#making-mods-general
1 messages · Page 570 of 1
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
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
(which is me, pretty much just an end user with a slightly fancier hat)
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
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)
I think i might be an outlier in terms of worrying about compatibility before installing yeah
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 
Is there any OnLocationChange-related performance difference between "When": {"LocationName |contains=Beach": true,} and "When": {"LocationName |contains=Beach": false,} ?
Like would the game check it less if it's true or somesuch?
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)
isn't it just a one off check regardless, called when OnLocationChange is called?
Yar logically I know it should be that way. I just somehow can't wrap my head around it.
Question, is there a way to get rid of the farmer's shadow? The shadow when you walk around 
OH THANK YOU!
No problem 🙂
Ayone knows where this Penny Sprite is used 
what ...even is that?
pretty sure that's a modded overlay on the vanilla sprite
its a rly cute sprite
penny does have a headless dress sprite though and i don't know where it's used
The OG sprites are these ones
Unused, no?
ohhhhh lmao i was trying to see what kind of face
nvm me
I was seeing the SCA ones lol
Welp, I will just leave a dumb easter egg in it's place then lol
Gonna be funny if it's actually used lol
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"} },
Oh, for contextemote farmer 28/ pause 1000/ {{DT_goodbyeEval}}/this is in the event itself
I have four hearts and it's not triggering
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
theoretically if dependencies were downloaded already, would there not be duplicates
or is it like check off what u need and download those all at once
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
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
ok coded my content patcher port of sprinkler upgrader yesterday.... time to test
the "manager" part would have to do this portion of the work, so automatic dependencies would rely on having a mod manager somewhere in the chain
ahh ok
but i think that manager could be extremely simple and still suffice
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
-# 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

Those are just the regular npc sprites
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
check Data/Characters. the sprite is determined by MugShotSourceRect
Does the game just cut them off by itself?
i think that field is null for vanilla characters because there's a hardcoded default
but yes, it's the standard facing-down sprite cut off at a certain point
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?
Is the default farm map too yellow for you? Tired of farming on a dirt desert? Just want a little more greenery in your character's day-to-day life?...
For custom NPCs you'd put something there if your NPC is of nonstandard size i guess 🤔
tiled is the current software for map editing
ok.... its 1/2 working.... its upgrading my sprinklers.... but not taking the "fuel"
that rect is also used on the calendar to mark birthdays
Understood. Thank you very much
cool than i look for a guide on how to use that (:
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" },
no, When is a content patcher field and applies to content patcher only, not the game data
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 
plus tiled handles the individual tile properties and the visual tile on separate layers, which omg 🙏 so convenient
agreed.... but was so confusing the first time
should conversation topics have a mod id in them?
oui
thanks
im a pixel artist who would like to work on a mod that adds shotguns to stardew valley using the archery framwork
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
In return I will make pixel art assets for them
hey...so what are you gonna do...with those shotguns...
guns would be a pretty overpowered way to go through the mines 
kill monsters on the wilderness farm
maybe add in a mod that lets me hunt deer if that exists
yes it does, sorta.
it's got this "special attack" thing
but thats just a trigger..
That's the right click attack right
yeah.
anyways, that thing is basically there so that you can make another mod- not a content pack- act on that special attack.
well deferring the scope creep to later, did you get a shotgun in the game yet
wait, no, I meant to define the ammo enchantment-
no, i'm trying to make one
frick-
ok so basically- gah im bad at talking
That is step one then 
ah, fair.
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
},```
I just didnt wanna make the pixel art until I'd gotten the code down
oh you mean add hte item dont you
no mention of Fuel in the data model here https://stardewvalleywiki.com/Modding:Machines
you probably want AdditionalConsumedItems? but i'm not that familiar with machines
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.
Yes, the dialogue command is % I believe
To 1
2, doesn’t matter I have 40
3, would just be in your dialogue
4, would you like an example right this second or would you like to tackle something else first
It is possible though
for 4 you just use the modded item's id the same way you use vanilla ones. the ids just look different
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?
what's the most common map recolor these days?
