They appear in the deepest levels of the Mines.
this is just a basic setup
@uncut relic this one's a little extra, because I wanted to use it to get a quick list of the foods installed that fit a particular category, so there's a token used that you might not need if you want a specific tag that isn't going to change: https://smapi.io/json/content-patcher/fb4e2704a5f1440ea390f1ee5f68f5e9
I was using it to make Gus sell all the food of a category that I chose from the config. xD
did not work either
hmmm
anything in the console log?
alright, lemme scroll up to see if I can find your Data/Characters entry and the dialogue file again
are you sure there isnt supposed to be a "CanBeInteracted: "true" string in Dispos?
NPCs do not actually have to have gift tastes to be able to be spoken to
what i have atm
Regular dialogue works without gift tastes. Conversation Topics (like Introduction) and location dialogue do not work.
introdcution is the one im testing rn
but i did include gift tastes earlier
Wait, what's the difference between the Shadow Guy and the Shadow Brute monsters?
That would be "CanSocialize" typically. BUT your Data/Characters has the internal NPC name as {{ModId}}.Manny and your files have {{ModId}}_Manny
you need those to match
oop glad im testing some of these lines
oh waiiitttttt
god damnit
beaufitul
beaufitul
fellowclown is goated
She's so colorful, I love her ❤️
so should it be . or _
It doesn't matter which you use as long as you are consistent
so all i need is one "DynamicTokens" with the edible_mushroom contexttag & add it at the "PerItemCondition":, right?
ah ok gotcha
The important thing is that they match, but better to use _ because mods like Lookup Anything expect that format
time to test
you don't need a dynamic token at all unless you want one, you can just replace {{shopcontext_tag}} with your actual desired Context Tag
The PerItemCondition is the important part though, yes. If you don't include it, Gus will sell EVERYTHING in the Data/Objects file, because the ItemID is only for filtering Objects xD
any errors in log?
"PerItemCondition": "ITEM_CONTEXT_TAG Target {{mushroom_item}}" only this & i'm set?
doesnt seem to show any, no
the {{ }} are part of the token, so those can be removed.
"PerItemCondition": "ITEM_CONTEXT_TAG Target mushroom_item"
without looking up the context tag list, that seems right
tnx, you are awesome /big imaginary web hug 🙂
The Introduction conversation topic will only trigger if you're within the first few days of your save, IIRC. What day are you on and are you willing to try a different dialogue key?
ill do a diff dialogue key yeah
also year 6 
haha
That is not within the first 6 days of your save, so probably why Introduction won't work xD
I think it's 6 or something around that number
we are getting a different key that will trigger on first interaction without a time limit (or use of CT) in either 1.6.16 or 1.7, i forget which
Nice
In the meantime, $1 at the start of a dialogue will make that text only show up one time, yeah?
de-hardcoding krobus's behavior lol
i've never heard of $1 one-time dialogue 
I remember reading it once on the wiki
interesting since you can technically put your portrait commands anywhere in the dialogue line, so someone might use $1 as a portrait command and then have their dialogue one-timed
$1 automatically sets a mail flag and chooses from the two parts of the dialogue based on having the flag
$1 <letter ID>#<1st-time text> #$e# <nth-time text> this one
It has to have the $1 specifically at the front
(Alternatively, I believe you can use a trigger action to set your own conversation topic if the NPC is added mid-save and use that instead of Introduction)
There's a few NPCs that use that method for "I just moved in" type dialogue
fucking finally
i think my mod is done 😭
It has stuff i'd like to add in future updates maybe but its good for release
most things would be like maybe in the future having Kandi mail you stuff or having more compat with other mods
wait so if spring, fall, winter, and summer dialogue exist
whats the point in having generic dialogue
like theres so many strings in the dialogue json i might as well not make generic dialogue
oh wait the numbers are supposed to stand for the relationship level.........
fuck
i thought it was like the 2nd monday 4th monday 6th monday and so on
if you have a dialogue for every day of the week, for each season, i dont think you'll ever see generic day of the week dialogue that isn't attached to any season 🤔
the dialogue priority is like, based on how specific it is, and it looks for the most specific one first before going down the line. so like if you have dialogue for a specific day you'll see that one over the others 🤔 i think
The point is for lazy people like me who doesn't wanna make seasonal dialogue.
i wanna make seasonal dialogue for only the first day of the season
the rest can go to the trash
so introduction + generic dialogue based on relationship level + festivals/events + first day of each season
maybe like this?
oh wait mb
Yep that’s doable too, just input the keys correspondingly
If you just want their dialogue from a random pool, randomization is your friend
okay I've gotten into a decent pattern for events starting with dialogue, blocking, then putting it together and testing while tweaking timing/actions
dunno how other people tend to go about it but I've found what works for me at least
Pretty much. Though fall_Mon would make him say it every Monday in fall, not just the first day.
oh
uh
what do i change it to
i see
thanks
The dialogue page of the wiki will help you with dialogue key precedence and how they each work
i did watch it for #b# and different expressions
and for revealing items the NPC likes or hates
Is there any way I can do this with Merge instead?
"Query: ({{HasMod |contains= lemurkat.eastscarp}} AND {{CT_Compatibility |contains=Automatic}}) OR {{CT_Compatibility |contains=ESR}}": true```
could anyone post my mod for me here? i don't have lvl 25 yet 
The modding wiki for dialogue pretty much outlines all of the keys you can peruse, depending on what you want to do
Pop up a link and sure
Here! My mod that makes the Ginger Island more fantasy-like
https://www.nexusmods.com/stardewvalley/mods/43626
There you go. Pretty!
Hii!!!
Is there a way to make my mod load before another mod so that their edits can supercede mine?
You can lower the priority of your edits
like this map edit is "late" priority, you'd want "Early"
Okay thanks! I'll read about priorities.
If you want to ensure a specific mod loads in relation to yours, it's unfortunately easier to do the other way around. Making your mod load after another one, I mean.
Nice example.
that can be done with a false dependency. But making sure yours loads first, you'd need to fiddle with priorities
Yup. Dependencies. It's the easiest to do.
