#making-mods-general
1 messages Β· Page 572 of 1
Thank you for looking into it!
Button (you here?) I just noticed earlier that weβre on the same team!
is there a playsound action
in what context, trigger actions? tile actions?
trigger actions
bugger, thanks nic
Betas is the best
OMG A FAMOUS PERSON
How would one modify the buffs of an object in C? This is what I'm currently trying to do:
// TODO: Apply random buff.
Buff b = held.GetFoodOrDrinkBuffs().First();
b.effects.LuckLevel.Value += 10;
And I'm almost certain I'm barking up the wrong tree here π
On the upside, everything else I'm trying to do when using Fairy Dust is working!
I really gotta learn C and especially SDV C mods, they seem funny to do
Hope my lua and py experience is enough to understand most of it
as a start, make sure you learn C# and not C π
none of the c# videos i watched seemed relevant to stardew valley code on the slightest, are there resources for SDV type code specifically?
the bottom of the page on buffs is probably helpful for you here https://stardewvalleywiki.com/Modding:Buffs
this wiki page is how I started with with C# mods https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started and then I read a book on C# to learn some of its specifics (my coding background was not in C# before then)
you'll also want to decomplie the game (as noted in the wiki) to get a feel for what's going on in there and figuring out how you want to interact with it using your own code
Right right
is there a way to make an npc warp only accessible to one npc?
No
damn
out of interest, why do you ask? there may be better ways of getting the same effect
basically i put a warp to and from a specific spot to cut down on walking time for my custom npc but it turns out a few other npcs like the warp and i don't want that
im thinking about just trying to move it but if u have a better solution i'd love to try
Is making a little side tmx (2) which only your npc can access a possible variant for how npc warps work

(No)
Boring
Hey friends! I'm making my first ever mod. Im making a pocket dimension in order to store and sort all my items from the various mods I've added to my game(I was using bags, but I was still feeling overwhelmed). I'm almost done, I'm just having some trouble with the wrap location. I want it to save the location the player is at before they warp into the pocket dimension, but my code keeps giving me error. previousTileX = Game1.player.TileX;
previousTileY = Game1.player.TileY;. I've tried this and getTileX/Y, but I can't seem to find the right command. Any help is appreciated.
You may have to keep track of the player's tile history yourself and then store the specific tile somewhere at the moment of a location change in a Warped event if the new location is your pocket dimension
hi, what's the error? there's several player position values you can use, like Position (current map pixel) and lastPosition (map pixel before movement applied, used for reverting movement), or Tile (current map tile coordinates) and TilePoint (the same but as Point instead of Vector2), or even getStandingPosition() for the centre of their collision box
"'Farmer' does not contain a definition for 'getTileX' and no accessible extension method 'getTileX' accepting a first argument of type 'Farmer' could be found." This is the error message. I'm still learning C#, but I'm having a lot of fun messing with this to help learn.
do you have a decompile or an LSP/autocomplete set up
then you don't have to guess
just checked the correct property is Tile
I don't. I haven't really gotten that far with tools yet. Thank you for your help! I'll have to make a decompiler my next learning project.
!decompile
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
Thank you so much.
I'd like to make a mod for NPCS that would change their sprite size, is this doable?
Can you elaborate? Making the #px x #px area larger, or having more detail within the existing width and height? Which NPC's, new ones or the townspeople?
the townspeople! I'd like to make a mod to change them into pokemon models, like how this mod does so for the farmer:
idk if it is, but maybe spacecore can help you with it. there's a override size option. though I know it has its limitations to what it can override
I was told this would probably cause weird collision and interactions, but that 1.7 would have a "ForceOneTileWide" option that would help.. is it something like that?
you'd have to override each sprite separately tho
From my understanding, it's possible with frameworks yes, but it's not easy. Especially if this is your first mod
it would be my first mod, yeah! haha. I have a friend who is very depressed and I wanted to surprise them by making a fully Pokemon-ified valley
you might look into https://www.nexusmods.com/stardewvalley/mods/14487 if you need more pixels in the sprite, but making them physically larger may be more difficult
as long as they look like Pokemon and can still function, that'd be enough
I would recommend for you to limit yourself to one NPC first. Test it out a lot before committing to all town folk
For handling physically larger sprites, https://www.nexusmods.com/stardewvalley/mods/22941 has that feature
this is a good idea, thank you
this looks super helpful! Thank you! I have the pokemon mystery dungeon sprites that I'm hoping I could use
But, yeah, you'll need a framework if you're going beyond the vanilla resolution limitations
wish you luck, seems like a nice idea
thank you very much!! 
I'm allllmost done. I'm having a problem with the end game. I have me mod folder set up like so PocketDimension/ manifest.json β C# mod manifest PocketDimension.dll content/ β Content Patcher pack folder manifest.json β Content Patcher manifest content.json assets/ PocketDimensionMap.tmx but I cant get it to load the map. Content Patcher seems to not acknowledge the mod at all. Is there a different way I should be situating my folders?
they cannot be nested
need one parent folder containing two mods
you can also let ModBuildConfig do the bundling automatically
is there a way to add dialogue to your custom npc if the player offers them to move into their farm
like that one thingy in calico desert that lets you have npcs as roommates
Thank you so much. I'll read up on this and figure it out. You guys have been great.
do NPCs go to the resort at random or is it a part of their schedule
random
oh so i shouldnt put it in schedule
you can also turn that off/on in their disposition
no
unless they have a specific reason to go
hard at work
bro gets no rest
i wonder if theres a mod that focuses on electronics
like
not just phones specifically
modern tech electronics
that would be the point of the mod
modern tech isnt supposed to go well with something like a farmer valley
Vincent will just be scrolling on his phone all day lmao
or Sam
bro this is so handy for messing with tiles π€
You know, I feel like getting to work on my other npc again would be a fun break. I've learned a lot by cramming to get this mod done in 26 days, and it's been both stressful and fulfilling, but working on it's just not the same as my other mod. I know parents aren't supposed to pick favorites, but my creations aren't my kids, and I definitely have a favorite. I like my mod, don't get me wrong, but I guess my first idea's just the most special to me 
I'm pretty happy that I undertstand event making a lot better now
It's kind of fun
I enjoy it more than writing the script for the event I think, because I get to see my work in action and also figure out how to make what I wrote sound less stiff.
