#making-mods-general
1 messages Β· Page 566 of 1
hmmm, unfortunate
I find that procrastinating on a mod with another mod works pretty good for me
AMI ABLE TO
am i able to use someone else's config token?
Are you reward or punishment motivated?
cmct
With CMCT

With cmct, yes
phooey
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.
Or if they have it registered via C#
Like Ridgeside registers their configs for example, so if they do that, you can just use them
That would be great! Here's the link to a fresh log: https://smapi.io/log/7d0e3b2cc3524633adf6ba3006cd3da6
Oh, and for reference, the mod I WANT to be editing it is Blue Grass Recolor.
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Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
π€ uhh... idk if i'd even say either tbh. i guess punishment motivated...? although im not sure if there's really any punishment for not working on a completely optional project
What about letting people down? Is avoiding that a motivator?
π€ not like anyone is relying on me to finish it
Is there any way to disable meteorites, fairies and wheather from a custom farm?
Let me just have my meds, hop on my computer, backread for context, and then I'll show you what to do. It might not hurt for you to click on the trace button and put "junimo" into the search bar in the meantime to see for yourself.
If its only map properties then yay
That wasn't my question though. There are ways for you to develop that motivation for yourself if it does work for you, like starting a modding partnership. I speak from experience lol
ah, sorry i misunderstood
i'd feel bad dragging someone else into my mess π
im not good at working with others.
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?
This kitten will explode if you don't finish your mod by tomorrow
for things like assignments, sure, but it's not like they don't stress me out
(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)
if i set a deadline for my mod but couldn't meet it i'd likely just end up quitting forever
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
i just start them because im bored, haha.
Not that one then lol
But why modding instead of other activities? You could play quoits or drink lemonade instead
im bored of those XD
Maybe make yourself publish 1 update a week for the people who are following your mod (like me)?
Oh my God, it must be the Community Center Icons redone thing. I didn't even remember I had that! But why would it change them to vanilla? Whatever. I'm gonna pull it and see if that fixes it. I can't believe it's been this many years and I never knew about that "Trace" thing. That would have saved me sooooooooooooooo much time over the years. :K
i guess it's like, i mod stardew simply because i can and have the skills/means to
it's just another hobby i have like sewing or drawing or crocheting
So even if itβs just a sprite or a single dialogue line, just something every week so it doesnβt fall out of your interest bin
Do you finish any of your sewing, drawing, or crocheting projects?
.....

i sketched! one thing! recently...
i have finished uh, 3 crochet projects in the past
and One sewing project
oh god im doomed
As a chronic non-finisher as well, I empathise.
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)
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)
Yeah there's a lot of good info in logs!
I do the same, I have trouble finishing any sort project unless itβs something I can finish in one sitting. Itβs been really nice modding though because I have people here to hold me accountable, itβs not as easy as abandoning a personal project
I'm sure I'm totally just scratching the surface at this point, but yes. The logs are a lifesaver! I'm so happy! T_T It looks so good now! Thank you so much!
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.)
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
ofc the overarching "bleh i feel like doing nothing" is the issue that plagues me no matter what i do
Maybe you should trade with people? I rarely feel like doing stuff for myself, but I like doing things for friends or whatever. Get a friend to make the mod you want made, and you can make one for them that they want made. π
π i'm not that good with working with others, like i don't mind helping just for the sake of helping but i end up feeling awkward if it's an actual proper exchange, because then someone is actually expecting something from me
π i can barely meet my own expectations, let along someone else's
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.)
Yay @worn turret
(had to sneak on again in bed to see if you found the issue
) Aba is a β as usual too
(off i go again)
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
ive wanted to write more content for GI for a while because of how empty it feels but that is a daunting task..
Thanks for caring! That's sweet of you! Yes, you were right it was another mod. I feel like an idiot. It was only a couple of mods down the list from Bluegrass π€¦ββοΈ
pats There there. Life is hard.
@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.
yeah, it's on my list of things, but right now all the medical stuff is kind of a mess π too many things happening at once
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?
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.
Wanna practice with warps and edits a little bit
I dont know why i didn't remember trace in the smapi log, i have some memory issues which do annoy me especially when its making my helping worse. I really appreciate the offer, can i take you up on it another time (it's 01:56 here) that also fits for you? 
i could try that, commit to working on maybe a few lines of dialogue, or work on a map patch.
