#making-mods-general
1 messages · Page 564 of 1
Gotta keep that stress as lowwwww as possible for the darling duplicants 😄
what's the method that the game has for parsing colors? It's not in ArgUtility
In Utility iirc
thanks
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Chat, on a scale of adding a recipe (1) to needing to code a dll (10), how simple is making a custom crop?
2
2 cus you have to draw
Oh epic
1 if u have assets already
Nah ill jus draw stick bug or smthn
Last edited by AtlasVBot on 2025-09-13 18:56:15
A simple 1.6 guide to adding a new crop to the game using Content Patcher, adapted from 6480's Mouse-Ear Cress example.
Playing around with Extra Animal Configs and I was curious if anyone knew; the GSQ "selph.ExtraAnimalConfig_ANIMAL_FRIENDSHIP" only applies in a couple specific locations like an animal's produce condition. Does that extend to ItemQueries replacing the animal's produce or is that too far removed?
yes
"Name": "{{ModId}}_Phil",```
If I'm making a plant for an item that already exists, do i put the `(O)###` for that item insetad of `{{ModID}}_Name`?
Yay, thank you!
actually, no that's for making it,would i skip that entirely and in the "HarvestItemId": "{{ModId}}_Phil" I would put the object id
I've made something very cursed
How many different When tokens there is?
heck yea
just wondering
if im adding something to a shop, where and what do i put to decide if you buy more than one of the item? I imagine it would go in Entries after the ItemId but idk :3
like the quantity available in shop?
there's AvailableStock
Like the quantity you’d buy at once 🤔
is there a time in vanilla that happens? or another mod?
i'd look at that for a reference
🙂↕️ 🙂↕️ okok
oh i know for trading there is
like at calico desert
you get 3 artifact troves or 5 or something
MinStack
look at the "common fields" section of that page and the page it links to
is there any Building Action that could work as a switch
I wonder if its possible to make a switch that could like load a patch or something
thank youuuu, i didnt see the common fields bit, but even so 😅 im not seeing where you found min stack
and then unload back on switching it back
something like a volcano locked gates
I cant find a tmx example for it its just some stuff like this 😭
oh huh
are you looking at the Item queries page (the linked page in question)
does anyone know where to find the weather debris sprites?
please tell me it's not cursors
it is cursors 
whats app with cursors
it always is
This is extremely hardcoded and only usable inside volcano/caldera
arrr
I suppose thats some motivation to learn coding
if tiled doesnt suggest any cp friendly alternative
You could maybe use mmap map overrides though
It does indeed let you apply a map patch, and unapply it when u want
ooh neat
I guess it just depends on what your exact vision is
I suppose using cp as only framework won't lead me that far
You gotta remember that content patcher is a framework with one job (edit content)
If the feature u want exists in vanilla and is not hardcoded then u don't need anything else
This is often not the case
I see
immediate map changes are possible with MMAP
oh beaten by chu
tysm both of you
i wish i was better at C#, i would love to dehardcode some dungeon-like things like buttons opening gates etc
if only there was some built in Action that could swap tiles from a tileset like a one way animation
this would allow a lot of things
or like generally more ways to work with tileset animations rather than just having only a loop option
cuz it was hella funny to realize that animations get the properties of the tiles they go thru so I once had a tile that changed its collision every second
remastered field stone! new art, and it now has particles to indicate which tiles it affects. Also fixed some of the shader glitches
heeey quick question! Giving crops a "negative quality " would probably need C# right, since I’m guessing you can’t add new values like that with CP?
green wizard wants to hurt your vegetables
We would then have all the technical pieces to create Portal I believe 
quality is fairly hardcoded, iirc. You might be able to do what you want to do using mod data, though... wait, can CP apply mod data or just read it?
CP can't even read it.
there is already a c# mod that adds a lower tier I think
really? I thought I remembered seeing something about mod data in a CP mod...
some minor sound effect here would be the icing on the cake
Some specific data models have a ModData field you can add to from the getgo
oh, it's the GSQ for player mod data that I was thinking of
the visuals are already very cool
There's a prismatic quality C# mod
(i.e. not helpful in this case)
So the good news is quality isn't technically bounded to just the 3 vanilla ones and i feel like item query may just let u set whatever number
May bc idk if there's a special check
No, every item has its quality "fixed"
But i don't think it'd display properly
Clamped to 0–4, then made into 4 if it was a 3
yeah, I was about to look up the draw method
This is done on item creation, though, and a few other points
Not like, all the time
Yeah that's unfortunate then no memes allowed
Game should remove this so that i can spawn alien rarecrow with different hats
Extremely vital feature
Maybe u could elaborate on what you actually want to achieve
Like an effect?
Hi guys! I wonder what is the best way to put two conditions in When argument. as in "When": {
"Time": "{{Range: {{night}}, 2600}}"
}, and then OR "When":{"Weather":"rain,storm"} ?
another thing I've been playing with. it uses CustomFields so it can work with any building via data edits
might look a bit odd on large farm maps but oh well
I’m thinking of a mod that assigns a chance to certain crops to have a negative quality attribute. Basically, they cost less and heal less the worse the quality is. I don’t know if I’d want them to be barred from cooking/artisan goods, or to have one negative ingredient degrade the entire quality of the dish/product because that sounds like it would be extra hard if the above is possible.
The idea came when I was thinking about how cheaper joja products should have a chance to turn out poorly, to make it feel like getting cheaper seeds has some more consequences, without being overly punishing.
I also think negative quality produce could lend itself to maybe creating in crop diseases as well, but that’s a pretty complex idea 😅
Hey folks - have any of you ever run into this issue: 'Error trying to instantiate indoors for [building] - Constructor on type 'StardewValley.GameLocation' not found.'
Log: https://smapi.io/log/854ab094d6ce43daade3dc05ecfdabf1
It's for a map of a custom building, I have the building showing up in Robin's menu and both the map and location loading into the game and I am pretty sure I avoided most of the common pitfalls like directory climbing and stuff. I thought StardewValley.GameLocation was the default and adding a location type was optional?
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24354 on Windows 10 (10.0.19045.0), with 5 C# mods and 2 content packs.
The error also mentions not being able to find PotteryStudioInterior.tmx, but that was an earlier filename and my current filename is just PotteryStudio.tmx. I searched through my files and the only time I use that name is just an Id for an entry.
Your IndoorMap field should not start with Maps/
That gets tacked on automatically by the game
(And to be better safe than sorry I would reload the game/save since you have some CreateOnLoad stuff)
(After fixing it I mean)
Dude I never would have noticed that, thank you! gonna try changing that. ❤️
also if this is a non-instanced interior like vanilla Barn/Coop/Shed/etc. you don't need a Data/Locations entry
is there a mod that allows to use robin and wizard buildings on GI?
also that should be a #modded-stardew question
almost everything you describe probably needs C#
if you're fine with the bad quality items being a different item instead of a different quality you can get away with Machine Terrain Framework's crop main drop override
ie. Lumpy Eggplant or Molded Potato
Could I ask what you mean by non-instanced? Like a farm building?
non-instanced = every building has their own interior
instanced = every building leads to the same map
Like greenhouse vs shed
yeah you can't build more than one greenhouse in vanilla, but if you enable that (and make no other changes) every greenhouse will open into the same map
Ah, that makes sense, thank you!