I was dreading event making just months ago
it's not so bad now
I can't believe I'm saying this, but I might be getting tired of multilining my events though
yeahh its part of the reason why i just stopped π
I have that stardew extension which which makes the different code commands of an event readable by color, and after constantly scrolling up and down that huge, dull orange, mammoth of an intro, I think it's gotten kind of annoying 
This isn't the character arc I expected
I think multilining is more enjoyable for shorter events
i think i just like doing things "the hard way"
The thing that gets me is that everythings the same color when you multiline
I wish the stardew extension also worked on multilined events
i wouldn't say i "enjoy" multilining, because it's a band-aid on the actual problem (using one big string for a data model), but it's so much better for source control and editing
I'm still considering writing events in my own format and then have a script that converts them to the expected JSON
Oh, so you still prefer it? I do regularly space different sections out
Part of why I liked multilining is because it made everything feel easily swappable and modular
yeah noodling with the event is much easier for me on multiple lines
less ways to accidentally delete other commands too, I think
although technically i do most of my editing in the slightly-different-but-still-multiline test_event.txt format, then convert it to the json format for actual use
Oh, sounds too complicated for someone like me π
Actually, when I read what you said again, is that format something that's covered somewhere, or is it a personal thing?
Oh, interesting. I'll take a look
Huh, that seems convenient
it's a tool helpful for people like me. you pay an inconvenience fee at the end (converting the script) and get faster iteration during the writing/testing phase (one console command, the script is loaded hot from disk every time with no cache, no patch reloading, etc.)
oOh
not everyone finds it useful (cf. abagaianye arguing against it and me arguing for, all in good spirits of course)
Hmmm
Not something I would have expected for a debugging command
Note: this file must use CRLF (Windows-style) line breaks, or it will fail to parse. If you are on Mac or Linux, make sure you convert when saving (any text editor should be able to do this).
I'm not familiar with windows, but...
I could probably google it lol
So, when using this, all the events are still one default color though right? No smapi schema, or stardeww syntax, or whatever they are both called
probably? i wouldn't know
Ok. Thanks for the info, ichor
maybe I'll do both multilining and one string writing in the same events json depending on how I feel
grumpy If Nexus has a tag for "AI-Generated Content", why doesn't it have one for "Made without AI"?
yeah
You're probably right. Hopefully that will remain the case. ^_^
I just wanted to tag my own mods with, "That's right, this was made with my own blood, sweat, and tears (and copious help from the SDV Discord)."
But I suppose that's a bit long. XD
surely people will just filter out 'ai-generated' and get the exact same result
yar
You folks are all so smart and logical ^_^
a lot of them were fun though
Were you using the Vanilla version?
i just never make friends early on so the recipes were GUH
Ahhhh
yes
Yeah
None of the recipes for the Minecarts required over 3 hearts (and the QoS ones were all available fairly early in the year)
It's definitely meant to be challenging
There's a rhythm to it. I have trouble making friends early, too, since I'm usually focused on accomplishing specific goals. It's part of the reason I put the recipes in, so I wouldn't leave making friends and cooking all the dishes until I was trying to get perfection XD
Thank you for trying it out, @torpid sparrow. I'm glad you had fun, even if it was also frustrating XD;
i have stuff in there π why is it still pulling from vanilla
i dont get any error messages
yeah
can i see ur json
to be honest im a little self conscious about my dialogue writing ability so im going to change all of the dialogue to just "e" but yes!
i wont judge dw
frick character limit
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
nah i always turn the game off and back on when i change anything
hmm
btw u dont have to all the time
you can put patch reload ModId into ur console
itll reload ur CP patches
damn...gotchu
certain patches will require a relaunch but you can always try that first
works 90% of the time
but yea i tested over multiple ingame days and only vanilla stuff is coming up for some reason
it doesnt look like anything is wrong there
i am very confused π
can u type in patch summary modid into ur smapi console
and then send a log?
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
you'll have to close ur game
just like that or do i replace modid with my actual mod id
ur mod id
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 9 C# mods and 1 content packs.
i turned off pretty much every mod except the ones i need to test
hmm the patch hasnt been applied
hm
the regular dialogue is working fine yeah wtf
no thats eright
okok
i dont see ur blank load for marriage
the only thing i didnt load blank for is disposition because the home location wasnt working if i did it through the blank for some reason
would that mess stuff up
no dont think so
can u maybe send ur content json
i dont know if u did unique lognames for everything so the patch summary is a bit hard to read for me
yeah theres no blank loaded for marriage dialogue
ur targetting this Characters/Dialogue/MarriageDialogue{{ModId}}_Mayoi which doesnt exist
that would be why i am having issues it seems
i couldve sworn i added it in there
ty
np!
yippee it's working now thank u
question about tiled, if i want a modded piece of furniture to default in the map im modding, how would i call on that in the farmhousefurniture
uhhh
wdum
simply use the item's internal ID in the property value as if it were vanilla furniture
so, it has stuff that will be in the farm house when generated, in FarmHouseFurniture with like the x y the the number id, do i replace the number id with the internal one? do i need (O)?
(F) for furniture
for vanilla furniture, the internal ID usually happens to be a number
oh fair
you'll want to refer to the decompiled Data/Furniture asset for a comprehensive list, where the internal IDs are the keys on the left, correlated to the names on the right as reference
and the x y is for the top left corner of it, correct?
i believe it's the top-left corner of the bounding box, not the sprite
right
π€ but custom furniture im tryna use
well that was referring to the vanilla furniture in particular, but as i said you'll want to use their internal ID all the same, since there's no functional difference between custom and vanilla furniture
if you have the furniture mod installed you can use patch export data/furniture while in the save to export a list of all furniture as it appears ingame, which can make it simpler to get the complete names of furniture including the mod id
(The property only allows numeric item IDs until 1.6.16)
oh. i see. this is a problem
Correct. It is not possible via vanilla means until 1.6.16 releases, unless the modded furniture also uses a number (it shouldn't...)
Does anyone know why the Sunfish is the only fish that the wiki claims can be caught in windy weather?
As far as I can tell from the in-game data, that isn't true. Heck, the data seems formatted to be either sunny, rainy or both, with not even syntax that would allow this anyway
could be related to the fact that the sunfish is often forced to be the first fish a player catches?
maybe look at the edits to the wiki and see if there's any comment about it
is FarmHouseFurniture useable outside of the farm house? or is it named differently?
you cannot use it outside of farmhouse
if you wish to spawn furniture you can use ftm
you dont.
broski no
farm type manager is a different system
i want a place to generate with furniture in it
no on the map 
yes and i told you its a different mod to do it
thats what i'd use to make my lil house thingy generate with furniture? π€
Maybe "sunny" means "not rainy" in-game, so the wiki added "windy" to be explicit?
