#making-mods-general
1 messages Ā· Page 559 of 1
I recommend not doing any more pixel art in a program that doesn't have grids
do i move the door down
The thing that'd be more of an issue is that the door is like, indented into the overall footprint
Since it's bigger than 16px that 1% that isn't fine would probably be some inconvenient collission issues, so probably more like 5% not fine or more depending on your tolerance for that
Ackchually 
monogame doesn't have built-in tilemap support- tbin is xTile's only supported map format, which is a separate library that stardew uses for maps.
š¤ what was the mod that let you make furniture easily called again?
collision issues would be annoying af
I'm gonna have to make it align
š«” thx mia
ackchually
tide is the native format (which is what is actually used by stardew) tbin is just the binary version of it that gets compiled during the monogame content pipeline phase and what gets stored in the xnb files
I could try and align it for you if you want while keeping the initial style, you will be able to polish it afterwards
Both the door and 16px grid
Quick question: Was there a way to force a map edit during an event?
that would be much appreciated! you obviously don't have to if you don't want to though
huh, I didn't know that tide supported multiple formats. Though I know you can save as tbin diectly from tIDE bc that was all I ever used in the xnb days
I'd like to add a map patch that removes a bush mid-event
But the only way I can think is using removeTile
Making a very long animation in tiled that goes to invisible tiles after some seconds 
May take me an hour or so to hop on pc tho
What is the issue with removeTile?
that's ok, I'll work on my items 'e
:3
Just mildly inconveniencing haha, nothing huge!
Plus it's a map patch that already exists, it's just flagged for after the event is seen, but that wouldn't update until the day after
SMAPI itself doesn't support .tide being used directly by mods, but its what the stardew devs work with (and why for totally unrelated reasons the copyright of the tbin plugin for tiled changed a few weeks ago to be Copyright 2026, ConcernedApe LLC <contact@stardewvalley.net> when the plugin was updated to also support making .tide files)
hmmmm for some reason my dialogue callback doesn't seem to be called and I'm not sure why
I'm using it elsewhere without problems, but this spot seems to just.. not get called
... maybe because it's inside another answer behavior? but I don't see why that'd be an issue
the game only tracks one afterQuestion callback as its just a field on gameLocation afterQuestion so the most recent one would win
I think I know what's happening
so what I'm doing is something like
onanswer {
createquestion(...)
}
and I think when it finishes executing the outer answer handler, it clears the handler field, which has been set to the inner handler at that point, meaning it's unset when the second question is answered
... which incidentally explains why all of the vanilla stuff is handled in a giant switch block
if I put it in a delayedAction it should work
if (afterQuestion != null)
{
afterQuestion(Game1.player, answer.responseKey);
afterQuestion = null;
Game1.objectDialoguePortraitPerson = null;
return true;
}
``` ah yeah
directly assigning afterQuestion after creating the dialogue would presumably also work
actually no, still inside the callback function nevermind
Thoughts?
oooo yeah that looks perfect!!! i love it
though now the sign says betr lol
but its alright, i can change it later
thank you soooo much
okay new issue: changing the map path on location data does NOT propogate to already-loaded locations
I suppose I could just edit the mapPath field directly
does it affect the collision?
awesome, tysm!!
Anyone know if there's a reason I should not do nested DelayedActions?
walls are aligned too now, so there won't be any weird visual interactions
Sanity.
Otherwise, go for it.
I don't think it is possible to get a infinite loop if u keep queuing 0 delay actions so u r ok probably
at least I'm not trying to put them into a recursive method or something
But i dunno are u sure u want this instead of just actual update + timer
I considered that but that felt like more to keep track of - i.e. bouncing around among methods rather than just put it all in the current code block
DelayedActions are also already set up to account for the game being paused and such
Is there a query state or a CP "When" condition that can be used to check if the player is married without needing to specify a particular spouse?
HasValue:{{Spouse}}
That simple? I swear I looked through the documentation for both an couldn't find it! THANK YOU!
yeah, I learned about the pause effect when I was confused why my console commands a few weeks ago weren't working (since I don't let the game run in the background right now)
Well that might be more bc of the way SMAPI does console commands
a few weeks ago a week ago... this mod has such a hold on me
ah, fair, yeah, could be
Wheres DelayedAction I thought (I could very well be misremembering) that they'd even wait until the player was free i.e. not in a menu? It's been a while since I looked at them
(or more accurately I thought it waited until the world was not paused. so menus in multiplayer are not that)
Looks like DelayedAction does not wait even in single player - or at least the timer it uses passes because I just tried opening the game menu while a delayed action was counting down and it still triggered while I was in the menu
so your point about how SMAPI handles console commands is probably more relevant in that case, i.e. when the game is paused rather than just when the player is in a menu
They're checked via Game1.UpdateOther() and as far as I can tell all instances of DelayedAction.update() inside there is gated by a !Game1.HostPaused, whatever causes that
yeah, makes sense
(SMAPI I just recall puts commands in a queue rather than running them immediately upon receiving them)
Either way I think DelayedAction is fine n good to use
Whoaaa
Ah i gotta add compat 
that's awesome
what kind of compat?
Did one of those parrots take a bite of my island house while they were upgrading it
it's a side effect of hijacking the upgrade perches to do the bird effects. I could probably harmony patch it out but I didn't think it would be worth it
I also replaced the island trader's action for the buy vanilla animals mod https://github.com/Mushymato/LivestockBazaar/blob/main/[CP] Buy All Vanilla Animals/data/bazaar.json#L52
But it's not that important I'll just move it
I think the monch sound effect is funny so I think it's fine to keep it
I did some terrible thing to those 5 tiles in order to make them not do vanilla action and in retrospect this is very silly
oh okay! it should be simply enough to add. I have a separate method to get the list of options and handle responses, so you could always postfix those, or if there's an animal merchant API I can just add it myself
Well i think the problem is more how I'm patching it
I'm using a skipping prefix because I didn't want to write a transpiler
Eating the pests out of the thatch is a service the parrots provide
I may have added a second copy of island_tilesheet_1
To bypass the vanilla tile id based thing


But dw about me I'll just move it and not do this nonsense lol
Oh no I'm being judged for lack of grass again
I'm trying to make an event where the middle section of it changes based on Leah's 2 heart event where a flag is set depending on your choice. Rather than having three separate events with different preconditions based on the mail flag with most of the event string being copied between each, I currently have the base event string with a placeholder value that gets patched based on the flag, e.g. https://smapi.io/json/content-patcher/c652faf64e5841509c0e9a4c12295e75
The one issue I've found with this is if I see Leah's 2 heart event just before this new event on the same day, it has the default behavior as if I haven't seen her event to pick an option (the first replacement). It has the right changes if I sleep after her event and then trigger the new one the next day.
I think this is because of the update being the unspecified default (OnDayStart), so the patch isn't checked and updated until the start of the next day. It looks like I could use "Update": "OnLocationChange" as part of the When condition on the bottom two and it'll work that way, but I wanted to check to see if there's any better alternative or best practice for this kind of thing (since I imagine that's a performance hit compared to the once daily update).
(that said I'm also headed to bed shortly so won't be able to respond for a while if there are any followup questions š¤ )
I have been considering scope-creeping myself by adding an animal shop to the island bird, but if I did that, I'd want to add an empty bazaar entry and then hide the option if no animals are registered for that shop. Is there a good way to do that?
or should I just keep it as a "maybe todo later" item?
ah u want a way to check if the bazaar shop has animals?
i never added this bc it just opens up to empty shop atm (which still has use for the animal management menu access)
i have some other bugs to fix this week, and when i do that i will add gsq for this
/// <summary>Check if there's any livestock shop</summary>
/// <param name="shopName"></param>
/// <returns></returns>
public static bool HasAnyLivestockDataForShop(string shopName) =>
LsData.Values.Any((ls) => ls.CanBuyFrom(shopName));
hey y'all just wondering if there is any way to add two new npcs plus the wizard to attend the wedding ceremony to the player, specifically when it is my custom npc getting married? i took a peek at the custom wedding wiki but as per ush i do not quite comprehend what i'm reading
I'm fairly certain you can just edit the wedding event script
some things are hardcoded but I don't think the npcs are
If you want, I add a NPC to weddings in my mod Pelican Town Municipal
and you can look at what I do there, lemme crack it open
neck deep in testing a VPR ESR update here, just a sec...
makes sense! looking at the unpacked weddings file rn and just wondering how i would go about tweaking it. it's looking quite different from the regular eventing format and i am Slow in the head
examples are always welcome!! i love a good visual
"LogName": "Vanilla Wedding Position",
"Action": "EditData",
"Target": "Data/Weddings",
"TargetField": [
"Attendees"
],
"Entries": {
"{{ModID}}_SheriffBill": {
"ID": "{{ModID}}_SheriffBill",
"Setup": "{{ModID}}_SheriffBill 33 68 0"
}
}
},```
So this with a When condition should do what you want. You edit it like a festival basically
"When": {
"Relationship:MadDog.HashtagBearFam.Sigurd": "Engaged"
}```
this is from placement for a custom wedding with Sig, just change it to your NPC
or whichever NPC you want
that is amazing thank you
will be working on that tonight for sure
is there a wedding map file or is it just the regular ole town map?