Actually it won't, bc non-instanced interiors become instanced for any building instances past the first one, at least according to the wiki
ooh, TIL
yeah I realised that too late woops
my bad
Mainly what it means is that your interior can be treated like a regular location instead of an interior, so you can have warps, location data, events, npc pathing*, etc.
Also useful for converting existing locations into building interiors, which is exactly what the greenhouse does
This means the obviously someone needs tk make the farm cave a building
its possible to edit both tile properties and map properties with edit data right
no, EditMap
Pretty sure this was fixed with creating a new save. I did remove all mods and recreate the map, but then i just ran a new save with everything and it worked. Save was probably glitched.
YAY.... i finally got Prismatic Scythe working, rename and recolor
when I'm a coder/artist pro, one day I'll make my own island similar to ginger island 
Oh that’s pretty interesting. I didn’t know that was a thing in that framework. Thanks
lost my old nexus account had to make a new one so im in the process of updating and reuploading all my old mods
Might be doable for a plant disease mod if many conditions could be set in order for a replacement event to occur on certain crops.
What does it mean if you mod's DLL can't be loaded?
the log shows why in Trace
How do you do that?
!log
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.
thats pretty doable without coding
you should have fairly enough skill already to make one
all it takes is repurpose existing tmx with your own layout and maybe textures if you wish
All I'm seeing is Expanded Slime Ranching C 1.0.0 because its DLL couldn't be loaded.
enable trace
Wait. nvm
I'm getting the following Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'ExtraMachineConfig, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
are you trying to hard reference EMC in your mod instead of using the API
I thought I was using the API. Give me a sec to double check
(also feel free to post the full log if you need more eyes)
This is what I have in my csproj:
<Reference Include="ExtraMachineConfigs" HintPath="C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Stardrop Installed Mods\ExtraMachineConfig\ExtraMachineConfig.dll" Private="false" />
yeah that's the hard reference in question
UGHHH
How do I reference the API instead? I thought I had followed the tutorials correctly
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Integrations#Mod-provided_APIs follow instructions here
you seem to have read the last section (Shared assembly reference) instead
hmmm, true
Uggh, two steps forward, one step back 😅
How do you get the contents for the OutputMethod tag?
I don't have the error log rn bc I think dinner is almost ready, but I currently have "OutputMethod": "ExpandedSlimeRanchingC.InfusionStation: InfusionGemInput".
I can probably get the exact error message in just a sec
Oh u need the assembly name in here
How do you get the assembly name?
[game] Machine (BC)Nullnnow.ESR.infusion_station has invalid item output method 'ExpandedSlimeRanchingC.InfusionStation: InfusionGemInput': could not find type 'ExpandedSlimeRanchingC.InfusionStation'
$"{typeof(TrinketColorizer).AssemblyQualifiedName}:{nameof(OutputTrinketColorizer)}"
Do this in ur C# and print it
It's a whole long thing and i believe u need at least up to the assembly name
I tend to do this edit in C# too so that I don't think about it
OH GOD EVERYTHING IS BROKEN.
In all seriousness, this is good. I can finally run the function in question to test it.
what's the command to play events again
Debug ebi
thank you atra
: 🦐🍤
@brittle pasture Am I using GetExtraRequirements correctly? The machine has an extra requirement ("selph.ExtraMachineConfig.RequirementTags.1": "category_minerals"), but GetExtraRequirements is returning a list of length 0.
Also, thanks for the help!
if you wanna get the actual fuels that will be consumed you want the GetFuelsForThisRecipe function
(GetExtraRequirements only works with exact item IDs; the tags version is GetExtraTagsRequirements)
(but neither of those are what you want)
(why they are separate? uh I was stupid)
TYSM! I'll switch to that function after dinner!
And just double checking, I'd then be able to lookup the price of the provided fuel?
they are the actual Items, so yes
Dope! I may be making progress at a snail's pace, but it's progress!
and finally for the inventory field you want to pass Object.autoLoadFrom ?? player.Items into it
I'm gonna need clarification for that later, bc I have no clue what you mean by inventory field 😵💫.
the last param of the API function
NVM, I see it. You were talking about the fields for the function
hellooo so I successfully fixed all the bugs in my mod and now I'm playing it again and somehow all of said bugs are back andddd I genuinely have no clue how or why please help-
the mod is for weather totems of all vanilla weather types. the only one that has caused problems so far is wind. the totem itself works, but it shows up (if triggered during summer/winter, the seasons where wind does not naturally occur) as snow on the weather report
here are all the related files:
image edits: https://smapi.io/json/none/1993e1a58a3b437c8a7e32b12c49e3c3
strings: https://smapi.io/json/none/5a89df3c4f6549a0832e5dcd2064c465
i18n: https://smapi.io/json/i18n/46684bc4b3514085b0823d72c1ce24eb
thanks guys 
By default it is the same as the csproj filename, but it can also be set with the AssemblyName property in the csproj
You can also get it at runtime using typeof(InfusionStatue).AssemblyQualifiedName
hey, if i wanted to do an alternative textures pack for, say, a custom mount (specifically this one! https://www.nexusmods.com/stardewvalley/mods/43704)
what ItemName would I use in the alt textures texture.json?
I know for horse it normally looks like this:
{
"ItemName": "horse",
"Type": "Character",
"TextureWidth": 224,
"TextureHeight": 128,
"Variations: 1
}
but i guess my question is, what do i target instead since it's a custom mount?
looking at the custommounts.json from the file shows this entry beginning with:
"{{ModId}}/MagicalBroomstick": {
"Name": "{{i18n:CustomMounts.MagicalBroomstickName}}",
would I just target (the mod's id)/MagicalBroomstick?
I don't know if you could
ok fair! i wasn't sure if it was possible x3c
I imagine you can edit image it at least
can I also add to the Blacksmith's shop in this or must i add a seperate thing?
well yeah, hehe I know I could just drag & drop files
ohhh!
So that people don't drag and drop
yeyeye! that makes sense!
Separate EditData
I've seen some person video about a custom mount who recommended drag and dropping
Instead of using cp
Smh
Xnb mods...
ancient sorcery...
what tools do I need to be able to be making custom maps and such? like custom insides of buildings or farms
Tiled
prolly wanna start with Tiled
Specifically you want a tmx editor
https://www.mapeditor.org/ for tiled btw
[[Modding:Maps]]
Tiled is a tmx editor right
i think u still need to add the tmx plugin tho
One of
it can do it ye!
