Create a folder named i18n, in the folder put a file named default.json. In the default.json you have the key "YourCharacterName.Mon":then you put your dialogue "Hi this is my Monday dialogue.". Then in your content.json you put your entries for your character. "Mon": {{i18n:YourCharacterName.Mon}}, it might be a good idea for you to look at how other mods do this get a better feel.
#making-mods-general
1 messages · Page 574 of 1
An example mod from nexus basically shows how exactly i18n folder looks
you add folder to the same place your content and manifest are located
default json will have your keys and english text you add
and inside default json you will have stuff like this
{
"Key1":"Some text for your key.",
"Key2":"Some other text for your key."
}```
while in content json its gonna be like this
```json
{
"Name": "{{i18n:Key1}}"
}```
depending on language players use its gonna pick keys from its respective language file
not sure what exactly "son" does for your mod but
hope you get it
that is for the FriendsAndFamily field which would be for when an NPC reveals likes and dislikes of the friend/family member
Oh I see
hello quick question, I'm pondering a mod that edits a vanilla shop, and I have a question about the "When" condition.. this guide I am looking at only uses days as an example, but can I use seasons as well?
Updated my potion textures and added textures for the other potions instead of having lunch!
yes
Cool thank you
Oh very useful to fill in the uncertainties of the other guide, thank you
No problem 
It is me again, hello. I have a question regarding the dialogue box thing for my pride flags. Is there, like, a limit to have many characters fits on the screen? Does it work just like a normal dialogue box for an npc? I am confused again 
it's not a dialogue box
its a message box
similar but there's no portrait involved
nobody is speaking
Not yet, not. I'm still figuring out the interior of the house (plus I have no idea how to actually get the house to show up in-game)
Ooh okay
I was just curious, that's all
ah backedpotatoes, i was looking for u earlier but didnt want to ping
ping now ask for forgiveness later wem smh
the chat can help with both later
WELL
Okay, so basically don't worry about this right now? I can do that
Hi! can anyone help me with something? I want to edit the bundle's page texture of another mod, Ginger Island Extra Location Redux, that uses Unloackable Bundles to add new bundles. How would I go to target the texture asset? I've tried multiple different ways but haven't been successful so far
oh hello
you can always @ me, its not a problem
hi! i was wondering if u had any inspo from hogwarts legacy for ur crystal retexture? i ask bc i just saw an article that said ur mod would be great for a hogwarts legacy playthrough and i was like huh
yes 😆
i've never played hogwarts legacy. i didn't have inspo for it, but i can't tell if the crystals resemble something from the game or not
oh you're the creator of tilly!!! love your mod!!
thank u!!
no clue the article titled it with hogwarts legacy and i was like...ok
honestly, i like harry potter, but i try not to give attention to it due to the author. i didn't know about an article mentioning my mod lmao
i wish it focused on just ur wonderful work without tying it to something completely unrelated
thank you <33
would y'all say this house is done
it does look finished. i love the design!! may i suggest a few shadows, tho?
there are many shadows??? where did i miss?? 😭
bugger
I can see you added shadows, sorry, i wasn't trying to say there's none lmao
just to add a few more. for exemple, the game adds shadow to the left side of the roof of the houses
how can I tell if an object is a treasure chest in the treasure room, I can see it has the id "(O)-1" but i'm not sure if this id is unique to it or if other stuff will have it.
more shadows
would u like any other feedback
do u have more
si
then shoot
i would up the contrast on some of the shading; particularly the balcony railing/that orange colour everywhere
its a bit hard to tell its been shaded at all, making it look more 2d than u probably intended
just everywhere with this orange
here as well actually
oh shadow for the balcony too
(i did notice i forgot that lmao)
this window has great contrast
r they all thatmbig
no this is the second biggest
who lives there 👀
IIRC it is (also) a Chest
so you can type check it
You could also maybe make the brick lines a bit darker. I only just noticed them (though that may just be bc I'm on my phone).
Also, you could probably extend the left and right frames by 1 pixel (I circle what I mean in a sec)
So you went with the manual approach, @lucid iron? 
Winslow and Mikiruk and their two kids (who I haven't drawn yet)
Yeah i already patched things
I'd be shocked if that conflicted with anything to be fair, yeah.
yes and also its always in the spot 9,9 except for levels 200 and 300, but I'm worried that some other mod might add other chests there, or might change its location.
But to elaborate what happens rn with just livestock bazaar
- At day started, trigger action spawns wild farm animals / pets. These are marked with a mod data
- When player interact with these wild animals they do a little event that results in their adoption or removal
I wonder if people would want the ability to do step 2 adopt or remove but use MEEP for step 1 spawning
I wonder if the day started trigger action spawning method would suffer from the same bug MEEP had for animals in the farmhouse and similar places...
IDK what MEEP is, but I'd say using MEEP bc it sounds adorable
Oh i haven't tested any of that cus i was just spawning them outside of farm 
I believe every chest added in mine levels is coded to behave like treasure chests
I did actually need to delay the spawn to 1 tick after day started for some weird reason
Animal unstuck code jank
Yeah, it was specifically an animal being spawned in the farmhouse or any non-instanced interior it seems), if you've put anything in the shipping bin the previous day, the game would kick them into nonexistence for... reasons?
That was a hell of a one to track down... and I accidentally nerdsniped Casey into fixing it. 
i do enjoy feedback.
But yeah rn there's no hard requirement just potential nice to have maybe
If that's the case then checking its type should be fine, thank you.
Also, shouldn't the area under the porch have a shadow? IDK where the light source is from for buildings
there was but then I realise adding one there would genuinely make layering hell
so i'm going with light source in front in the top right
In that case you could probably put the left side of the building in shadow (IDK, shading is hard 😅)
(Also, it's just one of my framework mods!)
I figured it was a framework mod, I just think the acronym is cute 
-# meep meep
BTW, does anyone else up the saturation of their original sprites by like 50% once they're finished?
