#making-mods-general
1 messages · Page 560 of 1
which part?
The patch exported data/objects file
Yeah, thanks. Usually we ask people to just use the json validator but in this case the validator is refusing to load for me because the file is too big for it.
Hmm this isn't an internal asset key
You should be able to replace the texture the normal way just by using an EditImage patch to Target "JA/Object/AlleyBalley.Largemayoproduct_Large_Mayonnaise"
Try doing that, but just before you do that can you upload your ArtisanGoods.json file to the validator for me again please?
okay editing the tmx file via text was a mistake 😨
What did you try to edit?
this
THANK YOU SO MUCH IT ALL WORKS
I have two tilesets in tmx so I probably picked the wrong one omg
If you haven't added your tilesheet folder as a tilesheet mod in tilesheetinator it should be saying that it can't find the tilesheet, but it definitely shouldn't have broken any tile references
okay I fixed it
This is just an example so the actual content is wrong, but did you do this?
Original: <image source="tilesheets/townInterior" width="512" height="1088"/>
New: <image source="townInterior" width="512" height="1088"/>
Nothing else should've changed at all
Aba do you have a Ko-fi or something? 
yeah that
I just entered the wrong name
and it picked the one from Maps
and not my mod folder
I do not! I don't make enough mods to have set one up yet lol
From the relatively brief time ive been a member of this server ive seen you spend SO much time helping other people
I would love to make a small donation though something like ko-fi or something if youre comfortable with that
think on the total youve had your hands touch so many mods, maybe not in a direct upload to nexus way for them but, yknow
aba is very helpful! i remember my own tilesheet conversation with aba when they tried to help a very confused me figure out how to properly do tilesheets
Aww you are so lovely!
I will try to have a look into how ko-fi works, thank you 
all for the better now i dont have 1029383912 pngs in my maps folder
SED loaded map 'assets' with invalid tilesheet path 'SEDTiles'. The tilesheet couldn't be found relative to either the map file or the game's content folder. OMG PLEASE
I hate this 😭
It's ok, we can fix it! What does your load patch look like?
why is that i get an error when i copy a tmx from the game so that i can edit it
like nothing loads in there
am i supposed to put in the same folder where the original tmx exists?
How are you copying it?
right click > copy > move to downloads folder > paste
Okay, that is fine. Have you set up your tilesheetinator?
I'll try that
Tilesheetinator is the only way you can edit maps without having the tilesheets (or symlinks of them) in the same folder as the map
(Well, technically you can point your Tiled at the tilesheets while editing and then edit the map in a text editor to remove the tilesheet climbing and repeat but that's awful to do)
yeah so this happens
Yep tyy
Yup that's fine, that always happens when you open a map. If you've set up your tilesheetinator correctly you should be able to press "Ctrl+." on your keyboard and that will be fixed.
Also, hi Aba! I was just about to start adding questions in my dialogue, and I saw Tilsheetinator get mentioned because I had this tab open. I'm heading off to check the wiki about that now lol
nope, does noting
nothing
i think u might have read what i said as "that's your mod" but i was asking WHAT is your mod 
what's it about
Then you haven't set up your tilesheetinator properly. Do you have these four options at the bottom of your Map menu?
Nice
now for the bakery set
does it matter if I load the tileset png or tmx first
new tilesheet > source > 16x16 > embed in map, right?
oh yeah sorry
its uhh
explorable emily dreamscapes
No
Nope!
oh damn
okie good
oh wait i meant tileset
the emily dream cutscene happens on 2 hearts right
and door to her room opens on 2 hearts too
Now you use tilesheetinator. To add your custom tilesheet click on the "manage stardew tilesheet mods" option and then navigate to your tilesheets folder in your mod folder and select that to add the folder, then press the little > to add the tilesheet itself
If you do it the way you said, you will be circumventing all of tilesheetinator's useful "no tilesheet climbing" features and you will get errors.
so generally after that cutscene player can freely roam in her dreams
cool!!
ohh that’s cool!
your map looks so dreamy i love it
I plan on adding different layouts sorta like mines
maybe ill add some Emily ore too 
wondering if I need C for that or CP can do that too
CP can
so its data/ores something something again
maybe here would be a good idea? if i can remove the foliage
i do have a mod that is planned to go there

but i GUESS we can share 
i think so many mods patch that area (sve included)
SVE has a house there
im thinking about splitting my mod ive been working on for months into 2 mods soon, my scope creep kinda got out of control lol
Nice work, but rename the image file so it's more unique than image because that's going in game. Make it Speedy_Building.png or something.
so you're probably gonna fight for land
nice
It'll be a land war one way or another
there will never not be fight for land
oh okay
No, people! Stop making me have to make more compatibility patches!!!!
There are already people living there 😭
no.. more compat patches
You make them then Forsy
Trying to get prime realestate in the middle of the town is certainly a brave choice

we just need like a second pelcan town
It is shooting your mod's possible popularity in the foot to try to put it somewhere that another mod already has
wow good idea chu
u get there by jumping into the fountain
alternate pelican town
like ridgeside, east scarp(e), sunberry, mineral town, ...
it looks identical
just thinking about that is freaking me out
no not like those i mean literal second copy of pelcan town
maybe here
but no one lives there :))))
Are forks still considered one event for the sake of setSkipActions or would I need to add that to each?
It must be called "Pelcan Town"
pelcan
New quote added by atravita as #7709 (https://discordapp.com/channels/137344473976799233/156109690059751424/1483294907631276226)
willy takes u to stork town by boat
I hate new Tiled it makes my 0.1 probability into 1,0
Nwot Nacilep
I generally hate all the ui changes from the prev version
i love mayr lews from pelcan town
this is thr eigh chanel now
is blueberry around. im looking for someone to tell me that making a new ItemDataDefinition is the right play here for what im doing

can u name it (SPOODER)
Having a portal near the left entrance of town that takes you to alternate versions of it would be kind of neat, outside of the realestate problems placing the portal, avoiding void warps, etc
Making a new ItemDataDefinition is a great idea
seagull town, so its just pelican town but smaller and slightly different
i think if pathos sternly told everyone to use central station, everyone would agree
do you think cpu cycles grow on trees, think of the cycles spent on string checking for such a long qualifier
but sometimes u just wanna slap ur ppl in the middle of town
and did
do buildings go in the front layer or buildings layer
and i will again and people will scream at me
what does that say about the state of the modding scene that folks cant even fit a small portal to a solution anywhere 😭 
(🕷️)
is this ur first time working with tiled?
