#making-mods-general
1 messages · Page 562 of 1
The NPC ID is the singular identifying aspect of the NPC. New ID, new NPC.
anyway, the door is visible, but its not interactable
That's why unique IDs are so important
doors are evil
the holy door is impossible to open
The door is also a tile too close, looks like
it
it's floating in front of the door hole
Ok it's getting late and I have work tomorrow, I'm off
well that would explain it
thank you so much for the help
you all are very talented
For the most part we've all just been at it for years
I started modding in early 2020
I started in 2016! I wonder how long the modding community will stay so active
its almost 2 years since i first started modding
im trying to follow the custom companions companion ring example, and i've got the ring, just not the companion XD
i think a couple weeks away
1.6 brought a ton of players and modders in, I hope 1.7 does the same
hopefully forever :3
god DAMN
Elle more like Elite
don't worry, I still don't know what I'm doing!
now it shows the icon but still does nothing
uhh your tiledata is on the bottom half of the door, right?
...yes?
no its just crying about my id change
i even made sure of the map property
wait
this is still haleys base
my brain is melting
hi tired im forsy
ok and that is the name of your npc, yes? (sorry for asking the same question all the time haha)
psssst as I brush my teeth, {{ModID}} doesn't work in tiled
score
bro 🥀
You need to put your actual mod id
speedy.mannynpc?
grrrrrrrrrrr
well just in tiled
and in patching
thats funny tilly is my sona too
although this version of tilly isn't really
Dew!Tilly
damn, turns out c# ignores the sign when checking for zero equality on floats
Now i'm curious
about quoi
i, for one get tired of writing my mod id every time i have to use it in a console command XD
What did you do
at least in vsc i can just go {{ModId}}
ugh yeah its the worst

hi parrot
dont think so
uhh if it's his room then are you friends with him
no hes ??? on the social tab
does it give u any popup
nothing no
then i dont see why not discovering him would be an issue
given that we get popups for all the vanilla villagers
even if we havent met them
and thats how it is in other mods too
oh yeah the exit is also bugged lmao
what the issue IS however i do not know doors hate me and i hate doors
I have a depth offset property stored in a data object, and I wanted a way to use flag values to indicate if it should instead just BitIncrement or BitDecrement the base depth value instead of adding the offset. I thought +0 and -0 would be a convenient way to do that
I have questions but also
doors themselves are bad
doors from roblox is peak
Oh, if you’re trying to get into npc houses, would it be possible to cheat in the key to the town for that?
its a custom NPC mod
in the process of making the house
im trying to make it so you cant access Mannys house until youre friends with him
not playing :3
key to the town should work for that though
what questions?
or wait
no
Well I was gonna a say this but maybe not
actually wait...
MathF.Sign(Single) Method (System) | Microsoft Learn https://share.google/MNE6YLzm3TCBiA51M
-0 is a perfectly valid floating point number
wtf
key to the town is FRONT door
i have the key
no yeah im confusing myself
returns zero for both +0 and -0
no its front door speedy
oh right riht
not for interior door like that
that was one of the first things I tested
Oh. Hmmm
interior doors are EVIL
What about.....hnmm
the door to my npc's house is just like leah's and elliott's where it is also their "room door" so to speak so i mixed up the two lol
yeah so is tillys and peeta doesnt have a bedroom door
sorry peeta couldnt figure it out
no door for u
that stackoverflow suggestions are either unsafe reinterpret casts or BitConverter
where does tilly even live
Casting as an int
I will probably just add a second bool field instead
its also awfully dark
oh u can add lighting
I was about to suggest a reinterpret cast!
let there be light 🗣️
Lol
my companion ring issue is probably really obvious and im just overlooking it 😭
I think putting unsafe code in a mod is a good way to make people afraid
but i feel so silly
lol
wait wtf where is that lightsource on the right coming from
?????? theres literally nothing there
what's going on here
I've put unsafe code in a mod! SMAPI doesn't tell on you!
ignore that i forgot to add the front
really? huh, maybe I will do that then
Check your map properties, you probably inherited the map property lighting from Haley's house
I no longer think its the ring and believe it must be the CC information =-=
wait
the wiki mentions something about having a tilesetID like 1 or 2 (im using towninterior)
what if im using multiple tilesetIDs
im using bakery and bathroom right now
but yeah, bitconvertor, then mask the 32'd bit
Those are arbitrary, the game just happens to name them 1 and 2
uhhh not sure what you're asking about here
oh
kailey go to bed (even though i want you to help me)
You use whatever tilesetID you have set, there's a guide to identifying it in the door tutorial
i might try trinket tinker to see if its easier to get working tbh
Seriously tho highly recommend trinket tinker for a companion over CC, unless it needs to be a ring specifically, I can also show you how to include a setting in your mod to enable trinkets from the beginning
Aw heck yeah I opened discord for a reason
i see!
AH
ive been trying for the past HOUR
to get this door to function
the door just wont door
of all things id get stuck on i never expected it to be a simple door like DAMN
the only reason i was gonna make it a ring was because i figured i could add it to a shop in care a lot
That tutorial was written in a fit of passion
one time i couldn't get a door to work and it was because i had offset my objects layer from the tile layer somehow and it fucked everything up.
Adding a trinket to a shop is easy, I just did that yesterday. It works like any other object basically. Tinker trinket is also very powerful and has a lot of extra cool features. I set up one of my trinket companions to attack enemies for example.
#images-and-memes message
Anyway I had come back to send my group chat this image, good night
Night night!!
