#making-mods-general
1 messages · Page 569 of 1
thx :D
if im setting up a door for an existing NPC, can i just do Door Sam for example, or do i have to go through the whole door process
what do you mean by the door process?
setting up an interior door
Last edited by KaileyStardew on 2026-03-18 02:05:56
This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (...
You need the both the map property and the door action because one controls the door animation/visibility and one controls the ability to pass through it
ahh oki
you don't need to make a "custom" door since you can use the normal ones from the towninterior tileset, but you do still need to set the properties
Just make sure it's on the map properties as well as having the TileData object. 🙂
yes!
SpriteIndex The sprite's index within the Texture, where 0 is the top-left sprite.
Do they go from left to right and top to bottom?
hey so im pretty new to making nps and overall modding.I followed all the steps that are in the stardew modding wiki on how to make a custom npc (i think,im not sure if its completely right) and i get this error that i dont understand how to fix.If i were to post my smapi error log here would someone take a look into it?
Yes
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 20 C# mods and 25 content packs.
i might probably have done something stupid haha,im pretty bad at following instructions if theyre not super specific 
oh, it looks like there are errors affecting many of the vanilla NPCs?
No through the website
this shows up in your log as well, you might wanna check it out:
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
okeyy
Dumb question, but would "the hell is this?" be offputting as too much swearing for a stardew character?
As a dislike
in the json format selection should i click the content patcher one or none?
Nope
the answer to this is also yes
I think it's fine, but you might wanna put a disclaimer for very mild language etc in your mod's description
Should be the latest version of content patcher
okey!
You have too many [ ]s
thanks!
yeah u got a [] for every patch
There should only be one after "Changes" here, and one to close it out at the end before your }.
[
{},
{},
{},
{},
{}
]
ahhh i see,i got a bit confused bc in the wiki said smth about [] and i didnt know where to put it exactly
In case you're not familiar with JSON:
[]denotes a list of data models here, in this case, your patches!{}denotes a data model/patch
so it should be smth like changes} and at the end another one?
looks like you got the formatting wrong :) i fixed it up for you if you'd like https://smapi.io/json/none/647db8a3097c462c880a636bc4e06919
buttons has a really good tutorial on syntax, one sec..
"Changes": [ <add your patches here> ]
alright thanks!I'll replace this with the one i had in my folder and see if that fixes the problem!
your other files might also have formatting isssues as well, I'd really reccomend looking at that tutorial site I just sent
yup i just checked,im having issues with dialogues and something about tokens?
wait I forgot how do I know my custom object ItemId if I only have Id
First things to check with that:
- Did you load a blank.json for your dialogue file?
- Are you using EditData to add entries with tokens (like {{ModId}} in them?
alright,im looking into it rn and see if i get a better grasp on that stuff
the CP docs are great too: https://github.com/Pathoschild/StardewMods/tree/develop/ContentPatcher/docs/author-guide
sorry im a bit slow,i think i have one but not for dialogues in specific.And im sure if im using editdata or not cause i dont really understand much about it
What did you define your object's ID as when you created the Data entry? That is your unqualified ID. Your Qualified ID will be that + the type of object at the front (so if it's added via Data/Objects, (O){{ModId}}_YourNewObject etc.)
it's okay! you'd probably want to start by reading more of the docs first then, before trying to fix any issues
I hate it when I'm writng an event and realize I need more expressions for it to look right
heheeee add more expressions 
I don't necessarily hate making more expressions, but it would be really nice if that kind of thing didn't happen when I thought I'd be able to be done with something
If you are using a "Action": "Load" with an Entries field, then you cannot use tokens in the key/value pairs added as part of the Entries, which is why I mention using EditData instead.
i see,i think thats the problem.i bought stardew valley recently and was very excited about the idea of making custom npcs i didnt think abt learning the crucial things for it 
i get that haha, take your time :)
then if i change it to edit data it would allow me to use a token?
Yes, but if you didn't load a blank JSON to the target first, it won't think the target exists so the patch won't happen.
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
The last link (my WIP NPC Builder) has a tab that explains blank JSONs
for easy reference:
ohh i see,quick question.Can i load everything that i need ex:schedule,dialogues into one singular blank.json or do i have to do it for each one?
Yep, you can set multiple Targets to use the same blank.json
smapi hates me when I try to add a new object on this exact line 😭
do I have to load the texture first to Maps
or keep in my mod folder
ahh got it,i did a blank.json but only for the schedule i think bc i didnt think dialogues would need one too!
for what i understood {} are for json objects and [] for lists,right?
it doesnt necessarily need one but it makes adding conditions possible
Textures need to be loaded first unless you want to use InternalAssetKey, which is bad for cross-mod compatibility
oh I see
Also, your texture will need to be enclosed in quotes
ohh right
For easy reference, here's an example of a blank JSON load I did to add an empty Data/Events JSON for all of the new locations added in my Pelican Valley Lofts NPC Apartment mod:
"LogName": "Add Blank Event JSON for Apartment Locations",
"Action": "Load",
"Target": "Data/Events/FRL_NPCApt_PelicanValleyLoft, Data/Events/FRL_NPCApt_Lobby, Data/Events/FRL_NPCApt_Elevator, Data/Events/FRL_NPCApt_Floor1, Data/Events/FRL_NPCApt_Floor2, Data/Events/FRL_NPCApt_Floor3, Data/Events/FRL_NPCApt_Floor4, Data/Events/FRL_NPCApt_Floor5, Data/Events/FRL_NPCApt_Floor6, Data/Events/FRL_NPCApt_Floor7",
"FromFile": "assets/blank.json"
},```
if im not wrong the lists is whats inside the json objects?
One code block, targets all of the locations at once (and the locations are only added through my mod, so I get to not include a priority on my Load. 😛 )
after I load it do I just put its path as "Maps/{{ModId}}_Texture" for my objects?
generally target path
Not quite. Lists can have JSON objects inside THEM, but not all fields will accept lists of objects, some will only accept key/value pairs.
The wiki has a pretty well-documented list of what fields accept lists of objects if you check the modding namespace
The Target you use to Load your asset becomes your Texture path from that point on, yes.
quick question should i edit all the load to editdata in my content.json?
can I ask what you all think about the capitalization (and presentation) of my forums topics? there will be no posts section because I'm interested in trying something new
might just be me, but all caps makes me feel like I'm being shouted at, personally.
Yeah, I feel like it works for the bugs one maybe, but I'm not sure about the comments section
ohh got it
Do you think it looks too "aggressive" for the bugs section?