I would absolutely not because it does not fit the vision of my NPC
Clearly u need mini
I need what
Make everything in Chinese
uhhh not quite
Open vanilla maps and copy how they do it
the buildings layer makes things not passable, front layers show up in front of ur farmer
Shorter names. More cpu cycles
buildings is the non passable layer, front is layered above the player. you put the part of the building you don't want the player walking through on buildings and put the rest on front so it won't take up the whole space.
but i forgot
(🕷️)
your whole building would have parts on the buildings layer but also front layer
spot the bug
It took until this second time to realize you put an emoji there
Because it is essentially the same colour
no i wouldnt either #rebel
take advantage of .NET strings being unicode, seems good
Someone go find blueberry and the wonderful ikea bed
As forsy demonstrates
New quote added by atravita as #7710 (https://discordapp.com/channels/137344473976799233/156109690059751424/1483296272017526826)
does sve leave the playground area untouched
(⚔️)Machette
I just need special Item Pedestals and it annoys me that they are currently limited to one hardcoded if statement in BigCraftableDataDefinition.CreateItem
⚫
Go ahead and make one!
there is some mods that put a school house in the top left corner there
The reason I needed convincing is because it's also for my modfest mod and is it really a good use of my time to worry about that right now... only item definitions georg can answer
so the bottom should be buildings and the top can be front
and I think clown at one point had a small town buried back there, not sure if thats still there in up to date mods anymore
We support you
no because why would anything be untouched by sve XD
damnit
i aint touching the mod until i finish the base game
i dont want spoilers for it
uuuuhhhhh then i guess dont worry about compat 
kinda hard to compat if udk what it looks like
yeah
true.....
wait why cant i just DELETE some of the existing objects in pelican town so i can make up room
who gaf about the grave area
(me)


i was just about to mention that lol
ok yknow what fuck the playground
and notably custom npcs do frequent the gravesite
You can do whatever you want :P
delete
didnt aedenthorn just put out a new mod where you can dig up the graves too?
Tbh there are too many mods to expect full compat
But also like
Penny and the kids go to the playground
makes me unreasonably upset
in which direction 
leave the bodies alone 
does anyone know what are these red things
bush
er bushes
Yesish
yeah
actually looking at sve's forest map my compat might be a lot easier than expected. still cursed but
on paths layer
sorry for the newbie question, but when the wiki says <answer1 script>(break)<answer2 script>what is break refering to?
hooray
die you foul beast
You can remove them from the path layer, but you will be annoyed if someone installs the mod on a preexisting save
Because they will still be there
@ornate drift I think this section as well as the rest of the article would be really useful! https://stardewvalleywiki.com/Modding:Maps#Paths_layer At least i found it to be very helpful
i have that in hand rn
it says what all the paths tiles mean too
If the player has already loaded the map once in order for the bush to spawn, removing it from the paths layer will not remove it from their game
reset terrain features comes in clutch
They will either need to use Reset Terrain Features or alternatively a mod author (in this case you) can use BETAS to clear away any bushes with a trigger action
to clear bushes (and other paths layer objects) on an existing save you need to either use BETAS to clear the area or the player has to use RTF
It wants the literal string (break)
yes! new item data definition is always a good idea.
New quote added by atravita as #7711 (https://discordapp.com/channels/137344473976799233/156109690059751424/1483299646859382850)
Do u have bed graphic handy
not making a mod per say but im tryna modify the starter gift you get and i cant get a fish smoker to spawn
You are going to have to edit schedules though
the crab pot and bait spawn fine
i dont even have a set schedule for my NPC yet
ill be fine
Hmm, looking at the vanilla SaveFixes code, I wonder if some of this could become a data model or become triggeractions. As vanilla also runs into the issues of updates having bushes and stuff in the way and has code to remove them when needed.
for the children, who play at the playground. and penny i guess
.....oh
Yeah not your NPC's. Vanilla and other mod NPCs.
DAMNIT
New quote added by atravita as #7712 (https://discordapp.com/channels/137344473976799233/156109690059751424/1234314715732119562)
Thank u!
right now u need spacecore save serializer to actually do anything practical with new item def right
Not if you spawn vanilla classes
but if u r just make Object why not just use Data/Objects
okay, this should work
if you want custom types you need the spacecore save serialiser, if you want custom types spawnable through the item registry you need an item data definition
brilliant
Button wants an Item Pedestals
you can have custom types without using the item registry, but it's very inconvenient since you can't instantiate them without some kind of custom handler
see: fs_give_hand_mirror rather than just using cjb item spawner or a shop
you didn't @ me so I almost missed this valuable encouragement
oh then i guess it makes sense to make a subclass of BigCraftableDataDefinition then 
Does cjb habdle item register custom typed
I know a few mods that change starter gifts and they can spawn BCs just fine. can you post your full code just in case
I mean I was also thinking that Item Pedestals are one of those things that could very well be snorlax method'd
you don't necessarily need to create your item data definition as a subclass of an existing item data definition, even if your type is a subclass of that class
well it is a vanilla class so no need to worry about save stuff
not my code but yeah i will
also it doesent let me make any changes
You could spawn one and shove moddata on it
I am going to be subclassing ItemPedestal
I want these item pedestals to do specific special things
cjb doesn't do anything unique, it just parses the item registry for all items from all types
still spawns 3 crab pots as well
so im prolly missing a modify
even on a fresh save dont work
some say they're putting the pedestal on a pedestal 
try confirming that your code is being saved with a patch export
heres the whole folder
ok well i see that this has not saved my changes
i might be a little stupid
it's ok now you can have this positive reinforcement on the go anytime
.q 7711
😌
very memorable & convenient id
Blueberry can you make :pufferrelieved: please thanks
i think ur identifier should be (🗿)
I was just thinking IP
But tbh I think just subclassing and snorlaxing here is probably gonna be easier and I might just consider a pedestal framework or somethin else instead later
please use a (reasonably) globally unique item data definition item type identifier
So I don't wanna use IP for this
Intellectual property?
my Internet Protocol
Can identifiers have special characters in them
my immersive pasta
You really went to do this
it's a string, knock yourself out
The hustle
...whats a patch export
ive just been saving in notepad
gulp
Understood, I will put both forward and backslashes in it
As well as some colons
if there is some validation i haven't run into any errors with alphabet + underscore
am i supposed to name my map replacement a different name other than Town.tmx?
be sure to use parentheses in your type identifier. it'll work
Oh I'm sure
it's a command that tells SMAPI to output an asset as the game sees it, after every mod apply their changes
ok it works now
Uhhh I mean probably good to
Would help keep track of it
"(O(O(O(O(O))))))Pasta" my beloved new item
in this case it would help confirm that your changes aren't being applied 
town_mod would make sense
i see
(//(°o,88,o° )/\\\\)
But definitely do not replace the entire map with yours. Just patch your little building onto the existing map.
now i just gotta make a fresh save file
Thanks I hate it also your
Thanks I hate this too
wouldnt that overlap with the playground or
It's a spider
Eldritch emoji
You will need to make your patch big enough to remove the playground, but no bigger
Also I would guess the code looks for the first ( and the first )
It's not pairing up the brackets
Hi
i would guess the code is enterprise enough to be unreadable
"Error opening 'C:/Users/Speedy/Downloads/Town.tmx':
File not found: C:/Users/Speedy/Downloads/Town.tmx"
i think i messed something up
this is like evil version of extra saloon space/museum space mod 
Ur scaring me
however, i actually think NPC will path out of there fine
i didnt add any npc usable warps in tho
does deleting the playground in my map also delete it in the original or
Didn't you just rename the file?