Thanks again!! I'm gonna go work on that.
crawls in
YOINK
runs
is there any way to tell which tiles are in use by which maps without going into the map itself?
which tilesheets? yes, you can use Ctrl+Shift+F in your preferred text editor and search your unpacked content folder for the tilesheet names. which individual tiles? nope
im doomed.
now you get scrappy ugly roses that you can prune to restore to their youthful former glory. how fortunate for you
I am very pleased with this turn of events
Can i get a separate item data definition for my pruning shears
way ahead of you 
Stellar
pantone 'shade of ripening blueberry'
im 👌 this close to changing my NPC mod I want to make next to a mini expansion thats mostkly just for my own amusement
the premise is simple
Strawberry soda is way better than Joja Cola and you should buy it instead
idk fi itsd quite an expansion as it'd only include one npc and a handful of items and possibly recipes and maybe some clothes if i feel like it
so glad my npc is symmetrical.
do you need C# to make animated objets/buildings
or ig more so buildings then objects
awesome
they're so cute
You need tiled for that iirc, which has built in function to animate tiles
ooh ok
Is there a guide for tiled specifically for sdv stuff I wonder
For animations, tileset importing, terrain brushes
for some reason --unlocalized fails to read the first file alphabetically by walk, but the same command unpacks fine without this arg
D:\SteamLibrary\steamapps\common\Stardew Valley [1.6.16-alpha]>StardewXnbHack --unlocalized --clean
Cannot use file stream for [D:\SteamLibrary\steamapps\common\Stardew Valley [1.6.16-alpha]\StardewXnbHack.deps.json]: No such file or directory
Running StardewXnbHack 1.1.2. Special options: omit default fields, English assets only
Found game folder: D:\SteamLibrary\steamapps\common\Stardew Valley [1.6.16-alpha]\.
Loading game instance...
Setting breakpad minidump AppID = 413150
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197986246344 [API loaded no]
Unpacking files for Stardew Valley 1.6.16 (26047 "alpha")...
[ 0%] Brown Cow
Unhandled exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at System.String.get_Chars(Int32 index)
at StardewXnbHack.Program.Run(String[] args, GameRunner game, String gamePath, Func`3 getLogger, Boolean showPressAnyKeyToExit) in E:\Dev\Projects\SDV\Pulls\StardewXnbHack\StardewXnbHack\Program.cs:line 185
are you sure that's not to do with it being 1.6.16
it seems unlikely given line 185 is checking assetName[^6] == '.'
i don't know why it would be but I didn't test it on 1.6.16 and I didn't run into that
things i need to make for my new project
- popcorn machine
- ticket booth
- lion (building thing thing for map like those NPCS that show up for the fall festival
- elephant (same as above)
i might make the popcorn machine furniture if it comes out good
oh was hats localized before
sir this is brown cow.png
I'm on mobile and was literally getting into bed when you pinged me I've earned some slack
i don't suppose you have another idea why Brown Cow nres on that
haha dont worry then, i'll try running with debugger to see why assetname is apparently not 6 chars long
not sure how i'll attach it given sdvxnbh wants to be in the game folder but i'm sure it's simple
tbh a regex probably would've been better I just was lazy and figured pathos wasn't against that kind of check since I think I've seen the ^# used before in his code
I could be misremembering though
i wonder why it'd fail for you and not me though
how about instead of checking against a list of languages you delete any files containing unicode characters
begone french
now stop thinking about merge requests and go to bed
idk what if CA adds Cursors-3-₹.xnb in 1.7
you can make a festival with content patcher as long as its passive or something right?
personally i'm hoping for ௵.mgfx
oh....
Has anyone here made custom weddings that work with multiplayer? I fear i may have bungled mine up...
(Ill probably just disable them in coop)
If I remember right it automatically uses the warp out location that you set. If you have more warps make sure it's the last one
hmm. is there any way to make a character not show up in the social menu even after talking to them until you meet certain conditions
woops, accidentally deleted my message, but thanks you thank youuuuu:))) I got it working just fine:3
Hehe no worries 🙂 glad you got it working
Initial data/characters patch have value set to HiddenAlways. Then have a second patch targeting just that field to change it once the conditions are met.
got it, thanks
Good evening, can someone help me pinpoint where these <songsHeard> IDs from?
clubloop
50s
jaunty
There are some I found out based on, well, common sense:
EmilyDream- Emily's 2-heart event
sampractice- Sam's 2-heart event
Would this help?
https://stardewvalleywiki.com/Modding:Audio
Thank you! Couldn't find that before, as I've been searching for "music," "song," or "sound", forgetting the term "audio". lol
No problem! I was in that exact same boat yesterday 🤣
Do you know about the differences of these monsters data IDs? They're more vague on the wiki.
Skeleton;Skeleton Warrior;Skeleton Mage
Shadow Guy;Shadow Brute;Shadow Shaman
Skeleton and Skeleton Mage are referred in the Mines, so are Shadow Brute and Shadow Shaman, while the remaining two are... just there?
Unless they are derivatives of either or both their variants.
They are unused
No clue. I haven't looked at monster logic yet 😅
Which are specifically?
I can assume Shadow Guy but I'm confused about either Skeleton or Skeleton Warrior.
Are the normal Skeleton monsters not called "Warrior"? I thought it makes sense.
Shadow Guy and skeleton warrior
Okay, thank you for the info.
And may I ask for clarification, that dangerous counterparts of some monsters share the same data ID as their regular ones if they don't have or aren't listed in the modding data page?
I find the player namespace of the wiki is helpful for this because the wiki is very thorough in what it documents of gameplay
I don't know about dangerous monsters, their info isn't in data so I assume it's hardcoded. Can you read C#?
Unfortunately, no. I may try to manually test it out and see what is going to be cumulated, but I haven't reached the dangerous mode of the Mines in my current save.
What info specifically do you need about the monsters?
Ah, I just wanted to pinpoint or find out where they land or go under what data ID when killed/slayed.
For what purpose?
Oh! Mm, what about finding out which are more common to spawn/appear on each levels of the Mines? Regular, dark, icy, and then the lava one.
(Also if you want to check, you can just make a test save and then use console commands to set the mines to be dangerous immediately)
I would like to create a chronological order of tables of these kinds of things.
This is sounding more like gameplay stuff than modmaking
So I can make a personal planner with a notepad or something, and I usually write down what they are for, especially numbers like events and stuff.
Have you checked the wiki to see if that info is already there?
Sorry. I did talk about this before in the vanilla channel, but was asked to move to modding, I assumed modded. But then I was asked to just move to making mods because presumably players who create mods have delved into the codes of the game.
