#making-mods-general

1 messages Β· Page 572 of 1

ivory plume
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Custom Bush is returning an empty season list (bush.Seasons = []), probably due to the dynamic conditions. The upcoming Lookup Anything 1.56.0 will show 'unknown' for the next harvest date in that case instead of breaking the menu. Thanks for reporting it!

merry river
fierce vault
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Button (you here?) I just noticed earlier that we’re on the same team!

modest dagger
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is there a playsound action

urban patrol
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in what context, trigger actions? tile actions?

modest dagger
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trigger actions

urban patrol
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not vanilla. BETAS has it

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it's a tile action in vanilla

modest dagger
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bugger, thanks nic

torpid sparrow
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Betas is the best

barren tapir
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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 πŸ˜…

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On the upside, everything else I'm trying to do when using Fairy Dust is working!

void aspen
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I really gotta learn C and especially SDV C mods, they seem funny to do

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Hope my lua and py experience is enough to understand most of it

half tangle
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as a start, make sure you learn C# and not C πŸ™‚

sterile crescent
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none of the c# videos i watched seemed relevant to stardew valley code on the slightest, are there resources for SDV type code specifically?

half tangle
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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

void aspen
terse girder
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is there a way to make an npc warp only accessible to one npc?

calm nebula
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No

terse girder
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damn

brave fable
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out of interest, why do you ask? there may be better ways of getting the same effect

terse girder
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im thinking about just trying to move it but if u have a better solution i'd love to try

void aspen
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Is making a little side tmx (2) which only your npc can access a possible variant for how npc warps work

calm nebula
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(No)

void aspen
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Boring

solar bramble
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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.

half tangle
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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

brave fable
void aspen
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Damn this looks much more fun to play with than just some contact patches

solar bramble
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"'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.

brittle pasture
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then you don't have to guess

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just checked the correct property is Tile

solar bramble
brittle pasture
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!decompile

ocean sailBOT
solar bramble
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Thank you so much.

hard plank
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I'd like to make a mod for NPCS that would change their sprite size, is this doable?

jaunty shuttle
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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?

hard plank
eager tree
hard plank
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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?

eager tree
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you'd have to override each sprite separately tho

jaunty shuttle
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From my understanding, it's possible with frameworks yes, but it's not easy. Especially if this is your first mod

hard plank
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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

half tangle
hard plank
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as long as they look like Pokemon and can still function, that'd be enough

eager tree
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I would recommend for you to limit yourself to one NPC first. Test it out a lot before committing to all town folk

half tangle
hard plank
hard plank
half tangle
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But, yeah, you'll need a framework if you're going beyond the vanilla resolution limitations

eager tree
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wish you luck, seems like a nice idea

hard plank
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thank you very much!! Sylvheart

solar bramble
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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 ← C# mod manifest PocketDimension.dll content/ ← Content Patcher pack folder manifest.json ← 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?

brittle pasture
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they cannot be nested

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need one parent folder containing two mods

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you can also let ModBuildConfig do the bundling automatically

ornate drift
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is there a way to add dialogue to your custom npc if the player offers them to move into their farm

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like that one thingy in calico desert that lets you have npcs as roommates

ornate drift
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i see

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thanks

solar bramble
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Thank you so much. I'll read up on this and figure it out. You guys have been great.

ornate drift
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do NPCs go to the resort at random or is it a part of their schedule

torpid sparrow
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random

ornate drift
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oh so i shouldnt put it in schedule

torpid sparrow
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you can also turn that off/on in their disposition

torpid sparrow
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unless they have a specific reason to go

ornate drift
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hmmmmm

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so open 5 times a week

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sunday and friday

torpid sparrow
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hard at work

ornate drift
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bro gets no rest

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i wonder if theres a mod that focuses on electronics

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like

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not just phones specifically

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modern tech electronics

torpid sparrow
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hmm i mean

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that would break immersion

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but maybe

ornate drift
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modern tech isnt supposed to go well with something like a farmer valley

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Vincent will just be scrolling on his phone all day lmao

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or Sam

torpid sparrow
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vincent ipad kid

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shudders

ornate drift
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watching ai brainrot videos

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BLEGH

marsh reef
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bro this is so handy for messing with tiles 😀

fierce vault
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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 SDVpuffersmile

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I'm pretty happy that I undertstand event making a lot better now

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It's kind of fun

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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.