Uh
yeah, i did
When you patch it it does
I mean it doesn’t delete it in the file
Yes, if you don't set your patch mode to overlay.
Well, that'll be why it can't open the file called Town.tmx because you renamed it
mirror world inhabited by imperfect clones of Pelican Town villagers, compelled to imitate their real counterparts' behavior without knowing why
Also, as I mentioned before, your tilesheet shouldn't be in the same folder as the map file
weird, whys that?
Perre make sale gud
Also known as multiplayer
Because if you or anyone else ever wants to edit it, they cannot.
maybe i should put it in the images folder alongside where i put my portraits
That works
gonna have to tell tilesheetinator to redirect it though
gimme a min
okay, thats that
now i have to patch it.....
been writing for hours maybe, and now I have several mid to fine dialogue lines lol
I don't even want to think about figuring out the second year's dilalogue right now
I think my npc's a bit "boring" personality wise which makes it feel like there's not as much to write about. He definitely doesn't have a lot of hobbies lol 
Check your log for errors
there were no errors
"Action": "Load",
"Target": "Maps/{{ModID}}_SpeedyHouse",
"FromFile": "Assets/Maps/Town_mod.tmx"
}```
is that not it or
You've loaded a completely unrelated map
No, you're trying to patch the town map not load a new one
oh
thats been happening a lot lately
That is because you did not create a location
I tried. But it somehow still is not working...
I did my best to study how these work but I don't seem to see a page to know when to use "here" or "current" etc.
Should I do "Condition": "LOCATION_IS_MINES current UndergroundMine5"
that is the page hahah
Blueberry linked you right to it
It needs to be "Condition": "LOCATION_IS_MINES Here". You can't check if it's UndergroundMine5, only if the location that the player is in is the mines or not.
the GSQ format is LOCATION_IS_MINES <location>, and in the linked heading it reads that you can use Here, Target, or location ID
🤔 how exactly does npc pathing work? like i know they try and find the shortest route from point a to point b but is there any reason they'd decide that walking to the npc warp is no good and instead they must teleport or else.
(they cannot teleport)
why is there a default arrival tile in the loading location section if i dont even have door data set up yet
IIRC they tend to go to the closest warp to them, even if it will warp them to somewere further away
Because that is unrelated to door data. It's about where you will arrive in the location if you arrive via a method that doesn't explicitly state an arrival coordinate.
Also that is written in the wiki
their destination is impossible to path to without taking the npc warp, (backwoods and all...) but... they won't take the npc warp 
Do they manage to arrive there by some other means or do they just wander into the void?
spacecore just keeps telling me it can't honor gender female 😔 (yes i am gathering my logs)
Then it means that your warp is broken in some way
Like maybe you've accidentally put the exit warp right in front of the entry warp so when they go to walk off the exit warp tile they would warp right back to the map they just left.
🤔 my exit warp is behind the entry warp
i thought they calculated the route on a map by map scale first, then calculated the path on the current map to the next map? i may be wrong though
I seek assistance
Show your warps?
Both directions
You might be granted assistance if you tell us what you actually want help with
Both into and out of that map
I intend to mod in portraits and sprites for different seasonal outfits
For Emily
so, this is what i have down for the npc warp, it's supposed to just warp them into the room. lookup anything shows it does exist on the map so it's not like it's not loading
https://smapi.io/json/none/d6d65bbc888243b69380a2cb3310344f
the image is the exit
The other way around
The warp from busstop TO your map
the json has it
Yeah there is no TouchAction NPCWarp
huh..... i am stupid
I believe I already tried that. But I will try again.
Is it possible that it is not working because I am using aedenthorn's framework mod inside my main CP file?
Can you show all your code
Are you actually trying to check if the player is anywhere in the mines?
Thanks again!
Like that entire patch
Yup!
i couldve sworn i had tried AddNPCWarp before and it didn't work but you know what I looked and I misspelled npc. great.
Doesn't matter where in the mines, as long as they are in the mines.
Can you share your code like Atra asked, please?
I would love to!
But I am not with my computer right now. So I apologize.
I can though, in about 30 minutes.
In a shop items entry, is it possible to have TradeItemId select an item based on a context tag?
I know I can do
"ItemId": "RANDOM_ITEMS (O)",
"PerItemCondition": "ITEM_CONTEXT_TAG Target context_tag_here",
for an item being sold, but is there a way to do similar for the requested trade item as well?
I know I can do "TradeItemId": "(O){{Random: item1, item2}}" but that's not what I'm looking for
Thanks
it has AND, not OR to my knowledge
If anyone is kind enough to help and give XY for these locations it would be greatly appreciated 😭 I don’t have a pc and can’t access these maps just mention me thx
also this
Thats cool. What is the purpose of going in there?
Just curious, are you making a mod on not a PC?
yes
No idea I just love Emily stuff
Same
I will add some mechanics later probs
Working on implemeneting all my seasonal sprites for her right now
Though I dont know much about how to code it all 
Do the mods Debug Mode or Lookup Anything not work at all on mobile?
theres a mod that can show map xy but it needs a console command but on mobile console is disabled you can enable it through the files tho but newer android wont even let you see the stardew data files
But do the mods I mentioned work on mobile?
yes
Then use one of those to find the coordinates because they both will show you the map coords without needing console commands
wait let me check
the debug mode mod actually not compatible on mobile
😭
Is Lookup Anything?
same with that too
Unfortunate
😭 if anyone wanna help
If I knew how I would
I will
i think the "tile" application has built in xy thing
pls 🙏
adding a map is way harder than i thought
Bus steps: 22, 9
Footpath: 25, 11 (where you pointed is actually between two tiles so I picked one)
Town: 39, 57
Saloon Gus: 9, 18
Saloon counter: 8, 20
Saloon Willy: 16, 22
omg!!! tysm sir this is a very big help 🙏🙏
this version adds GSQ mushymato.LivestockBazaar_HAS_STOCK <shopName> which checks if a particular shop name has any available livestock to buy.
to open a shop, use traction mushymato.LivestockBazaar_Shop <shopName>, traction version will not do the dialogue and just directly give shop (i dont wanna make a C# api cus lazy)
ill release this in a couple days
so, event testing is going great.
Hullo...is it possible to send a letter with a custom font & displayed text? Basically...can I send a letter that isn't a letter but shows up in the mailbox?
- not without font smasher (i think? better check with ichor). You can also make the text entirely in the letterbg i suppose
- idk what is meant by this pls elaborate
🤔 if you use a custom letter bg with all the text on it, and just have the actual letter be empty, i think it's possible? (im guessing here)
like just write nothing in the letter
im not very fond of entirely in the bg for translation pain
I want to send an invitation in the mail, but I had hoped I could send something with the text embedded. Now that you mention translation, though, I might have to rethink that...
it is possible to translate it, since cp allows editing specific locale for textures
But yeah, kind of what Forsy said...a "letter" with no text
Also please do not use just a letter background
but yes it is higher pain than normal and no screen reader there 
That's terrible for accessibility
What would you recommend, Aba?