I always forget just how saturated Stardew Valley is
Oh wow, I love this
if i've chosen colors on my own, i usually have to tweak them at the end. but often i colorpick from vanilla assets and then i don't have this problem
Same. Granted, I've only done a small handful of sprites thus far.
warped my farmer to 30000 30000 cords and they lost all they clothes 😭
shoulda warped the clothes too not just the farmer ( /silly ) 
Is there any documentation on how to add dig spots with custom drops to custom maps? (I used ArtifactSpots but my drops aren't working?)
I was trying to do it with FTM and even if the dig spots show up, there is no drops
https://smapi.io/json/none/4cc98a6135cf4983a24ecb5656bbeef5
one of these days i should learn FTM
whats that
farm type manager
ohh I see
I did ittttt (it's a personal use mod and I know it's a very silly thing) but I learnt so much so I wanted to share. I'm still finishing it up but went ahead and decorated it.
there's probably a bunch of furniture you guys will recognize, I feel like I have downloaded so many of the things you guys make
Whoa that’s cool!!
I never liked the stuff I did with my southern room and now I like it 😄
That format for a dig spot should technically work; it'll very rarely have 0 items in it. I wouldn't recommend combining them that way, though; it'll output multiple items most of the time, and possibly several at once.
They'll be closer to normal dig spots if you use one item per "buried" entry, and weights instead of skip chances, e.g.:
"SpringItemIndex": [
{
"Category": "Buried",
"SpawnWeight": 50,
"Contents": [
{
"Name": "MM_ChampignonStarter",
},
],
},
{
"Category": "Buried",
"SpawnWeight": 20,
"Contents": [
{
"Name": "MM_BurgerShroomStarter"
},
],
},
{
"Category": "Buried",
"SpawnWeight": 50,
"Contents": [
{
"Name": "MM_GreatWoodMushroomStarter",
},
],
}, //etc for each possible item, and each season list
It might also help to add another spawn area for just dig spots, rather than treat them as one of several possible forage spawns.
edit: spawn weight should go on the buried item itself, not the contents list 
I see! Thank you so much 
just my recolor assets
Modifiying extant farm maps from SVE: So I am trying to add IF2R's shed footprints to the Frontier Farm map, and have this problem:
(This is in Tiled) Does anyone know of a tutorial on rerouting the tilesheets' er- folder reference(?) so I can fix this?
holy smokes
Does it need to be unzipped or not? The instructions don't say.
The zipped folder you download it in
is it relocated to Tiled's plugin folder zipped or unzipped?
You have to unzip it
TY!
Hey everyone, can someone help me solve this problem? LockedDoorWarp Why doesn't the message appear saying that I posted this?It's locked and it's not working either Warp
Here's the second video showing the gameplay.
Could someone help me?
I think discord compressed the video because I can't make out the text at all in the first one
Here!
The part after 2000 seems incorrect. It should either be blank, or an NPC's name and friendship level, like LockedDoorWarp 3 9 ElliottHouse 1000 1800 Elliott 500
What does this part mean I wonder
I'm guessing they want it to display a custom locked message? but that isn't a feature of LockedDoorWarp
Oh I see
It is possible to do if you use some time based changes I guess
by swapping locked door warp to something like a sign on when time is past 2000
hadn't seen that before, but it looks like that's for interior doors instead of warps
https://www.stardewvalleywiki.com/Modding:Maps#Action
Place on an interior door's bottom tile.
ooh
Has anyone had success with the NexusMods API integration in Github Actions yet?
I keep getting "File Not Found" for the mod-zip no matter what folder or filename I try.
Current Build yaml: https://github.com/Bpendragon/GreenhouseSprinklers/blob/main/.github/workflows/build.yml
Is the wiki's bit on making NPCs outdated? The format for the "Dobson" example at the bottom looks really different from how I see a lot of NPCs I download when I open them.
Or... is it just that things are basically arranged a bit more neatly using the Include action to split the load of an NPC's different aspects into separate files that then get called on?
The official wiki is up to date.
Lots of mods use Include to help with organization (i.e. avoid the content.json file turning into a 1000+ line beast lol), I highly recommend doing the same
Gotcha. Okay, that's good to know. In that case I should be okay copying the format from another mod, then.
For some reason this stuff always makes me feel overwhelmed. xD
Include is just for you mostly
Besides organization it's qol if you have several patches that use the same When
With include only the top patch needs the When and all the inner patches inherits it
Hi guys! I have been making a mod manager/launcher for Mac. I noticed that there wasn't an easy way to set up different modpacks on Mac, and it was kinda a pain to set them up so I could play with my friend who is on Windows, so I built a program for myself, but I think a lot more people would find this useful. https://github.com/josuediazflores/StardewValleyMod
GitHub
Contribute to josuediazflores/StardewValleyMod development by creating an account on GitHub.
To make sure I understand correctly, when the target is "Characters" or "characters/Dialogue" etc, that means it's basically using content patcher to affix whatever's in fromfile to the original characters/portraits lists, right?
That depends on the Action
In this context for NPCs it's usually "Load"
This is incorrect then
It is also incorrect regardless because "Characters/" and "Portraits/" are not lists
We'll use Characters/Dialogue/Dobson for example
They are not folders full of files
Dobson doesn't exist in vanilla so first a Load is needed to make this dialogue asset exist, people usually use just use a blank.json {} as FromFile here
Thereafter we can add dialogue using Action=EditData and Entries
Okay that makes more sense
For a case where the vanilla asset exist you can do a Load but usually it's not the best idea
It will replace the vanilla asset with your file entirely, so other mods that expecting the vanilla file may be confused
Okay, I think that gives me a better understanding of what I'm doing now ^_^
Can someone help me solve the problem? The message doesn't appear, and even when the time is up, we can't...
is there, like a limit I can do when it comes to weapon speed?
cuz i think i just broke my farmer
oh yeah its the speed, huh. this was funny
You got a reply already tho
#making-mods-general message
If my mod includes the custom maps the NPC uses, how do I refer to it in the schedule data?
i.e the internal map name in this case is "Custom_Chirthorpe_LovebirdsInt"
Do I just put it in like that (i.e Custom_Chirthorpe_LovebirdsInt 15 18) or do I need to add a prefix?
