#making-mods-general

1 messages · Page 570 of 1

royal stump
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but I'm biased toward "just use a framework" because I write those, so mileage varies SDVkrobusgiggle

near imp
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interesting. i do feel like robust and well updated frameworks makes that issue less likely to appear. not sure i can explain it well, but if there is a well established framework for something then all mods that need that functionality can use that (and therefore the same dependency), which is a non issue. whereas if 3 mods all have three different frameworks all affecting, lets say Machines, then it gets complicated

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add on top of that something like a mod that affects the quality output of machines, and then into the mix custom crops, produce and their custom artisan goods and things start to feel pretty murky for an end user

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(which is me, pretty much just an end user with a slightly fancier hat)

royal stump
#

generally/ideally, frameworks let modders decide what specific features apply to what machines/etc, in a way that they don't functionally conflict
& the community's fairly good about keeping them from innately conflicting with each other, pathos swoops in to maintain old mods sometimes, etc

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user opinions do vary a bunch, i just personally see more "i installed 500 mods without knowing what they do" than worries about too many deps (or too similar ones, ig)

near imp
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I think i might be an outlier in terms of worrying about compatibility before installing yeah SDVpuffersquee I see a lot more "i installed 500 mods idk which and now things are red and explody and this surprises me" so approaches to mods definitely differ SDVkrobusgiggle

devout otter
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Is there any OnLocationChange-related performance difference between "When": {"LocationName |contains=Beach": true,} and "When": {"LocationName |contains=Beach": false,} ?

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Like would the game check it less if it's true or somesuch?

royal stump
#

should be effectively no difference, it's just checking the letters in a single name either way
(and the frequency of updates is the same)

rain inlet
#

isn't it just a one off check regardless, called when OnLocationChange is called?

devout otter
#

Yar logically I know it should be that way. I just somehow can't wrap my head around it.

brazen gyro
#

Question, is there a way to get rid of the farmer's shadow? The shadow when you walk around SDVjuniheart

verbal glacier
brazen gyro
#

OH THANK YOU!

verbal glacier
#

No problem 🙂

safe kraken
#

Ayone knows where this Penny Sprite is used SDVpuffereyes

near imp
#

what ...even is that?

torpid sparrow
#

dress

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with bow

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no idea though

tiny zealot
#

pretty sure that's a modded overlay on the vanilla sprite

torpid sparrow
#

its a rly cute sprite

tiny zealot
#

penny does have a headless dress sprite though and i don't know where it's used

safe kraken
#

The OG sprites are these ones

near imp
#

ohhhhh lmao i was trying to see what kind of face SDVpuffersquee nvm me

safe kraken
#

I was seeing the SCA ones lol

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Welp, I will just leave a dumb easter egg in it's place then lol

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Gonna be funny if it's actually used lol

fierce vault
#

Hey, this DT should be working in my event, right? { "Name": "DT_goodbyeEval",// gets hat "Value": "speak {{ModID}}_Jack \"@\"", "When": {"Hearts:{{ModID}}_Jack": "4, 5, 6, 7, 8, 9, 10"} },

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Oh, for contextemote farmer 28/ pause 1000/ {{DT_goodbyeEval}}/this is in the event itself

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I have four hearts and it's not triggering

tiny zealot
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tbh i think the dependencies "problem" is mostly cultural (users value mods with fewer dependencies, and modmakers cater) and is caused by how nexus works.
in more robust versions of this system (think package/update managers on your OS), installing a thing and all its dependencies is just as much work as installing a single thing: click button. the dependencies are installed automatically. but nexus doesn't have that, except with collections, which aren't really the same; it's more like someone else has already done it for you. so installing a mod with 7 dependencies is more friction than a mod with only 1

torpid sparrow
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theoretically if dependencies were downloaded already, would there not be duplicates

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or is it like check off what u need and download those all at once

near imp
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Ah, i didnt really consider the 'added work' angle, its not something that bothers me personally but it seems like its not uncommon for other mod users to find the added work discouraging. I suppose we all pick mods based on different priorities

tiny zealot
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also my software culture makes me desire smaller frameworks that do one job instead of unknowable monoliths like spacecore, so i am slowly contributing to said creep myself

autumn ivy
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ok coded my content patcher port of sprinkler upgrader yesterday.... time to test

tiny zealot
torpid sparrow
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ahh ok

tiny zealot
#

but i think that manager could be extremely simple and still suffice

vivid citrus
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Hello everyone. I can't find the NPC sprites that are used in the Social page. Where can I find them? I'm referring to the reduced NPC sprites as shown in the screenshot below

near imp
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-# come to find out that the Milkable Sheep mod doesnt require Custom Cask Mod framework -any more-, they just hadnt updated all the sections of the mod page (understandable). so my dependency-induced existential crisis didnt have to come to a boil at this point after all SDVpufferflat SDVkrobusgiggle

hard fern
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!unpack

ocean sailBOT
#

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!

tiny zealot
vivid citrus
tiny zealot
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i think that field is null for vanilla characters because there's a hardcoded default

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but yes, it's the standard facing-down sprite cut off at a certain point

tulip kindle
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hi guys i want to try and recreate this mod (since im locked out of my chucklefish forum account and they have server issues so i cant redownload it) it should be fairly simple map edit..

https://community.playstarbound.com/threads/greener-pastures-farm-map-mod.130067/

i wanted to ask what tool do you recomand i use in order to do that?

hard fern
#

For custom NPCs you'd put something there if your NPC is of nonstandard size i guess 🤔

near imp
autumn ivy
#

ok.... its 1/2 working.... its upgrading my sprinklers.... but not taking the "fuel"

tiny zealot
#

that rect is also used on the calendar to mark birthdays

vivid citrus
tulip kindle
fierce vault
#

Anyone know if I can have a when and a condition in appearance data? "SpringJack3": { "Id":"SpringJack3", "Condition": "SEASON Spring, DAY_OF_MONTH 3", "when": {"HasFlag": "jack.hat.given"}, "Portrait": "Portraits/{{ModID}}/SpringJack3", "Sprite":"Characters/{{ModID}}/SpringJackSprites3" },

tiny zealot
fierce vault
#

Oh, ok

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I need to add the mail flag to the condition then

near imp
# tulip kindle cool than i look for a guide on how to use that (:

as someone who also used to do map editing back in the day, there are some notable changes that makes things very convenient now compared to how it used to be. warp coordinates are handled better so theres no need to edit maps other than the farm map, the farmhouse and greenhouse is now movable, etc. worthwhile to keep in mind SDVpufferthumbsup

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plus tiled handles the individual tile properties and the visual tile on separate layers, which omg 🙏 so convenient

autumn ivy
fierce vault
#

should conversation topics have a mod id in them?

calm nebula
#

oui

fierce vault
#

thanks

knotty inlet
#

im a pixel artist who would like to work on a mod that adds shotguns to stardew valley using the archery framwork

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I'd like help from a more competant coder with making the shotgun fire either several projectiles or making it create a hitbox in which it checks the distance from the player to the entities with in it to calculate the damage they recieve

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In return I will make pixel art assets for them

torpid sparrow
#

hey...so what are you gonna do...with those shotguns...

fierce vault
#

guns would be a pretty overpowered way to go through the mines SDVpufferthinkblob

lucid iron
#

I dunno if archery framework supports what you want

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Did you check docs

knotty inlet
#

maybe add in a mod that lets me hunt deer if that exists

knotty inlet
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it's got this "special attack" thing

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but thats just a trigger..

lucid iron
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That's the right click attack right

knotty inlet
#

yeah.

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anyways, that thing is basically there so that you can make another mod- not a content pack- act on that special attack.

lucid iron
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well deferring the scope creep to later, did you get a shotgun in the game yet

knotty inlet
#

wait, no, I meant to define the ammo enchantment-

knotty inlet
#

frick-

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ok so basically- gah im bad at talking

lucid iron
#

That is step one then Dokkan

knotty inlet
knotty inlet
autumn ivy
#

ok i am completely lost maybe someone can help??? its upgrading.... but not taking the "fuel"

  "Action": "EditData",
  "Target": "Data/Machines",
  "Entries": {
    "(BC)BluPenDragon.SprinklerUpgrader": {
      "OutputRules": [
        {
          "Id": "BluPenDragon.SprinklerUpgrader_BasictoQuality",
          "Triggers": [
            {
              "Id": "BluPenDragon.SprinklerUpgrader_BasicInput",
              "Trigger": "ItemPlacedInMachine",
              "RequiredItemId": "(O)599",
              "RequiredCount": 1,
              "RequiredFuelID": "(O)335", 
              "RequiredFuelCount": 1, 
              "ConsumeFuel": true
            }
          ],
          "OutputItem": [
            {
              "Id": "BluPenDragon.SprinklerUpgrader_QualityOutput",
              "ItemId": "(O)621",
              "MinStack": 1
            }
          ],
          "MinutesUntilReady": 30
        },```
knotty inlet
#

oh you mean add hte item dont you

tiny zealot
stoic chasm
#

Hello! I just had a few questions about things relating to adding a custom NPC. 1: For (specifically Loved and Hated) gifting dialogue, can I make it so that for certain items that instead of my npc talking, a box does pop up but it's not her talking? Sorry if that doesn't make much sense, I'm not quite sure how to word it. 2: How many portraits should a character typically have? 3: How would I portray a character that stutters? Is that possible to do? 4: How do I add modded items to my characters gift taste list? I'm sorry if any of these questions are explained somewhere! Asking for help is very nerve-wracking (no idea if that's spelt right) for me.