Without reviewing your entire JSON (which I don't have time to do right now), I could not possibly answer that question. Load versus EditData is really dependent on the use-case
I just want it to be really clear where people should go
can u tell me which one needs an editdata and which needs load?
I'm of the personal opinion that Load should only be used for assets that do not exist yet, and anything that exists already should use EditData but it really is up to the mod author.
Anything that has a token in its Entries field (token is anything enclosed in {{ }}) requires EditData, or the token will not be parsed before Content Patcher adds it to the game.
Invalid property identifier character: {. Path 'Changes[2].Entries', line 82, position 1
😭 😭 😭 brooo
I gotta use some proper software and not notepad istg
notepad++ is what i use
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
hai
I use Visual Studio Code, but use whatever works
I also use vscode I love vscode
maybe ill switch to vscode i am curious about it
i aggree that vscode is goated
at least it's pretty clear about the fact that you have a stray { there
he hates this first bracket which doesnt look stray
oh you are busy, bye
Usually that means you missed a comma
If you have a question @umbral oar , speak up!
alright i think i got it,then i guess most of the things in my json need editdata 
I didnt close the previous one, its okay now
Don't worry about interrupting the conversation, it's the only way you'll get a word in.
Congrats!
only 13 energy though
Yay! Love when it does what it should!
jack it up
ill edit those up now yeah
50000 energy
It's in the game now, that's the hard part down. 😛
398473898394 energy
just pasted everything that joja cola had
adhd modifier for farmer makes monster give -40 energy instead
I will have 64 monsters and each gives random buffs or debuffs yeah
I dont see the property that edits the energy and hp amount it gives
is it hardcoded
Is there any good tool to check compatibility for schedules without watching your character at every point during the day for the full year? I'd built a schedule but upon reviewing it I'm questioning myself
Excluding festivals and events
Edibility is what you need to adjust I think
hm
along with the cheats menu mod to set specific days quickly
Fair. I do have both downloaded and in game.
didnt change anything sadly
thanks for a suggestion
Seems kind of still trial and error focused however.
Make sure you're grabbing a new Monster! It won't change any still in your inventory
ohh'
right
category doesnt change till I get new ones too
lets see
yuss
tysm yall
would be cool to give energy but take hp tho
drinking more than two could make farmer have a heart attack or something
loll
i got so scared i thought that was the strange capsule like why are you drinking the alien water wtf
Iirc that's a spacecore feature
at what point should i be confident to release my mod
when I think I've finished, I give myself about 24 hours and that's generally worked (this is complicated by the mod fest if that's relevant to you since that ends in about 26 hours, iirc)
you can always post updates
I'm not bothered with the modfest, because it seems kind of unfairly weighted to mods that came out earlier in the period and had more time to accumulate downloads, LOL
I'll release my mods when they're ready
Can’t seem to figure out decoratable location maps I have to add the walls and floors tile sheet right?
do u mean for modfest or in general bc i have different thoughts for each
What area are you trying to make decoratable? Not all of the vanilla building interiors support it, IIRC
in general idk what modfest is
Also I can actually point people to my bathroom renovation mod instead of referencing the WIP of it for custom walls and floors / decorating custom home renovations now. xD
contest to celebrate 10 yeara nniversary
ohhh yeah im not involved in that
in general i feel like releasing is fine when there's enough content to tide ur players over to whatever update ur doing next
(Please feel free to dissect the bathroom renovation mod to learn how custom home/farmhouse renovations work, it was a lot of effort to figure out)
so a basic set of schedules, dialogue, festival attendance, and some heart events
maybe 3 or 4 events
hello, i just made a mod, and i would like to add it to the showcase channel, but i'm unsure if i can or how to do so
Just share a nexus link here or in #modded-stardew with a brief description of what your mod does!
Someone with the proper role will showcase it for you (not me
)
https://www.nexusmods.com/stardewvalley/mods/44187
Grandpa's old buildings. They are broken and need to be repaired before you can use them.
Place them instantly for free, then upgrade them into their vanilla versions.
Plan your farm, or add immersion.
thanks :)
I got it. 🙂
thank you!
That's really cool!
it's my first mod, so i didn't know what to do haha
Oh cool, buildings to match the broken farmhouse
i need to remake my sprinkler upgrader mod.... uses JA so i guess is should convert them
We need a sprinkler that waters one tile
And the next one that does two
And then the one that waters one random tile in a radius lmao
😭
Whaaaa
challenge mode sprinklers? LOL
just make them an irrigation channel item instead at that point
(it would probably be annoying to make, but a sprinkler that accidentally oversaturated the ground so that it functioned like the water retaining soil for an extra day would be funny)
It would also likely only come up if the sprinkler was removed after, because you wouldn't be able to tell if it watered that spot every day anyway.
overwatering should slow plant growth /s
does my bakery only being open 4 times a week sound bad
4/3 is something id kill for
cuz i want my bear to visit the resort, beach, and library
So yeah it's okay
hooray
Sun: Open
Mon: Closed
Tue: Open
Wed: Open
Thu: Closed
Fri: Open
Sat: Closed
also for the yawning animation, i want him to yawn only once and then stand there for the rest of the schedule
like
after he yawns he goes back to his idle pose
how do i do that
okay so i somehow managed to make my npc sucessfully load into the game.However when i load my game file she doesnt appear in neither relationships or the map (i have the mod that shows vanilla npc and customized ones and yet she doesnt appear in nowhere) i dont know what to do 
is she socializable
i think i did make her socializable.just in case,how do i make the npc to be socializable?
its something you can set when u make the character
CanSocialize
although i guess its true by default
hmm
does she have gift tastes
yup she does
where exactly should i be putting all of that?
r u able to find her
scroll down for an example!
she doesnt appear anywhere,i cant find her in the location she's supposed to be...
the archaeology house closes at 4 PM right?
so i should make my bear leave at 1600
or 1500
but ur sure she exists?
yup,i just fixed it by adding the home,birthday and romenceable stuff.Thanks alot!
ah great!
seems like everytime i fix an issue another one comes up,just shoot in the foot atp.Now the npc neither moves or talks
welp-
That's normal. Just keep trucking

i feel like stardew valley intently makes me get all happy and excited thinking i fixed the problem only to shoot me seventeen times
tis a labor of spite

having to come up with new schedules each day is annoying
i dont like duping schedule days

How do i make fish jump out the water in an event
I love how ppl here are like
"wow I hate that I have to make the sistine chapel"
"actually we're just looking for a backyard shed-"
"I HATE THAT I HAVE TO MAKE THE SISTINE CHAPEL"
do i HAVE to finish the entire schedule before i can test it?
probably with some custom temporaryAnimatedSprite commands and playSound, I guess?
but if there's some existing event you're basing that on, you can check how it's handled in that
Ugh claude now i have to make the sistine chapel
Im not sure where to even look for an existing event that does something like that
not exactly; the bare minimum schedule just can be a "spring" entry
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Schedule
I'm not aware of any offhand, it just sounded like you were referring to one
good luck with the magic parameters

i think mods might be the best place to look
also you'd probably want to use acceleration in the case of a fish, since it'd probably arc or move up then down in a jump
which still says [TODO: document what this does] on the wiki
Maybe i can fudge it by making a fake invisible fish npc who will jump and then become invisible again
(it changes the movement speed over time iirc, but I've only fiddled with it in C# briefly)
just having a pre-baked animation would probably work with less argument confusion
Is it possible to make an object texture be animated
Yeah you can use spacecore to animate any texture
time to turn a chub into an npc because that was the only fish i found that spawns in the river during any season..