It's just the town map. If you look in Data/Weddings, you can see people's positions in weddings
that's what i figured. it would be so nice to have a visual map with positions like that one google sheet with all the events and whatnot </3
also will it only work if the mod id is fully typed out like this or could i still use the {{ModID}} token?
it should work with the token, that example is just using Sig, who is from a different mod, so I typed out the modID
but for a NPC from your mod, the token is fine
swagggg
Is this a known issue? https://smapi.io/log/e0195d05e9244b6daec03fa29370de68
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 58 C# mods and 76 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I don't see anything in my code which could have caused anything remotely even close to this, and I remember reading there were problems with SMAPI and Antiviruses, so I wanna make sure.
Yes, in a new install of windows 11, Smart App Control will start off in an Evaluation mode where it'll watch but not take action, and at some point later in the lifespan of the windows install it'll either turn on and start enforcing stuff, or turn off if it detected too many occurances.
The fixes are turn off Smart App Control, or have every single mod get code signed
Ok thanks SinZ 
Would anyone know how SVE manages to add the blur to their screenshots, or is it just an after effect?
pretty sure it's just an after effect. unless it really does also add this funny lens flare sun ingame hahah
https://staticdelivery.nexusmods.com/mods/1303/images/3753/3753-1621993363-1916095688.png
that said there's a separate fake DOF mod
I swear I remmeber some sort of mod from the past year that added the blur while in game? But that still game out 1 year ago vs. ~5
there are several mods that can add a similar blur effect in-game
this one i believe
Perhaps it is a little easier to go into Aseprite and blur though since it means I don't need to take new screenshots...š
i've got positions down and whatnot now, just wondering how to format the entries tab. would i need an editdata for each npc i am adding to the wedding, or do i put all three of them under the entries tab under the singular editdata patch?
imo this effect seems like itd be annoying since you have to move your farmer on top of whatever you want to look at to get rid of the blur
definitely good screenshot candy
Nightshade can also do Tilt Shift.
Yeah, in game I'd only be cute for like events and such, but stunning for nexus pictures..!!
i wrote one of the mods that can do this, and for me it's mostly a gimmick since there's no depth map and therefore i find the effect unconvincing
You can do them under the Entries tab in one EditData patch
do you happen to know the best way to format that? š i find i am unsure where the parentheses should go in between each entry without messing up my other brackets haha...
sorry for all the questions!!!
what i have currently. no red brackets thus far
Pro tip, have all the closing brackets on the same indentation that opened it, which would show the fact you have your when block incorrectly inside Entries
VSCode is trying to tell you that as well with the colour coding, the purple brackets are inside the yellow brackets, if they were siblings it would be yellow as well
it's helpful when you know how to use it it seems!! it's a learning curve for me that's for sure
Does anyone have a Nexus link for retro or natural recolours?
i dont see a release for tilesheetinator
huh, i put tilesheetinator in the plugins folder but its not there
nvm i think its enabled
!map
whats the command again
for what?
maps
tilesheets
i have my building with me rn and i need to make it into a tilesheet
there is no command for that specifically
Hi guys good morning
Does anyone know if there's a setting I can use to force the keyboard to open on Android?
For Content Patcher Tokens, I was wondering what location name to use for Mine Levels.
I tried to test names by using "debug warp UndergroundMines1", as per the debug mode's location name but it returns an error instead of teleporting me to Floor 1 of the Mines.
Then, I tried removing the number... "UndergroundMines" and it still didn't do anything.
In general, I need the condition to be "whenever the player is in the mines" but I see there is no location context for the "mines", much less a location name.
this is the list of plugins, tilesheetinator is an extension so it doesnāt show up (I know itās confusing, I wish I had a way of doing something about that but I donāt š)
and no release because the source code IS the release in this case 
you know what, next time I update it I should add a popup saying ātilesheetinator is enabled nowā with a ādonāt show this againā checkbox 
yoo that's so much dls overnight
the download stats feel so inaccurate lol
its so confusing how in 2 different places it can show different download amounts for the same mod

that threw me off a bit too
The unique vs total DLs?
nope
use LOCATION_IS_MINES:
https://stardewvalleywiki.com/Modding:Game_state_queries#World
difference in dls when you look at it on the main mod page and on the mod list page
Ah, lag in syncing I assume
most likely
although, as a content patcher token..
using patch summary shows that LocationName evaluates to UndergroundMine1 while in the mines as we expect, so it stands to reason that we can use a naive check like "Query: '{{LocationName}}' LIKE 'UndergroundMine*'": true
im also so confused bc a mod i havent updated in almost a year got 96 downloads yesterday and the day before that it got 1 download š (i dont usually watch my downloads much but i was close to 3k udls and randomly flew past it)
actually i see why now, it was added to a youtuber's mod collection lol
Thanks! I will see if it works.
oops
I found a solution! I doubt you're interested but here's what worked.
Instead of
"LocationName": "UndergroundMine5"
...I used...
"LocationUniqueName": "UndergroundMine5"
...and it worked!
Apparently, it's the same thing when you want to specifically target one specific building among identical buildings.
__
I tried "Condition": "LOCATION_IS_MINES" but it does not work, somehow.
https://smapi.io/log/79294818d408487d94a7d5197661fe4e here's my smapi log, and my content.json https://smapi.io/json/none/4c21202186d948c4bd38c5448c5cc85e
I'm struggling to figure out why my Banana Pudding Ostriches aren 't showing up at Marnie's shop
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Unix 6.17.0.19, with 62 C# mods and 46 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
you can do patch summary urmodid just to get the patches for u btw
so u dont have to get a summary for ALLLL ur mods
I know, and I usually do but I had a few others I wanted to look at TT
hm they just didnt apply
hm, I'll try on a different blank save and see if they show up then
Nice! What mod was it?
Can you show the json for the ostriches too, please?
Thanks ^_^ While I check, have you done a patch export of data/farmanimals to check if the ostrich is there?
(Also please i18n these!)
not on the newest blank save let me run do that
https://smapi.io/log/a67baa57890948b589707638dc8601b5 here's the new smapi log
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Unix 6.17.0.19, with 62 C# mods and 46 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
your purchase price is -1, that means disabling direct purchase
Ooh nice spotting Selph
oop yeah that'll do it! okay now to i18n these babies
Even though Selph found the issue, FYI for future: a patch export has nothing to do with your log. It's about exporting the asset so you can see whether your patches added the data correctly.
ooohhhh okay ty
mineral nodes
also i looked back at that mod and realised ive gotten a lot better at modding in the last year lmao
Ok so I've run into a problem with creating crops for forage in my mod, I can plant the seeds just fine but the textures dont load (they do yield the correct seeds though) and the plants are harvested with a scythe even though I didn't put that into the mod
anyone able to tell me where I went wrong?
https://smapi.io/log/b63954712a4c4354a5b11749b2b279dd
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 4 C# mods and 2 content packs.
