#making-mods-general

1 messages Β· Page 566 of 1

hard fern
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i already have like 5

ornate locust
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hmmm, unfortunate

torpid sparrow
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AMI ABLE TO

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oops caps omg

ornate locust
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I find that procrastinating on a mod with another mod works pretty good for me

hard fern
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AMI ABLE TO

torpid sparrow
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am i able to use someone else's config token?

vernal crest
#

Are you reward or punishment motivated?

ornate locust
torpid sparrow
vernal crest
torpid sparrow
#

phooey

worn turret
#

Break it into small, managable pieces, and set a maximum amount of time to work on it each day. Even if it's only 15 minutes. Try for 15 minutes and then call it. Much easier to start when you're not committing to hours and hours or days of tedium and frustration.

ornate locust
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Or if they have it registered via C#

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Like Ridgeside registers their configs for example, so if they do that, you can just use them

worn turret
ocean sailBOT
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Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 112 C# mods and 364 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

hard fern
vernal crest
#

What about letting people down? Is avoiding that a motivator?

hard fern
#

πŸ€” not like anyone is relying on me to finish it

void aspen
#

Is there any way to disable meteorites, fairies and wheather from a custom farm?

vernal crest
void aspen
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If its only map properties then yay

vernal crest
hard fern
#

i'd feel bad dragging someone else into my mess πŸ˜…

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im not good at working with others.

vernal crest
#

What about public expectation then? Does that motivate you? Say if you were to announce a deadline and then ask some of us to hold you to it?

void aspen
#

This kitten will explode if you don't finish your mod by tomorrow

hard fern
#

for things like assignments, sure, but it's not like they don't stress me out

vernal crest
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(The reason I haven't mentioned any intrinsic motivation by the way is because I figured that if that was helpful it'd already be working for you)

hard fern
#

if i set a deadline for my mod but couldn't meet it i'd likely just end up quitting forever

vernal crest
#

Though on the topic of intrinsic, if you can figure out what makes you start mods and find a way to keep that through the whole process it might help

hard fern
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i just start them because im bored, haha.

vernal crest
#

But why modding instead of other activities? You could play quoits or drink lemonade instead

hard fern
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im bored of those XD

jaunty shuttle
#

Maybe make yourself publish 1 update a week for the people who are following your mod (like me)?

worn turret
hard fern
#

i guess it's like, i mod stardew simply because i can and have the skills/means to

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it's just another hobby i have like sewing or drawing or crocheting

jaunty shuttle
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So even if it’s just a sprite or a single dialogue line, just something every week so it doesn’t fall out of your interest bin

vernal crest
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Do you finish any of your sewing, drawing, or crocheting projects?

hard fern
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.....

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i sketched! one thing! recently...

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i have finished uh, 3 crochet projects in the past

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and One sewing project

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SDVpufferflat oh god im doomed

vernal crest
#

As a chronic non-finisher as well, I empathise.

tiny zealot
#

if it makes you feel better, i've never finished a mod. i've only gotten them good enough to release (and continue to work on into the future)

worn turret
#

That "Trace" button is going to help me SOOOOOOO much going forward! Beats the heck out of searching for keywords in Windows Explorer and hoping for the best (and that stuff is named what it should be in mods)

vernal crest
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Yeah there's a lot of good info in logs!

jaunty shuttle
#

I do the same, I have trouble finishing any sort project unless it’s something I can finish in one sitting. It’s been really nice modding though because I have people here to hold me accountable, it’s not as easy as abandoning a personal project

worn turret
hard fern
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i think the three main things that stop me from really finishing anything to even be in a state to release it is either:

  • someone releases a mod that does the same thing i already had planned (and i'd feel too awkward releasing it so soon after theirs)

  • realized it was too big and i'd be better downscaling it (i never get around to it)

  • unhappy with the writing and need to revise it (something i also never end up doing.)

ornate locust
#

working on Emily's. She took the table and art and plants with her. Haley immediately started using the place for spare clothes and fashion magazine storage and she doesn't clean enough to keep out the spiderwebs

hard fern
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ofc the overarching "bleh i feel like doing nothing" is the issue that plagues me no matter what i do

worn turret
hard fern
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πŸ˜” i can barely meet my own expectations, let along someone else's

vernal crest
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If you haven't looked at medical/therapeutic treatment for your anhedonia, I do recommend trying that as well.

(I don't want this to become a big conversation about medical stuff, but I would feel remiss if I didn't mention it once.)

near imp
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Yay @worn turret SDVpufferparty (had to sneak on again in bed to see if you found the issue SDVkrobusgiggle ) Aba is a ⭐ as usual too SDVemoteheart (off i go again)

hard fern
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i think i'll just keep working on my mod though, even if i'm not really that motivated. it gives me something to work on, and i'll learn new skills, i suppose

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SDVpufferflat ive wanted to write more content for GI for a while because of how empty it feels but that is a daunting task..

worn turret
worn turret
vernal crest
#

@near imp Are you familiar with how to explore logs for info like that? If not, would you like a lesson in it sometime? It's really helpful for troubleshooting.

hard fern
void aspen
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I want to make a tunnel connecting a mushroom cave, gembird puzzle room and the crystal puzzle cave, any ideas on what I could put there to make it more interesting and worth using?

worn turret
# hard fern yeah, it's on my list of things, but right now all the medical stuff is kind of ...

Have you ever tried the "5 Minutes" method? Commit to doing five minutes every day. You can go longer if you want/you're feeling inspired and motivated that day, but the maximum time commitment is only five minutes. I find it a lot easier to commit to things when they're low stakes and I have an easy out. And often times I'll end up working a lot longer. But knowing I don't have to if I don't want to makes me feel ok about continuing. I just hate feeling trapped.

void aspen
#

Wanna practice with warps and edits a little bit

near imp
hard fern
worn turret
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I'm not really doing anything with this right now, but I'm curious. How do people code the characer movements and emotes and stuff? I see it's a big bunch of commands, but how do people even know how to write it? Do they go off of examples or is there some sort of converter where you can tell it what you want the characters to do and it'll spit out the code for you?

vernal crest
#

Do you mean for events?

worn turret
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Cutscenes, yeah.

hard fern
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like if i want my character to walk to the door as if they enter it, i'd want the move and warp commands

ornate locust
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Haley's old room is bare and very clean since Emily keeps up her space well. She keeps the plant watered. The boxes are some of Haley's old clothes she got rid of when moving, Emily intends to upcycle them later.

worn turret
ornate locust
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also it's quite small so it doesn't need as much in it to look alright

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Might put some more plants near the windows, like Emily's using it for some more plant space or something

vernal crest
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I read the events page of the wiki and just started writing. I tried to read vanilla events first but it was too overwhelming so starting from scratch was actually easier, unlike I think everything else I've done in modding.

tiny zealot
torpid sparrow
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who up single-lining their events

hard fern
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(more recently ive started single lining all my events into one giant massive block)

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oh.

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um. good timing wem

hard fern
torpid sparrow
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LOL

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Me too

vernal crest
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By the time linkoid made the extension to let me convert single line events into multi line so I could actually read the vanilla ones I already knew how events worked so I've still never really read the vanilla ones much

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And let me just glare disapprovingly at all of you who intentionally write single line DSVpufferglare /j

tiny zealot
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why are you single-lining your events? is there a benefit i'm not aware of

hard fern
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giant block fun

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(partly i just liked the way it looked as a big block, partly i didnt like scrolling through the multi lined ones)

vernal crest
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That's a new one to me, actually liking how it looks as a big block

hard fern
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(i uh, may be alone in this XD)

vernal crest
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I lose my place over and over again in a big block

uncut viper
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I also actually like how the big block looks, but I don't like editing the big block

tiny zealot
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i suppose it's probably imperceptibly more performant to have less whitespace. however, there are many advantages to multi-line so i don't recommend single-lining

urban patrol
void aspen
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Waittt I can finally make all the previously not usable doors in game usable

urban patrol
#

my events.json is also my longest file by far so i guess that's another reason i prefer single-lined with word wrap on

void aspen
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The power of content patcher is immeasurable

torpid sparrow
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hmm what is my longest file im not actually sure

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now im curious

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but yeah multilining my events would make the file annoyingly long

hard fern
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πŸ˜” all my events are split up by location

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so idk how long event.json would really be

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(i have them in separate files like vanilla)

torpid sparrow
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oh like you split them into different jsons for locations?