I don't know why anyone would say it's modding if you're just wanting to find out vanilla gameplay stuff
Generic - floors minimum to maximum, but they never really reveal if, say, a grub appearing more often than a fly (not the slow roaming bugs), for example.
Non-mod, it's a table or planner for me, but I want to use the data ID they occupy to better familiarize myself at the same time.
That does sound like you'll need to learn to read C# then
So you can read the decompiled code
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
I guess talking about it in the vanilla channel feels like talking about something technical, while their usual topics are just the surface-level or in-game playthroughs, not specifically about what's under the hood.
Spam bot?
I'll take care of it
I will, don't worry. I'm just... slowly easing into it, I guess. lolol
However Chu is the one who knows stuff about monsters so I'll leave you to them 
No idk anything bye
Hello, can someone help again? im doing a mod that add a fruit but the sprites doesnt show and i dont know what i am doing wrong
!json probably first
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.
!log maybe also
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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
New quote added by atravita as #7697 (https://discordapp.com/channels/137344473976799233/156109690059751424/1482384320722374766)
you can still use newer language versions
also wow I updated tile for the first time in years and the interface looks a lot nicer than it used to
There are two ways to write error-free programs; only the third works.
-Alan J. Perlis
hello everyone, how do I add a custom object to a vanilla NPCs gift tastes? I know how to append objects to the universal ones but I am not sure what to target if I want to add object X to maru's loved gifts
Hi! A question: what condition should I use for Pierre to sell a specific item starting from a certain season? I want him to sell three fruit trees starting in Winter of Year 1, but I’m not quite sure which condition to use.
You need a text operation append delimited
Do you have an example for that? 
TargetField: ["Entries", "Universal_Love"] was the example in the docs, I think? (Rate limiting is back on mobile)
TargetField: ["Fields", "Maru", "#1"] should be what you need.
Whereas #1 is the index of the entry.
hmm i did that and then my delimiter didnt work
or at least someone reported it not working
gonna test myself now
its showing up like this
i did add the delimiter is the fields wrong
Is that supposed to be a liked gift?
uuhh yea
Then the number should be 3.
any tips for added sounds suddenly not working in game?
Index #2 is the Liked message. Index #3 is the Liked items.
Okay, so, I have looked into this Mod and I think my Code might actually be fine. First of all, even though my Mod should be very flexible, I still think I don't need to make the Map Overrides dynamic in any way. I give a modder the possibility to add a ParrotUpgradePerch and when it is completed, it should trigger a Map Override and this does not need to be a reversible Override at all XD It can be persistent. Hence, since you also mentioned multiplayer compatibility, the way my code actually works is, when any player completes a ParrotUpgradePerch, I only sent out a message to the master player. Then, I do Game1.MasterPlayer.mailReceived.OnValueAdded and then I do the Map Override. This automatically adds the Override for all players and more importantly, I also provide the possibility to make a blank ParrotUpgradePerch, which will only result in a Mailflag being added, when the Parrot is completed. So if anyone wants to do more complex stuff and wants to add a dynamic Override, or if he wants to do literally anything, he can do it on his own by checking for the Mailflag. Sooo, concluding, my relatively simple code should be fine I think 
If u want u can tell ppl to use Content Patcher editmap with your mailflag
So it's like this
- On completion apply map override one time for instant change
- After that you let content patcher do it
Okay, the only scenario I am realizing now, is, when a player joins the game AFTER the Parrot, the Override might not be there. I guess I'll also add the Override for when SaveLoaded
So that u don't have to worry about reapplying it
unlockable bundles does this approach iirc
Yeah, that makes a lot of sense, I might trust Content Patcher more for persisting Map changes XD
The reason why mmap does it this way is because it's analog to farmhouse renovations
For a case when someone would remove and add overrides many times
Yeah, but I think I don't actually need that, because if a modder wants to do that, he could use this mod on his own and just make mine handle the flag
But still, thank you though
I am really at the very beginning of programming and getting into all that XD
would it make sense for a bakery to sell these
Cake
i kinda don't know what other desserts exist
Oh my god I can’t believe I forgot this
I need to make and add it asap

Yea they do, tho i guess there's like bread focused bakery and cake focused bakery
Bread places would sell like croissants n shit
i literally don't know ANY of the names so I'm gonna have to guess what they look like 💔
Speedy do u play the game
year 8 yeah
We need cute bear cupcakes please
Also useful site
the chef is a bear so
yay
ima make it
Exactly 
or baker
Iirc there is a context tag for some of these goods
idk what they call it
I have a thing for cute cupcake decorating
So you don't have to specify the exact items
food_bakery might help (I think that's the tag-)
ima try that
Do I do both regular and matcha tiramisu
Hmm I don’t have earl gray tea or a London fog
yes
How did I forget those
wouldn't that mean I'd have to add a custom item + make a specified gift taste for all the NPCs in the game if the player decides to gift them
You can add to universal tastes
I thought there's only one kind of tiramisu
oh true
The thing with the coffee and cookies
classic tiramisu has the coffee, but I've seen delicious matcha ones too
But you can do the same tiramisu structure but use different liquid/powder
I think I've even seen a strawberry one, but that might be more of a deviation
I mean, assuming bear is of another species, sure
buns do exist at bakeries, depends on the kind of bakery you want
ok so donuts don't exist
ima have to add that myself
the maple bar might work too, I think Sam calls it a doughnut or something
Yes
i see
whats the max size for an item
hiiii
like width and height
16x16
16x16
Mmmm... matcha tiramisu!
Plain - Strawberry - Matcha - Chocolate - Cranberry
the bottom ones are basically donuts without holes
oughhh yummy donut
powdermelon has a cake variant right?
I was joking, m8.
those doughnuts look delicious and sam-approved 
also your sprites look lovely wem, makes me want to make a london fog
i like the layering 
would eat
The type with jam inside?
Yeah and on top as well
Yummmm
Matcha Jam mod, when?
actually wait maybe i should add blueberry
Question, I have Gingerbread Goats that you milk for Gingerbread Batter but I also want them to drop Icing Horns like the chickens drop eggs - I'm using extra animal configs but I'm not exactly sure how to indicate that I want them to drop them like a chicken
have you looked at the example section in the bottom (the Goat Cashmere example)
anyway you'd add a new entry to extra drops, and then another entry to drop data override to change that drop's harvest method to drop
ahh, right I forgot about "drop overnight" duh ty
does free love work with modded npcs?
if i dont do anything out of the ordinary with my npc will it be compatible with free love?