!json code pls
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.
i had an idea for a silly mod, and started working on it
all it's gonna do is replace artifacts and minerals with various references to other games
i can share the sprites for it later in #making-mods-art but i am not at my computer lol
some examples of what i've done so far, i've replaced the ancient doll with the guide voodoo doll from terraria, the dwarf computer with a command block from minecraft, one of the strange dolls with mr. plantegg from omori, and the gold relic with the triple star from kirby squeak squad (or more specifically the one from super star ultra)
many of the minerals are also replaced with minecraft and terraria ones so far, like a chlorophyte bar, a chunk of luminite, some redstone dust, and some ancient debris
also a few types of grist from homestuck lol
i also wanna like. change up the dialogue and gifting to make villagers who would like them or hate them react properly
That's fun! People like references (I rarely get any but I enjoy it when I do haha)
thank you! i thought it'd be a fun and silly mod
although one of the minerals was changed to artifact grist from homestuck, which is just a chunk of jpeg artifacting and corruption
and i dunno if i want sebastian to love it (he finds ironic enjoyment from it) or hate it (he's a web developer and programmer he likely HATES jpeg artifacting)
Make it change randomly :D One day he finds it hilarious, another day he refuses to even accept it because he's grumpy
https://www.nexusmods.com/stardewvalley/mods/43647 oh my god I needed exactly that three weeks ago
godsent
Is this different than sprites in detail and such
yeah, it ⨠works āØ
I lost too many braincells trying to get sprite in details to work properly, and in the end I gave up
seeing that Harvey next to a vanilla player character is scary
like all those more pixel sprites next to player characters who are vanilla style remind me of those old creepypastas about something too realistic in an old video game
WHAT OMG
I really hope it works with the player sprite too
I've had good luck with https://www.nexusmods.com/stardewvalley/mods/36813 if you need a similar backup mod
yeah I tried that one too, but it had a weird behavior where it wouldn't pick the right frame during animations
but thank you!
omg that would be amazing
Im still hoping for a mod that lets me make bigger player sprites and lets me scale them down in game ugh
Is there a way to have a flag that is "1 year after quest X was completed"? That I could use as a condition to make quest B only appear a year after quest A is finished.
almost. is "not quite a full year" okay or does it have to be exactly a year?
whenever you complete a quest, the game generates a conversation topic about it https://stardewvalleywiki.com/Modding:Dialogue#Generic_topics
questComplete_<questId>
Could you chain together CTs so a "year" + a week + a day (using three different entries) would get to the actual anniversary? 
scroll up slightly on that link to "topic memory" and you can see the entry for _memory_oneyear which is actually 104 days and not 112 because Reasonsā¢
you probably could but it's up to you whether it's worth the effort
I think you could do that with Fashion Sense, by creating a new farmer body type & sleeves for the arms, and scaling it down
I tried that yesterday and i still am stuck with the scaling part i really need help with that
Iirc your problem is tha you didn't write valid json
The scale line needs to be "Scale": 4, and make sure all ur commas r appropriately separated
i did and it still does nothing i dont get it it still doesnt scale the sprite down
if i were you i would check if FashionSense has any example packs that use scale, and/or download a few fashionsense items from nexus that use the scale feature, and see how their json is formatted
persistence pays off 
4 is the normal scale you would have to put 1
Oooh thats a good idea i just neeed to look for some^^
I tried 1 and 2 it also doesnt work
did you put "UniformAnimation" or "MovementAnimation" ?
The guide on server roles said I should ask in "making-mods" which I assume means here. Since i just got the farmer rank (and have some mods on nexus), may I officially request being covered in cheeto dust and spritzed with mountain dew?

New Cheeto!

Yes i put uniform animation under it
Dm bouncer
It looks the same the same size and not changed at all i tried it with 2 and 1 and nothing changed
it'd be easier if you could show me the sprite you're using & a screenshot of it in game
so thisi how it looks in the game and im using a 64x128 sprite or did you mean the sprite sheet?
ahahhaa thanks sooon the mod for the lovers will be out ahhaa
how should i send it??
as a screenshot or full file?
screenshot is fine
heree
i can waittt
btw do you know how to quickly reload your fahsion sense pack without quitting the game? because I found out a few hours ago it's saved me so much time
still nope nothing changed :<
NOO HOW??
omg
you need the mod Debug Mode first
then you type fs_reload_continuous in the smapi console
it will reload the mod every few seconds so you can see changes immediately
alternatively, manually typing fs_reload into smapi can be done when needed without debug mode, but as you say isnt automatic
and I also recommend unchecking the "Pause when window is inactive" option in the game menu
oh wait yeah maybe it works without debug mode
i think i got things mixed up
I'm checking something else wait wait I'll help you
I want to know how to make this work
if you do this i will make you a custom player model im so desperate
you can use the continuous command without debug mode too
THANK YOUUU EEEEK
good to know thanks!
ah makes sense. that alleged debug mode requirement thing was new to me but i had only heard of the non continous version before so wasnt sure if that was also default smapi
yeah both are just commands from FS, I think if you type !help into smapi you can see them all
omg can we?
-# or maybe just help I don't remember š¬
wait im trying rn
OMG
where has this been all my life
š„¹
it was just "help" btw
im not a coder but this is super helpful
-8 perhaps?
i can try wait
negative values will turn the sprite upside down, try it to see if it does something
if it doesn't then that means the problem is in the json formatting
good troubleshooting tip that
yep it does completly nothing
I'm doing it with a mod I got on nexus as we speak lol
Pommes you really gotta look at some of the other mods at this point
ok so leave the scaling to -4 for now, we need to look at your comas and {
copy paste the whole json code here, you can use the thing to type code in discord when you select the text
noooo do not copy paste it here
oh?
just think about it for a second, if everyone was posting full json copy and pastes here we would be drowning in walls of text
oh neat!
(Seconding Kattia- please use the uploader)
understood
(also sorry if that got too close to minimodding, i forgot myself for a sec imagining the incoming wall of text)
oh im sorry
(Hi Button, Kattia wanted Cheeto earlier)
i know its bad ahahha
u know what i'm gonna make a sprite of the same size and test it in my game
if I'm slow don't worry I haven't forgotten you
dont worry im so happy hehehehe
what horrors have i unleashed
(Role stuff is as far as I'm aware still a full junimos job and not one for junimos in training, and I'm not very available right now anywho! My apologies to Kattia)
uh if ya want i can send you the test sprite sheet i used ahahah
No problem š its not an urgent matter
(Also you're fine here, no worries
)
I didn't know you were still in training 
For as long as I've got the "Apple Boi" role! Aka 3 months from February
I think Fashion Sense just might be bugged ._.
huh??
I stripped it down to the bare minimum to check for any possible error in the json formatting, there's no error possible with this
unless I'm blind
the scaling doesn't do anything on bodies somehow
even though the doc says it should
thats so weird?
are you absolutely sure youāre editing the right file? just to rule out issues
yep positive
ugh i wish sprites in detail would let me do the player ugh
thats so kind of you THANK YOU
down the line it'll be better to use Fashion Sense I think, because it's a big big mod that keeps being supported and updated
yeah still annoying though okay i guess i have to wait and work on my bachelor sprite mod
If I had to guess, I would think that Fashion Sense is making BodySize take priority, which is why Scale doesn't do anything?
Sorry im smooth brained what?
no worries, I'm way late to this conversation, still catching up
Helloooo everyone!
okay, caught up now, if you've already reported the bug, don't worry about any suggestions I might have made.
I was doing a dive into the wiki and the only examples are scaling up, not scaling down, so it's possible there is something missing there.
(Aw, butt. Cheetoing was one of my favourite training duties!)
Cheetooooo

okay seeing these in game, i definitely need to resprite them to match the style, but hey! it's working!
(ignore the pink boxes)
(those exist just so i know the sprite dimensions)
(they will be removed later)
working is good! no use for resprites if they dont show up
lol fair yeah
is that the terraria guide voodoo doll
beautiful
this is planned to be a mod that replaces artifacts and minerals with silly references
i think i also spy the minecraft redstone dust
yup
is that the.. jungle related (derping on name) metal bar from terraria too?
is that nether scrap...?
very fitting what with the forge easter egg
in order, it's
Mr. Plantegg (Omori)
Build Grist (Homestuck)
Luminite (Terraria)
Command Block (Minecraft)
Ancient Debris (Minecraft)
Voodoo Doll (Terraria)
Perfect Emblem (Rhythm Heaven)
Diancite (Pokemon)
Triple Star (Kirby Squeak Squad / Kirby Super Star Ultra)
Artifact Grist (Homestuck)
Chlorophyte (Terraria)
Redstone (Minecraft)
that's the idea!
the command block also goes over the dwarf computer, so you use it for the farm scanner computer thingy
i can actually hear the WoF sound play in my mind when i imagine it
(oh, it's called ancient debris lol. i havent played minecraft since what... 1.16? whichever update added all the villager stuff)
ancient debris is the block, netherite scrap is the item
same lmao
but it feels right to call it ancient debris in the context of the museum
y'know?
so you were right and i was deliberately wrong
gonna have the perfect emblem be a loved gift for sam but even he'll mention he feels kinda stressed out around it
When you use "HasProfession |contains=Blacksmith": "true",, does that search for partial match, or does it match the whole field. (I.e. if there was "Blacksmith" and "Apprentice Blacksmith", would it resolve true for either, or just the first one?