Having Leah be in the first thing I'm writing has been.. interesting, with how her 8 heart event is conditional on an earlier choice, so I need to account for that in a number of ways 
ooh ok! yee ill probably switch over to TT then
i've just never utlized it before lmao
The documentation is really good, I self-taught everything so far
awesome pawesome!
maybe theres an issue in the map properties itself
does anyone know where i can find the movie theater junimo plushies at?
furniture?
yay thank you!
maybe its because Manny hasnt been warped to that house yet?
hes just chilling in Town atm
patch what
nvm thats related to custom doors
ugh....
okay- we'll get back to this later
now i need to set up a warp
from the bakery exterior to the interior
I would like to ask, if I want to use a custom image to cover the style of the flute in the farmer's flute-blowing action when players use a custom newly added horse flute, what mod can be used to achieve this?
https://smapi.io/json/none/297f10c5caa04fd0995b79dffbbccb7b
Near the bottom where it edits attendee list for weddings, is there a way to do it so that it makes characters use specific sprite/portrait? I thought adding the sprite and portrait line would work, but it does not seem to have
you could probably edit appearance?
add a conditional appearance that is used for the wedding event
I have tried running variations of the line "Condition": "IS_EVENT 191393 502261 festival_spring24", with Attendees, default, and EventScript to which none have worked. I made sure it wasn't a precedence issue by having it be -25000. Would like to do appearance, but unsure if I being the big dumb, or if it would not work the way I think it would
appearance is in the character disposition
if u open up a vanilla character's file you'll see the appearances section
is there a way to make a hat have a separate icon for when it's in the inventory?
i can definitely tell you that line 54 (using Condition on a content patcher patch alongside Target/When) will not do anything
You also have a stray Attendees block just outside of anything
oh actuallyyeah that isnt a patch
i think it's -2?
youre not actually doing anything with the attendees block
no editdata or anything
Anyeays
hmm where did i put my npc appearance edits
the wedding asset is a bit cursed because even though you can add your own event scripts for custom weddings, the Attendees section is global
{
"LogName": "Edit Abigail's Appearance",
"Action": "EditData",
"Target": "Data/Characters",
"TargetField": ["Abigail", "Appearance"],
"Entries": {
"{{ModId}}.AbigailPicnic": {
"Id": "{{ModId}}.AbigailPicnic",
"Portrait": "Portraits/Abigail_Beach",
"Sprite": "Characters/Abigail_Beach",
"Condition": "IS_EVENT {{ModId}}.Tilly_IslandPicnic",
"Precedence": -120,
"Weight": 0
}
},
},
can edit appearance like this
oh what
wtf
Well it should still be inside of a patch 😛
sure, of course
Event scripts have the spouse replaced via string text replacement stuff. I dunno what you mean by GSQ them though
Wedding event scripts*
break free from patches, rebel
I need to make a quick fix to my silly little npc ill do that in the next couple days
I mean change whether or not an attendee attends wedding
Depending on the groom/bride
What if you have two npcs who hate each other
By the time the wedding happens the player is already Married
so you should be able to check for spouse
Im unsure where multiplayer comes into play here
I need the how can I work this like I am 2 and half explanation. My brain is about as smooth as peanut butter. All I know is that the NPC would be just an attendee (NOT groom or bride), and that wedding id seems to be funkier than regular festivals
just confirming the wedding has an event id right
would that work for IS_EVENT condition
You would want to check against their spouse not yours
theyre talking about something related but not about ur specific need
u want to change the appearance of kent during wedding, then add a patch like this
okay thanks. I could half understand their conversation, but am rather illiterate when it comes to tech/modding
Target
The target player is the farmer being married
you had the right idea of changing the portrait/sprites based on a condition but 1. you didn't actually patch anything and 2. uhh idk if that's how it works to define attendee im not sure
however i do know you can modify appearance in my example
like you didnt edit any data
u just put Attendees
i managed to make a warp for the bakery but the warp for leaving the bakery doesnt work
eerr did u do it in tiled
Yep, that part I have. I have an appearance block for an always worn config option and one for event only. What my issue has been is in trying to find what the actual event ID is for the wedding so have it actually work for that event only option. Lacking a solution, I tried method B which was to attempt to alter attendees list.
Okay thanks, will try to fix all errors I have made and see if things start to work
it still has haleys base FUUUUUUUUUUUUUUUUUUCK
the others said -2
u should get debug mode mod
you'll be able to see what event id an event has
or you can try debug ebi -2 in console to see if the wedding plays
huh is that why the warp isnt working?
apparently yeah
ran around in the void and randomly tleeportd in front of haleys house
uhhhh screenshot ur tiled
if i included bits of narration would you mentally read them the way the narrator does in the stanley parable....
Isnt Stanley a mug
i don't think this will work because the wedding event is created on the fly and assigned the hardcoded id (which i think is -2)
did you do that on purpose
i wonder if is_event would work then

give me your tumblr url
/jk
but you can do debug wedding <NPC> (i think you have to do debug married first, since the event requires you to already be married. stardew is Fun™)
shortcut has a lot of steps
Thank you. I missed that. Yep, it worked. Thanks for walking me through how to do it
oh it did???
hmmm curious were u already married
IS_EVENT -2 should work
wunderbar
the warp is done
yay now thats outta the way
How did u know im supposed to be asleep
this stupid fucking door still wont open 
Yeah fuck doors
Nope, been reloading the marriage ceremony day. Once I had proper event id, worked as intended.
I'm supposed to be asleep tooooo
wiwi wawa
Oh ok great 
Bear 🫵🏻
bear indeed
i really need to give the bakery a makeover later this looks BAAAAAAAAAAAAD
also the parrot just clips inside the roof for some reason
parrot got decapitated
Big fan of just Bear on the side

the most intimidating thing rn is definitely events
like how am i gonna make the bear move, jump, do something, react
theres commands?
Yes
is it all done via json?
Yes
damn
well now we got warps out of the way
its time for lighting
!lighting
aw :(
Oh have you encountered day and night tiles yet
I just add them on paths
dont know what those are
If u go to paths tile sheet there is little lightbulb
Ok I won’t ruin ur day
Another property
To change the windows from light in the morning to dark at night
oh it just affects windows??????
I mean not just that but usually what it’s used for
Not necessarily
Theoretically could do it for anything
ohhhh no wonder theres a weird lightsourcce on the right
was wondering where that was coming from
Paths?
I meant the blue layer but yeah doesn’t seem to be any
Uhhhhhhhhhhh
but there are night and day tiles
nothing on the blue
oh ok
was fun talking to u cya!!!!! thanks for the help
sigh, testing my hat to make sure it looks ok on all the hairs isn't great
(it will most likely not look great on everything)
it has come to my attention that possibly the reason my event fork was not working properly was because i had set a mail flag and never cleared it between revisions....
I set skip hairstyle offset to true, but the hat still doesn't sit on the same spot on every head
i guess that cancels extra offsetting?
well, I'm just going to have to settle for imperfect with this hat
it just will not look right on some hairs
I need some help with my content patcher mod 
I'm replacing portraits/sprites from a custom npc mod, but the new portrait/sprite sheets are slightly different where there's more added/changed. How would i proceed to change the npc data to the new sheets coordinates?
🤔 can you explain a bit more? what exactly changed?