Iirc the sunfish is the only fish that can't be caught when it's raining, so it's hard to say without digging deeper
you can use it to spawn furniture anywhere, and considering FarmHouseFurniture apparently doesn't allow for non-numeric furniture IDs, it's best you use it for the farmhouse too
farmhouse i dont need, i need this extra map im making, to load in, on a new save, with furniture in place π€
then yes, you're using FTM either way
alr, is there a wiki/document on the page? i may be blind
you may be blind; see Customization on the nexus page
most definitely didnt see the readme, yes
would it be too overpowered if i made my bear sell a dessert that was equally as strong as rock prism candy once a week
If it's once a week, and it's expensive/requires an exchange, then it's ok
You can trade MRC at the desert trader
i see
I'm gonna have to add 36 fucking items bro 
My plan:
Donuts - 5 per day
Cakes - 1 per day
Croissants - 3 per day
Cupcakes - 5 per day
Plates - 1 per day
Prism cupcake - 1 per week, if you miss it on a specific day, you'll have to wait until next week
adding 32 monster cans took about 1500 lines of code for me lol
good luck
theres def a way to make it easier and shorter but I wasn't doing anything fancy
what the FUCK
holyβ¦
like 47 lines per
it was my first time adding new objects so yeah I did what I could
each had way too many properties
I'd probably do something like
item name
item description
item buffs
health and stamina
that's it
isn't most of it just copy and pasting?
It is
health and stamina is just βedibilityβ both are calculated based on whatever number you put for edibility
ah
That's how big properties of a basic bread are, now imagine that 36 times
"Name": "Bread",
"DisplayName": "[LocalizedText Strings\\Objects:Bread_Name]",
"Description": "[LocalizedText Strings\\Objects:Bread_Description]",
"Type": "Cooking",
"Category": -7,
"Price": 60,
"Texture": null,
"SpriteIndex": 216,
"ColorOverlayFromNextIndex": false,
"Edibility": 20,
"IsDrink": false,
"Buffs": null,
"GeodeDropsDefaultItems": false,
"GeodeDrops": null,
"ArtifactSpotChances": null,
"CanBeGivenAsGift": true,
"CanBeTrashed": true,
"ExcludeFromFishingCollection": false,
"ExcludeFromShippingCollection": false,
"ExcludeFromRandomSale": false,
"ContextTags": [
"color_brown",
"food_bakery"
],
"CustomFields": null
},```
Definetely it could be done with tokens me think
just by putting some in the fields you gonna change
This is where you'd want local tokens to make it easier.
name description price edibility buffs
you can omit most of those null and false fields to reduce the length a great deal
dont be me and do it properly lol

i think the only thing I'd put is where you can't find it outside of one shop
probably the true fields as well actually
So this could work as well for a modded object?
"Name": "Bread",
"DisplayName": "[LocalizedText Strings\\Objects:Bread_Name]",
"Description": "[LocalizedText Strings\\Objects:Bread_Description]",
"Type": "Cooking",
"Category": -7,
"Price": 60,
"Texture": null,
"SpriteIndex": 216,
"Edibility": 20,
"IsDrink": false,
"Buffs": null,
"ContextTags": [
"food_bakery"
],
},```
"216": {
"Name": "Bread",
"DisplayName": "[LocalizedText Strings\\Objects:Bread_Name]",
"Description": "[LocalizedText Strings\\Objects:Bread_Description]",
"Type": "Cooking",
"Category": -7,
"Price": 60,
"SpriteIndex": 216,
"Edibility": 20,
"ContextTags": ["color_brown","food_bakery"],
},
This is actually all that specific entry needs
wouldn't price be in the shop json?
A modded object though would likely want to specify the texture
Theres sell price and buy price
Because it's probably gonna be a custom texture
ohhh
sell price on the object and buy price on the shop
okok
I don't know what that displayname and description are
not what they mean but like the strings and stuff
Display Name doesnt need modId either
its what you see in game
So just Macaron is fine
what's the sprite index
The number of the tile on your tileset
from top left to bottom right
you already did an npc you may know that
you need a tileset for object? i thought they were separate 16x16 pngs
why keep it separate
i literally exported all of them separately π
you can sew them all in one tileset
I don't know i just figured it was that way
in ase
i don't have ase
You can keep them separate. It is better performance-wise if they're all on one sheet, but unless you have a ton of them, it's largely negligible.
The game keeps them all on only a couple sheets.
oh damn
(Though please do try and refrain from sending complete, unaltered unpacked game assets)
I can help you with placing all of them in a single file if you want
It's preferred to have them unpack their own assets, as it means they must actually have the game in some form themselves in order to get it
(The royal they, not Speedy specifically)
you'd be doing me a huge favour
lemme send you in dms
Fair enough
nvm i can't dm π
My bad one sec
LMAO
okay do it again
i hate friend requests but I had dms turned off too fsr
they are on now
tyty
If you want to use mods, this isn't the place for it
If you're interested in making them then you can ask your questions here though
bruh
how will i make mods here
ofcourse only lf discuss
By reading the documentation...?
Im genuinely not sure what you're looking for at this point
The channel i linked is the place to discuss popular mods
#modded-stardew for discussions about mods if you wanna play with some
#1272025932932055121 if you have issues with existent mods
#making-mods-general , #making-mods-art is for people who make mods and need help or feedback generally
@pine elbow
wait whats the 216 for
er
Um
do i make a custom key for a custom object
Yes
Better to just make it your item's id
That way it's entirely unique
Yeah you can use whatever you want, so do something that has a meaning
so {{ModId}}_Donut
Yeah
exactly
no idea what to do with displayname and description
Donut as the display name or the type of donut and description is just for what you want players to know about it
oh so not localized text strings or whatever that is
well uh
Well you can
that's for vanilla
technically yes you can
most mods use i18n now
It's advised to, for translation, but you do you
mm well for translation purposes i think they'll both do the job
yeah but i18n makes for a way easier translation process, so it's advised to use i18n if you want to add translation
does the sprite index move from left to right
here's blue moon wine from sve and in your default.json you'd have the dislapy name (blue moon wine) and description
top left to bottom right
at the end of a row it wraps to the start of the next row
oh and the sprite index starts at 0
i wanna use the last one
so 5?