"Woah... A perfect!? Dude, it's such an honor to get one of these! It'll give our band some serious cred!"
"Although, now I feel kinda stressed... What if we mess up? We can't settle for Just Okay!"
this mod has the side effect of making minerals and artifacts really good sources of friendship
as. let's face it, they weren't an actually viable method of money making
@lucid iron Hi! The API is ready in LittleNPCs 2.2-beta.20260316 . Please tell me if it works.
i plan on nearly every mineral or artifact having at least one person who likes it for one reason or another
unless it's funnier for nobody to like it
like artifact grist lmao
Remind me in 3 hours
IIRC it has to be an exact match
(also there's only one "Blacksmith" profession but I'm assuming you're just using an example)
Hm is bot work
also i am totally gonna make one of the minerals into Hector / a Pet Rock from OMORI, and then frame both it and mr. plantegg as lost toys of jas and vincent as a cheeky lil reference to the game
Correct it is a whole match as it is looking for that entry in a hashset
You have to ask it to remind you of Something
remind me to look at this api in 3 hours
Oh okay, chu2.718281828459045235360287471 (#7108426) (3h | <t:1773706487>)
Yay
Yep just an example š
Thank you both š and that's exactly what I want š
JAS: Mr. Plantegg!!! I've been looking all over for you!!! Thank you for finding him. Now let's get you cleaned up.
VINCENT: Hector, Buddy, where'd you run off to!? Thanks for finding him, Mister/Miss! He musta been on an adventure!
I've just published my first release of my expanded slime ranching mod! https://www.nexusmods.com/stardewvalley/mods/43751
Shadow Crystal
Demetrius (Liked)
"Interesting... This crystal is somehow producing negative photon readings... Very, very interesting..."
Build Grist
Haley (Hated)
"UGH, Get that thing away from me!! It reminds me of Emily's... Sharpie Incident... the house reeked of nail polish remover for weeks!"
Ancient Debris
Dwarf (Loved)
"Where did you get this!? This material is legendary for my people, said to be from another dimension altogether!"
did emily take a bath in sharpie
she doesn't like talking about her and maru's homestuck phase
would you like a publish in #mod-showcase?
Yes please!
there you are
congrats on release!!!
congrats!
Thanks!
I'm currently working on adding the next machine to the mod (rn I just want to test if I animated it correctly, as I've never done animations before).
This is the current sprite sheet.
Also, I know that
is supposed to be a thumbs up, but it really does look like it's flipping you off when viewed on a small screen š
pufferthumbsup more like pufferfuckoff XD
shane if he were a fish
Yeah, when I first saw mia's message I felt so conflicted.
Also, I know there are random red dots on the sprite sheet. They're just there so I know what frames to loop.
btw are there other options for hosting mods bc nexus is kinda clunky for my tastes
or is nexus really the only option
ehhh there are, but theyre kinda unpopular
I will admit sometimes i just do not post mods because i don't want to make a mod page for them.
^^ I feel this so hard
I've only published 3 mods thus far, but I do agree that (at least on the dev side) Nexus can be a bit frustrating at times. But I think it's great on the user side!
eh even on the user side it's annoying
can't download without an account
have to go through the premium popup every time you download something
Fwiw, smapi is officially available on nexus github curseforge
curseforge is NOT better lmao
I don't really like curseforge they r bad vibes
Github is negative user friendly unfortunately
i use mod.pub it's pretty cool š¤
the only problem ive noticed is that people get really confused on how to download things from github if they don't already know
The amount of time people downloaded my repository source code instead of the release...
šļø š hi it's me im the source code downloader
stardew modding is a bit annoying about this because unless you're hosting somewhere popular you can't implement update keys
no thats me
No, I'M Spartacus!
unrelated but one day i'm tempted to make my own take on a pride festival that feels more. canon compliant? as a trans woman i would LOVE a pride festival mod but i don't like any of the current takes
theres a source code downloader in all of us
go for it
gonna start dropping mods in discord chat with a zip that's just a string of numbers. this is surely the best solution
especially the one that makes george bisexual lmao
forsy. i feel vagued /j
i agree with not particularly liking any of the existing ones XD i'd be interested in seeing yours
if moderately techsavy(ish) people are getting confused about github downloading i can only imagine how labyrinthine it could seem for even more people
(good because i was thinking of you :3) ((sorry))
never liked mods that remove george's dialogue on homophobia, idk. it feels realistic as well as well approached
it's nice to see someone slowly coming to accept it, y'know?
it addresses homophobia without being uncomfortable
no reason to sand down the edges
someones grandma or grandpa casually dropping something that was only "a truth" back in the 1800's is definitely peak realism
George is one of my favorite characters, and I for one choose to see him as his full heart self when thinking about his attitudes towards the homosexuality.
it's nice to see an old person going "actually wait this is fine" instead of tripling down on it
"Wed10_inlaw_Alex": "I'll admit, I thought it was... strange... for two men to be together. But you're such a nice young man, and I know you two are in love... I've changed my mind.^You're part of the family, now... and I couldn't be more proud.", this is his 10 heart dialogue for when you marry alex
And that's beautiful!
ikr!!! i love that he changes his mind! and opens up to it!
why change that!!
it's sweet
YESSSS!
omnia vincit amor, or something XD
sometimes i feel like the "that never happened, lets pretend nothing was ever wrong" approach feels ..wrong just in a different way
personally, i would love to have a pride festival mod that keeps this aspect of george's character in tact, maybe even having different dialogue depending on your hearts with him
THIS!
also yes please make more pride mods, let me get more use out of Bill's gay shirt that I spent forever on
(it's a nice shirt, you did really well)
Spent more time on it than any other outfit, uses it one day for one mod LOL
plus we can make pierre and joja engage in rainbow capitalism
peak
You actually can implement custom update checks.
(I think maybe literally no one has ever done this, though.)
i can see him being a little huffy at first, not getting why everyone has to make such a big deal out of everything, but softening up later as he sees how happy everyone is
yes!
UGGHHH I HATE THAT!!! I feel like massive companies only do it for PR and money most of the time
joja cola: rainbow haha
THANK YOU BUTTON! i'll read up on this for my next update spree

Joja booth with corporate awful merch like they did at Target
that so fitting for pierres character tho
i would likely design mine with the intention of like. "what if it was an actual addition to the game"
I'm not arguing that fact, it just annoys me.
with it incidentally acting as a soft tutorial for walk in events (like the midnight market)
and that all bachelors are bi
Pierre's booth would have like rainbow cupcakes and stuff that's technically better than the Joja booth because it's just colorful food and not stuff made by committee
but he's still like "AN OPPORTUNITY TO SELL"
bought the cupcakes from evelyn at cost, charging u 5x the ingredient price
Oh man, doing Target style pride merch from Joja would be amazing
including dialogue like
Alex: I wish I had the stones to go both ways... Could you imagine? Two dudes. All gas, no brakes.
squints
Final thing before I head back to the mines, I almost cried the first time George said something along the lines of "Hold on, let me turn off the tv". It is just so nice!
/ref, a quote from superstore
it sounds weird but sometimes i forget about the fact that all the bachelor(ettes) are mechanically bi, since like. idk they just are XD
seb does have a line about "never being in a relationship like this before" if you date him as a guy though.
leah has a unique reaction to if you creepily ask for a kiss as a woman
she goes "oh... i didn't know... you too?" while blushing.
and then punches you.
<- has never ever picked that dialogue option because i'd rather die of embarrassment
LOL
https://i0.wp.com/boingboing.net/wp-content/uploads/2025/05/jpg-2.jpg?resize=930%2C890&quality=60&ssl=1 honestly I'm not even sure you can get this subtly gay in pixels on clothes without like... not even showing the rainbow bits and just saying them in text
or in the case of this bag, just kinda doing the colors wrong
unpopular opinion maybe: i wish all the bachelors wouldnt hint at feelings for you when they hit 8 hearts 
i aint given these people no bouquet, why are they all acting like theyre gonna kiss me. not interested!
that's the magic of working on a comically small canvas
specifically hayley and emily lol
I for one view it as a "alternate dimension" type deal, wherein it depends on whether you're dating and what gender you are. Don't get me wrong, Leah is almost certainly bi imo (granted, I tend to feel uncomfortable assigning sexual orientation to characters), but others like Seb just don't feel like that š
it could mean "I am a proud gardener"
well i don't i will headcanon everything
/silly
hi friends! im thinking of making a portrait mod, and i was wondering if i can self teach my way into coding a functional mod, or will that be impossible? im simply too broke to commission a modderš
i dont really do headcanons either, but i do sometimes just think about stuff like a character's past experiences and stuff. idk, it's fun to imagine without having to solidly nail them down as x or y
don't worry, it's very easy to make a portrait mod
i wanna say for sure! if you mean making a content patcher pack to add some portraits
!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.