That sounds great! Even if you only do one line in a whole day. After a month you'll have around 30 done, and after a year it'll be 365. (I'm not sure how long your mod is, but that has to be a substantial chunk any way you slice it).
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?
Do you mean for events?
Cutscenes, yeah.
for me, personally? i just look at the event data section on the modding wiki and do whatever commands i need. if i need a specific example of a thing being used i'll look in vanilla events.
like if i want my character to walk to the door as if they enter it, i'd want the move and warp commands
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.
Sorry, that was supposed to be separate from my conversation with you but I posted too soon and it lumped it together. π
also it's quite small so it doesn't need as much in it to look alright
Might put some more plants near the windows, like Emily's using it for some more plant space or something
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.
somebody was working on a program to help write events by replacing "typing in the commands you want" with "using gui widgets to input the commands you want" but there's no converter that takes natural language and spits out an event script (except commissioning a modmaker to do it for you)
this is the authoritative event documentation
who up single-lining their events
(more recently ive started single lining all my events into one giant massive block)
oh.
um. good timing wem
πββοΈ
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
And let me just glare disapprovingly at all of you who intentionally write single line
/j
why are you single-lining your events? is there a benefit i'm not aware of
giant block fun
(partly i just liked the way it looked as a big block, partly i didnt like scrolling through the multi lined ones)
That's a new one to me, actually liking how it looks as a big block
(i uh, may be alone in this XD)
I lose my place over and over again in a big block
I also actually like how the big block looks, but I don't like editing the big block
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
(no i prefer a big block too)
im just used to it
Waittt I can finally make all the previously not usable doors in game usable
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
The power of content patcher is immeasurable
hmm what is my longest file im not actually sure
now im curious
but yeah multilining my events would make the file annoyingly long
π all my events are split up by location
so idk how long event.json would really be
(i have them in separate files like vanilla)
oh like you split them into different jsons for locations?
i dont think i have enough events to do that
I have a 9,000 line content.json. A long events json does not intimidate me.


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
now I just have LUTI and SVE versions. Elliott's house had no SVE version at all, it must be the one untouched map...
but Haley and Emily
s rooms definitely have changes for both
I wish I could finish a mod and immediately dive into another one
real
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.
after i finish something i always feel like "ehhh now what"
including games and tv shows
Yeah I always do too so I try to have a plan already in place. Chronic illness has interfered with that though
GUH im sorry you felt that way aba
fwiw i would have been okay with any timeline you chose
No don't feel sorry! It was a good thing. I have lots of ways to put gentle pressure on myself to get myself to achieve things that I actually do want to do but which my ADHD doesn't find exciting enough to want to finish. Not letting other people down is one of them. If I hadn't felt that way I would never have released it even though I wanted to.
I can understand that!
i saw you talking to forsy about getting motivated earlier and it makes sense
I am old and wise in the ways of having a contrary toddler for a brain π
New quote added by strawhatwem as #7761 (https://discordapp.com/channels/137344473976799233/156109690059751424/1485450877400514600)
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
well techniclly ive added the bars... but not the furnace recipe
What do you need help with for that?
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
Idk if u got answer but
- Editing anything in smithy generally means furniture data has changed and got reloaded, this should appear on the log
- You need to grab new copies of the furniture from item spawner or furniture catalogue
If this is a new mod, why are you using json assets? That's an obsolete mod and new mods shouldn't be made for it.
As for your rule, append is not a valid Content Patcher field.
You should be using "Fields" instead.
I think using Fields would wipe OutputRules
use TargetField
and target insert into the OutputRules array
also FuelItemId and FuelCount are not real fields
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.
That's how the game keeps track of which rewards you took from Gunther
Ohh, which is which then?
BL would be the recipe I think
Okay, thank you.
beed lecipe
yeah ive got no idea what the BL stands for. its from some old obsolete function for getting item descriptions or something
-# still not too sure what to do for this 
Does Evelyn's other one work?
both only open/work when the name is "AnyOrNone", otherwise it just shows the closed message despite the hours/Evelyn being home
Have you tried commenting one out and testing if the other one works as intended when the other isn't there?
Not yet, but I can try that o:
You can't have a closed message inside the same owner as the one you want to be open, by the way
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.
A ClosedMessage needs to be in a separate Owners entry to the actual shop owner
Ohhh, okay, so I would add another {} after the first owners with the portrait + dialogue details for just the closed message?