torpid sparrow
#

Yes, the dialogue command is % I believe

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To 1

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2, doesn’t matter I have 40

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3, would just be in your dialogue

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4, would you like an example right this second or would you like to tackle something else first

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It is possible though

tiny zealot
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for 4 you just use the modded item's id the same way you use vanilla ones. the ids just look different

tulip kindle
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uhm if im using spring tiles to edit my farm, will the edited tiles be convereted to the other seasons colors when the time come?

fickle sentinel
#

what's the most common map recolor these days?

stoic chasm
tiny zealot
tiny zealot
tulip kindle
#

lol im having way more trouble then i expected just trying to make the standard farm square shaped (i mean deleting the annoying clifs at the middle left and bottom right corner)..

lucid iron
knotty inlet
#

ye

meager ginkgo
#

when I'm using #$b# can I keep whitespace around it or should I remove it

torpid sparrow
knotty inlet
#

ay

torpid sparrow
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the delimiter is a space, needed bc gift tastes are set up as item item item, so you need to add a space or it'll get screwd up

knotty inlet
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how do I uh

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like

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use cheats to just give myself an item

brittle pasture
# autumn ivy ok i am completely lost maybe someone can help??? its upgrading.... but not taki...

as mentioned there is no such thing as ConsumeFuel, RequiredFueldID and RequiredFuelCount
the global machine field
AdditionalConsumedItems is what controls machine fuels, but this will add the fuel to every recipe of the machine
if you're looking to have different fuels for each 'upgrade', you need the framework Extra Machine Config; see that mod's documentation to see how that's done

meager ginkgo
#

list_items <name> to find the id of the item also in smapi

stoic chasm
knotty inlet
#

thx

autumn ivy
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ahhhhh ok

fossil osprey
#

Vibrant pastoral recolour

tiny zealot
#

vibrant pastoral redrawn (nee recolour)

fossil osprey
#

Aw shoo

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I got got

fickle sentinel
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Thanks!

knotty inlet
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im very new to everything

fossil osprey
#

Smapi console

knotty inlet
fossil osprey
#

Or get the CJB item spawner mod, and it's an in-game menu

meager ginkgo
knotty inlet
#

uhh..

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it does not open when I launch modded stardew

fossil osprey
#

If you have a modded game, you have the smapi console open in the background

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Else you won't have mods

knotty inlet
fossil osprey
#

Alt+Tab when the game open

knotty inlet
#

its literally not there

meager ginkgo
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or do windows+tab to view all your open programs at once

fossil osprey
#

Then you're not on a modded game

knotty inlet
fossil osprey
#

Then it should be there x)

knotty inlet
vale holly
#

a launch script might be hiding it

knotty inlet
#

I should mention maybe that I launched from cursefroge

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ah

fossil osprey
#

Oh

tiny zealot
#
  1. instead of arguing semantics, try to solve the problem
  2. this is not the channel to do that
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this is for modmaking

knotty inlet
#

I couldnt find the console which I needed for testing stuff

tiny zealot
#

by asking how to use cheats to give yourself items?

knotty inlet
#

sorry

knotty inlet
tiny zealot
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ok my mistake then

knotty inlet
#

ah, if i click "run game" instead of "play" it opens the console

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neat

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ARCHERY IS LITERALLY RIGHT THERE

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peacefulend.archery is literally. right there.

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aaa

brittle pasture
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it looks like you're using a mod manager? we don't trust them tbh; most surefire way to manage mods and confirm their installation is via manual extraction

brittle pasture
#

(most mod managers that isn't Stardrop do some clever stateful virtual filesystem BS, and the only people who I trust can make a good implementation that doesn't randomly swallow your files are computer science PhDs who have at least a couple commits contributed to the Linux kernel)

rain inlet
#

i use the legacy nexus mod manager lmao

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works great

knotty inlet
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ima be real im used to screwing around with minecraft specifically and stardew

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its

wispy bramble
#

I also don't recommend Curseforge in general as most Stardew mods are hosted on Nexusmods anyway. (Also, I've heard even the Minecraft community is slowly moving away from CF, so you know things aren't going well over there.)

knotty inlet
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different

magic tangle
#

i heard somewhere that curseforge is spyware

rain inlet
#

curseforge is just, icky

upper fractal
#

so i need help...I managed to load my npc into game,however she doesnt move/follow her schedules or talk.idk how to fix this issue..

whole raptor
knotty inlet
#

lol

fossil osprey
zinc willow
#

Hi, I have a question! This will be a bit long but I just want to give some background and specific info that I think would help with the question.

I'm pretty new to modding though I have experience in some programming languages (not C or C#, but I'm in the process of learning), and I've messed with some content packs before (e.g., fixing an error in a personal download of someone's mod) and understand the setup. However, I'm not overly familiar with how the game works, and I've been looking through the modding wiki.

My question is about tile properties and how they're handled in the base game: I understand that the "Diggable" property allows you to plant crops. However, what property (if not "Diggable") contains info on whether the tile already has a crop in it or not? Because you can't plant a crop on top of another crop without using the pickaxe (I think, maybe also the hoe?) to dig up the current crop.

Additionally, what property controls fertilizer? The base game does not allow you to put a different fertilizer on top of one already on the tile (again, without digging it up), so there must be some property that controls whether you can add fertilizer or not?

Ultimately I think that I'd like to add a custom property to plantable tiles (bc I'm not sure whether one I can manipulate already exists or not) for a mod I'm thinking of making but I want to understand how certain properties are handled and where I could potentially find a list of all tile properties in the base game... Or something like that.

Thank you in advance!

autumn ivy
#

well i still cant get it to take a fuel.... so i decided not to use a fuel.... 3 of the previous sprinkler tier makes 1 upgraded sprinkler

upper fractal
brittle pasture
torpid sparrow
brittle pasture
torpid sparrow
brittle pasture
#

a map of tile coordinates to a TerrainFeature (which could be hoed dirt, fruit tree, or etc.)

upper fractal
upper fractal
autumn ivy
torpid sparrow
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my first npc did that

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i cant rmb how i fixed it it was 2 years ago

knotty inlet
#

aaa

torpid sparrow
#

as for schedules, you might need to sleep a day for it to work

upper fractal
upper fractal
torpid sparrow
#

did u load a blank for it before?

#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

torpid sparrow
#

can u send content json and dialogue json

upper fractal
#

alright!

zinc willow
# brittle pasture GameLocation.terrainFeatures

Is there info about this on the mod wiki? If so, could you please tell me where?

Ideally I'd want to see if I can keep track of the last crop that was planted on that tile or create some kind of flag in order to affect harvest quality. I.e., the quality of a crop would be affected by whatever the previous crop was on that tile.

upper fractal
meager ginkgo
#

should I capitalize saloon in dialogue

brittle pasture
ocean sailBOT
zinc willow
torpid sparrow
#

i feel like this is the problem

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when u add in a new npc u should be editing Data/Characters

upper fractal
#

what should i change then?

torpid sparrow
#

include ur npc json

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can u also send ur npc json?

torpid sparrow
#

and then in your NPC json you need to EditData

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similar to this would be in ur npc json

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didu load a blank json for ur dialogue and schedule jsons?

upper fractal
#

yeah,i think i did

torpid sparrow
#

ok that should be fine then

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u just need to fix ur character patch

upper fractal
#

that would be the npc json and content right?

torpid sparrow
#

yes

upper fractal
torpid sparrow
#

not if u dont want to

#

do you want to keep it in a separate json?

upper fractal
#

i dont really mind

torpid sparrow
#

if u want to keep it separate, you have to Include the npc json in ur content and then add a patch in your npc json

upper fractal
#

i just loaded my game again.It fixed the beheaded thing but still doesnt talk or moves

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i think i prob did smth wrong with the dialogues and schedules blank thing

torpid sparrow
#

ill need to see them then

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for schedules try sleeping a day

upper fractal
#

alright let me try sleeping and ill sent the blank json for schedules and dialogues

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it seems sleeping doesnt work,its raining and at 9 shes supposed to be in the forest but she remains at the same spot

meager ginkgo
#

which boulder is the conversation topic cc_Boulder talking about? is that the mines unlock, the glittering boulder removal, or the railroad earthquake thing?

calm nebula
#

Glittering

meager ginkgo
#

I love scope creep !!

torpid sparrow
#

what is the first link for?

upper fractal
#

Got it!I'll try it later and see if that works

torpid sparrow
#

the second one looks correct

torpid sparrow
#

im not sure what the first link is though

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hmm the portraits and sprites for ur character manifestation is also not correct now that i look at it

upper fractal
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Can u point out the mistakes in those two?

