#making-mods-general
1 messages · Page 568 of 1
sorry i realize typing one handed while eating fajita with other hand is not ideal and very slow hang on
this is a liiiiiiittle embarrassing and I'm not sure if this should go in modded tech support of mods general but I'm trying to use the florist dream bundle UI I made for Delixx https://www.nexusmods.com/stardewvalley/mods/17265?tab=description and I think I have to make a mod to use the ui? but I get so confused so fast when code is involved 😔 😭 does anyone have an easy tutorial on how? my stuff is already in the base mod file, I just dont know how to use it! or I guess in this instance, I don't know how to make a mod so I can use it?
(and yes Ive been staring at the gitlab link, im just very dumb when it comes to code. I am but a simple artist)
xd
Can i have some fajita too
XD
@spice inlet u should give premium support /lh
I can't give example here because I am on the road, but if you want you can look into my Eggiott mod for some simple config options.
What an example
so unlockable bundles is a mod that adds more bundles i.e. quests to collect stuff
do you have something in mind?
oh thank goodness i have much fajita and much mess
Yes! I'm just trying to use the Florist Dream theme I made for it but I have no idea how, and then I downloaded the demo thinking thatd show me how but I just got more confused 😭 im just trying to find an example of someone changing the Bundle theme so maybe I can just pop my stuff in there hahahaha
hm i think there's some misunderstanding here
you'd use unlockable bundles if you wanna create a new not community center bundle
oh god hes gonna find out im dumb /j
aahhh, I just have to figure out how to use the themes by force then
time for an alternative approach!
if u wanna just make a normal "replace CC bg" mod that's merely content patcher
LooseSprites/JunimoNote
this is the asset and you would just EditImage over it, assuming the dimensions all match up
thank you!!!
handing out donuts as a heart event
what is the best/easiest way to lock a custom npc's door unless you have 2 hearts with them?
bump
just wanna confirm (cannot help sadly), you mean the wild seeds right?
Yes
What do you mean by "guarantee"? The output of the crop is set once the seed is planted.
How do I know what it will grow into? Where is the code that establishes that
Crop.ResolveSeedId()
you can look at UIInfoSuite2's code if you want to see an example. (When you hover over a seed, it shows what it's going to grow into)
That's because the actual Crop.cs that gets placed doesn't know its a mixed seed anymore after its been planted, its just a normal crop
huzzah
uhhhhhh not much atm
i still need to add a bunch of schedules 💔
the lack of ideas is killing me
bug testing will be my downfall
LockedDoorWarp https://stardewvalleywiki.com/Modding:Maps
(unless you mean like an internal bedroom door, then that's a Door - there's also ConditionalDoor for other conditions)
hopefully not a stupid question, but is everything that happens in the game in the unpacked content files? I want to change what happens when the player shows the club card to the bouncer (the dialogue and the poof animation) and I'm trying to find where that would even be as a starting point. I'm not having much luck
No, there are many things that happen purely in code that will not be in the Content folder
Ok, thank you! So that's the kind of thing I would need to use C# to change?
Yep
if the text is displayed, then it will be in the content as the game needs to translate those
but the logic of how exactly this text appears may be C# only
does anyone have a tutorial for tilesheetinator? i am struggling to understand github
You shouldn't need to go anywhere near GitHub for tilesheetinator. Do you have the link to the Nexus page for it?
yeah but i feel like im too much of a visual learner to understand it ;-; here is the link:
https://www.nexusmods.com/stardewvalley/mods/40281?tab=description
I'm happy to help you understand it, but why were you looking at GitHub?
because at the bottom it says if you need help go to the github link
Also, can you explain what you mean by visual learner? I'm always confused by that term because to me anything not audio or kinetic is visual.
Um, it says to go to the GitHub to report bugs. It says to come here if you need help :)
i simply would love better explanation or a video guide on how to install it since i am struggling to understand how to install it
oh my bad ;-;
That's ok! You ended up here anyway so no harm done. Have you been able to follow any of the instructions on the mod page?
yes i installed the extension but im confused on the rest
Okay, can you check your map menu in tiled and see if you have four new menu items with puzzle piece icons next to them?
yeah ik it works but idk how to set it up ;-;
Ok, have you unpacked your game files?
nu where do i get them and which ones?
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!
!unpack All of the stuff in the Content folder (pretty much). Use Stardewxnbhack to do it for you.
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
okie ill try that. after that what do i do?
Then come back here and say you're finished and I'll tell you what to do next
oh thank you! do i @ you?
does the kiss sprite still matter if my npc isnt romanceable
as in can i just put something else over it
Leave it blank
alr
Or draw something if you want to
Yes that would be good. I have to be driving for an hour shortly but I'll get back to you as soon as I can afterwards
if u never trigger the kiss sprite u can just have something else there if u need it
okie thank you
If anything, I can try and help with Tiled too, as well as any other active person here, so don't be shy to ask
Also good morning yall
@vernal crest sorry about that ;-; but what is Stardewxnbhack?
It's the program listed in the page from the link that I gave you for how to unpack
is there a wiki for animations?
Most likely something like this
erm
uh i think so yes
are you doing schedule or event animations?
those are slightly different
ok one sec
this is gonna be either very easy or frustrating
im having a bit of trouble finding the stardew vally game folder. everytime i add the Stardewxnbhack in a folder i think is the game folder, terminal says it isnt
@vernal crest
You can go to steam library, press right mouse button on SDV and go to local files
It should be the exact folder you need
Find the Stardew Valley.exe file. It has an icon of a chicken. Sashasand's suggestion for how to get to the folder is a good one. Make sure that the Stardewxnbhack.exe file is right inside that folder, not inside its own folder.
do you have an example from one of your animationdescriptions
im on mac um is there something different i have to do?
i can probably do it its just not sure how i should lay it out first
yur
Not a mac user but does it not allow you to go to your's game local files via steam?
yes and i tried adding the Stardewxnbhack.exe to that folder (not the Stardewxnbhack folder but the Stardewxnbhack.exe) and it still says it's wrong
Can you send a screenshot of the folder you put xnbhack in
Well that's new
Wrong folder
Where's the rest of sdv
Try opening the Contents
Go into Content and then macos
mac handles steam games differently I guess
and then i add the Stardewxnbhack.exe in there?
@vernal crest okay i figured it out and unpacked all the xnb files and added the whole unpacked content to tiled
Hi, does anyone happen to know how to make the traveling cart sells the specific item randomly on some Saturdays and Sundays, not every time
the traveling cart only shows up on Fridays and Sundays, not Saturdays, but for the rest of that you can use a random token if you want "not every time" to be random, or otherwise set any condition you want when you edit the shop
(I recommend Conditions to avoid conditionally patching the asset)
(set the Condition of your shop entry to whatever GSQ you like)
@brittle pasture Yeah, I meant Sundays but I don’t know why I wrote Saturday haha. What condition do you recommend?
Thanks!
I have no clue if im asking this right, but is there a way to get your npcs events to show up under the event lookup tab 💀
homegirl is just.. blank
you have to use the deprecated old-style event preconditions. event lookup doesn't support the new ones
What do you mean by added the unpacked content to tiled?
don't do that, though. it's event lookup's problem. use the good style
oh thats great news for me then, i didnt bungle anything 🫶 ty
i clicked on choose unpacked maps folder and chose the contents (unpacked) of all the contents that came out of the xnbs
You mean you picked "Content (Unpacked)/Maps"?
@ivory plume hey pathos you know this bit in lookup anything
// by convention
{
Item? item =
this.Reflection.GetField<Item?>(menu, "hoveredItem", required: false)?.GetValue()
?? this.Reflection.GetField<Item?>(menu, "HoveredItem", required: false)?.GetValue();
if (item != null)
return this.BuildSubject(item, ObjectContext.Inventory, null);
}
can you make it also check for props? It is so that i could do a Item HoveredItem => GetLookupAnythingHoveredItem() instead of updating the hoveredItem field all the time
same for the "hoveredNpc"
it is smol change but ill send you a PR if you prefer that
no just the whole thing. should i only pick the maps?
You gotta choose the Unpacked Maps since that's the folder you're mostly gonna use
Yes, it does say choose unpacked maps folder. It doesn't work if it's not the maps folder.
And that button specifies that too so yeah
alright i fixed it. now what do i do?
Now open a map and click fix Stardew tilesheets and you will see all the errors go away
a map i have made?
my maps dont have errors but i was told i should change my tilesheets to the vanilla ones for easier organization
If you have tilesheets in the same folders as your maps, delete the tilesheets and then open your maps. You will have errors then
what about custom tilesheets that arent part of vanilla? should i only keep those?