Thank you for looking at this btw, this is my first time trying to make a new shop
Haley and Emily rooms done with variants
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).
Ohh- okay, I'll update the code so that the ClosedMessage is first and change the times (interesting that it only plays when open-)
Thank you thank you though, I've never been happier to see Evelyn's face until now-
now what to do with Harvey's
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.
Easy - Boy's Love. Next, please. 
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.
it gets cleaned roughly never
maybe I can find some hospital stuff to stick in here like storage too, but none of the hospital stuff looks like storage...
you could jsut put hospital furniture up there and have it be old stuff
the problem is the hospital furniture is just like... normal furniture
Maybe some of the divider curtains I guess?
yus
Perfect
the shape of that kitchen...
i'm not like a professional or anything but i feel like that top left corner is a little empty
maybe move a few boxes up there?
you could steal some storage boxes from the joja warehouse tilesheet π
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
there's also various box-like stuff on the town interiors sheet iirc
Anyone know how big the outside of the house is tiles wise of the top their heads?
farmhouse?
haley's is empty as hell for one
Yes
that feels okay though
i dunno that other one just looked off to me for some reason
i might be weir
weird
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...
There's one box I can find on this sheet that isn't brightly Joja labeled
so I do feel like I'm stapling that thing everywhere
ah more boxes, MORE JOJA BRANDING, there's a lot of very blue boxes
i mean maybe joja would leave empty boxes out for grocery packing or whatever
so he might have some
I just don't like using them
oh yeah i hate joja but it's probably the only way people get food
Pierre like "what am I"
pierre exists π
like i don't like shopping at walmart but i still have to do that because it's cheaper
r/fuckPierre
like ik pierre is there but i don't like him
most of the townspeople do shop at pierres so i dont think they just have joja boxes lying around
sam and shane's families would probably be the only ones since they work there
like typically it's easier to shop at giant grocery store than small buisness
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
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
and I'm sure people shop there, I just don't want "people get married" to coat the town in Joja boxes
what
so i can make a "stocking shelves" animation for my npc
i have them working there part-time. like sterling, i guess?
You should just post the thing and people will help if they can, I can't promise I know how to help without knowing anything about it
aha
:3 nvm i think i see why
this is the same npc i dont really want to draw walking sprites for because their hair scares me LOL
my other npc is symmetrical and makes my life so easy
π
so what could possibly lead to my walls being seethrough?
er could be a mistake in naming a layer
check where your tiledatas are? like for areas where you put the wallpaper and flooring
well i uh. wrote. one event. and by that i mean i just wrote the dialogue.
i wanna put more in it but it feels awkward for a 4 heart event
maybe i'll put the rest of it at 8 hearts
well bc like, some of them are named wrong, some are named names that are definitely in the wall IDs, and I know dang well you're not supposed to be able to see this carpet on the wall
i was just thinking about ur layers in tiled
i also cannot see that much from the teeny screenshot 
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
do you have any mods that affect the layout of your farmhouse?
currently making one for me πββοΈ
wait I got it:
(this is the LUTI one)
but I can shove some of those teeny waiting room chairs over there, I like that
ahhh gotcha. I think the game is trying to load both your map file and the vanilla in the same go. there might be something a miss in your content file that could be doing that, it might help to check your file paths
(I hope that makes sense) π
π€ would i see anything in the log about that?
not necessarily
what does LUTI stand for
Less Ugly Town Interiors
ahh oki
so the changed furniture and layout is from that mod
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 π€
that's a lot better
is there like a secret trick to making events that I'm missing π
are you stuck on anything particular? <- am currently writing an event lol
Can I ask something? Do you have layers like Buildings2 in there?
Not just a buildings layer but Buildings2, like extra versions of layers
just checking
I'm mostly just bellyaching because ive tried to do it several times and I'm not immediately amazing π but if you've got any tips id gladly take them
well kinda hard to give tips on nothing in particular π€
all i really have to say is "read the wiki" i guess?
and look at examples in vanilla
Uhh I have an event cheat sheet somewhere. It's not going to be a magic pill, but it's useful.