For example, the og portraits have slightly different expressions and placements for them compared to the default expressions of NPCs (neutral, happy, sad, angry etc)
The new portraits expressions are more the like the defaults
hmm, well i wouldn't really recommend changing the positions of portraits for someone else's custom npc, because in order to have it work properly you would need to change that npc's dialogue
Your best best is to edit the new portrait sheet to move the expressions to where they are on the mod's original portraits
Do you mean the actual dialogue or the placement of the expressions in the dialogue code?
the placement of expressions in the dialogue
That's what i'm trying to figure out but don't know how to for content patcher
Especially for sprites
what have you changed about the sprites?
Updated animations appearance and longer sequence
Leave the dialogue portrait codes the same, and rearrange the portraits so they match the original mod (as in, happy in the same place as happy inthe mod). This way it will be compatable with updates to the other mod and any other dialogue made for it which references the original portraits.
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
i know this is for making a custom one but it has all the parts that go into one
there should be a section for animations.
If you really want to add new sprites to animations you will have to change the animations in the files that use them, which are usually events and animation descriptions (for scheduled animations)
ressurects from being eepy
I need to draw this map
the main reason i wouldn't recommend trying to change someone else's npc in this way is like stated before, won't be compatible if the original mod updates the dialogue or changes anything about the animations
Even if you are completely updating the mod to release separately, if you change the dialogue or animations, it will be instantly incompatible with any previous portraits and sprites made.
[[Modding:Dialogue]] should have all the stuff about portraits, i think.
But if the point of your mod is to add longer sequences, and extra expressions not used in the original, and if you can't do that by formatting your sheets like the original, then use the dialogue, event, and animation resources Forsy linked.
mhm, like say, the original has only 8 expressions, and you added two more, those two extra expressions will never be used unless you change the mod to use them, because they dont exist in the original.
If they are just in a different order - trust me it's a million times easier to rearrange them so they work with the existing dialogue.
getting hives thinking about people rearanging portraits and therefor having to have a different set up for every mod that changes that character
I see i see
I can re-order the portraits, no prob
Sorry for being a bit vague about the mod in question, i wanted it to be a secret but it would be more helpful if i showed examples 
it's all good, we got there 
we are Finally standing in the right spot.
note to self: do not try and do fancy things with move commands....
although the tea looks like it's on the wrong tile... sigh
but other than that, perfect!
welp. thats all i got.
Does changing blue layer transparency in Tiled affects the game?
Lol
But, well, my mod deals with lots of numbers so I've been using it for mathematical equations at the early phase of my mod but once I got past that I have never used it again.
Didn't even cross my mind to use it on when conditions
Is the silver-haired character an NPC?
They look so pretty! 
ah, yeah, one im working on
nope, most options in tiled simply aren't used by the game, tiled is very general-purpose
Oh I see
Parallax not working was the most saddest part for me to realise
It would add so much depth into the game
I suppose additional framework could do the thing, but native support could be nice too
@uncut viper i was troubleshooting with airyn and kedi and i think there might be an issue with CMCT and one of its tokens so i wanted to reach out and ask you. hope the ping is ok!
Log is here for your perusal when you have a moment: https://smapi.io/log/3feace388f9a4e28b522dd094bad1537
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 106 C# mods and 196 content packs.
(i see you didnt get any responses to this, maybe you figured it out in the meantime), but does the horse flute use the playing flute animation from Characters/Farmer/farmerbase (or farmer_girl_base etc)? if so you could potentially write a content patcher pack to overlay a specific part of this tilesheet. youd need to tie the patch to some specific When conditions though, if you only want it applied at certain times. this might not be helpful but i was backreading and figured id toss the idea out
is it okay if I don't load all my custom tilesets to the Maps folder via json when I do a mod?
I don't really want people to edit it via other mods so is it fine to keep in a mod folder
you dont want them to access it..?
I mean
I want them to show up in the game on my tmx
just uhh
by keeping them in the mod folder
or loading is necessary for them to show up properly
i dont really understand what youre trying to avoid? /gen
not access, edit i mean
making ton of Patch loads for each tileset
Are you saying you're worried about other people having the same map name when loading in their json files, so you would keep the file up a layer?
Data/Map_Name as opposed to Data/Maps/Map_Name?
you can avoid having much more than one Action:Load for all of your textures by naming the pngs strategically the same as how you want them named after loading, and then using something like "FromFile": "assets/{{TargetWithoutPath}}.png" on the FromFile
the {{TargetWithoutPath}} token strips down the target names to just the last bit.
let me find a better example, hang on
this is from Growable Forage and Crops:
{
"LogName": "Textures",
"Action": "Load",
"Target": "Cornucopia.GrowableForage/objects, Cornucopia.GrowableForage/crops, Cornucopia.GrowableForage/fruittrees, Cornucopia.GrowableForage/teabushes_indoors",
"FromFile": "assets/{{TargetWithoutPath}}.png"
},
you see they're loading four textures with one action load
yes, you can switch it with that token
🤔 hm, is making a dupe of an event worth it if all im really doing is changing a few lines based on a condition?
i say yes
well on that note, can i stick a token in the i18n key, like ex: {{i18n:Dialogue{{Alt}}}}
which would be the key DialogueA in the i18n
or DialogueB
idk about those tokens im scared of tokens
i just did new i18n
i know i18n supports tokens, but idk if it works for dialogue (no experience in that area)
I'm very basic with my tokens - so far I have some for player pronouns and nicknames, and favorite flower
Oui
merci beaucoup
sigh and now im really wondering if this is a good idea... so many conditions... conditional events...
omg ur still doing the door
Last edited by KaileyStardew on 2026-03-18 02:05:56
This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (...
i slept and took a break
i did everything
KAILEY
Question
no way she appeared
Out sick from work with a cold lol, let me finish my coffee and I'll grab my laptop
Have you tried seeing if caps matter? Maybe its case sensitive
the ritual worked
at the risk of sounding like a programmer, practically by construction something is missing
time to open up my laptop
By GOD is there a wiki page
Here
Psst wem
yes, you made it 
me
first and second number is the x and Y coordinate
third is tilesheetID whatever youre using first
and tileID is the ID of the door youre using
Did u see the silly practice map i made to test my tilesheet stuff im working on?