I will absolutely head canon things, I just dislike going on and then saying "X character is Y bc I say so".
I like a line between headcanon and things actually said, because my dumb memory is bad and it's frustrating to be told a thing is a certain way in canon and then find out it's not
I'm trying to replace item icons for modded content but i can't figure out what the target should be to have the function go through. Can someone explain how targets work?
youll want the unique id of the mod in question
omg I forgot that Target had Lorem Ipsum on the tags of some of their pride merch... amazing
can be found in their manifest file
ABIGAIL: I can't stand my Dad. One day he's selling rainbow pastries and blankets to look good, and the next he's giving me weird looks for... Ugh, I don't wanna talk about it.
ohh so for portrait mods i'm essentially just editing files? and thank you friends i didn't know there was a wiki specifically for modding
pierre branded rainbow tote bag...
yesss Pierre and Caroline are very Gender Roles. Caroline eases off much easier on it, but still, I can totally see that happening
yep, just some text put together in a file, and if you get stuck with the guide the folks here are usually willing to help out in a tight spot 
ABIGAIL: Sometimes I wonder if my Dad is really any better than Joja.
IDK, that feels just a bit too sleazy imo. I think the "I wonder if my Dad is better than Joja" is much more apt imo.
oh that just gave me something to throw into my mod for no reason lol.
So say the modid is CiriunAlleyKitsu.BFAVDodos and i want to replace the Dodo Mayo which has an ID of DodoMayonnaise would the target be "CiriunAlleyKitsu.BFAVDodos_DodoMayonnaise"?
maybe... i do think it's a concept semi-worth exploring, just gotta figure out a way to word it better
are you trying to replace a texture or an id (or like numbers, names etc)
the texture
I definitely think its worth exploring! It's just not my cup of tea š
note that i wouldn't have pierre actively. hostile? it's just another example of pierre being controlling and disapproving of his daughter
another thing to fit the vibes of, say, the graveyard scene
@granite steppe if the dodo mod has a folder called assets in it you would write it like this: "Target": "CiriunAlleyKitsu.BFAVDodos/assets/NameOfFile"
where name of file is the png that will be replaced, but it should only be NameOfFile, not NameOfFile.png
that may have been my issue
the FromFile should have the .png ending after the filename however
š¤ according to caroline Pierre's a bit conventional... but he's a good man. He's ambitious, but he always puts his family first.
TBF, I've also been playing with a lot of mods lately that introduce new dialog, and it (usually) shines him in a better light (if even on accident). And I like that for him!
puts his family first except hanging out with them at events cough
Pierre and Caroline seem very Role-Oriented. Women do this, men do this. Pierre feels pushed to provide, leading to the greedier bits of his business. Caroline talks about being a free spirit before she settled down, so she's kinda crushed into this role of being a Wife and Mother.
that's part of his putting the family first, he's pushing his business because he must Provide
Not realizing it's harmed his relationship with them
The good ol traditionalist tragedy
IDK, if there's anyone I'm 100% convinced does drugs in Stardew Valley, it's Emily and (to a slightly lesser degree) Caroline.
thats a good point, havent really considered it that way Midnight. Hanlon's razor and all that
so you know how people complain about demetrius never acknowledging seb, and then people counter by saying robin never talks much about maru either...
Caroline?? dear god i can't scroll her dialogue without her talking about abby XD
Emily is just different, doesn't mean she does that š
YEAH THAT BOTHERS ME TOO... why doesn't like. anybody in that family talk about each other?
Wait you just gave me an idea to make her dream location explorable
Just saying, her dance scene seemed preeeeeety off to me š
seb doesn't talk about maru either, or vise versa
Sleeping on her bed will warp to this place lool this is so good
Farmer is the one seeing things, sooo
They do! Just, not in a positive light
Yeah, Abigail is most of what Caroline does, that's her Job. And when Abby wants to be alone and do her own thing and dress how she likes instead of doing domestic stuff and dressing how Caroline wants, they butt heads.
Still not convinced š
@barren tapir You leveled up to Cowpoke. You can now share images in all channels!
stardew valley desperately needs an update dedicated to just. adding dialogue. to everyone.
OMG, I can now poke cows?!?!?!
Caroline says she wanted to be a rancher and had a hard time settling into being a housewife, it's kinda sad. someone give her a cow
Cows better watch out!
gives her a void chicken >:)
That's one of the hardest tasks to do tbh
Including all the languages too
i know, but like. it's just. it hurts how repetitive the dialogue gets
well, seb hates maru so it makes sense he wouldn't talk about her. but at the same time i feel like he could complain about her a little more given that they do live in the same house. they're bound to run into each other every now and then. š¤
how shallow romantic dialogue is
unhinged headcanon: Marnie runs a side business as a veal farm, considering she only ever has calves, never full grown cows, and they "never seem to grow old"
probably why she can afford never fking being around at the store
how characters just don't talk about each other half the time
maru and penny have a monthly book club but i could not tell you a single time they talk about each other outside of that
you start dating maru and robin just. has zero reaction.
Hard disagree. Despite living in the same house, my sibling and I have a conversation like, once every 3 months. IF that
demetrius isn't thrilled about you dating maru even when you're at TEN HEARTS WITH HIM.
The dialog formatting doesn't help
now, before i start ANOTHER modding project about editing out all romantic over/undertones to any 8 heart dialogue, im not missing a mod that already does this am i?
ah, well XD
krobus is equivalent to a marriage candidate and has like. twenty lines. total. and one heart event.
drives me up a wall ~_~
Platonic Partnerships does this as well as other stuff, IIRC
I need to know how it's done. How do y'all replace textures of buildings?
I'm really excited for 1.7 Sandy, and curious for Clint.
sandy and clint becoming romancable gives me hope for a dialogue overhaul update
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
ahh, i was looking at Platonic Relationships but that one says it doesnt touch dialogue. i will investigate partnerships more closely and see if it nukes all of the hinting too
!at if you want at i guess
Alternative Textures is a framework mod that provides options to change asset textures with in-game tools.
For an interactive list of texture mods, click here.
To make a content pack for AT, see the author's in-depth wiki.
now i wanna make a dialogue overhaul mod to just. add what i want out of the game...
although it wouldn't be as fun bc i'm the one making it, y'know?
no surprises
do it and the pride mod
wheres that "get scope creeped" gif when you need it
get someone to bonk you on the head real good after youre finished. maybe youll get lucky and forget
ah yeah i feel this. i get all the excitement out when writing stuff and then it's not as fun to read it in game
plus it feels like a lotta dialogue mods tend to either really mess with canon in ways that feel. wrong. or just add dialogue to one character and nobody else
which the latter makes sense, that is good
but it then means you gotta get a bunch of dialogue mods and then they might not match each other
the mythical balance between doing too much and not enough 
yyyup
(maybe if you do this dialog mod, I will lose the urge to do a wizard friendship mod...) I mean yes, two cakes, go for it :)
if i were making one i'd just like. give everyone random pools to pick from? if that's possible?
well canon friendly dialogue expansion adds uh. canon friendly dialogue XD
Oh it's possible
true, i should look into that one
it is possible to randomize dialogue
the ideal would be randomized dialogue not tied to days of the week, that detail about the game alone drives me up a wall
you are welcome to have a look at my TERRIBLE MESS OF DIALOG POOL CODE
which I learned how to do from Axell
well the day of the week stuff is the dialogue key
but you can randomize the pool of dialogue it pulls from each day of the week
that'd probably be the way to go, yeah
so like say you can have 5 different lines for a monday, and the game will pick one of those
you can add to the pool based on conditions like Kent being home or heart level and such
based on the track record Midnight's "terrible mess" has gotta be a fairly normal "slightly cluttered" for the rest of us, right
although if i did make this i'd need to weigh whether or not i also overhaul a few characters i would. prefer to have different characterizations
not majorly different, but like
"reject_865": "Fruit and salt? What an odd combination...$s", entirely unrelated but grrr this is the fucking tomato salt isn't it
hayley, i don't like how she seems to be ⨠fixed and perfect ⨠after eight hearts
she should still be messing up! learning how to do better!