I think so yeah
Should be
Guys does anyone know why are some of the tiles that I added to the map appears to be glitchy and have a black background?
!json and show what you mean
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.
DayOfMonth 21 22 23 24 25 26 27 28 does this work as an event precondition or does it need commas or anything
Just to double check, not counting if I have a file mispelt, the actual code for this is correct right?
https://smapi.io/json/none/de214e290a844fcc9014b71f30eddeaf
nvm tested should be fine
is this a joke? /gen
bc i wasnt being testy 
It was indeed a joke. Sorry if I caused chaos and confusion ... or hurt feelings.
nono its okay i was worried i was coming off annoyed xd
!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.
Nope. Just playing with words
upload what you have to smapi.io/json
should i send the link here?
yea
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 39 C# mods and 68 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
did u load portrait to Portraits\silver.Florence_Florence (or Portraits\{{ModId}}_Florence)
The second one
show your code?
typo second entry, you're still loading into Characters
OH
i see that you never loaded the tilesheet, but this does look like custom house
That's what I was trying to figure out! So I need to target the according index number. Thanks 
is the tilesheet that this house is on png format?
Yes
are you sure it's transparent
which layer is the house on
maybe i can send the png?
Most of them are building
sure if u want
the ones that we walk on is back
It looks like it could be on Back layer completely
Without anything under it
Or on any other layer still having nothing under it
alr this is the one (its tile by tile, just placed perfectly)
does discord support transparency
yea ur house is not transparent background
then it is not transparent
need to delete all the black color
This is png but background isn't transparent
Oh i see then
oh and also
not only the house is black but also other things
like i can show it one sec
when i load the map mod itself it also glitches other tiles too
Your house cursed the game with some black plague or smth
this just looks like you painted besides just the house with these black non transparent tiles
i did notice that your patch is editing the entire forest
dont do that and instead just target where you want to put the house
well i dont know soo i edited the entire map itself
ohh thank you
is there any guidance that i can follow?
let me grab a link from the modding wiki
Okay so i need to fix the black background to make it transparent and i should only use the "FromArea" for the House?
read the content patcher doc first and then try to follow this tutorial
Last edited by AtlasVBot on 2025-09-13 18:57:52
Tiled is understandably one of the most unintuitive/intimidating programs to use when making maps or patches for your mod. This tutorial aims to break it down into very simple steps with pictures! This tutorial will use the example of making an NPC house to teach you how to make a map patch (for ad...
ToArea is the important part
thank youu
thank you too
is there a gsq or a condition for if the island resort has been built
Some stuff there seems a little bit outdated I think
But generally looks interesting
Gotta learn it too
hi I'm new at mod making and am starting very ambitiously i think but also v stubborn so i am determined to see it through. i've been very hesitant and anxious about joining the community and chatting and asking questions. i dont have a particular modding issue rn but am sending this message rn in the hopes that it will be less scary when i actually have a question lol
there's the mail flag Island_Resort
welcome!
why is there so much space lol
How much of a pain in the ass would it be to overhaul leo
hi, everyone here is super chill and patient 
imo any kind of npc modding is a pain in the ass
This would be closer to making an npc replacer than a custom one 🤔
thanks!
Are you just replacing sprites? 
Sprites and portrsits were the last thing i was thinking of even touching lol
My idea was just to replace his whole character (as in personality)
And heart events and such
But idk gi kinda scares me lol. I dont know what's in there
I mean you would have to patch the events, dialogue etc etc. it really depends on your definition of "pain in the ass"
events are events no matter where you go 
I guess i just want to know is there anything i need to watch out for haha
and they are a pain no matter where
not that i know of
i think the worst thing is going to be compatibility if you want that
I think i could care less about compatibility for a project like this XD
excellent news for your sanity lol
Im pretty much twisting an entire section of the game to fit my vision so i can make a grand total of two npcs so
i think i finally got my first mod to a state where it won't need to be updated for a while 
textoperations my beloved
If changing preconditions for a vanilla event with Content Patcher (i.e. adding a new key with the same value and nulling the original because of how the keys work), is there any way to reference the original event script as a variable/token and not have to copy/paste the entire original string?
Is there an easy way to see a list of all items in the item registry that have a particular context tag? I know debug listtags shows the tags on the held item, but I'm looking for sorta the other way around where I can see a list of all the items tagged e.g. with color_yellow
i just wrote a tutorial on how to do this https://stardewmodding.wiki.gg/wiki/Tutorial:_Editing_Events
Ever wanted to edit something from the base game event without making your mod a pain to translate or extremely incompatible with every other mod that also edits that event? It's finally your time to do so! This tutorial will show you how to replace lines from events with those of your own!
wait i misunderstood. most existing files create a new one and call it _old. like "sun_old" as the key
if no one gives you a better idea, Ctrl+F search of the specific context tag in the objects.json could help.
That's a good idea, but ideally this would cover any loaded item and not just vanilla. I'm just gonna write a console command myself... worst case is I'm just duplicating work someone else has done.
ah yea that makes sense
hmm does anyone know where the picnic blanket is
from leah's event
the tilesheet
penny's blanket is in cursors... maybe leah's is the same one
Cursors you Perry the TileSheet!
does Stardew use pure white?
Almost never iirc, in most cases it uses white with some other underlying tone
If I paint with pure white, it's always with a transparency mask. 😉
(Sorry idk if this is the right channel to poste)
I NEED HELP FOR SPRITES IN DETAIL Okay, so I recently posted that I'm making a muscle mod for Stardew Valley with bigger sprites. I'm using the Sprites in Detail mod (https://www.nexusmods.com/stardewvalley/mods/14487).
I'm not a coder at all, but I tried my best to make the mod work with the player sprites because I want to change those and make them bigger too. Could somebody who knows how to code maybe help with this? I’ve really tried everything.