Those you should move into a separate folder and then load them into the game in your json
oh now you lost me ._.
Are they your custom tilesheets or from other mods?
also, when i click "fix tile sheets" it shows this. should i manually add them in
well they're tilesheets i just found around. i keep them in a folder inside my mod
but most assets i use are vanilla
If this is a mod you're publishing, you can't have tilesheets that you just "found around". They need to be from tilesheet mods and they need to be used properly.
nono it's just for my personal use
If it's just for personal use you don't really need to do any of this. You can make your mods as messily as you like.
Keeping them in the same folder as your map means that recolours won't work though
oh it's just i was told to do it ;-;
i see. i do need the vanilla tiles as vanillay-ey as possible because i do use recolors
also i am sure its easier for seasonal changes
If you do want to use recolours then yes you do need to do it.
okay, what do i click on my screen? (see screenshot)
As in, you don't have to use tilesheetinator but you do need the tilesheets out of the map folder
(By this do you mean you want the tiles on your custom map here to not use the recolours like the rest of the world?)
what i meant is i do want it to recolor as well as seasonal changes
(Carry on then!)
Since you've already made the map, you're going to have to edit it in a text editor to fix those tilesheets because tilesheetinator can't (to my knowledge) fix existing problems.
Or, Button, would your website be able to handle changing those tilesheets with the "Maps_" in front of the name?
No, because it can't know that Maps_ is not supposed to be there
so should i just.. write the Maps/ thing in front of the tilesheets as normal?
Someone could theoretically have a custom tilesheet named Maps_mycustomsheet_wow or something
Yeah I didn't think so but I just wanted to check
No, hop out of the map in Tiled and then open it in a text editor instead. In Windows you right-click on it to do that, not sure on Mac.
okay i understand
hellooo where is ring data stored?
In code
ohh it's hardcoded?
Unless you just mean the objects themselves, in which case they are just in Data/Objects
But you won't be able to alter their effects
gotchaa okay
(With CP anyway)
thanks!
Once you have it open, find the line that starts like <image source="furniture.png" and change that to <image source="../TileSheets/furniture.png"
does anyone know if i can add a condition with cp to when the island farmhouse has been restored?
sorry, do you mean you're looking for a GSQ for when the island farmhouse has been restored?
No he's probably looking for a mail flag so he can check it with a CP HasFlag check if he wants to use a When field to apply a patch
Island_UpgradeHouse is probably the flag you want. "HasFlag": "Island_UpgradeHouse"
thank you so much 
Sure! I'm fine with that change if you want to submit a PR.
oh wtf 😭
you gotta repeat frames a lot to make them stick around longer
its not too bad i prommy
Reading animations are very "Sit with book open for a while, do page turning frame, open book again, sit a while"
did u read my anim or is that a coincidence
can be anything
@polar escarp FYI The SMAPI 4.5.2 release download on GitHub was incorrectly double-zipped, which might have affected Stardrop's ability to update SMAPI. I just fixed the release, and changed SMAPI's new build workflow to prevent that from happening in future releases. Sorry for any inconvenience!
It does say "read stand", I assumed it was a reading animation, and I have done one of those before so I know it
's like that
MANY 37
pain
why not frame time duration in milliseconds
why not that
why make me type same number 80 times
No idea, but that's how it do. 37 37 37 37 37...
yes
these sprites are adorable
tytyty :3333333
now uhh
how do i make that anim appear
add to ur schedule
do i just paste the entry name inside the schedule
oui
gracias
:3
(yes i know yours is french i just dont know how to say thanks in it LOL
merci beaucoup
and then the uh
include
if i add a weeks worth of schedule
and then add a season schedule
which entry is it gonna pick first
depends on what the entry is
with no season it's default
if u add a season season will take precedence
so itll only use the season one
yes
i see
Ty
hmm which days should my bear be off 🤔
friday is automatic cause hes always gonna go to the left of the beach
for sleep animations is it always just something like 20/20/20
cause sleep is one frame
typically it's one frame but the beauty of animations is you can make it more if you want
the only thing that's weird about sleep animations is they need to be explicitly in lowercase for unknowable reasons
(Which includes your Mod Id, so don't get caught out by forgetting to lowercase your {{ModId}} token too)
so {{modid}}_speedymanny_sleep
No, {{Lowercase: {{ModId}}_SpeedyManny_Sleep}}
(or manually writing out your ModId instead of using the token)
The capitalization of the token itself doesnt change anything
ah
It also doesnt matter if your mod id is actually all lowercase alreeady in your manifest
I finally worked up the nerve to publish a new mod:
lol, looking at that card, you can see I have no skill at marketing whatsoever.
that looks like a super cool mod :D
I'm especially proud of the totem-wallet feature. To me, that feels like how totems should have been from the beginning.
Anyone interested in helping me solve a mystery?
A mystery? Ruh roh raggy...
Yeah, so I have a mod that's supposed to be recoloring the wallet items, and it's working on all of them except the Dwarvish Translation Guide. I used the Trace button in the SMAPI log parser to look for everything editing Cursors (removed them all except the one that I want to be editing it). I also searched for Dwarvish just in case and removed the only things that reference that too. Still no dice. Why won't it change? Is this a known thing? https://smapi.io/log/040b2a8a80424a9e9d15b5c2354b2327
here be the PR https://github.com/Pathoschild/StardewMods/pull/1188
have you done patch summary asset on cursors just in case?
I'm not sure what that means, so I'm guessing no?
patch summary asset LooseSprites/Cursors
Like, search for that phrase with Trace?
no, type that into the terminal
Truly sorry, but I'm not familiar with "terminal". Can you put a picture of where that is?
So, start the game, then tab out and put it in the black SMAPI window?
Ok, as long as it won't hurt anything. I'm scared to mess with that thing.
troubleshooting commands are perfectly safe
Ok.
pathos is very good about making things not very breakable
So, start the game, load a save, then enter "patch summary asset LooseSprites/Cursors"
yep, without quotation marks
You also aren't gonna save unless you sleep after doing it, so even if it did something, that something won't stick around
Ok. Back in a minute.
Ok, here's the log after doing that: https://smapi.io/log/d74146094c8c4daa81bfc4d49d17a651
It's very long now...
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 111 C# mods and 342 content packs.
okay so every mod listed under there is editing cursors somehow
frog tank, moon farm, sebastian immersive wedding, spouse room renovation, blue grass recolor, elle's cuter coop animals, rose iridium tools and weapons
although it looks like only blue grass recolor has changes applied
Bluegrass is the one I want to edit it, the only one I'm suspicious of in the rest is the spouse room renovation one...
those ones weren't applied because conditions didn't match
Just because I know it comes with a bunch of vanilla looking furniture. I'm not using any of it though.
Yeah, so by your reckoning Bluegrass is the only one doing anything?
yes
What the heck then. Why is it not doing it?
what does your patch look like
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.
It's just a full replace of the whole cursors sheet.
{
"LogName": "Cursors",
"Action": "EditImage",
"Target": "LooseSprites/Cursors, LooseSprites/Cursors.{{language}}",
"FromFile": "assets/LooseSprites/Cursors.png",
"PatchMode": "Replace"
},
can you share the code and screenshot the file you're replacing it with
(You do not need to target the language specific versions, and that is not how you would do it anyway, and also the token wouldn't make it the right format anyway)
That code came with the mod. I didn't change it. I just edited the png image.
try taking the second target out
According to Data/Powers, it does not use the icon on LooseSprites/Cursors
Check springobjects instead
It is indeed springobvjects
I found it in there, so you want patches editing springobjects
ahhh thank you button and lily
That'll do it. I was wondering since I didn't see the forest magic one on cursors either.
The Data/Powers asset is what controls that menu screen so it'll show where everything is from
Just for future reference, is there a way to know (besides just knowing/remembering) where the different sprites come from in the game? Like, if I want to know what file controls any given thing, is there a place to look that up?
The Data entry usually defines a texture
In this case, Data/Powers defines it
and if it doesn't (or is null), the wiki will tell you which is the default texture for that data entry.
Are those xnb files that you can "decompress" or whatever with the editor and then read inside?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
You should definitely always have unpacked files when making a stardew mod
Sorry, I'm not wording this right. fireredlily says "Data entry" usually defines a texture. If I open up the powers.xnb is there text in there I can read that will say where the texture comes from?
No. Unpack your files
That will give you all the stuff in your Content folder in an unpacked, readable format
The same format you are using to write a CP mod
By "open" I mean unpack with the xnbcli editor since xnb files don't actually open if you click on them.