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Weird when i checked it in the json validator it says it had no error

torpid sparrow
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the json validator doesn't catch errors in content

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just in format

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You loaded the portrait and sprite so the path should be "Portrait": "Portraits/Heycien",

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and the same for your sprite, which would be "Sprite": "Characters/Heycien",

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can u send ur actual schedule and dialogue jsons?

modest dagger
#

so y'know how you can give stuff in dialogue, can you give buffs that way

hallow prism
#

Yes with action

knotty inlet
#

Im trying to get good at just generally using mod console stuff so I can make an archery add on-

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im trying to use the archery "starter pack" addon created by the archery mod creator as a base for my content pack

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to do that, I need to be able to just summon my items

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while I can view them to craft, I am unable to actually like, make them..

lucid iron
#

You may have to report this to peacefulend, assuming this is just the example

knotty inlet
#

well crud.

lucid iron
#

Is this what you tried?

knotty inlet
#

yea thats the thing

#

these files look right, right?

lucid iron
#

Yeah I'd just get a log then bolbsun

#

!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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.

knotty inlet
#

damn..

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how do I uh make a log

lucid iron
#

Archery is not a widely used content pack format so it can be hard to get help

lucid iron
jaunty shuttle
#

Hey Chu, how do I make rotatable furniture in ModSmithy?

lucid iron
#

You set the bounds to the first sprite and then set the number of rotations

jaunty shuttle
#

I see the thingy that I can set to 2 rotations... but how do I set what the other rotation is?

lucid iron
#

You cannot explicitly set what the rotation would be, this all follows vanilla rules

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Gotta rmbr that smithy is a gui for putting data in it doesn't do any mechanics

jaunty shuttle
#

Um, what sprite does it use as the rotation then?

lucid iron
#

Depends™

jaunty shuttle
lucid iron
#

The logic is usually the next sprite or the next 2 sprites and then a flipped version of the 2nd

knotty inlet
#

have fun :>

lucid iron
#

I try not to think about rotations because they are cursed and instead i just make more furniture lol

knotty inlet
#

lol

#

i...

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i only ever make pixel art im new to modding entirely

calm nebula
#

Chue, does Smithy preview rotations

lucid iron
#

Not right now

calm nebula
#

Can it?

lucid iron
#

I should figure out how maybe

jaunty shuttle
#

So this would use the rotated train sprite to the right of it?

lucid iron
#

But there's no logic which creates a furniture while you are still in the ui

primal garden
#

Does anyone know whats wrong with this code? why does noting happen when I give abigal a stardrop tea

Manifest.json
{
"Name": "Abigal Herby",
"Author": "AngelWhatEver",
"Version": "1.0.0",
"Description": "Herby is really cute and crazy.",
"UniqueID": "AngelWhatEver.AbigalHerby",
"UpdateKeys": [],
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"

}

Content.json
{
"Format": "2.9.1",
"Changes": [
{
"Action": "EditData",
"Target": "Characters/Dialogue/Abigail",
"Entries": {
"AcceptGift_(O)StardropTea": "This Stardrop tea is like herby, he is a dog a really cute one you know?"
}
}
]
}

If you can help me pls let me know 💖

jaunty shuttle
lucid iron
#

But that is what the auto reloading is meant for

#

I recommend that you setup a keybind for smithy

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Then, you can access the editor while actually in a save

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For faster iterations

jaunty shuttle
#

Got it lol

fossil osprey
ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

lucid iron
#

In my experience, 2 rotation tends to do what you expect as long as your bounds make sense

#

4 is where shenanigans begin

primal garden
lucid iron
#

For those it's best to find a vanilla furniture like say a chair and follow the bounds exactly

fossil osprey
jaunty shuttle
#

Oh another question, is there a way to offset the bounds so say only the top of a furniture can be the part you can't step through?

lucid iron
jaunty shuttle
fossil osprey
lucid iron
#

For a lot of things in smithy, if you don't see a specific input widget it means this just doesn't have matching vanilla field to set

#

If you want to do these things you can use mmap furniture draw layers though

#

Put any non smithy jsons in the custom folder

jaunty shuttle
#

If I set a furniture as a table, where does the table slot go?

jaunty shuttle
#

LOL where does it appear automatically then?

lucid iron
#

Table slot position is a thing calcifer provides if you want

#

For vanilla it's usually center of the overall table

jaunty shuttle
#

The center of the texture?

primal garden
near imp
#

Look at what line its saying the error is on. Usually its in that line or the one right above

fossil osprey
#

In your manifest, you're missing a curly bracket at the end

safe kraken
#

Y'all know if I could do an appearance that only applies in the wedding event?

calm nebula
#

Yes

torpid sparrow
#

yes

calm nebula
#

IS_EVENT -2

safe kraken
#

nice, what would be the conditions?

#

That? Got it

torpid sparrow
#

works great

safe kraken
#

Nice, I needed this for the genderbend mod SDVpuffersquee

calm nebula
#

You're deputized into adding this into the wiki if it works

safe kraken
#

Oh no SDVpuffersquee

torpid sparrow
#

oh good it skipped me

primal garden
near imp
hoary flame
#

hii could someone do a mod showcase for me?

primal garden
# near imp no you have to do that part yourself 🙂

I fixed it but when I put it back in it gave me this info

2 Name Property 'Name' has not been defined and the schema does not allow additional properties.
3 Author Property 'Author' has not been defined and the schema does not allow additional properties.
4 Version Property 'Version' has not been defined and the schema does not allow additional properties.
5 Description Property 'Description' has not been defined and the schema does not allow additional properties.
6 UniqueID Property 'UniqueID' has not been defined and the schema does not allow additional properties.
7 UpdateKeys Property 'UpdateKeys' has not been defined and the schema does not allow additional properties.
8 ContentPackFor Property 'ContentPackFor' has not been defined and the schema does not allow additional properties.
1 Missing required fields: Format, Changes.

near imp
#

Look at the last line. What do you think it means?

#

also as general advice, i recommend using existing examples provided by the documentation and guides, this cuts down on a lot of missing bits and incorrect structure

#

attempting to write everything from scratch will be a difficult way to do it

fossil osprey
#

I think it's just an issue of you mixing the two main files 🤔

near imp
#

manifest vs content you mean Mr Duck?

fossil osprey
#

yeah

#

It's expecting a "Format", which is a content.json field, and all errors are from fields you find in the manifest.json

#

So either you've merged the two files into one, or you've switched their names

near imp
near imp
#

Other words /example : Youve got the validator set up to scan and check the anatomy of a dog. If you put in a horse to scan, the validator will say "this is the worst dog ive ever seen, the tail is all wrong and what is even up with the head". So make sure the setting its checking for is right 🙂

fossil osprey
#

It seems to me that you don't really understand what's going on, what are you following to help you make your mod?

primal garden
fossil osprey
#

…yeah that might be why things don't work

near imp
#

The first one is often outdated, the second one is not reliable at all.

fossil osprey
#

Youtube tutorials tend to be very outdated very fast

near imp
#

Use the wiki guides

fossil osprey
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

primal garden
#

I only made this mod to try and teach me on how to make a mod

near imp
#

The wiki tutorial for Content Patcher is probably a good place to start, link in the Governors message

fossil osprey
primal garden
#

Thank you guys so much

fossil osprey
#

Be sure to read the entire tutorial, it has a lot of info to help you understand what and why you're doing all this SDVpufferheart

safe kraken
#

Imma try some stuff, hopefully I can make this work

fierce vault
#

should I use now or received on mail that's just used as an immediate flag?

brittle pasture
#

now = will show up in your mailbox as a viewable mail (complete with envelope icon)
received = enters list of received mail immediately

#

if it's just a state flag use the latter

fierce vault
#

thanks!

#

is there a way to specify how in many days mail should arrive? Because I don't see it on the mail portion of trigger actions on the wiki

gaunt orbit
#

no there is no way to do that

fierce vault
#

oh...

gaunt orbit
#

you would have to use something else as a timer

#

like a CT

fierce vault
#

Ok

gaunt orbit
#

players have only 3 mailboxes: tomorrow, today, and read

fierce vault
#

alright, I'll look into that

fierce vault
#

I would send the mail at certain time with trigger actions right?{"LogName": "Letter", "Action": "EditData", "Target": "Data/TriggerActions", "Entries": { "{{ModID}}_Letter": { "Id": "{{ModID}}_Letter", "Trigger":"DayEnding", "Conditon":"", "Action":"AddMail Host parcy.jack_Letter tomorrow" } } }I was lookng through queries though, and can't figure out what to add to make it look for the CT.

upper fractal
fossil osprey
#

No, it's just that you've already loaded the portrait in your mod, so now it's accessible with this short new path instead

uncut viper
# fierce vault I would send the mail at certain time with trigger actions right?```{"LogName": ...