I mean it's about 580 lines just for the randomization
there is at least some fear in looking in here
Though a lot of it is dialog pools based on having other mods
but you could also add to the random pools based on other people's hearts so dialog can reference other people's character development and everything
There's a lot you can do just to make vanilla NPCs have more dynamic dialog pools
ohhhh true and smart!
she just becomes all nice in the span of overnight. i think she could benefit from like actually trying to give the other townspeople a chance, like through her schedule and stuff. maybe she helps evelyn with the flowers, or maybe she spends more time with marnie's cows.
for a dialog pool with an Arc, you can change the basic pool based on heart level. Mine is more daily everyday, not terribly personal stuff and the pool stays put, but it gets more personal stuff added at higher hearts.
The way Axell figured stuff out, it's really flexible, I love it
likely about what i'd go for
although i'd have to map this all out on like a google spreadsheet first, and weigh exactly which characters to prioritize first and foremost
Dialogue randomization sounds so incredibly tiring
I also like adding to the pool instead of going by CTs for things like Kent showing up or added mod NPCs so there isn't a topic rush for it.
like as much as i love the dwarf and wizard, they are so painfully out of the way that i wouldn't exactly have them at the top of my list
I can't imagine writing that much right now lol
i know very little about other mods so i likely would not consider them
this is the ~omasumi stardew-mod universe~ ecosystem, gotta stay on brand /silly
Yeah, as much or as little compatbility as you want, of course. I'm a Much modder
I simply do not understand orz.
{
"LogName": "Dodo Mayonnaise",
"Action": "EditImage",
"Target": "CiriunAlleyKitsu.BFAVDodos/assets/DodoMayonnaise",
"FromFile": "assets/Dodo/Mayonnaise.png",
"ToArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 },
"When": {
"DodoMayonnaiseTexture": true
}
}
That's the image name why doth it defy me š
i'll just make sure to not touch any gift dialogue related to minerals or artifacts to keep compatibility with my own mods >:)
pushes the Big Compatibility Section for my own dang mod behind my back
"I'm working on compatibility." "for what?" "my own dang other mod"
š¤”
the most dynamic dialogue i'd likely implement is the insane amount of variety in demetrius' dialogue depending on both his heart level and maru's lol
can you share your whole content.json here https://smapi.io/json (or wherever youre making the EditImage)
zero heart demetrius and ten heart demetrius should have different reactions to you dating maru
I think you could do some good heart level stuff with Emily based on Haley's development
imma download that dodo mod and have a look around for ya @granite steppe
Hello! Was there a way to set which sprite is the kissing one (ik default is 28) 
I forgor 
it's probably a field like setkissspriteindex or whatever
but somehow i can't find it š
hold on it says my freaking data folder is missing the format
Istg if that was it
omg i just had the cutest idea for dialogue i would add
no it still does nothin >:u
Content: https://smapi.io/json/content-patcher/2d01287036d74c2c87ba78227214747f
Data: https://smapi.io/json/content-patcher/f6ae4383919845f68b777b86ae0a5e20
json doth forgiveth no stray lone bracket or missing comma, it can be an unforgiving master 
sort of in a similar vein of the mod that makes it so hayley doesn't give up her hobbies
gimme a few min to take a look
theres other mods mayos in there, but if i can get one working orz
eight heart hayley starts talking about trusting emily on fashion recommendations!
yesss join us stickbug intensifies
or trying on clothes emily makes!
it would be very cute... they're sisters, it'd be nice if they interacted more
changes to festival dialogue depending on heart level could be fun too
Definitely
yess
Make a cutscene of Emily and Haley going to a mall together
omg that was the fastest content patch I ever did
around 5 minutes from scratch
Now we polish it
and its a 5 star michelin mod
omori:
some of your labels have eaten a few commas, that i can see
my labels?
trying to upload a version with it fixed in a sec, and you could see if that solves it
the heck.. the commas move when put in the validator
im not nearly expert enough to know wtf thats about lol
imma try changing the labels a bit
Full set of equipment! The animation is a bit janky, and there's a weird flicker going from the loading to working effects, but I think it looks pretty good (the animated one is the one furthest to the right)!
dove mayo and dodo mayo comment having a comma after the asterics is an error, no idea why it is displaying like that
like its after the bracket lol
me neither. but also not sure thats the issue. only recently become somewhat comfortable with content patcher. but i have some spare time so š
ill work on it with ya if youll have me 
yeah absolutely 
I don't see a DodoMayonnaise asset in that mod
Whelp, I think that's enough modding for now! Imma have dinner then continue building my sewing empire in my SVE playthrough.
what do you mean?
is this the right version of the dodo mod? https://www.nexusmods.com/stardewvalley/mods/24073 i see the DodoMayonnaise.png
yeeee
oop I was looking at the older version š
oh yeah. Theee new version is a combo of the old mod and Dodos Plus (which is my mod from like 2023 or something)
can you set dialogue to only happen during a snowy day?
im a bit lost on how to add vanilla music to a custom map
Music map property is deprecated it seems
hm
It's possible anyway
what kind of map are you making?
Just an additional location that doesnt care about weather or seasons
basically an explorable emily dreamscape
can you post the json?
And I want to add its original music
all that brainstorming for other ideas i could make was fun, but it's about time i got back to focusing on the one i'm already making lol #making-mods-art message
Dreamscape is the name you used? looks like it might be EmilyDream
@granite steppe beginning to suspect ive accidentally given you bad info on how to replace on another mod
confused myself. made a very minimal one that replaces a texture from one of my own mods. no show ingame. what does the docs say about this usecase, do they say anything?
I've looked at other mods and i've seen 3-5 ways people do it. I've tried them all and haven't got anything working
From what i can see the content patcher wiki only shows vanilla editimage commands
the simplest would honestly just be to throw the pngs at players and tell them to overwrite the ones in the original mod
this confuses the player
not giving up yet
cause this is bothering me personally now
the player doesn't know how to overwrite pngs....
if the item's png is loaded into the game, then you can just target the same target it was loaded into, right?
alternatively, target the object's item json and change the sprite/spriteindex to be your own
how owuld i add a new mill product to the mill? i cant really figure it out
Song of Feathers is so relaxing omg
you can edit the Data/Machines and add a new output rule!
Example with the dreaded dododmayo
{
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [ "(BC)24", "OutputRules" ],
"Entries": {
"CiriunAlleyKitsu.BFAVDodos_DodoMayonnaise": {
"Id": "CiriunAlleyKitsu.BFAVDodos_DodoMayonnaise",
"Triggers":
[
{
"RequiredItemId": "CiriunAlleyKitsu.BFAVDodos_DodoEgg"
}
],
"OutputItem":
[
{
"ItemId": "CiriunAlleyKitsu.BFAVDodos_DodoMayonnaise"
}
],
"MinutesUntilReady": 200
}
}
}
you would have to find the milll machine's ID.
oh wait the mill is a building isn't it,,,
the mill is a building.
yeah its a building
it's more or less the same
"Action": "EditData",
"Target": "Data/Buildings",
"TargetField": [
"Mill",
"ItemConversions"
],
"Entries": {
"{{ModID}}_AdauulaStalk": {
"Id": "{{ModID}}_AdauulaStalk",
"SourceChest": "Input",
"DestinationChest": "Output",
"RequiredTags": [
"fc_mill_item"
],
"ProducedItems": [
{
"ItemId": "{{ModID}}_AdauulaStalk",
"MinStack": 2
}
],
"MaxDailyConversions": -1
}
}
},```
this is what i have and its not really working
im wanting it to make adauula flour too and i just, i dont know what im doing lol
it looks like you have an input but no output?
that code looks correct to me; what isn't working (what happens if you use Lookup Anything)
though note that your code is currently turning items with the tag fc_mill_item into stalks
i think i figured it out!
nope!