Oh! Thank you! That would be helpful, if you aren't busy. I think I can handle the other stuff
it's based on the tilesheet name and/or the asset name (has to start with season_, e.g. spring_outdoorsTileSheet). i forget if you need both or just one, but do your thing and then test it out to see. i'm fairly certain it's easy to fix post-hoc if needed
is this about what you want to provide compatibility for?
earthy and vpr i think are still the most popular, and you can probably get away with one desaturated alt version of whatever you're working on that will look at least okay with both
Sure one second
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)..
Yeah just do some placeholder sprite and get a thing in game
ye
when I'm using #$b# can I keep whitespace around it or should I remove it
It's a textoperation patch. the field is the NPC u want to add a gift taste to, the number determines the dialogue and the taste. Check this link
ay
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
example for vanilla npc
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
player_add <item_id> in smapi or the item adder mod
list_items <name> to find the id of the item also in smapi
Ohhh, okay! Thank you so much! I appreciate the help! That makes it easier to understand.
thx
ahhhhh ok
Sorry, which one is vpr?
Vibrant pastoral recolour
vibrant pastoral redrawn (nee recolour)
Thanks!
wait how
im very new to everything
Smapi console
where dat
Or get the CJB item spawner mod, and it's an in-game menu
the black program with text that opens up when you launch modded stardew valley
.-.
uhh..
it does not open when I launch modded stardew
If you have a modded game, you have the smapi console open in the background
Else you won't have mods
Alt+Tab when the game open
its literally not there
or do windows+tab to view all your open programs at once
Then you're not on a modded game
im literally holding a mirror
Then it should be there x)
a launch script might be hiding it
Oh
- instead of arguing semantics, try to solve the problem
- this is not the channel to do that
this is for modmaking
i was asking how to make a mod
I couldnt find the console which I needed for testing stuff
by asking how to use cheats to give yourself items?
sorry
so I can test to make sure they work yea???
ok my mistake then
ah, if i click "run game" instead of "play" it opens the console
neat
ARCHERY IS LITERALLY RIGHT THERE
peacefulend.archery is literally. right there.
aaa
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
curseforge...
D:
.-. huh
crud
(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)
fair fair
ima be real im used to screwing around with minecraft specifically and stardew
its
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.)
different
ye..
prism supremacy
i heard somewhere that curseforge is spyware
curseforge is just, icky
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..
Not sure if I'd call it slowly, even like 3 years ago 90% of the mods I got were from modrinth not CF
lol
-# That's the time I want to flex and say "then you'll trust my husband" /lh
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!
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
i tried to fix my mod and now uhmm..
feel free to post code if you need help
this pops up once in a while, always a treat to see
GameLocation.terrainFeatures
does she have gift tastes set up
a map of tile coordinates to a TerrainFeature (which could be hoed dirt, fruit tree, or etc.)
this is....a normal occurrence in this chat??
yup,she has all the files needed,i think??
ehhh i would if it just didnt work.... but this... it works ... it upgrades the sprinkler but at no cost.... so i just made the cost deminishing returns 3:1
npcs do that sometimes
my first npc did that
i cant rmb how i fixed it it was 2 years ago
aaa
how is ur dialogue json set up
as for schedules, you might need to sleep a day for it to work
tried to fix it...still beheaded...And her leg is breathing???
i placed it into the data folder,has all the dialogues with added the ones for gift tastes
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.
can u send content json and dialogue json
alright!
