#making-mods-general
1 messages · Page 565 of 1
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
I don't have means to verify but it probably works just fine on windows
Using Love of Cooking and it throws an error whenever trying to cook maple bars (and only maple bars, so far) https://smapi.io/log/22d5a296d42747958231171e99b787fa
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Suggested fixes: One or more mods are out of date, consider updating them
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
The TestContentManager stuff i added fixes this bc i call the PathUtilities.NormalizeAssetName
I'm just puzzled by how would a vanilla no smapi game work here who is normalizing paths then 
Remember when you said you didn't wanna add extra debug utilities for something else because you wanted to slack
Now you're here making a new game runner just for unit tests
This does look like loc issue but ideally you make a #1272025932932055121 thread and ping blueberry there
Apologies.
focustense did all this Enterprise Modding Dev Environment stuff not me 
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
For stardewui it makes sense because there is only minor asset dependencies and having tests for the elaborate xml adjacent thing is useful
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?
Like all mmap features you interact with it via content
Ok, so the code gets added to my mod. The TAS capabilities are already built into MMAP.
I just wasn't sure if it was a separate framework or something.
To do stuff you define a mushymato.MMAP/TAS entry
Hmm. Okay. Probably going to come back to this in the future then 😅.
And then you can use it in places like a tile property
Buildings are able to have tile properties too, except you put those in data instead of map
Like this chunk of code from the examples?
No that's the TAS definition, you need that regardless
But you see how these examples use EditMap to put a mushymato.MMAP_TAS tile property on some map?
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?
Are you in C#
The auto grabber works by having held item Chest and then manually opening it but this sucks tbh
I recommend using a global inventory instead
Global inventories my beloved
You can store an id in the modData of the object
Yeah, I kinda see it. I apologize for my ignorance on this stuff. My mom and I are going to go have lunch, but I'll be back later.
carlo_c, Good luck getting your chest working.
And use that to get your global inventory
Ok thanks
I don't have a example for tas on a building specifically but here's one with light https://github.com/Mushymato/MiscMapActionsProperties/blob/main/[CP] MMAP Examples/light.json#L28
The concept is the same, you would simply use mushymato.MMAP_TAS instead of mushymato.MMAP_Light (with the correct args in Value)
For how to make a smoke see https://github.com/Mushymato/MiscMapActionsProperties/blob/main/[CP] MMAP Examples/tas_spot.json#L114
This one's a green smoke so tweak the color as you wish
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
i was trying to bring up this https://stardew.chat/commands.php 
whats the name of the path from your farm to the mountains in the files, i cant seem to find it
Backwoods
have you looked at map properties? https://stardewvalleywiki.com/Modding:Maps
there we go ty ty
What program/forbidden magic do you guys use to find the X Y coords for things in Cursors?
I just use the select tool in my image editor (paint.net) which tells me the coordinates of my selection
apparently there are perils to hot-reloading
also, dont look for any sort of coherence or unified grid system used by the things in cursors. as far as i know there is none
one section will align with each other for a little bit, and then its every man for themselves again
cursors is chaos
Oh joy.............. Thanks for the help, though!
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...
What happens if their start location doesn't exist
zero schedules somehow maybe??
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
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
And if their Home start location doesn't exist they get put into Town
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
heyy, does anyone know how to spawn more stones inside the mine?
try FTM?
thanks i'll give it a try!
which mod provides this feature
hm, interesting i was told to do it that way 
You need C# for this
i do know that ES C# has this feature
It might be doable in 1.6.16 or 1.7, I don't remember, but it ain't in 1.6.15
if u wanna just piggypack and make it work if ES is there u can
inch resting, guess whoever told me was thinking of that one then
i wonder why this isnt vanilla when making SOs is
ok im gonna put not a bug
i stand corrected. guess i should know better than to get help outside of here xD
Did the NPC manage to get into the volcano or the mines or smth like that?
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
And I didn't see any mods in the log that might be putting NPCs in weird places
do u have a log this time?