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i dont think i have enough events to do that

vernal crest
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I have a 9,000 line content.json. A long events json does not intimidate me.

hard fern
torpid sparrow
vernal crest
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I probably could've split it up a bit with some Includes but since one of the regions is over 7,000 lines it just would've been moving the big bit to another file anyway lol

ornate locust
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now I just have LUTI and SVE versions. Elliott's house had no SVE version at all, it must be the one untouched map...

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but Haley and Emily

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s rooms definitely have changes for both

vernal crest
#

I wish I could finish a mod and immediately dive into another one

jaunty shuttle
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I wish I could finish a mod instead of immediately diving into another one

torpid sparrow
#

real

vernal crest
#

I have lots of WIPs. I managed to release the Tilly and Riley compat one because I felt like wem was relying on me for it (I know you weren't but I played it up in my head to get me to release it lolol) but now I have to have a several day break before I can start on anything else, including continuing any of the wips.

hard fern
#

after i finish something i always feel like "ehhh now what"

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including games and tv shows

vernal crest
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Yeah I always do too so I try to have a plan already in place. Chronic illness has interfered with that though

torpid sparrow
vernal crest
torpid sparrow
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I can understand that!

#

i saw you talking to forsy about getting motivated earlier and it makes sense

vernal crest
#

I am old and wise in the ways of having a contrary toddler for a brain 😌

patent lanceBOT
jaunty shuttle
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I do not have the self control yet to do that

autumn ivy
#

im attempting to remake prismatic tools via content patcher.... i have all the tools added, considering dropping my golden scythe rename into it.... need to work on sprinker.... but where im stuck now... is adding prismatic bars

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well techniclly ive added the bars... but not the furnace recipe

vernal crest
autumn ivy
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how do i add the recipe to the furnace?? im using json assets and i have

  "Format": "2.7.0",
  "Changes": [
    {
      "Action": "EditData",
      "Target": "Data/Machines",
      "Append": {
        "(BC)13": {
          "OutputRules": [
            {
              "Id": "BluPenDragon.PrismaticBar.Recipe",
              "Triggers": [
                {
                  "RequiredItemId": "(O)74",
                  "RequiredCount": 1
                }
              ],
              "FuelItemId": "(O)382",
              "FuelCount": 1,
              "OutputItem": [
                {
                  "ItemId": "(O)BluPenDragon.PrismaticBar",
                  "Count": 5
                }
              ],
              "MinutesUntilReady": 30
            }
          ]
        }
      }
    }
  ]
}```


but its not smelting
lucid iron
#

Idk if u got answer but

  1. Editing anything in smithy generally means furniture data has changed and got reloaded, this should appear on the log
  2. You need to grab new copies of the furniture from item spawner or furniture catalogue
vernal crest
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You should be using "Fields" instead.

brittle pasture
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I think using Fields would wipe OutputRules
use TargetField

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and target insert into the OutputRules array

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also FuelItemId and FuelCount are not real fields

dreamy dew
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What are these two mail strings?

museumCollectedRewardBL_499_1
museumCollectedRewardO_499_1
I think they're tied to the Ancient Seed thing, but I don't know which is the recipe and which is the actual seed.

uncut viper
#

That's how the game keeps track of which rewards you took from Gunther

dreamy dew
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Ohh, which is which then?

uncut viper
#

BL would be the recipe I think

dreamy dew
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Okay, thank you.

torpid sparrow
#

beed lecipe

uncut viper
#

yeah ive got no idea what the BL stands for. its from some old obsolete function for getting item descriptions or something

tranquil olive
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-# still not too sure what to do for this SDVpufferlurk

vernal crest
tranquil olive
vernal crest
tranquil olive
vernal crest
#

You can't have a closed message inside the same owner as the one you want to be open, by the way

vernal crest
# tranquil olive Not yet, but I can try that o:

In fact, don't worry about commenting out one of the Evelyn ones, I've seen the issue. Your ClosedMessage for Leah is in the wrong level so it isn't doing anything, whereas for Evelyn's it's at the right level but in the wrong Owner so it's making the shop permanently closed.

#

If you moved Leah's ClosedMessage to the right level you'd be having the same issue with her shop as you are with Evelyn's.

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A ClosedMessage needs to be in a separate Owners entry to the actual shop owner

tranquil olive
ornate locust
#

Haley and Emily rooms done with variants

vernal crest
# tranquil olive Ohhh, okay, so I would add another {} after the first owners with the portrait +...

It should be first, actually. It's an ordered list so it uses the first eligible one. Add the ClosedMessage to another set of curly braces above the Evelyn one and add the condition "!TIME 0830 1630" to it. Then edit your "Action": "OpenShop {{ModId}}_EvelynExchange none 830 1830" to change the times to 600 2600 so it's open all the time. This is necessary because the ClosedMessage only plays if the shop is open (it's horrible).

tranquil olive
ornate locust
#

now what to do with Harvey's

hard plank
#

Hello! I'd like to learn how to make a mod to change the townsfolk of Stardew Valley into PokΓ©mon, to have the whole Pokemon Mystery Dungeon vibe. I have the sprites and portraits from the mystery dungeon sprite resource, I'm just not sure how to apply the sprites properly.

dreamy dew
ornate locust
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Harvey left behind medical books he wanted to keep near his office and random furniture he doesn't have a use for anyway. and the kitchenette that may never be used again. The boxes are other random crap he just didn't want to drag over.

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it gets cleaned roughly never

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maybe I can find some hospital stuff to stick in here like storage too, but none of the hospital stuff looks like storage...

torpid sparrow
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you could jsut put hospital furniture up there and have it be old stuff

ornate locust
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the problem is the hospital furniture is just like... normal furniture

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Maybe some of the divider curtains I guess?

torpid sparrow
#

yus

ornate locust
#

Perfect

hard fern
#

the shape of that kitchen...

stoic rune
# ornate locust Perfect

i'm not like a professional or anything but i feel like that top left corner is a little empty

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maybe move a few boxes up there?

tender bloom
#

you could steal some storage boxes from the joja warehouse tilesheet πŸ˜‚

ornate locust
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I suppose, it's just also not easy to access, that's why I gave it an extra big spiderweb. And these are rooms that have been moved out of, so they're gonna be pretty empty

tender bloom
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there's also various box-like stuff on the town interiors sheet iirc

eternal glade
#

Anyone know how big the outside of the house is tiles wise of the top their heads?

torpid sparrow
#

farmhouse?

ornate locust
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haley's is empty as hell for one

eternal glade
#

Yes

stoic rune
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i dunno that other one just looked off to me for some reason

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i might be weir

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weird

ornate locust
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I just don't wanna put too much in there since it is an abandoned room half used for storage. Like where was all the stuff before he moved out, etc. I can shove some more boxes up there, I suppose, even if it is inaccessible...

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There's one box I can find on this sheet that isn't brightly Joja labeled

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so I do feel like I'm stapling that thing everywhere

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ah more boxes, MORE JOJA BRANDING, there's a lot of very blue boxes

stoic rune
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i mean maybe joja would leave empty boxes out for grocery packing or whatever

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so he might have some

torpid sparrow
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i hate the joja branding

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GO AWAY

ornate locust
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I just don't like using them

stoic rune
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oh yeah i hate joja but it's probably the only way people get food

ornate locust
#

Pierre like "what am I"

hard fern
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pierre exists πŸ˜”

stoic rune
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like i don't like shopping at walmart but i still have to do that because it's cheaper

torpid sparrow
#

r/fuckPierre

patent lanceBOT
torpid sparrow
#

no bobot

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i didnt mean that

stoic rune
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like ik pierre is there but i don't like him

hard fern
#

most of the townspeople do shop at pierres so i dont think they just have joja boxes lying around

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sam and shane's families would probably be the only ones since they work there

stoic rune
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like typically it's easier to shop at giant grocery store than small buisness

ornate locust
#

I did one in Emily's room (so Haley put it there) because it's very big and flavor text says it's an old piece of exercise machinery that looks barely used

marsh reef
#

can smn read this error and lmk what i messed up?