Unpacking the files will turn your XNBs into different readable file types!
Use the StardewXNBHack unpacker from the link to get all the game files unpacked at once, it's more reliable.
It puts a new folder named "Content (unpacked)" in your game folder next to the normal Content folder, so it's nondestructive and it just gives you workable copies of everything.
Some of the XNBs will be unpacked as JSON files, some will be TMX files, some will be PNGs, etc. It depends on the asset.
Ok, yep, 100% solved. So, as fireredlily and Button said, that sprite is controlled by Springobjects, not Cursors, so my edited cursors sheet won't do it, and I guess the person who made the animated wallet items mod didn't know either (or maybe it used to be controlled by cursors at the time) because their code also references cursors, so that's why it's not working. Thanks to everyone for your help. ❤️
And I'll see about unpacking the whole thing just for the future. It would definitely be more convenient than opening them one at a time.
Is this "fish" normal? I haven't actually "played" the game in a while, so if new fish were added I wouldn't know about them, but I don't recognize this shadow. If it is vanilla don't tell me what it is, but if you could let me know if it's from the base game that would be great. I've removed all the mods I had that add extra fish but this one hasn't disappeared so it must be base game?
not one that i recognise
give it an f1 (lookup anything mod)
it'll show you what fish it is and what mod it's from
np
I didn't know that one could look up stuff about other mods.
it's really good
the thing i use it most for is finding loved items for modded villagers
It honestly almost looks like a sprite for one of those battered prawns or something...
lol i see it
That worked like a charm. Apparently a frog tank mod I have adds a little tadpole to the game. It's pretty cute actually.
And looks not unlike a battered prawn. 🤣
Do you know, just for arguments sake, if you have two mods that edit the same sprite for example, could it tell you which mod is currently coloring the sprite? Or can it only look up information about base game stuff (like the base game info, not texture stuff) or stuff about things not native to the game like this little guy?
Am I doing something wrong? It works when it doesn't have HasFlag but stops working if I add it.
"LogName": "CrystalIsland Island Cabin", "Action": "EditMap", "Target": "Maps/Island_W", "PatchMode": "Overlay", "FromFile": "Assets/Maps/Cabin/Potatoes_House_Restored.tmx", "FromArea": { "X": 0, "Y": 0, "Width": 9, "Height": 8 }, "ToArea": { "X": 73, "Y": 31, "Width": 9, "Height": 8 }, "When": { "HasFlag": "Island_UpgradeHouse" }
I have no idea, but I'm sorry you're having problems. 🙁
What does having the flag do?
More rather, what is it supposed to do?
it's supposed to apply the map edit if you restore de island house. but this not might be how hasflag works, idk at this point lmao
Hm...does the base game have an example you could look at?
not that i know
This is super rudimentary, but is it possible the flag is wrong? Like, is this supposed to be when you repair the island house for the first time? Or is this letting you upgrade it--as in it's already repaired, and then you upgrade from the basic one you get from repairing?
tbh im not sure, i just copied what aba wrote. it is mentioned in the wiki + pathos has confirmed it here to someone else
i might just be using hasflag wrong, maybe it doesn't work with maps edits?
Couldn't tell ya, I'm sorry. 🙁 I really respect the folks who know how all of this stuff works. Could be a full time job it seems.
oh i figured it out. it only shows up after sleeping through the night. well that's a bummer but at least i know how to proceed now
Oh!! Well hey, that's something at least. 🙂
I guess that's why Robin makes us wait for a few days and it's done when we wake up.
lmao
Congratulations on figuring it out! That can be a real struggle. I'm a total n00b and I get stuck on the silliest stuff. 🤣
Are you an admin or something? Your name is in a fancy font and you have the cute little leaf flag next to your name.
the leaf is discord's user tag setting in your profile customization, and the font is from having discord nitro, also profile customization
Admins are green like me :)
Does the blue font mean anything or is that a choice with Nitro as well?
Oh, well, I guess my name is blue too. I didn't pick it though. 🤣
You can find out which mods are editing assets and in which order. You can't find out about specific sprites on a spritesheet without looking at the mods' files, but you can find out which mods to look at. And if you're interested in something that only has one thing on it (like an animal) then just seeing which mods affect it will be enough.
The easiest way to check if you don't need to know their order is to put patch summary asset "foldername/filename" into your SMAPI console (eg "maps/springobjects"). If you do need to know the order, you'll need to check the log because that gives timestamps.
The colours are based on roles. You're a cowpoke now so your name is teal. As you talk more your name will get more blue and then more purple as you get higher levels.
Oh, I see. What about people with orange names? Is orange more talkative than purple even, or is it less?
Neither. It's a mod author role
Pufferhorts...
My problem half the time is not knowing which sheet is controlling a sprite in the first place. I hope you'd be proud of me at least a little though. I thought my issue was on cursors so I used Trace to find all the mods messing with it, but it turns out it was a wild goose chase and the sheet editing the sprite was actually springobjects all along.
Oh, so the purple is from posting a lot and the orange is for being a mod author? That's really cool. The gradient is gorgeous. 🤩
Yeah they did a really great job choosing the colors

Too bad my name is too short to get the orange in there
Maybe if you put (tomato) instead of the emoji... 
Is there a place in discord for people to suggest mods? I had someone link me to a place to do it, but you have to sign up for a github account and everything. Pathoschild is on there I think, so I'm relativly shure it's legit, but I'm more comfortable with Discord.
I can kinda see it on the "For" of your name. 🙂
People usually ask about mod questions in #modded-stardew and mod making questions here or the other mod making channel for art work
I took it to mean that people could more like "request" mods. Like, toss out an idea for a mod you think would be cool (but lack the ability to make) and modders go there to see if they find any ideas they like and then they can make them.
To suggest mod ideas, the GitHub is more or less the only organized place
Have you been there before?
Or you could comm an author direcly
!Modideas
maybe this?
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Yeah, that's the one.
Ive only just browsed it. If i have an idea for a mod im the type to just make it myself haha
Github is definitely the most organized place to send out mod ideas/request. It’s also maintained.
Yeah we suggest the github because it's organised and also because people don't realise how annoying it is to have people come in and tell us all about their ideas that they want other people to make lol
I actually did. It's kind of a long story, but I've been messing with my fishing rods for days trying to change the color, and I realized that they're one of those things with a hardcoded color, and then by pure chance I stumbled upon a mod (C# I think?) that actually does let you assign different RGB values to it. And the person who posted it on Nexus said it was written by a different person, so I reached out to them to see about if the same think could be done, but for the grass clippings and leaves that fall when you cut down grass or bushes, and that blue sewing machine and dye station interface that won't change no matter what I do. And I never really know if it's appropriate to offer commissions or not? Like, I don't want people to think I expect them to just do all this stuff for free, but I also feel like offering to pay isn't always allowed either? What is the etiquete/rules there?
Yeah it is tricky if you don't know what asset it is or which mod it is. You can sometimes use Lookup Anything to find out which asset it is though.
Yeah, I will definitely be keeping this one installed for the duration of my mod tweaking (and possibly after). Haha. Very clever mod indeed. Kudos to whoever coded it.
Offering to pay is acceptable etiquette as long as there's no implication that offering money entitles you to the person's work, which I'm sure you wouldn't do!
If you don't have any luck with Atra it'll be more to do with them being retired than that it's rude to politely ask. Not a lot of people do take C# commissions. I think Harvz does.
Oh, yeah, I forgot to even tell the end of my story. Doh. Yeah, the person who wrote the mod told me they don't mod at all anymore at all (no time), but that I could put the idea out there on Github at that link that was mentioned a little earlier. The end.
I would be very interested to talk to Harvz. Do you think they could make something like this that turns your unwatered crops all dried out looking? I've never found another mod that does this and this one hasn't worked for a long time. There are ones that turn your crops darker green once they have water, but I love the normal crop sprites that I have and I love them starting off dry and in need of water and then you water them and they're all happy and beautiful. https://www.nexusmods.com/stardewvalley/mods/1583?tab=files
!comms That is a very cool idea. I am not familiar with Harvz' skill level nor the work needed to make such a mod but I'm sure they'd be able to tell you. Have you seen the comms page of the wiki?
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
I think I saw it once a long time ago but I wasn't sure if it was up to date or anything.
Do you know if on Github we're allowed to say we're offering a commission to anyone willing to make the mod?
If I had more time it'd be something I'd be willing to take a look at. I'm not very good at C# yet but I've managed a few things.
are there any resources for planning an NPC?
C# is the base case. Content Patcher is just a C# mod that does things for you.