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.
this is the content https://smapi.io/json/content-patcher/a95969e6f15148dc94cc83892df359a6
should I capitalize saloon in dialogue
!decompile reading the code is probably the best course of action for under the hood stuff
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
You're so right. Okay thank you!! I'll check this out for sure
i feel like this is the problem
when u add in a new npc u should be editing Data/Characters
what should i change then?
okay yeah, you need to do Action: Include your npc json in your content. so here
and then in your NPC json you need to EditData
similar to this would be in ur npc json
didu load a blank json for ur dialogue and schedule jsons?
yeah,i think i did
that would be the npc json and content right?
yes
quick question,does that mean i have to paste whats in my npc json to my content?
i dont really mind
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
i just loaded my game again.It fixed the beheaded thing but still doesnt talk or moves
i think i prob did smth wrong with the dialogues and schedules blank thing
alright let me try sleeping and ill sent the blank json for schedules and dialogues
it seems sleeping doesnt work,its raining and at 9 shes supposed to be in the forest but she remains at the same spot
which boulder is the conversation topic cc_Boulder talking about? is that the mines unlock, the glittering boulder removal, or the railroad earthquake thing?
Glittering
you need to load blank jsons not editdata
what is the first link for?
Got it!I'll try it later and see if that works
the second one looks correct
no the second link looks like its been done correctly
im not sure what the first link is though
hmm the portraits and sprites for ur character manifestation is also not correct now that i look at it
Can u point out the mistakes in those two?
Weird when i checked it in the json validator it says it had no error
the json validator doesn't catch errors in content
just in format
You loaded the portrait and sprite so the path should be "Portrait": "Portraits/Heycien",
and the same for your sprite, which would be "Sprite": "Characters/Heycien",
can u send ur actual schedule and dialogue jsons?
so y'know how you can give stuff in dialogue, can you give buffs that way
Yes with action
Im trying to get good at just generally using mod console stuff so I can make an archery add on-
im trying to use the archery "starter pack" addon created by the archery mod creator as a base for my content pack
to do that, I need to be able to just summon my items
while I can view them to craft, I am unable to actually like, make them..
You may have to report this to peacefulend, assuming this is just the example
well crud.
Is this what you tried?
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.
Archery is not a widely used content pack format so it can be hard to get help
D:
Follow the instructions
Hey Chu, how do I make rotatable furniture in ModSmithy?
You set the bounds to the first sprite and then set the number of rotations
I see the thingy that I can set to 2 rotations... but how do I set what the other rotation is?
You cannot explicitly set what the rotation would be, this all follows vanilla rules
Gotta rmbr that smithy is a gui for putting data in it doesn't do any mechanics
Um, what sprite does it use as the rotation then?
Depends™

The logic is usually the next sprite or the next 2 sprites and then a flipped version of the 2nd
have fun :>
I try not to think about rotations because they are cursed and instead i just make more furniture lol
"What do u mean the arms just rotate 60 degrees in a circle...oh"
Chue, does Smithy preview rotations
Not right now
Can it?
I should figure out how maybe
So this would use the rotated train sprite to the right of it?
But there's no logic which creates a furniture while you are still in the ui
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 💖

But that is what the auto reloading is meant for
I recommend that you setup a keybind for smithy
Then, you can access the editor while actually in a save
For faster iterations
Got it lol
!json could you use this to send and check your code? It seems at first glance you have some syntax troubles
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.
In my experience, 2 rotation tends to do what you expect as long as your bounds make sense
4 is where shenanigans begin
it gave me this error on the manifest " Unexpected end of content while loading JObject. Path 'ContentPackFor', line 11, position 1. "
For those it's best to find a vanilla furniture like say a chair and follow the bounds exactly
Yeah you have syntax issues, badly places brackets and such, you can use the link in Governor's message to check that
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?
How can I fix it?
Nope welcome to vanilla furniture quirks

As I said: https://smapi.io/json, it will help you fix some of those errors
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
If I set a furniture as a table, where does the table slot go?

LOL where does it appear automatically then?
Table slot position is a thing calcifer provides if you want
For vanilla it's usually center of the overall table
The center of the texture?
I tried notepad++ and json validator and it hasnt told me what to do specificly?
Look at what line its saying the error is on. Usually its in that line or the one right above
In your manifest, you're missing a curly bracket at the end
Y'all know if I could do an appearance that only applies in the wedding event?
Yes
yes
IS_EVENT -2
works great
Nice, I needed this for the genderbend mod 
You're deputized into adding this into the wiki if it works
Oh no 
oh good it skipped me
Is there away I can see whats wrong tho like what word
no you have to do that part yourself 🙂
hii could someone do a mod showcase for me?