#

only thing ive changed since the custom farmhouse worked was the location of the actual farm house, just moved it over

ornate locust
#

and I'm sure people shop there, I just don't want "people get married" to coat the town in Joja boxes

hard fern
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speaking of pierre

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i need to borrow shane's body

ornate locust
#

what

hard fern
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so i can make a "stocking shelves" animation for my npc

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i have them working there part-time. like sterling, i guess?

ornate locust
hard fern
#

this is the same npc i dont really want to draw walking sprites for because their hair scares me LOL

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SDVpufferwaaah my other npc is symmetrical and makes my life so easy

marsh reef
#

so what could possibly lead to my walls being seethrough?

torpid sparrow
#

er could be a mistake in naming a layer

hard fern
#

SDVpufferflat well i uh. wrote. one event. and by that i mean i just wrote the dialogue.

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i wanna put more in it but it feels awkward for a 4 heart event

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maybe i'll put the rest of it at 8 hearts

marsh reef
torpid sparrow
#

i was just thinking about ur layers in tiled

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i also cannot see that much from the teeny screenshot SDVpuffersquee

marsh reef
#

they're layered how they are in the other house that I based this off off :/ but there's nothing else to really see outside of those of just general information

steep viper
marsh reef
ornate locust
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wait I got it:

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(this is the LUTI one)

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but I can shove some of those teeny waiting room chairs over there, I like that

steep viper
#

(I hope that makes sense) πŸ™

marsh reef
#

πŸ€” would i see anything in the log about that?

steep viper
#

not necessarily

torpid sparrow
ornate locust
#

Less Ugly Town Interiors

torpid sparrow
#

ahh oki

ornate locust
#

so the changed furniture and layout is from that mod

marsh reef
#

bc, the walls work, kinda, if i add a wall to them, they work, except for HallWest, but then with furniture, it can be seen over the wall but not over the things i have addorning the wall on the buildings layer πŸ€”

stoic rune
steep viper
#

is there like a secret trick to making events that I'm missing 😭

hard fern
ornate locust
#

Not just a buildings layer but Buildings2, like extra versions of layers

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just checking

steep viper
hard fern
#

all i really have to say is "read the wiki" i guess?

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and look at examples in vanilla

ornate locust
#

Uhh I have an event cheat sheet somewhere. It's not going to be a magic pill, but it's useful.

torpid sparrow
#

r u looking for storytelling advice or actually coding the event and making it work

hard fern
steep viper
#

admittedly ive been trying to follow the modding wiki but ill look at the modding section of the reg wiki

hard fern
#

well the modding wiki is probably fine to follow, just i am a little dumb XD

steep viper
#

I am so dumb and dense I feel that 😭

ornate locust
#

this is a bunch of stuff it's useful to have on hand. There's commands at the top for testing, different movement commands and how they work, directions, the numbers of emotes, and some random event commands used a lot. It was Desty's, I just tweaked it a bit

#

EBI is the command to force an event to start

steep viper
ornate locust
#

And the GQ one is to force a stat to increment. I was testing some stuff with a timer, so I added that... not sure that'd be useful. But the other stuff should

hard fern
#

πŸ€” would it be weird to drag the player's pet out to an event...

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like a dog sure you take it on a walk

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but like

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a cat? or a turtle?

urban patrol
#

i think that's cute! however fair warning people might be confused if they picked a cat but they show up with a dog

hard fern
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well thats why im wondering

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like a dog is easy but

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not sure what to do for the other cases XD

urban patrol
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yeah and i'm not sure how you would know what the player picked

hard fern
#

well i think you can just throw ur pet in the event but

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by calling it cat or dog or pet i guess...

vernal crest
round dock
hard fern
#

the same way you would a normal npc, no?

steep viper
round dock
#

Toado, is this your first time making a mod?

hard fern
#

i could just omit the pet from the event entirely

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that will solve all of my problems LOL

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no need for a turtle to be in pierre's

urban patrol
steep viper
hard fern
#

Cat. or Dog.

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very straightforward

round dock
urban patrol
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so it doesn't grab whatever pet the farmer chose then, you have to decide which animal

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correct?

hard fern
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probably? idk ive only ever seen it used in one mod

urban patrol
#

like if i have a mod that adds adoptable dragons as pets, afaik there's no way for you as a mod author to add that dragon to the event

torpid sparrow
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ive never been able to move a pet in an event but that might have been my fault

hard fern
#

so i'll just leave it out

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the farmer can just gossip

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no need for a dragon in the seedshop

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it's such a simple event too, like my npc just going "aw man u have a pet, so cool i wish i had one"

torpid sparrow
#

you can add whtever pet u chose at the start into an event

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you can make the dialogue species-neutral

urban patrol
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how? πŸ‘€

hard fern
#

pet

torpid sparrow
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yeah there's a thing for it

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i did it for toothless

vernal crest
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Is there? I didn't see that on the events page

urban patrol
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okay sorry if i wasn't clear haha that's what i was originally asking!

torpid sparrow
#

yup

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i think its bc people never use it

urban patrol
#

perhaps you could add it to the wiki page? SDVpufferheart

torpid sparrow
#

im the only one i feel like lol

round dock
#

Almost every author here would agree that event-making is quite frustrating on its own SDVpuffersquee making it β€œwork” alone is already an achievement. My advice is to take breaks and revisit your event with a clearer and well-rested mind.

torpid sparrow
#

its either pet or petActor

hard fern
#

petActor

torpid sparrow
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or maybe ppl never use it bc its not on the wiki

steep viper
hard fern
#

it is not on the wiki

torpid sparrow
#

how did i figure it out i cant remember

hard fern
torpid sparrow
#

OH i msut have looked at the adoption event

hard fern
#

it's used in marnie's initial pet event

torpid sparrow
#

yep

urban patrol
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ahhhh

hard fern
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time to add it to the wiki wem

torpid sparrow
#

i do want to make a mod that gives u a story before u adopt ur pet

round dock
ocean sailBOT
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torpid sparrow
#

like how i did with toothless...but normal

hard fern
torpid sparrow
#

i hand off to the wiki ppl im too scared to edit

urban patrol
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if you write up a blurb i'll add it

round dock
torpid sparrow
#

Ill review what I wrote tmr and I’ll also have to check if you can move it

hard fern
round dock
#

When it worked, I was like, β€œyep, makes sense.” AuraShrug

hard fern
#

SDVpufferflat mod author's peril: imperceptible typos

steep viper
hard fern
#

typoes?

torpid sparrow
#

Iirc I fucked up and toothless wasnt moving for a bit after being adopted so I’m not sure if it was affecting his movement in an event

hard fern
#

is it like tomato and potato

torpid sparrow
#

No it’s typos

hard fern
#

why is english

torpid sparrow
#

Bc German French

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Hodge page

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Podge

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Hodgepodge

ornate locust
#

if you ask why, it's mostly either German or French's fault. Blame the Normans

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they did the mixing

marsh reef
ornate locust
#

Evelyn and George can't move around much by themselves and don't really need the extra space for anything, and since Alex doesn't take his furniture along... this one's gonna be hard, hm

#

I mean, I clean up his personal effects at least

hard fern
#

make him take his wallpaper.

#

or flooring

#

or whatever

#

πŸ˜” just so long as it's not green

ornate locust
#

It... isn't green though

#

he has football print wallpaper

hard fern
#

the floor though

ornate locust
#

Wooden

hard fern
#

is that just his spouse room that's green??

ornate locust
#

Yep

hard fern
#

you can't do this to me SDVpufferwaaah

#

god this man went out and bought lawn clippings green carpet

ornate locust
#

LOL sorry it is just his spouse room

#

Yeah his grandma probably vetoed it at home

hard fern
#

horrible. alex is the worst spouse because of this one singular fact. who cares about his personality

ornate locust
#

I might keep this room just as is without his personal stuff. Maybe add some plants? My grandparents never redid my dad and uncle's rooms, even when they got their own homes

hard fern
#

reminds me of jitters's house in acnh

ornate locust
#

It's a lot of effort for George and Evelyn too

deep cypress
#

With Message TileActions, how does one make it parse @ into the farmer's name?

ornate locust
#

Alex left his books. The rest will have some text noting things are very clean and empty and only the plant seems new.

#

very much reminds me of my grandparents, dad lived ADJACENT to them and they still kept his room like that

marsh reef
#

is there any way to make the wall still function as a wall that can have the paper changed, but always be seen over the furniture? πŸ€” -- Wall furniture would be ded huh

ornate locust
#

Leah's marriage schedule has her stand outside of her cabin on her day out. I think she'll use it as a sculpting studio maybe? I like the idea of her keeping the place after getting out of her relationship in the city, a little place that's just for her and she worked really hard for.

daring skiff
#

That sounds believable.

ornate locust
#

her art space, books on techniques, tools, the phone so you can call each other while she works, and her table's fine for a break area.

latent mauve
#

(I have been that art student, LOL)

ornate locust
#

ahh good thought

placid gale
#

So i downloaded Tiled and am having my first ever go at making a map. huzzah

#

im here, and have a couple of questions

#

Ive removed all the items from the front as far as i can see.