I did actually get one! https://smapi.io/log/e03606cdbc364e29b8013a32069eab7e
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
do u think its Custom Companions
I don't think so, from what I could tell it does always set the companion's location
it does seem like the companion will have no location for 1 tick https://github.com/Floogen/CustomCompanions/blob/92abf34ff5d397febb6edf7008e5675036d2a37a/CustomCompanions/Framework/Managers/CompanionManager.cs#L73
Right at DayStart though?
yea cus that is when it adds stuff right 
its a little hard to say for certain with just a glance
That constructor its using does also set the location
no it only does that for bound companions i think
the ones that u get from rings
ah but the bit i linked is the bound companion path anyways ill have to find the not bound companions
It'll hopefully never come up again anyway though so don't feel the urge to look into it too much lol
yea nvm the map companions r fine https://github.com/Floogen/CustomCompanions/blob/development/CustomCompanions/Framework/Companions/MapCompanion.cs#L46
i always forgor they are separate
helloooo how big can you make a map before the game gets angry?
how does one exclude a custom item from being needed for perfection again
like it doesnt need to be shipped
ExcludeFromShippingCollection
https://stardewvalleywiki.com/Modding:Objects
Thank u i was looking at the items page and not objects
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
It's time to add song of time
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)
its honestly going to be hard to find team from random ppl if you dont have any kind of "credential" so to say, but i recommend you to just start and try doing things 
!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!
even though you aren't making a custom npc it'll help to understand the parts so that you know what to edit
the other thing you want to look at is event scripts
neither things need you to know C# tho
If i need it i know enough to learn it. Ive had to do a couple forms of coding.
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?
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
Ok. If anything then i can learn to patch
(also nothing you want to do is hard currently)
everything you've mentioned is art skills and content patcher
Content patcher have any tutorial guides to access?
(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.)
Like videos
There aren't many video tutorials to begin with, and the ones that did were largely outdated once 1.6 came out
I don't personally know of any up to date video tutorials because people just don't usually make them
Ok thanks for the help
start here maybe? https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_New_Dialogue
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...
after you're comfortabout with that, there's a newbie's guide to events
I wrote a simple tutorial a few days ago if you'd like to give that a shot
(i'm desperate for feedback
)
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.
I'd like to give it a try for feedback. Ultimate test is someone who's never modded properly.
Here you go! https://www.nexusmods.com/stardewvalley/mods/43811
Feel free to ping me if anything's confusing or unclear
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
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?
what mode are you beginning in?
I have tried all of them
weird, what mode are you ending? stardew usually just layers chronologically so anything messing up is strange 
I wonder if the layer depths got fugged
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);
Does this happen even if only do a end begin and don't actually draw anything
For testing currently that is literally all I am doing, I am not actually doing any other drawing
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
I approve usage of skipping prefix what if u do that /j
In this case it should be drawn above the player!
definitely looks like an issue with the spritesortmode but honestly just ending the spritebatch could be nuking it
well, in my case I was using SMAPI events which is why I suspect this is at least not quite related
I’m wondering if the issue is with the previous spritesortmode not the one button is beginning
is it definitely fronttoback?
I mean I've tried literally every single combination
try starting Deferred?
I have tried literally. Every single combination.
that’s why I’m wondering if the issue is the one you’re just ending
then you should not be ending the spritebatch prematurely
That's why I'm asking if there is some sort of workaround! Because I need this to happen specifically for drawWhenHeld
Or am I just shit outta luck if I wanna use shaders on held items
What if u make it draw to a render target then
Draw it for reals at the postfix with the original sprite batch
I can't use the original spritebatch because I need to end it
Yeah but we establish ending it is explody right
Well yes, but there is no other way to apply a shader
A shader can only be applied in a Begin() call
I wonder if u can open a new batch that's not the one given to u
I did do that and then it just draws beneath the buildings
Shaders sure are something
evil tricks and dark magicks
Well u didn't even do the shadery part yet it's just sprite batch nonsense
This is me ignoring the original drawing and then creating my own spritebatch and drawing mine instead
(with added rotation so you can actually see it)
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?
ok i looked at Game1.drawPlayerHeldObject its giving u Game1.spriteBatch
maybe thats why its not great to end
I did notice that but wasn't sure what to do with the information
from what I can see in the code, yes, it picks the first matching tag that the character has a specific reaction to
alright, thanks!
should be simple enough to test, though
surely this means you have the opposite problem where your sprite is drawn above everything
That would be an improvement
altho if you're in the correct render step it'd at least be under alwaysfront even if above front
wow drawing noodles sucks
my tuner got disintigrated
RenderSteps.World_Sorted is too early and RenderSteps.World_AlwaysFront is too late
:u
I haven't tested it yet, but maybe the rendering step event is better in this case?
well world_sorted is the batch the activeobject is drawn in
That's what I'm using
They both use the RenderSteps enum
But farmers are part of the world so yeah, its probably moot anyway
(I did also try RenderedStep)
Maybe if I end the batch in a prefix to GameLocation.drawAboveFrontLayer...