Earthy Crops and Forage; a mod that recolours crops and forage to (at least somewhat!!) match DaisyNiko's Earthy Recolour
https://www.nexusmods.com/stardewvalley/mods/44070
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.
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
I think it's just an issue of you mixing the two main files 🤔
manifest vs content you mean Mr Duck?
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
In section 1 of the json validator, there is a dropdown menu. If you want to use the validator on a manifest.json you should select the "SMAPI: manifest" in the dropdown. Otherwise the validator will look for things that arent supposed to be in a manifest
Tysm
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 🙂
It seems to me that you don't really understand what's going on, what are you following to help you make your mod?
I was using youtube a video and .... ai
…yeah that might be why things don't work
The first one is often outdated, the second one is not reliable at all.
Youtube tutorials tend to be very outdated very fast
Use the wiki guides
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
I only made this mod to try and teach me on how to make a mod
The wiki tutorial for Content Patcher is probably a good place to start, link in the Governors message
This link: https://stardewvalleywiki.com/Modding:Content_Patcher in particular will explain things much more thoroughly
Thank you guys so much
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 
It didn't work lol 
Imma try some stuff, hopefully I can make this work
should I use now or received on mail that's just used as an immediate flag?
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
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
no there is no way to do that
oh...
Ok
players have only 3 mailboxes: tomorrow, today, and read
alright, I'll look into that
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.
srry late reply but here u go! https://smapi.io/json/none/3532f696ca7d4f8cb0309a0c40ea7373 https://smapi.io/json/none/b89e3321cd2047d0a7ffbc4cf5f48e14
does that mean i have to put the portraits into a portrait folder and call the portraits Heycien then ?
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
When you want to start a timer, you use a trigger action to do two things:
- Set a DIFFERENT mail flag (received) called like "TimerStarted" or something
- 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:
- they must have the TimerStarted flag
- 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
ohh got it,so if i keep then in an images folder and call it the npcname for portraits and npcnamespritesheets there wont be a problem?
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
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
I have so much left to do, even though most of it is formatting my dialogue in the i18n
@fierce vault You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.
Remember the timezone difference for the end of contest time
(I keep saying it because I would feel so bad if someone posted it just after it ended bc they didnt realize/forgot)
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!
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
anyone else ever do something in tiled, and then when you replicate it on a different file it breaks? 🙃
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.
nope unfortunately
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.
does anyone know the proper way to add i18n translations to map tiles? I am having a struggle 
can you share your json
I think the reason is just that no one implemented it yet 
If you wanna add it to CP yourself, feel free to submit a PR
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
Unfortunately, while I'm decently knowledgeable about coding in general, I have basically no experience with Stardew stuff 😅
Though I might actually look into it. Just not sure where or how to start with that. No basis of understanding when it comes to how Content Patcher works.
It's something much easier said than done.
I think it is also good to consider if user actually needs all these config
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.
I can't believe it, almost all my dialogue keys are filled... I'm soo close
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 :/
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
oh yeah
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
After you set coordinates you should set a direction the npc faces https://stardewvalleywiki.com/Modding:Event_data#Directions
questions yes quick questions no
Ohh
aba has a question tutorial
Ohhh I thought it goes to the default 'down' direction if it isn't stated..? I'll add that tho, thank you!!
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.
Oh, dear... multiple things in my mod are still broken after testing some more
why is this mod so hard...
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...
It's not that complicated but pathos has actually shot down my PR for being too much of a GMCM wrapper 
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
Wanted a general opinon from others to see if they had their own questions/concerns
So I can improve it before any larger updates
I was just gonna ask what your PR was aiming to do. Beat me to it. I'll take a look
I think it's better to not think about this in the short term
Since gmcm itself is getting an overdone
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.
(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)
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
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.
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?