Why we got cooldown all of a sudden ugh
i mean it's only 2s...
same, but i can wait ;w; i already get throttled on websites for reading too fast lol
no i got slowmoded too lol
Dynamique slowmode based on how often messages ate being sent here
(well, not reading specifically but clicking a bunch of links too quickly)
(which i do bc of reading)
Nah tmx is the native format for tiled
that makes sense ty
i'm thinking of the old tbin extension thing aren't i
You would need plugin if you needed to edit tbin
that's what i was thinkin of x3c thanks
I, as well as wiki, or any other person, would also recommend to get Tilesheetinator plugin for your tiled since you're gonna work with a lot of tilesets
Which makes it much easier for you
ohh i've never heard of this :O
I personally also love the bulk animation plugin which allows to instantly animate high res animations in tiled too
But it's for some advanced stuff
It's super useful, but you can work without it too
well that's still pretty neat!
i had been using i think it's called SDV maps haru?
idk if they cover similar usecases or not but i've good luck with it
🙂↕️ 🙂↕️ okok 🤔, do i get that from the same place as tiled?
looks like that one's on nexus: https://www.nexusmods.com/stardewvalley/mods/40281 unless they meant smth else
shoutout iro
it has separate install instructions that aren't like sdv mods tho so make sure you follow them x3
wow can i spell lol (fixed it)
woagh that is NEAT
chat is there a 5 minute run down on the required knowledge of what I'd need to be able to edit this custom farmhouse mod? 🤔
I have the following item:
"Nullnnow.ESR.DEBUG_Infusion": {
"Name": "Infusion Debug",
"DisplayName": "Infusion Debug",
"Description": "{{i18n:Nullnnow.ESR.concentrate.description}}",
"Type": "Potion",
"Category": -7,
"Price": 0,
"Texture": "Mods/Nullnnow.ESR/alchemy_table",
"SpriteIndex": 10,
"ContextTags": [
"esr_potion",
"esr_infusion"
]
},
How would I return this item in a OutputMethod with a set price?
you have to make the item first
ItemRegistry.Create("(O)Nullnnow.ESR.DEBUG_Infusion")
after that u modify the Price
Thanks!
Is bus hardcoded to go to the desert only? I'm thinking of adding a new location and make a bus stop there to be a second option for a bus ride
(Hopefully) final question, how would you convert x number of days to minutes when changing the overrideMinutesUntilReady?
I see, thank you!
Utility.CalculateMinutesUntilMorning
Thanks!
I'll think of a way to make it without other mods and frameworks still for a practice
you'd need C#, and your C# would need to have CS compatibility (if you're thinking of releasing it into the wild)
Every road leads to Rome
tilesets in tiled, if im opening a few maps that all have the same exact needed tilesets, (Ive opened them all for one), why doesnt it read them for the other ones Im opening that are also the same requirements? how can i make it detect they're already open
Can you rephrase if possible?
which part :D
I don't think tilesheet loading works however you think it works?
Wym by requirements and needed tilesets I'm genuinely having hard time understanding 😭
It's on me tho not you
Map A needs me to elect tileset X Y and Z, so I do, Map B needs the same exact files and names to be elected, but they're already open. Is there a way to not need to elect them over again?
Yeah tilesheet loading does not work how you think ti works
🤔
Are you useing Tilesheetinator?
yes
maybe
i installed it, it doesnt tell me enough info to know if i have it or not
Press on the Map button on the top
No, I understand they aren't loading, I got that much
Does it have four green buttons in the drop down menu
oh, yes it does
Okay that's something
Hit Crtl+. and see what happens
Or press the fix tilesets button in that said menu
oh, okok, i added the extracted stardew and fixed those, is there a way to add an extra folder for it to pull from?
For vanilla tilesets there's a separate button for that, for custom ones you choose a folder with Manage Tilesheet mods and choose all the needed tilesets there
You can add any mods that add tilesheets or any tilesheet folders you need in there
🤔
Now you press > to add custom tilesets your map gonna use
does not appear ingame at all
Iirc
Hopefully last-last question, how do you change the price of an item instance?
in c
like theres straightup nothing there
Your shop doesn't open or it opens but has no item you added?
Is your TileData located on the purple Building layer
theres no prompt no interact button nothing
You didnt name it TileData
yes?
It has to show the hand cursor
Also naming it TileData also needed yeah
It doesn't matter as long as you have it loaded in your content
oh
uhhhh
the shop json is an entirely different json
im supposed to EditData then Load in content?
No no
where would i be able to see the collision of the map? does it just depend on what layer the tiles are on? or
I'm saying if you have a JSOn, you can't just stick it in there
Yeah layers matter
Only building layer has collisions by default
You need to include it
Unless they have a Passable T property
ohhhh okok
like you need to do this, you need to tell your Content that there's a JSON wheerver and it's part of your mod
Any other layer has no collisions by default
Back Layer can have collisions if you have a Passable T property on it too but that's not recommended
I recommend you checking wiki modding:maps page
like this?
It has all the info
No, like I showed in the screenshot. You need to include all your jsons
sorry, Load is the wrong word, but you say "include" and people just think it needs to be in the folder, shoulda started with an example
You can either draw collisions with invisible tiles on building layer or just have tiles naturally be a barrier
so like that
No target
alrighty
You can easily understand how to properly layer stuff if you open any tmx and press H
Basically your mod just won't automatically look at your jsons. You need to hook them up to your content to tell it that they exist
if you have any jsons, you need to include them like this. The only exceptions are your manifest and default.json. And your blank loads, but you load them other places.
noted for next time, thanks
now theres an interact prompt but it doesnt do anything
like it doesnt show up the shop
Probably something to do with the code now
well the json cant be invalid
they didnt give any errors in logs
It does add an Item to the shop it seems
Do you initially load the custom shop itself?
isn’t it Data/Shops
god damnit
still does nothing
and no errors in logs
hm....
hang on I think I see it
THis is what the start of my new shop looks like
and it looks like you have no ID?
Wifi
No mod id in tiled. Gotta write it all out
Also what Forsy said
😎 the kitchen no longer loads
er
what do yuo mean
You can't use the token
Tiled doesn't understand tokens
oh
You have to write out your mod id
Write it the way you have it in manifest
So something like Author.Name_mycoolshop
Yep
just bumping this bc I am still lost-
can you effectively color pick in tiled?
🤣 no like, select a tile and it selects it to be then placed elsewhere
In tiled
right click
thank you
np
Oh you meant that
Yo ggs
I'm gonna ask you to teach me to make a custom shop later
its my first time making a mod 
Good
I wanna make two deltarune themed shops with spamton and rouxls kaard, but that's in the future
Can't wait to make my spamton g spamton sell trash for overpriced numbers
I'm the worst adviser here so idk either
i can make Items.json, make IDs for items, and then include those in my content
You don't really need multiple jsons
yeah but its less annoying to search for what you need to find
I suppose you can use your shop json to add items too
I've done it!!! Tomorrow I plan on trying to add flavors to the output item to try and prevent combining potions with different prices.