Yeee 😄
no the ID is typically all lowercase from what i know
Aah ok 
maybe theres something wrong with the map properties???????
many things in stardew valley are case insensitive, but some of them are not and it's a big gotcha when it gets you so it's safest to assume case matters
the only time i know offhand where your mod id would have to be rendered lowercase is when 1. your NPC has your mod id in its internal name (it should have this) and 2. you need a sleep animation for your NPC, which must be all lowercase because reasons
Because the uppercase is too loud
this is true
if editing shop entries and want to say 'show this but only if the person has received this letter' that goes in 'condition' under 'item spawn fields' in 'common entries' right?
yes
hm
maybe its the placement?
i don't know. i just mean if 1. the tutorial is accurate, 2. you followed the tutorial, and 3. the door isn't working, then the problem must lie with 2
kailey is infallible
Im so tempted to make a door so i can help
but i did follow the tutorial
i added both the map property and tile property
Is speedy.mannynpc your NPCs name? Not speedy.mannynpc_manny or something?
Oohh true
Ok coffee is done and laptop is charged, one moment
Because it goes (yourname).(modname)_(npcname)
is it the one with ModId next to it?
That's your mod ID, not your NPC ID. Your NPC ID has your mod ID in it, but they're not the same thing
oh
send ur content json or wherever u put ur character dispo
You've chosen a very complex project as your first tango with mods
so its speedy.mannynpc_SpeedyManny
thats a mouthful
i gotta lock in
u can do it
I believe in uu
It's important that your NPC ID be unique, so basically everyone's NPCs follow ModId_name. The player won't see it.
hmm i should probably add a door to peeta i feel more confident in being able to do it
I can help you worst case, it's hardest the first time. After you get it right once it's really not that bad
when did u write ur door tut kailey?
Good question, uhhh time is fake
true
I'd have to check the publish date on the wiki but I think 2024 or early 2025
i should keep that as a note
anytime i need to use it
tiled is rly the only time u need it
or at least only time i ran into it
There will be many times in life that you name something {{ModID}}_ThingName
It's just standard practise
to be clear only time u need the full written out thing
i managed to make warps by myself
but u should have modid in many a place

everywhere pretty much
8 July 2024, it took a few days to write before publishing
the bakery must become real
i must sell strawberry glaze croissant
As far as I know it's still up to date though, no game updates have touched doors that I've seen
i was without this tutorial when i tried.....now i will be prepared
I wrote it partly due to a meltdown in the modder group chat
Like three people all simultaneously got got by doors
YES OH MY FUCKING GOD
doors have no mercy

but kailey defeated them
What is this, D&D?
wem
wha
can you teach me about day and night tiles
i could i could
like where im supposed to place them
They're decently documented on Modding:Maps
Last edited by AtlasVBot on 2025-09-13 18:57:52
Tiled is understandably one of the most unintuitive/intimidating programs to use when making maps or patches for your mod. This tutorial aims to break it down into very simple steps with pictures! This tutorial will use the example of making an NPC house to teach you how to make a map patch (for ad...
the gist of it is, place the "day version" of your tile, locate the "night version" of your tile, and then go in map properties and identify the coords of the tile you want to change on your map, and then id or the night version tile on ur tilesheet to change it to
Tiled is understandably one of the most unintuitive/intimidating programs to use when making maps or patches for your mod. you folks would not survive RPG Maker 
i barely survive tiled
I like Tiled, it's not that bad!
I also fight scientific software from the cretaceous for a living
do i pick the bottom ID if my windows are like this
There are also examples on the vanilla maps you can compare against, like SeedShop
its mostly figuring out what the numbers mean
NightTiles | Front 6 9 1220 Front 7 9 1221 Front 6 10 1220 Front 7 10 1221
this would be your tile is on the front layer at position 6, 9 and the night tile's ID in the tilesheet is 1220
Layer, X coord, Y coord, tile index
oh one of my windows is on front 2
it still identifies as just Front?
no
or front2
front2
You just need to specify front 2 when you write the layers out
oki great
i think my windows are on front 2
any really
from left to right
do what makes sense for you
i only have 2 anyway
So like, Front2 5 5 20 for a tile at 5,5 on Front2 with tile index 20
It doesn't matter on a technical level what order each window is in
Front2 6 5 256 Front2 6 6 288 Front 16 1 225 Front 16 2 257
something like that
Just about, the best way to see if it's right is to just check in-game
wait for NightTiles im supposed to find the night version....?
the layer its on, x and y coordinate, and the ID
starting from the left, up to down layer
The wiki.gg tutorial wem linked walks you through this better than I can on the spot
It's basically the same process again
Hi guys, I wonder does anyone know if building can produce something "passively" like machines do? Like mill converts objects but can it produce objects daily without putting anything in?
theres one crcuial difference though
those windows are not the same
how am i supposed to figure out which night window is which
if theres no light below it
Look at the timesheet
Is it not documented on the wiki? One moment
if there was id immediately recognize it
I swear it’s there
And if not just use a different window
The right one is the night version of the top one
You could also just layer it onto ur map to see which one fits
I'll write up the IDs and add em, I'll be back in a few minutes
found it
thats the front2 night tile
so its Front2 6 5 1253 Front2 6 6 1285 Front 16 1 1222 Front 16 2 1254
the night IDs being in the thousand digits is insane
TownInterior is big
Ok I'm going to go grab Skell's permission to update this tutorial. For now, here are the matched pairs:
Day Night
256 1253
288 1285
225 1222
257 1254
469 1219
501 1251
405 1220
406 1221
1224 1252
I'm looking into the gift tastes, and there are negative values under some of the NPCs', what are they?
I assume the others are item IDs, but I can't seem to pinpoint or know what the negative ones like -74 are for.
Categories
They're the universals, right?
Thank you for this.
i recommend using the category context tags for your gift tastes instead of the raw category values
every category automatically generates a context tag on every item in the category. for example, anything in -74 (seeds) will automatically have the tag category_seeds
using that string instead of -74 will have the same effect, but it will make more sense to future you instead of being weird and opaque
yay the random lightsource isnt there anymore
speaking of lgihts....
its TIME
to add lighting
Guys SMAPI keeps telling me my asset doesn't exist but it does?
Send log
Also json containing the load patch for the texture, please (or whatever it is)
am i supposed to put this in Tiled as a map property?