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I was dreading event making just months ago

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it's not so bad now

tiny zealot
fierce vault
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I can't believe I'm saying this, but I might be getting tired of multilining my events though

hard fern
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yeahh its part of the reason why i just stopped πŸ˜…

fierce vault
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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 SDVpufferthinkblob

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This isn't the character arc I expected

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I think multilining is more enjoyable for shorter events

hard fern
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i think i just like doing things "the hard way"

fierce vault
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The thing that gets me is that everythings the same color when you multiline

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I wish the stardew extension also worked on multilined events

tiny zealot
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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

buoyant moon
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I'm still considering writing events in my own format and then have a script that converts them to the expected JSON

fierce vault
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Oh, so you still prefer it? I do regularly space different sections out

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Part of why I liked multilining is because it made everything feel easily swappable and modular

tiny zealot
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yeah noodling with the event is much easier for me on multiple lines

fierce vault
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less ways to accidentally delete other commands too, I thinkSDVpufferthinkblob

tiny zealot
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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

fierce vault
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Oh, sounds too complicated for someone like me πŸ˜…

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Actually, when I read what you said again, is that format something that's covered somewhere, or is it a personal thing?

tiny zealot
fierce vault
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Oh, interesting. I'll take a look

buoyant moon
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Huh, that seems convenient

tiny zealot
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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.)

fierce vault
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oOh

tiny zealot
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not everyone finds it useful (cf. abagaianye arguing against it and me arguing for, all in good spirits of course)

fierce vault
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Hmmm

buoyant moon
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Not something I would have expected for a debugging command

fierce vault
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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).

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I'm not familiar with windows, but...

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I could probably google it lol

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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

tiny zealot
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probably? i wouldn't know

fierce vault
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Ok. Thanks for the info, ichor

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maybe I'll do both multilining and one string writing in the same events json depending on how I feel

twilit quest
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grumpy If Nexus has a tag for "AI-Generated Content", why doesn't it have one for "Made without AI"?

torpid sparrow
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i think the majority is made without AI

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it would be a little redundant i fink

hard fern
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yeah

twilit quest
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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

lucid iron
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u can always put that in desc

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and i think u can do custom tags right

brave fable
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surely people will just filter out 'ai-generated' and get the exact same result

torpid sparrow
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yar

twilit quest
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You folks are all so smart and logical ^_^

torpid sparrow
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glymr ur bundles destroyed me

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i gave up

twilit quest
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I'm sorry

torpid sparrow
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a lot of them were fun though

twilit quest
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Were you using the Vanilla version?

torpid sparrow
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i just never make friends early on so the recipes were GUH

twilit quest
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Ahhhh

torpid sparrow
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yes

twilit quest
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Yeah

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None of the recipes for the Minecarts required over 3 hearts (and the QoS ones were all available fairly early in the year)

torpid sparrow
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i still had fun though SDVpuffersquee

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the struggle is entertaining

twilit quest
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It's definitely meant to be challenging

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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

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Thank you for trying it out, @torpid sparrow. I'm glad you had fun, even if it was also frustrating XD;

torpid sparrow
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it's great!!

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had me doing a lot of stuff

terse girder
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how does one get rid of the vanilla marriage dialogue

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for a custom npc

torpid sparrow
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there are marriage dialogue keys

terse girder
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i have stuff in there πŸ’” why is it still pulling from vanilla

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i dont get any error messages

torpid sparrow
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did u include ur json

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assuming its in a separate json idk

terse girder
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yeah

torpid sparrow
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can i see ur json

terse girder
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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!

torpid sparrow
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i wont judge dw

terse girder
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frick character limit

torpid sparrow
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!json

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

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

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

torpid sparrow
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send through here

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just send the link and ill be able to see it

terse girder
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my only idea is maybe i didnt put Enough dialogue ?

torpid sparrow
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hmm no there should be at least some popping up

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did u add this mid-test?

terse girder
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nah i always turn the game off and back on when i change anything

torpid sparrow
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hmm

torpid sparrow
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you can put patch reload ModId into ur console

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itll reload ur CP patches

terse girder
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damn...gotchu

torpid sparrow
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certain patches will require a relaunch but you can always try that first

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works 90% of the time

terse girder
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but yea i tested over multiple ingame days and only vanilla stuff is coming up for some reason

torpid sparrow
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it doesnt look like anything is wrong there

terse girder
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i am very confused 😭

torpid sparrow
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can u type in patch summary modid into ur smapi console

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and then send a log?

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!log

ocean sailBOT
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Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

torpid sparrow
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you'll have to close ur game

terse girder
torpid sparrow
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ur mod id

terse girder
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gotta make sure im not literally stupid

ocean sailBOT
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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.

terse girder
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i turned off pretty much every mod except the ones i need to test

torpid sparrow
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hmm the patch hasnt been applied

terse girder
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hm

torpid sparrow
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the regular dialogue too? thats confusing

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is the regular dialogue working

terse girder
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the regular dialogue is working fine yeah wtf

torpid sparrow
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oh did u load a blank

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for marriage dilaogue

terse girder
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yeh

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is

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is that bad

torpid sparrow
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no thats eright

terse girder
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okok

torpid sparrow
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i dont see ur blank load for marriage

terse girder
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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

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would that mess stuff up

torpid sparrow
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no dont think so

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can u maybe send ur content json

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i dont know if u did unique lognames for everything so the patch summary is a bit hard to read for me

torpid sparrow
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yeah theres no blank loaded for marriage dialogue

terse girder
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oh did i forget to add it lmaooo