{} around the whole thing, basically; see the example here
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-include.md#overview
You must understand, if I don't make the Sistine Chapel I will Literally Explode
💥
wait, wrong link, one sec
oh heavens! /silly
alright, edited, nvm the format part, I was misreading
I say, with a goal of writing 600+ lines of dialog
wait was my template lemme see..
I can't believe that the Powers That Be are literally forcing you to write 600+ lines of dialogue about the Sistine Chapel
dammit i gotta hurry up
ikr it sucks
..also re-wrote my whole mod twice already and I'm thinking about re-writing it again
friend why
(said mod being a krobus and dwarf expansion I've been working on since august and have no plans to release)
the code is so clunky
so, for the sprite width and height is it the total size of the spritesheet?
it's the first mod I started so it's built terribly-
New quote added by chu2.718281828459045235360287471 as #7792 (https://discordapp.com/channels/137344473976799233/156109690059751424/1486502296090181764)
My notepad-edited 400-lines no indents content json living it's best rn
I have an idea...
crime 
Well it's not 400 lines yet! But it will be
I gotta add 30 more objects with ton of properties
IT ACTIVATED THE WRONG ANIMATION 😭
Or is it not index based
17 is the index for the surprised face
16
It seems
but
but doesnt it count the walking animations
4 x 4 16
You start with 0 then 4 is the row below
....oh
even now with the time almost being up on the contest, I'm getting distracted with something not important detail-wise in the mod I'm making 
those should be the size of each individual sprite
Ah i see
okay yeah it prob fucked all animations rn 😭
usually best to, especially havicng a clean format for future compat editions and i18n editions
thank you for enabling me lucy
i
which one is it, claude
I need clean formatting for myself
i wish i could be more of service : (
...the big krobus and dwarf one that I've already rewritten twice
asking for a friend
Hey! If it makes you feel better, I rewrote my desktop app 4 times! Because I learned very very fast!

uhm, my ..friend's big krobus and dwarf one that they've already rewritten twice
But before you did rewrite
You still owe me a fishi : (
Im kidding
if u ever need help for ur mod lemme know~!
fishi?
thanks :)
fishie = fishi = a singular, fish
a fish sprite lol
i love fishies
thats why i cant making more for my mod
i just saw ur profile, ur like legendary sprite maker
lol any artwork i do is pathetic compared to urs, idk how urs so gooood
well if u cant stop then u must make fishie sprite for ur own mod!
..an interesting turn of phrase
every time i thought my art is ass i continued drawing anyway and here i am
I understand light sources and angles
thats all I got haha
if cant continue out of passion, continue out of spite
the silly
sorry, I am allergic to doors so i cannot help
internal npc name?
aaaaaaaaaaaaaa
yes
on buildings on the lower half?
oh wait i added it to the wrong sheet
i always wanted to reel in a shadow
lmfao
😭
I sent u a dm! check whwnever u got time <33
mwehehehehe
oh i dont really do dms outside of friends, if you need something you can just ping me here or drop by in my thread
(thats why i mention not accepting dms in my profile, i just dont like private messaging lol)
oohhh
nyapu portraits are so cute but such a hard style to replicate 
thats a mood, idk why but dms make me feel claustrophobic
On which layers does a natural tree renders?
Is it building for a stump and then front for anything else or something else?
i was gonna ask, if ur ever really bored and wanna contribute to anything, I'm working on making some legendary sprites (my fish mod never has legendaries even tho 30+ fish, its the Aquatic Sea Fish mod), I've been working on some, but I would absolutely love any help possible, even if u wanted to make any kind of fish/sprite for the mod 
I wonder if it's possible to recreate the semi opaque thing trees do when you walk behind them
for me its probs more got to do with my anxiety lol being in public chat makes me feel less put on the spot to answer and stuff also i can vistually hide behind someone
they possess such mastery over colors
they really do its wizardry
WITTCHHHCRAAAAAFT
Not the first time I hear this word today
i've (luckily) never had to emulate that part of their style, just taking from what's already out there. still harsh work
(that's all I gotta say I'm gonna go return to the dumb shit I was doing before)
My fish aint fishing 😔
playSound dropItemInWater/addTemporaryActor {{ModId}}_TempFish 16 32 69 54 1 false Character/jump {{ModId}}_TempFish 12/playSound dropItemInWater/warp {{ModId}}_TempFish 1000 1000
this is the only thing that acts funny 🤔 hmm am i even doing all of this correctly
no event does this 🙂↕️ you could try fooling around with the new tas event command parameters in the 1.6.16 alpha with the motion + acceleration values to line up with your animation interval
😭 wow that's great i want to do something that's never been done before
maybe at some point, i do have my hands full with my expansion but maybe when im taking a lil break from it in between. then i usually occupy myself with some other spriting cuz ofc even when i say i take a break i cant sit still
im truly a fish pioneer
it's been done in the sense that if someone can dig up the fishfrenzy code you've got a working tas fish jump, but not as an event command
a fishioneer
okii! remember whenever u do get to that point (lot of ppl forget, me including), also what expansion? I am really interested cause I might play it : )
time to write quests. boo.
you'd need to try and translate the c# behaviour into the event command params if possible
poo..