  1. How do i assign where the farmhouse and greenhouse go?
  2. How do i know what the Tiledata does in each of these cases? some seem obvious like exits and so forth, but id like to know for sure.
#
  1. Having painted over the water tiles does that mean those tiles are no longer considered water by the game?
#
  1. similarly to 3, if i paint on some cliffs, do those become hard walls in the game?
ornate locust
#

"Leah's phone, for when she loses track of time and needs to let you know she's crashing here for the night."

gaunt heath
# placid gale 4. similarly to 3, if i paint on some cliffs, do those become hard walls in the ...
  1. See https://stardewvalleywiki.com/Modding:Maps -> Map Properties -> Warps & map positions -> "FarmHouseEntry", "GreenhouseLocation"
  2. There is a master list on the page linked above
  3. This is controlled via tile properties
  4. All tiles on the Buildings layer have collision. Each layer has its own unique properties.

I reccomend skimming the top of Modding:Maps for the basics before jumping straight in, because there is a lot that you can only understand using the documentation

placid gale
#

thanks - i tried to read that and a lot of it just went whoosh

gaunt heath
#

It's a huge comprehensive page, control F is your friend SDVkrobusgiggle

placid gale
#

i think one of the probelms is i dont always know what im looking for

#

for example, ive got this area i added at the left of the map

#

but i dont seem to be able to do anything on that area at all. its completely blank. i dont know what im looking for to find the reason for that

hard fern
placid gale
#

but i dont know how to put something on it

#

i just resized the map and i cant paint or add anything on it like i have the rest of the map

gaunt heath
#

If you intend to edit an existing in-game map (eg, this isn't going to be a new area), you can only ever expand maps down and to the right

placid gale
#

ah

#

Ok thanks.

hard fern
#

( i think technically you can do it to the left but it fucks up a lot of things so it's better you don't)

#

source: has tried. i fucked things up

gaunt heath
#

It's because the game relies on tile coordinates, which start from the top left. So expanding up or left completely changes the existing coordinates

#

If this is going to be an original map, and not a direct replacement for a base game map, you can do whatever you like since there will be nothing already relying on the existing coordinates

placid gale
#

ive extended it downwards... still cant paste anything there usaing layers

#

do i need to change the sizing of each layer or something?

hard fern
#

select a tile from the right side, and draw using the stamp brush

gaunt heath
#

Blue layers are tiles, pink layers are tile data

placid gale
#

i draw straight down and it cuts off at the edge

#

its like the map is big enough but the layer doesnt match the size of the map

hard fern
gaunt heath
#

Have you accidentally made a selection?

placid gale
hard fern
gaunt heath
#

You're hitting the edge of your map

hard fern
#

you'll have to extend it further

placid gale
#

there appears to be space below though

gaunt heath
#

OH

#

You have a selection

#

See that blue overlay?

placid gale
#

yes

gaunt heath
#

Click this button, and then click (without dragging) on your map to clear your current selection

hard fern
#

(ooh ferns)

gaunt heath
#

You've selected a portion of your map, so you can only draw within the selection

placid gale
#

AH

#

this is not what i want! but its a step in the right direction.

#

and i have no idea wat that rectangle is doing

#

but thanks.

gaunt heath
#

Wrong button!

hard fern
#

stamp brush (B)

#

this lets you draw one tile at a time

gaunt heath
hard fern
#

i wish i had a cool cave. cool caves are cool

gaunt heath
#

I spent a year and a half in a cave-tilesheet related fugue state, and now I am unstoppable cave gremlin

floral stream
#

nice cave

ornate locust
#

hey, you can when Green Rain happens, just chop em down

floral stream
ornate locust
#

Just gnaw through em like a beaver

placid gale
#

The VERY VERY rough outline of my winding path map - the plan for where i want to go.
Home is home.
E is the 3 standard exits
Ca is the mushroom/fruit cave
OF is ocean fishing (20%)
LF is lake fishing (40%)
G is the greenhouse
B is (eventually) an underground cave area with a little hotspring that acts like the pool to regen energy and just relax).
Green is plantable area
light green is respawning hardwood stumps
Yellow is log spawning
brown is rock spawning (like a slow mine ... if i can get that to happen)
purple is hard rocks/logs as locks on secret paths
Id like SE to be a very secret hidden exit to the secret wood (exit hidden behind trees etx) but unclear if i can do that.
And it will be more winding than im showing in this rough sketch

#

Im an ArTiSt

agile terrace
#

Hey, so when making FS Sleeves... Can you make it differentiate between which pan you're using while panning? Right now, so far as I have seen, everyone just does it according to which farmer sprite you're on... And "IsUsingPan" is true/false and isn't checking for which pan is being used... so... is there something I'm missing that would allow it to like... Check which item number you're using currently? So it'll use 240 when using farmer frame 123 AND I am using (T)Pan??

ornate locust
#

Sam's room is probably going to be Vincent's one day, but I DO NOT WANT TO DO SCHEDULES FOR THIS maybe when he's older. For now, Jas and Vincent can use it for extra play space and we've got a handful of storage shoved in here

#

actually I'll add one of these and say it's full of trendy cookware and cooking items that haven't been used much. channeling my mom here

#

(yes Sam is the one with green carpet, not Alex)

daring skiff
agile terrace
#

Ok, after fussing around, Can I use the condition (I know this is written wrong but bear with me) When: Item_ID (T)Pan to get it to check which pan I'm using?

#

Like will that make it check the item I'm currently using? cus in the wiki it looks like this is mostly for machines so I'm kinda doubting but I'm also sick RN

slow basin
#

would it be possible to give an animal the same behavior as a beehive where depending on the planted flowers it'll drop types of honey or would that be a no? (using content patcher)

timber pilot
#

my vscode start screen looks different from the one on the tutorial. how do I "start new project"?

void aspen
#

I'm no vsc user but wouldn't that be new file for something completely new and open file if you plan on editing existing stuff

void aspen
swift zenith
void aspen
#

Would it be possible to change the needed item and the received item from a desert galaxy sword touch action thing?

#

If I stand on the tile with a jar of mayo, I'd get the poppy flower for example

#

Or it's hardcoded to be pshard and gsword only

grand gale
#

hardcoded

vernal crest
vernal crest
slow basin
#

ill look into it at least wormnod1

timber pilot
vernal crest
timber pilot
#

I'm usig code because it takes up less space

vernal crest
#

Ok fair enough

timber pilot
#

how do I get a dll file out of this

#

also is it ok to use net10

vale holly
#

run dotnet build

vale holly
timber pilot
#

I can't run that

vale holly
#

You can't run what ?

gentle rose
#

if not, it’s often best to use the purpose-made IDE at first

grand gale
#

do you guys know any feather sprite in game assets?

vernal crest
grand gale
vernal crest
#

I can't think of any other feather things, sorry. Maybe someone else can

torpid sparrow
#

Can’t think of one either

grand gale
#

np thx anyway

swift zenith
#

@proven spindle you've lost me at edibility. Having a description of how to read the wiki and add stuff in the wiki feels necessary. the way its reading is i've been given a book of infinite knowledge, but not formatted in the same way i've been learning. like you've thrown a different language's dictionary at me and told me to write a book. linking or writing a source way to read the wiki would be helpful.

also, streamlining the tutorial a little, have them obtain or create the asset first so there's less windows open at once and less jumping back and forth in and out of various programs.

#

also objects isnt written as objects on wiki, its items? there's no objects tab whe ur describing?

torpid sparrow
#

Am I missing context lol

swift zenith
#

me?

torpid sparrow
#

Yes

swift zenith
#

oh, im testing a tutorial for Si because im just jumping into mod coding.

#

adding potato soup to my game cause its a crime not to have

fickle brook
#

Hey guys, I wanted to surprise a friend for her birthday, so I tried to learn how to change xnb files so she could think that we're playing a normal game before landing in her birthday party.

