#making-mods-general

1 messages · Page 565 of 1

uncut viper
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Are you specifically after vanilla content or was the fact that it uses vanilla content only just circumstantial

lucid iron
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I didn't write most of this so my understanding is cursory here, but this is done so that the normal Game1.LoadContent stuff fires and u get Game1.smallFont and friends as expected

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I don't have means to verify but it probably works just fine on windows

glossy kettle
ocean sailBOT
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Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 59 C# mods and 186 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
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On linux I observe it dying bc it tried to load a <game>/Content/Data\Achievements which would be the non existent Data\Achievements file

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The TestContentManager stuff i added fixes this bc i call the PathUtilities.NormalizeAssetName

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I'm just puzzled by how would a vanilla no smapi game work here who is normalizing paths then LilyDerp

uncut viper
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Remember when you said you didn't wanna add extra debug utilities for something else because you wanted to slack

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Now you're here making a new game runner just for unit tests

lucid iron
lucid iron
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While it's an interesting thing to have I don't think it's really viable for testing anything that's dependent on game loop

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For stardewui it makes sense because there is only minor asset dependencies and having tests for the elaborate xml adjacent thing is useful

worn turret
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Hi, chu!(e). I'm the one from Nexus Mods you told to find you on here. 🙂

Ok, so, first things first, and I'm sorry that this is dumb, but TAS has a lot of files. Is it a separate mod from MMAP that I drop in the mods folder, or am I supposed to stick part of the TAS code inside the MMAP code? I'm feeling more like MMAP is ready to execute TAS and I put the TAS code inside my own mod? Is that right?

worn turret
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Ok, so the code gets added to my mod. The TAS capabilities are already built into MMAP.

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I just wasn't sure if it was a separate framework or something.

lucid iron
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To do stuff you define a mushymato.MMAP/TAS entry

barren tapir
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Hmm. Okay. Probably going to come back to this in the future then 😅.

lucid iron
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And then you can use it in places like a tile property

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Buildings are able to have tile properties too, except you put those in data instead of map

worn turret
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Like this chunk of code from the examples?

lucid iron
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No that's the TAS definition, you need that regardless

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But you see how these examples use EditMap to put a mushymato.MMAP_TAS tile property on some map?

dusty jackal
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Hi guys, I want to add a custom item with custom logic. I added it via CP, but now I’ve run into another problem. It’s a big craftable, and I want it to have a chest like an Auto-Grabber. How can I achieve this?

dusty jackal
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Yes

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I thoung that I can added as heldobject, but the player can collet the ches

lucid iron
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The auto grabber works by having held item Chest and then manually opening it but this sucks tbh

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I recommend using a global inventory instead

uncut viper
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Global inventories my beloved

dusty jackal
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Ok, and how i can save it in the object?

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With a custom id base on location?

lucid iron
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You can store an id in the modData of the object

worn turret
lucid iron
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And use that to get your global inventory

dusty jackal
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Ok thanks

lucid iron
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The concept is the same, you would simply use mushymato.MMAP_TAS instead of mushymato.MMAP_Light (with the correct args in Value)

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This one's a green smoke so tweak the color as you wish

waxen rampart
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!tutorials

near imp
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!list

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BAH

waxen rampart
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free it tricked all of us.

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!npc

ocean sailBOT
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Creating a Custom 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:

near imp
waxen rampart
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OHH

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thank you...

eternal glade
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whats the name of the path from your farm to the mountains in the files, i cant seem to find it

near imp
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Backwoods

eternal glade
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ty

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i found it but im not seeing the entrance warp tiles?

near imp
eternal glade
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there we go ty ty

pulsar tangle
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What program/forbidden magic do you guys use to find the X Y coords for things in Cursors?

uncut viper
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I just use the select tool in my image editor (paint.net) which tells me the coordinates of my selection

gaunt orbit
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apparently there are perils to hot-reloading

hard fern
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What about cold-reloading

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Or lukewarm-reloading

near imp
ornate locust
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cursors is chaos

pulsar tangle
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Oh joy.............. Thanks for the help, though!

uncut viper
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I have once again gotten a bug report for this and I feel silly for last time not realizing that I think it must be a null NPC.currentLocation and not the NPC or name because theres like 5 preceding lines of checking the NPC name that pass without fail
I still have no idea when an NPC would have a null currentLocation on day start though...

gaunt orbit
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What happens if their start location doesn't exist

tender bloom
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zero schedules somehow maybe??

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i also had mysteriously missing leo for a little bit where he was just nowhere, but this was a few years ago on a heavily modded save so i just didn't look into it

uncut viper
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0 schedules warp them to a location as soon as the schedule is parsed, and uses Game1.RequireLocation, so it'd throw an error if it did not exist

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And if their Home start location doesn't exist they get put into Town

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I've just changed the thing that was erroring in my code to not explode when something is null instead and am just gonna hope it fixes it, cuz I've not been able to recreate it and I've only had it reported twice in all of BETAS's existence, despite the code thats throwing existing for like a year and a half now

maiden citrus
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heyy, does anyone know how to spawn more stones inside the mine?

maiden citrus
torpid sparrow
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is there a way to make the npc icon appear

ornate trellis
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theres special code for it ye

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here this is what i did for mine

lucid iron
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which mod provides this feature

uncut viper
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What would that do?

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The game isn't going to call your custom target

ornate trellis
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hm, interesting i was told to do it that way thonking

uncut viper
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You need C# for this

lucid iron
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i do know that ES C# has this feature

uncut viper
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It might be doable in 1.6.16 or 1.7, I don't remember, but it ain't in 1.6.15

lucid iron
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if u wanna just piggypack and make it work if ES is there u can

ornate trellis
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inch resting, guess whoever told me was thinking of that one then

torpid sparrow
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scratches head

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so i cant do it

ornate trellis
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i wonder why this isnt vanilla when making SOs is

torpid sparrow
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ok im gonna put not a bug

ornate trellis
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i stand corrected. guess i should know better than to get help outside of here xD

calm nebula
uncut viper
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I did think about something like that (specifically thinking about Abigail in the Mines) but I couldn't find a path there that'd make their currentLocation null

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And I didn't see any mods in the log that might be putting NPCs in weird places

lucid iron
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do u have a log this time?

uncut viper
ocean sailBOT
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Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 36 C# mods and 22 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
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do u think its Custom Companions

uncut viper
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I don't think so, from what I could tell it does always set the companion's location

lucid iron
uncut viper
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Right at DayStart though?

lucid iron
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yea cus that is when it adds stuff right bolbthinking

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its a little hard to say for certain with just a glance

uncut viper
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That constructor its using does also set the location

lucid iron
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no it only does that for bound companions i think

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the ones that u get from rings

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ah but the bit i linked is the bound companion path anyways ill have to find the not bound companions

uncut viper
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It'll hopefully never come up again anyway though so don't feel the urge to look into it too much lol

lucid iron
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i always forgor they are separate

autumn tide
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helloooo how big can you make a map before the game gets angry?

urban patrol
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town size pretty much

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it’s possible to do bigger but it impacts performance

torpid sparrow
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how does one exclude a custom item from being needed for perfection again

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like it doesnt need to be shipped

half tangle
torpid sparrow
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Thank u i was looking at the items page and not objects

half tangle
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btw for mod authors, the new mod I posted in showcase also can be extended with content patcher if you want to use its mechanic to run trigger actions

lucid iron
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It's time to add song of time

swift zenith
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Hello! Im looking to do modding but have no idea where to start or who i could possibly go to for more hands on help. I cant look at a page of script and understand it without doing it myself or having a picture/video guide for learning. Im a hands on learner. Ive done basic scripting and ui scripting but its been ages since the former. Ive never dabbled with modding though.

What im looking to do if it helps:
I want to make a more immersive romance storyline for characters like the maggs kind. While they are cool, i was thinking about how different we all imagine the characters and i wanted to add my versions of them the way ive seen them. This is like ALT sarcasm sebastain instead of emo (think agent of asgard loki or loki 2019 comic loki) or starving artist Leah with more leaning into her artwork and her actually giving the players different sculptures or the character helping with them. Even giving haley a more cohesive storyline where her story feels like she absolutely chose to live on a farm instead of how ive seen people feel loke she was forced to live out of her comfort level. (Not sure how many people feel is the case).