I would be very curious if that worked...
If I end the batch before the things drawn above front are actually drawn, it shouldnt be drawn above front, right?
presumably this is after front has already been rendered
so whatever you draw is above front
It's actually just gone back to drawing behind buildings
Have you tried drawing the noodles beneath the rice?
unfortunately i have to draw the rice above the bowl
We all have to make sacrifices sometimes
The game's draw order sounds like noodles
Also postfixing GameLocation.drawAboveFrontLayer also didnt work
Probably because that sprite batch doesnt end yet. Smh
consider spaghetti. the plate is world_background. the noodles are world_sorted. the sauce is world_alwaysfront.
I have no idea where I would place this patch
so how about the million-dp question
is it actually critical that you draw a shader on this bottle in the world when held
What if you postfix the active object draw method (I'm not at my code to see details rn)
A lil bit
Since that neon magenta colour is the result if it does not have a shader applied
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
That was the original behaviour, that results in drawing beneath buildings
I have tried several depths from 0 all the way to 1
i'm going to assume you have in fact tried just using a layerdepth of 1
Yes
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.
Especially since every other draw method I patched works fine
this is what i meant
Why are you multiplying by 4
i didnt put a shader obviously but hey it is 2 spritebatch
cus game's gonna draw a 64x64 thing
so im letting it do that and then i draw it again at 1x scale
The render target doesn't also store everything else drawn in this batch up to this point?
its a new one we just made
I will give this a try
having to assume some size has compat complications but its ok u r rotating crops not fish
i drew it in red to show that we did something
Is it safe to just be setting the objectPosition to Vector2.0, what if someone goes in the top left of the map
i hold the real position in the state
and i replace it with 0 bc we are now drawing to a 0 0 64 64 screen if u will
But won't the actual function be using this new 0 in the meantime
it would indeed be quite bad if someone used objectPosition for other things ofc
Can I just make this a skip prefix do you think
if you are afraid of that, i guess you can make a viewport sized render target and just keep it around?
and then u r the one who draws to 0,0
At this point I'm more afraid of missing the contest deadline so I do not care if this explodes something in 2 months
signed chu 26/03/21
if someone is at pixel 0 somehow their object will probably be offscreen anyway
in this house we if (default) return
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
u should maybe keep around the spritebatch and the rendertarget made just for this purpose
so that u arent making them every draw
can't believe we've come from drawuserprimitives to setrendertarget
what a graphical journey
i learned so much about drawing just watching other ppl do things this modfest
it's very exciting
This is all just so I can do splish splosh in the bottle. Extremely critical
I almost forgot I was drawing primitives at one point
do u still have the 6 triangles
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
move over modders pie. this is modders render piepline
vulkantriangle the mod when
Do you think I'd get a bigger _maxTextureSize if it was using vulkan
i think you should set it higher to make this a useful utility mod
i thought its bounded by the hardware
or at least firmware
stuff at least 2 to 3 layers below me in the tech stack
there r so many more fields wow https://docs.vulkan.org/spec/latest/chapters/limits.html
so button do you expect this mod to run on my intel xe graphics or nvidia t500
where's your mouth right now
Eating granola bar
hmmm probably a good idea then
Oh no
I have to do the same chu rendertarget fuckery in the draw code of my custom item pedestals 
when is it safe to check AudioCueModificationManager.cueModificationData for whether a cue exists?
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?
it wouldn't contain any vanilla audio, or any C# mod audio that just does it directly
well i guess it's more like the safe time to do Game1.soundBank.Exists(newCue)
while accounting for any audiochanges added cues
i was thinking of gating me patches basically
cueModificationData is assigned during OnStartup() right before it gets applied, and SMAPI asset propagation calls that method
i think i tried doing stuff in gamelaunched b4 but it was still too early 
Turns out when you actually take the time to read the code to figure out what exactly it's doing, it's very obvious in hindsight and easy to adapt to other things
Thank you once again chu for saving my life
im glad i unlocked more crimes
so i postfixed AudioCueModificationManager.ApplyAllCueModifications
for some odd reason Game1.soundBank.Exists("customcue") gives false even tho Game1.CueModification.cueModificationData.ContainsKey("customcue") is true at this timing
is this meant to be a season condition? i got this event outside of winter
z is a deprecated negation that's short for NotSeason, so that happens in any other season
ooooh, i see.