yes
wherever you loaded it to
do i add Texture: "Assets/Object PNGs/Sweets.png"
you load your tilesheet and then with texture indicate it and with sprite index you use 5
if you loaded your objects tilesheet to just "boink" then that is the texture name
augghhhh
here i'll try and pull up an example
do i load the tilesheet from content?
if vsc will load...
or in the same json as objects
you can have it in objects but you need to include objects in your content
so in my content.json i loaded my tilesheet
"Action": "Load",
"Target": "{{ModId}}/Objects",
"FromFile": "assets/Objects.png"
},```
and i reference it in the object data
"Texture": "{{ModId}}\\Objects",
so far i have this atm
oh
theres a target?
you need a target
you can't just load a file to nothing
my target is my mod id/Objects because it's simple
you can make it literally anything you want
well uh, just not the vanilla assets
alright
why the two \s
i havent seen that before
The first escape the second
And forward vs. backward is a war between windows and linux, no idea why backward here tho
the second i start using SDVE i just KNOW my mod is gonna break
compatibility is hell
Why? You've placed your building somewhere they modify?
that should only really conflict with schedules, i think
but like i should def consider making it compatible
nobody plays vanilla sdv
realistically
the main compatibility that you'd need to worry about is festivals cause the spot you picked is nice and tucked away
@verbal glacier You leveled up to Cowpoke. You can now share images in all channels!
yippee
thats the point
i picked that spot bc its very far away from everything else
eh there's a bunch more people than we think that don't use SVE, but I agree it's still widely used
Look at unique
not to mention i think the owner of SVE worked on the 1.6 update
20 mil includes redownloads
its more than 1 mil regardless
so still a lot
True true
For compatiblity you'll want to use "When": {"HasMod |contains=FlashShifter.StardewValleyExpandedCP": true}
That needs to apply to every patch you make where you notice that SVE is making things difficult.
Do mineral and gem ores, and large rocks or boulders count towards rocksCrushed?
hii, I have an issue with my map loading, it worked fine yesterday but today I added a custom tilesheet to my map and I think it ruined something? I did the thing where you edit the tiled file by using an app to delete the path thingies from the tilesheets so only the name remains but that didn't help. Here is the log if anyone can take a look :'D
https://smapi.io/log/fd7953dd465b49ff8ea4c2bc65fe641d
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 9 C# mods and 2 content packs.
the minerals/gems do i'll check for large rocks and boulders (you can use debug getStat rocksCrushed to check this as well)
Oh, then I'm gonna assume it wouldn't count on the Meteorite.
could you share your .json with the map/location data?
I'm reading this wiki page, and there are other stats I know what's about but haven't seen it before.
https://stardewvalleywiki.com/Modding:Stats
Stardew keeps track of lots of little tidbits 
hmm, could you maybe try changing your location to {{ModId}}_ColumbinaHouse because it might be reading both your character and your location as the same thing
nope, still get an error
Based on testing - not really testing, but more like keep "accidentally" consuming books when I'm supposed to gift them to NPCs - I notice buff skill books remain '1' regardless. This should be updated on the stats modding wiki page.
{
"Action": "EditMap",
"Target": "Maps/Mountain",
"MapPorperties": {
"Warp": "20 4 {{ModId}}Columbina 13 19"
}
},
``` maybe this might work (I am no expert with maps sorry)
Any more consumption after initial use just gives the farmer XP if there are any from the book. I'm gonna make an assumption that these Book_book ID aren't just counter stats but also checks if the farmer has opened the buff book for the first time and/or adding it to their powers.
Oh, @verbal glacier (sorry for the ping), OtherPreciousGemsFound is the one counting the gem nodes now?
managed to fix this, turned out that tiled read my tilesheet as coming from my desktop rather than the mod folder which messed it up, but it's all good now! Thanks anyways ^^
I think in 1.6.16 OtherPreciousGemsFound will track those gem nodes and rocksCrushed will include all of the small rock nodes
Ah nice 
Ah, I think I got it. rocksCrushed counts stones found in the Farm and the Mines as well as nodes of gems and minerals (copper, iron, gold, iridium)?
Then as for OtherPreciousGemsFound, just the gem nodes?
I reckon (though OtherPreciousGemsFound is not doing that correctly in 1.6.15)
Sad that CaveCarrotsFound stat is removed. 
Dramatic, but something snapped in me with that. lol
Btw, itemsForaged seems to count any item picked up by hand in the game, including Mayor Lewis' Purple Shorts and Robin's Lost Axe.
I think it's funny to me, makes one assume Lewis' Lucky Purple Shorts can be found in the wild.
Oh, speaking of bushes, how are the berries counted? Or are they at all?
I can't really find anything
Do they not count towards itemsForaged?
They do give 1 Foraging XP per berry (3 max).
when I use debug GetStat itemsForaged after harvesting a salmonberry the number does not go up
Sad, but that's okay.
okay, another issue, sorry- Custom location works fine and I can enter but the NPC doesn't spawn there (even though I changed her spawn point) and she doesn't follow her schedule there. Got a red error in smapi telling me that the location isn't found but it clearly is if I can enter it, right?-
https://smapi.io/log/ee7eef07fec14d3c99dcdea9046b35fd
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 9 C# mods and 2 content packs.
That would be a fun mod, every once in a while Lewis loses his shorts and you can simply find it somewhere on the ground
Bring it to him for a reward, put it anywhere for fun reactions
About MossHarvested, does it count how many Moss you get from harvesting from a tree, or how many you harvest trees of Moss?