Maybe I could send a letter and have the invitation included as an object?
I don't know what your intended purpose is in having text without text. Just for the custom font?
Lemme DM you, if you don't mind?
Sure
🤔 this conversation makes me think about sending a letter that is just a picture. no text or anything, but something like children's doodles. (can junimos use pen and paper....)
I don't see why they wouldn't be able to...but I don't know if we can send letters that are just pictures.
yes, there's bound to be one that does
we can do custom backgrounds, so the background as a picture should do it
well if it's using the letter bg then
u can send a letter thats like but for reasons mentioned it is bad idea imo
that said another thing u can play around with is arranging the text to one side with line break shenanigans
and then draw something on other side in letterbg
so it is almost like illustrated letter while still being text
Aba suggested Spacecore + MEEP possibly,
presuming the invitation would be an object that could be "opened"
Cornucopia does that, I think, with its recipe books 
The spacecore trigger is what makes it able to be "opened"
Chu's suggestion of having the alt text on the next page is my favourite
or ig its actually just this trigger https://stardew.button.gay/docs/betas/triggers#MailReceived
u can sorta forward into a MEEP closeup i think
i feel like for this 1 thing just faffing about with text + letterbg would get point across to me as a player 
i'd go "wow a cool letter it's more important"
I'll have to play around with that - the current invitation text is quite lorge
does introduction dialogue even work if a character is introduced late into the year?
Bro I think Im too stupid to figure out this modding on my own 😂
But thank you for the ideas and suggestions!
u can maybe line break hard enough to get the full thing into page 2 of letter
and only a To @ on page 1
I'm already using BETAS, so I wouldn't be adding another framework
Nope. Introduction CT only lasts 6 or 7 days after save creation
well this suggest is pure letter stuff no frameworks involved
betas would be if u wish to forward it into some other thing that is not a letter
ok, thanks. so it's pretty useless for my character then 
Could you elaborate a little bit on
line break hard enough
well u know how long letters do get paginated
Just add lots and lots of ^^^^^^^^^^
ohhhh
yep just make it long
well...that seems easy and i feel a bit silly lmao
Yup! Just add your own instead
what you can do is whatever triggers your character appearing, set a trigger action that then sets a ct. and then give your character dialogue for the ct
(basically what i did, but since there is no trigger for my npcs appearing, i sent an empty mail and stuck the ct onto the mail flag)
Yeah, that's something I was considering. I haven't tried yet because I'm still working on his intro though. 
ah well you can just skip the trigger action and set a ct through an event command i think. (if the intro is an event)
I have how many days left of modfest? lol
idk. 525600
At least I did some dialogue today
thanks 😅
how is 9 days enough to make a mod 😔 it seems impossible.
That's all I have left to finish a whole npc!
It's a npc who doesn't show up in every season, to be fair though
I could make 9 mods in 9 days
I'm definitely not going to have a lot of events upon release, but I think there will be enough content for it to be worth while
And I can always update it later!
i could make 28 mods in 9 days. they would be truly garbage mods though
I can "not" finish a mod in 9 days. How's that?
'make bass mouth smaller' sounds like a winner
mediummouth bass
which of course invites the sequel 'make bass mouth larger'
I did make a smaller bass plaque once
massivemouth bass
recolor farmer's ugly endgame shoes could also be done relatively quickly
I'm hoping to have a finished mod in 9 days
I... am not entering modfest 😅 i just hope to get this thing done at some point...
I'm just hoping it's polished enough
(in 9 days)
there's no way I'm not releasing this thing
I think
I'm happy with my participation trophy. Though I kinda wish I'd taken longer with one of my bigger mods, I was just short of knowing this would be a thing...
i think the event i wrote is also slightly too intimate for a 2 heart event too... flop
oh right my question. why when i change location in event it dark :(
(ignore the solar panel i made a mistake)
would be nice if I could've finished my first npc just in time for modfest, but I know the mod wouldn't have been as good if I had managed to work on it a lot last year...
so I don't really regret not finishing it sooner
maybe use the ambientLight R G B event command
a
I've had a lot of good ideas for it more recently
Same
But I am quickly losing hope
truly. peak event scripting.
why did i think that was a coffee maker
how do I know what to put on sprite index for my custom item texture?
do I just count 16px squares from top left to bottom right or there's some tricks to use?
I'm not looking forward to figuring out mapping stuff lollll I started that journey last night and gave up to focus on something else
Also I want to point out that I posted a demo for my mod on the first day that like only had one NPC and a sequence of intro events. Ik some people are perfectionists but I'm a huge advocate of just putting something out there. shrug
Has anybody here created a seasonal outfit mod?
now i gotta make custom tilesets for the indoors
Not explicitly but my NPC has seasonal outfits. Do you mean something like seasonal cute characters?
Yeah, like that. I looked into the files at that mod for guidance, but honestly it just wasn't enough for me to figure out what I need to do
Well, I don't imagine there's anything more helpful than that. Really appreciate it
send help. (i am going to stop for today
the positioning is kicking my ass. my fork doesn't work right. i am getting tired of replaying this event lol.)
Did it, but it seems to only want to display the fall outfit, despite the fact it's spring
!json Can you share your 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.
Do I need to dm you or is it okay to link here?
Preferable to link here, please :)
You are just editing Emily's non-winter portrait over and over again
You're not doing seasonal outfits at all
And didn't follow the tutorial in the slightest??
Gotcha
Why didn't you follow the tutorial?
This is what it said lol As long as your files are named "npcname_Spring.png", "npcname_Summer.png", etc., Content Patcher will automatically select the appropriate portrait when you're in that season. Easy, right?
Your patches actually have to match what is in the tutorial though and yours are not
You have to actually use the {{Season}} token like is in the tutorial
Gotcha gotcha
You are not meant to replace anything with {{ }} around it with other stuff. Those symbols indicate that it's a token, meaning that CP itself will replace it with the appropriate value when it goes to put your mod in the game.
So with the {{Season}} token, for example, CP will automatically convert that to whichever season the player's save file is currently in and that's how it chooses the right file for the right season.
It's ok, it's a pretty common mistake for people who are very new
So instead of all of these:
{
"LogName": "Seasonal Portraits",
"Action": "EditImage",
"Target": "Portraits/Emily",
"FromFile": "assets/portraits/Emily_Spring.png"
},
{
"LogName": "Seasonal Portraits",
"Action": "EditImage",
"Target": "Characters/Emily",
"FromFile": "assets/sprites/Emily_Spring.png"
},
{
"LogName": "Seasonal Portraits",
"Action": "EditImage",
"Target": "Portraits/Emily",
"FromFile": "assets/portraits/Emily_Summer.png"
},
{
"LogName": "Seasonal Portraits",
"Action": "EditImage",
"Target": "Characters/Emily",
"FromFile": "assets/sprites/Emily_Summer.png"
},
{
"LogName": "Seasonal Portraits",
"Action": "EditImage",
"Target": "Portraits/Emily",
"FromFile": "assets/portraits/Emily_Fall.png"
},
Yeah I haven't touched anything related to coding in years lol
You just need this one:
{
"LogName": "Seasonal Portraits",
"Action": "EditImage",
"Target": "Portraits/Emily",
"FromFile": "assets/portraits/Emily_{{Season}}.png"
},
(Sorry it's not in code blocks, my backtick key doesn't work when I remote desktop.)