Does anyone still have info regarding this? I know thats not a recommended version of modding, so I'm having a hard time finding the guidlines of how to edit the maps so the game still works

#

So far I've managed to put in Warps that show up in the other players game as well! But I was hoping to be able to edit visual elements as well as lomg as I use only the game assets

torpid sparrow
#

i do wonder what, if any, are the rules about linking to outside sources for tutorials

torpid sparrow
#

i dont think you'll find any help here regarding it

#

what you want to do is actually not too hard to do

fickle brook
#

I don't want to publish a mod. I'm using it one time personally and then resetting the game files

torpid sparrow
#

are u saying original files or xnb files

#

have u unpacked the game?

#

we never work with xnb files

#

we unpack the game and work with those files

fickle brook
#

I've only unpacked stuff in Contents, nothing on the programming side

swift zenith
#

you could always say you wanted to play modded stardew with automation stuff then disguise the file with the automation stuff by naming it something that would sound like a qol mod

torpid sparrow
swift zenith
#

basically send them a zipped folder to unpack, dont let them download directly

torpid sparrow
#

all the maps files for tiled?

vernal crest
fickle brook
#

Yes

torpid sparrow
#

ok yeah those wouldnt be xnb anymore

fickle brook
#

Wait whaa

torpid sparrow
#

aba should correct me if im wrong but the point of unpacking is so we're not working with xnb files

vernal crest
#

xnb editing is much the same as non-xnb, but easier

#

Unpack, edit, repack

fickle brook
#

Ah yeah, so I'm unpacking them to tbin and then repacking them to xnb

torpid sparrow
#

hmm true

#

wait im confused you unpacked them to tbin?

#

its been a while since i unpacked the game, do we get tbin files from that?

fickle brook
#

I've managed to change the ground from dirt to grass and put in a new warp, but other stuff I tried to put on the map didnt show up

vernal crest
#

While I would strenuously object to anyone publishing an xnb mod for non-Switch purposes, I'm willing to help for your purpose as long as you're aware that you might break the game (not permanent) including your friend's save (possibly permanent)

fickle brook
torpid sparrow
#

ah ok interesting

fickle brook
vernal crest
#

We get tmx files using Stardewxnbhack to unpack and I think tbin from xnbcli

#

What other stuff were you trying to put on the map?

fickle brook
#

I tried to put cacti and a barrel on the Buildings layer and in general I'm not sure if I'm linking the Tiles right for the game to knlw whwre to get them

vernal crest
#

Were they from a tilesheet already in the map?

fickle brook
#

The cacti no but the barrel yes

#

Is it only from the ones already accessed?

vernal crest
#

I would expect it'd be possible to add new tilesheets as long as they're actually in the Maps folder. Without SMAPI you've got no access to other tilesheets.

fickle brook
#

I'm wondering about that because I do have to extract them to png as well. So even if I put them in the same folder while editing does it get that its the same place?

vernal crest
#

And for a tilesheet that is already on the map, the barrel should've appeared or else your dirt to grass changes also would've failed.

fickle brook
vernal crest
#

Yes, as long as the png files are in the same folder as the map it should be okay.

(I am speaking theoretically here, as I've never tried xnb modding. But I feel fairly confident in my assessment.)

fickle brook
vernal crest
#

Was the barrel on the same tilesheet as the grass that you did successfully add?

fickle brook
fickle brook
#

I guess I'll go check if anything else is different and come back

#

Thanks for the help so far!

whole prism
#

@opaque field sent a dm! : )

swift zenith
#

commas are going to be the death of me

torpid sparrow
#

real

swift zenith
#

I can't get my buffs to add to the food. is there a scripting error here?

#

getting pic

#

the tutorial i found had it laid out like this

shadow pagoda
#

Is there a way to guarantee what a Spring/Summer/Winter/Fall seed will grow before the crop is fully mature?

vernal crest
swift zenith
#

ah it's old. it has it in fine print at the very bottom

ornate drift
#

interesting

#

I'm gonna keep this, thanks

swift zenith
#

theres more code above

#

do u want the full line after i fix the buffs?

ornate drift
#

sure

#

would be appreciated to use as a base

vernal crest
#

Oh sorry, I thought that was to me

swift zenith
#

i'll give example code because its very helpful if i fix it.

vernal crest
#

My question about the wiki page still stands though

swift zenith
#

yea, i'm going back through it. i think with the weird obsolete tutorial i found i can now read the wiki page properly

#

so is it unlock conditions?

#

no

vernal crest
#

No, it's just Buffs

swift zenith
#

buff ID and duration

#

thats the section im looking at

vernal crest
#

Have you got the vanilla objects data open so you can see/copy from there?

swift zenith
#

no, it was alot to look at for the moment with all the files and apparently i need to learn to read the wiki.

vernal crest
#

Now that you know what fields are in there, you can search for one of the fields (like buffid) in data/objects to find an example of what a vanilla food with a buff looks like

swift zenith
#

so is the wiki reading like Json Code where the terminology is what i need to type in. so where it says BuffID do i need to type that where i want the buffs to take effect, or is it jsut stating that is how u input the buff;s id.

#

so BuffID {

vernal crest
#

Like I said, if you look at the files, you will see how it is meant to look so you can copy that

#

It doesn't have to be overwhelming because you can use ctrl+F to just search "buffid" and jump straight to an object that has one instead of scrolling

#

The wiki explains what fields are in the data, what the fields mean, and what values they take.

#

You can also work out what level each field is on and what brackets to use with it, but it takes a bit of experience to be able to do that, so using the wiki as a reference to explain what you see in the vanilla data is the best way to make sure your files are right.

swift zenith
#

wiki page could use example images of coding if they don't have it somewhere. they're very helpful and doesn't require for me to get overwhelmed and put off by the sheer amount of files i need to look through for one thing. im not really given a convenient file location in the tutorial im testing to look for that.

vernal crest
#

The names of the files are given in every wiki page

#

The object data in Data/Objects

#

I agree that it is helpful to have examples, but where there aren't any, the wiki page can still at least point to the vanilla data so you know where to look

swift zenith
#

didn't know what that meant until just now

gaunt orbit
#

welp, finally bricked my test save

#

RIP

torpid sparrow
#

oh no

tiny zealot
#

you must have been doing something cool though, yeah?

gaunt orbit
#

no it was the dumbest thing ever

#

I renamed the mod which meant spacecore couldn't read my custom types out of the save any more

#

or at least that's my theory

#

I renamed it and suddenly trying to load the save gave me xml errors

sacred thunder
#

hello! I have recently become interested in making stardew mods and I have run into an issue with something I'm working on. is this the correct place to ask a question about modding?

vernal crest
#

It sure is

sacred thunder
#

yay, okay! this is probably a really dumb, basic question. i made a small mod that just adds 1 object to the game, using content patcher. It replaced a lot of objects in the game with gray boxes. I know that it is because of this line: ""Target": "Maps/springobjects"," in loading the object image. Do i need to designate an empty spot on springobjects or is there another way to do this? thank you

gaunt orbit
#

!json can you post your content file

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.

vernal crest
#

{{ModId}} is a token, by the way. It's meant to be put into your json as-is and then CP itself will replace it with your mod's ID from your manifest when putting the data into the game.

sacred thunder
#

okay, thank you sm!

#

sorry its a basic question πŸ˜“

gaunt orbit
#

no worries! that's what we're here for

vernal crest
proven spindle
swift zenith
#

alr it's fixed. let me give the code a test then i'll share the example files and full feedback jsut so u have it. u can also use the code as example text since im sending it anyways for someone else to use as example.

timber pilot
#

I've decided to make a content pack but I have no idea where to start

#

I have a manifest and content files with no code

latent mauve
#

Well, what do you want to DO with your mod?

timber pilot
#

I want to add an extra building to the map and two npcs

fossil osprey
#

!npc for a good tutorial

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:

timber pilot
#

a shop building to be specific

latent mauve
#

Okay, so the extra building would just be a map edit, which is fairly simple

timber pilot
#

ok great

latent mauve
#

NPCs have a lot of moving parts

timber pilot
#

how do I do assets?

latent mauve
#

Have you found the Content Patcher documentation yet?

timber pilot
#

is it a file?

latent mauve
timber pilot
#

do I have to use xnb hack

vernal crest
#

To unpack your files, yep

latent mauve
#

It's perfectly safe, don't let the name worry you

vernal crest
#

As for "doing assets" - all the stuff you unpack are assets

latent mauve
#

Because you are doing a map edit and NPCs having the files unpacked will help a lot, because you will be looking at quite a few of them

#

Maps all have tbin/tmx files (which are opened in the Tiled app) plus the tilesheets they use, and to edit a map, you need both parts.