"Action": "EditData",
"Target": "Data/Buildings",
"TargetField": [
"Mill",
"ItemConversions"
],
"Entries": {
"{{ModID}}_AdauulaFlour": {
"Id": "{{ModID}}_AdauulaFlour",
"SourceChest": "Input",
"DestinationChest": "Output",
"RequiredTags": [
"id_o_{{ModID}}_AdauulaStalk"
],
"ProducedItems": [
{
"ItemId": "{{ModID}}_AdauulaFlour",
"MinStack": 2
}
],
"MaxDailyConversions": -1
}
}
},```
hello, I already asked on the other channel abt this, to even know if something like ths was ever done but:
does anyone here has any idea on how to create indoor furniture that works as a water source? without altering the map
this should work but...its not
spacecore and mmap allows you to assign tile properties to furniture
so you can add Water
@lucid iron: look at this api (3h ago)
does the rule show up in Lookup Anything or a patch export?
thanks! I'm gonna see if what I'm thinking it's doable before I ask any further
im not really sure what you mean by rule
the input-output rule you're trying to add in that code
In lookup anything it will show an area with what the item can be turned into through what means. like it shows the recipes
So see if when you look at your stalk if it says anything about the mill
how do i patch export this cause i dont have that mod
patch export Data/Buildings
it should spit out the final form of Data/Buildings as a json file; you can then confirm that the game really added your rule
(highly recommend LA btw, it's a useful tool to have for debugging)
What are you trying to replace?
oh thank god Aba is here /gen
is there a way to trigger santa's sleigh during the sell screen at bedtime, like how it happens before the winter star?
a png for an modded object
got it working!
Patch export data/objects and use what's in the Texture field for your target.
how and where do i input that command? like in the smapi console?
(what did you do, for future reference)
(no need to answer)
Yep. It'll tell you where it puts the file. The command is patch export data/objects
i had a conflicting pack where i had tried to do this before. forgot it was there
patch*
anyone know if there's a mod that makes farm animal gender matter
I know theres one that makes them use they/them pronouns <:)
@granite steppe did you see the "Texture": "SMAPI/ciriunalleykitsu.bfavdodos/assets/DodoMayonnaise.png", yet? does it work if you use that? (im keen to make sure im able to patch like this too so curious if you got it working
)
mmhmm, I'm moving stuff around
mhm it works?
In this instance you think i include the .png?
cause without it sure doesn't work XD
i was thinking more like animal breeding tbh 
rather than just text changes
i have no idea
ive decided i got too presumptious thinking i could help anyone with anything and have decided to sit down and listen for a while longer 
that's so real
@vernal crest do we include the .png ?
no, on a field called Texture that calls for a game asset you should not be using a filename extension
Ohhhh that means they didn't load the texture
cries in further confusion
would i need to load the texture?
the only mods that do so to my knowledge made them different species since it's easier
You will need to edit the data/objects patch to replace the texture field entirely with your own instead
āļøš¤ technically, perf is a why for this (i'm only saying this so sinz doesn't come tell everyone to use it more /lh)
@ornate locust 's rant about Haleys Bakery and something about not loading feels familiar to this 
(like if you're already going to make them have different produce may as well make em separate animals)
Do breeding mechanics come into play
That was for maps and we have a way around it now. But our way around this one is even easier.
You will need to load your own texture and then use that in the texture field. Make sure that your sprite is set up so that it's the same sprite index as the original one.
(Is there a reason they could not also just edit the SpriteIndex)
i just wish i knew what "edit the data/objects patch to replace the texture field entirely with your own" meant
modding is very humbling for the ego
like i know what the words mean in english individually, but still
So obviously the texture is wrong here in light of that knowlege, but is this how you would edit the texture field?
"Target": "Data/Objects",
"Fields":{
"Large Mayonnaise": {
"Texture": "assets/Large/Standard/Mayonnaise.png"
}
Pretty much, yeah.
(Baked into save)
The SpriteIndex gets changed a bunch though bc of Item.ResetParentSheetIndex()
You get very confused and concerned users if they already have the object when installing the mod
One day I will remember every single field that is cached and which is serialized and which is not, but that day isn't going to be any time soon.
{
"Action": "Load",
"Target": "assets/Large/Standard/Mayonnaise",
"FromFile": "assets/{{TargetWithoutPath}}.png"
}
Is that how one would load correctly?
That said I just changed the SpriteIndex in the content pipeline of an item I already had and it changed just fine.
New quote added by atravita as #7707 (https://discordapp.com/channels/137344473976799233/156109690059751424/1483265322076209254)
Your target should not have the word assets in it because that will contribute to the confusion some people have about how to use a Texture field. Make it "{{ModId}}/LargeMayonnaise" or something instead, the important bit being the {{ModId}}/
Hmm maybe I'm misremembering about objects then 
The SpriteIndex won't change mid-game unless something forces it to update its parent sheet index but after a relaunch, no problem.
Which there would be after you installed a mod.
Maybe since it didn't change when I was testing because I wasn't relaunching I did not pick up on that
Are you in 1.6.16?
@granite steppe I am happy to explain if you're not sure why I said that about the texture field
(i would be very happy to know more if you have the time Aba
)
Sure! What part specifically should I expand upon for you?
If my target name is {{ModId}}/LargeMayonnaise do I have to have my image file be titled LargeMayonnaise?
I have a learning disability and im trying to connect the dots but i am confused orz
Me? No
You're doing fine :) yes, your file would need to be named that because you're using the {{TargetWithoutPath}} token. But you can just change the bit after the {{ModId}}/ to match the name of your file instead or remove the TargetWithoutPath token and handwrite the file name into the FromFile field instead. All acceptable options.
Hi all. Coming back to the game after a couple years break. There was a mod that added a button to the inventory screen that you could click to autosort items from your inventory into chests that had the same item. Seems I no longer have that mod, anyone know what it's called?
Welcome back to the game :) Try heading to #modded-stardew - that's the channel for stuff relating to using mods, whereas this one is for making them.
(The mod you're after might be convenient inventory though)
I think im confused in general exactly when and how to Load
from previously i was only familiar with Action:Load as a way to for example replace a whole ass vanilla tilesheet, and have been trying to get away from that by making more selective edits with Action:EditImage and whatnot. But i also remember someone saying something about always Loading first is best practice. But is that for custom assets only, ie when things arent replacing something vanilla?
I wrote it for someone else, not 6480, and mainly as a way to change the Price of existing objects
I did also just say the same exact thing now that I said back then! It is still true. A reload is not a relaunch
yes, loading first is mandatory if you are adding an asset to the game
what am i targetting? The name of the asset I am trying to replace?
you didn't specify which location you're checking, you'll want to reread the GSQ wiki page for info on using the command and its parameters:
https://stardewvalleywiki.com/Modding:Game_state_queries#Target_location
The reason we're loading in this situation is because we can't actually edit the texture itself due to it being an internal asset. So Alley isn't editing an existing asset, they're saying to the game "instead of using the asset from that mod, use the asset from my mod instead".
In your load patch? No, you make up your own target because you're now just adding a new asset to the game which you will point the game to when it wants to grab a texture for the mayo.
can you explain internal asset in any other words? sorry im genuinely not trying to be difficult š and i really appreciate everyones willingness to spoon feed me
We can't touch stuff inside other people's mods. At all.
oh
People think that their mods edit the files inside other mod folders but that is not true.
so if its {{ModId}}/LargeMayonnaise
then
"Target": "Data/Objects",
"Fields":{
"Large Mayonnaise": {
"Texture": "{{ModId}}/LargeMayonnaise"
}
}
just aiming at the same spot as the other mod, something like that?
cause the modid is the modid of the mod im making right now
CP adds those files to the game and then we edit those. This person hasn't added it to the game so we can't edit it.
and they havent added it to the game because they didnt Load it? (hopeful)
The example i can find out of my messages here appears to be weeds on the ground, lol
so Alley is first correctly Loading his files to the game, then hes going into the record where the game has written down where the mayo texture is found, and telling it to instead look at his texture for that?
(sorry about the pronouns my brain did a derp)
(You're good)
I think im understanding it a bit more now then. But the bit about assets when loading, we're not supposed to Load to that, because its wrong or, misleading?
or causes confusion?
sorry to butt in, but if i have an event where a choice is made at the beginning of an event that I want to affect the ending, but yet the middle of the event is the same between both, would i have to more or less copy the whole thing to each branch of the choice, and only change the ending?
you might be able to do something with special event variable 1, to save the result of the choice and then check it later
i'm not very familiar with it and my guess is it's at least moderately cursed, so good luck
oh dear
you can use any number of checks to determine which ending to fork to. dialogue answers, conversation topics, mail received, you name it, just fork to the middle common script and then fork to separate ones at the end
it's even easier with 1.6.16 goto syntax
Confusion and bad practice. You can technically put whatever you want in the target when you're loading a new texture asset but my experience is that when other modmakers come along to retexture your asset, they think they're trying to edit the files actually in your mod folder. That leaves them confused as to how the Texture field works (it can't use mod folder files unless someone uses the ``{{Internal AssetKey}}` token) and then when they're trying to edit a mod where the texture hasn't been loaded to a Target that matches the file path they can't figure out how to find what the Target is. That is on them, obviously, but why not avoid it if we can?