Yup
hey, it says your Town Talks mod is dangerous! im wondering if the compressed file you uploaded is incompatible with nexus? sometimes they see different compression types (eg winrar) and dont recognize them. your mod sounds super cool!
Nexus finally updated the preview yay
Ever wanted to roam in Emily's dream after that one cutscene? Well, probably not.. but now you totally can!!
A completely new explorable location is waiting for you in her room, but be careful tho, it's as abstract and shiny as Emily herself 
Still kinda low res 💔
OMG this is adorable
Can someone showcase this please? 
do you want to edit the message to add a brief description first? (no worries if not, I'll just showcase as is)
Oh right
Do I just add text above the link or something?
yup, exactly!
That's a great thumbnail
this looks so cool!
done!
btw an idea popped in my head if you’re ok with a suggestion!
Totally
Thank you for the patience, would've taken me forever to figure it out.
adding the parrot and tent as map patches to it after those events have been seen, thought it would be a cute touch, but the mod looks really cool as is!!
I think that's something that requires C which I'm not familiar with but this sounds super exciting
I don't know what the tent is but you could probably pretty easily add some animated parrot tiles
Filling her dreams with all the memories of things you go thru
Bears, parrots, kids and festivals
(Though you might need Spacecore or BETAS for making the parrot make parrot sounds when you interact)
the tent from her 14 heart event i think
Oh, that explains why I don't know what it is 
10H
the 14H one is her making you an outfit
But you go camping in the Secret Woods at 10
oh yea! i dont remember much bc she was the first person i romanced in like 2020 lol
I only remember because I use the mod that gives platonic versions of events
Getting more hearts with Emily could unlock some magic junimo stuff in her dreams we could use hm
That's some good ideas but it's something I need to know coding for
😭
yea, i use so many frameworks because C# breaks my brain every time i try to learn it
Anybody know if it's alright to show game footage recorded via phone camera?
you can do the map patches with just content patcher
How do I make the game understand that the farmer seen a cutscene before loading a patch
The {{HasSeenEvent}} token
Oh right
Someone said about HasMod token too iirc
Do I just put everything in content json then and it's gonna do some magic
this part of the CP authors guide has a lot of info on stuff about editing maps! https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md
i've mostly taught myself how to mod from looking through a lot of documentation
while you're here, the issue with --unlocalized is in fact "cat"[^6]
also annoyingly i wasn't able to run stardewxnbhack with debug configuration for a working directory, but you can edit the source to add a custom game path in Run. oddly no param for that unless there's some kwargs going on
Because I ran it and it worked and have been using my unlocalized unpack since I made the PR I just assumed behind the scenes the from-end thing had some kind of index oob check it did to prevent such errors :v
My current unpack is both clean and unlocalized
unless that was about the debug thing
well it'll be an easy enough fix at least when I get around to it at least
is there a way for us to use existing tilesheets that are not in the maps folder for Maps yet? Or do we still need to upload them?
Well there'd been a way since December 2024 with ATA. But a more recent SMAPI update has also made it built in
You will need to make sure the image source inside the .tmx starts with ../ and then the rest of it is the name of the asset you want to use
e.g. ../LooseSprites/Cursors
okah coolies, thanks! I thought I'd read something. Trying to figure out which map was even using it in the first place!
How you get it to stick to that format is up to you. I think Tilesheetinator can help with it
otherwise just make extra sure not to fudge up the tilesheet paths since this way requires a bit more work
thanks! Trying to tidy up my files a bit.
what do you type to see what mail is in your mailbox please? I have another broken letter...
https://smapi.io/json/content-patcher/a042a1ab8a8f4f11a1c46d5e0c5d4f3c (i fixed the naming mishap with violets already but I can't find anything else in here; should I also provide the texture file?)
although there's nothing wrong there the textures should have loaded properly
ohh
wait
nvm
All of your crop textures reference WAG
yeahhh
I'm guessing you just saw that lol
now that's embarassing
Does this animation work?
WAG?
Wildflour Atelier Goods
The thing dog's tails do
If you just want to see what mail you have received doing a patch summary of any kind will show you in the HasFlag section
Do you mean does it animate? Yes, I can see an animation
no its the one currently in the mailbox thatisn't working, alas
It will be the latest one added to your HasFlag list I think
I moreso meant does anything look janky or off, this is my first time making an animation 😅
its bubbles rising up through that top part / spout-y thing right? i think it looks very good! especially if this is your first time animating omg? i cant imagine my first time will look anything as coherent as that
Hm no they are sorted alphabetically, that's less helpful
TYSM! And yes, it is!
It looks like possibly some sort of heat thing is going on in the pink bit and then it's bubbling
Yep!
I think it looks good too
Yay 😊!
I thin it might be this in the save file: <mailbox><string>Otter.CambriaCooking</string></mailbox>
the only thing i can think of (and this is suuuuper nitpicky at this point) is if you could make it look even more like the bubbles pop the green surface when they reach that height. might be difficult to do in all of like 8 pixels but. that would make it peak perfection synchronization wise between the rising of the bubbles and the stirring of the surface. but its SO good how it is now too
(which isn't mine, therefore I don't need to fix it)
I did try that, but it didn't end up looking good. What I think I may try and do is play the bubble animation on top of this animation.
I may retry the bubbles though later today after I've had some breakfast!
@barren tapir Sorry if youve already shared this with the chat earlier but what sort of mod / machine is this animation for? it looks so cool i got intrigued 
It's part of version 2 of my Expanded Slime Ranching mod!
One of the things the mod adds is an alchemy system. This is the final machine in the brewing process! Currently it goes:
- Cauldron: Makes a base potion
- Alchemy Table: Refines the potion into a concentrate that lasts all day
- Infusion Station: Infuse concentrates with gems and maybe even a galaxy soul. This is for people who want to use alchemy to make money!
I can send you a link to the mod page after I've had breakfast (this animation was the very first thing I did upon waking up 😅)
I also want to try and add some additional effects and value if you use fairy dust on the cauldron, but that may be a bit outside my current skill set atm 😅
@near imp Here is a link to the mod!
https://www.nexusmods.com/stardewvalley/mods/43751
The "v2 - Alchemy Expansion" article describes the infusion station (the machine I was animating) in a bit more detail. If you have any questions or comments feel free to reach out! This is my biggest mod yet, so any and all feedback is always appreciated!
oooooo jello! such a fun idea!
Thanks!