Tldr: looking for a way to start modding thats more hands on or how to find a team wanting to do stuff like i want but need a storyline and art directive that i can provide as part of team. (Went to college for, and write alot of stories/currently working on actual book)

lucid iron
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!npc

ocean sailBOT
#
Creating a Custom 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:

lucid iron
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even though you aren't making a custom npc it'll help to understand the parts so that you know what to edit

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the other thing you want to look at is event scripts

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neither things need you to know C# tho

swift zenith
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If i need it i know enough to learn it. Ive had to do a couple forms of coding.

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Thanks for the help. I think this is enough to at least get a ModDD and asset list going for the storylines, then i'll have it all fleshed out and can piece it as i go prob.

One other issue is with 1.7 coming out when it comes out, is it going to be easier to do when that comes out so it doesnt have to be patched for it?

brittle pasture
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I don't think 1.7 is going to significantly change how things work in most cases; it also doesn't have a defined release date so no point waiting instead of jumping in

swift zenith
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Ok. If anything then i can learn to patch

calm nebula
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(also nothing you want to do is hard currently)

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everything you've mentioned is art skills and content patcher

swift zenith
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Content patcher have any tutorial guides to access?

ivory plume
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(1.7 will make dynamic NPC events easier with the new commands like choose and goto, but events using the current commands will still work fine in 1.7.)

swift zenith
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Like videos

uncut viper
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There aren't many video tutorials to begin with, and the ones that did were largely outdated once 1.6 came out

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I don't personally know of any up to date video tutorials because people just don't usually make them

swift zenith
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Ok thanks for the help

calm nebula
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Stardew Modding Wiki

Last edited by AtlasVBot on 2025-09-13 18:56:03
Adding new dialog is easy with Content Patcher! This tutorial aims to walk you through the entire creation process of adding new dialogue for an existing NPC (Mayor Lewis). The general principles also apply for other dialogue mods, but you will need to think about your target file(s) depending on w...

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after you're comfortabout with that, there's a newbie's guide to events

proven spindle
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(i'm desperate for feedback SDVpufferflat )

wispy bramble
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I started by unpacking the Content folder so I could look at the stuff inside it. All the vanilla assets are in there, including dialogue and events and stuff. Plus it's useful to be able to check where stuff in there is when making Content Patcher mods that edit stuff.

swift zenith
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I'd like to give it a try for feedback. Ultimate test is someone who's never modded properly.

proven spindle
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Feel free to ping me if anything's confusing or unclear

uncut viper
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So doing spriteBatch.End() and then spriteBatch.Begin() in order to use a shader inside Object.drawWhenHeld() appears to fuck up the layering of many things. Is there a way to make it, uh, not do that. I can create my own fresh SpriteBatch and use that to draw but then the result still ends up beneath buildings :v

pearl crater
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how is an npc's movie reaction evaluated if it fits multiple categories they have an opinion on? the character i'm looking at has family films as "loved" and documentary films as "liked". natural wonders is both of these.
is it the same as concessions, where it just uses the reaction to the first relevant tag?

gentle rose
uncut viper
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I have tried all of them

gentle rose
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weird, what mode are you ending? stardew usually just layers chronologically so anything messing up is strange SDVpufferthinkblob

lucid iron
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I wonder if the layer depths got fugged

uncut viper
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In a prefix on drawWhenHeld I am doing this:

spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, effect: MyEffect);

then in a postfix I am doing this:

spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp);
lucid iron
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Does this happen even if only do a end begin and don't actually draw anything

uncut viper
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For testing currently that is literally all I am doing, I am not actually doing any other drawing

half tangle
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idk if this is relevant, but when I was trying to pick a rendered step to draw in I could not get it to draw above buildings without also drawing above the player. I gotta learn more about spritebatches at some point, though

lucid iron
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I approve usage of skipping prefix what if u do that /j

uncut viper
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In this case it should be drawn above the player!

brave fable
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definitely looks like an issue with the spritesortmode but honestly just ending the spritebatch could be nuking it

half tangle
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well, in my case I was using SMAPI events which is why I suspect this is at least not quite related

gentle rose
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I’m wondering if the issue is with the previous spritesortmode not the one button is beginning

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is it definitely fronttoback?

uncut viper
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I mean I've tried literally every single combination

brave fable
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try starting Deferred?

uncut viper
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I have tried literally. Every single combination.

gentle rose
brave fable
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then you should not be ending the spritebatch prematurely

uncut viper
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That's why I'm asking if there is some sort of workaround! Because I need this to happen specifically for drawWhenHeld

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Or am I just shit outta luck if I wanna use shaders on held items

lucid iron
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What if u make it draw to a render target then

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Draw it for reals at the postfix with the original sprite batch

uncut viper
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I can't use the original spritebatch because I need to end it

lucid iron
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Yeah but we establish ending it is explody right

uncut viper
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Well yes, but there is no other way to apply a shader

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A shader can only be applied in a Begin() call

lucid iron
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I wonder if u can open a new batch that's not the one given to u

uncut viper
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I did do that and then it just draws beneath the buildings

lucid iron
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Shaders sure are something

brave fable
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evil tricks and dark magicks

lucid iron
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Well u didn't even do the shadery part yet it's just sprite batch nonsense

uncut viper
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This is me ignoring the original drawing and then creating my own spritebatch and drawing mine instead

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(with added rotation so you can actually see it)

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I wonder if it'd work if I created this spritebatch on gamelaunched or something and just didn't close it until OnRenderFinished or whatever so it gets pushed to the render target after everything else? maybe?

lucid iron
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ok i looked at Game1.drawPlayerHeldObject its giving u Game1.spriteBatch

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maybe thats why its not great to end

uncut viper
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I did notice that but wasn't sure what to do with the information

half tangle
pearl crater
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alright, thanks!

half tangle
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should be simple enough to test, though

brave fable
uncut viper
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That would be an improvement

brave fable
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altho if you're in the correct render step it'd at least be under alwaysfront even if above front

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wow drawing noodles sucks

lucid iron
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my tuner got disintigrated

uncut viper
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RenderSteps.World_Sorted is too early and RenderSteps.World_AlwaysFront is too late

:u

half tangle
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I haven't tested it yet, but maybe the rendering step event is better in this case?

brave fable
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well world_sorted is the batch the activeobject is drawn in

uncut viper
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That's what I'm using

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They both use the RenderSteps enum

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But farmers are part of the world so yeah, its probably moot anyway

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(I did also try RenderedStep)

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Maybe if I end the batch in a prefix to GameLocation.drawAboveFrontLayer...

half tangle
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I would be very curious if that worked...

brave fable
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i don't see why not, but it's still drawn above front

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acceptable losses

uncut viper
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If I end the batch before the things drawn above front are actually drawn, it shouldnt be drawn above front, right?

brave fable
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presumably this is after front has already been rendered

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so whatever you draw is above front

uncut viper
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It's actually just gone back to drawing behind buildings

brave fable
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incredible

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incidentally my rice bowl and noodles tray look awful

uncut viper
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Have you tried drawing the noodles beneath the rice?

brave fable
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unfortunately i have to draw the rice above the bowl

uncut viper
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We all have to make sacrifices sometimes

half tangle
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The game's draw order sounds like noodles

uncut viper
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Also postfixing GameLocation.drawAboveFrontLayer also didnt work

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Probably because that sprite batch doesnt end yet. Smh

brave fable
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consider spaghetti. the plate is world_background. the noodles are world_sorted. the sauce is world_alwaysfront.

uncut viper
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I have no idea where I would place this patch

brave fable
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so how about the million-dp question

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is it actually critical that you draw a shader on this bottle in the world when held

half tangle
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What if you postfix the active object draw method (I'm not at my code to see details rn)

uncut viper
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Since that neon magenta colour is the result if it does not have a shader applied

tiny zealot
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button have you adjusted your layerdepth at all? the game doesn't have a depth map in a real sense but i believe most world draws are ordered by their layerdepth parameter and not in the order they were called

uncut viper
uncut viper
brave fable
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i'm going to assume you have in fact tried just using a layerdepth of 1

uncut viper
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Yes

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I can just. Add duplicate item textures without this neon magenta in them and only draw the fancy shader ones in my menu. That would be very unfortunate though.