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fuck

torpid sparrow
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ur targetting this Characters/Dialogue/MarriageDialogue{{ModId}}_Mayoi which doesnt exist

terse girder
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that would be why i am having issues it seems

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i couldve sworn i added it in there

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ty

torpid sparrow
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np!

terse girder
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yippee it's working now thank u

marsh reef
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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

brave fable
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simply use the item's internal ID in the property value as if it were vanilla furniture

marsh reef
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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)?

brave fable
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for vanilla furniture, the internal ID usually happens to be a number

marsh reef
brave fable
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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

marsh reef
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and the x y is for the top left corner of it, correct?

brave fable
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i believe it's the top-left corner of the bounding box, not the sprite

marsh reef
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right

marsh reef
brave fable
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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

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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

uncut viper
brave fable
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oh. i see. this is a problem

uncut viper
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Correct. It is not possible via vanilla means until 1.6.16 releases, unless the modded furniture also uses a number (it shouldn't...)

glossy cargo
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Does anyone know why the Sunfish is the only fish that the wiki claims can be caught in windy weather?

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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

half tangle
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could be related to the fact that the sunfish is often forced to be the first fish a player catches?

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maybe look at the edits to the wiki and see if there's any comment about it

marsh reef
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is FarmHouseFurniture useable outside of the farm house? or is it named differently?

lucid iron
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you cannot use it outside of farmhouse

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if you wish to spawn furniture you can use ftm

marsh reef
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... vorp

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what would i put here

lucid iron
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you dont.

marsh reef
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broski no

lucid iron
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farm type manager is a different system

marsh reef
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i want a place to generate with furniture in it

lucid iron
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no on the map PecoWant

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yes and i told you its a different mod to do it

marsh reef
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thats what i'd use to make my lil house thingy generate with furniture? πŸ€”

fossil osprey
brave fable
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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

marsh reef
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farmhouse i dont need, i need this extra map im making, to load in, on a new save, with furniture in place πŸ€”

brave fable
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then yes, you're using FTM either way

marsh reef
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alr, is there a wiki/document on the page? i may be blind

brave fable
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you may be blind; see Customization on the nexus page

marsh reef
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most definitely didnt see the readme, yes

ornate drift
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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

fossil osprey
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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

ornate drift
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i see

ornate drift
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I'm gonna have to add 36 fucking items bro LiveSob

ornate drift
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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

void aspen
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good luck

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theres def a way to make it easier and shorter but I wasn't doing anything fancy

ornate drift
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what the FUCK

floral stream
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like 47 lines per

void aspen
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it was my first time adding new objects so yeah I did what I could

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each had way too many properties

ornate drift
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I'd probably do something like
item name
item description
item buffs
health and stamina

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that's it

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isn't most of it just copy and pasting?

void aspen
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It is

floral stream
ornate drift
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ah

void aspen
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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
  },```
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Definetely it could be done with tokens me think

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just by putting some in the fields you gonna change

devout otter
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This is where you'd want local tokens to make it easier.

void aspen
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name description price edibility buffs

brave fable
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you can omit most of those null and false fields to reduce the length a great deal

void aspen
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dont be me and do it properly lol

ornate drift
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i think the only thing I'd put is where you can't find it outside of one shop

brave fable
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probably the true fields as well actually

void aspen
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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"
    ],
  },```
uncut viper
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"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

ornate drift
uncut viper
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A modded object though would likely want to specify the texture

void aspen
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Theres sell price and buy price

uncut viper
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Because it's probably gonna be a custom texture

ornate drift
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ohhh

void aspen
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sell price on the object and buy price on the shop

ornate drift
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okok

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I don't know what that displayname and description are

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not what they mean but like the strings and stuff

void aspen
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Those are for languages

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string is just a type of data which represents basic text

ornate drift
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can't it just be something like DisplayName: "ModId_Macaron"

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oh

void aspen
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Display Name doesnt need modId either

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its what you see in game

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So just Macaron is fine

ornate drift
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what's the sprite index

void aspen
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The number of the tile on your tileset

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from top left to bottom right

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you already did an npc you may know that

ornate drift
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you need a tileset for object? i thought they were separate 16x16 pngs

void aspen
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why keep it separate

ornate drift
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i literally exported all of them separately 😭

void aspen
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you can sew them all in one tileset

ornate drift
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I don't know i just figured it was that way

void aspen
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in ase

ornate drift
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i don't have ase

uncut viper
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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.