Hi guys! Good evening. I'm just wondering why I got this error in smapi when I loaded in. For context I put my location patches in a separate json file and used an include patch to hopefully include it, but i got this error.
content.json: https://smapi.io/json/none/f50f6a5c858f4eb1964ac56c926a8796
anyone know why my npc keeps spawning in the middle of the town and not moving even its supposed to spawn somewhere?
how does the locations.json look?
https://smapi.io/json/none/553ca7098b6045c287b31b888bf84408
I received no errors from VS code if that helps...
You have an empty set of {} right at the bottom there
Line 46 of the locations json
omg i do
CP thinks it's a patch and is trying to make you fill it out properly lol
the amount of times ive been pwned by some stray { is immesurable 😅
thank you so much! i was going insane trying to see what was wrong with my content.json 😭
Spawning in the middle of town is default behaviour, have you set a Home field?
yes its SeedShop but it spawns in the middle of town and dont even move
Have you slept in game or started a new save since setting it to SeedShop?
either { mishap or a comma missing, thats my usual suspects 
I get caught by missing commas between patches every time I reorganise my patches because I'll move the one that was at the bottom up into the middle without remembering to add the comma
nope does that help? i usually quit when it happens
It is necessary. Schedules and Home fields do not update until the next day if you edit them and then test in an existing save.
Hey Aba, do you know how people usually do "nyapu-inspired" portraits? it looks like ppl edit an existing portrait --- nevermind i checked nyapu's perms
nice of them to allow modification 
oh okay i will try it
Oh ive been meaning to ask and now its topical, how is SMAPI/contentpatcher about trailing commas? i see it inconsistently, but things dont seem to explode when they are in the mods i see them in. i tried to google but google said json does not tolerate. but it clearly tolerates a lil bit? is it just best practice not to have trailing or?
SMAPI is fine with trailing commas and comments, which are typically invalid JSON
guh...i would love official nyapu portraits but 100 portraits just for me....i fear its not happening
so its bad for universal (or non SDV if you will) json, but our lord and savior Pathos has allowed us to have them, something like that?
pretty much
you can suppress syntax error highlighting in your text editor or IDE of choice by setting the syntax or file association to jsonc or json3
We can start with the history of json, json5, etc...
pls my confidence cant take any more "feel so dum" moments this week 😭
I feel like I've only ever worked with base json once in my life and in like ten minutes extended the parser to accept comments
maybe jsonl supports it as well but also allows evil things not parsed by smapi/cp
the npc is still in the middle of town....
this is the npc schedule
{
"spring": "610 BusStop 16 19 2/700 Town 37 89 2/1030 Beach 57 8 1 sunbathe "Strings\schedules\Hiroshi:spring.000"/1430 Saloon 9 20 0/1750 Saloon 39 19"
}
What's your json for the Home field look like?
wait
is this the hometown right?
{
"LogName": "NPC Manifestation",
"Action": "EditData",
"Target": "Data/NPCDispositions",
"Entries": {
"Venice": "teen/rude/outgoing/female/datable/null/Town/summer 4/null/SeedShop 1 9/Venice",
},
},
should i be making an effort to remove trailing commas from my CP packs, or is it not worth it then? i know from experience already that the trailies really alleviates the missing comma issues that would otherwise pop up like weeds here and there when i move things around 
You dont need to remove trailing commas
Oh that is completely wrong for 1.6. There isn't even a Data/NPCDispositions file anymore.
love seeing a stray npcdispositions
no dont bother
how to fix 🙏
Follow the page wem just linked
alr thx
No, I used to but I got caught out by the aforementioned patch moving so many times that I now intentionally add trailing commas lol
Focus on perfect indentation for my sake instead ;)
i add trailing commas everywhere bc sometimes i go back to add conditions
can i just say (not related to current discussion) that im so thankful for the extensive json modding documentation and guides that the stardew community has built 💗 truly very lucky to have so much
Oh GIMP, why must you keep the layer bounds so gigantic after I have already deleted most of the pixels :(
oh ya thats been my latest thing
its so bad i feel the twitchy urge to re-indent packs that i download from other people as well, which is in most universes pretty over the top 
...but the neat indentation nesting makes my brain go brrrr
Fortunately you can fix other mods' indentation with Alt-Shift-F
I do it nearly every time I open someone else's mod
it feels a LOT more oversightly (is that a word) to see what parts of the json is a subsection of another part when everything is indented all nicely. and easier to spot single brackets n stuff too
still havent gotten around to figuring out what the peoples are using for those colored bracket highlights. im using notepad++ which i also dont know if is what people are using most
i think easier is fine, not sure if oversightly is a word 
Nah, N++ is not useful enough for my liking
i use N++ and its been alright so far
No auto formatting, suspect indentation, no error checking
ill blame it on not being native english speaking
(it coulda shoulda be a word though, just sayin'
)
i was going to switch to vs and then i forgor
No handy extensions like rainbow indentation or easily customisable coloured bracket pairs
I'm literally unable to read badly indented code, it's so triggering 😔
I use VSCodium which is a de-microsofted fork of Visual Studio Code (which is in no way the same thing as Visual Studio)
Vs code here
de-microsofted sounds good
ill check it out immediately
Not Notepad as in the one that comes with Windows...right?
oh man i just got the urge to make one of those DnD style alignment charts with lawful, neutral, evil etc. and regular Notepad for coding would be in the chaotic evil square
Just saved from being banned from the channel /j
i was going to be productive and i mean i was for 30 minutes and now i will attempt to edit nyapu portrait for tilly
It wasn’t that bad, I made a couple CP mods with it, including a map 
I haven’t actually used VSCode yet but I plan to for C# stuff
Oh it's completely possible to use Notepad, it's just doing everything on hardmode when you're a beginner to not have access to syntax highlighting, auto indentation, autofill, error checking, bracket highlighting, find in files, the use of the json schemas...
And then you're planning to go hardmode for the C# stuff too haha
notepad makes my brain hurt
my desired learning curve usually looks like | so i can relate to Mailia 
Me also using a website for pixel art-
I used Piskel when I first started learning pixel art
IIRC ichor uses paint.net as well
I use Aseprite now but it's because I had a specific list of features that were non-negotiable for me and Aseprite was the only one to meet them all
I use Pixilart, I have to work around bugs but it works and doesn’t kill my laptop’s graphics card. I’m considering getting Asesprite but worried I could only use it on PC which means sitting at the desk whenever I wanna do art :/
im quite sure my program choice means im doing more manual work that a more specialized program would do for me, but the comfort and ease of knowing where most of the things are has so far been enough to keep me here. ill probably get a better suited program eventually™
Why would you only be able to use it on PC?
I do pretty much everything manually for my pixel art, unless you consider things like the paint bucket tool or magic wand to be not manual enough
oh yeah for sure, i was thinking more like how im manually adding a background layer that consists of 16x16 tiles for instance in most cases, to have a grid reference, that sort of thing
Welp it only has a pixel grid, that's no good. But there are apparently plugins for better grids.