#

NPCs need parts that are scattered throughout the Data, Portraits, Characters, and sometimes Strings folders. There may be others that I missed in that list, too.

#

Shops touch Data/Shops, and a new map area (like a brand new building interior) touches Data/Locations

vernal crest
#

Stardewxnbhack unpacks maps as tmx files

latent mauve
#

Corrected, thanks!

vernal crest
#

(Not a huge difference but can confused a newbie ^_^)

timber pilot
#

what is the tiled app?

vernal crest
#

It's the program used to make and edit maps

latent mauve
timber pilot
#

alr thanks, I installed it

#

do I make a new file for a map or just edit an existing one?

autumn tide
#

make a copy of an existing map to use as a base

timber pilot
#

oh that makes sense

latent mauve
#

To save yourself some headache: you can save your copied new map in the unpacked Maps folder so that your tilesheets don't break. If you try to save them to somewhere else with "Save As" you will need to temporarily copy all the tilesheet PNGs there too.

#

There is a separate tool to handle tilesheet issues if it breaks but I don't want to completely overwhelm you

vernal crest
#

I will always recommend tilesheetinator even at risk of overwhelming people lol

#

I have fixed SO MANY tilesheet issues for people that now I want to give tilesheetinator out like candy

hard fern
#

be sure to check your halloween candy for a tilesheet climbing issue this halloween

timber pilot
#

I'm starting to get it

#

I just need to make space to put the building and add custom tiles

swift zenith
#

@proven spindle as for the tutorial. it did good job at teaching what the files were, how to utilize them, and what steps could be taken next for further learning. the dead spot was where the edible step came in. maybe an example would be helpful and a quick reminder here or there that the game's own JSON can be looked at with a very direct wording that is what you mean. i was looking on the wiki for what i thought was something but was actually json files. also reloading via smapi introduced earlier instead of the end. people who need a tutorial are probably debugging ALOT i was in and out of the game multiple times before i reached that point. having that step with the first load of the game would be handy. art done first before coding as it's annoying as an artist to jump between documents and art programs.

#

i successfully created soup, and feel like i could read some stuff for next stages of learning.

#

couldn't read anything beforehand

merry river
#

Ran into a machine-related problem again. I want my potion machine to create flavored potions using items with the tags mushroom_extractand poisonous_mushroom. The output item should be named something like "flavor of mushroom extract + name of poisonous mushroom" Potion
when I first tested my code, I could put in an item each but the result was Generic item name+ poisonous mushroom name, I've been trying to use the options available in EMC
But now after trying to change something in the Internal and display name fields so the name would display the way I want it to, I can't even place an item into the machine anymore despite having the correct inputs and tags and I am sort of at a loss

https://smapi.io/json/content-patcher/c27247decda44dbfb5f084bcd56f8f43 Here's the relevant bits of code

timber pilot
#

I could make this so far (placeholder tiles) ever innteractable thing has a tiledata. how do I add one? also do I need to add code prior?

latent mauve
#

If you want to use an existing tile property, you can just create an object with the Name field as "TileData" and the actual property strings under "Custom Properties"

#

If you want to use an interactable action that doesn't exist, you might be in C# territory.

#

Please note that objects on a named object layer (such as Buildings) also need to have a physical tile placed on the matching tile layer (Buildings) so that it can be 'attached' and actually work.

royal stump
ornate locust
#

Demetrius will never see this room as anything but Maru's, so it will be kept as it is, other than what she moved out. But Robin uses the basement lair thing to store stuff.

timber pilot
latent mauve
# timber pilot does entering a new area count?

So if you look at the wiki link for the Modding:Maps page, it has a list of the existing/known tile properties. Warps (which is how you get from place to place by walking over a tile) are Map Properties, and things like a clickable tile that then teleports you are Action Warp tile properties.

#

(if you look at the unpacked Town map in Tiled, you can see what they use for the doors in town)

timber pilot
#

I guess I need to add the locations first

ornate locust
#

wow, I think Sebastian took more out of his room than anybody else.

merry river
young gorge
#

I recently made a mod, but I don’t have a high enough level yet to request the Mod Author role.
Would anyone with the role be willing to showcase it for me?

It’s a simple mod that lets your horse follow you around.
https://www.nexusmods.com/stardewvalley/mods/43745

Nexus Mods :: Stardew Valley

A simple mod that makes your horse follow you around like a cute companion. Just enjoy having your horse with you.

torpid sparrow
lucid iron
#

Hors!

young gorge
#

Thank you so much, I really appreciate it!
If possible, something like this would be great.

"A simple mod that makes your horse follow you around like a cute companion. Just enjoy having your horse with you."

lucid iron
#

Then wem can publish it for u

young gorge
torpid sparrow
#

ta-da

young gorge
#

Thank you so much! I really appreciate it.
That was very kind of you.

ornate locust
#

Storage.png

#

he even took his game table and couch with him

latent mauve
# ornate locust Storage.png

how much trouble would it be for the table to return there once the player sees his marriage heart event and the table in the spouse room gets replaced with the terrarium?

ornate locust
#

Very little!

latent mauve
#

(I've always disliked the implication that the game table just gets thrown out once he starts raising frogs)

ornate locust
#

His mom probably made it too, it should be kept somewhere

#

And there's plenty of space for it

jaunty shuttle
# lucid iron Idk if u got answer but 1. Editing anything in smithy generally means furniture...

Ohhh yeah ik that from my other 2 smithy furniture things. But in the video I sent I was grabbing them directly from the furniture catalogue, and they were broken from there BennettSorry_DalasQuil

I restarted the game 3 times, reloaded the furniture via the modsmithy window and checked in game (in the furniture catalogue) at least 8 times, and restarted my computer. I did see the furniture data reloading successfully each time in the SMAPI terminal

whole prism
#

Im green

#

Im a wizard

#

I sleep on beds

jaunty shuttle
#

I should mention that after restarting my computer last night I have only just tried again today. Reloaded the furniture via the modsmithy menu, and checked in game again... the first 2 furnitures exist now, but the other ones still don't. I tried reloading all of their data a second time and it changed nothing SDVpufferchickcry

odd badge
#

Does already exists a mod to build cabins anywhere?

gaunt heath
#

soon...

merry river
#

Kailey I just saw your fairy ring mod! Since I am working on a mushroom mod right now and the description says that it should work with modded items, does it use context tags?

gaunt heath
#

It checks so many context tags, I tried to make it foolproof

#

If you use a context tag I didn't catch I will both send you a muffin basket and bonk you with a cartoon hammer

#

Give me a moment, I'll grab the list

merry river
#

My mushrooms use edible_mushroom, inedible_mushroom and poisonous_mushroom but I can easily make adjustments to the tags SDVpuffercoolest

gaunt heath
#

Output: mushroom_item, edible_mushroom, edible_mushroom_item, poisonous_mushroom, poisonous_mushroom_item, magical_mushroom, magical_mushroom_item

#

AHG

#

MUFFINS AND HAMMER FOR YOU

#

I didn't think of inedible_mushroom SDVpuffersquee

merry river
gaunt heath
#

If they have the general mushroom_item tag it'll back back to that. There about a bajillion processing rules

merry river
#

I'll have to check but I can just add that tag as well

gaunt heath
#

You can also ban something from being output by tagging it kailey_fairybanned

#

Every single processing rule checks that

patent lanceBOT
gaunt heath
#

There are different rules, so like the bone fae give poisonous mushrooms more and inputting fruit and flowers tagged as magical, or fairy roses etc will give you purple mush or magical tagged mushrooms

uncut viper
#

I see a distinct lack of fungal-based context tags

merry river
#

I'll look into your mod then and try to make mine compatible with the right tags SDVpuffersquee

gaunt heath
#

There aren't adequate ones in vanilla, I had to do all the base game mush by hand in the processing rules lol

merry river
gaunt heath
#

most of my processing rules have a plain english summary at the end of the line for sanity

merry river
#

@ornate locust While I'm at the topic of compat, I just discovered your ES Simple Foliage add-on and wanted to know if it's okay for me to recolor your sprites for my purple foliage mod? (I would add your mod as a dependency and use a HasMod check on the file that includes the json for the ES trees)

ornate locust
jaunty shuttle
ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 13 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 13 C# mods and 10 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

merry river
limber patio
#

i'm pretty sure the answer is no but does anyone know if there is any more detailed info about the technical "social" changes coming in 1.7? i'm thinking of trying to make a mod that adds a new keyword to the schedule script that makes your spouse go to their patio, but i'm wondering if maybe he'll un-hardcode it in 1.7 lol

autumn tide
#

!1.7

ocean sailBOT
#
Information on the 1.7 update
  • When is the update coming out?
    We don't know yet! There's no release date information at this time. However, patch version 1.6.16 will be released prior to the 1.7 update.