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 41 C# mods and 82 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}_Yarn": {
"Name": "{{ModId}}_Yarn",
"Displayname": "Yarn",
"Description": "Wool that has been spun into yarn can be used on a loom to make cloth.",
"Type": "Object",
"Category": -26,
"Price": 200,
"Texture": "assets/yarn.png",
"SpriteIndex": 0,
}
}
},
does door emily always closed till 2 hearts?
is there a way to make several doors with gradually increasing heart requirement
I think I can add some of that to my emily mod in order to lock ppl from some location till hearts are gained
i think it might be locked to 2
for all NPCs
custom and base
not sure though
anyone know how to add in dialogue for the happy birthday mod? does it have to be a separate content pack?
i wonder if i just...target and editdata the english content pack would that work
hhhmmmmmmm
You put the .png which won't work gotta Load texture
can you make it where when someone steps on a certain tile a message pops up
using tiledata
I was wanting to make it where when they reach a specific point on the map and can't go further they get a message like 'You can see the Care o meter in the distance.... Love a lot said to avoid that area, better go back."
maybe add an invisible buildings tile and then a tiledata afterward
dont know what string though
where do i put the lights property
Hi, sorry, again with the gift taste. I'm confused. These are Robin's Liked gifts in the .json file.
424- Cheese
709- Hardwood
SkillBook_2- Woodcutter's Weekly
But in the wiki and in the game (vanilla even), they're:
709- Hardwood
80- Quartz
SkillBook_2- Woodcutter's Weekly
Basically, the difference being Cheese instead of Quartz. What's going on?
I think the best way is just ConditionalDoor
ig it depends on the space your working with
i imagine they might clump up into their little groups though like caroline with jodi and abigail with seb and sam idk if that helps though 
guh i dont wanna place all the villagers....but i must
i wonder if theres a vanilla event i can take from

are base NPCs able to sit on chairs in schedules?
yes, but not through actual sit code the way the farmer does. you need an animation for it and you call it manually
check Penny's schedule. she sits in several places
some NPCs do have a sit sprite
so it shouldnt be THAT hard, i think
it's not hard. look at how penny does it
can you lock purchasable items behind heart levels
minerals are universal likes
yes
like make it where you can only buy something if you have 3 hearts with someone or something
OOO
rubs my evil little paws together
ill check it later im working on lighting rn
also cheese is in her like list in vanilla too
(anything listed on the GSQ page can be used as a condition)
GSQ is which page
https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps
There is now a table of common day/night tile pairs at the bottom of this page
[[Modding:Game state queries]]
But it's not a category (negative value), it's specifically the 80 Quartz item ID. Also, 424 Cheese item ID being considered liked by Robin specifically but isn't shown in the official wiki or in-game.
quartz is a mineral, minerals are universal likes -> villagers who don't have 80 explicitly listed in their gift taste likes it by default
ty !
should probably add more lights....
cheese is an artisan goods, and those are also universal likes
(quartz is special is that mr ape doesn't want villagers to like it too much compared to the remaining minerals and thus it's explicitly listed out as neutral/dislike for 2/3rd of the townspeople, and the wiki doesn't consider it universal)
(if your game doesn't show cheese as being liked by Robin that might be a mod issue, because I'm like 92% sure she does from the last time I played, as does most of the town)
It's no written in the wiki page that she likes Cheese specifically.
cheese is an explicit like for her, so i argue the wiki should list it, even though it's an artisan good and therefore default liked for all
likewise it probably shouldn't list quartz, since that's not explicit for her and is just the default value
So it's kinda messy writing then? Putting Quartz as if it's a special case for Robin, when she likes all minerals including Quartz?
read this again
Got it working, thanks guys
(I edited it for more clarification)
rather than say the wiki has "messy writing" i would just say it's an error and it should be updated, even though it's not wrong
There is also the forageable items like the Chanterelle, Common Mushroom, and so on, being moved around and not in a specifical universal something (universal loved, liked, etc.) - is it a different case? What's it called if so?
Because some NPCs would have those listed as their liked, some neutral, others disliked, or even hated.
They're somewhat universal, but not sticking in one level of taste like I mentioned.
once again i am resentful that the default tastes are called "universal" and not "default" /lh
I should just follow the NPCGiftTastes.json file, then, not wholly the wiki?
tbh I don't think the wiki cares, nor it should
a "correct" wiki would put quartz in universal likes but then add exceptions to like 2/3rd of the townspeople page, instead of just having it be listed in the remaining 1/3rd
maybe even baseline 
(i think the wiki should be "correct")
I don't get it, since it's already a universal liked (minerals including Quartz), why not only mention it when it's anything but liked by an NPC?
universal makes me think it should and does apply to everyone. while default or baseline is like, the general but has exceptions. the words have very different associations, at least for me
Like, someone not liking Quartz (neutral to hated) but they do like other minerals, something like that?
technically correct is the best kind of correct
is there a way to check the GSQs for the day?
cant figure out why my event isnt triggering
debug gq <your query> will evaluate it in the console for you
you may need quotes, i forget
Yeah, I mean, it's a wiki, which users or players of any media (book, films, video games) would go to if not wanting delve deeper into the codes or behind the scenes.
that is already the case unless I'm misinterpreting your post
Oh, um, I get that minerals including Quartz is a universal liked - I even checked it - but why is it still individually specified in Robin's gift taste (Liked) specifically?
it doesn't? I don't see 80 in Robin's gift taste file
It does say:
Except Quartz, which varies by villager.
Which I understood as if anything but liked (Loved, Neutral, Disliked, Hated; other than Liked).
In the wiki.
again what I said here
wiki isnt the same as the code though? i dont get it. like things misinterpreted or just clunkily formulated can be stated on the wiki because its just made by people trying to present info in a good way
Yeah, I got that, so since it's still technically a like by Robin, why put it out there still? It's not like she's neutral (or anything but Liked) about Quartz, which is what you're trying to say.
hm eventSeen eventID false is not working
im trying to make a repeatable event and it is not cooperating
You said Quartz is an exception because some are just neutral about Quartz (or worse), but Robin isn't "just neutral about Quartz", she likes it as other foraged minerals. I was just confused as to why it's written under her gift taste in the wiki like it's a special case or something.
let me just clear things up hopefully once and for all:
according to the game, Quartz is a universal like, except 2/3rd of the villagers don't follow it
according to the wiki, Quartz is not a universal like, because only 1/3rd of the town likes it
could it boil down to how the wiki has chosen to explain this setup to the general public? like this is the formula for stating likes and exceptions that they have chosen to go with?
Well, now this explains it for me.
Anyway, apologies for being slow. I got it and will be continuing my thing.