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
Secondarily, it also seems like eventSeen_<id> doesn't include sub-events called by forks/switchEvent commands, just the originating parent event?
it does not
I tried to use one of those and it didn't work
The sub-event thing ,I mean
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
Yeah that's too bad, would make some other things a bit more convenient
it would have made my CT that only happens if Pierre decks Morris a bit simpler
there's no automatic CT for mail flags, afaict from the code
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
ahhh I see
ooh good to know, I was curious how that worked
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?
well suppose you make them Pants and then you also wear some Boots
can you test it with speedy solutions loaded? as I do some crimes on that method in particular https://github.com/SinZ163/StardewMods/blob/main/SinZational Speedy Solutions/AudioCueModifications.cs
https://www.nexusmods.com/stardewvalley/mods/43690 hehehe the mod I did the art for is out!
OMG STARDEW MIKU
your miku art is amazing
hooray!!
Mmmm...need activity ideas for my baker....
Maybe an event where like, they're giving out free donuts to an NPC
i know nothing about your npc to know if this would make sense, but i just recently read a book where the baker burns his arm while on the kitchen and the protagonist/significant other takes care of him which as very cute 
Manny's friendly and generous
unlike pi*rre 🤢
Bake sale in the middle of the town could be a very cute event indeed!
that would be cute
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 ^^
Yeah but then I'd have to add a custom recipe as well 🤔
May I present you our lord and savior Scope Creep
what's that
a stickbug that makes your life worse fun and challenging
It's when you have decided what you want in your mod, and- oooh shiny new idea!
Sometimes i worry if im cramming too many different things into my mod just because
Call it an expansion and that'll be alright
Noo
It's just 2 NPCs
Not enough to be an expansion at all
But like. Idk?? I feel like im giving them too many things to do
A 2-npc big expansion can still be an expansion /lh
To the point where it feels like im just doing it because i want to instead of if it actually makes sense or works with anything else
tbh I feel that's the reason why most mods came to be, so you're on the right track I'd say
I mean am i?
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?
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
people can have a lot to worry about 😄 but you can keep the player out of some of them, which may simplify things
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
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 
is it common to worry about the size of a mod? ive never really considered the size when deciding to download 
I think... That's referring to audio channels? Mono compresses it all into one and can make music and stuff sound a bit flat. Seems better for things where you don't really need depth in sound. Stereo is used for stuff like movies and music.
That being said I don't know if it matters that much for stardew??
Eh, not usually but music mods can be really large
How big is it right now?
Maybe changing file format would reduce the file size more than flattening channels
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
You're adding music, just because of that your mod will be bigger than most
Yep
but it's not a lot either
Sve, also has several custom music tracks
If you took those out the size of it would be smaller
Like, HD portraits are big mod because high-res pictures, and you can't really do anything about that
oh alright
thank you. this was stressing me out
what spritesheet are the junimos in
uh can u use alternative textures so change a portrait?
ive never done it so i have no clue
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.
Isn't that what portraiture is for?
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
anyone know where the hot air balloon is in the files
cursors
How would you target portraits with AT anyway? 
Overworld sprites I get, but the portraits?
ofc it's in cursors. thank ye
Nope
Machines, big craftables, crafting recipe, objects if you are making your own cookies
Just the vanilla cookies
Then everything else except data/objects
found it, they're in characters/Junimo
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 😭
Yes, I would personally learn to mod before I tried streaming anything lol
it's a modfest stream so it is on topic xd
(I say that extremely hypothetically because I would never stream anything anyway lol)
she's watching a video tutorial
characters/junimos ty to happy new wiz
I tried streaming once, I lack the energy for it
So people are watching a video of someone else watching a video?
i dont know if she's unpacked the files at all
alrighty thanks!!!