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Especially since every other draw method I patched works fine

lucid iron
lucid iron
uncut viper
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Why are you multiplying by 4

lucid iron
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i didnt put a shader obviously but hey it is 2 spritebatch

lucid iron
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so im letting it do that and then i draw it again at 1x scale

uncut viper
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The render target doesn't also store everything else drawn in this batch up to this point?

lucid iron
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its a new one we just made

uncut viper
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I will give this a try

lucid iron
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having to assume some size has compat complications but its ok u r rotating crops not fish

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i drew it in red to show that we did something

uncut viper
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Is it safe to just be setting the objectPosition to Vector2.0, what if someone goes in the top left of the map

lucid iron
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i hold the real position in the state

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and i replace it with 0 bc we are now drawing to a 0 0 64 64 screen if u will

uncut viper
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But won't the actual function be using this new 0 in the meantime

lucid iron
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it would indeed be quite bad if someone used objectPosition for other things ofc

uncut viper
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Can I just make this a skip prefix do you think

lucid iron
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if you are afraid of that, i guess you can make a viewport sized render target and just keep it around?

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and then u r the one who draws to 0,0

uncut viper
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At this point I'm more afraid of missing the contest deadline so I do not care if this explodes something in 2 months

lucid iron
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signed chu 26/03/21

brave fable
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in this house we if (default) return

uncut viper
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I have no idea why this really works chu but thank you so much I now owe you one favour that has an equivalent worth to my soul

lucid iron
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u should maybe keep around the spritebatch and the rendertarget made just for this purpose

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so that u arent making them every draw

brave fable
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can't believe we've come from drawuserprimitives to setrendertarget

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what a graphical journey

lucid iron
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i learned so much about drawing just watching other ppl do things this modfest

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it's very exciting

uncut viper
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I almost forgot I was drawing primitives at one point

lucid iron
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do u still have the 6 triangles

uncut viper
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I do! I have not changed the menu background to be a shader since it ain't broke and looks how I'd want it anyway

brave fable
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move over modders pie. this is modders render piepline

lucid iron
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vulkantriangle the mod when

uncut viper
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Do you think I'd get a bigger _maxTextureSize if it was using vulkan

brave fable
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i think you should set it higher to make this a useful utility mod

lucid iron
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i thought its bounded by the hardware

brave fable
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HD SDV

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pish

lucid iron
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or at least firmware

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stuff at least 2 to 3 layers below me in the tech stack

brave fable
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so button do you expect this mod to run on my intel xe graphics or nvidia t500

uncut viper
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Yes!

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I will not put my money where my mouth is though.

brave fable
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where's your mouth right now

uncut viper
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Eating granola bar

brave fable
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hmmm probably a good idea then

uncut viper
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Oh no
I have to do the same chu rendertarget fuckery in the draw code of my custom item pedestals SDVpufferpensive

lucid iron
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when is it safe to check AudioCueModificationManager.cueModificationData for whether a cue exists?

deep cypress
#

Just to check, because Map Fubars and I are fast friends, is it legit to edit the TMX Warps in VSCode? Like, the Map Properties. Or is that prone to folly?

lucid mulch
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it wouldn't contain any vanilla audio, or any C# mod audio that just does it directly

lucid iron
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well i guess it's more like the safe time to do Game1.soundBank.Exists(newCue)

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while accounting for any audiochanges added cues

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i was thinking of gating me patches basically

lucid mulch
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cueModificationData is assigned during OnStartup() right before it gets applied, and SMAPI asset propagation calls that method

lucid iron
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i think i tried doing stuff in gamelaunched b4 but it was still too early NotteThink

uncut viper
lucid iron
#

im glad i unlocked more crimes

lucid iron
pearl crater
#

is this meant to be a season condition? i got this event outside of winter

royal stump
pearl crater
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ooooh, i see.

buoyant moon
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There isn't an automatic conversation topic for received mail, looks like? Don't have a problem manually adding a CT but just wanted to check to make sure I wasn't missing something

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Secondarily, it also seems like eventSeen_<id> doesn't include sub-events called by forks/switchEvent commands, just the originating parent event?

ornate locust
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it does not

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I tried to use one of those and it didn't work

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The sub-event thing ,I mean

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I don't know why, because in theory, those are just other events that one event leads to. But eventSeen does not appear to catch them

buoyant moon
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Yeah that's too bad, would make some other things a bit more convenient

ornate locust
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it would have made my CT that only happens if Pierre decks Morris a bit simpler

royal stump
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there's no automatic CT for mail flags, afaict from the code

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and internally speaking, fork and switchEvent don't actually start a new event (or at least the startEvent function that has the CT thing in it); they replace all the loaded event commands with those from the sub-event

ornate locust
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ahhh I see

buoyant moon
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ooh good to know, I was curious how that worked

ornate locust
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That makes sense then

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still, inconvenient for my CT

proper bobcat
#

If I were to do big leg replacements, or huge shoes going up to the knee, would those fall under pants or boots in fashion sense?

brave fable
#

well suppose you make them Pants and then you also wear some Boots

elfin palm
eager tree
ornate drift
#

Mmmm...need activity ideas for my baker....

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Maybe an event where like, they're giving out free donuts to an NPC

eager tree
ornate drift
#

unlike pi*rre 🤢

fossil osprey
#

Bake sale in the middle of the town could be a very cute event indeed!

ornate drift
#

that would be cute

fossil osprey
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If you're looking for more events, you could have them teach the farmer a recipe and bake together, and after the event you actually know the recipe ^^

ornate drift
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Yeah but then I'd have to add a custom recipe as well 🤔

fossil osprey
#

May I present you our lord and savior Scope Creep

ornate drift
#

what's that

near imp
#

a stickbug that makes your life worse fun and challenging

fossil osprey
#

It's when you have decided what you want in your mod, and- oooh shiny new idea!

hard fern
#

Sometimes i worry if im cramming too many different things into my mod just because

fossil osprey
#

Call it an expansion and that'll be alright

hard fern
#

It's just 2 NPCs

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Not enough to be an expansion at all

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But like. Idk?? I feel like im giving them too many things to do

fossil osprey
#

A 2-npc big expansion can still be an expansion /lh

hard fern
fossil osprey
#

tbh I feel that's the reason why most mods came to be, so you're on the right track I'd say

hard fern
#

I mean am i?

hallow prism
#

it's ok to want to see if stuff is cohesive, and you can do that by removing stuff and making it a separate mod, but sometimes it can also happen by finding what can bring stuff together

#

like, the... i have the french word but not english... binding?

hard fern
#

I feel like right now im pulling the npc's heart events in too many different directions, giving them too many things to worry about/consult the player about

hallow prism
#

people can have a lot to worry about 😄 but you can keep the player out of some of them, which may simplify things

hard fern
#

I want things to feel balanced between things they'll tell the player on their own vs things that are only implied/only in the background

#

But not without keeping important information from the player (as in the person behind the screen)

#

*but without

#

I guess yeah i can carefully extract the player from events

eager tree
#

does anyone know if turning sounds mono audio makes it too bad quality? does anyone notice the difference? i'm thinking of turning my mod's audios to mono audio since google says it reduces size, and my mod adds quite a few songs and audios

#

im worried about the file size of my mod SDVpufferchickcry

near imp
#

is it common to worry about the size of a mod? ive never really considered the size when deciding to download SDVpufferthinkblob

hard fern
hard fern
fossil osprey
#

Maybe changing file format would reduce the file size more than flattening channels

eager tree
#

10mb
it might not be that much? but sv expanded is 90mb, and i dont feel like my mod is 1/9 of sve. idk if that makes sense

hard fern
#

10mb is not that large

#

Sve is just Big in general

fossil osprey
#

You're adding music, just because of that your mod will be bigger than most

hard fern
#

Yep

fossil osprey
#

but it's not a lot either

hard fern
#

Sve, also has several custom music tracks

#

If you took those out the size of it would be smaller

fossil osprey
#

Like, HD portraits are big mod because high-res pictures, and you can't really do anything about that

eager tree
#

oh alright SDVpufferheart thank you. this was stressing me out

ornate drift
#

what spritesheet are the junimos in

opaque field
#

I want to say cursors

#

i'm looking to be sure

torpid sparrow
#

uh can u use alternative textures so change a portrait?