r u looking for storytelling advice or actually coding the event and making it work
(the regular sdv wiki, not the modding wiki, because i still can't make much sense out of the modding wiki ngl)
thank you! I guess more so need guidance in the form of troubleshooting? Idk how to describe it but I can make an event "look" correct but it doesnt function right
admittedly ive been trying to follow the modding wiki but ill look at the modding section of the reg wiki
well the modding wiki is probably fine to follow, just i am a little dumb XD
I am so dumb and dense I feel that π
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
Thank you! Ill definitely be using this
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
π€ would it be weird to drag the player's pet out to an event...
like a dog sure you take it on a walk
but like
a cat? or a turtle?
i think that's cute! however fair warning people might be confused if they picked a cat but they show up with a dog
well thats why im wondering
like a dog is easy but
not sure what to do for the other cases XD
yeah and i'm not sure how you would know what the player picked
well i think you can just throw ur pet in the event but
by calling it cat or dog or pet i guess...
If you share your .tmx file it'll probably be easier to diagnose the issue rather than us asking you lots of questions
Lots and lots of patience 
but how?
the same way you would a normal npc, no?
you could do something similar to how the creator of Mirren integrated the pet into events
Toado, is this your first time making a mod?
i could just omit the pet from the event entirely
that will solve all of my problems LOL
no need for a turtle to be in pierre's
i just wasn't aware that was possible. what is the internal name of the pet, for example?
Yes! I learned just some stuff just for the 10 year anniversary, I made an npc but she's very basic and doesnt have any events yet
I see! Scripting an event takes a lot of time and patience. The wiki and other event wikis surely help but you have to extend some grace towards yourself.
so it doesn't grab whatever pet the farmer chose then, you have to decide which animal
correct?
probably? idk ive only ever seen it used in one mod
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
ive never been able to move a pet in an event but that might have been my fault
yeahhh
so i'll just leave it out
the farmer can just gossip
no need for a dragon in the seedshop
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"
you can add whtever pet u chose at the start into an event
you can make the dialogue species-neutral
how? π
pet
Is there? I didn't see that on the events page
okay sorry if i wasn't clear haha that's what i was originally asking!
perhaps you could add it to the wiki page? 
im the only one i feel like lol
Almost every author here would agree that event-making is quite frustrating on its own
making it βworkβ alone is already an achievement. My advice is to take breaks and revisit your event with a clearer and well-rested mind.
its either pet or petActor
petActor
or maybe ppl never use it bc its not on the wiki
Thank you, I appreciate your kindness π
it is not on the wiki
how did i figure it out i cant remember
OH i msut have looked at the adoption event
it's used in marnie's initial pet event
yep
ahhhh
time to add it to the wiki wem
i do want to make a mod that gives u a story before u adopt ur pet
!anyonecancook weβre rooting for you!
like how i did with toothless...but normal
i spent hours just trying to get npcs to stand around a wooden crate 
ME
i hand off to the wiki ppl im too scared to edit
if you write up a blurb i'll add it
Iβm not even going to spill how long I had to have a stare showdown with my code because I couldnβt figure out why my event was bugged, only to realize I had an extra r in Current
Ill review what I wrote tmr and Iβll also have to check if you can move it
for a while i kept messing something up because i had like, an extra colon in there lol...
When it worked, I was like, βyep, makes sense.β 
mod author's peril: imperceptible typos
I literally did that the other day with my stump house mod π i had an extra r in forest
typoes?
Iirc I fucked up and toothless wasnt moving for a bit after being adopted so Iβm not sure if it was affecting his movement in an event
is it like tomato and potato
No itβs typos
why is english
if you ask why, it's mostly either German or French's fault. Blame the Normans
they did the mixing
I believe I've figured out why, ill lyk though
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
make him take his wallpaper.
or flooring
or whatever
π just so long as it's not green
the floor though
Wooden
is that just his spouse room that's green??
Yep
horrible. alex is the worst spouse because of this one singular fact. who cares about his personality
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
reminds me of jitters's house in acnh
It's a lot of effort for George and Evelyn too
With Message TileActions, how does one make it parse @ into the farmer's name?
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
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? π€ -- Wall furniture would be ded huh
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.
That sounds believable.
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.
I feel like maybe she might still want a bed or at least a couch in there for those late nights where you lose track of time doing art and just need to crash because you can't make it home
(I have been that art student, LOL)
ahh good thought
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.
- How do i assign where the farmhouse and greenhouse go?
- 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.
- Having painted over the water tiles does that mean those tiles are no longer considered water by the game?
- similarly to 3, if i paint on some cliffs, do those become hard walls in the game?