I also don’t understand GitHub very well. The creator of the mod said he can be contacted there, but I can’t find where to send a message
if somebody can help i can offer to make them a custom character sprite in Return
i don't think what you want can be done, sprites in detail is for npc sprites
you may want to look at fashion sense instead
The problem is i dont know if fashion sense will let me make the sprite bigger and also lets me make them smaller so they fit into the world
i think it does do that, but its not something i attempted
but i am near certain that sprites in detail does not affect farmer sprite in any way
Oh man i really just want to make them like my big guys so people can have different body types ugh
oh i tried something and it did not work out
well i do think u can do that given that this exist https://www.nexusmods.com/stardewvalley/mods/39038
but if you want them to do the usual farmer animations it's going to be many more sprites
Spriting is really not the problem i never worked with fashion sense before
if u have questions about this i think peacefulend (FS creator) is prob best person to ask
but yea im fairly sure u can do what u want
cursed.
Omg that means i can make body types for people like buff curvy thin or chubby AHHH IM SO EXCITED THANK YOUUZ
yesterday someone shared some framework or something that lets you patch/edit parts of other mods, and i cant believe i didnt bookmark it and now i cant find it again
Does anyone know the thing i mean?
i dont recommend using that
what is your usecase exactly?
its just for personal use if that matters?
if its for personal use can't you just edit the mod itself
i just want matchy matchy textures 
for personal use you should probably just edit the pngs 
as usual (massive sigh why am i like this) i ran into an edge case where cracking another mod open for personal edits falls short. trying to add a summer version of a pine tree texture to match the custom summer version from my personal stuff. but its not a content patcher mod, its a .dll with a few pngs in an assets folder. so im not sure if theres a way to override what version is shown in summer ? idk.
that depends on how exactly they loaded it
and the thing from yesterday won't help anyways
awh. what is the thing from yesterday, just for reference? i like to keep everything bookmarked, even stuff thats not applicable currently
it let you reference other mod's pngs basically
but yea for this we have to actually know what the C# mod is
if they do have loose png tho editing that will definitely work
the default game doesnt have a summer version of the pine tree, it uses the spring texture for both seasons. was relatively simple to write a content patcher mod that changes the spring texture only in summer for interactive and tilesheet trees. but my beloved ControlTree mod has its own set of textures, that is used when you shrink the trees down for visibility
so the ControlTree mod is not set up for any kind of summer pine nonsense
in that case you would probably have to actually edit the dll
i.e. make your own C# mod
sir/maam/other may i kindly have the name of said framework
unless its like a voldemort thing where we shant even say the name
/lh
im aware it wont help in this case, but its bugging me so bad that i cant find it again now and i might wanna use it for something else later 
You can reference other mods PNGs with SMAPI now, can't you
only if theyve loaded it, no? 🤔
Nope
that's how I removed extra dependencies for the Haley's Bakery patch
though I'm not sure you can do it in a way that lets you edit the image... I just needed to be able to USE the image in a map patch
so I didn't slice off the roof of the building
its called asset bridge but like midnight said u dont need it anymore 
and its not even useful for ur current situation
(Maybe you can, I'm just not sure, so I phrased it as a question)
hmm. now to find out if i can make content patcher target the spring texture of ControlTree's pngs only in summer 
you will have to figure out if they even loaded to content pipeline
not entirely sure what that means, but i suspect i get the general idea. that however the .dll mod loads and uses its textures might be different from content patcher way (?) and/or even if i got content patcher to swap out some files i suspect theres no guarantee that the other mod will care about it, depending on how it loads its textures. like if it loads the spring one just once at the start of the game then its not gonna care that something was swapped out in a system it might not even use. im probably not making much sense but yeah
alright, lets see if something explodes or nothing happens 
aw, does nothing. well, sorta expected that. fun to try anyway 
@woeful lintel Can I have a furniture that has 2 different textures depending on if it's placed in a specific furniture's slot or not?
Like for example I have a train toy. I have a dinosaur toy. If you click on the train with the dinosaur toy, it puts the dinosaurs on the train, but if you just put the dinosaurs on the ground (and/or on a table), it looks like the top image/the dinosaur toy itself
hey, is there some way to make like a delayed effect on food buffs? like after a period of time it actually takes effect?
So, the mod is working, but Smapi is throwing this error. The comment next to change is the actual file name of the portraits and sprites. What it could it still be trying to pull XNB file for, but also be fully working? That is where I'm confused. I added an extra comment, text changed from red warning to yellow and is now working? I have no idea at this point
https://smapi.io/log/9cd2094ab5494b91b1642365124ea17a
https://smapi.io/json/none/3cdd1047e25944f7909557e388a42b17
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 haven't looked at your log yet but when it throws an error about looking for an XNB, that's just what it defaults to when it can't find an asset. it doesn't specifically need an XNB file
you need to load something to Kent_Class_A_Green
is this portraits for an appearance?
That is where I'm confused because that is the name of the files and I used the same formatting for my seasonal Penny mod without these issues.
Yes portraits and a sprite for appearance
what's your folder setup look like
[CP] Kent Dress Uniform Class A Green\assets\portraits
[CP] Kent Dress Uniform Class A Green\assets\characters
just to troubleshoot, does it work if you split that load into two patches and specify the filepath without using tokens
When making a repeatable special order, should the JSON look like "Repeatable": true/false,, or should it look like "Repeatable": "True"/"False",?
Yep, directly overwriting the files works. Sorry for slowness.
https://smapi.io/log/299149b3485641df898121e641454f97
https://smapi.io/json/none/311ed16a3afb48909ba2d3d4d152fb21
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 46 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i always put true and false, but i'm pretty sure if you put them in quotes it still works anyway
i think there must be something up with your tokens then? idk, i've never used them like that before
you can try parsing that
And am I correct that "Repeatable: true" results in a special order that can be done again even after its been completed? Bc I swear I'm getting the opposite behavior
idk anything about special orders beyond what the wiki says
I based it off of how some other mod did appearances. Just confused what black magic I did to get it to work for one but not the other. Since this one has a lot less files, may just do it the simplified way of writing full path
it might be worth exporting special orders to see if your SO is being set to repeatable true
yeah without parsing it i wouldn't know why it's failing
BETAS has a DelayedAction trigger action that I think does what you're asking about
Thank you for the help with troubleshooting Nic
UGGGHHH. Okay, I give up on trying to figure out the repeatable special orders. They are such a pain to debug
yeah that does sound perfect, buffs have an an start trigger action thing apparently lol
Are u doing trinket tinker specifically
(so I could do like a hangover type thing with drinking alcohol via a mod maybe)
Or just regular trigger action stuff
I ask this mainly because trinket tinker has a dedicated "do ability at a delay system"
it's like a back of my mind mod idea that I might go and make sometime
assuming no one else gets to it frist lol
But yeah for regular traction use BETAS
Hi everyone!