Here you go, adjustable grid plugin: https://forums.getpaint.net/topic/4175-grid-maker-plugin/
you went and found a plugin for me for a program you dont even use yourself

I use the grid so much it always boggles my mind when people don't even know if their program has one haha
My laptop is dying, I think it’s a graphics card thing, the screen starts blinking off/on using just SVE lol, so i’m worried an actual program would be too heavy for it. My PC is quite capable, but I have chronic fatigue so the laptop is easier for accessibility :/
Fellow chronic fatigue haver
Aseprite being lightweight was one of my criteria for getting it! I have 5 files open in it right now and it's using 19.5MB of ram and not even registering on my GPU. It's way more gentle on performance than most other programs in my experience and much more so than the game.
Whoaaa, ok that’s really good to know
I have a couch instead of a computer chair so I can lie down at all times when on my PC
i love aseprite, i have 2300 hours on it :)
I have 723 hours but a LOT of those is just having it open while I procrastinate having to draw by doing other things lol
actually maybe instead of trying to install plugins for paint.net i should just switch to aseprite once and for all and be done with it. like instead of repainting your house when youre planning to move in two weeks just skip the repainting and just do the moving already 
i started doing pixel art in 2022 i think, and my first thing i made was on pixilart and it was a stardew inspired character
Nah, I think use what makes you most comfortable
sometimes a temporary decrease in comfort and efficiency pays of massively in future efficiency once the unpleasant part is over with though
If you're thinking "man I wish I was using another program" then yes, look at changing. But no need to jump on the aseprite bandwagon just because some other people do. Some of the best artists (imo) in our community don't use it.
I used Piskel, Photoshop, Affinity Photo, paint.net, gale, and krita before deciding on aseprite.
Oh and GIMP, duh
good point though, ill give it some thought and get back to my impromptu steppingstone path expansion for the moment 
I am using GIMP right now
the program does matter much as long as you’re enjoying what you’re doing
Aseprite doesn't handle big files very well so for my Nexus marketing images (3840x2160) I used krita and now GIMP for them
Airyn of DSV fame uses GIMP. 6480 of Cornucopia uses Clip Studio Paint.
doesnt handle big files is a "wut" for me
its a program. its supposed to handle files. program not allowed to be picky imo 😅
Pixel art isn't usually at gigantic resolutions though
Ah that’s smart. I imagine you have to have the monitor moveable? Like how does that work logistically? I’ve looked into having a semi-portable PC setup to move it to the couch, but it’d be easier to just have the couch at the PC if that’d work for me lol
My current art program can’t do sizes larger than 1064x1064
Oh yeah I have a monitor arm! I can swing it around, move it up and down, and tilt it back and forth. I have to either move the monitor or wriggle under it to get in and out lol
augh this convo is making me miss my old laptop
cause sometimes having to be (at least semi-)vertical in a chair just feels like.. too much of an ask for that day 
i usually just make my mod page stuff 16:9 resolution then i scale it up
Yeah mine is 16:9
i only ever do 1920:1080, idk what’s best to do for resolution on nexus though
Kailey recommended doubling 1920x1080 to stop Nexus cronching on the file quality so much
that makes sense
Though tbh I didn't see a difference when I tested, but I've never had Nexus destroy my file quality anyway. Maybe one day when it does happen to me I will appreciate having doubled the size haha
thinking about my idea for a pride festival mod again lol, how overpowered would it be to include one free prismatic shard each time the event comes around
depends very much on if the player is late game or not imo. late game = wouldnt even blink personally. early game = what in tarnation
got my fridst bug report on my npc mod
*first
she's invisible in winter LMAO XD
did not happen in my testing but im gonna try to recreate it
Eh, the most important/impactful shards are the first 2 (for the sword + museum). After that, they are mostly just for enchanting. So getting one per year isn't overpowered.
Did you get a log?
Could have it not give you a shard Y1 but every year afterward maybe?
they said there were no errors showing in the log when it occured
so they didnt provide one
ok, I'm trying to add a new recipe and its not triggering the mail when i hit 5 hearts of friendship with my custom NPC James, the wiki is a little vauge on the details but i put this togeather looking at some examples in other mods but i must be missing something. The item itself works fine (i havn;'t included that code), just not the Recipe delivery
"Action": "EditData",
"Target": "Data/CookingRecipes",
"Entries": {
"Basic Trail Mix": "Raisins 1 490 1 431 1/1 10/KlyJuly.RenewableValley_Trail_Mix/f James 5/Trail Mix", //Basic Trail Mix - Raisins, Pumpkin Seeds, Sunflower Seeds
}
},
{
"Action": "EditData",
"Target": "Data/Mail",
"Entries": {
"JamesCooking": "Hi, @!^ Here's a guide to making a simple trail mix to keep you fueled up on adventures. ^ -James%item cookingRecipe %%[#]Adventure Fuel"
}
},```
Don't spend too long trying to recreate it without a log. You almost always need a log to rule out user error and to help you figure it out. They might somehow have another mod that is causing yours issues or they might have info indicating that they're using Vortex which could point to the mod being installed incorrectly etc
Maybe the player has to give a prismatic shard and gets 2 back, so they can’t get one until they have one? Or they have to win/do something in order to get the shard, like in the fair?
Unless a bug is so obvious that I can immediately work it out just from their message, I always say no log, no help.
Fair I didn't think of that 
You can do iirc %item cookingRecipe Basic Trail Mix %%
Which is more reliable tbh
Atra already answered about the recipe, but I'd recommend making all of these IDs unique by adding your mod ID as a prefix to them, especially your NPC's internal name. James is way too basic a name to avoid incompatibility with other mods.
Does anyone know how to contact Zombifer? I really enjoy their sewing mod, and am considering making a mod that adds an alternate way of dying cloth (if they're fine with it, ofc)!
@brittle pasture You're wanted, dear
Yes, lol
Thnx!
hmm, i appreacite the help but still can't get the mail to appear:
{
"Action": "EditData",
"Target": "Data/CookingRecipes",
"Entries": {
"Basic Trail Mix": "Raisins 1 490 1 431 1/1 10/KlyJuly.RenewableValley_Trail_Mix/f James 5/Trail Mix", //Basic Trail Mix - Raisins, Pumpkin Seeds, Sunflower Seeds
}
},
{
"Action": "EditData",
"Target": "Data/Mail",
"Entries": {
"JamesCooking": "Hi, @!^ Here's a guide to making a simple trail mix to keep you fueled up on adventures. ^ -James%item cookingRecipe Basic Trail Mix %%[#]Adventure Fuel"
}
},
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"KlyJuly.RenewableValley_Trail_Mix": {
"Name": "Basic Trail Mix",
"DisplayName": "Basic Trail Mix",
etc etc```
So the mail itself is not appearing at all?
I'd scrap that and use a trigger action (and change the trail mix object's name so it matches its entry key, and also change the recipe's entry key to the same thing)
Don't you need a trigger to say when you should receive the letter?