"Leah's phone, for when she loses track of time and needs to let you know she's crashing here for the night."
- See https://stardewvalleywiki.com/Modding:Maps -> Map Properties -> Warps & map positions -> "FarmHouseEntry", "GreenhouseLocation"
- There is a master list on the page linked above
- This is controlled via tile properties
- All tiles on the
Buildingslayer 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
thanks - i tried to read that and a lot of it just went whoosh
It's a huge comprehensive page, control F is your friend 
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
it's empty because you didnt put anything in it
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
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
( 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
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
ive extended it downwards... still cant paste anything there usaing layers
do i need to change the sizing of each layer or something?
select a tile from the right side, and draw using the stamp brush
Blue layers are tiles, pink layers are tile data
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
can you show a screenshot?
Have you accidentally made a selection?
maybe
yeah that is the end of the map
You're hitting the edge of your map
you'll have to extend it further
yes
Click this button, and then click (without dragging) on your map to clear your current selection
(ooh ferns)
You've selected a portion of your map, so you can only draw within the selection
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.
Wrong button!
Lighting appreciation post
i wish i had a cool cave. cool caves are cool
I spent a year and a half in a cave-tilesheet related fugue state, and now I am unstoppable cave gremlin
ive always wanted to eat those giant fiddlehead fern trees since 1.6 came out π
nice cave
hey, you can when Green Rain happens, just chop em down
someone should make a mod where you can eat trees instead of cutting them down
Just gnaw through em like a beaver
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
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??
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)
Dialogue that says "Mom says I'm going to move into my older brother's room one day!" or something.
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
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)
my vscode start screen looks different from the one on the tutorial. how do I "start new project"?
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
Lovee it, looks so cute
could have a hosp cafeteria and add horrible tasting food
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
hardcoded
Talking of starting a new project makes it sound like you're starting a C# mod. Are you intending to do that?
Not with CP alone. It might be possible with EAC, though I wouldn't expect so.
ill look into it at least 
yeah. I figured it out tough, I think
In that case, are you intentionally using visual studio code rather than visual studio? The tutorial is much easier to follow using visual studio.
I'm usig code because it takes up less space
Ok fair enough
run dotnet build
the mod should use dotnet 6 sdk
I can't run that
You can't run what ?
do you have experience with c#?
if not, itβs often best to use the purpose-made IDE at first
do you guys know any feather sprite in game assets?
Like the duck feather in maps/springobjects?
more like a falling feather
I can't think of any other feather things, sorry. Maybe someone else can
Canβt think of one either
np thx anyway
@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?
Am I missing context lol
me?
Yes
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
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
i do wonder what, if any, are the rules about linking to outside sources for tutorials
please don't change xnb files
i dont think you'll find any help here regarding it
what you want to do is actually not too hard to do
I don't want to publish a mod. I'm using it one time personally and then resetting the game files
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
I've only unpacked stuff in Contents, nothing on the programming side
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
Here?
no for modfest
basically send them a zipped folder to unpack, dont let them download directly
so u have all the data files?
all the maps files for tiled?
Ah, yeah, dunno haha
Yes
ok yeah those wouldnt be xnb anymore
Wait whaa
aba should correct me if im wrong but the point of unpacking is so we're not working with xnb files
Ah yeah, so I'm unpacking them to tbin and then repacking them to xnb
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?
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
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)
It depends on the program, I used xnbcli, because I vouldnt repack the tmx files
ah ok interesting
Thank you! I'm aware of the risks
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?
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
Were they from a tilesheet already in the map?
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.
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?
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.
Ah so both of them are from tilesheets in maps but only one is from the tilesheet originally used for the map
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.)
Yeah so I wonder where I went wrong. Maybe I linked wrong or maybe thats a limitation of the Farm map, since it spawns so much stuff
Was the barrel on the same tilesheet as the grass that you did successfully add?
Thanks! I've tried to logic some conclusions as well but I'm doing it from a noob perspective so your accessment is very appreciated!
Yes, but I might've changed things around in my folders since then
I guess I'll go check if anything else is different and come back
Thanks for the help so far!
@opaque field sent a dm! : )
commas are going to be the death of me
real
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
Is there a way to guarantee what a Spring/Summer/Winter/Fall seed will grow before the crop is fully mature?