#

ive never done it so i have no clue

cedar turtle
#

What kind of files/content would I need for this little thing?
A craftable which outputs cookies on a daily basis (basically like the statue of perfection).
The crafting recipe should unlock with the cookies. Probably a day or more after getting the cooking recipe from Evelyn.

cedar turtle
torpid sparrow
#

i suppose but it can be done with CP

#

im asking bc angelnaomi is streaming rn

#

and shes modding for the first time

#

and shes trying to do portrait replacement with AT

#

but is that possible

#

if not i should tell her like immediately LOL

modest dagger
#

anyone know where the hot air balloon is in the files

cedar turtle
#

How would you target portraits with AT anyway? ThinkingHmm
Overworld sprites I get, but the portraits?

torpid sparrow
#

I dunno

#

where's button

modest dagger
opaque field
#

I

#

I'm still looking for the junimos

vernal crest
cedar turtle
#

Just the vanilla cookies

vernal crest
#

Then everything else except data/objects

modest dagger
torpid sparrow
#

trying to guide someone on modding while they stream is very difficult

#

i think i will stop and go do homework but godspeed to her 😭

vernal crest
#

Yes, I would personally learn to mod before I tried streaming anything lol

torpid sparrow
#

it's a modfest stream so it is on topic xd

vernal crest
#

(I say that extremely hypothetically because I would never stream anything anyway lol)

torpid sparrow
#

she's watching a video tutorial

opaque field
modest dagger
#

I tried streaming once, I lack the energy for it

vernal crest
#

So people are watching a video of someone else watching a video?

torpid sparrow
#

i dont know if she's unpacked the files at all

ornate drift
vernal crest
#

I am so not the target audience for that lol

torpid sparrow
opaque field
#

I used to stream sometimesssss, but not so much anymore. I've been known to do a voice chat thing where me and others all have things we're working on as a like 'accountabillibuddies' thing but I don't usually share my screen XD

torpid sparrow
#

ugh the video saying "there's not a lot of info" yes there is man

#

there's a lot of info on modding stardew

modest dagger
#

it's just not in video form

#

you gotta ✨ ~ read ~ ✨

torpid sparrow
#

50% of this chat is sending links TO the guides

#

(hyperbole)

#

guh i love the wiki i have 20 tabs of it open for all the shit im trying to do

modest dagger
#

i prefer the method of finding similar mods and frankencoding so i fundamentally understand nothing

opaque field
#

I have a dedicated window for the modding wiki/BETAS webpage, and one window for the github author documentation for mods I use as dependencies XD it took me 3 times to get into modding because I'd come and read documentation, get overwhelmed and let the info settle before that third time where I was like 'okay let's do something small'. I usually try a few times before finally rummaging around in other mods for references (if there aren't references/examples available)

modest dagger
#

i'll be honest i usually can't comprehend it just reading it so i need to look at examples more than anything. Like if you try to explain something to me and don't give an example I am hopelessly lost

torpid sparrow
#

ive gotten better at reading github documentation

#

it was def overwhelming at first

#

too many words

#

many tabs

modest dagger
#

the downside to my method is once again i have zero fundamental understand. I found out how to make flavored items for a mod that i'll never release but if u ask me to do it again i probably can't 😭

opaque field
#

LISTEN LEARNING THAT TOOK YEARS OFF MY LIFE

#

I just had my breakthrough on making that work for flavored cream cheese, icing, and mallow but it took me MONTHS to figure it out. Felt good though. I had the breakthrough with the cream cheese and then I was able to duplicate it for the icing and mallow (which is kinda funny cuz the cream cheese one I initially wnated to learn that for is unreleased but the one with icing and mallow is)

eternal glade
#

anyone happen to know what the tile properties for summoning grandpas shed is? im not finding anything

near imp
#

summoning? do you mean warp or something?

torpid sparrow
#

the shed flies to farmer

modest dagger
#

wizard of oz style then the next farmer takes ur boots

eternal glade
#

like the greenhouse in tiled

near imp
#

afaik grandpas shed isnt a building in the way that a barn is a building. its a map that you are teleported to. so the visible exterior of the building is just tiles that represent it on whatever map youve chosen to use for SVE (again afaik because i havent played SVE, just poked around in their files)

eternal glade
#

yes exactly

near imp
#

what are you finding on the SVE maps? the coordinates should be on those

eternal glade
#

not much actually, theres only tiled files for the bus path entrances the rest is tbins

gleaming flax
#

would someone be able to maybe make a mod for me?

near imp
torpid sparrow
#

if ur looking for a mod that moves out sam seb and abi dont worry im on it /silly

near imp
errant carbon
#

Hi all, new to the modding community here! I need some help as I can't get SMAPI to load the "for" section (like for Content Patcher or some other mod name). Suggestions?

near imp
errant carbon
cedar turtle
near imp
torpid sparrow
#

and if u block out the name and desc we could take a look at the manifest if needed

errant carbon
near imp
#

keep in mind that you cant really make a content patcher mod that changes another mod directly. but you can make a mod that changes the same "area" (of the game files) the other mod did things in, after it. Example: My sister paints her house green. I cant make a mod that changes the paint in her paintbucket to a different color. But I can make a mod that paints her house a different color, after she already painted it. Even if its her house.

#

im not sure that makes sense, i tried SDVkrobusgiggle

errant carbon
near imp
#

in a manifest json, the "ContentPackFor": { "UniqueID": "Pathoschild.ContentPatcher" bit is what makes SMAPI register it as a CP mod. what does the manifest of the mod youre trying to patch have in its manifest in that section?

errant carbon
#

the original mod has that, "ContentPackFor": {UniqueID": "Pathoschild.ContentPatcher"

vernal crest
ocean sailBOT
vernal crest
cedar turtle
#

Not really, no. Probably buried somewhere in my browser history (if not deleted)

vernal crest
errant carbon
near imp
#

!json

ocean sailBOT
#

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.

near imp
#

Look Aba i remembered a command SDVpufferparty SDVpuffersquee no hands!

errant carbon
#

i type that command in smapi?

near imp
#

upload your json file to that first link

#

it gives you a link you can share, so other people can review your json and look for errors if youre having trouble tracking them down. (although keep in mind the NSFW aspect of it, replace things that are NSFW with SFW stand-in labels)

vernal crest
#

Though if there's nothing actually NSFW in what we would see then you can share the json

jovial jungle
#

has anyone made a mod yet that adds a mayor lewis' shorts crop

#

and the ability to turn it into various artisan goods

#

and if not, should i do that

errant carbon
errant carbon
vernal crest
#

Yep, it's probably just a missing comma or misplaced bracket. Can you share the error from your log? The manifest looks fine so it's probably your content.json that is the problem.

errant carbon
#

yeah, let me just change the "contentpackfor" back to the original mod

vernal crest
#

Oh, hang on

#

You can't make it a content pack for the NSFW mod you're editing

#

It needs to be a content pack for Content Patcher

#

You're making a Content Patcher mod

errant carbon
#

ok, so then contentpackfor needs to be Pathoschild.ContentPatcher

vernal crest
#

Yep that's right

jovial jungle
#

this mod will be so peak

vernal crest
#

Unless you know you're making a mod for a different framework (which you would know, because the documentation for that mod would tell you), you're always going to have CP as the ContentPackFor when you're making a json mod.

errant carbon
#

ok. so when i do that this is the error SMAPI throws (it's lengthy so sorry):
[Content Patcher] Error loading configuration for content pack 'MyModName. Technical details:
Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\MyModName\config.json. This doesn't seem to be valid JSON.
Technical details: After parsing a value an unexpected character was encountered: ". Path '['Sophia Stage Limit']', line 43, position 2.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in /home/runner/work/SMAPI/SMAPI/src/SMAPI.Toolkit/Serialization/JsonHelper.cs:line 86
at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentPack.cs:line 76
at ContentPatcher.Framework.ConfigFileHandler.LoadConfigValues(IContentPack contentPack, InvariantDictionary1 config, Action2 logWarning) in /home/runner/work/StardewMods/StardewMods/ContentPatcher/Framework/ConfigFileHandler.cs:line 181
at ContentPatcher.Framework.ConfigFileHandler.Read(IContentPack contentPack, InvariantDictionary`1 rawSchema, ISemanticVersion formatVersion) in /home/runner/work/StardewMods/StardewMods/ContentPatcher/Framework/ConfigFileHandler.cs:line 49
at ContentPatcher.ModEntry.GetContentPacks()+MoveNext() in /home/runner/work/StardewMods/StardewMods/ContentPatcher/ModEntry.cs:line 478

Again tried to cover the nsfw content with general labels

vernal crest
errant carbon
#

delete it in my mod or the originals?

vernal crest
#

The original's config.json shouldn't be broken unless you manually edited that too, so start with just your mod's.