there isn't an emote that can sufficiently convey the emotions im feeling right now
this will do
it's my fishmonger mod. its first version is currently on nexus as a single NPC but I am adding a lot of new stuff to it, turning it into an expansion. its currently in beta basically so people can playtest it https://github.com/VoidWitchCult/The-Fishmonger--Whispers-of-the-Oceans-Heart/tree/main
making-fish-general
got a good bunch of fish in that expansion, hehe
maybe once 1.6.16 is officially out i can implement Real Immersive Fish Jumping into my event
Omggg I just noticed I have so many dls
people yearn for the bath
i mean it's only a little
because you're ideally just taking something like ```cs
new TemporaryAnimatedSprite(sprite, spriteBounds, 1, 1800, 0, tile, false, false) { motion = new Vector2(0, -16), acceleration = new Vector2(0, 1) }
and turning it into something like ```json
temporaryAnimatedSprite LooseSprites\\FunnyFish x y width height 1 1800 0 x y false false motion 0 -16 acceleration 0 1
didn't actually read the params so this is not an accurate representation and should not be used as reference
God I need to finish my huge bathhouse overhaul it's been like three years
oh right you were making the purple bathhouse. did that never come out
730 total DLs among the three mods
sometimes i get ahead of myself with ideas even though i havent even finished one singular mod
lowk they should become friends
ok mod author legend
I think I should show DLs rather than amount of mods 
why is elliotts book so fucking huge 😭
its actually one of those bigass picture books that pop up
Employment got me 😔
oh hell yeah
understandable enjoy your paycheque* sorry americano slip
like, im already thinking of terrible and horrible things i can do that will no doubt absolutely destroy compatibility with any mod that changes ginger island, all because i decided i wanted to treat it like an oyster and put a pearl nucleus in it.
i keep watching the downloads on my mods and getting excited for every new download
yes.. i hope u love them
I've had a bit more breathing room the past few weeks so I've been defeating projects that have been mocking me from beneath the floorboards with their tell-tale hearts. The bathhouse is approaching the front of the line.
I wonder what are requirements to get a mod creator role hm
Probably something like million mods billions endorsements
- Create a mod
lvl 25, name on the wiki, proof you published a mod
i do not have a million mods nor one billion endorsements XD
Second thing seems the more complicated
unfortunately i could never
1.5) the mod must follow our rules
they can even be crusty mods from 2021 
some of us choose to reject cheetoness
that too
Are content packs considered mods
Yes
Ooh nice
my first mod was a crusty mod from 2020
is it not anymore
no i went back in time
(still need to update my crusty mods
)
my first mod was a crusty 2019 mod. but now it's a deluxe & beautiful 2019 mod
(i kinda have an idea for a new crusty mod i can make. but also im hungry)
everything i make is lowkey crusty
why can't we have steak in stardew
bug steak
Wondering how similar HC modding will be to SV
its all we deserve
thank you i forgot bug meat existed
mm bug meat
I'd fuck up a bug steak ngl
interesting. details
I'm willing to hear out the farmer on bug steak
Ew bugs 😨
oh perhaps the reason i uh. my fish wasn't working may have been because i accidentally deleted the fish
as one does
The fish is a key component of the fish
New quote added by kattia369 as #7793 (https://discordapp.com/channels/137344473976799233/156109690059751424/1486512083636977807)
also works hooray
unfortunately: my fish has blinked out of existence from the moment they were born.
why his legs so short 💔
r u kidding me
mood
sometimes people want to be blurry
Lower contrast getting more wrecked by compression?
perchance your tas event command
aa makes it look less flat
?
anti aliasing
hmm. not sure its having that effect for me
That's honestly not aa that's just some weird compression (comprehension) artefacts most likely
Discord hates pixel arts
oh wait you meant the app
yeah
prob
i cant stream here i probably would show it there instea
d
holy shit my fish worked but like it kinda glides awkwardly along the water before jumping and vanishing
note to self: do not Move a fish
Killer fish from stardew valley
starving
is there a way to remove a shadow from an temp actor
oh i should probably add uhhhhh
interaction tiles in the bakery
only having an interactive shop is boring
has flashbacks when i added 99 strings to my map
anyways the bulk of my event works. i might just remove the fish jumping because dear god.
Could you fake it with a TAS?
some would say using an actor is faking it and using a tas is expected
im getting a lot of use out of the good ol fade to black when i dont have any ideas for what the hell to write
My go to is Action Jukebox
that is a delicious font
also a JojaCola on some vending machine
I'm currently making my own vending machine that gives monsters instead!!
So far so good
You can also do something cool with piano keys too
hm i kinda worry im shoving too much personal writing style in here by using the message command a bunch as a form of narration
now that im not working on my mod right now, hmmmm.......
🤔
im thinking of practicing drawing humans

What's wrong with your personal writing style? 
too stiff
trying to match the general tone of vanilla's messages is kinda hard.
Sorry once you start making stardew mods you don't stop anymore 
no i mean i dont feel like doing coding rn and wanna draw practicing humans
I have one (1) single line of dialogue this npc is coming along fantastic


i still wonder what the tbh creature is supposed to be
...would it be worth rewriting one's entire mod, largely for formatting purposes? ..no reason, asking for a friend
4
6
1
do it
633855868911353866
SDVpuffersmug
Just a silly creature
Okay new mod idea, tbh kitten
I am 
it is its own thing, also called "autism creature" as popularized by this tumblr post
There's also adhd creature
👀
yeah and anxiety creature
(me)
the adhd creature was called wtf
I got everything
dont remember the name of the anxiety creature
i am the Variety Pack Of Various Disorders creature
Adding mental disorders to stardew tomorrow
It sure is a creature
you're gonna make me into an npc?! aww :) /silly
someone did make a combination tbh/wtf/idk creature
tumblr's search is ass though so I'll probably never be able to find it
I really need tumblr tbh I qualify with flying colors
tumblr is not what it once was but I hate the alternatives more so I'm still there for now
Tumblr search is genuinely terrible. Never hated looking for things more on there
in recent years staff has taken to just mass nuking transfem blogs often for no reason, and now there's also a transmasc MRA movement that's somehow gaining momentum.
also the ceo is a pissbaby who throws temper tantrums and stalked someone offsite after personally banning her because of previously mentioned arbitrary blog deletions
and then went on vacation to burning man right after doing that
What does mra mean
men's rights activist
The men's rights movement (MRM) or men's rights activism (MRA) movement is a branch of the men's movement that diverged from the men's liberation movement in the early 1970s. Men's rights activists (MRAs) focus on social issues such as homelessness or suicide among men, which they say adversely impact men or is caused by structural discriminatio...
i dont think we can get much more into it but i am grumbling
I nuked my own tumblr, so to speak, just because i got tired of posting
yeah sorry didn't mean to get so off topic
Idk, i might revive it but i wouldn't know what to post there if i did. Mod wips? Who knows.