i dont think youre slow
sometimes often i really need to know WHY too 
(no prob, I also have issues explaining things at times
)
rember when I answered no to the wrong question yesterday
hihi i saw and was like.. wait a minute
two part questions are a sneaky unintentional trap though 🙂↕️
This just means I'm gonna have to completely revamp my "cheat sheet" for NPC giftItems.
ooo spreadsheet 
i like me a good spreadsheet
is it to avoid having to keep opening tabs on the wiki when playing, for the joy of making a good one, or something else entirely perhaps? 
could someone explain to me why the seasonal tilesheets aren't loading in my maps? i am so tired of tilesheets issueshttps://smapi.io/log/a64d93b909b24d81885ba2cb7e17fae6
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 29 C# mods and 22 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
It's actually the entire XML that you can copy/paste into your save, thus making the gift log shown to the farmer - all the NPCs' loved, liked, neutral, disliked, and hated (excluding universals) are revealed to you without a mod.
I can put it in my save, and Spring 1, Year 1, all the villagers have their tastes revealed to me, no more tabbing in and out of the game.
hot dang!
I also have a "cheat sheet" that basically just have you meet all the villagers without seeing their first meeting dialogue/introduction. You'll have to meet and talk to them as part of the Introduction quest, and with the XML copy/paste, you still have 0 relationship points with them, they just won't be '???' anymore.
Meaning, they will still say their intro dialogue to you as if it's your first time meeting them. But in the save, they're considered "discovered" and no longer have their names "???" which prevents you from even pressing their profile (to check their gift log for example) in the first place.
youre mostly not taking data from an existing save for the gift tastes for this? id be nervous about inputting the wrong stuff
something that sprung to mind was a test save with CJBcheats, item spawner, turn off gift giving restrictions and just go to town giving people a bit of everything, then grab the xml from the save. but im stupidly fond of doing things the hard way sometimes, so maybe thats a bad idea too
I know there are mods for this, but I like it that this "progression" is embedded to your save file. And it's organized, too.
Oh, it's my own save, just to follow how the code or lines are written. I had to experiment and stuff to see if I got it right.
No worries, I don't take anyone else's save, that's just unfair. It's my own and it's actually probably written the same as others, just in a different order (gifted items, met villagers, etc.)
huh? no i didnt mean other peoples, i meant like generating your xml through a dedicated save for it
Like, you probably already know this, but the order of gifted items is apparently arranged by which you gave the NPC first to latest, but the arrangement I'm doing is based off of the game's .json files, so it's neatly sorted, imo
Ohh, haha~ Sorry.
ah. i spose it could be manually sorted later after generating but i see where youre coming from
No, I am only using Notepad. I have them saved as .txt files and whenever I want to put them into my save file, I just copy/paste them in. I have to save the save file first via Farm Foundry, for example, because it won't be formatted correctly.
And if I just add the lines in the save as is, it will break the save file. Tested it today and, yeah, that's how I found out.
how does the game handle if you input something thats wrong? does it just visually display the wrong info?
if the XML is invalid you get booted back to the title screen
It won't work, plain, I guess. It'll treat the save as a broken or corrupted save. So when you press a broken save, it'll take you to the main menu because loading failed.
But dw, I tried it on my save, it works perfectly.
i mean aside from invalid due to formatting, example: putting quarts as disliked instead of liked. what happens?
I wish I can show a video. Can I here?
think so? i dont know
I'd like to add my NPC to replace Pierre a few days a week, so I'm using the following code to add him to the list of owners, but I'm unsure what the correct field to actually target is, since Owners is a field. Would anyone know the proper way of adding to Owners without removing the current values?
//Change Shop Data { "LogName": "Thompson Stardew Clerks Shop Edits", "Action": "EditData", "Target": "data/shops", "TargetField": ["SeedShop", "Owners"], "Entries": { "Condition": "HAS_SEEN_EVENT Any StardewClerksEvent1, HAS_MOD AndrewJC.APelicanTown", "Portrait": "Thompson", "Dialogues": [ { "Id": "Wednesday", "Condition": "DAY_OF_WEEK Wednesday", "Dialogue": "Welcome to Pierre's! Look at this shiny name tag I get!$1", "RandomDialogue": null }, { "Id": "Sunday", "Condition": "DAY_OF_WEEK Sunday", "Dialogue": "Welcome to Pierre's! Look at this shiny name tag I get!$1", "RandomDialogue": null } ], "RandomizeDialogueOnOpen": true, "ClosedMessage": null, "Id": "Thompson", "Name": "Thompson" }, },
!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.
please use the parser
your Entries should be:
"Entries": {
"Id": { /* remaining fields here */ }
}
Oh! Thank you
right now you're dumping loose fields into Owners instead of one coherent object
And yeah, I didn't use the parser since it's all in one json and there's other data, and I know my issue is def in this entry
couldnt you copy just that bit? it still makes it easier to share i feel
via the validator, even if not used for validation just then
I suppose I could test it to find out but can you put switchEvent in the middle of an event script and have it continue after the called event ends?
I guess so, but I also like to search Discord for similar issues first and using validator makes it harder for others to find my issue
This is just a test save. I'm still not done with the SVE NPCs' gift preferences.
fair point 
And with the revelation about the vanilla NPCs' gift tastes, I have to redo the entire base game ones.
really cool! i know as you said there are mods out there but thats not the point imo and i think you agree 😁 like the most low-tech modding haha
the good news: my mod works and is almost ready to publish!!
the bad: it's so much smaller than I initially intended 🙁
(I still think a mod is a safer option than save editing)
(I actually made a mod some months ago that edits the save itself to insert gift tastes for every villager, vanilla and modded)
Wdym smaller? What's your mod, if I may ask?
for most users save editing less safe than a mod, i agree. but i didnt get the impression that this was necessarily for a lot of other people
just fewer events that I initially planned. I'll see if I can squeeze some more in.
it's just an event mod that adds some baby events and some sprites of the spouses carrying the babies
I see. Yeah, you're probably right. But then again, these gifted items will eventually appear in the save file when you gift the villager the item. I guess that's what I'm doing minus actually gifting them for now. They will be set '0' (not gifted), similar to how another NPC tells you that this villager they know hates/likes this item.
I don't think there's anything wrong with smaller, especially when you can get a finished mod out!
I just put sooo much work into it, and I think it's like less than 90 seconds of events lmao
Yeah, I think I get you. It's only for personal things, and but I still have to talk about it here because it's going into the game's very codes or .json files. I hope that's allowed.
I'm v proud of it. that's all that matters!