A building upgrade is new type entirely
You can use the gsq that checks building on farm
It's in the building itself, but builder status is stored in networldstate
It should be able to check for "Big Coop" as opposed to coop
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
if anyone can help, it would be appreciated. my npc won't disappear even though his trigger action seems to be formatted correctly https://smapi.io/json/none/90394ac37598451cb853842832fe02ff
So is that how it knows to offer you, for example, the option to upgrade a Coop to a Big Coop after you've built a Coop?
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" } } },
it just checks that a Coop exists
No that's just in building data. [[Modding:buildings]]
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" } } },
your entry key and ID should match
- for before and after the entry key is the same
hey if ure not too busy can u check on the files i sent u please? @torpid sparrow
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.
See this is why pathos should have left me kept migrateid crimes /lh
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?
It would be a different thing than the farmhouse but idm implementing it real quick since i do know how
what do you mean by broken
Although @brittle pasture does ur builder mod have anything
you can specify custom builders with their own costs and days yes
I played the cutscene, slept to the 10, and 11, and it never got to my mailbox
did you check that it ran using debug commands
Hi, i'm gonna be busy for the rest of the day! Someone else will probably know how to help here
I'll test it again
might be "Conditon"
I think you don't even need a real NPC associated but I have not tested that
Ah!
because that's not in my secret mod's use case
parcy your log should have thrown an error about that
ahh okay!
I dont see any errors
the only thing was a has flag that didn't work, so I replaced it
For schedule you misplace a lot of the script, for instance in default you have your time at the end instead of the beginning, check the wiki again for the schedule format. For marriage schedules you don't have to indicate farm (your spouse will start there).
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
this is the mentioned mod if you're interested
https://www.nexusmods.com/stardewvalley/mods/32864
i’m just surprised the typo didn’t throw an error
I was just looking for it XD
yeah, I scrolled thru it and all i saw was a has flag error from what I mentioned before
weird
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
wait a minute! every trigger has that typo?!
my mod doesn't have trigger actions 
but you can probably selectively patch the asset so the option to upgrade only shows up when a mail flag is set
How were the other ones working at all??
I copypasted from the first one, so that's why they all had it
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?
I thought u could just do unlock conditions in vanilla
Buildings Included is another option to consider for your use case
My mod no longer requires Custom Music, it just uses Content Patcher now.
my mod doesn't have "unlock conditions but only for this builder yet"
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
Thank you so much, I'll check it out
well it does technically if you're willing to finangle with the condition field
ANY "IS_BUILDER Robin" "PLAYER_HAS_MAIL mail"
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
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
Oooh, that's a clever workaround
no need for condition finangling
I'm imagining the junimos handing you the Soul of a Big Coop
Upgrade the building i am currently in?
That's cursed
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
What if they upgrade building into something without an interior
That's a good point; Coop and Barn have interiors, but Mill doesn't. I know Mill doesn't have an upgrade in Vanilla, but the mod I'm working on may have an initial "broken" stage
Ahh okay got it.How about the dialogues?Is everything alright with dialogues
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*
I think so, just remember to capitalise your I's and you may want to read up on i18n for if you want to release your mod and make it easy for translating or the wiki's section on dialogue commands for fancy stuff. https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md.
okey got it,if i improve the art of my npcs i'll see i18n once i feel confident enough about it thanks!
@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
anyone know how to format adding an item through dialogue? Because adding $action AddItem is just appearing in the dialogue
Need a # before the $ in actions in dialogue lines
thank you!
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)
I think instant builds would be preferable for what I have in mind, actually, so the second option seems like it would work well.
So I can control which buildings show up in the custom builder? I don't have to include all buildings unless I want to?
yes (it is all explained in the documentation)
Perfect! I will go look at it now. I've just been brainstorming with my new modding partner and haven't had a chance to dig deeper yet. XD Thank you so much for your help.
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
hand over that thing.... your Deluxe Barn...
good luck 
I am not feeling well (this whole day has been really stressful, and making sure I uploaded the files correctly was too) but I did it https://www.nexusmods.com/stardewvalley/mods/42877
yay
I never got past his placeholder name
I think it works though
I'll get to wrestle with bugs another day
Yoink!