The number of times moss was harvested from trees by the player. according to the wiki
I read that but couldn't quite understand it, sadly. But is it the latter then?
i believe it tracks the number of times you interact with a tree and obtain moss, so the latter.
just to confirm from the code, yes, that stat goes up by 1 when you remove moss from a tree, regardless of amount/whether you pick it up/etc
other moss sources like weeds aren't checked either
your schedule might not be using the right location ID: it's looking for "Columbina_house", but your most recent upload of the CP content file uses "{{ModId}}Columbina" as the key (ID) in Data/Locations
can you upload the current file(s) with the Data/Locations and schedule parts?
also it might help to try on a new save, or at least sleep a day
iirc the game saves NPCs' schedule overnight and won't use edits right away
what an odd stat
I always quit the game and open it again after making changes, but give me a moment and I'll get the files :D
a lot of stats are a little weird and picky, they're mostly added for internal use on one niche feature
(but as of 1.6 content packs can see them
)
in the case of moss, I think the game only uses it as part of the rng seed for the next moss drop
this is the content file and the schedule
https://smapi.io/json/content-patcher/f9eb9a9d2523486eb96b11dd704fa37d
https://smapi.io/json/content-patcher/7f9d47d91eb14c76916423925ee79bd8
ah, you've still got "Location": "Columbina_house", in the NPC's home data, so it might be complaining when it checks that part
nope, still get the error :'D
if that text doesn't show up anywhere else in your json files, and you're testing on a new save again, you might have different files between your workspace and what the game's actually loading
that's the only columbina_house left in the uploads, at least
(not counting the map file name, which the game doesn't see)
For your schedules you don't have Action: EditData and a set target and then entries
that file's being loaded directly here in the main content.json:
{
"Action": "Load",
"Target": "Characters/schedules/{{ModId}}Columbina",
"FromFile": "assets/schedule.json"
}```
ah
The load however will probably break the tokens in the schedule file
but doesn't this still need to have editdata and such?
{{ModId}} is a token and cannot be used in a loaded entry (you need to use a blank JSON and EditData for that)
oh, my bad, I was assuming CP parsed tokens in those 
if the error isn't "columbia_house" anymore and says {{ModId}} in the console, fireredlily's comments would be why β¬οΈ
it'll need fixing either way
ah that might be it! Thank you guys, I'll try it later and see how it goes <3
Load directly loads data, itβs not a content patcher operation, itβs direct data, so no
^that
It's best practice to load a blank.json and then EditData to the target for a brand new schedule or dialogue JSON, because it does prevent the issue of tokens not being parsed, but it's not the only way if you know what you are doing
If you fully wrote out your mod ID instead of using {{ModId}} and didn't use any other tokens in the schedule, the load would likely have worked just fine.
I'm having a difficult time understanding the use of the "true" condition when I use the move command during an event.
it seems like every time, I try to introduce it, all my actors go nuts and walk all over the place. Does anyone have a link to a good explainer or something? I've been using a lot of the event tutorials on the wiki and they're really helpful but none of them go into a lot of depth about that one particular thing
true just meeans that the rest of the commands will play without waiting for the move command to finish
can i see ur json/event?
right now I'm looking at the last event in the file
from the jump, that first move command that has true in it makes Pam wander a bunch of extra tiles to the left when she comes in
/move farmer 0 -7 0 true/warp Pam 22 10/move Pam -1 0 2/ this would make her move left but im not sure why continuously
i think you have to do warp before?
warp before the farmer move command i mean
Not realy mod making, but what mods should i get for my first playthrough (NO NOT THE PAM HORSE)
the warp doesnt take any time so it can be placed really anywhere before u need it
Ohh mb i am blind!
nw!
Ok, I'll give that a try!
also if u need pam there, why dont you set her up there originally?
also shouldn't skippable//viewport be skippable/viewport?
it looks like u set everyone negative first before warping them
She's supposed to be getting off the bus as the farmer walks up and then my NPC gets off, as if they just got there
oh yeah i didnt look at that
ahh ok
that makes sense
you have that for a couple events
that may be the reason then
I tried it with warping her before the move command and she still went way left unfortunately
did u fix the viewport one
yeah I just tried it again after fixing that, still no luck
hmmm
ok
you can move two actors simultaneously
so instead of one move command being true and following it with another
do move farmer a b c pam a b c
oh ok, let me try that
move farmer 0 -7 0 Pam -1 0 2
yes, that worked! thank you!!
yay!
ok, here's another question. Boris is supposed to get off the bus and bump into the player, but right now farmer just stops in the middle of the map and waits for Boris to get there. I'd like for it to be simultaneous, but if I add "true" to the joint pam/farmer movement, Boris walks right through the player.
I don't know what I'm doing wrong here.
I'm retrieving a machine's held item and trying to increase the LuckLevel of the item's buff by 10.
For example, if an item that gave +1 luck was placed in the machine, it would instead give +11 luck.
i think it's because I do have to warp him in between the farmer's movement and his movement (just like with Pam), and the true condition doesn't like that. But it's harder to get around here because he needs to show up while everyone's moving
I also tried using held.ModifyItemBuffs, but that didn't work either
find the coordinates of where they collide and/or adjust their speed
i have an event where two characters collide and it took me an hour and a half to do so
just constantly tweaking
GetFoodOrDrinkBuffs generates new buffs based on the item's data, and they're not stored on the item itself, so modifying them won't do much
the game generates the buffs with that and applies them immediately in Farmer.doneEating
foreach (Buff buff in consumed.GetFoodOrDrinkBuffs())
{
this.applyBuff(buff);```
docs for what exactly
everything?
There's no one place
Most frameworks have their own docs on their own thing
Main wiki and modding wiki both have fairly general info, but main wiki has docs on the files/smapi things
!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 itβs easier to start with making content packs, since you don't need to learn programming.
If you have specific idea we can give specific help
I'll ask when I run into trouble
what are you making though, out of curiosity?
I don't think this will solve one of my problems though--how to warp my npc in while the farmer is moving? I've tried using "true" for the farmer's move command before the warp and using SimultaneousCommand and neither of those are working. Is this just a case where what I want to do isn't possible?
using move true or advancedMove would let you, yes. you might have to add pause(s) to get the timing right
ok, let me try advancedMove. Using true on the move command was making my NPC walk through the player (almost like he was just bypassing his speak command and going through his next move command)
yeah move is tricky
i donβt think anyone is 100% sure of how itβll act 100% of the time
yay!
FF can do that and some of the other stuff you mentioned, but you'll have to learn how to use json and read through FF's documentation (I have some plan for a ModSmithy extension, but that's gonna take a while to get started).