Hmm I'm actually not sure about that.
It deals with things that can be found in the content pipeline, aka anything in the Content folder and other mods that utilize it. But the content is not all that makes up the game, since it includes none of the code
(The game is also written in C#)
So, Content Patcher itself is a C# mod and it lets people use non-C# code to like, inject stuff into the game?
Correct
!npc There are quite a few resources. These are a starting point but if you search the modding wiki you'll find more, especially if you're looking for info about what to consider conceptually rather than technical instructions.
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.
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NPCs no longer use dispositions, check the wiki page for the new NPC data.
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Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
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Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
oooo pawsome thanks :D
SMAPI is not the one figuring out what to do with your content patcher files. SMAPI loads Content Patcher, and SMAPI can tell Content Patcher which packs belong to it, and then Content Patcher does most of the rest of the work
I would be so greatful for your time and help if you did want to take a peek at it! I've honestly never understood why some mods need to be C# while others can just be "normal". Like, I get it that it's usually the more complicated mods that mess with a lot of the base game code that need C#, but I wonder why for this.
Wait a minute. @vernal crest , are you Bog?!
Is Bog friend
Haha no I am not. @tribal ember is Bog. I'm her modding partner. I do the technical stuff, she does the creative stuff.
Oh, I see! Well, it's really cool to meet you! You guys put out really high quality stuff. Very cool aesthetic.
Bog-adjacent
Bog-adjacent. I love that. 🤣
The reason this needs C# is because the game doesn't already do it. With CP we can (for the most part) add more things that the game already does but this mod makes the game do something new.
Does anyone know why Concerned Ape decided to hardcode the colors for certain things? It feels like he made the game so customizable and accessible for modders, so it's odd to me that certain things are locked behind the C# wall like that. (ex. fishing pole, sewing machine, cut grass/leaves, etc)
The game started a lot less accessible for modmakers than it is now. CA did whatever was easiest for his purposes and has made some things easier for us in updates.
That's cool he has made it easier over time. Some of the mods people make are really mindblowing.
Bog-esque
It's been made a LOT easier over time. Seeing how people did some stuff before 1.6 is wild
i started modding right after 1.6 came out lol
Yeah, that was a rough transition but I think the modding community is better off in the long run.
I'm still trying to recover. (Some of my most beloved mods were lost in the modpocalypse), but I am determined to rebuild, slowly but surely.
there's so many things I see the implementation of in older stuff and people go "oh we can do this way easier thing in 1.6" and it makes me so glad I started modding after 1.6
I also started modding right after 1.6. It's much easier for content modders now than it used to be.
It's really hard to unlearn something. Much better to just have that be the way it's always been as far as you're concerned.
I've lost track of the number of things I wanted to do and it was something like "you use to have to do a, b, and c, keeping in mind d and e, but also maybe use f, but now this line of code handles it all"
That's really great, Cam. I'm glad it's so much more accessible now.
That's true, but also the old way is as cam just said SO MUCH sometimes
Sometimes a whole deal turns out to just be one line now
And there's more stuff getting easier all the time. Can't wait until they dehardcode that damn trash bear
Here's a big question that plagues me daily when I look at my SMAPI log. I only have one mod left that's throwing errors. The Unofficial Conent Patcher Animations mod. It throws several errors but I never notice it not working. Does anyone know why that one stopped being supported? It's a great mod, and I don't know of anything that has taken its place. I feel like it's rare to see animated items so they're really special and neat.
its also nice having so many frameworks to do stuff without needing C#
i find it a lot more fun using frameworks, ive tried C# a few times and its just a headache for me lol
Chances are either Content Patcher itself or Spacecore can just do what that mod did now
It looks like Spacechase made that mod so probably the latter
I wouldn't be surprised if it's somewhere in spacecore
can't find anything that says what it does, just a git for it, so I'm not sure
spacecore's animation feature is the official replacement (made by the same author even)
!converters even has a CPA to SpaceCore converter
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
Aha, that tracks
I honestly wish I understood frameworks better (i.e. at all). I have one of my most beloved mods of all time that died in the wake of 1.6, and my friend helped me rebuild it mostly, but we can't figure out how to get the smoke (same smoke effect that comes out of the chimney on the farmhouse and the cookout kit) to come out of the smokestack while it is running. It's technically a custom building, rather than a machine, so I think that's part of the difficulty...Chu was trying to help me do it with TAS/MMAP, but I just don't have enough baseline knowledge to even understand what they're saying to me. It's embarrasing, and I feel like it must be annoying talking to me...
Wait, trash bear is hardcoded? I have a mod that turns him into totoro. 🤣 Are you wanting to change his actual behavior, not just his look?
Replacing sprites is easy
I wanted a community cleanup, the event is hardcoded
Making trash bear obey your will is not
MMAP is one of my favourite frameworks, i hate reading but i have read so much documentation over the last few months lol
The more you tinker with mods and read the docs, the more you learn
Oh wow. I never realized the same person made it. So the issue then is that I have old mods that haven't been converted to use spacecore instead then....
That is basically all I can do (and more in a "cobbling together existing stuff" kind of way. I'm no artist). I'm decent at adding in coding that I know of (literally just copy/paste and then swapping out the details), but as far as writing anything from scratch I'm useless.
Kudos to you for expanding your knowledge base. I tried reading the stuff on the Github page, but I lack the foundation to even know what it's saying.
When I started all I did was find bits from other mods that did what I wanted to do and copied and then edited them. It's still what I do when I come across stuff I'm not sure about.
Glad to hear that canibalizing code is an acceptable method. 🤣
Yeah, I'm currently learning more about how to make menus in game (with C# - can't do that with CP) and I started by finding a very simple menu from the game and using that to put together a menu of my own with various bits and bobs so I can understand how to do similar with my actual mods later on
That's really cool. And I bet you start out basic but then the more you learn the more fancy you can make it.
That's how it goes. I spent the last over-a-year figuring out how to Stardew mod. Started out just barely understanding how to change a few lines, ended up with a NPC
gotta start somewhere
Take it one bite-sized chunk at a time
Wow! NPCs are really complicated! That's amazing you learned that fast!
I had a ton of help from here and the East Scarp discord
ive slowly gotten less anxious about posting mods also lol
Also I've modded other games, so I am at least passingly familiar with reading jsons
the community, the wiki, and the search bar are tremendous help
Do people here mind helping the same person over and over? I've been asking for what feels like a lot of help lately and I don't want to overstay my welcome...
Absolutely not, I'm still here after all :V
if I can endure after that one time event movement doubled and I was having a coding panic attack, they don't kick anybody out of here for bugging them with questions
I still don't know why that happened
I really appreciate everyone who’s ever helped me with my mod journey the past year and some change (I’m also finally feeling brave enough to go down the road if NPCs) they’ve all been really cool
90% of my issues early on was forgetting to load a json and not understanding why it wasnt in game 😭
Typos and commas too
that is an easy thing to stub your toe on
For a while, I had "UPDATE YOUR INCLUDES AND LOADS" in my to-do list perpetually
(I’m also trying to learn C# and I thank everyone in advance for my 1 million questions)
ive done it.... kinda,.... my goal was to make a content patcher version of prismatic tools andf i hit a wall with the sprinkler... but i found Sprinkler Mod Redux.... that can allow anything to be a sprinkler.... so yea im piggybacking off that
I still have a post it with facing directions, x and y movement and emote numbers 😂
now I've got it beaten into my own head, but for a while, man I kept forgetting that
I’ve gotten more confident too - except I’m always swapping the heart and the little sweat drop emote 😅😅😂
~~no I’m not awake doing portraits nope ~~
I'm really glad to hear that people don't get sick of you. I get kind of overwhelmed sometimes when everyone is telling me stuff that I should do and I don't know what some of the terms they're using mean, and I get nervous and don't articulate what I'm trying to say very well and just confuse everyone. 😓
Did u try the base thing of getting smoke into game yet
Yeah I've been there. You absorb it over time
And I 100% feel you on the modding panic attacks. Mine are more when something is working, and then I end up breaking it and I freak out thinking I won't be able to get it working again (and wondering if I did actually fix it properly or if there's something wrong now that I don't even know I broke).
Not onto buildings in particular but to a map
I still get all anxious and feel that way sometimes 🤝 but it gets easier and people have been extremely kind and patient with me no matter how small/silly the issue was 😂
I haven't. I'm really sorry, chu!(e), but you're lightyears ahead of me knowledge wise, and I just don't even know what you're saying. That's on me. I literally need step by step directions. Like:
- Open your content file
- Go down beneath the part where it says "changes"
- Insert code that reads exactly like this, but swap out the coordinates of where you want the smoke to issue from
That level of specificity.