I barely made it, but I made it
(Also don't forget to showcase!
)
I love everything about it
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!
Congrats!
thanks
Is the ModFest already over?
yup
omg his droopy portrait is amazing
I uploaded it 3 minutes beforehand
🙃 Me thinking it was midnight tonight....
making the melting portraits was hard
timezone difference
such a good detail tho 
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 😅
I'm glad you got it in though 🙂
im so defeated. ive been working on my first mod nonstop to try and finish it in time to submit. oh well .-.
MMAP
action in the letter to update a map override
The first mod is the hardest for everyone 
We'll still be excited to see it whenever you finish it!
i didn't finish my mod in time either. alas
I have a question, how do you mod your own map in stardew?
like create your own?
yea
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
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
did u make a new location
I was trying to replace a map with it
the riverlands farm and for the most part
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)
that would actually be great, idk why mine isn't loading
a straight replacement is fine for personal maps but perhaps a less ideal choice if youre planning to publish the mod
That's good to know
Hi, guys. 🙂 How's everyone doing today?
(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
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
Will do!
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"
},
Hopefully you actually do have the closing } and it's just missing in your copy/paste
I do! I couldn't figure out how to make code go in a box and hit enter
okay, so first things first, "Houses" should be "houses" just in case it matters
Ah, ok changing that now.
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.
Ok will try that
Can u show image
The quotes won't matter
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)
Good point - loading now. @calm nebula which image should I show?
Your image asset
Those changes didn't make the exterior change and no upgrades left (I'm using CJB cheats to do the upgrades).
Oh, I'm not in #modded-stardew 😅
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.
is it possible to use content patcher to overwrite portraits from seasonal cute characters or is it the same target
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.
what about Seasonal Outfits for Ridgeside Village? i figured it would be similar
it'd be the same process
You need the full size image
You probably need to target the area of the 3rd upgrade
Without a target area it's covering the area of the first upgrad
Otherwise you will need to target the area as Atra says
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
i cant remember, if ur precedence is lower, does that mean ur patch will override higher ones
or is it the opposite
Late priority is high priority wrong topic
Precedence for the Appearances system is different than Priority
but they shouldnt need to mess with priority to replace a vanilla sheet
Precedence value (with lower values taking priority),
okay thanks!!
not vanilla, theyre asking about SCA
and RSV
(ah sorry i thought we were on the vanilla farmhouse)
so the precedence would have to be at least lower than those
(we're doing two simultaneous conversations, that's pretty normal here)
sorry😭
nah its not a problem
hey no its my mistake
two or three convos happen often
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)
it's ` (the key underneath escape), not ' (apostrophe)
Ohh gosh, thank you.
{
"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
oooh, even better, thank you!
Well shoot, using that as a target didn't work either.
If you're trying to do the left-most edge, you may need X to be 0
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?
it does, except that pixels are 0-indexed, which means you actually start counting at 0 instead of 1
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?
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?
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).
(you can still target the 3rd house sprite's location with your When condition since by default there is no 4th house exterior)
id say they have to target the 3rd house sprite. there is no fourth. theyre making 3rd-A and 3rd-B in a sense.
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.
So my to location should be the 3rd house of my image, not the 4th
yep
Yep, there is no 4th exterior in vanilla, so the farmhouse will not look for it in the texture.
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
I see - the 3a/3b thing makes sense of that
Unfortunately, still no luck. Going over everything again now.
might be a good time to reshare the updated jsons (through the validator) ?
is there a gsq/worldstate/condition for having the ginger island resort unlocked?
There's a mail flag, Island_Resort
Thank you my saviour
hi 6480!
Hi 
oh 6480!! havent seen u in a while :3
yeah I managed to stop using social media so much
impressive
@brave fable what does bb.loc.hurt_me and bb.loc.unstuck_me do...
hurts and unsticks, what’s not to get /j
ouchie
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.
what is a 4th house
Just to make sure, you are using patch reload or are exiting and reopening the game when you make your changes, correct?
this
I exit the game. Uninstall the mod completely. Then rezip my changed files, then reinstall before launching the game again.