I don't use any social media except Discord and I intend to keep it that way. I get the groups I join, like stardew valley modders, that's all I need 
yeah, discord is the main place I hang out for now, but I'm not super committed to it, especially with all the recent bs
tbh I feel like I'm not that far off from just quitting social media altogether
or maybe just start a forum or something
anyways back to arting. this mod page aint gonna make itself
I will say that nexus's upload form is much better
'transmasc MRA' 
how do I make npc dialogue depend on their location?
there's schedule dialog, as well as GSQs
GSQ?
🙈
Hello, i have question about game on android 1.6.15.1 latest*
currently my SMAPI Launcher on android it not support.
because in this game it's use AOT compile & dll native *.so.
so what should i do?, can i ask android dev to fix this?
there we go-
thanks :3
!androidsmapi
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
(YES THANK GOD I REMEMBERED THE COMMAND)
That is the android smapi dev
@ivory plume Hi, could you contact android dev to fix this?
man, so, smapi keeps telling me
Requested path starting at VoidWitchCult.CP.TheFishmongerNPC_LostIsland_PirateLadHome 7, which does not exist,
over and over for a good while now but I am staring at her schedule and just cant find the issue? can someone stare at my schedule and see if you catch something that i dont https://smapi.io/json/content-patcher/b49239419ca341169b6bd4acece6dc71
As far as I know, AOT on mobile was an intentional choice for some technical reason or another
But I could be misremembering
AOT?
Ahead-of-time compilation
for much better performance I recall
ofcourse
oh yeah buttons you're a juni so you can delete spam!
(Can and already did o7)
Iirc it doubled it or something like that
But yeah either way it's not something that would be "fixed" bc it's not something that's broken
Trying to build my mod to get a release package and it's throwing this error:
The mod build package found a game folder at <steam path>\steamapps\common\Stardew Valley, but it doesn't contain the file. If this folder is invalid, delete it and the package will autodetect another game install path.
wait...
I'm an idiot.
Wrong (very old) branch checked out.
!log Can you please send the full log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
I can, pls dont bonk me for not updating smapi yet, this issue was already happening before new smapi dropped ignore the red schedule issue i already fixed that. its only the piratelad one (and i guess whatever the hell gender male is) https://smapi.io/log/1b2342566c9b4e43af0e391e6b1bf924
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 62 C# mods and 28 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
with Cinderbox out I wonder if we should consider mentioning that in the wiki guide if AOT is going to be a future problem
maybe i should move to the project Cinderbox
the problem Cinderbox it's about game files, it need PC game files
can't use android game files
Oh I see, I was going to ask what the \t7 is but I'm guessing that's a tab character
In your rain schedule
3rd entry from the end, starting at 1800
There's a tab between your location name and the 7 11 2
Rather than a normal space
oh yeah that t thing was a tab, ye i tried getting rid of em all before posting it but i guess i forgot some...
omg its gone, im freed of this curse, thank you
(C#) hey friends, what is the incantation to edit a list asset (Data/TriggerActions) with SMAPI's content API?
for dictionary assets i typically use AsDictionary but as you might guess that does not apply here
GetData<List<TriggerActionData>> I think
Hi! I'm not very familiar with the mobile version, so I'm not entirely sure what you want me to ask (e.g. are you asking to disable AOT?). If you can formulate specific questions, I can forward them to the mobile devs.
I want the game to be built exactly like the previous version, without any build modifications at all, because I’ve already fixed the game code and the lib files are very sensitive.
If that’s possible, I’d really appreciate it.
Honestly, I don’t really understand why AOT is required, since you know it prevents modifying DLLs or using libraries like Harmony for patching.

Sure, I'll forward the question. (Unfortunately vanilla has priority though; we try to support mods whenever possible, but not if it degrades the experience for vanilla players. In this case, I think some players get significantly worse performance on mobile without AOT.)
I'll welcome you with open arms. 
Hi, does anyone know if we're using Pathpart correctly?
This is my first time using it
Can you give an example of what you're trying to get the FromFile to look like after the tokens have been replaced?
Getting the -1st part of {{Target}} is just going to be the same as {{TargetWithoutPath}}
Nope, if we use 1 it's the same as {{TargetWithoutPath}}
No. -1 goes from the right. If you have the path MVSO/Portraits/Jas_SpiritsEve, the -1st part is Jas_SpiritsEve
that is the android smapi dev lol
What we want is Portraits
(Sorry, the 0th index would be MVSO)
I think we want index 1, but apparently that didn't work
If you want portraits then that would be index 1 or index -2
But the syntax using the index number like that is right? Galaxy can you share the error you got with index 1?

-# I'm great at interpreting stuff
-# literally took me until now to realize GOD my brain is just gelatin
[Content Patcher] Patch error: More Vanilla Seasonal Outfits - Jas Edition > Include assets/Jas/Jas.json > Load Spirits Eve Outfit (MVSO/Portraits/Jas_SpiritsEve) has a FromFile which matches non-existent file 'assets\Jas\Jas_SpiritsEve\Jas_SpiritsEve_Butterfly.png'.
Yes, you can use the index number like that
That's with 1
No, but why is it looking there?
Are you sure you actually saved it after changing it from -1?
Shouldn't it be looking for assets\Jas\Portraits\Jas_SpiritsEve_Butterfly.png?
Yes... I don't have the file open.
Or saved it if you changed the target
Are you editing the file in your mod folder and not one in a development copy?
It's a copy; the working mod is still in a secure folder.
I mean are you sure you're editing the copy that is actually being used when SMAPI launches the game
I assure you it's set to 1, it gives that error
Okay I'm gonna try run it @cold wolf , this is so perplexing.
It's in the mods folder... I don't know what else needs to be done. 😅
That seems to be a bug in Content Patcher. It accepts either an enum value (like FileName) or numeric index, but it's incorrectly parsing numeric indexes as the enum. I'll fix that in the upcoming Content Patcher 2.9.2; sorry about that!
Fwiw when I went to test just now with the example in the docs, it was also telling me -1 was not valid
Though I imagine that's due to the same underlying bug
Yep.
Thanks! Bezajel and I were cracking up. 😅
(apologies as well for going through the likely annoying common debug stuff re: "are you editing the right file/is it the right folder/did you save/etc stuff. It's a lot more common for those to be peoples issues than it is for there to be a bug with CP)
I don't know if this will help, but if we entered -1 or -3, this happened.
Yep, it's due to the same issue.