When you want to start a timer, you use a trigger action to do two things:

  1. Set a DIFFERENT mail flag (received) called like "TimerStarted" or something
  2. Add a conversation topic called "Parcy.JackLetterTimer" or whatever and set it for however many days you want the timer to go for

Then in a DIFFERENT trigger action, you check every day (or every night, up to you) for the player to have two conditions:

  1. they must have the TimerStarted flag
  2. they must NOT have the Parcy.JackLetterTimer CT active
#

the TimerStarted flag is to make sure this doesnt happen immediately because they obviously wont have the LetterTimer CT at the start of the save file

#

So if you give them that flag and start the CT at the same time, that separate trigger action will only happen when the CT runs out

upper fractal
fierce vault
#

Thanks for explaining that Button, I'll definitely save this. I think using a season query might be a bit quicker for me right now though, since I've already done one of those I only have a few hours left to finish this mod. I think it should work ok

uncut viper
#

You can also use Stats as a timer too but I had a feelin it'd be a bit much all at once so I didn't wanna overwhelm with two explanations

fierce vault
#

I have so much left to do, even though most of it is formatting my dialogue in the i18n

ocean sailBOT
#

@fierce vault You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.

fierce vault
#

Oh

#

my panic has promoted me

uncut viper
#

Remember the timezone difference for the end of contest time

fierce vault
#

yup

#

That's why I only have a few hours

uncut viper
#

(I keep saying it because I would feel so bad if someone posted it just after it ended bc they didnt realize/forgot)

fierce vault
#

It's going to be so last minute

#

yeah, that would be very sad

#

thanks for the reminder 😅

#

I've been anxious about this all week though

#

so I've been thinking about it!

quasi dew
#

nearly had a heart attack bc I forgot I had the "have more kids" mod, and my toddlers went outside and started running around. I thought I missed a huge update lmao

steep viper
#

anyone else ever do something in tiled, and then when you replicate it on a different file it breaks? 🙃

trim tundra
#

Can you make it so a Content Patcher mod has sub-menus within GMCM? As far as I'm seeing reading through the Content Patcher and GMCM documentation the best you can do is section headers.

brittle pasture
#

nope unfortunately

trim tundra
#

That seems like an oversight. One that I think would be reasonably easy to overcome. GMCM can clearly already handle sub-menus, I've encountered C# mods with them, so it seems like adding a "Sub-menu" field to the configuration schema would be pretty easy. And if it was a new field that assumes top-level when null it would presumably be 100% backward compatible.

steep viper
#

does anyone know the proper way to add i18n translations to map tiles? I am having a struggle SDVpufferwaaah

mellow laurel
#

can you share your json

lucid iron
uncut viper
#

If you wanna add it to CP yourself, feel free to submit a PR

lucid iron
#

But also one time I put my settings in a subpage and i got about 42 comments asking me where my configs are at

#

The gmcm subpage doesn't look very clickable rn

trim tundra
uncut viper
#

It's something much easier said than done.

lucid iron
#

I think it is also good to consider if user actually needs all these config

trim tundra
#

I do think the configuration for this particular mod is probably overexposed, but from what I'm seeing it doesn't look like for content patcher mods you have much of a choice as to what you expose to users if it is configuration. As in I'm not sure if you can have something for example configurable in the json files but not actually include it in the GMCM menu.

fierce vault
#

I can't believe it, almost all my dialogue keys are filled... I'm soo close

nimble aurora
#

Hi! I'm making a custom NPC mod and I've run into a weird problem. The NPC spawns and has schedule, but I can't interact with it in any way after it moves onto the 2nd "activity" in the schedule. There are no errors in the smapi log. I also checked files in the JSON validator (they seem fine) and I double checked all the places I used the internal name of my NPC - I couldn't find anything wrong here either.
I'm genuinely lost, does anyone know what could be the problem?

Schedule
https://smapi.io/json/content-patcher/e1af58ed2eae499c89ac3cb769f73ef2

The schedule is a bit messy, bcuz I tried to band-aid the problem, but I don't see any technical problems :/

quasi dew
#

thoughts on an overlay for toddlers that makes them look like they're sleeping? only downside is that I can't make it "turn on" at 7:00 pm when they go to sleep, so they'll take power naps during the day. 😅

#

feels somewhat realistic lol

near imp
#

oh yeah

fierce vault
#

Quick question is something that's able to be done in dialogue isn't it?

#

non event dialogue

#

I'm having a little trouble finding references of other people using them

#

I don't think mine are formatted correctly

verbal glacier
urban patrol
fierce vault
#

Ohh

urban patrol
#

aba has a question tutorial

fierce vault
#

uh oh

#

Ooo, I'll need to go to that page on the wiki then, thanks!

void aspen
#

Arr I can't find some time to finish my mod already

nimble aurora
trim tundra
#

Hmm... Because I was curious I started poking around in Content Patcher's guts to figure out how configs work, so I'm wanting to run my current understanding by y'all to see if I'm missing anything.

It looks like the only relevant files (barring some migration files, which this change might could need, but that's a whole other topic) are ConfigField.cs, ConfigSchemaFieldConfig.cs, ConfigFileHandler.cs, and GenericModConfigMenuIntegrationForContentPack.cs. It seems like those first 3 would truly just trivial changes, adding a section for some sort of Submenu schema. I don't fully understand GenericModConfigMenuIntegrationForContentPack.cs yet, so can't say how complicated that might be.

Could also always be missing something. Been looking at this for like 10 minutes, not exactly an expert.

#

Anything I might be missing?

#

There's also obviously the whole GMCM side of things too, so there's likely more to this.

fierce vault
#

Oh, dear... multiple things in my mod are still broken after testing some moreSDVpufferchickcry

#

why is this mod so hard...

trim tundra
# trim tundra Hmm... Because I was curious I started poking around in Content Patcher's guts t...

Continuing off this, it looks like you wouldn't actually need to change anything in GMCM if GMCM has some sort of submenu method or function (I think, my C# knowledge is very basic). Looks like GenericModConfigMenuIntegrationForContentPack.cs just creates a menu by building an array of all fields by section then just building that out. So it seems like you'd just need to add another layer. Rather than just fields by section you'd need fields by section and sections by submenu.

Doesn't seem that complicated...

lucid iron
#

It's not that complicated but pathos has actually shot down my PR for being too much of a GMCM wrapper Dokkan

whole prism
#

I wanted to get feedback on the newer description for my mod. I shorten as much as I could, and added spoilers to the large lists (updates/fish/quests) so it wouldn't clutter the whole page

lucid iron
whole prism
#

So I can improve it before any larger updates

trim tundra
lucid iron
#

Since gmcm itself is getting an overdone

trim tundra
#

Oh, is it? Didn't know about that. GMCM is a little rough 'round the edges.

#

Like submenus not looking very clickable or like submenus, which was already mentioned.

uncut viper
#

(I said it was much easier said than done, I didn't say it was complicated. You will need to understand how GMCM pages to do it as well, it's not as simple as "create page" as things must be done in order)

lucid iron
#

Yeah u can search this channel for casey's gmcm 2.0 api stuff

#

Still I think it's just not that vital for 90% of content packs out there

#

For the remaining 10% sometimes they just make their own C# just for full GMCM features

trim tundra
#

Yeah, if GMCM is getting a whole 2.0 this is a very moot point. And yeah, it isn't that vital. But I was just trying to check how much effort versus how much benefit. Sure folks could just write their own C# stuff, and probably for most of the mods that would need that level of configuration they'll already have some C# involved, but there would almost certainly be a few edge cases out there where the only reason they'd be doing any C# stuff would be for a config menu. Which seems like a waste.

Plus, assuming the submenus themselves are more obvious and nicer to use, I think they would actually could get use even for smaller mods. The current thing is they just aren't obvious enough.

In brief, my stance would be more customization is more gooder, so long as it isn't too hard to do.

twilit quest
#

Hi friends! I have a collaboration partner and we are working on something new! ^_^ I don't have access to ILSpy right now to dig into the Stardew code. I wondered if anyone knows how vanilla building upgrades are tracked (ie Coop, Barn, Shed, etc?) With house renovations it's mail flags, but for House Upgrades it's hard coded. I can't find any mail flags relating to buildings, so I'm wondering if anyone knows if they're hard coded in the same way as the House Upgrades?

lucid iron
#

A building upgrade is new type entirely

#

You can use the gsq that checks building on farm

gaunt orbit
#

It's in the building itself, but builder status is stored in networldstate

lucid iron
#

It should be able to check for "Big Coop" as opposed to coop

gaunt orbit
#

Oh I misread. Yeah chu is right, each tier of building is actually an entirely separate building type

#

You can see this if you unpack the game files and open up Data/Buildings

fierce vault
twilit quest
fierce vault
#

the letter trigger also won't send either

#

is there any reason this won't work? { "LogName": "Hide jack after outro", "Action": "EditData", "Target": "Data/TriggerActions", "Entries": { "{{ModID}}_HideJack": { "Id": "{{ModID}}_HideJack2", "Trigger":"DayStarted", "Conditon":"SEASON Spring, DAY_OF_MONTH 4", "Action":"SetNpcInvisible {{ModID}}_Jack 9999999" } } },

brittle pasture
gaunt orbit
fierce vault
# fierce vault is there any reason this won't work? ```{ "LogName": "Hide jack afte...

i had originally had this as first approach, and I feel like both should work{"LogName": "Hide jack after outro", "Action": "EditData", "Target": "Data/TriggerActions", "Entries": { "{{ModID}}_HideJack": { "Id": "{{ModID}}_HideJack2", "Trigger":"DayEnding", "Conditon":"PLAYER_HAS_SEEN_EVENT Host parcy.jack_lastHi", "Action":"SetNpcInvisible {{ModID}}_Jack 9999999" } } },

urban patrol
fierce vault
#

Oh, no, you're right!