I'm sorry. I'm a complete novice.
everyone starts somewhere
Well that is kind of what my example is 
I would need a lot of help and someone willing to literally hold my hand and walk me through it, and I don't want to be that much of a burden to you.
But I think you may want to read more about EditMap in particular
Yeah, I don't even know what a "Map" is...
[[modding:maps]]
I know there are files in the "Maps" content folder, but those are just pngs...
The .tmx files are the real maps
The relevance here is that many mmap features obtain data from map TileData
Which are data associated with a particular tile on map, and sometimes with a building or a furniture on map
man i havent messed with maps in a long while...but i remember it can be a bit of a pain
So, it looks like I need a whole separate editor tool to work on maps?
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
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Content Patcher allows you to create custom locations through editing Data/Locations
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Vanilla Maps can be edited via Content Patcher as well: EditMap
Tiled
Returning to the example thing i showed previously: https://github.com/Mushymato/MiscMapActionsProperties/blob/main/[CP] MMAP Examples/tas_spot.json#L24
blob
Why is this part red? Is it just text to read? Like how the red highlighted yellow text is in Notepad++?
This (commented out) example says "add tas {{ModId}}_CauldronSmoke to tile 14,23 on bus stop
Cause it seems like code that's supposed to be used...
Red because it's been commented out. Aka, the code is ignored
It's red because I didn't want to get green smoked all the time in my testing save 
Oh, ok, so it is the same sort of thing then.
Hm 🤔 i could probably use mmap to actually get my cauldrons to work
i may look back into making a 2nd green house connected to the bus stop map connected to a quest that takes place after CC.... but ginger island kind nullifies the need
I don't recommend directly using the example mod, instead start your own content json and try copying the EditMap which spawns tas as well as the EditData to define the tas
Then u can get green smoke in u r bus stop
I don't want to be too presumptive, but I'm getting the impression that you believe that you need some sort of pre-existing knowledge or skill to be able to learn to mod and that we all have it and you don't. While some of us do have backgrounds that have made learning to mod easier than it might otherwise have been, there are plenty of us who have started from a position of knowing nothing more than how to browse the internet and start a program. And even those of us who knew more when we started modding weren't born with that knowledge. We have all started from zero as well at some point and therefore you're just as capable as we are.
Yeah, so in that example, I'd need to specify a custom building, rather than a map (like, a building layer rather than the literally enrironment). How do you make it recognize a custom mod?
my first coding was a mod.... an ugly mod but still
Getting overwhelmed is a completely normal part of this learning process and it doesn't mean you aren't capable, it just means that you have to break things up a little bit into a smaller chunk.
I like smaller chunks. Easier to wrap my head around.
(it's been six years and i still don't know how to code. )
I gotta sleep rn anyways so pls just try getting this in game first
You can do that smaller chunk and get it working as chu said, and then after you see it working you can worry about the next step
Like, get my bus stop to smoke?
Yep
yes
Ok, so put that code in my mod, get my bus stop to smoke, and then we gradually shift it away from the bus stop to the building instead?
The association with a building is actually the simplier part
The tedious bit is actually tweaking the smoke to look how you want
Ok. I can try. Does it need to go any ceratin place in there, or be indented a certain amount to work right or anything?
Well you can just copy the example for now, which puts smoke at tile 14 23
does content patcher like/accept jsonc files or does it need to be just json?
A useful mod is debug mode which will show u tile coords in game
also if you’re not enjoying something try doing other modding stuff, originally i kept just trying to do the same thing and burning out over and over
idk if this is helpful at all but there’s like a ton of different stuff you can do to improve at modding
to add onto that
Must be .json. But you can tell your editor to treat it as jsonc if you'd like
SMAPI uses newtonsoft json which is a very lax flavor of json5
I don't mean this to sound petulant or anything, I literally just don't understand, so please don't read it in a whiney way, but why can we not just use the preexising smoke that is coded into the game? It seems like your thing is using preexising cauldron smoke (like from the wizard), so why can't we use the existing chimney smoke in the same way?
It's not the preexisting cauldron smoke
This is a temporary animated sprites whose fields were configured by the data to behave like the cauldron smoke from wizard tower
ok thanks :D
You cannot make the game do something it was not programmed to do, unless a mod (like MMAP) sets up its own rules and methods to help you do something similar. The game is not programmed to allow you to just arbitrarily place smoke anywhere, so you cannot just do it.
Yeah, I go through seasons with games. I'm in the mood for Stardew now, but I'm definitely not picking up where I left off last time. It was super tedious sprite work and I'm dreading going back, so trying to get some other stuff working instead while I put that off...
What does "temporary" mean in this context? You made it yourself? Like, the art?
It is a class name from vanilla
And refers to a (usually but not always) short lived sprite used for visual effects in many places
Makes sense, since the cauldron (and chimney) smoke rise and fade away into the air.
So the game doesn't really have predefined smoke perameters we can just copy and plop somewhere? We have to figure out how to make it look that way somehow?
The docs describe these fields in nore detail but the most important ones for smokey behavior is alpha fade, motion, acceleration, and rotation change
Yeah, but i did that already see
Is it going to have the same base shape as the wizard smoke, or what defines the staring shape that then rotates and fades and accelerates and stuff?
I'm not really sure why you have adamant belief that there's a DoSmoke action but it doesn't exist rn
Hm do you mean the texture? That is indeed sourced from LooseSprites/Cursors here
So it's not a custom draw thing
I'm sorry. I'm not trying to be argumentative or anything. I just see, as a layperson, that in-game the chimney on our house currently makes smoke, and the cookout kit makes smoke when you turn it on, so making smoke is something the game can do, so it feels like we should be able to take whatever it is that the game does to make smoke and stick that same code in a mod and make the mod make smoke too. Does that make sense?
I'm probably thinking about it wrong, but, it makes sense given my current understanding of the universe.
Smoke is actually many respawning temporary animated sprites, which appears here as SpawnInterval
You cannot, not with CP. Someone who writes C# can do that, and chu has, and made it available via MMAP.
If you write your own C# you can also do that, but a lot of people let the framework authors do the heavy lifting 
Your insistence on it after being told about it already is starting to get rude though, like you don't trust chu and think they're withholding an "easy" approach from you.
Yeah feel free to go look at the sauce/decompile and do it in your own C# mod 
Sorry, like I said, I'm not try to argue or distrust or anything (and tone doesn't come across well in text). There'd be no reason to not just do it that way if it was easy. I just don't get it and am trying to understand what the differenc is.
Well that is why the only instruction i gave you right now is "copy the example and see how it functions in game"
I think this would help understanding
Ok, I will try to get it working and see how it goes.
Oh gosh, I didn't mean to reply this to that one. I meant it to the one that said to copy the example and see how it functions in game. 🤦♀️
I truly want to apoligize to anyone that I have inadvertantly offended. I am not questioning your knowledge or authority on this stuff at all. You know better than I in every respect. I feel like anything I say is just gonna sound like doubleing down or justifying or whatever, but I'm really trying (and apparently failing) to convey that I'm just trying to ask questions so I can understand even a little bit of this stuff someday. I'm trying to explain my thought process so people can tell me where I'm going wrong and why. I realize I have asked the same thing mulitple times, and that is mostly because the answers I have received (while undoubtably correct) are proving tricky for me to understand from a practical perspective. Like, if you gave me a test on whether something requires C# or can just be done in CP I would fail. I'm willing to just accept that this is the way it is and not talk about it anymore, but I'm trying to understand "why" this is the way it is, you know? Anyway, I kinda feel like anything I say is just digging me in deeper at this point, and it was never my intention to even do anything rude or bad at all. You've all been very nice to me and I respect you greatly, and I'm very sorry. I hope I can make it up to you all.
One of the things that's repeatedly relevant around here is that most of the time you have to start by actually trying out the tools that are available. Get the example code working. Do the thing. You will get it wrong sometimes and that is the way you learn. You yourself cannot know everything about the game and how it does things. What you can do is take one step at a time. Once you take a step, you'll understand a tiny bit more and your foundation will grow.
If you never put the code into your mod and start the game, we can't do anything to help. In the above conversation, you never actually took the example code and put it into the game to discover that you could do something. Give yourself a chance to succeed or fail.
That is a very good point. I know people have literally said they don't mind helping, but I guess I just fundamentally dread having to come back and tell them that I'm not able to do it. Like now. I've inserted that code into the game and succeeded in breaking the building. And I feel like the instructions I've been given are straightforward in a way, so I feel really bad having to say I couldn't even do it. Like people will secretly be disgusted.