  • What's going to be in the update?
    So far we know there will be a new farm type, more content for children, and two new marriage candidates, Clint and ||Sandy||.

  • Aaaaa will we have to wait even longer for Haunted Chocolatier? D:
    ConcernedApe says HC development will not be delayed by the update. #bulletin-board message

  • What changes for mod authors?
    Join the thread for the 1.6.16 alpha under #making-mods-general to see what's new and what you might need to look out for with future releases and updates for your mods! You can also make suggestions for changes to benefit mod authors, but note that implementation is not guaranteed.

Keep an eye on #bulletin-board for current and possible future information about the status of the 1.7 update.

autumn tide
limber patio
#

ohh i hadn't seen that, thank you!!!

autumn tide
#

ofc :)

ornate locust
#

Abigail's room is converted to Pierre's office. Those are family photos and one of Abigail's old drawings still on the walls

pale river
#

@uncut viper I'm trying to make a trigger using BETAS monsterkilled but I'm having some issues with the order.

My trigger is supposed to run when all monsters in a location are killed using my custom game state query. But this is what happens:

initial: My GSQ = true

  1. player kills monster
  2. BETAS trigger happens
  3. monster animation happens
  4. monster leaves npclist of current location
  5. My GSQ = false

because the BETAS happens before my GSQ changes it doesn't work. Do you have an idea what I could do? Currently my solution is just C#ing it, to run whenever the event npclist changes, but I feel like it's a bad idea; I'm not really experienced with C#

torpid sparrow
#

hi soupy

pale river
#

hi wem im a big fan

ornate locust
#

OH I FOUND THE FILING CABINET I WAS LOOKING FOR

torpid sparrow
#

im a big fan of soup

pale river
#

im a big fan of wem

ornate locust
#

I was about to say, not sure if there is one or if I made one because I couldn't find the damn thing

torpid sparrow
#

in townInterior somewhere

ornate locust
#

good call, I like this. Business, family photos, some nonperishable stock storage

#

And Abigail's plants he's still taking care of

#

for some cheer, along with the photos

red heart
#

Hi! Currently, I'm creating a mod that basically brings the Farmer's sibling to the Valley. For a male farmer, the sibling would be female and vice versa. They would arrive in the Valley at the end of the second year. I can create the assets for it (Sprites, houses, portraits, etc.), I just need help coding. I'm currently learning how to code in C#, but my abilities are far from perfect. If it goes well, I have other ideas for the Farmer's family such as:

-The Farmer's Parents

-The Sibling having kids with a villager

-Or anything else you want!

Since this is a collaborative project, you'd also have a say in the creation of this mod! I'd check with you for your feedback and edit it based on that. You would also be able to call on me to help with art for any of your mods if you want. Also, both of our names would go on the mod page on Nexus once it's published.

jaunty shuttle
#

Ah it's you!! I've been wondering what happened lol

red heart
#

I remember you!

#

From the last time I saw you, I've fully completed the male sibling sprites and am now almost done with the inside of the sibling's house

jaunty shuttle
#

Whoa nice!!

torpid sparrow
#

is there anything in particular u think needs C#?

red heart
round dock
#

If your mod is essentially adding NPCs into the game, CP would be enough. Unless, there’s something specific your mod does that requires coding with C#

torpid sparrow
#

no

#

letter bgs can be done via CP

#

i just did it!

red heart
#

I didn't know that!

round dock
#

We learn something new everyday SDVpuffersquee

fossil osprey
#

CP can do so many things nowadays, it's really awesome ^^

torpid sparrow
#

yay pathos

round dock
#

Content Patcher is an extremely powerful tool that empowers you not to mess and study the game code directly haha

lucid iron
round dock
#

So like, if it’s as simple as changing letter bgs or complex ideas such as bringing NPCs to life, all you really need to dabble w is CP shenanigans

red heart
#

Thats on the wiki right?

timber pilot
#

I'm trying to see if I can put my slightly edited map in the game but the tutorials have zero info on where exactly to put the tmx files and my brain is all fried

torpid sparrow
red heart
torpid sparrow
#

u just need the right file path

timber pilot
#

how do I do that

torpid sparrow
#

well where is ur file currently

timber pilot
#

here. there is also one where the rest of the actual in game maps are

#

one here too

torpid sparrow
#

u need .tmx at the end i think

urban patrol
#

you need to put all your maps in your map folder and then use a Load patch to load it

torpid sparrow
urban patrol
torpid sparrow
#

it says Moutain and not Mountain

near imp
#

wem beat me to it

torpid sparrow
#

so

torpid sparrow
timber pilot
#

ohhhh

torpid sparrow
#

well the spelling error will do you in xd

urban patrol
torpid sparrow
timber pilot
#

it stopped giving the error but did not load the map

lucid iron
torpid sparrow
#

oh wait mountain

lucid iron
#

Perhaps send the furniture.json

#

I'll investigate later

timber pilot
#

I want to add an interactable building

torpid sparrow
#

can u send json !json

#

!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.

torpid sparrow
#

and also a pic of ur map

timber pilot
torpid sparrow
#

i will say if ur only editing that portion of the map, do not replace the whole thing

torpid sparrow
timber pilot
#

really? how?

timber pilot
#

on what app

torpid sparrow
#

in ur code

#

so in ur json

#

this is the example from the github

uncut viper
pale river
#

wrong video hold on

timber pilot
pale river
#

but here's a screenshot basically it activates before all enemies are killed

torpid sparrow
#

of what u want to overlay

calm nebula
torpid sparrow
#

(btw, you can resize your edited map to only be what u edited so u don't replace the whole map)

calm nebula
#

You need to check if location is cuttent location

torpid sparrow
#

so this small

uncut viper
calm nebula
#

Or you should hook the location netevent but that is fussy

pale river
#

that might be the problem and why it seems random, it's also kinda weird cus the delay is also kinda bad

pale river
calm nebula
#

If you hook the location netwvemt you need handle debouncing yourseld

pale river
#

i kinda just did if (e.Location.Equals(Game1.currentLocation))

uncut viper
#

they arent hooking it, this is a smapi event

pale river
#

oh no now it just never triggers

uncut viper
#

I usually check the locations unique name instead of directly comparing the locations themselves

calm nebula
#

Boxo is this a spacecore location

pale river
#

in a way? It treats it like you're in the location though, according to debug mod; also if there's a thing for location context I can compare that too

#

oh wait there's literally a e.IsCurrentLocation i can just use that

timber pilot
#

I can't fucking do this man

calm nebula
#

Is it a stable location added by data/locations

#

Or a temporary location added by spacecore

pale river
#

no it's a temporary yeah you got it

calm nebula
#

Because I would not be surprised if that event doesn't get raised

torpid sparrow
uncut viper
#

It works for mineshafts, no?

torpid sparrow
#

there's a lot of mods that edit maps

calm nebula
#

You might need to hook the netevent

calm nebula
timber pilot
#

I can't do cordinates

torpid sparrow
calm nebula
#

That smapi knows about

torpid sparrow
#

each tile has a coordinate

timber pilot
#

I can't figure out how to see it

torpid sparrow
#

u just

#

click the tile

#

and look along the bottom of the screen

#

there will be a coordinate

#

like this

near imp
# timber pilot I can't do cordinates

You mentioned earlier that you were feeling like your brain is fried SDVpufferheart It sounds like maybe youre getting tired? it might be easier to take a break from modding for now, and come back to it freshly rested. sometimes when it gets to a point where youre just fighting uphill so steeply, its more productive to take a break. But this is only a suggestion though SDVemoteheart

#

its a lot to take in all at once, and youve already done several things that youve never done before already

timber pilot
#

Yeah but nothing was successful

pale river
ornate locust
#

Pam leaves the room alone. Obviously doesn't really clean it either. But Pam know the value of always having a place to come home to, just in case anything goes bad.