Do you guys know any mods that increase/decrease the strength of food buffs? (Not duration)
Is it possible to do it with CP?
e.g. +2 defense from food would be edited to become +5 defense instead
It's possible to create custom foods so I am hoping it's possible to edit existing food buffs
Hello! I'm having a trouble with coding in my custom outdoor location. The existing map patch works, the warps are working as well (screen slowly fades into black just like it happens when changing maps in the game) but then immediately after there is this information in SMAPI log that the map couldn't be loaded or wasn't found. I'm pretty sure it's something obvious but i thoroughly checked the file names, content file etc. so i'm lost. 
For most foods you can edit their Data/Objects entry
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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
There's a few foods that use custom buff
Does Data/Objects include the buff effects such as attack and defense?
I am not on PC right now so I cannot persnally check. Sorry.
for now though could you try changing your MapPath value to remove the .tmx extension?
sure thing one sec
as a rule of thumb, only FromFile uses file extensions
some minor exceptions for oddities like audio data
Thank u! Changed it
@ivory plume sorry if u already know but smapi.io is not doing so hot
Certificate problem of some sort
Yeah, there was an issue with the certificate auto-renewal; working on it.
someone always pings pathos when i'm giving the most unhelpful help
Oh no i broke it 
this is targeted defamation
Pathos can u recode Stardew in Rust?
For .01% performance gain
(this is a joke)
You have to make the rust clr thing work first
I mean, they can just rewrite rust if they want
its not really that big of a job, just a coding language, what could go wrong?
Site should be back up now!
with claude, we can get this done in 1 hour, with 27 thousand failed unit tests
sdv 2.0 will be powered by bevy
Yay it works now ty
ah i see you have the love of cooking installed. you qualify for the deluxe modding support package
does your location load as normal now that you've changed the MapPath value?
Sadly no 
is Love of Cooking worth the install? : D
no ❤️
I also use all the cornucopias, like the new recipe one too
oh that wasn't meant to be a reply hahah
for sureee!
ohh
hmmm
conflicting...conflicting..
hmm..
i shall ponder on it
WHATS WITH THE HEART EMOJIS
🤣
i might as well eat a cookie shaped heart
no, no, bunny cookies
i hope its not contagious 
YES, BUNNY COOKIES, EASTER
lol comfortable way of saying "ive read this"
sorry, I didn't notice the problem earlier - you've got a formatting error in your Data/Locations changes entry. could you upload your content file to https://json.smapi.io ? share the link here when it's ready 🍰
i think we might be able to live with a little mystery in that department 
it'll be easier for me to fix it and send it back than describing how on mobile hahah
I was very comfortable reading this
this should be good, ignoring the parser complaints about the AddWarps format:
https://smapi.io/json/content-patcher/25dfa85199ea4f95a3959cc59fd3f57a#code.87
you were prematurely closing your Data/Locations change, so the CreateOnLoad part was being added as a separate invalid entry.
you were also referencing the location name in two different ways, both with and without the {{ModId}} prefix, so i've made that consistent
not sure why the log parser doesn't like the AddWarps format, probably just quirky regex
send an update here if it works
or doesn't
Thank you so much! After checking everything so many times i started to question my sanity
will send an update 
It works!!! Thank u so so much for the help

no problem! got there in the end hahah
Thanks chu!(e) !
Is there currently any way to modify vanilla trinkets or create any new trinkets without using C#?
Found it! Thanks.
It can make new trinkets.
But I believe it cannot modify vanilla trinkets though?
Indeed it's not for modifying vanilla trinkets
best chu implies multiple chus 
Thanks for clarifying that.
I suppose if you really want you can override a vanilla trinket
maybe they have an evil twin somewhere out in the world, causing chaos
But it's specifically not possible to make the froge in trinket tinker
The other ones u can more or less do
frog cursed?
I'm only interested in changing the trinkets that deal damage
I like to think that I would come second place in a chu competition
I need to somehow increase the damage dealt
The lore is that there were 108 chus and i won
hunger chu
Arrow and Frost Trinket. The damage is so low that they deal negligible damage to modded buffed monsters
For compat reasons what I'd do is just make a better version of those
And then let ppl trade their vanilla trinkets in
I was thinking that if I cannot override them. I can make better versions and then make it somehow drop from monsters
does content patcher make trinkets?
i guess we wouldnt have Trinket Tinker if it did?
Projectile and stun are both implemented
OH! That also works. Nice idea! That can work with a shop UI, right?
Omg thank you for the idea. Will take some work, but it would at least be possible.
How about the levels and "random stats and prefixes" of vanilla trinkets?
Can that somehow be imitated or just fixed stats?
Sort of
- You can add new trinkets with just content patcher but they must be one of the existing effects. Some of them are hardcoded against their item id (parrot) so it's actually impossible to make an alternate one.
- Trinket tinker implements a specific flavor of trinket that supports custom companions + effects, this is done via a new custom asset
Yes*
*As long as you want your trinket to behave exactly the same as a vanilla trinket
I think there's a few mods that make their own custom trinket effects out there
It's the same code path except they impl the trinket effect in their C#
No.1 means that while one could theoretically use the parrot effect, since its hardcoded to the parrot egg ID it means parrot effect is not able to have an alternative version (with CP) ?
Also in my current game, I have literal multiple chests of unused trinkets.
I am too much of a hoarder and I cannot trash them but also cannot find the time to haul them all to the ADV guild to sell them.
I want to find or make a mod that can make selling trinkets easier...