OMG okay thanks for the info
we were going crazy

In the next version:
can u make an instance of a public class with no public constructors
Just as a small observation after working most of today on my mod… doing the dialogue is a lot more work than I’d originally anticipated.
the context is that i want to do new StardewModdingAPI.Translation in me mod
i can ofc just publicize it 
Have you tried Activator.CreateInstance()
but hrm i am having second thoughts rn
the reason behind this is that i was thinking of making Game1.content.LoadString work with the smapi's translation stuff
but often u want a {0} in LoadString stuff and a {{thing}} in smapi translation so this is maybe a bad idea 
Or both!
maybe what i should do instead is come here and add Translation? LoadStringTranslation and such
https://github.com/Pathoschild/SMAPI/blob/develop/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs
I'm unsure what the benefit/usecase is
the general benefit is so that i can have all this stuff https://github.com/Pathoschild/SMAPI/blob/38bb6704e96dd8feb813c6282b3bc4f1be504bb8/src/SMAPI/Translation.cs#L133
if u mean "why in SMAPI instead of ur mod" that just feels less jank
But LoadString would be for stuff in the pipeline, no?
You'd be completely unable to edit these things with a Content Patcher mod
well if i made LoadStringTranslation i would be able to
Unless you removed the Tokens entirely, in which case whats the point
You can't put a token in the string with CP
Because it will treat it as one of its own tokens
its not about content mods editing it i just want to put in tokens myself
Why not just use LoadString then and do the usual string.format
ah i see what u mean by this, that does succ
good thing composer will be compatible /lh
why would composer be
by using a different token syntax that isnt {{ }} ofc
Do you have any good candidates for what symbol to use instead that aren't already taken
『ModId』
im sure people would love to type that constantly
Everyone has that on their keyboard, yes ofc
[[ ]] is also taken by tokenizable strings
you resolve with your lexer ahead of everything
but if someone writes $dfkgjh how do I know if they typo'd a composer token or if some other mod added a valid $dfkgjh dialogue command
one of the quirks of content patcher is that everything is doing a string interpolation sorta
idk what u had in mind file format wise but most languages only do a string interpolation in specific context
i didnt have too much in mind at all i was still in the "throwing stuff at a wall" phase when i stopped for modfest
but like dialogue would definitely be at least one of those contexts
yea so lets say we do go with $modid i'd do it like f strings probably 
f"{$modId} sup $thang" // "chu.Mod sup $thang"
"{$modId} sup" // "{$modId} sup"
but how would someone do that in json
tho ig the $ is extraneous hrm
they cant put an f in front of their string
thats why i prefix with idk what u had in mind file format wise
Even though I don't expect Composer to actually really see use I was still approaching it from the hypothetical viewpoint it could be
And with that I was personally considering that json would still be the most practical choice because of its prevalance in sdv modding
i wonder if newtonsoft would let u make f"thing" legal (or other similar extended syntax)
I suppose I could technically make my own format that was Button's Json and then make my own newtonsoft variant for it. that sounds practical and easy
I could call it bson, I'm sure that name is available
I'd be surprised but tbh I wouldn't even know where in newtonsoft to look to check
Newtonsoft does read comments and havea JToken.Comment enum. Maybe I could hijack comments and give them functional use. Surely this is not a terrible idea
(though I was actually unable to figure out how to do that last time I did seriously try to read a comment, so I dunno)
Could someone help me? I'm trying to add an animation to the farm house of ginger Island, but it's not working
` "LogName": "BackedPotatoes.CrystalIsland_CabinAnimation",
"Action": "EditData",
"Target": "spacechase0.SpaceCore/TextureOverrides",
"Entries": {
"BackedPotatoes.CrystalIsland_CabinAnimation":
{
"TargetTexture": "Maps/island_tilesheet_1",
"TargetRect": {
"X": 112,
"Y": 496,
"Width": 112,
"Height": 144
},
"SourceTexture": "{{InternalAssetKey: assets\Maps\Cabin\house_animation.png}}:0..19@6"
}
},
"When": {
"Island Farm's House": true
}, `
Hi there! I'm hoping someone can help me with a dungeon design issue. Despite checking my dungeon against others (Mostly SnS) I can't seem to find what I'm doing wrong. I keep getting only the error of "Failed to find dungeon data with ID...".
I can include SMAPI log and any relevant code if needed
you can't do this because it's a map
do EditMap instead of spacecore
oh thank you
There's also a "failed converting entry to the expected type 'SpaceCore.Dungeons.DungeonData':" warning earlier in the SMAPI log, which may be a part of it?
You'll need to provide both your log and your json for people to look at
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Hi! We discussed a bit internally, and I have some answers for you.
We already had AOT enabled in previous versions, since that noticeably improves performance even on mid-tier devices. The main difference in 1.6.15.1 is that we needed to update from .NET 8 to .NET 9 in order to support Android SDK 35 (Android 15). That in turn changes how the DLLs are stored; instead of being in one shared platform-independent folder, the blobs were moved into the /lib folder with valid ELF .so files.
Switching back to the old build method is hard no (since the change is required by Google), but we're open to discussing ways to support SMAPI with the new version.
In particular, all the other architectures (ARM32, x86, and x86_64) have non-AOT blob files in their respective /lib folder, but we're not sure what's inside the ARM64 blob file (e.g. whether it's stripped down or fully useable IL). If you're interested, we could provide you privately with a non-AOT APK of the new .NET 9 version of the game. That would let you see if your previous approach will still work with the .NET 9 packaging changes, and let you use the .so files for the non-AOT loaders like before. If the ARM64 blob file is useable, theoretically those loaders should let you run non-AOT while vanilla players continue using AOT (like you were doing in 1.6.15).
🤦♀️ Nevermind, solved that issue and now I have several others to deal with. I will return at some point, I am sure!
(I had no idea mobile SDV was on a higher .NET version. Maybe it is better to mod on there...
)
.NET9?, so that is need to rewrite hamony patcher for android .net9 again 😫
thanks for feedback
where can i get the game apk with disable AOT?
could you send to me?
I can't build the APK myself, but I'll DM you a copy as soon as I get one. (That probably won't be today though, since it's late for our mobile devs.)
is there a way to make my NPC hate any gift that contains fish? whether it be cooking ingredients or crafting(?) other than doing them manually
I wish
alas
There's a food_seafood tag but ur kinda sol if modded recipes neglect to use it
oh ok I'll see if I can use that
The IL is not stripped and is usable. @frosty hull, I have a .NET 9.0 version of Harmony I compiled for my STS2Launcher along with the patched Mono runtime that's needed. I forked your SMAPI and SMAPILoader earlier and have both running on the new update. I'll shoot you a DM.
Do you still need the APK in that case? (I can still send it just in case if you're not sure yet.)