This Action doesn't support any conditional messages besided NPC friendship related ones
What's your location entry in content
That's what NPC uses as well iirc
what do you mean by location entry? As in what the map's called internally in the CustomLocations bit?
Then it's what I said - Custom_Chirthorpe_LovebirdsInt.
you need time location x y and direction
So no prefix necessary? I'm using Sirona as a reference but of course Sirona uses an external mod map for reference so it had a prefix attached.
do you mean custom as prefix?
I mean is this okay if the map in question is in the same mod, or so I need something else added on?:
900 Custom_Chirthorpe_LovebirdsInt 15 18 2
no that should work
You should use a newer npc for reference
But anyways in 1.6 you should do EditData on Data/Locations to add entry for new locations
Hello all - would someone be willing to share my new mod in the showcase? Just released it on nexus - I couldn't finish it in time for the modfest contest (thought it went until the end of March), but I'm happy to be able to just get it out into the world!
https://www.nexusmods.com/stardewvalley/mods/44466
Yeah I've already got the new locations added at the beginning of the manifest and tested that they're working. I'm just at the "add the NPC to live in it" stage
Chu is saying you should not be using CustomLocations like you just mentioned you were using
Oh.
That is an outdated way of doing things
I guess I did start this mod with an outdated tutorial... xD
And is a deprecated feature, meaning support and features are limited
Stardew Modding Wiki
Last edited by AtlasVBot on 2025-09-13 18:56:11
Here is guide
Now general speaking you should actually do a kind of prefixing {{ModId}}_
This helps to make sure your stuff is unique
Do this for location id, npc id, all sorts of things tbh
Ah, right...
So basically I can instead just call it {{ModId}}_Lovebirdsfarm?
So just to check my homework:
//add the in-game locations
{
"LogName": "Load exterior farm tmx into Maps",
"Action": "Load",
"Target": "Maps/{{ModId}}_Lovebirdsfarm",
"FromFile": "assets/Map.tmx"
},
{
"LogName": "Add custom location to Locations",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_Lovebirdsfarm": {
"DisplayName": "Lovebirds Farm",
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_Lovebirdsfarm"
}
}
}
},
{
"LogName": "Load interior farm tmx into Maps",
"Action": "Load",
"Target": "Maps/{{ModId}}_Lovebirdsfarmint",
"FromFile": "assets/Interior.tmx"
},
{
"LogName": "Add custom location to Locations",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_Lovebirdsfarmint": {
"DisplayName": "Lovebirds Farm Indoors",
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_Lovebirdsfarmint"
}
}
}
},```
on the first glance it looks alright
and then in the schedule I just put {{ModId}}_Lovebirdsfarm etc?
I'm starting to get very embarrassed about that name now. xD
Yep that's the id you should use to refer to your location
For the map's built in data in Tiled, do I also use {{ModId}} or do I just use the name?
Tho i still question myself if order of those matter that much
Id usually do locations entries and only then I do the tmx loads cuz location loads the paths we then use as tmx targets
Unless it doesn't really matter as long as they are in the same json
Tiled doesnt recognise tokens like that so you use your name as is
without {{ModId}}
okay good, I trusted my suspicions on that one
Oh boy, now it's time to actually set up a schedule. That'll be fun. xD
can anyone help me with something? I want to edit the bundle's page texture of another mod, Ginger Island Extra Location Redux (got permission to do it), which uses Unloackable Bundles to add new bundles. How would I go about targeting the texture asset? since it's not a game's asset
Content patcher patch orders only matter when they target the same asset
so game consider Location data and Map file different assets generally
You can replace the shop texture in the UB data i think
patch export UnlockableBundles/Bundles
This will get you the ub data kinda like if you unpacked
Then ShopTexture field would say what texture it's using
You can either Editimage that directly or EditData and change the value of that field to your own texture
alright, thanks
i'll try that
The French Translation version of Spacecore should be called SpaceCoeur.
Alrighty, time to test my NPC! Now I just really hope it works because it takes forever to load with all my other mods... xD
{
"Action": "EditData",
"Target": "UnlockableBundles/Bundles",
"Entries": {
"mistyspring.GiEXredux.bundle.farming": {
"JunimoNoteTexture": "Mods/BackedPotatoes.CrystalIsland/Patches/PotatoesNote"
}
},
"Priority": "Late"
},
// this below is in the patches.json
{
"Action": "Load",
"Target": "Mods/BackedPotatoes.CrystalIsland/Patches/PotatoesNote",
"FromFile": "assets/Compatibility/Bundles/IslandNoteOnly.png",
"When": {
"HasMod |contains=mistyspring.GiEXredux": true
},
"Priority": "High"
},
this is how it is in the patch export (erased other info)
"mistyspring.GiEXredux.bundle.farming": {
"JunimoNoteTexture": "Mods/mistyspring.GiEXredux/Textures/IslandNote",
ShopTexture is the bundles statue texture, which is not what i'm trying to edit, yet it is what vanishes when the edit is applied. I can't tell if the texture is applied bc the bundle stops working/i can't click on it, but patch summary says its applied
could you give me some light on what im doing wrong
sorry to interrupt you chirthorpe, didnt mean to 
hope it works!
btw you could use stardrop to quickly switch between profiles and have a different load that only loads a few mods when you're testing something, so it's faster!
You need to use Fields here
Right now you bonked the entire entry
ohhh, be right back lmao thank u
Hm... Okay, Apparently my map looks AWFUL in winter when the tileset changes. I should've taken that into account. xD
Did you get caught by the grass edges no longer lining up
Yeah.
Also... huh.
My NPC doesn't appear in-game. No smapi errors, he's just not there
Hi!
"When": {"HasFlag|contains=Gil_Insect Head": "true"},
I am doing this condition to trigger something when the player has already claimed the Insect Head reward from the Adventurer's Guild.
But somehow, it doesn't work, and I'm assuming it's because of the space between Insect and Head. Can I use apostrophe (') to enclose the 'Gil_Insect Head' or should it work just fine without it?
the space shouldnt matter afaik
Are you sure its Gil_Insect Head and not Gil_Insects?