#

thank you nic!!

verbal glacier
#
  • for before and after the entry key is the same
upper fractal
twilit quest
#

If I wanted to make an alternative way to upgrade buildings without going through Robin, would this require C#? @lucid iron made a Trigger action that allowed me to upgrade the Farmhouse without going through Robin (thank you again, @lucid iron!) I'm guessing something like this might be necessary if I wanted, for example, to give the player an alternative way to upgrade from the Coop to the Big Coop without going through Robin.

lucid iron
#

See this is why pathos should have left me kept migrateid crimes /lh

fierce vault
#

anyone know why my letter is also broken?{"LogName": "Send Santa Letter", "Action": "EditData", "Target": "Data/TriggerActions", "Entries": { "{{ModID}}_SantaLetter": { "Id": "{{ModID}}_SantaLetter", "Trigger":"DayEnding", "Conditon":"PLAYER_HAS_SEEN_EVENT Host parcy.jack_lastHi,SEASON Spring, DAY_OF_MONTH 10", "Action":"AddMail Host parcy.jack_santaLetter tomorrow" } } }is it the amount of conditions I have or something else?

lucid iron
#

It would be a different thing than the farmhouse but idm implementing it real quick since i do know how

urban patrol
lucid iron
#

Although @brittle pasture does ur builder mod have anything

brittle pasture
#

you can specify custom builders with their own costs and days yes

fierce vault
urban patrol
#

did you check that it ran using debug commands

torpid sparrow
fierce vault
#

I'll test it again

ornate trellis
#

might be "Conditon"

urban patrol
#

oh good eyes

#

it’s that

brittle pasture
fierce vault
brittle pasture
#

because that's not in my secret mod's use case

urban patrol
#

parcy your log should have thrown an error about that

fierce vault
#

I dont see any errors

#

the only thing was a has flag that didn't work, so I replaced it

verbal glacier
fierce vault
#

or, got rid of it anyway

#

I'm sorry, I've been looking at this mod way too long

#

I can get the log if you guys want to see

brittle pasture
urban patrol
#

i’m just surprised the typo didn’t throw an error

fierce vault
#

yeah, I scrolled thru it and all i saw was a has flag error from what I mentioned before

#

weird

twilit quest
#

I'll experiment with it and see if it will work for what I'm trying to do. ^_^ What I mainly need is either a Trigger Action or a Mail Flag to tell the game to upgrade an existing building, so that I can use it with Unlockable Bundles

fierce vault
#

wait a minute! every trigger has that typo?!

brittle pasture
#

my mod doesn't have trigger actions SDVpufferrad
but you can probably selectively patch the asset so the option to upgrade only shows up when a mail flag is set

fierce vault
#

How were the other ones working at all??

#

I copypasted from the first one, so that's why they all had it

quick frost
#

Hi y'all, so I have a mod called Piano Valley. I haven't known how to get the Android version of it working for a long time, and just got this comment: "Help me, I'm working on a small collection of mods for Stardew Valley 1.4 and this mod is supposed to work, I've already downloaded all the Android versions but none of them work. They all have one of two problems: those using Content Patcher require SMAPI 4.0 (not available on Android), and the others require the Custom Music mod, but But when I install that other mod, it says the DLL file wasn't installed. I'm tired of trying. Does anyone know how to make it work?"

#

Any advice?

lucid iron
brittle pasture
quick frost
brittle pasture
lucid iron
#

Now the crime idea is null out coop and make it invalid to force the cp migrate buildings action to migrate them all to big coop

twilit quest
brittle pasture
#

well it does technically if you're willing to finangle with the condition field

#

ANY "IS_BUILDER Robin" "PLAYER_HAS_MAIL mail"

lucid iron
#

One of the problem with such a trigger action is that there's not really any nice way to pick the coop to upgrade

#

When you are not offering the player a menu

#

So i think a custom builder is the better choice, you get menu and all

brittle pasture
#

yeah Buildings Included's trigger action also requires xy coords

#

you can make your custom bundles reward a custom Token item and make the custom build menu accept only that token as a cost

twilit quest
brittle pasture
#

no need for condition finangling

lucid iron
#

I'm imagining the junimos handing you the Soul of a Big Coop

calm nebula
lucid iron
#

That's cursed

brittle pasture
#

in my secret mod I plan to have the player do fetch quests for the Blorbo Squad and in exchange they do free things for you

lucid iron
#

What if they upgrade building into something without an interior

twilit quest
upper fractal
uncut viper
# urban patrol i’m just surprised the typo didn’t throw an error

A typo'd field like that wont be a typo. It'll just be considered an extra field that gets completely ignored when the json is parsed, and the actual Condition field will be like you didnt include it at all, so it'll be the default Condition, which is null (so it would fire unconditionally)

#

Er, won't be an error*

verbal glacier
upper fractal
twilit quest
#

@brittle pasture If I wanted to give folks more than one way to upgrade a structure, would that be possible with Carpentry Catalogue? For example, if I wanted folks to have the vanilla option for upgrading a Coop to a Big Coop, but also a secondary option that used the special Token item instead

fierce vault
#

anyone know how to format adding an item through dialogue? Because adding $action AddItem is just appearing in the dialogue

proven spindle
fierce vault
#

thank you!

brittle pasture
# twilit quest <@218910376732000256> If I wanted to give folks more than one way to upgrade a s...

there's two ways:

  • you can add a new "skin" with a separate entry and cost, like with cabins. make sure to disable the skin from showing up in Robin's with the Condition field
  • you can have another builder (and both in one menu that you pick out beforehand if you want) with its own costs. probably not a desirable option if they aren't instant builds (ie. you intend that both options come from the same person)
twilit quest
twilit quest
brittle pasture
#

yes (it is all explained in the documentation)

twilit quest
fierce vault
#

ok, so I gave up and added my letter to the event, and I saw it, but it literally disappeared before I could read it!

#

oh wait

#

I don't have the key in the dialogue, just the i18n

#

hmmm

#

Didn't fix it

#

I see no way around just releasing this mod with some bugs

#

I have like 20 minutes left to do so

#

*30

#

I've already scaled stuff back...

#

I think I just need to release, and fix this stuff when I'm not so tired

#

it works now at least

#

the events are not broken

#

I've got all the dialogue in the i18n

#

sigh

#

I just wish I'd done more sooner

#

It works

#

It's not perfect, but it works

#

should I just do it??

#

Yeah, probably

#

ok

brave fable
vale holly
fierce vault
#

thanks

#

well, now I'm just waiting for the files to be scanned

fierce vault
torpid sparrow
#

is there a way to make a map change right after reading mail

#

yay jack!!

fierce vault
#

yay

#

I never got past his placeholder name

#

I think it works though

#

I'll get to wrestle with bugs another day

fierce vault
#

I barely made it, but I made it

proven spindle
#

(Also don't forget to showcase! SDVpufferheart)

fierce vault
#

Yeah, I will

#

In a second

#

what do you guys think of the idea? 😅

proven spindle
#

I love everything about it

fierce vault
#

I was only able to make this npc mod because he only has dialogue for winter and spring

#

It would have been impossible otherwise!

#

It almost was

#

Thanks everyone for helping me out. Especially, Dolphin, Button, and Aba

#

Literally couldn't have made this without all of your patience and willingness to help!

candid veldt
#

Congrats!

fierce vault
#

thanks

candid veldt
#

Is the ModFest already over?

fierce vault
#

yup

verbal glacier
#

omg his droopy portrait is amazing

fierce vault
#

I uploaded it 3 minutes beforehand

candid veldt
#

🙃 Me thinking it was midnight tonight....

fierce vault
hard fern
verbal glacier
#

such a good detail tho SDVpufferwow

fierce vault
#

This mod is literally such a mess though, please no one even ask about making portraits until I cut out all the ones I dislike and don't use 😅

candid veldt
#

SDVpuffercry okie, gonna take a break from my mod then

#

go see what everyone else made!

fierce vault
#

I am so tired

#

But I don't have to mod anymore for tonight at least!

candid veldt
#

I'm glad you got it in though 🙂

brittle summit
#

im so defeated. ive been working on my first mod nonstop to try and finish it in time to submit. oh well .-.

urban patrol
#

action in the letter to update a map override

proven spindle
#

We'll still be excited to see it whenever you finish it!

tiny zealot
cedar shell
#

I have a question, how do you mod your own map in stardew?

torpid sparrow
#

like create your own?

cedar shell
#

yea

torpid sparrow
#

you'll need Tiled

#

!tiled

ocean sailBOT
#

If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

cedar shell
#

I have tiled and made my map, but I can't get it to launch into stardew. I've been using smapi and content patcher

torpid sparrow
#

did u make a new location

cedar shell
#

I was trying to replace a map with it

torpid sparrow
#

the whole thing?