Changes Edit Data Objects Entries ModId_Item Name Id something something magic boom it works
I gotta learn it a bit better myself
Then you'll just add your custom object id to your shop item list and it's gonna work too
yeaaaaah but i should probably add the existing items first
its also gonna be annoyign to add each item individually
-SMAPI blocked asset replacement for 'Maps/FarmHouse': the '(CR) Kisaa's Cozy Rustic Farmhouse' content pack incorrectly set asset to a null value.```
I'm using the same tiles it previously has, just changed the layout. Why is it doing this? 🤔
Which tmx did you edit
Farmhouse one?
yes farmhouse, specifically the version i have rn
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
this is the empty kitchen, and the edit i did, I have an earthy recolor on so ingame is colored different, but yk
That's weird but you can just do the thing you got replied with
That usually doesn't happen with built in tilesets tho
🤔 but it works as is, im using tiles from the exact same sheets
Game sprite tiles are all 16px based yeah
But it shouldn't stop you from making a bigger texture for items tho
me and the gang rolling up to the clerb
what the fuck 😭
doing that lets it load, but now the collision is cooked itself, and, some tiles are goober mode while others are fine
it would yes. you cannot make bigger textures for items without a framework
or.... an item data definition...
Shops are super manageable, you can basically copy the base game ones as a template
I'm too employed at the moment to help 1:1 though 
New quote added by atravita as #7753 (https://discordapp.com/channels/137344473976799233/156109690059751424/1484711439875707013)
Double check that your wall's bottom tile is on Buildings and not something like Back, Buildings2, etc
Based on your earlier screenshot, it looks like the entire tilesheet you were using was not set with the correct height and width per tile (somehow), so it tried its best to get to the next valid placement in game, but that is now one tile off.
bro ion even know what i changed to make it do this 😭
You saved your map when it had errors present from missing tilesheets
You can't make any changes to your map if there are any errors like that, even if you are not actually doing anything with the tilesheets or placed tiles
in C# is there any way to find out what the max texture size is
Max by what metric
ik 4096x4096 is the safe value
Like, gpu safety?
yea
4096x4096 is considered the max generally yeah
the biggest u can go without drawing errors
I don't think it's based on like, any particular setting or gpu config or whatever
so then i gotta save it with the tilesheets fixed, but then change the tmx in a word editor so it doesnt claim im tryna sheet climb? 🤔
So nothing to check for
but i also hear conflicting things like some gpu can take bigger
Yes, or set up your tilesheets so that there is no climbing in the first place (or use Tilesheetinator, which handles that for you)
:( I have sheetinator3000
That's not conflicting, that's still true. But anything above 4096x4096 is no longer guaranteed to be safe (at least in the same strength as 4096 is guaranteed in the first place, which may not actually be 100% guaranteed if you have a very very old PC or something)
so if it aint guaranteed to be safe then that pretty much just means its not safe so dont use it, since you dont know what your player has
maybe i should not be fretting about the day when someone has 4641 different grasses
Give them the ability to use multiple texture sheets if you do find yourself caring about the 4641st grass
i did that yea but that is +1 texture batch 
(i do realize im being a perf goblin here when AT did not gave a faff about the same feature)
pretty sure there's a member of Game1.graphics.GraphicsDevice or Texture2D that tells you the max
epiiic
i didnt find it hrm
well i should just not be a perf goblin i think 
hm I'll take a look with my special eyes when I'm home
New quote added by atravita as #7754 (https://discordapp.com/channels/137344473976799233/156109690059751424/1484719150600421537)
It's also possible for me to improve the atlas stuff a lot too if i just store more info 
but it becomes harder to debug for me so maybe i slacc
or maybe you just need better debugging utilities 
that sounds like even more work and therefore more reason to slacc
Hello everyone, what exactly makes a mod android compatible? I only made retexture mods with content patcher and I don't have the android version of Stardew Valley to check it if it works or not
assume compatible until someone tells u it's not, then u tell them to use cinderbox 
in other words dont worry about it really
if they ask without a log, then they didn't tell you anything
i did say someone tells u it's not rather than someone ask if works on android
Aight then, I'll just tell them to use cinderbox instead. Thank you!
How are schedules read by the game? Bottom to top?
looking through String files is entertaining
i am always telling people to read the map strings in the joja mart. they're so funny
taco sauce for babies. powdered wine. blue alien energy (get LAUNCHED). etc.
i don't know what "bottom to top" means, but there's an order that keys are checked in and the first match is chosen https://stardewvalleywiki.com/Modding:Schedule_data
the order is the same as the tables on that page, so imagine the game running down the list and saying "is there a key matching this form?" for each one, and as soon as the answer is "yes" it uses that schedule and stops
cowboy sauce gets me. i don't even know if it's a joke or real
is it made with real cowboys tho
there's GraphicsDevice._maxTextureSize which is apparently set to 32768, though i'm not sure if that's height or byte
it's a shame there's so little to do in jojamart so people would actually go inside
it's protected ❤️
[MobyDick] _maxTextureSize: 16384 intriging
smaller than mine 
glMajorVersion 4 glMinorVersion 6 btw
OpenGL version string: 4.6 (Compatibility Profile) Mesa 26.0.1-arch1.1
i dunno
linux reasons maybe
oh that's true. also [13:05:48 TRACE SMAPI] Running on GPU: NVIDIA GeForce RTX 3070/PCIe/SSE2
no this is shader trickery and dark magick
yes, it's shader fun
shaders are fun and wholesome, don't listen to blueberry's lies
oh i see what you mean lol
i like shaders
Oh my god, you have unlocked so many never-before-thought thinkings for me
no, I would have to redraw them all and I have neither the time nor talent to do so if I want to get this done for the modjam
hypnobelisk
also it would require changing the c# type of vanilla buildings, which is possible but sounds extremely dodgy
i shouldn't even be on here. i'm gonna run out of time as it is
1.2 feature /lh
nah obelisks r fine cus they arent special type in the first place
i think they just work by action
yeah but my point is if the mod gets removed it might cause problems. I'm not sure how spacecore handles it
its not saved to the real save so i think it was fine when i tested
pytk used to let you nominate a fallback type for the serialised copy, i don't know how spacecore handles the instance either
but would that erase the building, or just spawn it as a regular building
after some searching it seems this is indeed the maximum size of eithr dimension of the texture i.e. 32768x32768 is supposedly the max for you
i for one will never support anyone using a 32768x32768 texture for their stardew mod