Is there a reliable way to check for game flags? Is there a part of the unpacked code where I can see these?
Eh I better head to bed, it's late. I'll try to figure this out later.
As of now, I am only relying on the list of flags on the wiki
And yes, it's Gil_Insect Head on the wiki
You can check every event and stuff to see what flags they send but a lot of them exist only in the code
Which is where I found Gil_Insects just now, in some code that applies some fixes to 1.6 saves, which seems to replace Gil_Insect Head with Gil_Insects
It probably uses the key from Data/MonsterSlayerQuests
Thanks a lot! I will try that. The info on the wiki might be outdated.
Also, Button, I would love your opinion on a certain matter, if it's okay.
Plausibly. The list on the wiki is non-exhaustive and difficult to update because they can exist anywhere in the many tens of thousands of lines of code in the decompile
MonsterSlayerQuests only links to "AdventureGuild_KillList_CaveInsects": "Cave Insects"
See, my mod requires a framework mod in order for it to work.
But then, two days ago, the mod author of this framework mod suddenly deleted all of their mods with no warning.
I messaged and reached out to them 12 hours ago on Nexus Messages, hoping to at least be allowed to repost their mod with all credits to theirs.
Unfortunately, when I checked again today, they have already deleted their Nexus Account. :(((
What do you suggest I do in this case to keep my mod working?
Should I completely remake their framework mod from scratch?
I did just check the decompile. The mail flag uses the key from MonsterSlayerQuests when you collect the reward.
(Prefixed with Gil_)
I would say your only option is to remake their framework mod from scratch. Unless they still have a GitHub account with the mod released on there.
Unfortunately, they do not...
Well, thanks for the advice.
I will try this out. Thanks again!
I've seen some mods host their mod page images on nexus by adding them in the media section of their mod... so it got me wondering, would you also be able to added images hosted on nexus to your mod page if the url was from a different nexus mod? Or a media post, perhaps?
And would a differnt mod page's image work if it was hidden? 
People do that. I dont like it
Are you talking about putting the images in the media tab of the mod it's for? Because I do find that a bit annoying
Which is why I'm wondering if there's a workaround
Or, do you just not like the concept all together?
I find it preferable when the images for the mod are in that mods media tab.
Putting the images in some random hidden mod. I dislike that
I'm talking about cute extra stuff to decorate the modpage with, not necessary photos
why would someone even do that
Like, a scroll saying features or something
Well, in that case I don't really care for the cute extra stuff in the first place, but thats just my opinion
Probably only for the reason I listed
But I also think putting them in a random hidden mod is taking an unnecessary risk that some day Nexus might not like people using fake hidden mod pages as image file storage when you can instead just toss them on Github
Mine are from my hidden media posts.
I do it to showcase latest updates.
Those are the kinds of images I prefer when they are added to the mod pages images
Oh, hosting them on github didn't even remotely occur to me?
@twilit quest Do you think you could help me a bit more with tiledata?
Lol
i guess i just kinda don't see the point in doing anything else with them besides just uploading them to the mod page like any other image
That's an interesting way to approach it
Personally putting it among all the other images don't make it obvious enough that "this is from the latest update".
i recently was looking for other hosting places other than imgur bc i read that ppl from UK can't see images from imgur (dunno if that's true). hidden media posts seem a nice alternative
Well, what I'm talking about only appeals to people who like decorating their modpages a lot I guess. I'm refering to things like scrolls being headers and stuff
You can do both, though. You don't need to pick just one.
With the benefit that people coming to look at your mod page 10 versions later also get to see the pretty images on display
I understand the importance of actual pictures in the media section. I wouldn't only put stuff that should be there on the modpage
hi, i can't open the cooking game menu and i'm not sure which mod is causing the problem, anyone know? https://smapi.io/log/ace3b19525904d5e8a686caf1decb3f9
Log Info: SMAPI v4.3.2.1 - 1762834431 with SDV 1.6.15 build 24354 on Android Unix 35.0.0.0, with 15 C# mods and 65 content packs.
i get you, i like mods that have headers and things like that
looks easier to read section by section
Yeah, I'm just fond of pretty mod page designs
I haven't made one yet, but I plan to
Unfortunately I have an irrational aversion to putting images that are not 16:9/4:3 on a mod page's images tab. 😔
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
To use this command, type !mh.
what framework was it even
yeah i was a bit nervous to post in there for some reason
Slingshot Framework I believe?
Guys, this is an example of what I'm talking about in terms of page decorating. I think it's neat https://www.nexusmods.com/stardewvalley/mods/20357
don't be, ppl helping others there are nice
ah I've never heard of that one, was wondering what I missed for the frameworks page
this is why I only trust mods that are open source
lmao
I only trust mods made by Pathos thanks
Tbf even if it was open source, it wouldnt matter if no one forked it before it was nuked
(I'm kidding)
(but really, pls open source your C# mods)
if i ever make one, i will, promise
well there's EMC for custom slingshot ammo, though it doesn't add new slingshot type weapons
All my mods are on a timed-release open source dead mans license 😌
Archery also got revived recently
(I googled Slingshot Framework and arrived at this page I don't understand anything about.)
Part of me is like maybe I should just take all of my framework ideas and make one big one
Deriving core mods from first principles
Wrencore.
Ive had so many little framework ideas over the last couple years that I've just shelved because theyre not big enough for a framework of their own, but putting them all in one would mean creating the oft-derided -core style mod
wow those are words I 100% understand, forming sentences I 100% do not
I adopt the "related enough" strategy and have at least 5 core mods 😌
None of my ideas can be called "related enough" by any stretch
Well that was kind of my thought as well, but I think it still works if you only put small features in
(relatedly I rebranded MTF to Extra Crop Configs the other day. don't worry it's only a suffix; the other parts stay)
I mean, I don't deride core mods in the first place
Like the reason people kind of fell off coremods in 1.5 was bc the existing ones (like platotk) were really massive and invasive, which among other things made them difficult to maintain
Would you call it buttoncore or spidercore
EMC = features related to man made objects, including machines
MTF/ECC = features related to produce made by the plant (Plantae) and mushroom (Fungae) kingdom
EAC = features related to produce made by the animal (Animalia) kingdom
BTN Core
I actually have a similar problem recently but instead of framework it's tiny qol things
But if you just have like, a handful of smaller features, it's fine bunch them together
that covers 99% of all things ever made I think
I don't really think there's any issues with me just releasing them separately
But wow I hate making mod pages
For small qol mods?