More importantly, it leads to people using non-unique asset names. For example, Otter and RivalRabbit have incompatible hedgehog mods because both of them load to "assets/hedgehog" instead of "{{ModId}}/hedgehog". If they used the latter their asset names would be unique so a player could have both mods installed at once.
issue seems to be checking the choice later, rather than right away (after the shared middle)
That makes perfect sense thank you š
why? fork/qq are very simple
one of these days i'll release my event crimes mod and then there can be even more complicated nonsense to deal with
ah well im already using quick question for. my question. but then i realized that fuck my choices have consequences haha...
however i am doing a different thing instead, for modfest, so that's backburnered
Yeah the fork command seems to be what you want here. Get your answer earlier in the event, then continue event, then use fork to pick ending based on earlier answer.
wait now im confused
Just set a mail flag in one of QQ branches and then check it later with the fork command.
ah
This is assuming you only have two options. If you have more it's still possible just a bit nested.
i, thankfully, only have two options
when I add custom tilesets, I don't have to do anything as long as I have tsinator on, right?
I have it in my mod subfolder and I load it with content
Yup
Just add your mod's tilesheet folder as a tilesheet "mod" and then add your tilesheet to the map from there
you probably want something like this
/speak {{NPC}} \"hi @.\"
/pause 1000
/-- Decide the ending in this question-answer via mailflags --
/quickquestion how about A?
#yes, i'd love A
#no, i'd rather B
(break)pause 1000
\\speak {{NPC}} \"i love A too!\"
\\mailReceived {{ModId}}_Flag_A
(break)pause 1000
\\speak {{NPC}} \"i was actually hoping you'd say B!\"
\\mailReceived {{ModId}}_Flag_B
/-- Middle of the event script goes here --
/-- Go to ending A --/fork {{ModId}}_Flag_A {{ModId}}_EventScript_A
/-- Go to ending B --/switchEvent {{ModId}}_EventScript_B
while ending B is unconditional and doesn't need a flag, i chose to set the mailflag anyway for clarity
I have to be doing something incorrect still but i cannot detect it
https://smapi.io/json/content-patcher/552996bb0ab04cf4a7907688dea3a4ce
https://smapi.io/json/content-patcher/4bda2d7a931441a8940256766fcd36b9
Can't Forsy just leave the ending of the original event as one of the two choices?
well there's supposed to be some lengthy event script between the question and the ending
which means either duplicating the middle (undesirable) or saving a flag to check later
You appear to be editing your own mayonnaise object
my own,,, mayonnaise
Yes I know. I just meant for the "go to ending B" why do we need a switchEvent? Why not just leave ending B inside this original event? So the options are "stay in this event" or "go to another event".
as a tilesheet "mod"
didnt get this one š
ah i see, no functional reason, just for the sake of breaking things up
you can of course just include the ending B event script in the main event script
Presumably you're trying to edit someone else's mayonnaise mod, right? So why is the mayo object you're editing called "AlleyBalley.Largemayoproduct_Large_Mayonnaise"?
I am not sure what this means, sorry! Do you mean you didn't understand what I meant?
yep
cause its from another mod. I could very easily fix that one but even the pigeon mayo isn't working
Okay so how did you add the tilesheet to your map?
Another mod of yours?
Should it be "SMAPI/ciriunalleykitsu.bfavdodos/assets/DodoMayonnaise" or replacing "DodoMayonnaise" with whatever product name?
ye
If it's your own mod, you should just edit that mod to fix it so you're not using internal asset key. Then you won't have to edit Data/objects in this mod at all.
I have a mod folder and there I have a subfolder called textures and inside that is my png
Then I added this png as a new tileset via Tiled and that's it
And well I do load it via json too
Which pigeon mod is the silvermoonchan one? She has multiple so I want to make sure I am checking the right one.
Oh, you should not be using that window ever with tilesheetinator. You need to use the tilesheetinator options otherwise you're not actually using tilesheetinator.
sorry that you have to answer two ppl at once š
ohh
I mean it doesnt allow me to load a custom one
only vanilla
Well since it's Alley's mod, it seems he already had the right object ID.
i added the api to 1.1.5 ty.
the other thing i did is to sort hmk controlled kids after non-hmk custom kids in the postfix of FarmHouse.getChildren when little npc is installed. this should mean little npc and hmk will side step each other as much as possible
Yes it does, that's what the "manage stardew tilesheet mods" option is
Oh
Thanks, I'll download it to check what silver has done so I can then check yours
so I did browse and chose my texture folder and then I chose the tileset I needed
weird thingy cuz I didnt do that for the other mod that uses a custom texture š
She loads some assets and uses internal asset key for others...
Is your tilesheet folder inside your map folder?
Did you add the Format field to your ArtisanGoods.json just for when it's in the validator website or is it in the actual file too?
I added it in the file too
but now smapi is mad about it
yeah
It was the same for the other mod but I imported the png via Tiled itself
Yes, SMAPI would be mad about it because you are only allowed one Format field per mod and it has to be in the content.json. Did you not have it before when you were seeing that the pigeon mayo wasn't working? (Trying to figure out if that's the reason the pigeon mayo isn't working)
the json validator wanted it because it thought it was the only file, i have now removed it
Ah, then that will be why it worked without using tilesheetinator but unfortunately this means that your load was pointless because the map is using the copy of the sheet that is in the folder, not the one you loaded to the game's content.
Okay, so as far as I can tell your pigeon should be working but I might be missing something. Can you do another patch export of data/objects and upload that to the json validator to share it with me? We need to check if your edit is showing up.
A bit surprising cuz that mod had over 100 DLs and no one noticed that I suppose š
I got the dodo mayo replaced š 
The only way someone would notice is if there was a mod that tried to edit the custom tilesheet. It will work just fine until then.
Oh so its not that bad then
Alley would it be helpful if i sent you the content.json of this one part i got working?
And that includes you. If you wanted to do some sort of conditional edit to your custom tilesheet it wouldn't work.
I see
it might not work the same for those pigeons but idk š feel like i need to redeem myself somehow for failing to help so badly
It's not a failing to not know how to help a situation you haven't encountered before!
Okay I understand now, thank you so much for helping
It's an easy fix: you just edit the map file with a text editor to remove the /tilesheets/ from the image source for the tilesheet. Then it will use the loaded version instead.
I declares it cannot find an asset named Large MAyonnaise
!log Can you share your log so I can see the exact error, please?
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 didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
ugh why is the json validator eating some of my commentary between the lines?
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 66 C# mods and 97 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Govnor shhhhh those mods are not the concern
It strips comments, it's very annoying
Thanks. Hmm, you don't have anything just saying "LargeMayonnaise" in the json you shared with me. Have you changed it?
no? I don't know what the field is supposed to be i guess
but the freaking... mayo in question
"AlleyBalley.Largemayoproduct_Large_Mayonnaise": {
"Name": "Large Mayonnaise",
"DisplayName": "Large Mayonnaise",
content.json for;
- loading your own mayo texture (preparation)
2: targeting the Field of the object added by the other mod and replacing the Texture path with the mayo texture you loaded in step 1
(i hope)
Can I ask why you are using internal asset key in your mayo mod? (Also, the Name field should match the entry key so it should be "Name": "AlleyBalley.Largemayoproduct_Large_Mayonnaise",)
was like the first mod i ever made and its on Jason Asset and PFM I'd have to convert it to a CP i think?
(This is what he already has
)
Oh it's a JA mod ok, well that explains that
Ok so your ArtisanGoods.json still looks exactly like this?
yes
Hmm. CP seems to think you're trying to find one called "Large Mayonnaise" instead
Well, we'll do the patch export anyway still please, it might help
right, yes
The Dodo mayo and pigeon mayos are working
but the large mayo refuses to cooperate
oh wow its 5am already and I dont feel tired š
time flies when I do things I love ig
We'll figure it out. I think it's probably to do with it being a JA mod so the ID is probably different to what we're expecting. I only started modding after 1.6 so I've not had much experience with JA mods.
I can change it to CP later im just overwhelmed and glad to have 1 victory
(We'll figure it out once the smapi website manages to load the whole file for me lol)