It's ok Leroy i think i need to refactor a bunch of shit to make it nicer to add modules anyway
And that's also gonna be couple months 
Hey, @brittle pasture? I'm using Custom Builders and I'm having a weird issue with the custom dialogue. I think the code may be bugged for the Instant build dialogue, putting in an extra underscore where there shouldn't be one:
My code doesn't have the double underscore, so I'm not sure where it's coming from.
okay so I fixed that isssue, the map now loads correctly so thank you both! The other issue is that now she isn't spawning there but in the mountains for some reason rather than the custom map :'D Like the x y tiles are exactly as I set them, but instead of appearing at the custom location, she spawns at that tile but in the mountains
We should double check the i18n maybe
Like the {{i18n:blah}} side
(Here's the code I'm using:
"selph.CustomBuilders_Instant": "So this is where your grandpa's old {2} was...",)
For Custom Builders? I'll go look
Question, I am doing schedules for my NPCs rn and I have a map that i put to off-limits for pathing because of looping issues and an NPC just went through that map and seems to have broken the rest of his schedule and idk why this happened? there's no lick of info of any kind in the lof either https://smapi.io/log/fa42381579a642dca209a373d108ae76
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 62 C# mods and 29 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
I couldn't find anything like that in the Custom Builders i18n
how did you put it off limits, how is it accessed, and where are the warps?
L
e
a
h

Oh i thought this was your mod's custom translation
actually
i need to correct myself....for some reason my entry about pathing is gone from the json wth
i jsut checked again if i had a typo in it and its jsut gone
uh oh lol
someone on nexus told me to add iln18 something to my thing how do I do that
do I just put string tokens in my content and somewhere else do the localization
wth man, last time i had the issue that my whole i18n folder was just gone and idk why and now this...am i sleep.editing my files or soemthing
holy link
tyy
SIGH
do you have any kind of cloud or git fuckery going on maybe
iβve deleted stuff by accidentally pushing instead of pulling
No, this is built in to Custom Builders
can I do a boolean config token and then add a When Token = true to my editmap?
basically an option to turn on or off the tmx I overlay on the vanilla map
check pathos' guide but then the tokens section 
no clue...but the pathing thing shouldve been there for a long time already
now hes going the right way but hes just stuck here now for some reason?
hm, if the walk to the schedule point takes way too long could it kinda halfway break...? cuz when he should hit his next point he jsut voidwalked off the map...
It shouldn't break they should just immediately go to the next point
yep it's a bug; I'll fix it in a couple mins
should be done; check out the latest version on Nexus
hm, weird. im not too sure why theyre stuck and then voidwalk then...
could you maybe share the .json?
Thank you so much!
gimme a sec, i found another thing to fix, ill share if that is still not the issue
okii
urgh
I did something wrong but theres no error log
"When": {
"HasValue:{{Show the sign near the bus stop}}": "true"
},
Pathos doc didn't help me cuz im probaby doing something wrong
for when you don't use {{}}
Oh.
you put the name of your config
Thats interesting
for example ShowSign
lets see if it works
gdi hes still void walking...
heres my schedule, its the spring one at a1600 when he goes to Point Melodia. He just walks into a bush and thhen voidwalks off. no other npc walks into that bush tho https://smapi.io/json/content-patcher/a020a7ffd89940e988dbf610a5af4e35
okay it workss
Just to make sure did you blank load their schedule?
tyy
when does he leave to arrive at 1600
oh yeah i have like 15 other npcs that do their thing like they should, its just him who wants to be a butt sigh
yes
probably way too late for some reason...i especially put the a so he'd arrive there at 4pm but it seems he takes his damn time, ill go check again without interfering with time or standing in his way to be faster to see exactly when he leaves
so uh weird issue, my npc isn't centering on the tile properly?
it should
if a1600 recalculates to 1100 or earlier itβll cause issues
this happens
...can i fix it?
not that i know of
yeah with miriam i had to adjust her knitting animation because it changes whether she approaches the couch from beneath or above
dissect miriam got it
making NPCs sit on couches sucks a lot
okay how do I know if my mod is updated now
no you need to specify nexus
look at an example mod
okay I think I know how
its 11:40
okay followup question nic how did you determine the offset you needed
trial and error?
trial and error and copying charles to start with
yep
bugger
hmmm okay
is 2 16 a Buildings tile, a warp, or only accessible by walking over a warp?
is it taking a while to update on the main page or I did something wrong..
just wait a bit
and check you updated it on both the file page and the documentation page
also, consider using semantic versioning!
whats documentation page
no its not, but it as a warps arrival tile would that cause issues?
it shouldnβt
like where you put your mod description etc
huh...
like this?
ye
yep!
version 2 looks cooler
that would do it!
time to wait a wholeass half day again to see if it works now
do you use a fast forward mod
they're dangerous for testing because they can be a bit wonky
world settime
that can break pathing
even that I wouldn't use for schedules
ah
iβve personally only ever noticed issues with sinzβ event tester when testing events not schedules
but yes good caveat
ideally (in software in general), you shouldn't test using things that affect what you're testing on in the same way as what you're testing
so if you're testing timing, you should be using as few things that affect timing as possible
hii so my npc doesn't spawn inside her custom location for some reason, even if it's set as her home, doesn't even follow her schedule there either ^^, My bad for asking here so much but I don't have any experience with coding :'D
https://smapi.io/json/content-patcher/71119ac05257461789ffe3cd975a580b
this channel is the exact place you should ask stuff that requires coding a mod
so dont apologize 
hi! can you try following these steps? https://stardewmodding.wiki.gg/wiki/Troubleshooting:_NPCs
Having NPC troubles and overwhelmed by the amount of work that goes into making sure they work? No worries, this guide can lead you through some common mistakes of creating custom NPCs and hopefully get them working!
Before we dive in, here are some helpful links for creating NPCs:
Tiakall's NPC tutorial...
no, well, i sometimes use cjb but i try to keep things natural to rule out that being the issue lol
either way, he is doing his thing now, yippie
wait uhh do I need to have config json on my nexus page if my content already has the default value
like a guide to config options? you can but itβs your choice
or I just made everyone who gets a new version of my mod have my default now
I suppose whatever
when uploading updates you remove the config
you can indicate a default setting and if they wish to alter that then they can
thanks nic, just needed to offset by a pixel or 2
Hey if I update that PR can I actually get it merged?