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The game keeps them all on only a couple sheets.

void aspen
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see how they are done here

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you just load one file and use index for your object

ornate drift
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oh damn

uncut viper
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(Though please do try and refrain from sending complete, unaltered unpacked game assets)

void aspen
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oh

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thought it was fine to do here for educational reasons

void aspen
uncut viper
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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

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(The royal they, not Speedy specifically)

ornate drift
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lemme send you in dms

ornate drift
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nvm i can't dm πŸ’”

void aspen
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My bad one sec

ornate drift
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LMAO

void aspen
#

okay do it again

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i hate friend requests but I had dms turned off too fsr

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they are on now

ornate drift
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tyty

pine elbow
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hello

#

best mods sdv?

hard fern
pine elbow
#

mods

hard fern
#

If you're interested in making them then you can ask your questions here though

pine elbow
#

how will i make mods here

#

ofcourse only lf discuss

hard fern
#

Im genuinely not sure what you're looking for at this point

#

The channel i linked is the place to discuss popular mods

void aspen
ornate drift
#

uhhh okay

#

time to do this

ornate drift
hard fern
#

Of the bread

ornate drift
#

er

hard fern
#

Um

ornate drift
#

do i make a custom key for a custom object

hard fern
#

Yes

ornate drift
#

so something like

#

1000?

#

or can i also use letters

hard fern
#

That way it's entirely unique

fossil osprey
#

Yeah you can use whatever you want, so do something that has a meaning

ornate drift
#

so {{ModId}}_Donut

hard fern
#

Yeah

fossil osprey
#

exactly

ornate drift
#

no idea what to do with displayname and description

verbal glacier
#

Donut as the display name or the type of donut and description is just for what you want players to know about it

hard fern
#

it's basically just what you see when you hover over the item

#

like

ornate drift
#

oh so not localized text strings or whatever that is

hard fern
#

well uh

fossil osprey
#

Well you can

verbal glacier
#

that's for vanilla

hard fern
#

technically yes you can

verbal glacier
#

most mods use i18n now

fossil osprey
#

It's advised to, for translation, but you do you

hard fern
#

mm well for translation purposes i think they'll both do the job

ornate drift
#

meh im just focused on making a mod atm

#

so ima skip

fossil osprey
ornate drift
#

does the sprite index move from left to right

verbal glacier
#

here's blue moon wine from sve and in your default.json you'd have the dislapy name (blue moon wine) and description

hard fern
#

at the end of a row it wraps to the start of the next row

ornate drift
hard fern
#

oh and the sprite index starts at 0

ornate drift
#

i wanna use the last one
so 5?

hard fern
#

yes

ornate drift
#

yay

#

wait how does it know where the tileset even is

hard fern
ornate drift
#

do i add Texture: "Assets/Object PNGs/Sweets.png"

verbal glacier
#

you load your tilesheet and then with texture indicate it and with sprite index you use 5

hard fern
#

if you loaded your objects tilesheet to just "boink" then that is the texture name

ornate drift
#

augghhhh

hard fern
#

here i'll try and pull up an example

ornate drift
#

do i load the tilesheet from content?

hard fern
#

if vsc will load...

ornate drift
#

or in the same json as objects

verbal glacier
#

you can have it in objects but you need to include objects in your content

hard fern
#

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",

ornate drift
#

so far i have this atm

ornate drift
#

theres a target?

hard fern
#

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

ornate drift
#

alright

ornate drift
fossil osprey
#

The first escape the second

#

And forward vs. backward is a war between windows and linux, no idea why backward here tho

ornate drift
#

the second i start using SDVE i just KNOW my mod is gonna break

verbal glacier
#

compatibility is hell

fossil osprey
#

Why? You've placed your building somewhere they modify?

ornate drift
#

the uh

#

playground

#

i replaced that area

verbal glacier
#

that should only really conflict with schedules, i think

ornate drift
#

but like i should def consider making it compatible

#

nobody plays vanilla sdv

#

realistically

verbal glacier
#

the main compatibility that you'd need to worry about is festivals cause the spot you picked is nice and tucked away

ocean sailBOT
#

@verbal glacier You leveled up to Cowpoke. You can now share images in all channels!

verbal glacier
#

yippee

ornate drift
#

i picked that spot bc its very far away from everything else

fossil osprey
ornate drift
#

20 million downloads bro

#

😭

verbal glacier
#

Look at unique

ornate drift
#

not to mention i think the owner of SVE worked on the 1.6 update

verbal glacier
#

20 mil includes redownloads

ornate drift
#

so still a lot

verbal glacier
#

True true

ornate drift
#

mmm im gonna keep my mod out for a bit and try SVE

#

see how it is

verbal glacier
#

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.

dreamy dew
#

Do mineral and gem ores, and large rocks or boulders count towards rocksCrushed?

past loom
#

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

ocean sailBOT
#

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.

verbal glacier
dreamy dew
#

Using the console command in-game, right?