I am so not the target audience for that lol
meh she's watching it and doing stuff and then watching it and doing stuff
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
ugh the video saying "there's not a lot of info" yes there is man
there's a lot of info on modding stardew

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
i prefer the method of finding similar mods and frankencoding so i fundamentally understand nothing
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)
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
ive gotten better at reading github documentation
it was def overwhelming at first
too many words
many tabs
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 😭
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)
anyone happen to know what the tile properties for summoning grandpas shed is? im not finding anything
summoning? do you mean warp or something?
the shed flies to farmer
wizard of oz style then the next farmer takes ur boots
like the greenhouse in tiled
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)
yes exactly
what are you finding on the SVE maps? the coordinates should be on those
not much actually, theres only tiled files for the bus path entrances the rest is tbins
would someone be able to maybe make a mod for me?
this isnt really a place for requests as far as i know. but if youd like to try to make the mod yourself im sure people will be happy to point you in the right direction, as well as assist if you get stuck along the way
if ur looking for a mod that moves out sam seb and abi dont worry im on it /silly
this is from FrontierFarm.tmx as an example
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?
Can you explain a little bit more what you mean by "for" ? is your mod not registering that its a content patcher mod, for example?
yes. it's NSFW so i don't want to violate the rules here...
What would those files need to contain?
Or you/someone got a link to the according entries on the wiki?
Is it for content patcher? https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#create-the-content-pack this section contains what your manifest needs to have. you should really read the stuff that comes before this too though if you havent already 
and if u block out the name and desc we could take a look at the manifest if needed
I'm not even really sure, I haven't been able to find the answer myself to that question. I'm trying to edit another creator's mod (I've been their permission). I'll take a look at that link though
the github documentation can be a little (cough ok a lottle) bit heavily digestible to take in all at once, so i like to come back to things over time as my understanding builds. ive found it helpful to see if theres a relevant or closely related article on the modding wiki that matches what im trying to do https://stardewvalleywiki.com/Category:Modding
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 
Haha yes I get it, I guess I should say that I’m not trying to change the original mod itself but rather make it so that my mod applies it’s changes over the originals
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?
the original mod has that, "ContentPackFor": {UniqueID": "Pathoschild.ContentPatcher"
!comms Here's the commissions page on the modding wiki so you can see if there's someone who would be willing to do it. You'd need to pay for it though.
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Do you have the link to the index page of the wiki? They're all linked from there
Not really, no. Probably buried somewhere in my browser history (if not deleted)
Then that's what yours will want to be as well
If i do that then i get a parse error in SMAPI. I have the original mod listed as a dependency in my manifest for my mod
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Look Aba i remembered a command
no hands!
i type that command in smapi?
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)
That probably means your json is broken. Since you can't share the json or the log, can you share the exact error message?
Though if there's nothing actually NSFW in what we would see then you can share the json
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
https://smapi.io/json/none/bbf129452acf4483922928e9070fbaf7
I replaced the NSFW content with generic labels (i hope i got them all T.T)
is there a way to un-break it?
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.
yeah, let me just change the "contentpackfor" back to the original mod
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
ok, so then contentpackfor needs to be Pathoschild.ContentPatcher
Yep that's right
mayor lewis' shorts wine... pickled mayor lewis' shorts... mayor lewis' "mayonnaise"...
this mod will be so peak
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.
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
You appear to have a broken config.json. Just delete it. If you have a ConfigSchema in your content.json SMAPI will regenerate a non-broken config.json for you when you start the game again.
delete it in my mod or the originals?
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.
yeah. ok thanks for the help, I'll give that a shot when I'm able to!
Can you add forage spawns with just CP or does that require something like FTM?
just CP should be enough
CP is enough but i think if you want more control and stuff FTM is the way to go?
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": " "
},```
Slug
Am I doing this correctly to make slugs a loved gift for vincent?
cant help with this specifically (sorry), but downloading mods that do similar things and taking a look at how they did it is also perfectly acceptable (afaik)
This looks fine, i think
Wait a sec
I wrote Fields instead of Entries for my mod but this might also work
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"]
Fields is a subsection of Entries, is it not?
For that entries is fine
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
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
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
it might be in springobjects? the first two sprites on that sheet look like this
its not 
Is it grass or weeds
weeds
The kind you can't walk through them 
yep
I have gut feeling it's gonna be one of those colored by C# tbh but I'll look once i am home
thank u, i appreciate it
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
You cannot use GSQs in When conditions.
when is a cp thing no?