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?
To install them (I use vortex to launch the profile).
....
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.
Ok will try that.
hurt_me takes your life, unstuck_me resets your animation/freeze state and moves you to a nearby open tile
is there a problem
not anymore thank u
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...
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"
},
},
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
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.
Maybe contact the person and ask them nicely to delete their comment so you don't have to delete the whole thing?
I don't think you can delete comments on forums like you how you also can't on posts
You can delete posts on your mod page
Oh, is this not on Discord? (Sorry, I don't know the original thing to which you were refering)
You can also delete posts on a forum thread
That's the one, yeah
Oh, the reporting is optional isn't it, though?
Yes
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.
🤔 is your tilesheet embedded? idk exactly what that error means
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
you have an absolute file path recorded for the tilesheet in your .tmx, and according to the message that is not allowed
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
Ah okie, but what needs to be done to fix this?
!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
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.
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🥀
sure post what you have
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
category_roe is not a real tag
I've been grasping straws 💔
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"
https://stardewvalleywiki.com/Modding:Context_tags for more info
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
Ok ok THANK YOU !! I'll definitely be looking at them for a while too tysm
@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!
Copy that!
question, pool entrance/exit gates, is it better to have one big one or many one block ones?
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)
this was such a lie lol, not the being tired part, but really? I'm not going to work on my mod anymore when I know that there's a ton of typos in the dialogue I had no time left to test? I just needed some rest first to do it 😄
I'm feeling much better about the dialogue now after getting the chance to do this 😅
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 😄 )
Can I dm you? Took a quick look at your code and might've found the letter problem
(If you'd rather work it yourself that's fine too
)
Yes!
I do not want to deal with this alone lol 😄
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
Also, dealing with another isseu not though. My hat broke on me and I ahve no idea why 
I just updated the mod again and then I find that lol
what is the angry portrait usually used for?
WHen they're angry, usually. Abigail uses it a lot when fighting with her parents.
Leah when getting called by Kel, etc.
(hat turned out to be a non-issue guys, the mod was just missing in my folder lol)
Well, without additional frameworks, only way you can make a pool entrance is from top to bottom, not sideways tho and it's okay to have several ones
Just for whenever you want them to be angry, i guess.
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
Since you can call up any portrait in dialogue you can just make them angry there ot in an event.
Hmmmm what?
You want players to swim in the water right?
Yeap
They need to touch the swimsuit action and only then the pool entrance for a normal swimming animation
Making an animal crossing new leaf inspired island for myself 🤓
If you just put the entrance, clothes will weirdly show up in the water too
So you may wanna put a changing stall somewhere
Huhhh 🤔 I’m taking the entrance from east scarp and it only has … oh wait, Nono, swimming in clothes is fine
What east scarp
I just want them to be swimming animation
It’s an extra town mod
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
oh my reply didn't work
🙂↕️ they just have pool entrance exit and you just swim as is
does slingshot usually trigger that?
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 
I'm trying to understand the files what do these numbers mean
Those are x and y coordinates
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]]
See the wiki for more information on all the map properties
so the wizards basemet is a part of the orest map?
No
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?
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
I mean, for organization purposes, you can organize your dialogue, events, schedule, etc. in separate json files and just use Action: Include in your content.json. I personally haven't worked on NPCs but you can start wherever you're comfortable - you can start with making sprites or portraits if you feel like it or start with dialogue.
I say either start with the basics of making an npc function, (So, things like their character data, gift tastes, etc) or with their portraits or sprites
I usually pick the first, opting to use placeholders for the sprites and portraits
Ooh okay, thank you both! That's pretty helpful
Seconding forsy's suggestions, too. Building your NPC's character is a good start. The nitty gritty details can come later.
(also surprised you haven't made an npc yet. )
Ngl, it doesn’t appeal to me rn
don’t have the liberty to go ham on an npc. the dialogue alone will mess my schedule up
is it okay for my content to have 1k lines? 
Why would it not be?