Can you share the tutorial, please? There is no EdibleBuffs field so it is wrong
ah it's old. it has it in fine print at the very bottom
oh wair so THIS is how you add a custom food...
interesting
I'm gonna keep this, thanks
No, once you fix the buffs it will probably work. Do you have the objects page of the official wiki open?
Oh sorry, I thought that was to me
https://www.nexusmods.com/stardewvalley/mods/43811 here's the tutorial im testing. im having to look up edible tutorial because it ends before it explains it.
i'll give example code because its very helpful if i fix it.
My question about the wiki page still stands though
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
No, it's just Buffs
Have you got the vanilla objects data open so you can see/copy from there?
no, it was alot to look at for the moment with all the files and apparently i need to learn to read the wiki.
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
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 {
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.
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.
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
didn't know what that meant until just now
oh no
you must have been doing something cool though, yeah?
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
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?
It sure is
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
!json can you post your content file
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.
You shouldn't be using maps/springobjects as your EditImage/Load target at all for adding a custom object. Load your texture to a custom Target (like "{{ModId}}/CoolNewRock") and then use that in its Data/Objects texture field.
{{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.
no worries! that's what we're here for
It's not a question you can easily know the answer to without asking it!
Ah, I see where the confusion is. The wiki section is called Edibility but so is the specific field, and my intention was for you to only use the Edibility field in the tutorial, not the entire section (buffs etc). I'll clarify that in the tutorial. Thanks for the feedback!
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.
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
Well, what do you want to DO with your mod?
I want to add an extra building to the map and two npcs
!npc for a good tutorial
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!
a shop building to be specific
Okay, so the extra building would just be a map edit, which is fairly simple
ok great
NPCs have a lot of moving parts
how do I do assets?
Have you found the Content Patcher documentation yet?
is it a file?
do I have to use xnb hack
To unpack your files, yep
It's perfectly safe, don't let the name worry you
As for "doing assets" - all the stuff you unpack are assets
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
Stardewxnbhack unpacks maps as tmx files
Corrected, thanks!
(Not a huge difference but can confused a newbie ^_^)
what is the tiled app?
It's the program used to make and edit maps
You can get Tiled here, it's a free and open source map editor: https://www.mapeditor.org/
alr thanks, I installed it
do I make a new file for a map or just edit an existing one?
make a copy of an existing map to use as a base
oh that makes sense
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
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
be sure to check your halloween candy for a tilesheet climbing issue this halloween
I'm starting to get it
I just need to make space to put the building and add custom tiles
Here's reference Codes. there's manifest, the actual content , and the recipe shop files. then there'll need to be the object png. they're labeled. I added the code line numbers for convenience of tracking spot.
@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
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
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?
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.
not sure if it'll help by itself, but judging by EMC's guide, this should say PRESERVE_ID_1 instead of PRESERVE_ID 1
"ObjectInternalName": "PRESERVE_ID PRESERVE_ID 1 Potion",
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.
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)
I guess I need to add the locations first
wow, I think Sebastian took more out of his room than anybody else.
Good catch, I had to go afk for now but I'll see what it does once I fix it
I recently made a mod, but I donβt have a high enough level yet to request the Mod Author role.
Would anyone with the role be willing to showcase it for me?
Itβs a simple mod that lets your horse follow you around.
https://www.nexusmods.com/stardewvalley/mods/43745
sure! do you want to say a different blurb?
Hors!
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."
put your link + blurb in 1 message
Then wem can publish it for u
A simple mod that makes your horse follow you around like a cute companion. Just enjoy having your horse by your side.
https://www.nexusmods.com/stardewvalley/mods/43745
ta-da
Thank you so much! I really appreciate it.
That was very kind of you.
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?
Very little!
(I've always disliked the implication that the game table just gets thrown out once he starts raising frogs)
His mom probably made it too, it should be kept somewhere
And there's plenty of space for it
Ooo, thanks!
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 
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
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 
Does already exists a mod to build cabins anywhere?
soon...
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?