#

(same for house room)

near imp
# timber pilot Yeah but nothing was successful

youve installed most of the programs you need, youve learned new parts of the programs and tools used, and read a bunch of documentation though SDVpufferheart getting to your end goal is not the only way to measure progress

ornate locust
#

also plants removed so they don't die

torpid sparrow
#

what about pam having a bed

ornate locust
#

depending on the mods you use, she has one

near imp
#

Pam gets a bed in the house you sponsor them, and she still sleeps on the sofa πŸ‘€

ornate locust
#

Also I don't want to change schedules LOL

buoyant moon
near imp
ornate locust
#

I think Pam is the kind of person who sleeps where they fall, more on a couch than a bed. as evidenced by her sleeping on the couch

steep viper
#

I fixed it though, take that tiled

lucid iron
pale river
#

what I thought was working before was other npcs in other maps triggering it I think. My other solution is a one second event trigger with a condition that resets on warped

ornate locust
#

Also Pam's whole situation and background make me think she'd go out of her way to have a free bed for Penny above all else, so she knows she's always welcome. She won't be kicking her out of a bed, she doesn't use it anyway.

#

so take that, stickbug

pale river
#

ohh hmm

#

cus my code is just this rn

ornate locust
#

Okay all the rooms have been made, now I hook up the code and the little flavor text spots and strings and double check the day/night tiles... and I've got some specific mods to check compat for...

whole prism
#

question

#

for Tiled

#

if you make a small location

#

but it has lets say spring leaves

#

does the game know to auto-covert it to the summer, fall, and winter versions?

#

idk howthat works or how to do it

torpid sparrow
#

yes

void aspen
#

It should be able to

whole prism
#

tyyy

pale river
whole prism
torpid sparrow
void aspen
torpid sparrow
#

i will agree both are cute

torpid sparrow
#

That's Tilly!

#

new NPC :3

whole prism
#

super kitty

latent mauve
void aspen
oblique meadow
#

You have one day's worth of energy drinks.

void aspen
#

Someone here drew this over my picture it's so silly

void aspen
whole prism
torpid sparrow
whole prism
#

Is it the name of the sheet?

void aspen
#

Waitttt I can make a mod with monsters

#

Different types give different buffs too

#

A good practice for adding new objects too

urban patrol
#

careful when dealing with monsters: here be monsters, literally

latent mauve
void aspen
whole prism
void aspen
#

I hate how some plants and paths also change their appearance when indoors too

#

Not sure how it works

latent mauve
#

Those tend to be furniture items with variants, which have their own method, sashasand

void aspen
#

I see

latent mauve
#

To my knowledge, indoor maps don't do the change automatically but you CAN mimic that behavior with your own custom tilesheets in an indoor location by using the {{season}} token to do an EditImage on your PNGs.

jaunty shuttle
timber pilot
#

I'll come back to this next week. don't understand how people get the hang of this I've been trying all day and I only got exhausted :/ I need a tutorial that is written like it's explaining modding to a 5 year old

pale river
#

I tested debugging and yeah the event doesn't get raised at all

latent mauve
timber pilot
#

all of it ngl

latent mauve
#

We're very good at problem-solving here, if you can nail down a specific spot that you're struggling with.

latent mauve
# timber pilot all of it ngl

If you're super stuck and just need a visual example of how something works/the code, the normal suggestion is to download another mod that does the same thing you're looking to do, and look at their code to see how they did it. πŸ™‚

timber pilot
#

I'll do that if I remember to do so

latent mauve
#

But the modding wiki has tutorials, and the official Stardew wiki has a ton of resources in the modding namespace (all of the pages with modding: in front of the name) that explain what the base game does and what the different fields/values are

buoyant moon
#

even looking at what the base game does (via unpacked files) has been helpful for me, if I know something I'm trying to do is like a vanilla thing

#

I've been aiming for small slices that build up, first was just getting a blank mod loaded, then an item in the config menu, then an event that just shows a dialogue box with a bit of text in it when I walk into an area

#

that reminds me that I need to check that my config actually works right when toggling things off

pale river
# uncut viper No, they do get removed.

Atra was right, I double checked using monitor.log debug things.

  • I'm using a spacecore dungeon, so they're temporary locations so the SMAPI event never gets raised, but the npc list does change
    is there a way I can do it like how BETAS does monsterkilled? The other way I'm thinking of is the bool that resets on warped but I feel like I could use a more better way than relying on one second ticked. I can also try doing the net event thing, but I have no idea how that works

thanks so much for helping me so far, I'm gonna be heading home rn so I'll test it out much later

uncut viper
#

BETAS uses a Harmony transpiler in order to do it. Checking the number of monsters there are when you warp in and checking how many are left after every second (or really after every normal updateticked, just looking inside the characters list of that location isn't going to really matter at all to do it every tick) is an easy way to do it that should work just fine, as long as you properly keep track of whether there were any monsters in the location to begin with.

pale river
#

thanks so much for everything

jaunty shuttle
lucid iron
#

However i also noticed that you have something 300 wide instead of 288

#

Aka a multiple of 16

#

There might be difference between how smithy mathed the sprite index vs how game does it so I'll check that later

jaunty shuttle
#

Ok lemme see if changing the size and redoing helps

pale river
uncut viper
fierce vault
#

help! is there a way to make my npc reject gifts on a certain day or after an event?? I realized that with my npc's final event, there will be two different portraits he can have after you talk to him, depending how many hearts you had during the event. should I try to account for this using queries and stuff? I just have very limited time left to actually finish this whole thing in a way where it's good enough to release.

torpid sparrow
#

yes

fierce vault
#

(the problem would be that his alt portraits are on the same sheet as his other portraits, so his other look would pop up when receiving a gift)

torpid sparrow
#

conditionally patch dialogue

fierce vault
#

Oh, can that be done broadly for all gifts?

torpid sparrow
#

can be done for all dialogue xd

calm nebula
#

I sense an xy problem

fierce vault
#

uhh

#

hold on

calm nebula
#

You can override which portraits are used in gift tastes

fierce vault
#

I'll ask a more specific question

#

Oh

#

ok

#

That's good

calm nebula
#

So if it is just that you may be able to just override the gift tastes on that day to use the right portraits

#

Otherwise try making CanSocialize return false for a day

fierce vault
#

It would still need a when condition

calm nebula
#

But I'm not sure there

fierce vault
#

Oh

#

hmmm

calm nebula
#

Yup!

fierce vault
#

turning off the can socialize might be good! I don't even want players to gift him after the event

#

for like a day

calm nebula
#

That might cause other issues or may not work at all, so no guarantees

#

Dont sue me if your npc loses all friendships points and walks into the void

fierce vault
#

hmmm

calm nebula
#

It's worth a try!

fierce vault
#

I probably can test it

#

if I can put it together relatively quickly

#

ok

#

thanks

latent mauve
#

Is NPC science really science if they don't wander into the void once or twice?

fierce vault
#

I've had it happen for sure

torpid sparrow
#

i love when my npc walks into void

#

exploration

fierce vault
#

oh, couldn't I try just turning off can receive gifts for a day, instead of socialization as a whole?

#

tbh I'm not really sure how to approach either yet, but that way seems less volatile?

#

could still day hi after the event too

torpid sparrow
#

oh u want to turn off gifts altogether?

fierce vault
#

for like a day...

#

if that's possible??

#

what basically happens is he gifts you his hat, so he can't wear it anymore if you talk to him after the event

#

but

#

you won't get gifted the hat if you don't have enough hearts

#

I'm just afraid players may gift him and get the wrong portrait

#

Maybe I try to just solve this after release?

#

I have a lot of more important stuff left to do...

#

like actually finishing his events πŸ˜”

jaunty shuttle
ornate locust
#

strings all coded, stickin em on the map

latent mauve
#

Alternatively, add an Appearance option in their Data/Characters entry with the condition being that the event has been seen, since I think those are updated on location change anyway.

#

(you will likely want to split off your 'no hat' portraits into its own portrait sheet for the second option)

fierce vault
#

The appearance thing may work, but the problem is that both the hat and no hat happen in the same event with the power of dynamic tokens! Maybe there's a way I can add some kind of flag in the hat portion of the event to check off?

latent mauve
#

You can change the portrait as part of the event to do that without the tokens, probably.

calm nebula
#

Yeah, you can