#

What about a crashed Meteorite?

verbal glacier
#

the large one in the mines didn't increase the number for me

#

in the terminal

dreamy dew
#

Oh, then I'm gonna assume it wouldn't count on the Meteorite.

verbal glacier
dreamy dew
verbal glacier
verbal glacier
past loom
#

nope, still get an error

dreamy dew
#

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.

verbal glacier
# past loom nope, still get an error
{
      "Action": "EditMap",
      "Target": "Maps/Mountain",
      "MapPorperties": {
          "Warp": "20 4 {{ModId}}Columbina 13 19"
      } 
    },
```  maybe this might work (I am no expert with maps sorry)
dreamy dew
#

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?

past loom
verbal glacier
dreamy dew
#

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?

verbal glacier
#

I reckon (though OtherPreciousGemsFound is not doing that correctly in 1.6.15)

dreamy dew
#

Sad that CaveCarrotsFound stat is removed. SDVpufferwaaah

#

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.

verbal glacier
#

hehe

#

There's probably no need for vanilla to make a distinction

dreamy dew
#

I think it's funny to me, makes one assume Lewis' Lucky Purple Shorts can be found in the wild.

verbal glacier
#

I mean...

#

check the bushes

dreamy dew
#

Oh, speaking of bushes, how are the berries counted? Or are they at all?

verbal glacier
#

I can't really find anything

dreamy dew
#

Do they not count towards itemsForaged?

#

They do give 1 Foraging XP per berry (3 max).

verbal glacier
#

when I use debug GetStat itemsForaged after harvesting a salmonberry the number does not go up

dreamy dew
#

Sad, but that's okay.

past loom
#

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

ocean sailBOT
#

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.

fossil osprey
dreamy dew
#

About MossHarvested, does it count how many Moss you get from harvesting from a tree, or how many you harvest trees of Moss?

verbal glacier
#

The number of times moss was harvested from trees by the player. according to the wiki

dreamy dew
#

I read that but couldn't quite understand it, sadly. But is it the latter then?

verbal glacier
#

i believe it tracks the number of times you interact with a tree and obtain moss, so the latter.

royal stump
#

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

royal stump
past loom
#

oh alright! Let me try that then ^^

#

yeah no still get the same error

royal stump
#

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

past loom
#

I always quit the game and open it again after making changes, but give me a moment and I'll get the files :D

royal stump
#

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 SDVkrobusgiggle)

#

in the case of moss, I think the game only uses it as part of the rng seed for the next moss drop

royal stump
#

ah, you've still got "Location": "Columbina_house", in the NPC's home data, so it might be complaining when it checks that part

past loom
#

nope, still get the error :'D

royal stump
#

SDVpufferthinkblob 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)

verbal glacier
#

For your schedules you don't have Action: EditData and a set target and then entries

royal stump
#

that file's being loaded directly here in the main content.json:

{
      "Action": "Load",
      "Target": "Characters/schedules/{{ModId}}Columbina",
      "FromFile": "assets/schedule.json"
}```
verbal glacier
#

ah

latent mauve
#

The load however will probably break the tokens in the schedule file

verbal glacier
#

but doesn't this still need to have editdata and such?

latent mauve
#

{{ModId}} is a token and cannot be used in a loaded entry (you need to use a blank JSON and EditData for that)

royal stump
royal stump
past loom
#

ah that might be it! Thank you guys, I'll try it later and see how it goes <3

finite ginkgo
latent mauve
#

^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.

fleet oxide
#

I'm having a difficult time understanding the use of the "true" condition when I use the move command during an event. SDVpuffercry 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

torpid sparrow
#

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?

fleet oxide
#

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

torpid sparrow
#

/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

prisma hemlock
#

Not realy mod making, but what mods should i get for my first playthrough (NO NOT THE PAM HORSE)

torpid sparrow
#

the warp doesnt take any time so it can be placed really anywhere before u need it

prisma hemlock
torpid sparrow
#

nw!

fleet oxide
#

Ok, I'll give that a try!

torpid sparrow
#

also if u need pam there, why dont you set her up there originally?

verbal glacier
#

also shouldn't skippable//viewport be skippable/viewport?

torpid sparrow
#

it looks like u set everyone negative first before warping them

fleet oxide
#

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

torpid sparrow
verbal glacier
#

you have that for a couple events

torpid sparrow
#

that may be the reason then

fleet oxide
#

I tried it with warping her before the move command and she still went way left unfortunately

torpid sparrow
#

did u fix the viewport one

fleet oxide
#

yeah I just tried it again after fixing that, still no luck

torpid sparrow
#

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

fleet oxide
#

oh ok, let me try that

torpid sparrow
#

move farmer 0 -7 0 Pam -1 0 2

fleet oxide
#

yes, that worked! thank you!!

torpid sparrow
#

yay!

fleet oxide
#

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.

barren tapir
#

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.

fleet oxide
#

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

barren tapir
#

I also tried using held.ModifyItemBuffs, but that didn't work either

urban patrol
#

i have an event where two characters collide and it took me an hour and a half to do so