I think that would literally set my laptop on fire
or for most things in need of textures, i think
[MobyDick] _maxTextureSize: 16384
[MobyDick] GPU AMD Radeon RX 7900 XT (radeonsi, navi31, ACO, DRM 3.64, 6.19.6-arch1-1)
i would like 1️⃣ photo-realistic pam please
I would never be able to open it again
smh why is this blocked behind windows it just works on linux too
but does it work on Every Possible Linux
it is pretty guardrailed as is
i think linux ppl should have the right to try and get <unknown>
maybe linux people don't suffer whatever Fate windows users live with that makes smapi need to print out what gpu they're running on
You scare me sometimes
my max texture size is also 16384
this is true, they have to fiddle with 3-5 gui to fix things sometimes
what graphics device do u have button
[22:30:32 TRACE SMAPI] Running on GPU: AMD Radeon RX 6700 XT
maybe its amd thing
you fools bought amd and now must live with 16384x16384 textures
my game gonna be
compared to blueberry's glorious 
whatever will i do
better get your glasses to see your tiny textures grandma
I have a gpu from 2019 with 6gb of memory so I imagine my textures are smol as well
is it amd or nvidia or intel. you could provide valuable data points
nvidia. 1660ti
[22:30:32 TRACE SMAPI] Running on GPU: 2019/PCIe/smol
if you ever check what your max is set to and its bigger than mine please do not tell me
dont tempt me to load up an sdv debugger on my old work thinkpad
see the power of the nvidia t500
how serendipitous that you checked wren's log at exactly the same time as i checked mine
i actually would genuinely be curious to know
salient.... like a salt water
That code line for the gpu info traced back at least 6 years. So it might have originally been an XNA vs Monogame difference. That and until 8 months ago it didn't have the dedicated method and the try/catch and the graceful fallback
[MobyDick] _maxTextureSize: 16384
[MobyDick] GPU Mesa Intel(R) Iris(R) Xe Graphics (TGL GT2)
i dont own any nvidia bolb
[14:11:20 TRACE SMAPI] Running on GPU: Intel(R) Iris(R) Xe Graphics
_maxTextureSize 16384 int
[14:16:36 TRACE SMAPI] Running on GPU: NVIDIA T500/PCIe/SSE2
_maxTextureSize 32768 int
read 'em and weep
stardew nvidia bias clearly
so is 16384 the real rly safe number to use 
Probably not for phones if I had to imagine
weh
don't devalue my investment
Do you have your old Nokia fliphone laying around to test it on bluebs
Ughh, that feeling when its almost midnight but want to keep debugging
I'm 10 min late but I also wanna brag my max texture size is 32768
would it get me SMAPI blacklisted if i crashed my mod for anyone with a texture size higher than my max
probably not unless it's targeted
i guess i wont ask for you and selph's steam IDs then
last I checked I believe it's useless yes
it doesnt really do anything without a pet assigned to it to begin with but location doesnt really matter it seems
could be wrong though
actually might be mistaking that with pets only teleporting to/from the farm
assigning a Pet to a PetBowl will set that pet's homeLocation to the location of said pet bowl
so as long as the pet can accurately find the pet bowl from that it's fine
ok yeah I might be mistaken this with some other pet stuff I discovered some months ago
pets and pet licenses only check the farm unless the pet's homelocation is already set
likewise marnie's event and menu both only assign to the farm
hmm I think I'm right after all; it is only the farm yeah
i mean nothings stopping you from assigning the pet to any bowl
if you roll your own C#
you can reassign them with bowl.AssignPet(pet)
addly. your spouse will only water bowls on the farm, but all bowls in the world are filled when raining
they wouldnt actually teleport to bowl would they
not immediately no
inchresting. the default pet in the newgamemenu is a cat but the default constructor uses "Dog"
ape changed his mind sometime over 4 years
i'm not getting anything done today. just chasing all of your cruel nerd bait
hmm I think changing the bowl assigning code to check every location instead of just the farm is innocuous enough to be in 1.6.16
I feel like that'd be an expensive check relative to how useless itd be to vanilla
especially since it would then need to deal with pets existing outside the farm
Did you find a fix?
a year+ old message 
I'm having a missing tilesheet error, and that's the only person with the same error! A long shot, but, worth trying I figured.
What is tilesheet '.'???
tbh I dont believe in the concept of post necro. if there's a reason to continue the conversation, why not?
I realize this is not a common sentiment but it's how I am
(oh I just think it's rare is all)
that sounds like the map is very exploded tbh
With 1.6.9 or some time later, was there a requirement for a certain tilesheet for each map to have?
1.6.9 added a bunch of tilesheet checks
(It's an old thing I was working on, my kids are making me fix it. My 9 and 11 year old are upset their Ghost-infested dungeon is now broken!)
search tilesheet here: https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9
ive created a mod that edits some of the dialogue and event sheets files, but i think my content.json is loading them wrong. heres the error message in smapi upon starting the game: "EditData Data/Events/SebastianRoom: the FromFile field can't be used with an 'EditData' patch." should i be using load instead of editdata?
a bunch of unused assets were also removed in 1.6.9, including several map tilesheets, so if your map was relying on those that's likely the cause
you should be using Entries and directly put your event there
so like this?:
{
"Action": "Entries",
"Target": "Data/Events/Saloon",
"FromFile": "assets/SaloonRV.json"
},
no
im using the content patcher github page and i dont see an entry on entries sadly 
ill give it a read!
No, your action should still be EditData. You need to remove the FromFile field and put the entries directly into that patch, not in another file.
entries is not an action but is one of the fields you can give to EditData
Map.RequireTileSheet is where the stacktrace starts, and I see that's a new check from 1.6.9. Thanks Cam! I suspect that might just maybe have had an error all along, but it didn't show and I didn't know. Something is a wild mess with it... It's a temporary level, I am going to probably entirely re-do the code for it...
so i have to include the specific text string lines i want inside the content.json, not just edit the whole file?
That is correct.
oh thats so brutal
oh you dont have to do it for every individual line if that's what you mean
you can put multiple dialogue lines in one entry
what if i specifcally need lines replaced? im genderswapping a character so i need the old dialogue to get completely removed. i figured editing the whole document would be easiest
ohh replacing
You just add the ones you want replaced to your list of Entries
you can overwrite it yeah
It's the same or less work as just editing the file directly, except infinitely more compatible
you only want to Load to an existing asset if you intend to replace absolutely everything in there, and that's uncommon
yeah, ive already done the work which is the frustrating part 🥲 live and u learn ig
It's not like you need to throw away what you've already done. You just copy and paste the bits you have changed and discard the ones you didn't.