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
My mushrooms use edible_mushroom, inedible_mushroom and poisonous_mushroom but I can easily make adjustments to the tags 
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 
I Accept My Punishment
If they have the general mushroom_item tag it'll back back to that. There about a bajillion processing rules
I'll have to check but I can just add that tag as well
You can also ban something from being output by tagging it kailey_fairybanned
Every single processing rule checks that
New quote added by atravita as #7765 (https://discordapp.com/channels/137344473976799233/156109690059751424/1485711925357842433)
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
I see a distinct lack of fungal-based context tags
I'll look into your mod then and try to make mine compatible with the right tags 
There aren't adequate ones in vanilla, I had to do all the base game mush by hand in the processing rules lol
I'm doing my part 
most of my processing rules have a plain english summary at the end of the line for sanity
@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)
Sure, go for it. Though credit goes mainly to Simple Foliage for the original sprites I adjusted to make those
Here's my log from the attempt the 2 screenshots are from: https://smapi.io/log/6ce141da90ca4d20a9a252a3d3ab9b88
And here's my log after updating all my mods (still no workies): https://smapi.io/log/aaa3edf82352402f884958d8e4a46fc8
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
Thank you
I still wanted to make sure πββοΈ
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
!1.7
-
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.
you can also ask for features over in https://discord.com/channels/137344473976799233/1387907186713301072!
ohh i hadn't seen that, thank you!!!
ofc :)
Abigail's room is converted to Pierre's office. Those are family photos and one of Abigail's old drawings still on the walls
@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
- player kills monster
- BETAS trigger happens
- monster animation happens
- monster leaves npclist of current location
- 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#
hi soupy
ooh cool idea!
hi wem im a big fan
OH I FOUND THE FILING CABINET I WAS LOOKING FOR
im a big fan of soup
im a big fan of wem
I was about to say, not sure if there is one or if I made one because I couldn't find the damn thing
files sprite also exists
in townInterior somewhere
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
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.
Ah it's you!! I've been wondering what happened lol
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
Whoa nice!!
it sounds like you can use Content Patcher for most of this
is there anything in particular u think needs C#?
I was planning on creating a background for the letters from the sibling, wouldn't that need C#?
If your mod is essentially adding NPCs into the game, CP would be enough. Unless, thereβs something specific your mod does that requires coding with C#
I didn't know that!
We learn something new everyday 
CP can do so many things nowadays, it's really awesome ^^
yay pathos
Content Patcher is an extremely powerful tool that empowers you not to mess and study the game code directly haha
I'd take a look at the pngs in the output folder and your source folder then, it might have not updated right
So like, if itβs 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
Thats on the wiki right?
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
yes
Thx!
er theoreticaly u can put the file wherever u want
u just need the right file path
how do I do that
well where is ur file currently
u need .tmx at the end i think
you need to put all your maps in your map folder and then use a Load patch to load it
also its spelled wrong here
file extensions are prob just hidden
it says Moutain and not Mountain
wem beat me to it
so
ah ok
ohhhh
well the spelling error will do you in xd
wait nvm youβre right i was looking at the wrong screenshot
try Mountain - kopya.tmx
These?
it stopped giving the error but did not load the map
Yeah I'm wondering if smithy goofed and associated the wrong assets
r u making a new location or editing an original map?
oh wait mountain
I want to add an interactable building
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.
and also a pic of ur map
here
ur target doesn't need .tmx
i will say if ur only editing that portion of the map, do not replace the whole thing
you can patch it over top of the existing map
really? how?
on what app
Kind of hard to give an answer without actually knowing what your GSQ does or is checking on a more specific level. But, do you already have a C# component for other reasons anyway? Because using the NpcListChanged event seems ideal to me.
that's what I ended up doing, I made a trigger action that activates when the npclistchanged event but now it triggers when not all npcs are killed
wrong video hold on
how do I know the coordinates
but here's a screenshot basically it activates before all enemies are killed
in tiled, open up the map and figure out where the top left corner is
of what u want to overlay
Keep in mind that event triggers any time any npc moves maps
(btw, you can resize your edited map to only be what u edited so u don't replace the whole map)
You need to check if location is cuttent location
so this small
I'm not familiar with the OfType thing or what it returns if there are no things of that type or etc etc but I would use the e arg to look at what was removed, and if it was a monster, check if there are now any other monsters on the map at all
Or you should hook the location netevent but that is fussy
you're the best
that might be the problem and why it seems random, it's also kinda weird cus the delay is also kinda bad
it acts like a for each loop so it's been kinda working
If you hook the location netwvemt you need handle debouncing yourseld
i kinda just did if (e.Location.Equals(Game1.currentLocation))
they arent hooking it, this is a smapi event
oh no now it just never triggers
I usually check the locations unique name instead of directly comparing the locations themselves
Boxo is this a spacecore location
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
I can't fucking do this man
I mean more.