Oh
Condition: is for GSQs i think
Correct. You can only use CP tokens
so, a condition would work instead?
No.
Ok, do you know which page?
thanks!
You are doing appearance just put the gsq in the Condition
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.
hoping some of the hay got moved away from her fireplace 
perhaps shes thinking she could summon a handsome fireman to replace Lewis 
LOL I considered that but there's mods that remodel interiors... maybe I could just do straight up compatibility for it
that's a neat idea
YOU ARE ALREADY SCOPE CREEPING ME
Marnie's house is a fire hazard for real

Hey at least with my other mod, she had fire extinguishers. Because she's gonna need them
I was thinking about them
👌
Get nerd sniped lmao
so farm house chic of her
F
CHU
hey at least I can put it as a contest entry if it finishes in time
Thanks for reminding me to basically do what's in my portrait mod
with slight variation
nice, that was something I was considering ages ago but didn't want to fiddle with maps for my first mod
https://staticdelivery.nexusmods.com/mods/1303/images/12442/12442-1712601379-785333530.png this is why I use LUTI though
Hay floor be gone
very cute. but the border touching the door bothers me
I like that there's a door there
I'll take it for a non-burning house
but those little things bug me sometimes 
Oh you mean that door
the extra one, yeah
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
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 😔
I appreciate that 1.6 fixed Marnie's weird 2 mismatched sinks by replacing them with one big sink
I mean, I get you, I did a whole tilesheet mod through the power of picky LOL
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
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
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
Speaking of
i try not to edit as much as possible so recolours still work
perk of being an artist I guess!
Okay, these floors
cant be helped sometimes
oh i just used these
where is one of those, if it exists
HECK
But it's the wrong color
look at sam's bedroom
I HAVE BEEN MAKING BORDERS TOO
sorry, no need to yell!
that might annoy me enough to add it to the tilesheet mod, adding it to the list
I have to make a window highlight work on a floor that doesn't have one because I love them so much
Cool, I guess I'll just reinvent the wheel then
Doesn't bother me
I'm sure it's something many people want
I am just sharing the pain of Missing Piece
I get it
floor highlights exist, great, WHY ONLY THIS FLOOR
I really do
(because CA only needed them for those floor)
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
oh wait I see what you mean by smooth
yes
Well if this part does it, I can do it over by the fireplace
its quite annoying
game is all candies and flowers till you start going into modding
it will at least be consistent
The quirks ive discovered while using tiled make me want to eat my laptop
like rotating tiles
so, what I do is just- take the vanilla tiles and put them on my custom spritesheet. Technically recolor incompatible? Yeah, I guess, but at least it won't look broken
hmm
Where the heck are these on the tilesheet
to be clear, I have not done this for grass tiles
I wish I could go "game, show me where on tilesheet"
I'm not making recolor mods null in most areas
I would put a plain tile there and then add semi transparent border on layer above
so its recolour friendly
What tiles? I probably know.
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
The horizontal border tiles like in the screenshot
see there's a problem, it doesn't match other window highlights at all that way, so if you use both, it stands out
theres totally a way
yeah, but it doesn't hit the same as window highlights with all the extra shading 😄
uh there's also some more above it
The horizontal ones aren't there, and the higher ones ar ea differnet color
and on towninterior_2 too
AH It may be the TownInterior ones
the other colors are like. near the white wall borders
ok, I'm getting distracted from working on my mod-
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
I need to make something new too
or learn tokens and improve my emily mod
so much stuff to do
how would I add broken farmhouse compatibility to another farmhouse?
im going to like. explode
🤔 i think you would have to basically replicate whatever code makes broken farmhouse onto the custom farmhouse you want
okie dokie
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
whew, schedules are fun
found the piece I was looking for, with wood at the top of the border
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
why CA.. why are the floors all over the place...
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.
compacts tilesets are always a mess
different idea anyway. implied that this was under the hay covering. That way the wood border doesn't move, it just looks cleaned up
works 👌
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
Another thing pelican town needs is those hand pumps
calendar
calendar
No pump bucket and pulley only
For the aesthetic
one or more of the furniture packs adds a pump like that. no idea if its a water source though, probably not
Looks like a water pump
idk how to give placeable furniture properties like its done in Tiled
non functional
sprite is nice tho, whoever made it
garden hose mod when?