Bleh, trying to test multiplayer with Stardrop was not a hurdle I was prepared to face today
hiya, how could i go about changing the movie theatre to stock all concessions at once? i'm having trouble figuring out their item ids, haha
i dont think they're items
They aren’t items, yeah
And the movie theater isn’t a normal shop either I’m pretty sure
they're a very weird case where they have item IDs so they can exist in Data/Shops and such, and the theater does have a shop entry there with an item query for them
(assuming that's actually used, I haven't fully traced the logic
)
but technically aren't items otherwise (ISalable + IHaveItemTypeId, but not Item)
Fascinating
yeah i just realised that lol 😭 either way! goal is to get all items stocked in the theatre
is it possible in cp?
so the theater shop has the entry Concessions in data/shops, which you could probably edit to force it to add more items, but idk if there's a way to directly include all of them
it's a shop with one entry being "Id": "MOVIE_CONCESSIONS_FOR_GUEST",
Hooray I figured out how to test multiplayer with Stardrop
idk a lot about using item queries or shop data, but you might be able to add more copies of that with the same "ItemId" and different "Id", or some such trick
I was thinking about 2x2 tiles textures and stuff so it got me confused
alternatively, ig you could spawn each known concession individually by ID; their qualified item IDs are (Salable)MovieConcession. + their ID in Data/Concessions
pretty much exactly what i was looking for!
i'll give it a shot
(those aren't recognized by commands like list_items since they're not items, but it may work for that shop entry
)
Fixed my problem. Justin Case a year from now some other poor lost soul has this same problem, GameLocation changed A BUNCH of method parameters just a bit. The tilesheet thought it was sposed to be null cause i had an old location.EditTile() (or whatever it was, my kids have my computer, measage me if u need it whosoever ye be.)
Justin Case is such a cool name
I'm not sure about concessions specifically, but in general for item queries that return multiple items (such as ALL_ITEMS) it will just add every result to the shop unless you limit it with MaxItems or a PerItemCondition
a good example is the furniture catalogue, which has only one entry that is ALL_ITEMS (F) @randomSale
How I look at all that text at 7 in the morning
im trying to genderswap sam. i have the portrait and sprite changes in the content.json, but i want all the dialogue to be in a seperate file for readability's sake. however, im getting a smapi error (im an artist not a coder rip). anyone know whats going wrong?
{
"Action": "EditData",
"Action": "Include",
"FromFile": "assets/Sam.json",
},
you have two actions
just include is fine
ur editdata patch would be inside the Sam.json
im editing the 4 corners map to make my own what are these tiles that just have 1 2 3 4 5 6 7 8 on them, are those the farmhand house spawn tiledata or something?
on the paths layer?
Paths Layer tiles that has functionality you can read about in Modding: Maps
tyyy
so i can add items to the theatre shop, but (Salable)MovieConcession.0 (0 is the cotton candy id) just results in an error item ^^"
ty!!!
Making a custom farm is much harder than just some custom location so be careful with editing
yee i just gotta release a map yknow cause ive never done one b4
i like doing new things
:3
unfortunately, that probably means they just aren't supported by the item system, outside that specific query the shop already uses; you could try to force it to add more by making extra entries with the same "ItemId" query and a different unique "Id", but that's my only other idea without C# involved
in this specific case, the concession query returns a set number of semi-random items based on the NPC accompanying the player (e.g. 2 they like, 1 they love, 2 they dislike, or some such)
or I guess it's a minimum? there's a surprising amount of code for concessions
but yeah, something like that
int num_loved = 1;
int num_liked = 2;
int num_disliked = 1;
int min_concessions = 5;```
If I wanted to make an event trigger once on particular day or after at any time beyond that, should I just... list out every day number except the days leading up to the event? Like DayOfMonth 3 4 5 6 7 etc.
i'll be giving that a shot, then ^^"
oh, are you talking to me?
oh, yep!
assuming that listing them is the way to do what you want to do, that's the easy way to list them
I think other modders here said doing a range for the day numbers could get wonky.
Because I remember attempting that for the last event, and someone mentioned it
Thanks though
per the docs: "{{Range: 6, 14}}" // equivalent to "6, 7, 8, 9, 10, 11, 12, 13, 14"
so it's a matter of: if you need the numbers, that's the easy way to do that. I can't answer if it's going to do what you want it to do
the only thing that could potentially break what I need this event to accomplish is someone somehow avoiding the bus stop for an entire month and then failing to trigger the event on the next months excluded days. Probably not worth even accounting for tho
there are a bunch of GSQs related to days that may be specifically helpful in this case https://stardewvalleywiki.com/Modding:Game_state_queries
thanks! I may just do it manually at this point, because my time is getting increasingly limited for anything fancy code wise
I know the feeling - I pretty much called my code ready yesterday and am working on my nexus page
my modfest project will be cutting it so close! 
You got this.
thanks 😅 I'll be really happy when I finally let it free into the wild
I can't say I'll be done with it, because there'll be more content that I'll need to add, but still, finishing the first phase will be great!
the nexus page is going to be so last minute though
I'm also finalizing my mod and getting ready for nexus page but am also dealing with the very nagging feeling that I am forgetting something important I needed to do for it in the code
seems to bug out? (the prompt for buying concessions just repeats)
thankfully, there will be a whole month afterwards to add and fix things before any judging takes place!
If I want any chance on endorsements or downloads t hough, it helps to be bug free from the outset 😛
make it as good as you can, but don't let perfection stop you!
It's definitely far from perfect and that's fine, the nagging feeling is just telling me it was something important for functionality
i assume the only other (easy) way would be to edit GetConcessionsForGuest from the game code (probably a quick return all_concessions yeah?)
but i've hardly seen much outside of just content patcher mods haha
welp. to reading i go
i can't wait to test all of my dialogue to make sure it works the day before releasing my mod lol
there's still a few days...
No idea if I'm going to get my mod out by the modfest deadline, but feel a bit better about it since at least I've got the tutorial entry up lol
(Still haven't heard back on whether it needs to be in an article tho)
oh, I hope it qualifies
anyone know if putting a /Season !Winter/ as a qualification for my event would work?
(to let it play in any other season)
!Season Winter
Oh, thanks 😅
(via the GSQ wiki page)
With GameStateQuery if it's an event precond (so /GameStateQuery !Season Winter/)
oh, I'm not doing a query
anyone know why I'm getting this errorContent Patcher] Can't apply data patch "Jack npc > Jack Character Data > entry #1" to Data/Characters: failed converting entry to the expected type 'StardewValley.GameData.Characters.CharacterData': Can't parse Rectangle from invalid value '{X: 0 Y: 0 Width: 16 Height: 23}' (path: MugShotSourceRect).. when I have this written as the mug shot:"MugShotSourceRect": "{X: 0 Y: 0 Width: 16 Height: 23}", I think it's exactly like button recommended in an example, so idk why it's not working here
hmm, I'll try
X Y Width Height might also need quotes around each of them
Oh, I'll check that. Thanks!