I don't need it. I'm in game and everything is running fine. I'm not sure what a non-AOT'd APK would do since NRT can't legally distribute the SDV files. 🤔
is there a better way to look at/edit gift tastes? it's just a bunch of numbers and words in a single string lol
I'm not a mobile dev myself. But if you already have everything needed to update SMAPI on Android, that sounds great.
vscode doesn't like my attempts at multilining
I don't think normal json allows it, so that makes sense. You can change the language association to .jsonc or .jsonl or .json5 (whichever one you like/it supports) and it should allow it.
oh alright thx, I just gotta not forget to change it back after lol
That said I'm not totally 100% sure if the game handles a bit of extra whitespace around the slashes correctly or not if you don't un-multiline it when you're done
I'm not sure it doesn't handle it but I'm just not sure if it does.
I'll be sure to un multiline after, I just need it to be readable while I edit it
I think we'll be all good - we can extract the IL at runtime from the official APK. I'll shoot him over some documentation and source code to get the Android SMAPI back up and running ASAP.
Ok but the mod I am trying to make decoratable is using the mine_dark tilsheet I tried a trick using back 2 layer for the mine tilesheets and below I have the walls and floors tilesheet I added the type in data locations as well
I'm feeling pretty tired of working on this mod. I really wish I hadn't pushed off some of the most important parts until the last day 😅
(important plot-wise. I'd die if I also hadn't figured out most of the coding stuff earlier too)
You got this 🫡
thank you button!
Friends, I know it's possible for shirts, but is there a way to make it so that only a specific section of pants are dyeable? The shirt sheet has things laid out differently.
for context, this is what I'm working on (dyeable dino pants):
I want to try to make it so the spikes are a consistent color and only the rest of the fabric is dyed.
I can be such a mess. Maybe it wasn't a good idea to put every kind of prototype dialogue in one file. Events, letters...bad lines of dialogue and duplicates of things that I won't add... it's all there 
uh, on second thought maybe I won't inlude the png. It's very blurry, but full of spoilers if anyone tried hard enough lol
I think I might have just written a decent cutscene in a couple of hours! Probably time to code it in.
is it normal for a translation mod to replace the default.json file in i18n with one for the language they're translating to?
looks like a definite no. The draw method for the farmer draws the shirt (possibly dyed) and then it draws a dyed portion in addition to that, but it only does one draw for the pants
Not that I know of. Translation mods should usually just include a .json file for their respective language
maybe with fashion sense
like a zh.json rather than the default.json. That said, a mod can have a default.json that is not English and then provide a en.json for English users
(of course I can't find docs saying that... going from memory here)
yeah its a chinese translation, and they uploaded 20 mins before i did an update with chinese translations and i only saw it after
(you're correct, default need not be English. It used to be before last year though as they're used to be a bug with it in SMAPI, so older translations may still have holdovers from that)
yeah, that bug fix was what I was remembering, but that's true that older translations and older practices may linger
It would only be if you wanted to translate, say, an originally Chinese mod into English though and not the other way around, so I can't think of a reason for a new cn translator to do it besides just not being aware
A translation mod should only include their respective i18n file, though, and not the rest of the mod (without permission). If they're uploading a default.json in Chinese for a mod written in English, they just may not be aware of current practices
the thing is i looked at their other mods and its a zh.json file
Sounds plausible to me. Edit the default.json directly, forget to rename it, zip it and ship it
Yeah, forgetting seems plausible to me in this case, too
yea probably
should I wait for the Files tab to have a 1 by it or is this ready for publishing..?
😅
it should show up in a few minutes
ah okay, thank you
does setting a room with wallId does it make the player able to set wallpapers there or something?
I keep getting errors with this new event... is there anything obviously wrong here?```{
"LogName": "Jack's Goodbye",
"Action": "EditData",
"Target": "Data/Events/BusStop",
"Entries": {
"parcy.jack_goodbye/Season Winter/DayOfMonth 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28/NPCVisible {{ModID}}_Jack/": "
continue/
27 20/
farmer 24 22 0 {{ModID}}_Jack 27 18 2/
skippable/
speak {{ModID}}_Jack"@..."/
end
"
}
}```
you should specify the error or better yet provide a log
Sure, sure
I'll restart my game since it's been running for a while and grab the log
Here's the log https://smapi.io/log/41882e8407ed4a049e72e30ef88cb636
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on macOS Unix 15.6.1, with 19 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
I've been checking some of the lines it's listed, and they don't seem to make sense
some of the lines are actually pointing to my other event, which runs fine when I get rid of this second event
Idk what to make of it
OH
wait!
oh
nevermind 
Let me guess, it didn't work?
I added a needed space herespeak {{ModID}}_Jack \"@...\"/ but it didn't fix the red
I don't get it, what could possibly be wrong with this little event?
Could you share the full Jason for the event
I did, right here
The other event is good
and is *very * large
So which line is line 176
Something is wrong on line 175, most likely.
Seeing the whole json would at least make it easier to tell where exactly the problem is
love that we're all wondering what's wrong with Jason behind his back btw /jk
I'll check line 175 and then see what I can do
It says the { in line 176 is unexpected, which usually means the patch before it is improperly closed. Whether missing a bracket or a comma.
oh
I may have just found something
hmm
missing comma on 174, but that didn't fix
oh dear, I just put the json in smapi, and it's a nightmare to read even though it's multilined
I don't know if you guys could even go through it and see issues very well with how it looks
won't hurt to try
well, alright...
very unfortunate, because the line identifiers are all gone, and my comments at the bottom have just been eaten by smapi
(removed)
Literally unreadable, and I don't know why it transformed it like that
probably because the parser doesn't do multiline so it turns everything into a line break command ?
oh...
you're still getting the same error that something is wrong on line 176, right?
so.. problem fixed? 🤔
I'll see if it runs
fingers crossed
uh oh, debug won't parse the command...
could it be because I'm in the wrong season?
debug ebi parcy.jack_goodbye was the command btw
this was the error:```Failed parsing that command:
ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary2.FindValue(TKey key) at System.Collections.Generic.Dictionary2.TryGetValue(TKey key, TValue& value)
Something's very wrong 
but what?

hmmm
I feel like the issue is not with the event itself
It looks normal
Maybe one of my trigger actions in the content json is broken?
idk
I'm grasping for straws here
I'll try that though
oh
hold on here
let's see if it runs now
nvm
yeah, no errors when I patch the mod again, but debug ebi will not work
so odd
the event must be fundamentally broken for that
Know what? I'll try moving it on top of the other one to see if that changes anything
hmmm
I'll try changing the name of the event
maybe the conditions are wrong??
I'll get rid of almost all of them
no... that doesn't seem to be it
Oh....