I did! Like the weird thing is, she loads into 14 7 tile like I asked but in the Mountains instead of her Custom map, even though the location is set and idk what to do π
ran it through the json validator as well and there is no error so I suppose it should be fine
yeah, your json looks right at a glance to me
have you patch reloaded and started a new save since adding her spawn point?
also just a heads up, the json validator is great for checking syntax and sharing code, but itβs not smart enough to spot things that are syntactically correct but not working for other reasons. sharing it like you did is the best way to get help though for sure!
well I always restart the game when I make changes, but I was playing in the same save the whole time, does a new save impact things?
it can! iβm not sure when spawn points are set but you should try a new save yeah
if itβs still not working then weβll try a patch export
i got used to having like a hundred junk saves in my files at all times just from starting a new game fifty times a day lol
not everything needs one, but some things like schedules are easier to test by making a new save
okay so made a new save and she spawned where she should have, but she doesn't move-
try the troubleshooting steps for schedules!
sorry to redirect you like this, itβs just that i wrote the steps and iβd just be restating the same things lmao
it's okay don't worry ^^
I'm trying to change the buffs an item gives. For example, a lucky lunch grants a +3 luck when eaten.
I want a machine that would return an item that instead has a boost of +13 luck (the original luck boost + 10). How would I do that?
quick pollβdoes anyone have a strong preference for what the command should be to link the NPC troubleshooting tutorial?
iβm thinking !npchelp
Hi friends - would anyone know what "Non-static field requires a target" would refer to if a trigger action entry failed to apply? I'm not seeing anything different between a person's Json Validator for adding trigger actions than my own patches, but it's apparently failing. I don't have a full log, but I can request it if needed
good to me
anyone know how to do big animations? π
spacecore
That's not something that can happen from the json itself. That's a C# error
Probably by transpiling that farmer code, or tracking when it fires and modifying the player's buffs? As far as I know, items don't store any information about buffs. They're just generated in that method and immediately applied to the farmer.
Would need the full log and whatever custom trigger action they were trying to use
Oh thank goodness, so it wouldn't be DNR. I was really confused when my patches were just fine but theirs was bugging out
The fun part is there wasn't any custom triggers in there, just the normal ones
At least in the template. Now, in their mods, diff story
Some other mod could be changing things. Or Android weirdness if that's relevant
@brittle pasture Not as imperative, but there is a small issue with the documentation for Custom Builder as well.
This should be: This should be Character/Dialogue/<NpcName>
is that how SBV does it?
Either way, not your problem without a full log
idk, thatβs how i do it
Both are plausible - I only requested their json validator stuff. I'll let you know and come back to this once I have a full log to parse with
(and still probably not after but it'd be clear)
hopefully the log will just let me know what's happening so I won't have to bug you guys on it much 
Dammit, so way beyond my current capabilities π
Thanks. I was able to do at least 2/3's of my original goal with my first harmony patch.
yeah, you could probably get the machine to add a "give +10 luck" flag to an item's modData, but applying it is beyond their jurisdiction
SBV doesn't list spacecore as a requirement on nexus
tho ripley does which I think is one with a big animation sprite
yeah so I checked and I think I did everything and it doesn't work :'D
Elias has one and so does Jonghyuk so they do it somehow without spacecore
sbv has some own c#
either way spacecore is also how i personally make fishmonger fish
like I don't use load because of the tokens but I checked the editdata and I think it should be okay? I also slept and it's in a new save and it still doesn't work
did you load your NPC's schedule and dialogue through a blank.json?
alright so learn spacecore, got it. Thank ye void (and nic)
teehee
its pretty easyx to do tbh theres a template for it
anyone ever tell u ur amazing void
well I don't use the load function because of the tokens so I changed it to be the editdata
not that often, but i take what i can get
make a file called blank.json have it just be { } and then in your content.json do action: load, target: Characters/schedules/YourNPC also for dialogue
and then fromfile: blank.json
like this right?
if you put your blank.json in assets then yes!
yup that works! Thank you so much guys <3
Nice, congrats on your working NPC!
thank you! Only took me like... a week to have her somewhat working :'D Still a lot to be done but I will try to conquer events next
Good luck!
Does content supports basic math?
what do you want to do
Something like
...
"SpriteIndex": {{StyleNumber}} - 1,
...```
i think you can use a query for that but iβm not sure
Where Style number is a config thingy
why not just tell people to start counting from zero
Oh wait I can do that and then do When {{StyleNumber}} = Last Number ill do the index 0 ig
you canβt use = like that
I know that was just an example
users may not be able to read but you can tell them to kick rocks if they ignore your config instructions
yea im saying that u can change the values to show 0 as "Style 1" if u want
Hello again, folks! I'm wondering if it's possible to change BuildingType when upgrading. Here's the issues:
We want the player to start with a broken fish pond. With a Coop, you can say it houses 0 animals, but with a fish pond the types of fish allowed are in the fish data - too much to edit. So we're starting with a "broken" fish pond which is not BuildingType fish pond. This disallows putting fish into the pond, and also doesn't show the water overlay. However, when we have the player "Upgrade" the fish pond to a true fish pond, it's not working correctly, we think because it's not changing the BuildingType.
btww
finally updated this
the issue is that I just added the update keys so a lot of people wont see it
π
i think it's a rite of passge to fuck up the update key at least once for any given mod author
Want it showcased?
i dont rly know what u can do about that besides C# stuff tbh
yuss please but let me do a proper post here then
wait nexus didnt update my preview yet
ugh
Sure! I'll showcase the proper post then
maybe if u just have the broken pond be map 
its old one
Aw
and remove the map patch after a pond is built
Yeah it might take a few minutes
ill lyk when it does π
or someone else
it took several hours for my old mod to get the updated preview on nexus
smh
nexus is currently having a bug with images and thumbnails
thatβs a weird way to phrase that. there is currently a bug
That would be super super nice
Can I just put the image along the mod link?
dm bouncer and make wiki acc
ightt one min
ya
Would it be possible to make it a fish pond but unable to accept fishes similar to how you can limit the animals inside the coop without code?
Updated my silly cat cursors mod to have even more different types to choose from!
Currently planning to do the same mod but with all the npcs as well, any feedback and ideas are helpful π©·
(GMCM mod is super recommended to easily choose anything with the config menu as well for the best experience!)
https://www.nexusmods.com/stardewvalley/mods/44336
omgg I may be a bot I DONT remember π
its not exposed to the data, so no you cannot
I see, thank you!
shane
oh it didnt use the new image
Showcased! Congratulations on the update!
tyysm
You included the new image anyway it's fine!
if u really wanted to do it u can patch FishPond.isLegalFishForPonds
Ah but it doesn't show in the showcase blergh
that'd be a C# thing but relatively speaking not that bad
i forgor to mention u need to use <link>
I forgot this thing exists
did it now
Also, @brittle pasture, for additional bug reports on Custom Builders, would you prefer them here, DM'd, on Nexus, or somewhere else? What is best for you?