And I have like a million clarifying questions to ask that I feel like are just annoying.
you dont know what you can do until you buckle down and do it
Yes, it's totally fine to try something only for it to not work at all versus trying to do it perfectly from the start. If something doesn't work right, you can come here and ask for advice, and someone will try and explain what went wrong
I'm definitely a "measure twice cut once" kind of person. So I really do like to know what I'm doing before I start. It's very hard to just jump in. I will try to be better though.
It would be good for me. It would probably cut down on the paralysis/dread.
im a "measure 5 times and cut 10 times... ahh sh*t its too much " kind of person
I'm just scared that if I have to ask for help every step of the way that people are going to get sick of me. So if I try to get it where I can mostly succeed from the start I won't have to ask as many questions along the way and won't wear out my welcome. Irony at its finest.
And I guess I also feel (probably incorrectly) like people think that I should know more stuff before I start. Like, "What are you even doing trying to do this if you don't even understand the fundamentals? We're not going to just do the whole thing for you. Come back when you know the difference between what requires C# and what can skate by with CP."
And to be clear, nobody has said anything to give me that impression (that I'm supposed to know a bunch of stuff before starting). That's my internal feelings. I think I need to get over that. It seems more like you're supposed to just start and that's how you learn. Not the other way around.
Like, I feel ridiculous asking half of the stuff that I need to ask...and I was hoping that if I understood it better before starting that I wouldn't have to ask some of the really "dumb" stuff.
I feel like asking that stuff means I'm not even trying. Like if I was trying harder to understand I wouldn't need to ask.
And I don't want people to feel like I'm disrespecting them and their time by not trying hard enough.
I'm blathering now, but I hope that was all semi-coherent at least.
Ultimately, I think what people were trying to say earlier is that it's just hard to know everything before you even start, and that a part of modding is the trial and error of trying to get something to work, and to encourage asking questions about things instead of feeling as if you have to know everything first.
When it comes to actually starting modding, having even a faint idea of what exactly you want to do first is key, because then you have something to focus your attention on. There is a lot of "learn as you go" but that's partly because there's so much to learn, it's unreasonable to know everything about everything before you start. Having an idea in mind gives both you and people trying to help a place to start from.
Knowing whether something can be done in just CP or if it needs C# is kinda something you won't always know unless you throw the idea out there too.
Even if you think a question may be dumb, if it being answered helps you in the long run, then I don't think it's dumb at all.
Oh man that was a wall
Oops
I specialize in walls. You're among friends.
I guess tldr: pls don't worry so much or feel you're not trying hard enough, everyone is free to ask questions here no matter how small
I'm a measure none times, cut 50 times type of person lol
I once measured only two times and then had to sew everything back again
should i add... another tier off tools on top of prismatic??
Radioactive?
But it worked afterwards so it's fine to make mistakes
As long as you learn
And it's okay to ask others multiple times too, isn't that the way people generally learn
I really appreciate it. I'm truly in awe of all of you. You know how to do so much and take the failures and setbacks in stride and get through them. I just kind of start to viscerally panic the more times something doesn't work and then I'm even less capable of actually fixing anything. 🤦♀️ And people try to help but I'm not even in a state to really comprehend the directions at that point, and then I panic about not being able to do what they tell me and letting them down.
Radioactive does seem like the next logical step. We have the ore and the ingot. Might need a rad suit though. 🤔
Seriously though, congratulations on getting the sprinkler part of the mod figured out. I know you were grappling with that earlier.
I think radioactive should be in between iridium and prismatic quality
Unless the radioactive is super cool but has downsides of being unstable
Like power to chop a tree in one hit, give x3 wood but make you slowly lose life or energy while you hold it
Or a chance to give a random debuff on use generally
I haven't really played since they added the green rain. Is that related to the radioactive stuff? (Without spoilers)
Just the radioactive feature I made up in my head
I really like the vanilla sprite for the radioactive ore. It looks kinda like the pebble from The Pebble and the Penguin. Has anyone else seen that movie?
is there a new xnb extractor we are supposed to use or is it still xnbcli??
because i cant get it to work anymore
They linked me to this earlier. Would it help you? #making-mods-general message
My xnbcli does still work though, for the record. Have you tried downloading it fresh? Maybe something happened to it.
Oh, you know, it might just be what you're trying to unpack. I've had certain files I've tried to unpack but nothing happens. I was looking for .pngs though so I figured there were none in there and moved on. It has successfully unpacked the ones I need it to I should say I guess. It's still a mystery what was in those other ones...
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Do you need a certain one unpacked right now? I could do it for you and drop the stuff in here.
Xnblci can't unpack some of the files
Why is that? It seems like normally there's either a png and a corresponding json inside, or just a json. What's in the ones that won't open?
Honestly i have no idea why unpacking them fails
I just know i have run into some issues before
Weird. I guess the world may never know. Hopefully it's nothing important in there. 😂
Xnblci did not want to unpack shoecolors.xnb 😔
Shoes are hard in this game. I downloaded a mod years ago that was supposed to let you have cute little heels, but no matter what I did I couldn't get them to show. (My character wears all black and I wanted to ditch the big brown boots)
I'm gonna go to bed now. It's late. Hope everyone has a good day/night, depending on time zone.
This was a kind offer, but we ask that people don't actually share unedited game assets 
Or if you do, just post them in DMs? probably
No, not at all, please.
counts as piracy i think
but i do remember once or twice asking for a png file here...i did not get bonched but i wont do it again 
Spriters
The spriters resource
oh lmfao
But yes I thought sims first haha
xd
i mean this server doesnt run tsr
that website has most of the png files
its a server rule
And I'd hope that TSR only shares things that are legally able to be shared
because they don't care about copyright, unfortunately
Ah
CA is very gracious in allowing us the freedom to use game assets that we do have and in return we like to be as considerate about how we use them as possible.
It is also super duper easy to unpack the game files yourself
I was greatly honoured by being mistaken for you, Boggy!
4 or 3 years ago, XxHarvzBackxX's series, it was the first one I found and to be fair, it worked for me. The only issue was it not going over the last detail I needed (editing existing maps)
im not sure what changed in 1.6 but i would not rely on that video
unfortunately reading the wiki, the documentation (and asking here) is the best way to learn imo
Like I said, things seem to have worked pretty well, and nothing done in it seems to go against the documentation at least (I have been double-checking)
In the very least my custom map works and I can go there. I just really don't learn well via reading alone
so you said you're looking to add a custom warp in an existing map?
there are two ways for you to do it
Yeah. I've been able to get my custom map working fine, I just need to be able to edit part of the town map to add a little path for the warp to the new map to go
you can do it in ur json or you can create a tiny little map and patch it over the existing map
which sounds preferable
A tiny map... Yeah that might work
This was a quick mockup I did of what I intended to do. (the additional length is just because of that one tree stump by the museum) (and the actual warp is under the cherry tree)
ok you can add a map property inside ur map file
ur tmx
and then in ur json edit the town map
oh this is better
I'll take a look in a moment.
Seems I made an oopsie on the tilesets at some point I need to quickly fix. Something about the filepath being wrong
I know when I was in Tiled I told it to make a new tileset using copies of the extracted vanilla tilesets kept in the mod folder, but for some reason the path had changed to be the original unpacked version even on my brand-new map, that was weird.
if anyone is familiar with tilesheetinator they could explain it to you since it's suppposed to make map making a lot easier and prevent you from having to struggle with stuff like that
put a pin in that if ur interested
Do not fear, I am here to preach about our lord and saviour tilesheetinator
to add a warp to your tmx, you need to add a Warp map property and then the information is x yof your current map, aka where you want the warp to be then Location name of where you want the warp to lead, and then x y of the coordinates of where you want to arrive in that location
ex. 12 12 Town 115 18
The warp is at 12 12 on my map, and leads to 115 18 in Town
So how do I handle there being multiple warps to different locations? Or a path that's 2-wide?
multiple warps to different locations?
like on the same map?
you can just add more warps provided they dont overlap
2-wide, you'll need two warps
you can make them lead to the same place
So warps are tiledata things then?
No
regular warps no
you can just add to map properties without touching any of the tiles
there are other warps that require tiledata but a regular warp you don't need it afaik
Okay it's just when I tried having multipel warps in the warp property it threw back errors so I wasn't sure how I'm meant to fix it
If I just have the one (0 13 Town 115 94), it works. If I tried adding a second (0 13 Town 115 95) after it didn't like it
You can add tiledata warps but I wouldn't recommend it for a situation like this where there are no doors or other things to click on, as NPCs can't use most tiledata warps.