#

and which map

cedar shell
#

the riverlands farm and for the most part

torpid sparrow
#

ah i do not how to do farm maps

#

someone else will though

near imp
#

replacing a farm map straight up is fairly simple. ive got a personal one that replaces meadowlands/ranching farm. would you like to take a look at it perhaps?

#

(not a published mod)

cedar shell
#

that would actually be great, idk why mine isn't loading

near imp
#

a straight replacement is fine for personal maps but perhaps a less ideal choice if youre planning to publish the mod

cedar shell
#

That's good to know

worn turret
#

Hi, guys. 🙂 How's everyone doing today?

near imp
#

(i see that this one uses Load, you should probably look into if it can be done using EditMap instead. this is very bare bones personal CP pack)

#

make sure to replace the fields in the manifest, as well as change it to point to riverlands farm. but you can use the existing stuff to see how it can look

cedar shell
#

Thank you so much!

near imp
# cedar shell Thank you so much!

Pay special attention to any errors in the SMAPI console window 🙂 they're key to troubleshooting if there are any issues with your map. sometimes they get scrolled past and you have to go up a bit in the window to find it

cedar shell
#

Will do!

hollow grove
#

I am making a CP version of a farmhouse (exterior) texture, and I have read about the FarmhouseUpgrade condition and have that in with no errors in smapi. But the design doesn't change on the upgrade in the game. I'm probably missing something obvious (first time trying this). Here is what I have: {
"LogName": "Replace House Exterior on Upgrade 3",
"Action": "EditImage",
"Target": "Buildings/Houses",
"FromFile": "assets/House_4.png",
"When": {
"FarmhouseUpgrade": "3"
},

latent mauve
hollow grove
#

I do! I couldn't figure out how to make code go in a box and hit enter

latent mauve
#

okay, so first things first, "Houses" should be "houses" just in case it matters

hollow grove
#

Ah, ok changing that now.

latent mauve
#

I'm not entirely sure if the 3 for your FarmhouseUpgrade needs the quotes or not, numbers typically don't unless it's part of a text string?

#

So if it still doesn't work, you can try without the quotes around the 3.

hollow grove
#

Ok will try that

calm nebula
#

Can u show image

uncut viper
#

The quotes won't matter

latent mauve
#

Also confirm that you are in fact upgrading your house to the cellar to check, since 3 is the cellar upgrade

#

(base level is 0, so it's an easy and common mistake)

hollow grove
#

Good point - loading now. @calm nebula which image should I show?

calm nebula
#

Your image asset

hollow grove
#

Those changes didn't make the exterior change and no upgrades left (I'm using CJB cheats to do the upgrades).

trim tundra
hollow grove
#

Here are my image assets - the main one has the usual 3 houses (0-1-2) and I have a separate file for the 3rd upgrade. I did try putting all 4 in the same image first, but it didn't work that way either.

sterile crescent
#

is it possible to use content patcher to overwrite portraits from seasonal cute characters or is it the same target

torpid sparrow
#

uh u could probably set the precedence higher? i think

#

or something like that

hollow grove
#

I just realized I had not yet tried the FarmhouseUpgrade condition when I had the houses all in one file. I might try that next.

sterile crescent
torpid sparrow
#

it'd be the same process

calm nebula
#

You probably need to target the area of the 3rd upgrade

#

Without a target area it's covering the area of the first upgrad

near imp
#

Otherwise you will need to target the area as Atra says

latent mauve
#

Yep, either you need all the houses in the same image OR you need to use a target area to only hit the specific house in the image

torpid sparrow
#

i cant remember, if ur precedence is lower, does that mean ur patch will override higher ones

#

or is it the opposite

near imp
#

Late priority is high priority wrong topic

latent mauve
#

Precedence for the Appearances system is different than Priority

near imp
#

but they shouldnt need to mess with priority to replace a vanilla sheet

torpid sparrow
#

Precedence value (with lower values taking priority),

sterile crescent
#

okay thanks!!

torpid sparrow
#

and RSV

near imp
#

(ah sorry i thought we were on the vanilla farmhouse)

torpid sparrow
#

so the precedence would have to be at least lower than those

latent mauve
#

(we're doing two simultaneous conversations, that's pretty normal here)

sterile crescent
#

sorry😭

torpid sparrow
#

nah its not a problem

near imp
hollow grove
#

Target means the pixel coord of the 4th house on the image? Like this?

            "LogName": "Replace House Exterior on Upgrade 3",
            "Action": "EditImage",
            "Target": "Buildings/houses",
            "FromFile": "assets/Houses.png",
            "ToArea": { "X": 1, "Y": 432, "Width": 272, "Height": 144 },
            "When": {
                "FarmhouseUpgrade": "3"
            },
        },
#

Still don't know how to put code in a box (google fail)

urban patrol
#

it's ` (the key underneath escape), not ' (apostrophe)

hollow grove
#

Ohh gosh, thank you.

urban patrol
#
{
     "LogName": "Replace House Exterior on Upgrade 3",
     "Action": "EditImage",
     "Target": "Buildings/houses",
     "FromFile": "assets/Houses.png",
     "ToArea": { "X": 1, "Y": 432, "Width": 272, "Height": 144 },
     "When": {
         "FarmhouseUpgrade": "3"
     },
 },
#

you can do ```json to make it pretty colors

hollow grove
#

oooh, even better, thank you!

#

Well shoot, using that as a target didn't work either.

latent mauve
#

If you're trying to do the left-most edge, you may need X to be 0

hollow grove
#

So I'm targeting the top left corner of the 4th house, then the width/height are the the house image size. Does that sound right?

urban patrol
#

it does, except that pixels are 0-indexed, which means you actually start counting at 0 instead of 1

hollow grove
#

I changed to x:0 and y:433. But it still didn't work.

#

Reading the content patcher guide about targets and maybe I should be have a from and to? So the from would be from the 4th house of my image and the to would be the 3rd house on my image?

near imp
#

y 433?? im getting y 288 when i pull up the file and check. for the third farmhouse sprite

#

why do you have four houses?

hollow grove
#

I made 4 houses for the AT version: one for 0 (game start) and 3 upgrades = 4 houses. So I have been trying to change cp to do the same thing on the 3rd upgrade and change the exterior too (not just add a cellar).

latent mauve
#

(you can still target the 3rd house sprite's location with your When condition since by default there is no 4th house exterior)

near imp
#

id say they have to target the 3rd house sprite. there is no fourth. theyre making 3rd-A and 3rd-B in a sense.

latent mauve
#

Yep-- use an additional patch to only patch the area of the 3rd house when FarmhouseUpgrade is 3.

#

Otherwise, it is still the FarmhouseUpgrade 2 exterior.

hollow grove
#

So my to location should be the 3rd house of my image, not the 4th

near imp
#

yep

latent mauve
#

Yep, there is no 4th exterior in vanilla, so the farmhouse will not look for it in the texture.

near imp
#

as far as the game is concerned, there is no 4th. youre just making content patcher swap out what is located at 3rd place when the house is fully upgraded

hollow grove
#

I see - the 3a/3b thing makes sense of that

#

Unfortunately, still no luck. Going over everything again now.

near imp
#

might be a good time to reshare the updated jsons (through the validator) ?

drowsy pewter
#

is there a gsq/worldstate/condition for having the ginger island resort unlocked?

uncut viper
#

There's a mail flag, Island_Resort

drowsy pewter
#

Thank you my saviour

urban patrol
#

hi 6480!

drowsy pewter
#

Hi SDVpufferowo

torpid sparrow
#

oh 6480!! havent seen u in a while :3

drowsy pewter
#

yeah I managed to stop using social media so much

torpid sparrow
#

impressive

lucid iron
#

@brave fable what does bb.loc.hurt_me and bb.loc.unstuck_me do...

urban patrol
#

hurts and unsticks, what’s not to get /j

torpid sparrow
#

ouchie

hollow grove
#

I might be at a stalemate on house 4. I tried targeting the 3rd house, tried adding a fromarea which referred to the 4th house coupled with a toarea targeting the 3rd house. And lastly, tried using the separate 4th house image targeting the 3rd house. I guess I could just add a config or something but it seems so possible! Just not happening.

lucid iron
#

what is a 4th house

latent mauve
#

Just to make sure, you are using patch reload or are exiting and reopening the game when you make your changes, correct?

hollow grove
#

I exit the game. Uninstall the mod completely. Then rezip my changed files, then reinstall before launching the game again.

latent mauve
#

chu, Gurrabird is trying to make it so that the farmhouse looks different outside when you have the cellar upgrade

#

Why are you zipping up your mod files?

hollow grove
#

To install them (I use vortex to launch the profile).

latent mauve
#

....