....
Well I wouldn't put a QOL feature for users in a core mod
A player-based QOL mod is just a mod
what about bacteria
Oh i mean like releasing 1 big qol suite mod vs 5 small qol mods
I know the second option is correct but I'm slacc on it very bard
Do we remember that we were talking about frameworks
The main reason I stopped maintaining aerocore is that it was more of a library than a framework, and most of what it did was either not very useful or got eaten by 1.6 or harmony
Not qol
No
other ppl already made cheese/yogurt mod
Better Things (But C#)
Yes I'm sorry for the detour 
Jail time
are the frameworks in the room with us
Pretty much the only thing in it that would still be useful at this point was the lighting patches
"QOL suite"
pronounced Cool Suite
Goes nicely with "experimental lag reduction"
Which I do want to make into a separate lighting rework mod
/me: archea?
Look Selph y can't i make penicillin
I am also about to run into atracore's reason which is that there are caches in my machine mod which would be useful for a different unrelated mod
But i still rather just have 2 caches in memory it's fineeee
Ram may be expensive nowadays but memory is still comparatively cheap
I've been out of class for years did they invent that one recently
What r some proposed BTN Core features
one of them was the per-NPC textabovehead greetings
no bc theres no way to trigger it appropriately
if someone wants Abigail to say Howdy! when she walks near Sam but wants Sam to say Yello! then theres no way to do that
Archaea - Wikipedia https://share.google/7MMdda90VUkJKSCQx
Archaea ( ar-KEE-ə) is a domain of organisms. Traditionally, Archaea included only its prokaryotic members, but has since been found to be paraphyletic, as eukaryotes are known to have evolved from archaea. Even though the domain Archaea cladistically includes eukaryotes, the term archaea (sing. archaeon ar-KEE-on; from Ancient Greek ἀρ...
also theyd just use the vanilla function for it and ruin it anyway
well also NPC to PC
yep they did invent that one recently
It's Farmer aaaa
That one i could do with BETAS location change and textabovehead i feel like
that one is already customizable im pretty sure but this feature would allow it to happen in more customizable circumstances
I had a vague idea of a mod to expand on npc to npc relationships
Make a UI for the relationship data so u can see it and stuff
But since this is the only solid concept in the pool of vague ideas i don't see myself doing it anytime soon
And present it in the form of relationship chart infograph? /lh
will your mod let me open u p one of those charts that puts every NPC in a circle with different coloured strings attached between them to denote things like "dating" "siblings" "hate each others guts" etc
will the strings have string physics
I dunno maybe if there's a nuget for d3 lol
chu if this actually happend I would spend days just staring at it.
just throw enough vertex shaders at it im sure itll be fine
D3 package for aspnet applications. D3.js is a JavaScript library for manipulating documents based on data. D3 helps you bring data to life using HTML, SVG and CSS. D3’s emphasis on web standards gives you the full capabilities of modern browsers without tying yourself to a proprietary framework, combining powerful visualization components and...
(i actually dont know how vertex shaders work if everything is secretly a quad)
this sounds fun
Oh but this is for aspnet rather than normal C# right
Just like normal
Idk what that it sounds cursed
I don't know how normal vertex shaders work I've only used pixel shaders so far
Is it not limited to just moving those 4 vertexes around
Spritebatches still use 3d space it's just projected so that it's flat and the pixels line up
It is
Okay I need help cause I dont think Im extracting the vanilla tile sheets for some reason?
That's what I thought but couldn't see much use for that for any of my ideas
It wouldn't help turn a rectangle of a piece of string into a dangly physics based string
this is alex's house (joshhouse file) and the og is supposed to have a single bed for Granny right? Or was it changed to a double in 1.6?
oh thank god
I think the stardew chat gaslit the fuck out of me I was gonna cry
The new 1.6 maps are quite nice
thank you!!!!!!
goegre is glued to his wheelchair
It could if your rectangle was a tristrip instead of a quad but yeah. You'd have to use a mesh for that
Although bitmap text is a sequence of quads, so you might be able to make that work by doing horrible math with vertex indices
It would probably be easier to just do it at the sprite layer though
I may one day mess around with it but alas I've got no ideas interesting enough to me atm to wanna bother with it
I do like the idea of being overkill and using an actual 3d mesh of a string though just for that relationship chart
Hop to it chu
nou
Scarily quick denial
So next sprint right
I still have stuff I wanna add to Festival Nudge soon and after that I think I wanna get back to work on Composer for a bit first
my 4 pokemon skills are [
] [
] [
] [
]
Where's the thinking one
i forgot it and need a heart scale to get it back
Je ne comprenne pas
My one Pokemon skill.
Oh yeah I also had that turn based combat mod I put on the backburner. Hmm
Do it
The blocker there is actually lack of ideas for skills lol
Skills?
Moves, attacks, whatever
chu said "pokemon skills" so I was just going off that even though I know theyre called moves
To make it clearer that I was talking about the idea of 4 Things To Do
slow blinks like a snake
Is this config section description wording clear enough?
"Only pair couples once. For example, if you pair Alex with Harvey (and you don't want Harvey to date someone in addition to Alex) you should leave Harvey's partner selection blank/turned off."
and this is what the config menu looks like
is it possible for every config option to be alex
yes
no unfortunately lol
smh no self love
oh god you're wumbed
why
Can it be one sided
I've been wondering about what to do for my rival hearts stuff once I get overlapping pairs, was considering something similar so that looks fine to me
Maru loves penny and penny loves her books
we are all wumbus on this blessed day
oh, no if you select a partner in one of the dropdown menus they end up dating that NPC
dynamic config so they can lock out other options when
I was seriously considering learning c# for a dynamic config menu but I just do not have the time lol
so I'm hoping the description is clear enough for users
It's not the easiest thing to do in the current iteration of GMCM anyway.