#

Was the folder name that you renamed to "MyModName" in the error message referring to your mod folder? If so, then it's yours.

errant carbon
#

yeah. ok thanks for the help, I'll give that a shot when I'm able to!

turbid plank
#

Can you add forage spawns with just CP or does that require something like FTM?

grand gale
#

just CP should be enough

ornate trellis
#

CP is enough but i think if you want more control and stuff FTM is the way to go?

opal glen
#

I'm trying to piece together how to add gift tastes for new items I'm adding, but I'm not sure if I've got the reference right when I'm adjusting gift tastes for specific people, because the only example in the CP documentation was for adding something to the universal gift tastes, which aren't delimited by / the way the individual gift tastes are

"Target": "Data/NPCGIftTastes",
"TextOperations": [
    {
        "Operation": "Append",
        "Target": [ "Entries", "Universal_Hate" ],
        "Value": "{{ModID}}_Earthworm {{ModID}}_Slug {{ModID}}_Grub {{ModID}}_YellowJacketQueen",
        "Delimiter": " "
    },    
    {
        "Operation": "Append",
        "Target": [ "Entries", "Vincent", "1" ],
        "Value": "{{ModID}}_Slug",
        "Delimiter": " "
    },```
hard fern
#

Slug

opal glen
#

Am I doing this correctly to make slugs a loved gift for vincent?

near imp
hard fern
#

Wait a sec

grand gale
#

I wrote Fields instead of Entries for my mod but this might also work

hard fern
#

Fields

#

Instead of entries

opal glen
#

ah okay - is that something different for the universal vs individual tastes? I was basing it off the cp documentation that gives the example "Target": ["Entries", "Universal_Love"]

near imp
#

Fields is a subsection of Entries, is it not?

hard fern
#

With the npcs you're only targeting the loved items section of their gift tastes so you have to use fields for that

#

But the universal tastes is done differently so entries is ok

eager tree
#

does anyone know how i edit the hue being applied on the cutting weeds animation? the weeds's "debris" that are in TileSheets/Animations.png? the animation is gray, so there's a green tone being applied on top of it. how do i edit it? if i wanted it blue, per se? i tried to search for debriscolor but couldn't find it for weeds

eternal glade
#

how do i make my house in tiled again? i cant find the map property for it and i know since its upgradeable it needs one

opal glen
eager tree
#

its not SDVpufferflatbread

eager tree
#

weeds

lucid iron
#

The kind you can't walk through them NotteThink

eager tree
#

yep

lucid iron
#

I have gut feeling it's gonna be one of those colored by C# tbh but I'll look once i am home

eager tree
#

thank u, i appreciate it

fierce vault
#

hey guys! I need to make seasonal portraits and corresponding sprites for my npc, but they each need to consecutively happen for only one day. What would be the easiest way to approach this?

#

I’m guessing a when condition listing a specific day on each one would be the way to go?

#

And probably something something dynamic tokens

#

I have references that do something similar for outfits

#

I’ll look into that and try to put something together, since I’m not sure if anything else would work better

#

oh wait, i should probably take a look at my own portrait mod again lol

#

this might not be as hard as I thought it would

#

so, would this work for what I want? { "Name": "JackSpring1", "Value": "{{ModID}}_JackSpring1", "When": {"SEASON Spring DAY_OF_MONTH 1"} }

#

oh wait

#

ok, there

uncut viper
#

You cannot use GSQs in When conditions.

torpid sparrow
#

when is a cp thing no?

fierce vault
#

Oh

torpid sparrow
#

Condition: is for GSQs i think

uncut viper
#

Correct. You can only use CP tokens

fierce vault
#

so, a condition would work instead?

uncut viper
#

No.

fierce vault
#

oh right

#

no DTs

torpid sparrow
#

no check CP documentation

#

there's a list of tokens u can use

fierce vault
#

Ok, do you know which page?

fierce vault
#

thanks!

lucid iron
ornate locust
#

so I guess I'm considering doing a mod where people's rooms have stuff in them after they move out. Shane takes no furniture, so I'm getting "spare room more of Marnie's spare supplies have ended up in" vibes.

fierce vault
#

Oh, yeah, ok

that would be like how I did it in my portrait mod

#

Thanks chu

near imp
#

hoping some of the hay got moved away from her fireplace SDVpuffersquee

#

perhaps shes thinking she could summon a handsome fireman to replace Lewis catnod

ornate locust
#

LOL I considered that but there's mods that remodel interiors... maybe I could just do straight up compatibility for it

fierce vault
#

that's a neat idea

ornate locust
#

YOU ARE ALREADY SCOPE CREEPING ME

hard fern
#

Marnie's house is a fire hazard for real

near imp
ornate locust
#

Hey at least with my other mod, she had fire extinguishers. Because she's gonna need them

near imp
#

I was thinking about them SDVpuffersquee👌

ornate locust
#

with her HAY FLOOR

#

Sims murder-ass house design

near imp
#

HAY FLOOR NOO

#

how did i not see that!

fierce vault
#

so farm house chic of her

ornate locust
fierce vault
#

CHU

ornate locust
#

hey at least I can put it as a contest entry if it finishes in time

fierce vault
#

Thanks for reminding me to basically do what's in my portrait mod

#

with slight variation

buoyant moon
ornate locust
#

Hay floor be gone

fierce vault
#

very cute. but the border touching the door bothers me

#

I like that there's a door there

ornate locust
#

I'll take it for a non-burning house

fierce vault
#

but those little things bug me sometimes SDVpufferfush

ornate locust
#

Oh you mean that door

fierce vault
#

the extra one, yeah

ornate locust
#

Hmm, probably easy enough to fix for personal use anyway

#

maybe I'll do a "move stuff away from the fireplace" patch if no LUTI

fierce vault
#

my floors for my npc's house have taken so long because I'm so particular

#

I'm still not finished with his house, or floors 😔

wispy bramble
#

I appreciate that 1.6 fixed Marnie's weird 2 mismatched sinks by replacing them with one big sink

ornate locust
#

I mean, I get you, I did a whole tilesheet mod through the power of picky LOL

fierce vault
#

I have seriously put too much effort into FLOORING

#

but it matters to me, so-

ornate locust
#

I think I've got... yeah here they are, some doors with a border around them so the borders don't touch the door straight on, I remember that bugging me at some point LOL

jaunty shuttle
#

I'm the same way. Most of the time i've spent on my modfest project has been working on 1 furniture

#

Cause it has to look right to me

fierce vault
#

I have made my own tilesheet stuff that edits vanilla things too (for his house)

#

I don't want to have any tilesheet dependencies because I can make my own

ornate locust
#

Speaking of

torpid sparrow
#

i try not to edit as much as possible so recolours still work

fierce vault
#

perk of being an artist I guess!

ornate locust
#

Okay, these floors

torpid sparrow
#

cant be helped sometimes

ornate locust
#

There are many piece here

#

But none of them is a horizontal line

torpid sparrow
ornate locust
#

where is one of those, if it exists

torpid sparrow
#

yeah theres no smooth horizontal

#

pissed me off

ornate locust
#

HECK

torpid sparrow
#

there IS a horizontal

#

but not a SMOOTH one

ornate locust
#

But it's the wrong color

torpid sparrow
#

look at sam's bedroom

fierce vault
#

sorry, no need to yell!

ornate locust
#

that might annoy me enough to add it to the tilesheet mod, adding it to the list

fierce vault
#

I have to make a window highlight work on a floor that doesn't have one because I love them so much

ornate locust
#

Oh I did a ton of those

#

I wanted a window light for a floor the game didn't have

fierce vault
#

Cool, I guess I'll just reinvent the wheel then

#

Doesn't bother me

#

I'm sure it's something many people want

ornate locust
#

I am just sharing the pain of Missing Piece

fierce vault
#

I get it

ornate locust
#

floor highlights exist, great, WHY ONLY THIS FLOOR

fierce vault
#

I really do

ornate locust
#

(because CA only needed them for those floor)

fierce vault
#

I was literally going to say that

#

beat me to it

hard fern
#

Ca why are there no consistent floorings for every floor type

#

Save us..