{X:0 Y:0 Width:16 Height:23}
Sorry, parsing regex is difficult (for me). It's stricter than I initially thought
I did say it could be done two ways though and that was just one of them, I didn't recommend it over the other
oh wait, I also just noticed a misplaced " too lol. thanks button
Well it can't have any quotes in it whatsoever if doing that way
Or commas
Or spaces after the colons
"MugShotSourceRect": {
"X": 0,
"Y": 0,
"Width": 16,
"Height": 23
}
I would just do it this way
yeah, i was trying something different because the original example was also causing errors.
So this should work, just take out the quotes before and after the curly brackets
I'll just try it the second way button recommended 😅
having it on one line doesn't appear to be worth the hassle it's taking to figure it out
ooo
Basically this
"MugShotSourceRect": {
"X": 0,
"Y": 0,
"Width": 16,
"Height": 23
}
is the same thing as this
"MugShotSourceRect": { "X": 0, "Y": 0, "Width": 16, "Height": 23 }
Which you had above, just with an extra pair of quotes causing an issue
Line breaks in between don't do much in most cp entries, they're just there for easier human readability
Ok, thanks for explaining it, Si. I just got it to work!
did it the long way though, lol
Well, no, my version was actually supposed to be a string
You can either use a string or an object
It would be equivalent to "MugShotSourceRect": "{X:0 Y:0 Width:16 Height:23}"
Most people don't do the string version because... well, you know why now lol it's picky and has no benefit over the other form
But SMAPI has a converter to make it work anyway
ohhh man, I just realized this late into the mod that I'll need a separate portrait sheet for each of the 3 first days of spring 
I already have the portraits, but they can not all be on one spring sheet!
as a mute person this is so real, i wish there was a mod that changed all the questions into nodding
for that, there'd still at least need to be an indication in the box that the player is choosing to nod 😅
My farmer here doesn't even appear to be present in the conversation
After testing my character outside of his event, his sprite's now cut in half, so I think I've still managed to ruin the mug shot 
And he's also disappeared from his one spot after I went to sleep...
all this stuff happens when I have a few days left and events to still finish! 😅 Maybe I should take a break
I hope his disappearing issues don't happen in playthrough where I'm not doing weird testing!
very peculiar issue, as you can see, some things are the wrong color, i have all mods that recolor the inside set to vanilla (to my knowledge), and the kitchen's window and that one square are throwing a fit. the bits on the left that are earthy recolored are mostly parts that are over written when upgraded with the addons, but those addons then also have the earthy recolor...
well i can clearly see you're using non vanilla tilesheets
yesnt, they're all the vanilla color though
the addons
the game cannot recognize that custom tilesheets (even of the same color) are meant to be a part of the same set as vanilla tiles
are you using earthy interiors?
custom tiles will not get over written by recolor mods
( guess pretty obvious question...)
it's turned off, and to green wizard, its all the vanilla tiles that are dark, not the custom ones :L
well, i'll ask for a log anyways
i want them vanilla color bro
!log
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.
Oh, well that what I said!
better safe than sorry
the vanilla tiles are getting overwritten
do you have lead poissoning...
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 98 C# mods and 111 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
yes 😔
😔
It's reached my brain or something
yes thank you for resaying my piece
you can not mix custom wall tiles with vanilla
you say it's turned off, it is not.
it's right here in your log
sorry, I'm not being clear
nope :3
that's only the optional configs, it's still going to recolor the regular towninterior
as in, the outer walls
the kitchen window? that's just furniture. you can pick it up and move it
There's an important thing about compatibility that I'm going to try to better explain in a moment, if this is a mod you don't want to run into with errors when you or others use recolors
look bottom middle of the first two
ohh yeah sorry i thought you were talking about the window in the doorway XD sorry about that
🤔 im uh. not sure what's up with that janky window at the bottom
🤣 nono
So, I was mentioning that the vanilla wall tiles are getting overwritten because you (generally) don't want to have any vanilla wall tiles mixed in with custom ones at all for compatibility reasons, since recolor mods will only ever target the vanilla wall borders. Using your own custom walls with the vanilla walls will result in incompatibility every time a recolor mod is used.
This is not a big deal if it's a mod for personal use, but if you want more compatibility, you can just take all the regular vanilla wall tiles and put them in the same tilesheet with your custom tiles, and then only use the vanilla tiles from your custom tilesheet to build your map. These vanilla tiles will now be recognized as custom and avoided by recolor mods because they will not be pulled from the game's tilesheet, but yours.
Hope that makes more sense
🙂↕️ it is only a project for me yea
then that's not a big deal, just something to keep in mind if you think you'd ever want to use recolor mods for yourself on this map
I have written a rather long mail for sending a new recipe to the farmer. Does anyone familiar with modding mail data know if I can control where the page breaks occur?
Oh, my name's actually Parcy by the way, I just got infected by a green wizard virus (and lead) so it'll be a little while before I recover 😅
mmmmmm no im pretty sure your name is Green Wizard Lead
for now, yeah 
the condition is pretty serious
better visibility with CIA level image editing
lowkey just keep your head down and wait till it all blows over
I'm definitely not wizzy-boy-man even if I'm green and wearing an (invisible) wizard hat though! You'll just have to believe me, since my name is "apparently" saying otherwise 😔
🤔 i dont see "apparently" anywhere on ur profile
this is so far beyond perplexing bro
like there's nothing even going on over there that could look like that
that's the same area??
yes
the floor is different bc i changed it previously, but
that's supposed to be the same area
Are you using someone else's custom tilesheet as well for the windows?
🤔 wdym
I guess not then. I just meant that there a tilesheets people often use as dependencies which include stuff like the windows you have on that wall.
I don't know how to help with whatever's going on here, other than to tell you to triple check what's going on in tiled I guess.
mmmmm, the window is from the same tile sheets the walls and stuff are from
hi guys how do you make the npc only spawns in the world on thursday and disappear on the other day
Make their "other day" schedule be outside of a map, I'd guess
i tried it but it does not let me or maybe i just miscalculated the coordinates
What do you mean by that? What happen when you do?
How exactly are you doing that
Is anyone around who can give me a mod showcase?
Demetrius sends you his recipe for fruit salad, and teaches you a thing or two about fruit.
https://www.nexusmods.com/stardewvalley/mods/43949
sure! do you want to remove the first line first?
Yeah why not.
This mod adds a single recipe to the game: Demetrius' fruit salad recipe.
Includes gift tastes & some unique gift dialogues.
done
Thank you muchly 🙂
you are also a high enough level to request the mod author role, if you’d like, which would give you the ability to showcase posts yourself
I may do that!
How do I know the difference between purple TileData properties and blue layer tileset properties in Modding:Maps?
Like how Passable is a layer property but Action is TileData property
I believe either works for most things, you can think of tiledata as an “override” for specific tiles and the tileset properties as a “default” for every tile using that tileset tile
(I think. I did also just wake up though
)
its okay ill test it the moment I get a chance
gifting it to demetrius gotta turn him into a dove so I could finally marry robin
Can anyone know where Sebastian1 is from? Spotted it in mailReceived but it's not mail. I think it's some sort of dialogue from him?