#

just constantly tweaking

royal stump
#

the game generates the buffs with that and applies them immediately in Farmer.doneEating

foreach (Buff buff in consumed.GetFoodOrDrinkBuffs())
{
    this.applyBuff(buff);```
main falcon
#

Is there documentation?

iron ridge
#

docs for what exactly

main falcon
#

everything?

iron ridge
#

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

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

lucid iron
#

If you have specific idea we can give specific help

main falcon
#

I'll ask when I run into trouble

fading walrus
#

what are you making though, out of curiosity?

fleet oxide
urban patrol
#

using move true or advancedMove would let you, yes. you might have to add pause(s) to get the timing right

fleet oxide
#

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)

urban patrol
#

yeah move is tricky

#

i don’t think anyone is 100% sure of how it’ll act 100% of the time

fleet oxide
#

well that makes me feel a little better, lol

#

Success!!! Thanks @urban patrol !

urban patrol
#

yay!

woeful lintel
#

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).

lucid iron
#

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 kyuuchan_run

twilit quest
#

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.

past loom
lucid iron
#

Like the {{i18n:blah}} side

twilit quest
#

(Here's the code I'm using:
"selph.CustomBuilders_Instant": "So this is where your grandpa's old {2} was...",)

twilit quest
ornate trellis
#

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

ocean sailBOT
#

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

twilit quest
urban patrol
lucid iron
#

Oh i thought this was your mod's custom translation

ornate trellis
#

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

urban patrol
#

uh oh lol

void aspen
#

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

ornate trellis
#

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

ornate trellis
#

SIGH

urban patrol
#

do you have any kind of cloud or git fuckery going on maybe

#

i’ve deleted stuff by accidentally pushing instead of pulling

twilit quest
void aspen
#

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

verbal glacier
#

check pathos' guide but then the tokens section SDVpuffersmile

ornate trellis
#

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...

verbal glacier
#

It shouldn't break they should just immediately go to the next point

brittle pasture
#

should be done; check out the latest version on Nexus

ornate trellis
verbal glacier
#

could you maybe share the .json?

twilit quest
ornate trellis
#

gimme a sec, i found another thing to fix, ill share if that is still not the issue

verbal glacier
#

okii

void aspen
#

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

verbal glacier
#

for when you don't use {{}}

void aspen
#

Oh.

verbal glacier
#

you put the name of your config

void aspen
#

Thats interesting

verbal glacier
#

for example ShowSign

void aspen
#

lets see if it works

ornate trellis
#

gdi hes still void walking...

void aspen
#

okay it workss

verbal glacier
void aspen
#

tyy

urban patrol
ornate trellis
void aspen
#

how do I put my update things to my manifest

#

do I just copy the mods id from nexus

verbal glacier
#

yes

void aspen
#

"UpdateKeys": [44312],

#

this will work when I update my mods file right

ornate trellis
# urban patrol when does he leave to arrive at 1600

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

modest dagger
#

so uh weird issue, my npc isn't centering on the tile properly?

verbal glacier
urban patrol
modest dagger
#

...can i fix it?

urban patrol
#

not that i know of

modest dagger
#

mother fucker

#

not u

urban patrol
#

in an event you can offset their position

#

in a schedule animation too

modest dagger
#

wait i can

#

that's what the problem is the animation is off centre

urban patrol
#

yeah with miriam i had to adjust her knitting animation because it changes whether she approaches the couch from beneath or above

modest dagger
#

dissect miriam got it

urban patrol
#

making NPCs sit on couches sucks a lot

void aspen
#

okay how do I know if my mod is updated now

urban patrol
#

look at an example mod

void aspen
#

okay I think I know how

void aspen
#

Added Nexus: before it

modest dagger
#

okay followup question nic how did you determine the offset you needed

#

trial and error?

urban patrol
#

yep

modest dagger
#

bugger

urban patrol
#

is 2 16 a Buildings tile, a warp, or only accessible by walking over a warp?

void aspen
urban patrol
#

just wait a bit

#

and check you updated it on both the file page and the documentation page

#

also, consider using semantic versioning!

void aspen
#

whats documentation page

ornate trellis
urban patrol
void aspen
#

huh

#

oh I see

ornate trellis
void aspen
verbal glacier
#

ye

urban patrol
void aspen
#

version 2 looks cooler

ornate trellis
#

WAIT

#

omg i read the dang coords wrong

#

oh my lord i switched x and y

urban patrol
#

that would do it!

ornate trellis
#

time to wait a wholeass half day again to see if it works now

urban patrol
#

do you use a fast forward mod

gentle rose
#

they're dangerous for testing because they can be a bit wonky

void aspen
#

world settime

verbal glacier
#

that can break pathing

gentle rose
#

even that I wouldn't use for schedules

void aspen
#

ah

urban patrol
#

i’ve personally only ever noticed issues with sinz’ event tester when testing events not schedules

#

but yes good caveat

gentle rose
#

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

past loom
void aspen
#

this channel is the exact place you should ask stuff that requires coding a mod

#

so dont apologize aSDVraccoondance

urban patrol