#

Do me a favor and try to run SMAPI directly without Vortex to test your mod

#

There can be mod sync issues (among others) with Vortex.

hollow grove
#

Ok will try that.

brave fable
#

is there a problem

lucid iron
#

not anymore thank u

hollow grove
#

Launching from SMAPI didn't seem to change the outcome. The two ways I just tried again are these. Target house 3

            "LogName": "Replace House Exterior on Upgrade 3",
            "Action": "EditImage",
            "Target": "Buildings/houses",
            "FromFile": "assets/Houses.png",
            "ToArea": { "X": 0, "Y": 288, "Width": 272, "Height": 144 },
            "When": {
                "FarmhouseUpgrade": "3"
            },
        },

And target house 3 but from a separate image with just house 4 in it:

            "LogName": "Replace House Exterior on Upgrade 3",
            "Action": "EditImage",
            "Target": "Buildings/houses",
            "FromFile": "assets/House_4.png",
            "ToArea": { "X": 0, "Y": 288, "Width": 272, "Height": 144 },
            "When": {
                "FarmhouseUpgrade": "3"
            },
        },
#

I just thought of one other I could try...

hollow grove
#

Well no luck. I think it might be the condition statement, but not sure. The last thing I tried was Kattia's 3a/3b idea and making two separate images with 3 houses, one with house 3 in the #3 position and one with house 4 in the #3 position (see below. But still no change. I will have to dig back in tomorrow. Thank you everyone for giving me lots of things to try and figure out from. I really appreciate it!

            "LogName": "Replace Houses",
            "Action": "EditImage",
            "Target": "Buildings/houses",
            "FromFile": "assets/Houses_A.png",
        },
        {
            "LogName": "Replace House Exterior on Upgrade 3",
            "Action": "EditImage",
            "Target": "Buildings/houses",
            "FromFile": "assets/Houses_B.png",
            "When": {
                "FarmhouseUpgrade": "3"
            },
        },
fierce vault
#

you guys know how I did the forums thing for science? Well, I made a rookie mistake not locking my (basically empty for now) announcements post 😅

Some one replied to it so that post is now at the top two. I am so tempted to delete and remake the comments section forum just because of that lol

#

I’m feeling a little better now, so I maybe should also actually skim through my mod’s dialogue for all those typos now

worn turret
#

This is kind of a weird question, but to anybody who uses Livestock Bazaar, you know how if there are multiple colors of an animal available the additional colors are displayed (and selectable) above where the coops/barns are in the interface? Does anyone know what controls whether the additional colors (or even the default color for that matter) have a shadow under them? (Or would I need to ask this in the modded-tech-support section?) It varies animal to animal (custom animals anyway) and I'm trying to get some of mine to have shadows so it's consistent with the base game animals.

worn turret
fierce vault
#

I don't think you can delete comments on forums like you how you also can't on posts

uncut viper
#

You can delete posts on your mod page

worn turret
#

Oh, is this not on Discord? (Sorry, I don't know the original thing to which you were refering)

uncut viper
#

You can also delete posts on a forum thread

fierce vault
#

all I see is the option to hide and optionally report something?

#

Is that deleting?

uncut viper
#

That's the one, yeah

fierce vault
#

Oh, the reporting is optional isn't it, though?

uncut viper
#

Yes

fierce vault
#

Ok

#

I'll have to try that later

cedar shell
#

I am having an error with my stardew map mod for the riverlands and I can't seem to keep it fixed. I have the smapi logs:

[Content Patcher] Can't apply patch Katie_RiverlandFarm > Load Maps/Farm_Fishing to Maps/Farm_Fishing:
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Katie_RiverlandFarm loaded map 'assets' with invalid tilesheet path 'C:/Users/Katie/OneDrive/Desktop/Editing FIles/spring_extrasTileSheet.png'. Tilesheet paths must not be an absolute path (C:).

[Content Patcher] SMAPI blocked asset replacement for 'Maps/Farm_Fishing': the 'Katie_RiverlandFarm' content pack incorrectly set asset to a null value.

urban patrol
#

🤔 is your tilesheet embedded? idk exactly what that error means

cedar shell
#

no, the tilesheets weren't letting me embed so they are in the folder with the mod, but that isn't the path it shows

tiny zealot
#

you have an absolute file path recorded for the tilesheet in your .tmx, and according to the message that is not allowed

uncut viper
#

Absolute path means e.g. starting with C:/ as in it tells you the exact, absolute way to get to this file on your computer. As opposed to "../../../Maps/whatever" which is a relative path because it depends on what folder you started in

cedar shell
#

Ah okie, but what needs to be done to fix this?

tiny zealot
#

!tilesheetinator there's a plugin called tilesheetinator that may be able to do it for you; or you can edit the tilesheets directly in Tiled by finding their properties and editing the image source so the recorded path is relative; or you can edit the .tmx in a text editor and fix the strings manually

ocean sailBOT
#

You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

lean echo
#

sooo if anyone can help I'm trying to override a custom recipe but I can't figure out how to properly specify the roe type (like Rainbow Trout roe specifically) - I'm already using spacecore, just struggling with using context tags right I think🥀

brittle pasture
#

sure post what you have

lean echo
#

ou this gonna be embarassing
Thiisss is what I've come up with currently after building it up with a bunch of flimsy sticks LOL ik It's wrong I just can't find any reference to learn from. Everything works until the roe

#

I deleted the item id a bit ago still messing with it

#

but it was there I promise

brittle pasture
#

category_roe is not a real tag

lean echo
#

I've been grasping straws 💔

brittle pasture
#

you need two tags

#

id_o_812 as the tag for the Roe item

#

preserve_sheet_index_138 as the tag for "Rainbow Trout-flavored"

#

then you set ContextTagsRequireAll to true so the item slot requires both tags instead of either/or

#

you also needs to specify the override text and texture for the ingredient slot (they're mandatory for Type ContextTag)

#

if you want examples Cornucopia Cooking Recipes has a couple flexible recipes using SpaceCore

lean echo
#

Ok ok THANK YOU !! I'll definitely be looking at them for a while too tysm

fierce vault
#

@proven spindle if you haven't played the mod yet, I'd just wait until tomorrow (or later), because I've been going through every line of dialogue and fixing/improving them now that I have more time. I've also be fixing some other things as well, so expect an upate pretty soon. I want your first experience with the mod to be a really good one!

proven spindle
#

Copy that!

marsh reef
#

question, pool entrance/exit gates, is it better to have one big one or many one block ones?

latent mauve
#

Be aware that part of the pool entrance and exit involves a jumping animation, so you might run into weirdness doing it sideways

#

(may be simpler and less buggy to use a single area to enter/exit, like a dock or something that you leap off of)

fierce vault
fierce vault
#

I'm feeling much better about the dialogue now after getting the chance to do this 😅

fierce vault
#

My letter's still broken, so I'll have to get to that another day, but a new update with a lot of fixes is out. (Si, you can start it whenever now, since there shouldn't be a ton of typos anymore 😄 )

proven spindle
#

(If you'd rather work it yourself that's fine too SDVemoteheart)

fierce vault
#

I do not want to deal with this alone lol 😄

old edge
#

Hello So I got a map to be decoratable but I have corners in the room and the wood plank wallpaper looks off.

#

Thanks to the modder who helped

fierce vault
#

Also, dealing with another isseu not though. My hat broke on me and I ahve no idea why SDVpufferwaaah

#

I just updated the mod again and then I find that lol

old edge
#

anyone know how to fix this issue when setting up wallpaper wallID

ornate drift
#

what is the angry portrait usually used for?

devout otter
#

WHen they're angry, usually. Abigail uses it a lot when fighting with her parents.

#

Leah when getting called by Kel, etc.

fierce vault
#

(hat turned out to be a non-issue guys, the mod was just missing in my folder lol)

void aspen
hard fern
void aspen
#

Also keep in mind that you need a swimsuit touch action to farmer to properly render in water

#

And the one that gets your clothes back too

hard fern
#

Since you can call up any portrait in dialogue you can just make them angry there ot in an event.

void aspen
#

You want players to swim in the water right?

marsh reef
#

Yeap

void aspen
#

They need to touch the swimsuit action and only then the pool entrance for a normal swimming animation

marsh reef
#

Making an animal crossing new leaf inspired island for myself 🤓

void aspen
#

If you just put the entrance, clothes will weirdly show up in the water too

#

So you may wanna put a changing stall somewhere

marsh reef
void aspen
#

What east scarp

marsh reef
#

I just want them to be swimming animation

marsh reef
void aspen
#

I suppose they got their ways then

#

Vanilla way to do it is the way I explained above but suppose this mod does it differently

ornate drift
#

oh my reply didn't work

marsh reef
ornate drift
verbal glacier
#

No that uses the sad portrait

#

But you don't have to stick to what vanilla does, it makes sense that you'd get angry when someone uses a slingshot to hit you SDVpufferfush

void aspen
#

Especially with exploding ammo

#

😨

timber pilot
#

I'm trying to understand the files what do these numbers mean

hard fern
#

In a warp, the first set of coordinates corresponds to what tile on the current map will warp the player

#

The "Forest" can be any map, but it's what map the player will be warped to

#

And the second set of coordinates corresponds to what tile on the previously specified map will the player be at after they warp