I think you'd need to send a ticket via Bouncer for that
Cheeto 

Congrats! 
omg I got two bonus points as well yay
got it, I'll fix it later!
either is fine, though Discord is more preferrable
Hello, is there anywhere I can see how to edit data for objects like fruits, vegetables, etc.? I think the code was something like this, right?
"Action": "EditData",
"Target": "Data/Crops",
"Fields": {
Thank you. ^_^ It seems like Upgrades are taking 3 days with Custom Builders even when I set the number to something else. I originally had it at 1, and then I set it to 0 to try to get an instant build, and both times it took three days. It may be related to the fact that the building being upgraded to is a vanilla coop (ie Custom Building -> Vanilla Coop)
can you show code
@brittle pasture We were also wondering if there might be a way to change the BuildingType with Custom Builders when upgrading. I detailed the issue here: #making-mods-general message and chu said that it will probably require C# coding. I was wondering if it's something Custom Builders might be able to handle now or someday. ^_^;
It's theoretically possible, but unlike with items, buildings don't have a standardized way of copying state from one instance to another
Also like, there's no standardized way to "clean up" a replaced building, only demolition, which could have side effects on some buildings
How would you get the ObjectData class for a given Object?
ItemRegistry.GetDataOrErrorItem() and then the RawData field on the resulting ParsedItemData
Guys, can someone help me with this problem? Even using the location data code, it's not working. As you can see, it reverts to the original map and doesn't switch to the new one New map
When it's my turn, nobody answers.
How different mobile modding from pc one I wonder
Are you able to access the smapi logs and see if they have any error message that could hint the issue?
Usually that happens when you don't do a new location data entry or if you do it wrong
Could you send me the link to smapi logs and instructions on how to use it?
No idea how it's done on mobile, that's the issue π
Hopefully someone else could pick this up
Send me the website link and then I'll research what it's like.
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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
There's the android option too
Yall, some hilarious stuff happens when you have a +101 to speed
oh i just realized, I should probably add in i18n for my config tokens
will i18n work for those?
Yep! It's handled slightly different though
The content patcher docs have instructions, you can also grab my blΓ₯haj if you want a recent example since their configs are nice and simple
yay thanks
if people want i18n for any mod i make i will add but i will not add preemptively bc lazy
?
ok everythig deleted
except for the question mark
i am not confused
i was trying to ask a question
ill try again
It's really easy to do, and a few translators crawl the new releases. I'd recommend it if you're interested in getting translations in general
I was like "damn idk how to explain the docs" lmao
if im understanding correctly, i just add to my default i18n with the correct naming structure?
i dont have to do anything to my configs in content?
Yep! You don't change anything about the config section in your content.json, you just add corresponding entries to your i18n
Also pure true/false fields don't necessarily need translations because they're a checkbox in game. But true, false, secret third thing does need translations
I managed to modify the buff of the item in the machine... kinda.
Currently this modifies all instances of the object. Is there a way I could do this on only the object in the machine?
you're not super likely to find help with android modding here since it's different than desktop. you can join the thai stardew discord if you'd like (the android SMAPI developer is there) or otherwise figure out a way to share your log here, but nobody is ignoring you out of malice
Timezones is a thing as well
if i set friendship requirement to like 40000 will it prevent an event from triggering?
what event are you trying to prevent?
can it be done with a when?
or just with // and make the event a comment until it is done
oh true it is a single line
I thought I added the tree names but did not merge your pr. let me chdck
Like i added the tree names but at the time ui2 wasnt updated so there was no effect
is tree names finally gonna happen? im still wondering how only my fruit ones work but not the wild trees safdasfsd
where would i find the dimentions of the hitbox and visual portion of the farm house?
Data/Buildings πββοΈ
Size and CollisionMap show the dimensions and hitbox (in tiles), and SourceRect covers the visuals (in pixels)
it was indeed another bug with Custom Builders; can you try this version? thanks for the catch!
(if you have any further bugs I'd greatly appreciate it; I'll probably release this in a couple days since it also contains an important fix for another issue)
what mod(s) would i need to use to change the collision map?
and location of mailbox
content patcher should suffice, you can use Action: EditDatawith Fields to edit only certain fields of the Farmhouse entry without replacing them all, e.g.
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#edit-a-dictionary
except your case would likely appear with these fields:```json
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Farmhouse": {
"Texture": "Mods/{{ModId}}_MySmallFunnyHouse",
"SourceRect": { "X": 0, "Y": 0, "Width": 32, "Height": 32 },
"Size": "2 2",
"CollisionMap": "XX\nOO"
}
}
}
which would give you a 2x2 tile house with a 2x2 tile sprite where the bottom two tiles are passable, assuming you also Load a sprite to that Texture using Target
unless of course someone chimes in and tells me the farmhouse can't be edited in this way until 1.7 in n+1 years from now
Awesome, I'll install this version right now. I'll let you know any more bugs as soon as I come across them. ^_^ Thank you so much for the quick fix!
oh of course, the mailbox. you'll find the relevant fields on the same Farmhouse entry, there's several parts to it.
AdditionalPlacementTiles, ActionTiles, DrawLayers is probably all of them, though you'll find more specific coordinates in the same entry you'll likely want to change
would it be better to make my bears event focused on how the townsfolk would warm up to him rather than interacting with the player themselves
You can do both, it really depends on how you want players to experience your character
realistically most humans would be terrified of a walking bear around town lmao
- manny seems like a friendly bear
@brittle pasture The new version is working for upgrade timing! At least for instant build, which is the only thing I've tested so far. ^_^
he lives in the secret forest
so its not like anyone knows him
true
I think most of the townsfolk would be open to a bear who bakes them delicious stuff
yeah buuut like
i mean interaction wise theyd have to get familiar with him
Vincent and Jas would be terrified at first glance, thats why im setting up an event with Vincent
is he moving in then he might have to get familiar or has he been reclusive up until now, otherwise you could write him as a friendly face in town
the former
well it might be nice to initially have manny interact with the townsfolk in an event and in another he meets the farmer, often it is the farmer that has to be included first so it might be a nice change of pace
that would be nice yeah
I thought I finally sorted out the errors I was getting when trying to load my mod, only for me to try starting a new save, having it get stuck on a black screen, and generating thousands of smapi errors because I somehow deleted the mountain???
uhh were u editing maps
I'm just trying to mess around with crab pots