I'm very impressed with DSV's config menu! the photos changing as you select an option is cool
Hey! I will be AFK for a bit, but I'll reach out when I get back. Feel free to DM me what you're having trouble with and I'll try to help ^_^
anyone available to help me figure out why my cursor isn't loading properly in game?
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
To use this command, type !log.
https://smapi.io/log/f312cb6cf6d34489b5aa7ad4e192f7e0 but I think its something in the way I have the content.json or maybe even the image because it loads but it still also loads the vanilla cursor over on top of it
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 146 C# mods and 167 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I have ""Patchmode": "Replace"" so I don't know why..
20:14:03 TRACE SMAPI Content Patcher edited LooseSprites/Cursors (for the '(CP) Opossum Cursors' content pack).
20:14:04 TRACE SMAPI Content Patcher edited LooseSprites/Cursors (for the 'Teak & Teal Interface' content pack).
20:14:04 TRACE SMAPI Content Patcher edited LooseSprites/Cursors (for the 'WorldMap for Stardew Valley Expanded' content pack).
20:14:04 TRACE SMAPI Content Patcher edited LooseSprites/Cursors (for the 'DaisyNiko's Earthy Maps - All in One' content pack).
20:14:04 TRACE SMAPI Content Patcher edited LooseSprites/Cursors (for the 'Better Water' content pack).
20:14:04 TRACE SMAPI Content Patcher edited LooseSprites/Cursors (for the '(CP) Seasonal Portrait Backgrounds' content pack).
one of the mods after you is overriding your edits
use Priority Late
may I ask how to do that?
u want "Priority": "Late"
that did it, thank you!!
Hello guys, not sure if this was in the pinned messages or link, but does anyone have a guide for how to make a CP recolor mod? Would like to try making daisyniko earthy assets (like craftables)
!startmodding :)
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
To use this command, type !startmodding.
Ty!
Hey @cedar shell , I've only got a couple of minutes. What else do you need to know about TileData?
Sleep animation just needs to be specifically named character_sleep to work right like it doesn't need to occupy a specific spot in the tilesheet does it
Which tilesheet is the outdoor single wide bush on?
Anyone know the portrait command for Jas sticking her finger in the air/explaining?
Also how to rotate lines by year?
You can just count which portrait index it is
Fabulous thanks!
yeah, should be $4 in that case
I was trying $u x.x
Wait so when you count the indices you go left to right then top to bottom while looking at the portrait file?
left to right, and go down each row
some keys have aliases
like $h for happy, which is also $1
so $u (unique) is $3
Gotcha!! Thanks:))
oh, and the counting begins at 0
so if you have 8 expressions on a portrait sheet, they'll be from 0 - 7
Thank you!! It’s always good to be reminded where we’re starting:)
does anyone know where in the code the big rewards for the community center are stored? I've only found a mention in a json for the minecart repair but im looking for the bridge repair and greenhouse
the rewards are mailflags essentially, what do you need them for?
i want to switch the rewards for completing the forage and pantry bundles
hello! does anyone know why this is happening?
couldnt find a mod to do it but i figured i could work out how to myself if i could actually find them
i think it's easier to switch their requirements than to switch the rewards
it's just how hardcoded it is 
if you really wanted to do it then you gotta C#
!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
To use this command, type !decompile.
check StardewValley/Locations/CommunityCenter.cs doAreaCompleteReward
for maximum compatibility you should transpile the switch case
dang, i just wanted to unlock the greenhouse first because i have the challenging bundles mod and super small farm and it just makes sense to unlock it first. was hoping it would be relatively easy to do but i guess i gotta study a bit first
well it's actually not too hard to switch a bunch of strings
u can just intercept the text local
but yea for ur own game i'd probably just install some sort of small greenhouse mod or pif
I would be scared of bricking the save if the bundles got messed up
anything code wise it beyond me, and yeah i can make a pif room but i wanted to keep the challenge and reward
I don’t think it’s a guaranteed side effect or anything but it has been reported
for some different feedback unrelated to what others have mentioned about shadow and palette, my concern is that the exterior outline edges of the building are almost universally less contrasting with the building and its background than the edges within the building.
for example, the window frames have greater contrast between their edges and fill colour as well as the plaster around them, even though they aren't significant or distinct from the building, while the building edge has a low contrast. the same applies to the rooftop, which should have a darker outline to distinguish it from the background when in the world.
on another note, buildings in sdv generally don't use blacked-out windows as a stylistic decision, so you might want to opt for a blue-green tone to match other buildings in the game 🪟
and as for shadows, the left-side upper-floor wall should be in shade from the extension with the balcony 🙂↕️ and i'd probably shade the entire left-side lower-floor beneath the awning haha
I'd guess either the NPC's "DisplayName" in Data/Characters is set to the internal ID by mistake, or it's using an i18n token and the i18n file has no entry matching it
You could potentially make a new farm building that is its own greenhouse and make that available from Robin as a separate challenge reward (for a quest or something similar) probably.
the "DisplayName" is set to the correct name and it is not using a i18n token, so I don't think that's the case
could you send a larger screenshot that shows the full text?
i feel like there are mods that already do that, this was mostly for how i play the game and a bit of a challenge but before i decomplile the game code i probably better figure out editing warp coordinates first
!json could you share your Data/Characters patch for that character? Use the JSON validator here and share the URL
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.
To use this command, type !json.
Was really hoping it was something simple like a missing quotation mark or an unescaped symbol
yeah, that seems correct at a glance; you could try patch export Data/Characters and look at the json file it makes in the folder Stardew Valley/patch export, to see if it's correct in the game's data
that isn't even close to the same value. are you sure you're editing/sharing the correct version from your Mods folder?
the one in the screenshot seems to be the equivalent of {{ModId}}_JabberW followed by something else that gets cut off, so that definitely seems to not match
(if you've edited the NPC data without closing the game or doing a patch reload, please try that first)
yes I'm sure it's the correct one
in the screenshot it shows the internal Id
Do the patch export Data/Characters as suggested by Esca
also, have you done a patch reload recently?