It's supposed to have hardcoded logic but I've seen it fail for a fair few people. I'm sure there's a reason for it but when trigger actions are so easy I've never investigated trying to get it to work the hardcoded way.
agreeing with aba that you should write your own mail with your own trigger and not use the wonky <NPC>Cooking mail rules
it's not really more difficult and you get much finer control
i checked every day of the week in winter but Kandi is not invisible
ill askt ehm for a log
Make sure you specify that they have to have loaded their save and at least tried to find Kandi before getting the log! A lot of users just hop into the main menu and that's not very useful.
oo ok
Thanks Abagaianye, Atra and ichortower, i got it working 🙂
I figured out how to use fork and switchEvent instead which looks to be a cleaner solution I think: https://smapi.io/json/content-patcher/b5bff37e5a494e0586cc19dc2b4acd33
Though it's kind of interesting that the resetVariable is needed or it gets stuck repeating the first dialogue of the branch indefinitely, I'm not entirely sure why that is.
"Action": "EditData",
"Target": "aedenthorn.BuffFramework/dictionary",
"Entries": {
"FjorlagRond.MWBM/SlingshotPower": {
"Id": "FjorlagRond.MWBM/SlingshotPower",
"Name": "Slingshot Power",
"DisplayName": "{{i18n:FjorlagRond.MWBM/Slingshot Power.DisplayName}}",
"Description": "{{i18n:FjorlagRond.MWBM/Slingshot Power.Description}}",
"Source": "Slingshot",
"CurrentItem": "Slingshot",
"Speed": "+10",
"Visible": true,
"IconSheetIndex": 20,
"Condition": "LOCATION_IS_MINES Here",
"glowrate": "0.001",
"glow": {
"R": 255,
"G": 255,
"B": 255,
"A": 255
}
}
},
"When": {
"Vanilla and SVE Weapon Changes": true,
"Slingshots Give Movement Speed Everywhere": false
},
"Update": "OnLocationChange"
},```
Hi. Here is the code for trying to check if the player is in the mines
Please do tell if I am doing something qrong
Are you sure that condition is a valid field in the buff framework?
wrong*
Yup. That is exactly my concern. It probably is not a valid field. Aedenthorn doesn't give readmes for the mod anymore but probably not.
You could poke around the code if you know how to read C# a bit
Based on the latest unofficial updates by another person (which aeden just also picked up), condition is not a valid field
I did find an alternative though
You've got your patch set to update on location change but you don't have a location check in the when field, by the way
Ah, lol
I know how it looks xD
I usually add comments when I omit things from patches here in discord so people don't do what I just did. //Big list of location checks here sort of thing
Sorry for asking, so how do I do this, exactly?
even if queries are supposedly more expensive than the average condition it has to be better than checking string equals 120 times
"When": {
"Query: '{{LocationName}}' LIKE 'UndergroundMine*'": true
}
CP reads the entire left-hand side as a query expression, evaluated to true or false on the right-hand side
Thanks. Not fully familiar of what I can use with "When":
This is honestly very helpful
I will check if it works and get back to you
You know. My husband just made a suggestion that we think would take too much work but would be cool. Turn based stardew picking party members to go with you.
are content patcher tokens not HashSets, which would make the contains operation constant and not linear time? 
i don't plan on ever looking at how content patcher works. like the postal service, i just assume it works and wait for results
(i'm also asking because i'm not gonna check, lol)
i would also choose the query over a hardcoded list of 120 strings for several other reasons (maintainability, compatibility)
New quote added by atravita as #7713 (https://discordapp.com/channels/137344473976799233/156109690059751424/1483455790281916486)
Yar they be sets, specifically set that ignores casing
Talk like a pirate day mod when
sure! what do you have in mind?
(I do use some somewhat complex templating for the dye rules so that's probably your biggest obstacle)
Aye matey, right now if i implement foreach over asset prefix
😭 It works so well...
Thank you so much!
It even now includes the Skull Cavern and Quarry Mine Floors without having to include the whole desert area as collateral.
I should use queries more from now on
you can make it where farmer can get an item through an event right? or am i thinking of something else
Yes
I think you just have to put item (object id)
Or it’s AddItem
Go to the event wiki page
cool because my vision for my carebear thing in the future is going to need that XD
I have a vision
Is it
Talk like a pirate day
It will be.
it's in september i think
19th, yes
Summer 19 in game? the year starting with spring throws things off for me trying to think of the analogues 
I think it'd be Fall 19
Thanks <3
hey @lucid iron ?.... 
What ailes thee
MMAP connected textures, it say objects or furniture.... but ....paths? 🙏
Paths are already connected
more connected 
You can make a rug
but objects doesnt include paths, right? (as far as current state of MMAP connected i mean)
Nope no support planned for paths
sad for me but understandable
i will continue to try to stretch AT to its limits
I do think making a rug basically gets you what you want though
You would get access to all 47 connections
i will look into it 
only downside of rugs is they don't stack
Like snow layers in minecraft stack? 😄
Not with that attitude
Hello! I attempted to make modifications to the base farmhouse, but its not showing up at all. I don't really know coding so I'm trying my best, but can someone take a look/ help me figure why its not triggering?
Not sure if this is the best place to ask so let me know if I should post elsewhere
!json Sure! Can you follow the instructions from the second paragraph/sentence in the message below this one to get a link to your json that you can share with us?
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.
https://smapi.io/json/content-patcher/904a59d901df4b93a01b2aa24a43e9ba
I think this is right one? Let me know if its not
Yup, that's what we're after. And nothing is changing at all in game?
No. I've upgraded the farmhouse fully and for example, swapped the nursery with the side room and its still in the vanilla area
Ok, what's your mod's unique ID as written in the manifest?
(Is this from a template or something by the way? It must be pretty old if it's advising using tbins.)
{
"Name": "My Farmhouse Interior",
"Author": "CAT_123",
"Version": "1.0.0",
"Description": "Redesigns the vanilla farmhouse interior.",
"UniqueID": "CAT_123.FarmhouseInterior",
"MinimumApiVersion": "3.0.0",
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
}
}
I used this format from wiki
Not sure, since I followed the steps on the wiki. I'm very beginner
Which steps on which wiki?
I figure making changes to the base would easier than scratch, but maybe not
(I'm asking about it in case it needs updating, sorry if it feels like I am interrogating you.)
https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started
This one
No no! Its fine 🙂
Okay, let's check if your edits are applying. Can you put patch summary full CAT_123.FarmhouseInterior into your SMAPI window and then hit enter.
Ah, I thought you meant following the steps for how to patch the farmhouse
That's a guide for how to use mods
!log Once you have put the above command into your SMAPI console, follow the instructions from the message below to grab a log for me. Oh, you should be in a save when doing all this by the way.
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.
OK, gimme a sec
hii im a first year uni student in game design and we have to make a mod in one of my classes and im going to mod stardew but im quite stuck and was wondering if anyone could help em T_T being specific im gonna be adding a new character into the game
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 0 C# mods and 0 content packs.
More specific advice would depend on what you're stuck on, but for creating a new character there's a tutorial if you haven't seen it yet: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC
!npc