Well fair enough
Sword & Sorcery has like 2600
no grr write it in bare assembly with 20k lines /j
Have you considered breaking it up in a data folder? this helps with working in it lots
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
yeah the main potential issue will be for your own ability to maintain it and make changes
-# dying from the custom emote
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
i would cry trying to scroll through trying to find the line im looking for hihi
@crystal flame stahhp im already dead

attack!!

ngl would sell someones firstborn child for those emotes
(but probably getting too off topic now). edit: nvm
always!
you can ask me anything, i might not always be able to do it very quickly but always open to suggestions or requests 
Oh wow you're the one who made the cute animals
is me 
is cooking object has to have a recipe?
Not necessarily, no. You can make an object have the cooking category but have no recipe
but its gonna be needed for perfection me thinks
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
It's why when i made food with no recipe i gave them a dummy category so they wouldn't do that
can I do that too?
Yeah, just look on the wiki for the list of categories
okay -25 works
tyy
now the only thing left is the way to add objects to a drop pool of monsters or geodes loot
Problem is that category is universally disliked i think, so youll have to fix the gift tastes
arr
I FINALLY MANAGED TO LOAD A MAP EDIT IN GAME!!!! (it will fall apart once I add custom tiles)
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
Night events r hardcoded methinks, need a framework for it
more nightly events
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 🙏
makes me wish I could move my NPC to an island but alas
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
You should be able to do that, SVE probably has an example of this
oh I see ty
think you just need editmap, target which map, from file and then to area
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
they do that with the dog house for example
overlaying the resort somehow didnt do the thing
I'm no expert with maps but could you share what you did?
Ah
is the "_" necessary for this code?
the _ isn't required, but it makes your unique ids conform with the established standard, so you should keep it
the standard: https://stardewvalleywiki.com/Modding:Common_data_field_types#Unique_string_ID
ok thx
@timber pilot You leveled up to Cowpoke. You can now share images in all channels!
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
Nexus also does like to completely destroy the quality of an image, especially gifs...
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
Oh? It's public already?
Yeah I made mine on that
It just takes you to the normal mod upload page after though :/
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
I barely trust Nexus with normal website stuff, even less with beta features 
It does seem to be a little off because I can’t find my mod in the modfest thingy but- 
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
i hate the description editor
it's so bad
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
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
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
x2 res trick didnt help
still looks choppy
Nice!
So instead switching to markdown they even managed to break the old bbcode editor? Damn... and here I thought it couldn't get worse 
i'll do it
When you paste text in the new description editor it inserts extra spaces around what you pasted now 🙃
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
ok but what if i make a companion mod that gives them complicated recipes that require you to process sugar and flavour into syrup then add carbonation
because i am very tempted
Id love that tbh!
dear god it is truly bleak over at the nexusmods dot com user experience division, huh
putting it into my notes app for mod ideas lol
What's the value to make something edible again?
IsDrink IsFood?
I meant more the numeric value
edibility
Edibility
ar
[[Modding:Objects]] Edibility
i am the worst helper out there
ty Selph lol
someone probably already said it, but it looks like 275 mods were published for modfest!! congrats y'all!
😔 wow i read that as 275 almonds were polished
it had to be done
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
DSV alone is gonna be a beast. but I've decided not to do any of the seasonal outfits. people can deal
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!)
Yeah it won't fit if you simply replace the sprite with something that's not the same size
weapon sprites are 16x16, well larger than your sprite; is your sprite fitting into the grid
most image editors have a show grid option
though I guess you're doing a sprite replacement
correction question: is your ToArea coordinates fitting into the grid
Oh it's probably cus weapons have funny draw rules (is that a dagger)
Sorry... I'm not quite sure what you mean by “coordinates fitting into the grid” All I can say is that, aside from the toolbar being one pixel too wide, everything else is fine—including the complete replacement of the sprite. And yes, it is a dagger (I replaced the sprite for the iridium needle).
then it's probably the weapon draw thing as chu mentioned

okie, gonna take a break from my mod then