Yeah it's effect is the base effect but "do stuff if id is parrotegg"
Basilisk claw has similar issues
cursed
And golden spur
secret notes are in the same sort of boat. you can do new ones with content patcher, but it's sort of terrible for several interrelated reasons, so i made a framework to bypass those problems
But i think u can make like a fairy whistle trinket item or something
And make it do the vanilla fairy trinket things
Still can't tweak any numbers tho
hmm, sort of tangentially related, you wouldnt happen to know the ID or whatnot for the screech the vanilla parrot trinket makes occasionally? asking for me
the audio that is
You can probably do that just by adding the sell item tag to Pierre's
I dunno off hand but u can debug logsound iirc
I think it's literally called batScreech
great tip! idk why i didnt think of that 
i replaced the texture with an edited Bourke's parakeet already, but the screech is uh.. quite something on the vanilla parrot
The unfortunate thing is that u would also mute all the actual parrots i think
well screw them
Chu I thought you had another mod for specific sound replacements
Wasn't the parrot sound one of them
im not sure i would even care if it replaces the screech for all bats or something too (like indicated if its called batscreech), the parrot sounds are pretty jarring and reminds me of bad old times when i had to live with one against my will 
I guess I could do it real quick tho 
(I think I was misremembering the screech they made and thought it was pitch shifted bat screech so probably ignore my batscreech comment)
ye i just checked its parrot_squawk
i think a long time ago i promised rokugin i would and then just, never did...
so ill do it rn
in your defense Button it sounds exactly like something the game might do for audio. just like pitch it up or down and use it for 5 different things
some days i wonder if i should actually do dynamic patching somehow
thinking about secret of evermore (my beloved) which used the same sound effect for 1. your dog sniffing for hidden stuff and 2. flying enemies flapping their wings
there's only two directions this could possibly go
going back a lil while, wasnt space for games themselves quite limited? in that way it makes sense that they would reuse assets more, perhaps? i just remember reading that they bloated the games difficulty substantially because the storage space for the game wasnt much so gameplay needed to be "~artificially" lengthened
hence why some old games are so hardcore in difficulty
yeah on old consoles you had to scrimp and save. you were constantly hitting limitations in like every possible area
or trying to fit on a floppy disk 
here u go pls try parrot_squawk.ParrotEgg
I target parrot_squawk.ParrotEgg with content patcher, ye? and cueswap is enabling that _ParrotEgg distinction so the rest of the parrots are left intact? (im a bit slow so just wanna make sure
)
yep
time to test
didnt have the right replacement sound at hand so its gonna snort like a horse for the test 
hmm. ya boi silent for now
odds are i didnt do it quite right. i used a different sound replacement mod that ive already been using as a template, but never know what i might manage to mess up 
lmk when u wanna release mod on nexus ill update then
... release ..mod? like, to the public?
and here i was just planning to hoard them all 
welp, i should sleep on it i think. gotten pretty late, 03:37
tysvm for the mod update
you spoil us
My favorite super Mario fun fact is that the clouds are pallette swaps of the bushes
(This is one of two facts I know)
The other is that rendering player score is absurdly expensive
@brittle pasture heyo! I made this mod https://www.nexusmods.com/stardewvalley/mods/43539?tab=description that adds an optional Aviary for some owls. The owls are coded as barn animals due to 32x32 coop door behavior being weird. Is there a way I can add compat with Chicken Feed?
Apologies for coming back with the same issue, but what are some common causes for internal asset key to fail? using
assets/{{TargetPathOnly}}/{{TargetWithoutPath}}.png
and it is giving issues this time around. I used it in Penny Seasonal Outfits Mk II without issue, but am having trouble with this mod. Same file structure, just many less files.
did you patch parse it
@ivory plume i am fix merge conflict for this PR rn https://github.com/Pathoschild/StardewMods/pull/1172 since i am touch it anyways:
- do you actually want the prune tokens change in this PR? that was the thing which tossed out any dynamic tokens that can never be active due to later tokens that are immutably applied
- one of the things i did bc i slacc is to only allow DT includes of the same name one time in one mod, to avoid doing circle checking, do u want me to go and do the circle checking properly?
(I haven't forgotten about that PR! I'm just saving it for the upcoming Content Patcher 2.10.0 update.)
- I'd prefer each PR to be as simple as possible; so the ideal would be one PR which just adds dynamic token includes, followed by a separate PR which adds token pruning.
- I think that restriction is fine for now, since it keeps the initial implementation simpler. We can add loop handling in a later PR (or even later version).
yea sounds good, i kinda did the prune thing on a whim and didn't actually profile the potential gains
so ive been working on my recolor mod and for the most part its working! except the farmer won't recolor, i have it in the json file to edit image but it just doesn't? and some of the fonts still have the yellow shadow, idk if i missed it when recoloring the assets but i can't find where its at? does anyone know how to fix these, id appreciate it so much!
- for fonts the color is hardcoded, you should checkout font smasher
- send json for your farmer patches maybe
Yes I had, but oddly, both the one that works and one that doesn't returned the same results
https://smapi.io/log/48bec799400341b5a77a2a0a4c342bfa
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
ill look into the font thing, but i made a small json file of what the farmer section looks like in my full json. idek if that's the correct way to setup a json file but its been working lol.
ah u should put it here https://smapi.io/json
that said, is all this stuff in a "Changes": [ ] block?
it is on the big file! but oki let me try that
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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
we want the log so that we can check for other edits on those assets
I think the target is wrong
hmmm why wouldn't CP tokens be ready?
"Characters/Farmer/farmer_girl_base"
That is a great question for someone that knows what they're doing. I just fumble blindly, ask questions here, and base off of how other mods did what I needed hoping it works.
Hi! just do something like this and the custom building will automatically use feed instead of hay
i tried that and it didnt work so i pulled them out of the folder too try that and still nothing :/
(obviously change {{modid}} to my mod's id as well as the hasmod line)
what do you mean?
you might have another mod which edits e.g. Characters/farmer_base later than you
we won't be able to know until we look at the log
right now i have all other mods disabled besides the necessary ones for the recolor to work, but maybe i'm just confused what you mean. 😭
i believe you, but we are trying to eliminate the possibilities here and could use more info 
radium is prob right about this tho, since u have girl farmer
I'm not sure if patch parse can actually parse target-related tokens correctly, since the command doesn't have a target to work with.
Could you share the content file(s) for Kent's appearance entry and sprite load?
https://smapi.io/log/339c78841c95444a9c6cd17828815729 i think thats what youre looking for?