# past loom hii so my npc doesn't spawn inside her custom location for some reason, even if ...

hi! can you try following these steps? https://stardewmodding.wiki.gg/wiki/Troubleshooting:_NPCs

Stardew Modding Wiki

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...

ornate trellis
#

either way, he is doing his thing now, yippie

void aspen
#

wait uhh do I need to have config json on my nexus page if my content already has the default value

urban patrol
#

like a guide to config options? you can but it’s your choice

void aspen
#

or I just made everyone who gets a new version of my mod have my default now

#

I suppose whatever

verbal glacier
#

when uploading updates you remove the config

#

you can indicate a default setting and if they wish to alter that then they can

modest dagger
#

thanks nic, just needed to offset by a pixel or 2

light jasper
#

Hey if I update that PR can I actually get it merged?

past loom
#

ran it through the json validator as well and there is no error so I suppose it should be fine

urban patrol
#

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 it’s 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!

past loom
urban patrol
#

it can! i’m not sure when spawn points are set but you should try a new save yeah

#

if it’s still not working then we’ll 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

past loom
#

okay so made a new save and she spawned where she should have, but she doesn't move-

urban patrol
#

try the troubleshooting steps for schedules!

#

sorry to redirect you like this, it’s just that i wrote the steps and i’d just be restating the same things lmao

past loom
#

it's okay don't worry ^^

barren tapir
urban patrol
#

quick pollβ€”does anyone have a strong preference for what the command should be to link the NPC troubleshooting tutorial?

#

i’m thinking !npchelp

wanton pebble
#

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

torpid sparrow
modest dagger
#

anyone know how to do big animations? 😭

urban patrol
#

spacecore

uncut viper
royal stump
uncut viper
#

Would need the full log and whatever custom trigger action they were trying to use

wanton pebble
#

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

uncut viper
#

Some other mod could be changing things. Or Android weirdness if that's relevant

twilit quest
#

@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>

modest dagger
uncut viper
#

Either way, not your problem without a full log

urban patrol
wanton pebble
#

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

uncut viper
wanton pebble
#

hopefully the log will just let me know what's happening so I won't have to bug you guys on it much SweatSmileIan

barren tapir
royal stump
#

SDVpufferthumbsup 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

verbal glacier
#

tho ripley does which I think is one with a big animation sprite

past loom
modest dagger
#

Elias has one and so does Jonghyuk so they do it somehow without spacecore

ornate trellis
#

sbv has some own c#

#

either way spacecore is also how i personally make fishmonger fish

past loom
#

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

verbal glacier
modest dagger
#

alright so learn spacecore, got it. Thank ye void (and nic)

void aspen
#

teehee

ornate trellis
#

its pretty easyx to do tbh theres a template for it

modest dagger
#

anyone ever tell u ur amazing void

past loom
ornate trellis
#

not that often, but i take what i can get

verbal glacier
#

and then fromfile: blank.json

verbal glacier
#

if you put your blank.json in assets then yes!

past loom
#

yup that works! Thank you so much guys <3

latent mauve
#

Nice, congrats on your working NPC!

past loom
#

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

verbal glacier
#

Good luck!

void aspen
#

Does content supports basic math?

urban patrol
#

what do you want to do

void aspen
#

Something like

...
 "SpriteIndex": {{StyleNumber}} - 1,
...```
urban patrol
#

i think you can use a query for that but i’m not sure

void aspen
#

Where Style number is a config thingy

urban patrol
#

why not just tell people to start counting from zero

void aspen
#

Oh wait I can do that and then do When {{StyleNumber}} = Last Number ill do the index 0 ig

urban patrol
#

you can’t use = like that

void aspen
#

I know that was just an example

urban patrol
#

oh ok

#

keep in mind this will require several patches

void aspen
#

yah

#

tyy

lucid iron
#

i would just make the style number correct tbh

#

why not 0 index them from the start?

void aspen
#

It kinda makes me uncomfortable to add 0 as allowed value

lucid iron
#

you can change the display name tho

#

i am local 1-index hater

urban patrol
#

users may not be able to read but you can tell them to kick rocks if they ignore your config instructions

void aspen
#

havent gotten to display name part

#

my config display name is the tokens name

lucid iron
#

yea im saying that u can change the values to show 0 as "Style 1" if u want

void aspen
#

Ohh right

#

thats even better

#

tyy

twilit quest
#

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.

void aspen
#

btww

#

finally updated this

#

the issue is that I just added the update keys so a lot of people wont see it

#

😭

urban patrol
#

i think it's a rite of passge to fuck up the update key at least once for any given mod author

fading walrus
lucid iron
void aspen
#

wait nexus didnt update my preview yet

#

ugh

fading walrus
lucid iron
#

maybe if u just have the broken pond be map yggy

void aspen
#

its old one

fading walrus
#

Aw

lucid iron
#

and remove the map patch after a pond is built

fading walrus
#

Yeah it might take a few minutes

void aspen
#

ill lyk when it does πŸ™

#

or someone else

#

it took several hours for my old mod to get the updated preview on nexus

#

smh

urban patrol
#

nexus is currently having a bug with images and thumbnails

#

that’s a weird way to phrase that. there is currently a bug