Any mod is free to remove my messages if not.
quality over quantity imo. i wouldnt want a mod thats just filled with poorly thought out or badly implemented crud
It's actually pretty cool, even if they're just events. Gradually, you can think of more and add them to your mod.
i should hope so 😅 if cowboying around with your own game files is no longer allowed, me and a bunch of others are going to have serious problems 
Just think about it like that. But what matters is the intent here. Perhaps you can gain better feedback by describing how certain events should fire/trigger, maybe someone can help make it "more" in a substantial way.
I'm just gonna try to add some events for the second baby... I uh haven't started on that yet.
personally i often look for a smaller footprint in mods, i dont have count for how many times ive looked at something, felt like it "does too much and tries to put its finger into every pie in town" and then decided not to download it
Hellloooo guys, I have something to show
I have the following events:
farmer + spouse admiring baby; baby's first words; baby learning to crawl; toddler learning to walk; fussy toddler refusing their bottle; toddler getting a bath in the sink; and the toddler meeting a pig!
I also have an event exclusive to marrying Sam and Abigail, where they play their respective instruments for the baby. And an event where the farmer and their vanilla spouse take their baby to the clinic for the first time.
writing it all out, it feels like it's a lot more content than I thought
oh and a crap ton of sprites for the spouses carrying their babies around town in a baby carrier :3 that's what took the longest
theres a baby carrier around town!? ++++
Helloooo there, I've made a mod I want to share
youre definitely underappreciating your own effort 👀
Scripting an event is already tedious as it is, Kristin. As long as you’re happy with the output you made, it’s enough. Besides, you can always push updates if you want to add more content than originally released.
this took forever because I had to find a mod that let me add more pixels. otherwise, the babies are huge
this is a lot of content! (in a good way though)
Ummm, nevermind then, it seems that everyone is busy
share it!!
my depression is definitely contributing to the "your mod isn't big enough" thoughts. so thank you all for helping me realize that!!
i had decided i wasnt going to marry in this save but this mod is making me reconsider
and i dont say that lightly. but it sounds like they wouldnt be such creepy little blobgoblins 😅 (no offense intended to vanilla children adorers)
the goal is to make them less creepy blobgoblins!! the sprites are super cute (well... the toddlers are a little creepy but shh), and I wanted to show that off
it sounds like this mod will go a loooong way to doing that
I have more mods that I'm working on but I still have to upload them on Nexus, any suggestions or support will make my day
love that Alex "cries at your wedding but calls it medical" lol
"ye bro its like my tearducts are just overly strong and active, just like me. i like sports. have i told you that?"
also huge props for making your first mod compatible with free love!! some of those compatibility configs are tricky. (speaking from experience with wrestling with polyamory suite)
Thank youuu, I saw other mods that were compatible with Free Love and thought to add a bit of realism to how others react to your life
this sounds so funny
i dont use free love but im tempted to download just to read the dialogue text and have some top tier laughs 
Thank youu, glad to see others considering the mod, it makes me feel happy to see
so excited for all of the free love/polyamory suite future shenanigans when the farmer is married to Emily and Clint
Do you have an education in writing perchance @burnt canyon ? ill be completely honest and say that a few days ago when you were sharing details for so many mods, i started to get a bit concerned about if they were actually written by hand. And well, some things like em dashes have become a bit more suspect in combination with other things these recent times. so thats why i kinda pulled back on giving more feedback
I don't mean to be pushy, I just don't want my question to be buried
I worked with an AI to help write the dialogue since I'm not confident in my writing yet, but all the concepts and ideas are mine. I directed everything — the characters, the storylines, the tone. I'm still learning.
i saw it, looked at the logs and really wish i knew
ive been struggling with loading stuff too and have yet to figure out wth im doing wrong
it seems like it's complaining about lots of non-existent files?
I like the idea of Free Love/Polyamory Sweet but they're gonna be a headache and fundamentally incompatible with the rival hearts I'm working on for a while, maybe it'll be a major version bump to add support for them
uh. oh. hm.. i think you might need to review the rules? it should also be tagged correctly on nexus
Yeah, it's trying to find the summer tilesheets but I do have the according tilesheet mods installed when testing? 
Yess, thanks for the advice, I'll go ahead and fix it
yeah I was looking at the top errors (which seems not related to your issue)
it looks like it's trying to load Lumi's tilesheet from your map instead of the content pipeline
are you embedding the tilesheet in your map perchance
no worries, it wasn't targeted at you or anyone who has been chatting as I posted my question, I just wanted to bump it in case someone who might help is around!
yes, should I rather use tsx files?
btw does anyone know when toddlers go to sleep for the night? is it still 7:00 except on festival nights, where they stay up all night?
if it's another mod's tilesheet you should be loading it externally (put it in the Maps folder while editing), and then rely on the content pipeline to load it ingame
also avoid breaking perms via redistribution
the tilesheetinator probably fixes this I'm not sure
iro halp
oh yeah i'm not redistributing any tilesheets at least not on purpose, if I ever happen to forget taking them out of the folder after publishing, anyone is welcome to point it out to me
Humour me: are you completely sure that 'assets\Maps\void.MM_MushroomMeadow.tmx' exists?
Yes 
stupid question time: custom tmx files should be loaded like most custom assets right? so is there an issue in how its loaded? or could the loading path and the looking for the loaded thing path be two different ones, and thats why its not finding it?
Looking at this log, all the asset paths are internal asset keys
This means smapi is pulling from only your mod folder and dying
Can u show us what is in the assets folder next to the tmx?
"'SMAPI\void.mm\assets..." is this what gives it away as an internal asset Chu? (trying to learn this)
Yar
what would it look like if it was an (properly loaded?) asset in the "content pipeline" ?
or does that depend entirely on what the author has written as a target path when loading 
usually just ModId/AssetNameHere or something similar perhaps?
Hello everyone. Has anyone implemented their own tabs? (I'm talking about the tabs in the menu: map, NPC, crafting, etc.) If so, how do I bind a specific page to a specific tab? When I hover over a tab, the game logs show that it doesn't have a page. How can I fix this, and is there an example of a mod that implements the functionality described above?
It would be whatever you put in Target
The vanilla tabs are pretty hardcoded
Personally I recommend not participating in game menu and just bring up your menu with some rebindable hotkey
This may be a silly question, but is it possible to add my own icon to the tab?
If I use the Better Game Menu
If you use this mod you can do it conveniently
It is possible to do it inconveniently and with compat woes 
I got it. Thank you so much for your help. I've been struggling for three days, trying to figure out how to add it correctly. It's been a nightmare. Thank you again.