You can't have two on the same tile
But the warp data is on the map, not a specific tile
Oh that's just a typo on my part
yes you add the coordinates into the map property
The original text I had was 0 13 Town 115 94
0 14 Town 115 95
Did you have it with line breaks like you have there?
I did at the time
You cannot use line breaks
ah. Does anything else break it up or is it just an endless string?
i.e if it's written 0 13 Town 115 94 0 14 Town 115 94 or do you add separators?
It is an endless string and no other characters are allowed
That is the correct way to write it
okay that makes more sense. It didn't seem intuitive but okay, that's a lot better. THanks!
Let's see... oops. A lot of my tiles are on the "Paths" layer which made them invisible. I guess that's an easy fix. I thought i was limited to just 1 layer per type but when I opened the Town map earlier it seemed that wasn't the case
It won't work for the Town->Your Map warps though, they can't be done in Tiled
Oh yeah I know that, I already have the town's warps set up via the eidt map so all I'll need to do is apply the replacement area
Yeah 1.6 let us start using numbered layers which has made layering so much easier haha
Just be aware that numbered layers are for visuals only, so none of the hardcoded logic associated with layer types will work with them (e.g., Buildings layer tiles are impassable but Buildings1 layer tiles are not)
Alright, that's doable. I should be able to fix my mistake just by renaming my current "Paths" layer and making a fresh, empty one to replace it
I'd already set up the Buildings layer with walling in mind
What's the map boundary limit for the camera to avoid black space in outdoor areas?
If you care about compat that map patch would be incompatible with SVE I think
No worries at all! I had a similar issue with Stardrop's workflow a while back, due to how I the bundled the artifacts.
If not then who cares 
Yeah I'm not. I do like SVE in principle but a lot of its extra maps between locations are just way too big for my liking
That said if I ever did want to re-implement SVE I'd modify my mod to compensate. It's just my first mod so it's only ever meant to be used by me and my BF anyway (currently just a farm location, but the general idea is just to make little NPC versions of us...which is going to be weird when we're playing ourselves in our multiplayer game)
You can also use the rectangular select tool to select and then cut and paste tiles from one layer to another
You'll need to experiment because it changes depending on your monitor and zoom levels so there's no set size we can tell you
True, that also would work.
And ah, I hadn't considered zoom size affecting it. Hm... Best leave it for now I think. Besides, if I try to fix it now I'll probably get a lot of weird issues trying to move everything
helloo I am nearing the brink of insanity, still no clue why this doesn't work (have updated all the jsons)
First thing to check: patch export strings/stringsfromcsfiles to make sure you definitely have the fixed version in your game. Even if you're sure that you do. Just in case!
Okay well that is hopefully an easy fix then
You have possibly just accidentally got two copies of the mod so you need to figure out where they both are and then put the right one in your mods
I've created a working foundation of a custom NPC and I'm wondering as I'm reading about creating the dialogue about i18n but specifically if I should be investigating and creating i18n specific code immediately for the dialogue. Or am I understanding correctly that the i18n converters I've read about can take a standard dialogue.json file and convert it after I've written the dialogue already.
Or if I'm misunderstanding altogether please let me know
It's good habit to i18n from the start
Besides translations you can also use em for other fun things like randomization
Well it's certainly a new thing for me and I'm trying to read about it so I guess I'll figure it out.
!converters You can also experiment with the converter yourself using just a couple of lines and see how you find it and then decide from there
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
It's the first link in other tools
I like to use it for some things and then edit the key format. Other things I write my i18n tokens out manually for.
Is the content.json referenced the main content.json file or is there more than one content.json file (the second one being in the i18n folder)?
There can only ever be one content.json
However, the reference just means "the file that isn't the i18n"
So that file ends up just being a really long file
It doesn't have to go into your content.json
You can use Include patches to split your content.json file up into other files if you like (not named content.json)
it's very funny when you fuck up and SMAPI errors out with "your mod crashed while editing [asset], which may cause errors in game."
i can see that! this is the error! /lh
Oh no I am scope creeping myself
What if....I use draw layers to make the sign
I must try this
Actually I realized, so instead of a dialogue.json file it's specifically the i18n file that replaces it, correct? I of course have been referencing the modding wiki as I've been working
Where the main text goes that I'd write
Erm, I'm not entirely sure I follow the question
If you already have dialogue written into your NPC's "Mon" key, for example, that dialogue gets moved over to the default.json file and what is left in the "Mon" key is the i18n token for the key in the default.json file
Well based on what I'd done with the creating a custom NPC, I'd understood there to be several files, and the dialogue.json file to include things like "cc_begin" for example. If I'm understanding correctly, if using i18n, then there isn't a need for a dialogue.json as it functions filling that role.
No, you are incorrect, I'm afraid.
No worries, I haven't messed up things yet
You do not need a dialogue.json file regardless of i18n but you still do need an EditData patch that adds the dialogue keys (e.g., cc_begin) to the game.
Would it help if I typed up a little example with just one line to show you the change?
Why not sure
Gerald
Just wanted to say thank you very much for the help! Now the replacement area works and I can fine tune the errors. xD
So this is what you've got now:
// content.json or dialogue.json or skibidi67.json - it doesn't matter if this part is in the content.json or in a file of any other name (as long as it isn't content.json, manifest.json, or in the i18n folder)
{
"LogName": "Add Gerald's dialogue",
"Action": "EditData",
"Target": "Characters/Dialogue/{{ModId}}_Gerald",
"Entries": {
"Mon": "Wow, Monday already?"
}
}
This is what you'd change it to:
// content.json or dialogue.json or skibidi67.json - whatever
{
"LogName": "Add Gerald's dialogue",
"Action": "EditData",
"Target": "Characters/Dialogue/{{ModId}}_Gerald",
"Entries": {
"Mon": "{{i18n: dialogue.gerald.mon}}" // The key inside the token does not need to be dialogue.gerald.mon, it can be anything you like. This is just the i18n key convention I use to keep my i18n tidy.
}
}
// default.json
{
"dialogue.gerald.mon": "Wow, Monday already?"
}
Drat I cannot do draw layers for the farm one because it is a map! Curses!
Small side note, I'm noticing your initial //comment says content.json and then also says (as long as it isn't in content.json)
I appreciate the writeup
If I might ask another question, and I recognize it's somewhat unrelated but I was thinking about it last night, I already have created a schedule for the character but I would be more than happy to make it compatible with the biggest overhauls such as SVE, as well as, if I can get the time to do it, the dialogue compatible with it as well. What would need to be done, if anything, early on to make this happen? I have not done any festival data or events yet.
No, sorry, it says it can be in any other file if you don't want your content.json to be too long - but that other file cannot also be named content.json
I'm just going to work on dialogue today
Dialogue is pretty easy because you can just make sure that your NPC doesn't say things that actively contradict the other mods and then you're compatible. Schedule is harder because the maps change, so if you want to do early preparation the best thing you can do is have those mods installed and check if there are any major changes in them to what you're seeing in vanilla. However, it's more the maps themselves that are at risk of clashing - are you giving Gerald a house or anything?
Not yet. I actually am considering him "living" at the saloon for the moment. If I address that later I'll look more into it
If you want to add integration to other mods (so your NPC actively participates in things added by those mods, comments on the characters, etc) people usually make additional dialogue patches that are only active if the respective mod is installed.
Then you're probably ok, though a lot of mods have people live at the saloon so if you end up deciding to add a room to the map and want to stay compatible with other mods you'll have to be very creative with it lol. There are also mods that add living spaces like the Saloon Second Floor (iirc) and Lily's Loft Apartments in the railroad map.
That makes sense. I hadn't thought about that because I don't use a lot of individual custom character mods, primarily just using the overhaul ones in my own playthroughs, so I can see that.
I will look into creating a more personal space for Gerald. I think the saloon idea fits the character (and I'm not just saying that to be lazy :P) but I obviously need to make sure that he fits with a degree of future-proofing too as well as unexpected compatibility
I'm not the most well-versed in other stardew character mods but I'm 95% sure, having done the research, that my character fits a certain niche that people will appreciate if I actually finish and publish it.
Take your time! I personally make mods for vanilla NPCs but also make unique dialogue patches when certain mods are used by the player i.e. Ridgeside Village, Realistic Writer Elliott.
I think polishing and really focusing on your NPC is integral and integration and immersion with other NPCs and expansions can follow through eventually. 