#

1.7 update does nothing but gives us a full swatch of floors/wallpapers in various colors. Who the hell cares about clint and sandy

ornate locust
#

oh wait I see what you mean by smooth

torpid sparrow
#

yes

ornate locust
#

Well if this part does it, I can do it over by the fireplace

torpid sparrow
#

its quite annoying

void aspen
#

game is all candies and flowers till you start going into modding

ornate locust
#

it will at least be consistent

hard fern
#

The quirks ive discovered while using tiled make me want to eat my laptop

void aspen
#

like rotating tiles

fierce vault
void aspen
#

hmm

ornate locust
#

Where the heck are these on the tilesheet

fierce vault
ornate locust
#

I wish I could go "game, show me where on tilesheet"

fierce vault
#

I'm not making recolor mods null in most areas

void aspen
#

I would put a plain tile there and then add semi transparent border on layer above

#

so its recolour friendly

hard fern
ornate locust
#

I used to be able to copy a tile and paste it and the window would highlight the right tile and go to it but it's annoying and doesn't to it now

ornate locust
ornate locust
void aspen
#

I see

#

can I see the whole thing if possible?

hard fern
void aspen
#

theres totally a way

fierce vault
hard fern
#

uh there's also some more above it

ornate locust
#

The horizontal ones aren't there, and the higher ones ar ea differnet color

hard fern
#

and on towninterior_2 too

ornate locust
#

AH It may be the TownInterior ones

hard fern
#

the other colors are like. near the white wall borders

void aspen
#

on the left

fierce vault
#

ok, I'm getting distracted from working on my mod-

ornate locust
#

I ended up using different floors here, but if you had the same floor under both windows here, it'd really stick out if you were using a transparent overlay for one and now the other

fierce vault
#

Back to it!

#

(my mod)

void aspen
#

I need to make something new too

#

or learn tokens and improve my emily mod

#

so much stuff to do

crisp jasper
#

how would I add broken farmhouse compatibility to another farmhouse?

hard fern
#

im going to like. explode

hard fern
crisp jasper
#

okie dokie

hard fern
#

back to event writing i go

#

i have to kinda scrap parts of the npc i wrote bc i think you know what it's a stupid idea

buoyant moon
#

whew, schedules are fun

ornate locust
#

found the piece I was looking for, with wood at the top of the border

hard fern
#

ah

#

that thing

ornate locust
#

I thought it'd be near the wood under border ones, and I was right on that at least but there's two of them

hard fern
#

why CA.. why are the floors all over the place...

crisp jasper
#

i dont think i did it right

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 9 C# mods and 4 content packs.

void aspen
ornate locust
#

different idea anyway. implied that this was under the hay covering. That way the wood border doesn't move, it just looks cleaned up

near imp
#

works 👌

lucid iron
#

Can u add some buckets of water

#

Only You Can Stop Forest Fires

ornate locust
#

I already added fire extinguishers if you use the right mod :V

#

Don't want your buket to stay full of water though

#

draws mosquitos

lucid iron
#

Another thing pelican town needs is those hand pumps

torpid sparrow
#

Hot fireman NPC

#

That’s what pelican town needs

hard fern
#

calendar

crisp jasper
#

calendar

lucid iron
#

No i mean like the pumps for water

#

Why robin build u a big ass well

torpid sparrow
#

No pump bucket and pulley only

ornate locust
#

For the aesthetic

near imp
#

one or more of the furniture packs adds a pump like that. no idea if its a water source though, probably not

torpid sparrow
#

Looks like a water pump

lucid iron
#

Yeah that's what i was imagine

#

I think Marnie ought to have one of these

void aspen
#

idk how to give placeable furniture properties like its done in Tiled

near imp
#

non functional SDVpuffercry sprite is nice tho, whoever made it

void aspen
#

there its just TileData and it has functionality

#

hm

wispy bramble
#

garden hose mod when?

ornate locust
near imp
#

only gen x and millenials can. rest will die if they try

lucid iron
#

Just attach WaterSource to the furniture and it go brr

jaunty shuttle
#

They have functioning water lines in town, no need for a pump... I can't explain the well being manual though lol

near imp
void aspen
ornate locust
#

anyway here's Marnie's with Shane moved out and no LUTI

near imp
#

glad to see someone got those footprints washed eventually 🙂‍↕️

ornate locust
#

little guest room, hay cleaned up since she's got more space for it

lucid iron
ornate locust
#

Got the beer out of the rug too

hard fern
#

I forgot divorce was a thing and had a fleeting thought to make an npc move into shane's empty room once he leaves

wispy bramble
#

poor Marnie probably had to take the rug outside and wash it with that old-fashioned laundry stuff to get that set-in stain out

devout otter
primal garden
#

How can I make a mod that changes a texture of another mod?

ornate locust
#

I haven't even put up the Simple Foliage patch I did for ES and I'm already making another mod, help

hard fern
ornate locust
#

(to be fair, that ran into orange tree-related complications but)

#

Mod Creep

#

more nerd sniping really, someone asked if it was a thing and I was like "wait I can do that"

hard fern
ornate locust
#

It's basically exactly the scope I'd want for a modfest idea tbh, I just blanked and did a building retex instead. So CONTEST IDEA ATTEMPT TWO!

hard fern
#

SDVpuffersweats nexus i wish your adult content guidelines were more specific....

barren tapir
#

Are there any intro tutorials to harmony patching?

ocean sailBOT
#

Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.

If you are trying to do something that isn't possible or practical with SMAPI alone, then Harmony is usually the solution.

For more information, refer to the following:

barren tapir
#

Thanks

brittle pasture
void aspen
#

so its load on mod's asset with when token?

brittle pasture
#

I usually don't use Load because most mods don't set priority (meaning they use Exclusive)

#

EditImage is fine

void aspen
#

I see

lucid iron
#

thats ok tho i decided i should just unconditionally patch

jaunty shuttle
lucid iron
#

discord y u no play vid

#

when u change data you need to spawn new copies of the furniture

blissful panther
#

Oh, video's H.265. Probably doesn't like that!

#

It is now H.264.

jaunty shuttle
#

H.265?

jaunty shuttle
blissful panther
#

Just the video codec! Apparently whichever Discord client Chu's using doesn't like it, which isn't entirely impossible.

jaunty shuttle
#

I don’t know what video codec is but I’m gonna smile and nod anyway SDVpufferthumbsup

#

How do I make it not be weird codec in the future?

iron ridge
whole prism
#

Quick question

#

How can you make it so you can TP to your map with CJB Cheats Menu?

#

For a mod that adds a custom location, I wondered how it would be possible to add compat for it

buoyant moon
#

Okay, so I'm trying to have an NPC start in a different location on some days but not others
https://stardewvalleywiki.com/Modding:NPC_data#Spawn_rules

It looks like the Home property on characters is used for that and since it's a list multiple entries can be provided:

If there are multiple entries, the first matching one is used.