I'm not sure how to do that, sorry 
You type the command into the SMAPI console window
also don't know whats that
patch reload <modid> (using your actual mod ID instead of <modid>) in the SMAPI console window will force SMAPI to reload your mod with any changes you've made since you last opened the game.
It's helpful if you've edited your JSON files or image assets while you had the game still open.
Otherwise, you have to quit Stardew Valley and reopen it to see any changes.
did that but nothing changed
patch export should have created a folder (one level above your Mods folder) called patch export
Look inside it and find the Data_Characters.json file it created.
That will basically show you what the game filled in for all of the Data/Characters file entries including the base game and any changes to that data, at runtime.
You'll want to find your character's entry in that file and check what it has for the DisplayName
oh
just saw it
it basically loaded an all null Data_Characters for him
not the one i included
okay, then that means something in your code is wrong, can you share your entire content.json or whatever JSON your Data/Characters entry is in? It might be an issue with another patch around it
(also, can you check your SMAPI log for errors?)
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
To use this command, type !log.
It could also be that you have the wrong syntax for the winter star gifts, so it could make the entire thing fail:
"ItemId": "(O)SkillBook_4"
"ItemId": "(O)349"
why is this channel not named making-mods-wumbus?
same reason #1272025932932055121 is the same 🙂↕️ it's a help channel
I guess I understand 💔
making wumbus general
haha, boberry
has anyone called you that on accident?
oh, I didn’t even spell the misspelling right lol
sorry for the wait! https://smapi.io/json/content-patcher/bd6ac65394f443639c251832529df23d this is the content.json and the json with the Data/Characters is this one: https://smapi.io/json/content-patcher/b661ad52872a49e990c519d13333a9dd
Thats possible! Its used to show the correct display name before I made some changes (there were many so I dont remember all of them) but one of them was the winter star gifts
It worked! aparently that was the issue. thank you!
also thanks to everyone that tried to help me on this one, i'm really grateful 
No worries! It can be quite finnicky to resolve and it will completely fail if one small detail is wrong 😅
Someone made a Qi as CA skin
Alright, I'm using a check like this to detect if a NPC is married. But I am trying to figure out how this would work with multiplayer. Like, say I want to see if Abigail is married to ANYBODY.
"Relationship:Abigail": "Married"
I know how to do that hypothetically, but it's ": anyPlayer" and I'm concerned with there already being a colon in that one
"Spouse:anyPlayer": "Abigail"
AHA thank you
Question, what's the key to patch this line from stringsfromcsfiles?
"Game1.cs.2782": "The wedding was wonderful... wasn't it, dear?$h#$e#Well, we can't forget about the farm... time to get to work.",
it's the only one left that i need to wumbusify
Alright, now how would I say I'm checking for a NPC to not be married to anybody? Like if I want to check if "Spouse:anyPlayer": "Abigail" is false. Does that work with a |contains?
nvmd found it
if I had to guess, would probably be something like
"Spouse:anyPlayer |contains=Abigail": false
test it tho
That does not appear to work
darn 
Is there any form of tag on abigail that you'd be able to search in reverse? so rather than checking whether a player is married to abigail, checking whether abigail is married at all? (don't know if that'd cause issues with any mods that add rival heart events)
NPCs can't actually marry each other the way the player can
There are mods for that, but no, I don't think anything checks if a NPC is married. It doesn't tend to need to, it just needs to check if a player has married a NPC
but I want to make a change if both Haley and Emily have moved out of their home without layering map patches
I know how to make the patch go "yes, they have both married people" but I need the opposite so I can make the older patches NOT apply
🤔
Wait im confused
Why would you need to check if they're not married if your map patches only apply if they are
I have one patch that applies if one is married
One patch that applies if the other is married
I want a third thing if they are both married
Why not just use both patches then?
Which I could do by slapping on a layer on top, but... I'd rather turn off the old patches so it's not loading three map edits only to show the last one
I want a third thing if they are both married
it is not just Both Patches, it is a third different patch
Didn't when I tested it
Really I'd just ignore it if it was just one pair of NPCs, but the more modded stuff I do, the more "two people live here and can move out" problems I run into
Im a little useless rn since my cat is preventing me from using my computer
... But hmm lemme see
It's fine for the hotel, but
if both guys move out of the odd jobs place, I feel like that whole back room will change
Could you test if it works on just the host if you marry both haley and Emily? And have the condition just be spouse: npc for both
I guess I could? that seems like the part that'll work, but I need to be able to say "is no player married to this NPC" to be able to do much with it without just layering edits
Mm, actually it's showing an error, this may be one of those things you can't have two of in a condition. uuuugh
What about relationship:npc spouse
"Relationship:Haley": "Married",```
I can do this, but I still don't know if that'll work okay for multiplayer, and multiplayer is half the reason to make this change (Poly is the other)
hang on, let me check something
This should work.
It does work, I am dumb and realized I put it in the wrong patch. I should not do this at 2 AM LOL thanks
In case it makes a difference to you for any other token/patch: using anyPlayer like that will add the value for every player into the resulting token set
I just started working on a map patch now when I should have done it earlier lol
i.e. it's not like it searches every player one by one and stops when it finds an answer
I don't know exactly when that might be an important difference to be aware of but it cant hurt to be aware of it
awareness hurts me every day
And yet
You remain
I think Shiro moving out is gonna be my fav, because that space is gonna be all for my boy Yuuma
and yet i persevere
Very wumbus of you
when using this on my map tile, I should put in {{i18n:blablabla}} in the string messageAction Message <string messageKey>because that's where the string will be located, right?
It should be a string put in strings/stringsfrommaps
Oh, so as it's own json? and then I just call the i18n from there?