Can we drink out of it?
only gen x and millenials can. rest will die if they try
You can do that with spacecore
Just attach WaterSource to the furniture and it go brr
They have functioning water lines in town, no need for a pump... I can't explain the well being manual though lol
definitely fixing this water pump later then for my farm 
whats that?
anyway here's Marnie's with Shane moved out and no LUTI
glad to see someone got those footprints washed eventually 🙂↕️
little guest room, hay cleaned up since she's got more space for it
Got the beer out of the rug too
I forgot divorce was a thing and had a fleeting thought to make an npc move into shane's empty room once he leaves
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
Have Shane move to the community center / Joja backroom if you divorce him.
How can I make a mod that changes a texture of another mod?
I haven't even put up the Simple Foliage patch I did for ES and I'm already making another mod, help
😔 cant even call this scope creep anymore
(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"
tbh im like that with npcs. i have tons of ideas that nobody else would ever think of doing XD
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!
nexus i wish your adult content guidelines were more specific....
Are there any intro tutorials to harmony patching?
!harmony
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:
- Harmony Modder Guide - Intro, Use Cases, Initial Setup
- Tutorial: Harmony Patching - Types of patches and code examples
- Decompiling Stardew Valley - For finding methods to patch
Thanks
depends on the mod, but if they load their texture into a public asset you can just patch it the way you'd patch a vanilla asset
so its load on mod's asset with when token?
I usually don't use Load because most mods don't set priority (meaning they use Exclusive)
EditImage is fine
I see
well it is indeed speedy solutions stopping me
thats ok tho i decided i should just unconditionally patch
Hey chu, what am I breaking?
discord y u no play vid
when u change data you need to spawn new copies of the furniture
H.265?
How do I spawn new copies? And what qualifies as changing data?
Just the video codec! Apparently whichever Discord client Chu's using doesn't like it, which isn't entirely impossible.
I don’t know what video codec is but I’m gonna smile and nod anyway 
How do I make it not be weird codec in the future?
Change the settings of whatever you recorded it in
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
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.
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"
}
]```
TYYYY
You can use 0 schedules for that
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
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
oh hm, if that works then I wouldn't need to patch home at all I think?
Spouse schedules are a whole thing and I am not sure how they work LOL
someone else'll have to take that one
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
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
hm yeah thats all i hear too so so far i jsut...did some simple stuff lol
spouses get forcefully teleported to the farmhouse every 6 AM
spacecore does have a settings for ignore spouse schedule, you can investigate that
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
hmm i might do that...so if they get force teleported it wouldnt matter if they dont make it back at the end of the day?
tbh I'm not familiar with spouse schedules, but probably
DataLoader.Buffs(Game1.content) seems to contain what I want
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

May I present: in universe scope creep
oh my god
(the irony is not lost on me spending the entire day making this stupid idea)
is that the sinister stick
the only canon stickbug 
That stickbug stays with me through all my test saves
Very big fan of this scope creep stickbug
im making an emoji too (without the text) because i love him 
bug
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
@novel steeple
It feels important that you see this.

beautiful
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.
You can offset your animation, lemme find the thing
maybe i should move that tree right next to it
This has the offset format under "animation"
basically you can scooch your animation around however you need
but should i put this in the animationdescriptions or directly on the schedule?
Animation
i mean, isnt Lewis' car practically fenced in? maybe the tree grew there after it was parked 
well the car is supposed to be gone periodically
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)
ah id move the tree then 
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 🤷♀️
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
🤔 true, just the thing that bugs me is there really is no way to drive a car through pelican town without crashing into a fence or a house. or a person.
you have no idea how mad this area makes me
that is the specific area I don't know how he gets through
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 
not wide enough
But if it's good enough for Pelican town, it's good enough for you, yeah
😔 i have to learn how to just suck it up when it comes to stardew map logic
youre not alone friend
mow down a few graves and some fencing every time he needs to go to the mall 
Shane's room after he moves out, SVE
thinks what do I do with Elliott's house though


crab rave

Maybe I'll make it look like a beachhouse you'd rent out...?
Sounds plausible
I remember Elliott's tilesheet being somewhat... crustic
will you use a different tilesheet?
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
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...
I redesigned elliott's house and abandoned his original tilesheet
I used the towninteriors
reckon ive seen them in cursors
I even remade his piano!
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
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.