Interesting
did you discover something
I entered the area, and the event ran
huh
But debug will not run it
same debug error as before
this is drivnig me insane
drivnig
I've lost it
anyway
look at this: debug ebi parcy.jack_goodbye and thisparcy.jack_goodbye/ why would debug not run this???
(the second command is in my event)
have no idea
so, my event will run at least. I guess it will just be a nightmare to test
maybe restarting smapi will fix it....
when it doubt, (after a lot of errors have flooded the console) I've found that smapi sometimes just need a break
sigh i still have to rewrite the events i just finished making lol.
i just scrapped them
again
well, that didn't fix it
all well
this is going to be interesting
in a bad way
WHAT
what!
Ok, this makes no sense!!
Look at these nearly identical events. jack goodbye will not run with debug, but jack hi will???? ```{
"LogName": "Jack's Goodbye",
"Action": "EditData",
"Target": "Data/Events/BusStop",
"Entries": {
"parcy.jack_goodbye/Time 600 1700/Season Spring/DayOfMonth 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28/NPCVisible {{ModID}}_Jack/": "
continue/
27 20/
farmer 24 22 0 {{ModID}}_Jack 27 18 2/
skippable/
speak {{ModID}}_Jack "@..."/
end
"
}
},
{
"LogName": "Jack hi",
"Action": "EditData",
"Target": "Data/Events/BusStop",
"Entries": {
"parcy.jack_hi/Time 600 1700/Season Winter/DayOfMonth 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28/NPCVisible {{ModID}}_Jack/": "
continue/
27 20/
farmer 24 22 0 {{ModID}}_Jack 27 18 2/
skippable/
speak {{ModID}}_Jack \"@...\"/
end
"
}
}```
insane
I don't understand
I can't be the name? Why would ot be the name??
no
spring must just be a broken month
how?
Ok, I need to test that
im just going to accept your events are cursed for the time being
so the game just hates that I named my event goodbye
i have no idea why they're doing this either
reminds me of the one time the game broke only when I had a tmx named map3
map3 with a couple letters after it was fiiiine though
I just don't get it
Should I keep this one as a feature or its too op
sure this looks like a totally 100% fair and balanced food item
for its price I mean
I feel like it's too op regardless of being a mil
but it looks like the humor is also the point so...
I'm not the right person to ask either
I've never had that much in the bank at once
shocking
I know
Oh, thanks for the help, btw, Dolphin and Forsy
Mmmm i need activity ideas.....
🤔
So far i have:
Manny Sit
Manny Yawn
Manny read book
Random thought: what if you change the log name to "Jack Goodbye" (removing the apostrophe) and try debug ebi with that?
Have a huge and annoying debuff once it runs out, and then it'll be perfect (like, insta pass out, or the complete opposite of all buffs
im not sure if its possible to do with what I know
some of my monsters do give negative effects to balance buffs out
honestly +30 speed would make the game unplayable lol
(semi helpful-ish answer) yes i have seen this done, dont know the exact details, might involve Extra Animal Config framework? check out milkable ewe's or what its called, the mod that makes sheep milkable
i do know that any users with Better Ranching need to turn off the "prevent failed harvesting" setting, because it interferes with dual produce animals
ah i seee. i was just thinking about animals and realized it's kinda weird to have duck eggs and duck mayo, alongside goat milk and goat cheese, but sheep are right there and can be milked yet no sheep milk or sheep cheese
Ive become a real fan of the Extra Animal Config framework, it enables adding or editing a lot of features of/for the FarmAnimals that really make sense
mmm this makes me want to get some brie and a baguette so i can eat it for breakfast again
ive done a few personal edits to some animal mods so that they can now go out in winter etc for species where it makes sense that they would 👌
nooo not the image i wanted to send
😭
nobody saw anything
i know someone already made a mod to add cheese but like
there's so much cheese
still tempted to make a mod that enables casks in the farmcave, just so i can say im making aged cavecheese
maybe theres already one, idk. not one that lets you put casks anywhere and everywhere including cave though, that wont do
Im definitely going to have to make a mod that will have a rancher who specializes in dairy products lol. I just like cheese.
Hmm. And ofc specialty products from them that you can't get anywhere else
correction; apparently the mod is called Milkable Sheep, not ewes https://www.nexusmods.com/stardewvalley/mods/25335
(you're technically correct anyways XD not like you can milk a ram...)
figured id clarify in case someone later searches for something like this
huh, apparently to age the sheep cheese you need the Custom Cask mod
i wonder why, can the casks not be edited with CP like the rest of the vanilla machines?
casks r cursed kinda
ohh noo
some of the worst words to hear in modding chat 
i think the machine rules for it are in the code code and not something u can do through cp 🤔
that does sound cursed
is that planned to be un-spaghettid in 1.7?
dunno
i know there's a list on the wiki for backend changes to prepare for in 1.7
wheres that upcoming modding changes tab i know i had at least the one for 1.6.16 open somewhere around here...
i just haven't gotten through it bc most of it is meaningless to me
"cask" isn't mentioned on the page at all
nor in the 1.6.16 page
so i'm guessing it's not being fixed yet
maybe worth bringing up as a "will this be in the cards someday"
i have to imagine it will be done eventually
considering the direction stardew is going
id support it
though id understand if they say "thats super spaghetti and would be too much work" as a reply
possibly someone has already asked, too lazy to check rn
the search says no one has mention the word cask in that channel
is dependency creep a real phenomenon or just something im imagining?
its not that a dependency itself is a bad thing, more that when you start to accumulate enough mods that each have 1-3 (sometimes more like 5
) dependencies, i feel like the risk steadily increases of the dependencies each trying to implement their own functionality and at some point some of them are going to overlap and start fighting 
feels like it adds to the complexity of making sure youre not installing mods that are likely to conflict, when its harder to get a good sense of what areas of the game the mods and their dependencies are affecting
i think it can definitely be a problem if you have like. a really long list of dependencies 🤔 people are turned off from downloading things that make them download too many other things
as from like, the purely technical side, idk
though i think "dependency creep" can easily be attributed to scope creep, in the sense of you want to add like 20 thousand features to this mod but you need a lot of dependencies to do it. it might be worth just scaling down the mod a bit if the sheer number of dependencies you need is kinda overshadowing the mod itself
(idk if that makes sense)
it's also about kiss though, do you really need that dependency or can you do it in a better way with pre-existing functionality
and if a dependency breaks or is no longer developed, that's also a huge problem
yeah for sure. im always keeping the "less chefs in the kitchen" rule of thumb in mind.
tbh, the only dependency conflicts I've seen (in stardew specifically) are when people try to reduce their dependency count & write their own version of the same feature