What's the "first matching one" in this case? I think I have mutually exclusive conditions for two different items in the list but it seems like only one ever applies.

buoyant moon
#

I did a patch export and it applied correctly at least, but only ever in Leah's house at the start of the day:

"Home": [
      {
        "Id": "Default",
        "Condition": "!DAY_OF_WEEK Saturday Sunday",
        "Location": "SeedShop",
        "Tile": {
          "X": 1,
          "Y": 9
        },
        "Direction": "left"
      },
      {
        "Id": "durinthal.lita_abigail_leah_a_home_weekend",
        "Condition": "DAY_OF_WEEK Saturday Sunday",
        "Location": "LeahHouse",
        "Tile": {
          "X": 3,
          "Y": 4
        },
        "Direction": "left"
      }
    ]```
ornate locust
#

one sec lemme grab one

#

Here, the schedule starts at 0 and you move them a teeny bit at 6:10

#

if you need them doing an animation or something

#

But a 0 schedule starts them at the location you list

#

You just need to scooch them if you want them to start doing an animation or something like that

ornate trellis
#

ive been wondering bout those, do you know if that works for spouse schedule too? since id assume if the spouse goes outside the valley they need to somehow end up back at the valley

buoyant moon
#

oh hm, if that works then I wouldn't need to patch home at all I think?

ornate locust
#

Spouse schedules are a whole thing and I am not sure how they work LOL

#

someone else'll have to take that one

ornate trellis
#

dang, i thought i could casually slip in and get an answer to my long standing question lmao

#

tbh if in general there'd just be a list on what you can max do for spouse schedules that would be cool, one can dream

ornate locust
#

I mean you might be able to, I just have never touched them and only hear people complaining about how restrictive they are, so I do not feel qualified to answer

ornate trellis
#

hm yeah thats all i hear too so so far i jsut...did some simple stuff lol

brittle pasture
#

spouses get forcefully teleported to the farmhouse every 6 AM

#

spacecore does have a settings for ignore spouse schedule, you can investigate that

vale holly
#

is there anywhere that contains a list of possible buffs for the statue of blessing and dwarf statue (statue_of_blessings_0, statue_of_blessings_1 etc) at runtime

ornate trellis
brittle pasture
#

tbh I'm not familiar with spouse schedules, but probably

vale holly
ornate locust
#

Nobody needs to get back home at the end of a day

#

I mean, I know nothing about spouse schedules in particular, but the default game behavior for schedules is to either put you at home daily or at their 0 schedule position

#

and if Spacecore lets you ignore spouse schedule behavior, it seems like it would default to normal behavior

ornate trellis
near imp
#

May I present: in universe scope creep

ornate locust
#

oh my god

near imp
#

(the irony is not lost on me spending the entire day making this stupid idea)

uncut viper
#

is that the sinister stick

near imp
#

the only canon stickbug catnod

uncut viper
#

That stickbug stays with me through all my test saves
Very big fan of this scope creep stickbug

near imp
#

im making an emoji too (without the text) because i love him SDVpuffersquee

hard fern
#

bug

warm relic
#

hiii im having a problem with putting custom npcs to sit on chairs

#

i have them go to the chair's tile then do a sitting animation but they always seem offtile?

#

like always slightly to the side and up

blissful panther
near imp
novel steeple
#

beautiful

hard fern
#

oh right i got distracted by stickbug

#

and forgot the question i came here to ask XD

#

surely this is a perfectly fine place to put a car. surely it can drive out and cross the 1px tall bridge.

ornate locust
hard fern
ornate locust
#

This has the offset format under "animation"

#

basically you can scooch your animation around however you need

warm relic
ornate locust
#

Animation

near imp
hard fern
#

so i figured it wouldn't be right to keep the tree there if someone is actively using that car

#

but the part of me that cares about design makes me so mad at the thought that cars exist and yet the actual town has 0 paved roads

#

lewis's truck, joja's truck, (and also the car when you build the theater in joja's place)

near imp
#

ah id move the tree then SDVkrobusgiggle

#

i saw someone who wrote in detail about their experience living in the rural countryside, where the towns didnt have paved roads, and how it related to Pelican town. it was fairly compelling. where i live it wouldnt work because its too muddy, but in drier places non paved roads seem more viable 🤷‍♀️

ornate locust
#

The town has dirt roads and stone roads, that's enough for a truck easy

#

Not like... a firetruck. But an offroad driving kind of truck, you can do that

hard fern
#

you have no idea how mad this area makes me

ornate locust
#

that is the specific area I don't know how he gets through

near imp
#

the perfectionist struggles, but i think at the end of the day if the "logic" passes in pelican town then mods should be able to use the same standard SDVkrobusgiggle

ornate locust
#

not wide enough

#

But if it's good enough for Pelican town, it's good enough for you, yeah

hard fern
#

😔 i have to learn how to just suck it up when it comes to stardew map logic

near imp
#

youre not alone friend

near imp
ornate locust
#

Shane's room after he moves out, SVE

near imp
#

Compatibility Queen 👌

#

(titles granted are non refundable)

ornate locust
#

thinks what do I do with Elliott's house though

near imp
buoyant moon
near imp
#

crab rave

ornate trellis
ornate locust
#

Maybe I'll make it look like a beachhouse you'd rent out...?

near imp
#

Sounds plausible

#

I remember Elliott's tilesheet being somewhat... crustic SDVpufferthink will you use a different tilesheet?

ornate locust
#

I think the walls and floor will be the same

#

but I put normal furniture in there

#

The piano may stay since he doesn't take it with him and it's an ENTIRE PIANO

#

where do you keep a piano in storage

worn turret
#

Does anyone know of anyplace besides JunimoNote that has the bundle icons? I'm trying to replace them and even though my code is replacing the entire JunimoNote sheet the icons are still showing up vanilla, despite the rest of it being replaced properly...

hard fern
#

I redesigned elliott's house and abandoned his original tilesheet

#

I used the towninteriors

hard fern
#

I even remade his piano!

ornate locust
#

I don't really wanna creep that scope to change his house times he HASN'T moved out, but I may do "Elliott moved out" versions for other mods

#

my base

#

going to give it actual light fixtures instead of a bare hanging bulb

worn turret
# near imp reckon ive seen them in cursors

Even though cursors is the usual culprit, I think it's innocent this time. And it's not a coordinates issue because I'm replacing the entire sheet, and everything before them and everything after them on the page shows just fine.

near imp
#

i think his stanky house i mean older looking style of tilesheet is something some people actually like, akin to like Abbi eating rocks, and other peculiarly stardewy things. where its not really a bug but a feature at this point. so even if you were to change it completely, there might be some that would want the old version. taking that into account is optional tho ofc

wispy bramble
ornate locust
#

I just wanna make it look like the same place but kinda fixed up for strangers instead of the kind of thing you don't mind being a wreck because you're too busy writing

hard fern
#

Now write an event where it's just elliott going through the hell of getting his piano in the shack

near imp
ornate locust
#

...tempted to make my tilesheets compatible for this because I am missing THINGS I CAN TURN again

worn turret
near imp
#

are you doing something fancy with masks and overlays per chance?

worn turret
#

Nope. Just doing an extremely rudimentary "replace". I'm trying to figure out if another mod is conflicting. Will know that momentarily...

#

Nope, it's just mine somehow. I'm going to look at the other mods code and see what's different...

torpid sparrow
#

idk what the hell is going on here

#

but its making me mad

worn turret
#

I'm sorry. I hope you figure it out. 🙁

#

The other mod had waaaaay fancier code than I did. Gonna try it and see if I have any luck.

hard fern
near imp
lofty pewter
#

i should in theory be able to pack a png file right

near imp
#

why are you needing to pack a png file?

ornate locust
#

Hard to fit enough to exist in here, but

torpid sparrow
#

i do not need day night tiles

#

must delete

#

thank u

lofty pewter
# near imp why are you needing to pack a png file?

okay so to give some context after playing stardew valley on console for like 6 years i bought it on pc cause i wanted to get better character customization, basically new to modding in general but after reading on the wiki what i thought would be the easiest way for me to get what i wanted was unpack the shirts file, recolor what i wanted to recolor, pack it again and replace it in the files

near imp
#

xnb modding really isnt recommended, its better to get contentpatcher to put your edited png in the game for you

lofty pewter
#

i installed that but i haven't figured out how to configure it to open the png file i recolored instead of the game's xnb