lucid iron
#

if u just post image here it'll work

#

also u can be orange now if u want

void aspen
#

That would be super super nice

void aspen
lucid iron
#

dm bouncer and make wiki acc

void aspen
#

ightt one min

stuck marlin
void aspen
#

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 🩷
(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 😭

lucid iron
stuck marlin
#

I see, thank you!

verbal glacier
void aspen
#

oh it didnt use the new image

fading walrus
void aspen
fading walrus
lucid iron
#

if u really wanted to do it u can patch FishPond.isLegalFishForPonds

fading walrus
#

Ah but it doesn't show in the showcase blergh

lucid iron
#

that'd be a C# thing but relatively speaking not that bad

lucid iron
void aspen
#

arrr

#

I see

#

any way we could delete the showcase and show it again?

void aspen
#

did it now

twilit quest
#

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?

verbal glacier
void aspen
#

oh

#

well I guess it stays like this

#

yay

uncut viper
#

Cheeto SDVpufferparty

void aspen
verbal glacier
#

Congrats! SDVpufferparty

void aspen
#

omg I got two bonus points as well yay

brittle pasture
brittle pasture
valid folio
#

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": {

twilit quest
# brittle pasture either is fine, though Discord is more preferrable

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)

brittle pasture
#

can you show code

twilit quest
#

@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. ^_^;

gaunt orbit
#

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

barren tapir
#

How would you get the ObjectData class for a given Object?

uncut viper
elder scarab
#

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.

void aspen
#

How different mobile modding from pc one I wonder

void aspen
#

Usually that happens when you don't do a new location data entry or if you do it wrong

elder scarab
#

Could you send me the link to smapi logs and instructions on how to use it?

void aspen
#

No idea how it's done on mobile, that's the issue πŸ’”
Hopefully someone else could pick this up

elder scarab
#

Send me the website link and then I'll research what it's like.

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

void aspen
#

There's the android option too

barren tapir
#

Yall, some hilarious stuff happens when you have a +101 to speed

torpid sparrow
#

oh i just realized, I should probably add in i18n for my config tokens

#

will i18n work for those?

gaunt heath
#

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

torpid sparrow
#

yay thanks

modest dagger
#

if people want i18n for any mod i make i will add but i will not add preemptively bc lazy

gaunt heath
torpid sparrow
#

ok everythig deleted

#

except for the question mark

#

i am not confused

#

i was trying to ask a question

#

ill try again

gaunt heath
gaunt heath
torpid sparrow
#

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?

gaunt heath
#

Yep! You don't change anything about the config section in your content.json, you just add corresponding entries to your i18n

torpid sparrow
#

great love that

#

ill do that after dinner

gaunt heath
#

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

torpid sparrow
#

ok great!

#

thanks kailey :3

barren tapir
#

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?

urban patrol
# elder scarab When it's my turn, nobody answers.

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

void aspen
#

Timezones is a thing as well

torpid sparrow
#

if i set friendship requirement to like 40000 will it prevent an event from triggering?

verbal glacier
#

what event are you trying to prevent?

torpid sparrow
#

just a regular one

#

its not finished i need it to not trigger

verbal glacier
#

can it be done with a when?

#

or just with // and make the event a comment until it is done

torpid sparrow
#

oh true it is a single line

drowsy pewter
#

Like i added the tree names but at the time ui2 wasnt updated so there was no effect

ornate trellis
#

is tree names finally gonna happen? im still wondering how only my fruit ones work but not the wild trees safdasfsd

marsh reef
#

where would i find the dimentions of the hitbox and visual portion of the farm house?

brave fable
#

Data/Buildings πŸ™‚β€β†•οΈ

#

Size and CollisionMap show the dimensions and hitbox (in tiles), and SourceRect covers the visuals (in pixels)

modest dagger
#

maps hard

#

it works, but at what cost

brittle pasture
marsh reef
#

and location of mailbox

brave fable
#

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

twilit quest
marsh reef
#

with a door 3 tiles to the RIGHT πŸ™‚β€β†•οΈ

#

okok, thank you 🫑

brave fable
#

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

ornate drift
#

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

verbal glacier
#

You can do both, it really depends on how you want players to experience your character

ornate drift
#

realistically most humans would be terrified of a walking bear around town lmao

torpid sparrow
#

i mean

#

there IS a talking bear

#

and it walks just not upright

verbal glacier
#
  • manny seems like a friendly bear
twilit quest
#

@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. ^_^

ornate drift
#

so its not like anyone knows him

torpid sparrow
#

true

verbal glacier
#

I think most of the townsfolk would be open to a bear who bakes them delicious stuff

ornate drift
#

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

verbal glacier
#

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

ornate drift
#

the former

verbal glacier
#

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

ornate drift
#

that would be nice yeah

opal glen
#

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???

torpid sparrow
#

uhh were u editing maps

opal glen
#

I'm just trying to mess around with crab pots