#

[[Modding:Maps]]

hard fern
#

See the wiki for more information on all the map properties

timber pilot
#

so the wizards basemet is a part of the orest map?

hard fern
#

No

stoic chasm
#

Hello! I have a few questions. One, I'm making a custom NPC for only my best friend to have/use (the NPC is quite personal to me (because she is quite literally my persona who shares a bunch of traits with me), so I don't want anyone else to have her), so do I need to add an update key in the manifest if I'm not uploading it anywhere? Two, how should I go about giving her the mod once it's done? Should I upload it? Can I set it to private? Three, do you guys have any advice as to how I should organise everything? I'm terrible at organising big things like this, so I thought I'd ask how other people have done so. Four, is there any particular way I should go about doing this? Like, should I do all the art first? The schedule? Dialogue?

iron ridge
#

if theres nowhere for it to update from, you dont need to add an update key

#

you can just send a zip of the mod like you'd download from nexus to her

round dock
hard fern
stoic chasm
#

Ooh okay, thank you both! That's pretty helpful

round dock
#

Seconding forsy's suggestions, too. Building your NPC's character is a good start. The nitty gritty details can come later.

hard fern
round dock
void aspen
#

is it okay for my content to have 1k lines? SDVpuffertbh

void aspen
#

Well fair enough

verbal glacier
#

Sword & Sorcery has like 2600

rain inlet
crystal flame
#

Then your content will only have the config and include lines, and in the data folder you have seperate json files with specific parts or your mod

rain inlet
#

yeah the main potential issue will be for your own ability to maintain it and make changes

near imp
#

-# dying from the custom emote

void aspen
#

I think for a mod I wont touch after finishing, it can be good enough

#

next one may need data folders and such

#

1600 lines is no joke

crystal flame
near imp
#

@crystal flame stahhp im already dead SDVpuffersob SDVkrobusgiggle

hard fern
#

1600 lines...

#

Only

#

SDVpuffersweats i know for a fact that number can go higher

near imp
#

ngl would sell someones firstborn child for those emotes SDVkrobusnaughty (but probably getting too off topic now). edit: nvm

crystal flame
#

always!

#

you can ask me anything, i might not always be able to do it very quickly but always open to suggestions or requests StillHeartRabbit

hard fern
#

Oh wow you're the one who made the cute animals

crystal flame
#

is me WowRabbit

void aspen
#

is cooking object has to have a recipe?

hard fern
void aspen
#

but its gonna be needed for perfection me thinks

hard fern
#

But i think a side effect is that they will show in the cooking collections menu as having not cooked it before

#

And yeah, perfection

void aspen
#

this

#

Ig I can just change the category

hard fern
#

It's why when i made food with no recipe i gave them a dummy category so they wouldn't do that

void aspen
#

can I do that too?

hard fern
#

Yeah, just look on the wiki for the list of categories

void aspen
#

okay -25 works

#

tyy

#

now the only thing left is the way to add objects to a drop pool of monsters or geodes loot

hard fern
void aspen
#

arr

timber pilot
#

I FINALLY MANAGED TO LOAD A MAP EDIT IN GAME!!!! (it will fall apart once I add custom tiles)

slow basin
#

can you do a random night event using content patcher

#

i was showing my fairy chicken and was suggested to do a fairy visits the coop at night thing like the witch where a fairy turns a reg egg into a fairy egg

#

and i liked the idea

hard fern
slow basin
#

aaah i see

#

i think ive seena framework fo that FerretThink

verbal glacier
#

more nightly events

slow basin
#

Ooh t

#

*ty

floral stream
#

i decided im moving my main mod im working on to an island accessible through central station so i dont have to worry about adding a bunch of compatibility lol 🙏

verbal glacier
#

makes me wish I could move my NPC to an island but alas

void aspen
#

can I overlay my custom tmx over tmx that sv itself gonna use to overlay some other place

#

Basically I wanna overlay something on island resort tmx

#

which doesnt appear till parrots fix the beach thing

verbal glacier
#

You should be able to do that, SVE probably has an example of this

void aspen
#

oh I see ty

verbal glacier
#

think you just need editmap, target which map, from file and then to area

void aspen
#

yeah I know how to do that, just been wondering if it applies to vanilla overlays like resort or mountain bridge fixed

#

lets hope it does

verbal glacier
#

they do that with the dog house for example

void aspen
#

overlaying the resort somehow didnt do the thing

verbal glacier
#

I'm no expert with maps but could you share what you did?

void aspen
#

its fine I fixed it

#

other mods messed some stuff up

verbal glacier
#

Ah

timber pilot
#

is the "_" necessary for this code?

tiny zealot
timber pilot
#

ok thx

ocean sailBOT
#

@timber pilot You leveled up to Cowpoke. You can now share images in all channels!

void aspen
#

does nexus preview support gifs

#

or just images

tiny zealot
#

what do you mean by preview

#

in your mod's images, nexus does not officially support gifs but they sometimes work

#

i have had trouble getting gifs with variable frame times to work; i redid those with every frame having the same duration and they were fine. but who knows what else may or may not work; they aren't officially supported

whole raptor
#

Nexus also does like to completely destroy the quality of an image, especially gifs...

gaunt heath
#

I have to double the size of my images for nexus compression to not completely mangle the image quality, which I feel is a bit of a perverse incentive situation lmao

void aspen
#

Should I pick new thing

whole raptor
#

Oh? It's public already?

void aspen
#

Seems so

jaunty shuttle
#

Yeah I made mine on that

#

It just takes you to the normal mod upload page after though :/

wispy bramble
#

I saw the option the other day when I was posting a mod, but I used the old one because I wasn't in the mood for figuring out a new thing

whole raptor
#

I barely trust Nexus with normal website stuff, even less with beta features SDVkrobusgiggle

jaunty shuttle
#

It does seem to be a little off because I can’t find my mod in the modfest thingy but- AMshrug

tiny zealot
#

i am giving it a try for my overdue modfest mod, and it seems a bit nicer but so far i don't think it's that meaningful of an improvement

#

my biggest actual complaint is the description editor (wysiwyg bbcode), which remains terrible and i think might even have a regression

torpid sparrow
#

i hate the description editor

tiny zealot
#

it's so bad

void aspen
#

Well I tried it

#

its okay

#

does look more ui friendly and stuff but not as good as the old one

#

and description thing too

tiny zealot
#

i exclusively use the source/bbcode view, and in the old UI i would toggle it on and off to preview the output. but that operation is destructive now and introduces changes to the bbcode so i have to use the page preview instead

#

i got some fucked up shifting of line breaks and an insane distribution of [size][/size] over my bulleted list just from switching between wysiwyg and source views. truly awful

void aspen
#

I thinks its done

#

Mod that adds 32 cans of Monsters Energy Drinks and each comes with its own effect as well as several vending machines around the valley to buy them!
(My first mod that actually adds new things)
https://www.nexusmods.com/stardewvalley/mods/44312

Nexus Mods :: Stardew Valley

Adds several monster energy drinks with different effects to the game and some ways to obtain it!

#

x2 res trick didnt help

#

still looks choppy

calm nebula
#

Nice!

void aspen
#

Can someone showcase it for me please?

whole raptor
tiny zealot
gaunt heath
#

I was trying to swap a for å using copy paste for my blåhaj and I was going to throw my computer in the ocean

rain inlet
#

because i am very tempted

void aspen
tiny zealot
rain inlet
thin hamlet
#

What's the value to make something edible again?

void aspen
#

IsDrink IsFood?

thin hamlet
#

I meant more the numeric value

void aspen
#

ar

#

Cooking is -7

verbal glacier
#

edibility

tiny zealot
#

Edibility

void aspen
#

ar

brittle pasture
#

[[Modding:Objects]] Edibility

void aspen
#

i am the worst helper out there

thin hamlet
#

ty Selph lol

quasi dew
#

someone probably already said it, but it looks like 275 mods were published for modfest!! congrats y'all!

hard fern
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😔 wow i read that as 275 almonds were polished

verbal glacier
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it had to be done

quasi dew
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I love when people ask me to make my mod compatible with other mods! genuinely.

but oof at the 100s of sprite sheets I have to edit now. thankfully I'm just applying some layers to them but ooooooof

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DSV alone is gonna be a beast. but I've decided not to do any of the seasonal outfits. people can deal

primal tree
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I replaced the weapon sprite using content patcher, but after running the game, I noticed that the sprite is pushing the toolbar out of place. The original weapon size was 11x12, but my sprite is 14x16. I’m wondering if this is the cause, but how can I fix it? Is the only solution to replace the sprite with a different one? (Thanks in advance to anyone who can help!)

fossil osprey
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Yeah it won't fit if you simply replace the sprite with something that's not the same size

brittle pasture
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weapon sprites are 16x16, well larger than your sprite; is your sprite fitting into the grid

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most image editors have a show grid option

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though I guess you're doing a sprite replacement

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correction question: is your ToArea coordinates fitting into the grid

lucid iron
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Oh it's probably cus weapons have funny draw rules (is that a dagger)

primal tree
brittle pasture
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then it's probably the weapon draw thing as chu mentioned