#

or if it does that automatically or something

near imp
#

you'll need to make a content pack for it

lofty pewter
#

there's a page on that on the wiki right

near imp
#

yep

lofty pewter
#

aight i may come back

void aspen
#

Content packs do everything for you in a non destructive way

ornate locust
#

I have packed a very minimal shitty hotel room into this

void aspen
#

It's super recommended for a longterm use

ornate locust
#

Maybe I'll do a double bed instead, but this is basically EXACTLY enough for a hotel room experience

#

Not a grand one, but it's on the beach and there's a restaurant in town, you can make that work

void aspen
#

Looks like elliots house

ornate locust
#

well it is

void aspen
#

Oh I see

ornate locust
#

I am doing a "change your spouse's old room when they move out" mod

#

and Elliott has a whole house, so there's not much you can do with it. I think a "For Rent" sign and this change makes sense

void aspen
#

Oh it reminded me when I married Emily and my coop friend married Haley so their house was literally left alone

#

That was so sad

ornate locust
#

That one's harder to proof against just because Emily and Haley are housesitting for their parents

near imp
# lofty pewter aight i may come back

If youre interested, i already had a personal mod that changed one shirt, and it was a really quick edit to modify it to change all shirts. let me know if you want the file, it would get you up and running quickly, but theres satisfaction to doing it yourself too of course catnod

lofty pewter
#

i'm not sure i understand how that would help me

near imp
#

Its basically a template, so youd just have to drop your edited shirts.png into the assets folder and it can be used after that

lofty pewter
#

that would be a big help yes please

#

my head is spinning after looking into all of this i just want my one shirt replaced

near imp
lofty pewter
#

thank you immensely

near imp
#

no problem SDVpufferthumbsup feel free to ping me if you need help with it

worn turret
#

Gr...not only did inserting the code from the working mod not work (everything about JunimoNote was showing vanilla) I barely got it back to the "everything but the bundle art" version I had before.

#

Can anyone look at the "working" code and see why it works vs what I have?

#

That's the section on Junimo note from the working mod.

#

And for contrast, I just did this:

    {
        "Action": "EditImage",
        "PatchMode": "Replace",            
        "Target": "LooseSprites/JunimoNote",
        "FromFile": "assets/LooseSprites/JunimoNote.png",
    },
#

(And it looks more aligned in real life, and that same exact thing works for most other sheets)

#

I took out the

        "When": {
            "DBB.VictorianGothicUI.BundleThumbnails.OnOff": "true"
        }

sections from the borrowed code since mine doesn't have toggles for different colors or on/offs or anything.

#

Why won't just replacing it work? 😤

patent lanceBOT
#

@urban patrol: make a day night tile program or beg iro for it in tilesheetinator if it’s too hard (1mo ago)

gaunt orbit
hard fern
#

it's time.

near imp
worn turret
near imp
#

how big is your edited image that youre patching over with?

worn turret
#

It's literally identical in size to the base game image. I make that the bottom layer in the editor and do everything over the top and then clear the vanilla and save just to make sure I haven't borked the sizes or the file name or anything.

near imp
#

i still suspect you could have a mod hiding out somewhere thats replacing the icons. trying to remember what they said about patch summary, maybe we could figure out whats patching the icons that way 😅

worn turret
#

When I took out the mod I'm frankensteining and replaced it with that DBB's gothic UI mod it worked, so I don't think this is another one interfering. I even searched my entire mods folder for JunimoNote and the only place that had one was the mod I'm working on.

near imp
#

even the patchmode is optional

marsh reef
#

if i were to move this, it would change what block you have to walk past to exit too? or

near imp
#

it shouldnt matter though

tranquil olive
#

hello, I have a shop concern...I added two for Evelyn + Leah and while Leah's seems to function okay, Evelyn's only pops up when I have the Name as "AnyOrNone".

I was hoping to have portraits + random daily shop dialogue, but when I have the name as "Evelyn", the shop just acts like it's closed...the portrait and dialogue work for Leah's though, and they're both in their buildings...maybe something is up with the code?
https://smapi.io/json/none/c24f528d66a849c7ac8f0de446d9297e

marsh reef
#

and is it possible to make you enter downwards

worn turret
#

Nope. Still everything but the bundle art.

void aspen
marsh reef
near imp
#

im restarting my day to see if i get the same issue SDVpuffersalute

void aspen
#

Oh I never edited farmhouses

#

But I suppose that if your map doesn't have any other warp properties then it's gonna be the same tile for both entry and exit

marsh reef
#

🙂‍↕️ okok

void aspen
#

May not properly work with entering downwards too if its hardcoded to spawn you on top of the entry tile

marsh reef
#

I see I see, unfortunate but whatever 🤓

#

thank you though :)

void aspen
#

Farm and farmhouse warps are handled differently than other maps warps smh

#

obviously that's a good thing and it makes it easier for mods and game itself to use

gaunt orbit
#

should be just for the cellar I think?

#

and i'm pretty sure it edits those on map load rather than hijacking warp logic

brave fable
gaunt orbit
#

the building-exit-enter-warp stuff is standard for all buildings

near imp
near imp
#

sorry

gaunt orbit
#

oh don't worry I was just memeing

near imp
#

smaller eyeburn dogekek

worn turret
#

Everything on the sheet is replacing except for those!

#

{
"Action": "EditImage",
"PatchMode": "Replace",
"Target": "LooseSprites/JunimoNote",
"FromFile": "assets/LooseSprites/JunimoNote.png",
},

#

Y U NO WORK?!

void aspen
#

Are you sure it uses loose sprites? maybe it's some magic hidden file just for bundle items SDVkrobusgiggle

near imp
#

take out 50% of your mods until it starts working? SDVpuffergrimacing the only difference i know of between ours is that i put mine straight in assets

void aspen
#

Or that too

near imp
#

🤷‍♀️

#

you could also see if pink eyeburn version works for you as part of troubleshooting why youre cursed

worn turret
#

Yeah, just dropped it in. Hoping to see pink.

#

Except that still doesn't explain what's wrong with mine. I'm trying to consolidate most visual changes into one mod to cut down on the number running and conflicts and stuff overlapping where it shouldn't. This should not be difficult. It really is cursed.

#

And JunimoNote is in the LooseSprites folder of the literal base game. It should work. 😤

near imp
#

one of your other downloaded mods edits only the bundle art part of the sheet without letting you know about it? grasping at straws here

worn turret
#

Yep, your mod is after mine in the load order and I see pink.

worn turret
near imp
#

not many options left than to remove your mods and find the culprit

worn turret
#

I really am curious now if another one is somehow screwing with it..., but why didn't it mess it up for the gothic one, or for yours? Why mine specifically? This feels targeted. 🤣

#

I'm gonna try dropping the image from mine into yours and see if it still works...

#

Thank you for trying to help me. The moral support means a lot at the very least.

#

The replacements work when I put my image in your file. So it's really something wrong with my code somehow. I just don't get how.

#

I can try just putting it in assets I guess?

near imp
#

i didnt know that would be an issue, but maybe the game gets confused cause its named the same as a default folder. I really dont know. i should get some sleep now, hopefully you get it sorted and i can read all about it tomo 🤞

ornate locust
#

ngl because they added a fridge and sink, I ended up janking more here to get a microwave in there, but LUTI Elliott Moved Out bit done

#

the Microwave Table

#

I don't love the microwave and sink they used, but I'd prefer to use stuff already in there when possible. And it's not like anyone's gonna be hanging out in here

vernal crest
hard fern
#

all day in elliott's shack.

ornate locust
#

well you gotta deal with it, sorry LOL

#

enjoy the tiny tv

worn turret
#

Putting it in assets isn't helping either. I'm gonna remove all the stuff after it in my mod folder just in case....

void aspen
#

Basically for each room it would be a nice touch

hard fern
#

sigh i can never finish any mod i start because i become totally unmotivated

vernal crest
ornate locust
#

If there's vanilla tiles that add spiderwebs, I can. I am trying to stick to vanilla tiles (or SVE/LUTI for those patches) for this one

void aspen
#

It's in the town interior iirc!

#

I'm sure it's vanilla cuz I used it

worn turret
ornate locust
#

puts on gloves, goes TILESHEET SPELUNKING

hard fern
ornate locust
#

AHA YES

#

Thank you

void aspen
vernal crest
ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

hard fern
ornate locust
#

have another mod to procrastinate on