It's a mail flag that gets set the first time you see his Thu dialogue so that you don't see it again afterwards. You can use Find in Files to search for stuff like this ^_^
Thank you!
hi! do you know if it possible to make a mod that changes the config of another mod?
not without C# or the other mod specifically supporting that, as far as I know
there's a framework that lets CP packs read other mods' configs, but not edit them
or ig you can just bundle an edited config.json file with your mod, which is how some sites' mod packs do it
ok thanks!
is anyone else having trouble logging into Nexus? The cloudflare captcha keeps failing
Working fine for me
sometimes I refresh and it doesn't even load in...
leroy I have bad news. you're a robot
hello! saw somewhere that the NPCName had to be fully lowercase in order for NPCName_sleep to work properly. Is that actually a thing?
if i have a custom community center bundle mod like this https://www.nexusmods.com/stardewvalley/mods/6361?tab=description
is there an easy way to adjust the code to make the bundles require every item?
Yes, but only in that key so you don't need a lowercase internal NPC name in their data/characters entry
hmm. i cant tell by looking at the .json's, your best bet would be to ask the author of that mod if its possible
cool thank you!
i remember there being a webside with free stardew tilesheets from the community?? am i nuts? im looking for the waterfall sheets, im remaking Grandpas immersive farm (so original ik)
maybe you're thinking of spriter's resource? but if you want to mod, unpack the game instead
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
spriter's resource isn't built for modding
i have, but i remember waterfalls being a pain for whatever reason?
-# no I can't maps 
but I do think ik where the waterfall pngs are if you want me to send em over
YES PLs ty ty 

aaaaaah I wish I had more time for modding
I wanted to finish my modjam mod tonight so it would be ready for the showcase stream tomorrow but I don't think I can finish it in time
wait when does modfest end
the huh huh??
26th
oof okay
those streams dont rly showcase mods
boaroo did but angelnaomi hasn't really afaik
oh weird, wonder why it's on the event calendar then
guess I missed my chance for free publicity 
she's probably partnered but idk no enforcement lol
could someone explain or send me towards a tutorial on how the desaturated pallete mods work combatibility wise?
Recolours have to change the palettes of any mod that add tilesheets that are not vanilla
so it's a manual labor thing
(mod authors will need to add recolored versions of their custom tilesheet files to match the most popular recolors where needed if they want compatibility, rather than expecting the original recolor mod author to do it on their end)
Yeah, I realize I've worded that badly ^^'
so every mod with a recolor compatibility was essentially remade from scratch just with that pallete?
yeah
If you use only vanilla tiles, you are compatible with most recolors without doing any extra work (I say "most", because some recolors are old and not updated for 1.6+, so some tiles aren't recolored)
ill add that the majority of recolor mods work like outlined above, while a few like Nightshade change the saturation etc of the game "on the go", and such wont need compatibility additions in the same way
oh damn add another layer of apperciation for my mods and their makers
i use daisy nikos earthy recolor
classic
so the waterfall asset is the only one rn i think i need to worry about maybe
hmm. wasnt there one of the tilesheets posted on nexus that includes those waterfalls? hang on lemme check. they may already have made recolor compat versions for the most common ones
I know there's at least one custom waterfall tilesheet that has basic recolor support
I know for Earthy there are a few 'waterfall fix' mods as well
i meant earthy sorry
you think that would work?
hm cant seem to find recolor sets matching the one shared by Claude above (are those the vanilla waterfall textures @autumn tide ?). but its possible i just didnt download the tilesheets i saw them in, oor that i imagined the whole thing 😅
yep! straight from maps
What are the acceptable values for priority again?
it varies I think?
i recently found out about Late+1 too 
ikr! it gives back in school saying "oh yeah but ill do infinity+1 so there!" 
its just 1 more late than late 
Technically priority is just a numeric value, where higher values are applied later. Early (-1000), Default (0), and Late (1000) are just names for points on that line; so Late + 1 is just 1000 + 1 (i.e. later than patches which use Late, but before patches which use a higher value).
(But you should usually use the names and avoid custom expressions like Late + 1 if possible, which can make your logic more fragile.)
Is this a bug? The kitchen letter from Robin is titled "???" instead of a proper name I forgot, using SVE.
They did change the content of the mail itself, so I'm assuming it's that.
that is probably the case. I think you might have the wrong channel, though.
does anyone know how the immersive farms make the bus stop and grandpas shed apart of the map?
they just do map edits and add warps
and part of the bus stop map is copied onto the farm map
Oh, sorry. I just thought maybe looking into the mod's files and see if it's actually the case.
Where can I go about it?
im guessing they also do some changes to schedules like Pam's, to point her to the new bus stop?
#1272025932932055121 is our general channel for tech support and bug help, but SVE also has its own dedicated server, which you may find more information on
it just changes the map, the bus stop is still the bus stop
there is no "new" bus stop, it's just a map edit
ohhhhh wait wait so its essentially just visible on the farm map
the part on the farm map is not the real bus stop
flash just copy-pasted the tiles from the bus stop into the farm map
and then it warps you to the real bus
yeah
same with the shed....?
the shed is in different spots depending on which farm maps you are using so I can't answer that
interesting. didnt realise they didnt do away with the old bus stop when also having it on the farm map. but if npc pathing is turned off on the farm map (? seem to remember reading something like this) then it tracks that they'd need to keep the original too
The part of it on the farm map is entirely aesthetic
either way dont i need the tile sheet for it? where do i get that?
the bus logic and animation is also hardcoded to the bus stop, and the player is dropped off there at the start of the game. removing the location would break a lot of things
It's just so you can see it from the farm
grandpas shed i mean
you can open the map in Tiled and find out?
(my not having played SVE is showing
only curiously looked around in the files a bit)
the shed itself is probaly custom tiles packaged with SVE itself
when did we got 1.6 on pc?
I haven't played it either, but I looked into grandpa's shed compat for a farm map I was doing. I wanted to make it into a real building
march 2024
ok well im looking in the sve tilesheet folder now
ohh I see ty
if I recall correctly
think i found olivias bathroom
the wiki has a full version history listed
ok found the sheds
for silly unittest reasons i directly made a GameRunner which would ofc use the vanilla LocalizedContentManager
it seems like this way doesn't normalizes any content paths (e.g. Data\\Achievements doesnt resolve to <game>/Content/Data/Achievements, i get <game>/Content/Data\Achievements and die)
how does game even work on linux 
i fixed the usecase i have by subclassing GameRunner/Game1/LocalizedContentManager so that Load normalizes the path so this is just out of curiousity
Is it possible to change a machines behavior when fairy dust is used on it (for example, increasing the base cost of the output item alongside instantly finishing its production)?


<-- chu's chicken