100%. It's the "what if I finish, that's the next step" thing. Which, frankly, I want to have a release, but I will not let that stop me
And just thinking ahead so I don't end up regretting not having prepared for it
I don't think it's lazy at all to put a character in the saloon. I'm doing it 😉
I love NPC mods, I download so many of them
Minor question: is the {{ModId}} snippet as written or is it generic and needs to be replaced by the unique one specific to my mod, or does it call that on its own?
It is as written. It's a CP token that CP automatically replaces with the value of the UniqueID field in your manifest
Thanks!
tho Tiled doesnt recognise it so you have to manually type that when you work inside of it
What is tiled?
a software to edit and create new maps
Ah, not doing that yet.
yeah it can wait
I'll figure that out when I get there I guess
.if i have an npc on a map connected via central station can i still have the characters from that map visit the main stardew vanilla map?
Yes but they will need an NPC warp because they can't use central station
I set my NPC warps up so it looked like they used the central station ticket machine too lol
ooh fun!
i want to do that but do i have to set up a map edit to the bus stop so they can return 2 (i assume yes but i wanna check)
Yup
cool

ill worry about that when im setting up my custom trailer town map
a town i might expand upon further in the future when i add more npcs in the future after these guys

It's very straightforward but let me know if you need an example when you get to it
ty aba!
How do I make a content json for content patcher?
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
how does the opaque effect in layering work for tiled? like when i walk behind a tree in game and you can see your character?
Is there a comprehensive list of sorts that states all of the things that happen during the year(s) that aren’t festivals located on the calendar but that still happen on specific days? Such as berry season, the mountains opening up, etc?
That's on a Front or AlwaysFront layer
Maybe there is such thing on the wiki?
ahhhhhh ty ty
Building layers are ones you can't walk through, Back layers are like the floor, you walk over them
yes im just being silly
The transparency is automatic if that was your question
I was unable to find anything compiled specifically. There’s the calendar but those events correspond to festivals. And I’m looking to make dialogue that suggest awareness of all the other stuff that goes on that isn’t specifically tied to a conversation topic or a festival, if anything.
I guess you'll need to compile it yourself, that just means no one had a use for such thing yet
hey, in your mod description on nexus, can you use a bulleted list in spoiler text?
or even a list with multiple lines of text?
I think I've seen people do it, but no idea how it works
nevermind, I figured it out!! I think I had too many spaces
question, how is the gift taste determined for an npc if the group isn't defined in their gift tastes. Ie non fruit tree fruits. All Vanilla NPCs have it specifically tagged but modded NPCs might not so how would we determine their reaction without going into the game and giving them one
they fall back to universal tastes
okay but how can I determine that for the stuff not listed on the wiki? ie eggs, milks, forage and fruits
wiki
i'm asking for non vanilla npcs who don't have it listed.
it is but the wiki doesn't list default universal tastes for some categories
oh?
bc it varies villager to villager
specifically it lists eggs, milks, fruits and forage
aaah, like quartz
got itt
you could check the decompile? afaik all objects should have a universal taste, even if everyy villager has a unique preference
i think it might have something to do with category
i was changing categories for my custom items and the default gift taste was changed
This is just a practice mod I made but why is nothing showing up?
!json could you upload it here?
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.
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
(new command unlocked)
it said no error?
screw it i got a blank npc i'm going to just start giving her items and writing down the reaction
we doin this old school
could you still upload it please?
post the link to here
ty btw
yeah, an OS not showing file extensions will get you
it's okay LOL
Remember, if you write it down it's legally science
afaik, the dialogue key "Rainy_Day" also won't be used
only the marriage dialogue asset uses it, and in there it's also formatted like "Rainy_Day_0" (and should have multiple from 0 to 4, etc)
not listed = neutral
me realising i made this npc so long ago I can't remember what the dialogue lines mean 😭
Oh tysm
Can't u lookup anything
On the npc
https://stardewvalleywiki.com/Modding:Items#Categories the numbers on the left are listed in NPCGiftTastes and should cover every item category and their corresponding universal response.
not all of them are listed (eggs, milk, etc. as mentioned)
if they aren't listed they're neutral
Nothings happening still?
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.
For short bits of code, you can embed them using three backticks
```
code
here
```
looks like
code
here
otherwise we only see a bit of a preview of the file (and it's usually even worse on mobile)
for longer stuff, use the website that wem linked
there was no errors on there
what do you mean?
It’s not for just errors
It’s so we can read it easily
With no need to download a file
oh im sorry
I mean that instead of uploading a file, you can post your 10 or so lines of code since that's just a short snippet
(I can't offer insights into this particular code, though, so I'm trying to make it easier for other people to help you)
i probably could help but ill need a json link
I was assuming this but thank you for the confirmation
{
"Format": "2.9.1",
"Changes": [
{
"Action": "EditData",
"Target": "Characters/Dialogue/Abigail",
"Entries": {
"Rainy_Day_0": "This rain reminds me of herby oh that dawg makes me crazy. Did he make you?"
}
}
]
}
what's wrong with the code?
rainy day is marriage dialogue
oh it is?
how do I change it for normal
im 80% sure let me check
rain
if I have several new same-type objects, can I batch load them or I have to load them one by one with this for each load?
scaled down cuz it doesnt matter its just an edited joja cola data
and If I do load them then which ID do I give them
look into local tokens
that did not work
i think u have to target something different
similar to engagement dialogue
it's basically a template system; you load one json file multiple times but with different values passed into it
so there's still some repetition but it saves you having to repeat the common fields
My objects will only differ in texture and buffs they give
and oh I forgot to create a new shop
which tmx is the best to use as a base for future rectangular replacement
one sec trying to come up with a better phrase
real
So what should I change it to?
when you dont need to replace a whole map but only some tiles
u need a separate patch i believe
open the vanilla file
to see how the entry is formatted
i cant currently
uh why do u need a base
is it not different for whatever ur trying to patch
There's actually 2 ways to do it
- Map patch from tmx
- Directly write your tiles in the json
I got smol examples of both
map patch is the thing
if ur patching town you wouldnt use a base taken from mountain, im confused
what are u trying to do specifically
Any map patch can use ToArea and FromArea to only grab a rectangular section to replace rather than the entire map
The second way of using MapTiles has a limitation, you can't use any tiles that aren't in a preexisting tilesheet on the map
I wanna create a 2x3 vending machine with animation and Action Shop which then I could patch to different places in world
But i prefer this way if it's just 2 times whatever
is creating a separate tmx is too much for that
Oh yeah animation is another limitation
Follow example 1 then
It adds a 2 tile tall animated chimkin
Next to krobus
Another sillier approach is to make it a furniture or a big craftable
oo overlay
You can spawn stuff with ftm
And then make it do shop things with spacecore
This is sillier but potentially bypasses map compat woes 
If u were doing the map approach content patcher is all you need
If an NPC is invisible for the day (e.g. end invisible from an event), will events that have them as an actor but don't have NpcVisibleHere as a precondition still trigger and show them in it?
yeah for now its gonna work
that is a great question
thanksss
test it xd
hi anyone online who has experience doing farm renovation maps?
I'm unfortunately nowhere near a computer to check, that was just idly wondering
I want to say yes because I think I ran into that testing something the other day but would have to double check both events to be sure, wasn't thinking about it at the time
hope this will do
!ask and if someone can help you they will
Ask your question or describe your issue here, and someone will help if they can!
oh, Governor's response was less descriptive than I thought it would be... but there are lots of people around who may be able to help with whatever you're wondering about. It helps to ask a specific question!
do I need this line
No it's for me
ar
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
I prefer to commit the $schema some people just set vsc to auto use it
I love when my mod doesnt scream with ton of errors in the log on the first launch
but does on save load yay
oh its from the other mod phew
yay it works
now all is left is to creat 32 object entries and then add them to my shop menu
WOO! That's awesome
I'm trying to make a mod that adds a new npc & shop but there's no room for a store building so instead my plan is to make her come to pelican town every couple of days and set up a booth/stall instead
does it matter if the bus is repaired or not in order to let her visit?
I think it could have the bookseller logic and just appear out of nowhere
like some npcs on luau
or was it some other festival
I guess I could give her her own truck and just put it on the road behind/in front of the bus
for realism a truck probably would be best
hot air balloon
it indeed doesn't matter
would it be better to make the truck a shop or just have the truck there and the shop in pelican town?
as for immersion/lore/balance/etc., it's all up to you
assuming I went the route of using the bus, could I not introduce my npc until it's repaired?
yes u could
possible too
ooo ok, lots to think about thx
I'm purple & orange bc I'm level 2000 + mod maker