Is it a stable location added by data/locations
Or a temporary location added by spacecore
no it's a temporary yeah you got it
Because I would not be surprised if that event doesn't get raised
it might help to look at an actual example
It works for mineshafts, no?
there's a lot of mods that edit maps
You might need to hook the netevent
Yes, but those are special cases
I can't do cordinates
tiled should tell u each coordinate?
That smapi knows about
each tile has a coordinate
I can't figure out how to see it
u just
click the tile
and look along the bottom of the screen
there will be a coordinate
like this
You mentioned earlier that you were feeling like your brain is fried
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 
its a lot to take in all at once, and youve already done several things that youve never done before already
Yeah but nothing was successful
this is genuinely so weird cus the npc list says true or false correctly but the thing doesn't trigger
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)
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
getting to your end goal is not the only way to measure progress
also plants removed so they don't die
what about pam having a bed
depending on the mods you use, she has one
Pam gets a bed in the house you sponsor them, and she still sleeps on the sofa π
Also I don't want to change schedules LOL
To me learning is a part of the process, yesterday I spent hours trying to get one thing to work only to find out it wasn't necessary and made things break in a way I wasn't expecting
deny the stickbug when you can πͺ
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
me when I accidentally hit the wrong thing in tiled and wonder wtf I did π
I fixed it though, take that tiled
Did you at any point change the width of the png
I think the monsters just turn invisible when they die, so it never gets triggered so Npclistchange doesn't work. Mmm I can't come up with an idea to make it trigger
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
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
No, they do get removed.
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...
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
yes
It should be able to
tyyy
i'll try checking if any monsters just don't exist anymore
The character in ur banner is so so so cute
my sdv server one or my regular one? 
Reminded me of something
i will agree both are cute
Oh my gosh! Your pfp becomes a kitty outside the server
super kitty
to clarify, this is true for Outdoor maps / maps with the Outdoors property.
You have one day's worth of energy drinks.
Someone here drew this over my picture it's so silly
Close! Took us a week
How does the game know for most scenarios?
yes super kitty teehee
Is it the name of the sheet?
Waitttt I can make a mod with monsters
Different types give different buffs too
A good practice for adding new objects too
careful when dealing with monsters: here be monsters, literally
for outdoor maps, anytime a tilesheet PNG uses the spring_ naming convention, the game looks for the summer_, fall_, and winter_ variants automatically depending on the season.

perfect! tyyy, my mind needed to know or else it goes into a confused state, this makes a lot of sense!!
I hate how some plants and paths also change their appearance when indoors too
Not sure how it works
Those tend to be furniture items with variants, which have their own method, sashasand
I see
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.
I only uploaded it once and it was a new pack that I made for that sheet specifically, not an old one I changed
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
crappp you're right
I tested debugging and yeah the event doesn't get raised at all
which part is tripping you up?
all of it ngl
We're very good at problem-solving here, if you can nail down a specific spot that you're struggling with.
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. π
I'll do that if I remember to do so
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
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
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
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.
thanks so much for everything
It shows the same dimension here, and in the edit furniture thingy all the shown tiles are at the right spots. It just isn't doing that in game
The reason why i ask is because i was wondering if the indexes just didn't update
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
Ok lemme see if changing the size and redoing helps
actual last thing before I go (sorry
). Can BETAS or triggers run c# methods or like can I somehow use the monsterkilled thing as an c# event? If not I can do the updateticked thing for sure, I really appreciate you explaining everything to me and such, it's really kind 
No they cannot and no you cannot
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.
yes
(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)
conditionally patch dialogue
Oh, can that be done broadly for all gifts?
can be done for all dialogue xd
I sense an xy problem
You can override which portraits are used in gift tastes
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
It would still need a when condition
But I'm not sure there
Yup!
turning off the can socialize might be good! I don't even want players to gift him after the event
for like a day
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
hmmm
It's worth a try!
Is NPC science really science if they don't wander into the void once or twice?
I've had it happen for sure
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
oh u want to turn off gifts altogether?
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 π
That fixed it! Changed width to 96 px and all my furnitures appear correctly
strings all coded, stickin em on the map
Could possibly do a patch to his portrait with an update rate of "OnLocationChange" and then use the event to warpOut the player so they have to move back into his location to talk to him again?
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)
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?
You can change the portrait as part of the event to do that without the tokens, probably.
Yeah, you can