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 3 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
where are the fences kept
Here is the content file. Comment with the texture name listed twice is when I copy pasted the actual file name to make sure no spelling mistake
https://smapi.io/json/none/97ebe3631de7418db766f046c0e24356
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 3 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
so it looks like none of your farmer patches actually took effect
so what do i do to make them work? lol
you may have to send your entire content.json
so that we can find out why they no work
(side note i wonder if you actually want something like nightshade https://www.nexusmods.com/stardewvalley/mods/23742 which would adjust colors universally)
It looks like your loads are correct, but you need to put the full asset target in those Sprite/Portrait fields, not just the final name:
"Sprite": "Characters/Kent_Class_A_Green",
"Portrait": "Portraits/Kent_Class_A_Green",```
(`TextureName` apparently does use that format, but those fields don't)
wait i did not know that was a mod... did i just do all this when there could've been an easier way 😭
well doing it meant you came here and found out nightshade exists 
all my assets are just -80 saturation, -80 shadow, -25 vibrance but maybe ill try that and see if its what im looking for lol
Thank you. That was the issue. Can't believe I missed that, must have been 1 of 3 things I didn't do a closer look at
font settings (https://www.nexusmods.com/stardewvalley/mods/12467) is great if you just want to change the text shadow
Oh that's turbo ez pz, thanks!!
okay so that ended up not being what im looking for, it can lower the saturation but not the shadows or vibrance. do you want me to send my json here? its large and probably not how yall do it lol
use the smapi.io/json website
i ran it through that, you want me to send it here?
yea the point is to share
oki there it is, i did try running it after updating it and it still didnt work :b
and i know monsters arent done yet lol i was just working on those
oh i did not know that oops
anyways i think the issue is prob
you put
Characters/farmer_base
they should be
Characters/Farmer/farmer_base
check your unpacked for that
so should i throw them back into a folder
I think you can cheat by using FF's layers: a FF Furniture will only draw its base layer when placed in a slot, so you can have the base layer be what will appear in the train toy, and have the rest of the dinos' sprites in a second layer. The only drawback is that there's no way to differentiate between a table and a toy train: only the base layer will be drawn when placed on a normal table as well.
mod unabailabel
is it a better idea to include festival locations in the content.json or in a separate festivals.json?
up to you
well that failed 1 sec
take 2?
Improved multiplayer pause:
https://www.nexusmods.com/stardewvalley/mods/43675
I haven't been able to fully trouble shoot so PLEASE let me know all the problems
wow is there really no mushroom context tag
only edible_mushroom in vanilla yes
though I believe WAG/Cornucopia uses a standard tag
haii :3
how does smapi install itself when running the script?
does it do anything special like replace files
SMAPI installs itself in Stardew's main folder + subfolders, but installing it won't replace/edit any of Stardew's files, or most mods
e.g. you can use Steam's "verify files" button to reset Stardew without breaking SMAPI
(reinstalling SMAPI will reinstall the error handler & save backup mods that come with it, but that's all)
hey, I saw the update! I just wanna let you know you should be using "(O)selph.CoopFeed.ChickenFeed" instead of"(O){{ModId}}.ChickenFeed" (which turns into your mod ID lol). thanks!
WOOPS that's what i get for modding after work
ty for catching that
very unstealthily uploaded a hotfix lol
🤔 another weird question from me... uh how do i make a token that randomizes itself every day?
for schedules, and stuff, i want the schedule to change randomly, but only based on a token being either A or B
You could set the token to generate when the DayStarted or DayEnding events are triggered. Use DayEnding if you want it to generate before the new day has been set up. For reference: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events#GameLoop.DayStarted
ah that's C# Stuff... i was looking for something doable in CP
there's a Random token, and tokens already reload every day unless specified otherwise
🤔 how would i use that in a dynamic token though?
just assign it a value?
im confused
like tokens are tokens
have a token A being random between 1, 2 and 3, and change your schedule based on whether A is 1, 2 or 3
i think im getting stuck on the random part
there's a token named Random, and it will transform into one of N values
dynamic tokens are just tokens you define and give a special name to
😭 im sorry i still dont understand any of this
do you have a working dynamic token
how much have you read this page in general: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#randomization
yeah, just for npc names and stuff to reduce having to type out everything all the time
ive read the whole tokens section, just i don't really understand any of it
sorry
then you can do (in bed rn this is the best I'll do)
Name: ScheduleChoice
Value: {{Random: red, blue, green}}
then in your edits you can use
When: { ScheduleChoice: blue }
as usual i was overcomplicating it in my head
is there a tutorial of how to IL edit with Harmony and ILGenerator?
or if you need a guide on setting up Harmony in general follow the links at the top
ah thx
wondered why my mod wasn't loading... there was an extra : in my Changes 
is it possible to resize the map without messing up the coords?
when I does that then the top left corner becomes 11, 11 instead of 1, 1
I kinda don't wanna do that cuz it means Id had to edit data at very least on three maps
not up or to the left, no
while a bit annoying, its a lot easier now than it was before to edit only small parts of other maps, like adjusting the warp coordinates without even touching the tiles
I swear I once seen maps with negative coords so that gave me hope
I decided to just edit warps atp
Yeah Ill just edit warp coords on railroad and it should be fine
now that you mention it some that are right on the edge of a map use - coords
(obligatory not an expert buut)
You can have warps on negative coordinates to set the warp just off the edge of the map but the bounds of the maps will still be anchored to the top left of the map, unfortunately, so resizing up and left will always change all the coordinates.
i might be thinking of the coordinate to go from the farm map up to the backwoods, that one uses a -1 im pretty sure
good point made by Aba though
resizing the map doesn't change the coordinates, just what tiles are under them 
the problem is you’ll break every other mod’s edits to that map, and if anything is hardcoded that will break too
ohhh
And I though thats the same thing
how do I edit warp on railroad map to match my new bath house entrance location 💔
I think I did something like this two mods ago but I don't remember
Do you mean you're changing where in the bath house entrance map the player should arrive when coming from the railroad?
Yeah I think so
Haven't changed anything on railroad
just the bh entrance map
from 5 9 to whatever is on the right bottom
14 19
for example
EditMap patch, MapTiles field, SetProperties field to change it from "Action": "Warp 5 9 BathHouse_Entry" to "Action": "Warp 14 19 BathHouse_Entry"
Yes, you won't need a .tmx file involved at all for the edit
Here's the link to the documentation for what your patch should be like (the second example includes the SetProperties field): https://github.com/Pathoschild/StardewMods/blob/52da2eca8f43646da8998ae77c2a427aadbf1b4f/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-tiles
is anyone available who has made AT mods before or knows about why i might be running intoa problem? im doing afence mod and the actual fence works fine but i did the gates in the same format and its not loading the textures in the way i want it too at all (im using another mod as a basis to make sure I do it right but it still does it)