Yes, I'll definitely take a look. Thank you
You can also register ur menu here
For quick access
I hadn't thought about it, but it wouldn't hurt. Thanks
🫂
do you need the actual wine item or just a generic alcohol context tag
neither of those tag exists; wine are artisan goods so it'd be category_artisan_goods if you want the category
the vanilla tag for alcoholic items is alcohol_item
if you want the exact item its ID is 348, or id_o_348 in context tag form
any category that points at all wine items
i wanna make my bear hate all of those
only wine though, other artisan goods are fine like jam or something
alcohol_item then (look at the gift taste of fellow booze hater Penny)
wait no I misremembered
alcohol_item is a thing but the game doesnt use it for gift tastes yet lol (Penny still has every alcohol item listed manually)
ah
I was thinking of book_item
but yeah what I said stands; alcohol_item is tagged by vanilla and mods that follow the Convention™
ty!
yeah, that's why I made FF lmao, the code to compute source rect and collision rect for rotated furniture is straight up wrong: it breaks ins some cases if you have furniture with a dimension larger than 1 tile.
It's so spectacularly busted
yeah, I made rotation completely softcoded (is that a word?) in FF to circumvent the issue entirely.
I only ever heard ppl say dehardcoded
softcoded is a better word, objectively
(Or data driven)
softcoded just sounds so cozy
Don't suppose anyone knows why Tiled shifts the grid when I select a different layer and how to make it not do that?
-# no fucking clue but that sucks :/ i wish thee good luck
Ahh it seems the grid has gained an offset, somehow, not a small one either, that certainly interesting given this was derived from the vanilla town map XD
@lucid iron I have encountered something weird with relocating farmhouse furniture with MMAP... somehow the furniture in the green area gets moved an extra 8 tiles to the left and I have no idea why.
The two actions I'm using are:
"mushymato.MMAP_ShiftContents 1 2 8 2 4 6", // Hallway
"mushymato.MMAP_ShiftContents 5 1 12 1 6 8" // Bedroom
Which would be the blue and red areas in the second pic.
Maybe it's a dumb mistake that I made but I have been looking at this for over an hour and I can't find anything...
Can you swap the order of the two
I have never once seen this happen, I'm impressed lol
glad to be one of the first to experience it XD
wtf, that actually worked. But why? this doesn't make any sense at all to me
It's because the blue area post was landing in the red area pre
And then the red area was moving them more
Which is why the solution was to make the red area go first
ohh. Ok that does make sense. THank you! I spent so much time trying to figure it out 🤦
No worries!
Tangential but I realized that I borked the logic that would have upgraded single bed to double this whole time 
I will fix it next version but i dunno if i should leave it configurable
Smh I want my free bed upgrade, robin
I did notice this, as well as the child beds not appearing. Can't really think of a use case where you wouldn't want to upgrade though
anyone know what SButton is =? I don't see it on https://learn.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3Dxnagamestudio.40)
I see +, but not =
There isn't an issue, the warning is exactly correct. The mod with that unique ID does not have any config, but someone (presumably you are trying to use CMCT?) is trying to ask it for config anyway.
the microsoft page is what's linked as the resource for knowing those enum values... it might be some weird use of the + enum actually...
Try smapi log context and press = with it on?
It should print the enum name
Oh I thought it was this causing the issue
[Content Patcher] The mod 'Cross-Mod Compatibility Tokens' added custom token 'Spiderbuttons.CMCT/Config', which failed and may not work correctly. See the log for details
Since I do have a config for dsv
That's because it crashed and burned because someone asked it to grab config for a mod that doesn't have any
(CMCT 2.0.0 will fail more gracefully)
I just downloaded DSV Non seasonal and it has no config.
Not in that specific sub-mod
DSV.Core may have config once the game starts up, I don't know, but the Content Patcher portion with that unique ID in the log does not
Ok gotcha I will check with Airyn and kedi then ty for the info!
You can double check by looking in the content.json of the mod in question. That mod has no ConfigSchema field, so there is no config for it. I don't know how DSV does it's config but I imagine it handles it all in the .Core version
yep, looks like it's oemplus... just need to fix some of my own logic to get this working correctly... ty!
why is the dialogue box breaking like that? the dialogue is working fine if i just type anything inside it, but it doens't work if i use "{{i18n:etc}}" the log doens't say anything either
You need to load a blank JSON and apply your dialog via EditData
ummm hang on I am trying to find a tutorial/wiki page with further explanations
(One more quick thing, I did go and check again and see that DSV.Core does create tokens for its config values which are then being used inside the content.json of the CP portion of DSV Non-seasonal. If these are the same configs you want, you don't need CMCT at all. Any mod can use these custom tokens that DSV.Core is creating)
(As long as you have a dependency on DSVCore ofc)
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC Okay the start of this has things about blank jsons
that helps a lot, ty!
Hi guys, does anyone know of any framework that would allow buildings to produce something daily so you can access it from the outside?
I think it's not possible with CP alone
You mean like a mill?
well, other than processing items, but the way you access it
like mill rules but without input? dont think so
Yeah exactly
maybe i shunt this into emc idk
so, uh, would this work like I think it would?
!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.
Ok that makes sense! Appreciate all the details ☺️
ok that won't tell me if it will work like I think it will
it'll just tell me if it's formatted correctly or not
No. But it will let others see it instead of downloading a file.
If you send the link here.
have not yet checked the code (techincally I have stuff to do-) but that's such a cool idea!
wait I fucked up the when and entires
do not write mods while half asleep, everything else looks fine, but you make the stupidest little mistakes
yeah it's abusing the dialogue topic and event stuff so much but I mean it should work I think?
I'm assuming all these included jsons have the relevant editimage(?) patches?
I believe there's a way to make two random tokens congruent if that'd be helpful?
Do you intend for the event to be repeatable?
wait, does the event function as like, a cutscene, or just as a way to determine hair?
there is nothing besides some commands to make all other variations of the even unseen
and to set the dialogue flag
I think you don't need the eventSeen true at the end since an event will by default mark itself seen, and this could probably all be very simplified with LocalTokens but thats not required, but I don't see anything immediately amiss
which prevents the event from triggering until after it wears off
got itt, I believe a trigger action may do something similar?
well, the event marks itself unseen, so I remark it as seen lol
(otherwise I'd have to write a ton of reused code and I'm lazy)