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
Real pianos are also expensive to move in real life because they are heavy and fragile and moving can mess up their tuning so they have to get retuned. Good enough lore reason for it to stay.
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
Now write an event where it's just elliott going through the hell of getting his piano in the shack
ah youre right, i was thinking of the season icons. my bad, sorry for the false lead 
...tempted to make my tilesheets compatible for this because I am missing THINGS I CAN TURN again
No worries. I think it's an issue with my code. I tried a different mod that's supposed to replace them and it works, so it must be the code somehow...
are you doing something fancy with masks and overlays per chance?
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...
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.
did u mes up your day/night tiles?
huh even the floor highlight is offset. something screwy with the DayTiles and NightTiles maybe? (uneducated guess)
i should in theory be able to pack a png file right
why are you needing to pack a png file?
Hard to fit enough to exist in here, but
true
i do not need day night tiles
must delete
thank u
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
xnb modding really isnt recommended, its better to get contentpatcher to put your edited png in the game for you
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
you'll need to make a content pack for it
there's a page on that on the wiki right
yep
aight i may come back
Content packs do everything for you in a non destructive way
I have packed a very minimal shitty hotel room into this
It's super recommended for a longterm use
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
Looks like elliots house
well it is
Oh I see
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
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
That one's harder to proof against just because Emily and Haley are housesitting for their parents
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 
i'm not sure i understand how that would help me
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
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
thank you immensely
no problem
feel free to ping me if you need help with it
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? 😤
@urban patrol: make a day night tile program or beg iro for it in tilesheetinator if it’s too hard (1mo ago)

it's time.
The FromArea and ToArea the other mod is using is technically optional for your usecase, if youre looking to replace the entire sheet. FromArea and ToArea is used when you want to customize where changes are made, or divide up sections of replacement
That is my understanding. But I just tried what they had since theirs works and mine doesn't. Didn't help though. 😛
how big is your edited image that youre patching over with?
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.
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 😅
you shouldnt need anything more than this in your content json for a simple replace https://smapi.io/json/content-patcher/8d422823efcf41d68dfad87340a3ba63
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.
even the patchmode is optional
if i were to move this, it would change what block you have to walk past to exit too? or
it shouldnt matter though
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
and is it possible to make you enter downwards
I can try taking it out and see if that helps somehow. 🙃
Nope. Still everything but the bundle art.
Is that a map property of your custom farm?
custom farmhouse
im restarting my day to see if i get the same issue 
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
🙂↕️ okok
May not properly work with entering downwards too if its hardcoded to spawn you on top of the entry tile
i don't wanna 
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
should be just for the cellar I think?
and i'm pretty sure it edits those on map load rather than hijacking warp logic
the driver cannot comprehend an organic walkable town
the building-exit-enter-warp stuff is standard for all buildings
the bundle art is like the cactus and mushroom scene, etc right? i tinted the whole tilesheet pink and its showing up edited in my game. could you have an old version of "DBB's gothic UI" or whatsitcalled sitting somewhere?
sorry
oh don't worry I was just memeing
smaller eyeburn 
Yeah, the circled thing.
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?!
Are you sure it uses loose sprites? maybe it's some magic hidden file just for bundle items 
take out 50% of your mods until it starts working?
the only difference i know of between ours is that i put mine straight in assets
Or that too
🤷♀️
you could also see if pink eyeburn version works for you as part of troubleshooting why youre cursed
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. 😤
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
Yep, your mod is after mine in the load order and I see pink.
Appreciate the grasping. I don't know what on earth it would be...
not many options left than to remove your mods and find the culprit
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?
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 🤞
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
i am.
You should check in your log for other mods editing the same file
all day in elliott's shack.
Putting it in assets isn't helping either. I'm gonna remove all the stuff after it in my mod folder just in case....
Wait you gotta add spider web there too
Basically for each room it would be a nice touch
sigh i can never finish any mod i start because i become totally unmotivated
Please do not blindly blunder around! There are actual things we can check
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
Ok, how to I check the log for that then? It's just a list of mods. I don't know how you see what all is messing with what.
puts on gloves, goes TILESHEET SPELUNKING

!log If you can share the link to your log I can show you. Inside the trace messages it records which mods edit which assets and when.
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.
anyone have any good tips for trying to actually finish something for once?
have another mod to procrastinate on

it tricked all of us.