(It can be in any asset, not just Strings/StringsFromMaps)
Ah yeah i realized that and had to go back and check
Tiled cannot read your tokens, it doesnt know what to do with an i18n token
But either way it needs to be Something that isn't a token
So, I could put it in data/dialogue then right?
You instead need to write one of two things:
- The key you added to Strings/StringsFromMaps
- A translation key like MyMod/MyStrings:TheKeyIWant
Whichever one you do, you add it with CP and give that key the i18n token instead
Ah, ok. I'll try that out
e.g.:
"Action": "EditData",
"Target": "Strings/StringsFromMaps",
"Entries": {
"MyKeyWow": "{{i18n: youri18nkeyhere}}"
}
Then you would do Action Message MyKeyWow
thanks, wumbutton!
call it bouncer (better)
as ever, the real criminal is the authority
mine is boncher so I assume avi is bouncer then
dare i ask what Bouncer does
someone out there really just took Bouncer and bounced
my map patch shows up now! 
However, my string is still not loading after reloading the i18n and the mod. I have what's shown in the photo below on the building's object layer, and I have this in the content json{ "Action": "EditData", "Target": "Strings/StringsFromMaps", "Entries": { "parcy.jack_poppy.patch.string":"{{i18n:parcy.jack_poppy.patch.string}}" }, }, Am I still missing something?
(The string in the photo is also "parcy.jack_poppy.patch.string")
someone can correct me if i'm wrong but I believe you don't need ""
Is there a tile on the Buildings non-objects layer?
My tilename? Now that I think about it, I'm not sure where to look for that
OH
wait
The square you added on objects layer, you added property Action to it
Yeah, it just clicked!
I was wondering why I didn't see that on my map
I had to add it separately lol
I'll try that out
I haven't done anything to the tilesheet besides add it
I'll add the property tile to the correct layer and see if that fixes it
In order to make action work, you need a visual tile on blue objects layer and a TileData square on purple objects layer
On the same coordinates
Yeah, I think I've got it. Thanks for the help!
I followed the wiki and enabled snap to grid in the view so that it would work, but anyone know if it's supposed to look like this?
wiggle a little bit and it should snap to the tile
pressing the commands to take the screenshot offset the square a bit, it's corner is actually more centered
Oh
Not having snap to grid enabled is scary
That's one of the things you should to when opening tiled for the first time

When I first started tiled to make my npc's room, I did it all wrong, and didn't reference the wiki as much as I need to. I relied on a video where the person teaching was also not a tile expert. It was a disaster, and I still have a folder full of tilesheet tsx files 
I've learned a lot since then, but definitely need to properly go through the whole maps wiki page at some point (and completely rebuild my npc's room
)
It's taken me so long to make his house (still designing the interior btw, and renovating the whole layout
), that I actually even didn't bother to put things on the right layers because I told myself I'd fix it all eventually. Well, fixing it all literally looks like just remaking the map now, because moving all that furniture to the "right" layer isn't worth it
is there something up with nexus banner images? spenny appears broken and mine is just black
They were buggy like this for a while now iirc
there's also 2 entries in Files for the same file and one is stuck uploading. never run into these issues before
Some sick april first jokes from Nexus ig
wiggling the square made it snap in place, but I don't see the tiledata still. (and when I tap to view the property I added, it selects the square again)
The poppy is covered, just no tiledata 
(on the screen)
Oh
thank you, it looks right, now
fuck it we bounce
YES! It took a bunch of bugfixing because I had a load of old slip-ups in my code but my first NPC is actually in the game at last! 😄
Although apparently I've made another mistake because I put all the dialogue in i18n and now he just says "no translation". What did I miss there?
!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.
To use this command, type !json.
can you share your dialogue entries
nvm, my i18n folder was just in the wrong place
ah
Where was it?
I had it in my assets/data folder where all my other character jsons were
Now if only my character wasn't just a recoloured Pierre sprite but character sprites are...way beyond me. I'll just focus on trying to refine him a little
Hmm, it looks like it should be working now, but after reloading again, I still don't see the message
Oh
wait
Somehow my property ended up on a different layer again
yay! that solved it!
this little detail was total worth the effort (mostly because I'd have to learn this at somepoint for other stuff anyway!)
Yup, as button said, it was Slingshot Framework
Does anyone know the mail flag for when you reach floor 40/50 of the mines?
I believe there is an associated quest with that, which triggers the "Reach The Bottom" quest after you accomplish it.
Am I supposed to format separate dialogue boxes differently in map strings? because #$b# works in hereIt has a wonderful scent...#$b#You have a feeling Jack is at peace.but it shows this before the second message
Oh
Just using # fixed it lol
I gotta study how to use EMC fr but I have no idea how to start...
Does EMC also allow me to edit ammo damage and if it explodes or not?
here is the documentation for EMC https://github.com/zombifier/My_Stardew_Mods/tree/master/ExtraMachineConfig
Thanks!
Do you guys think me studying EMC to add new slingshot ammo, modify their damage, and if they explode or not much easier than making my own slingshot framework?
I don't know anything about EMC myself so I am of no help sorry
All good!
also maybe the GameStateQuery LOCATION_IS_MINES (Location) might be worth looking at
What's the best advice for fixing up tileset mismatches when the season changes?
i am loving the april fools mods
Yup, that would work on any normal circumstance.
But in my case, I specifically need a when condition because "Condition" is not a valid field.
Hey @ivory plume good morning!
Boxosoup found this mod that, when decompiled, has a bit of interesting code in it.
https://www.nexusmods.com/stardewvalley/mods/44488?tab=description is the link, go to CasinoMod-> Statistic, also the method SendStatistic seems of interest.
it seems to me to be calling out to that mangled url, extracting a script, and running it via powershell.
I'm trying "HasSeenLocation|contains=UndergroundMine40": "true"
Edit: Didn't work. Only "UndergroundMine" is accepted as a valid location
Well, the server with the payload appears to be dead at least for now?
Could just be mis-configured in Cloudflare though, so it could spring to life at any point.
I did also report to Nexus
Same!
Along with the "obfuscated" (if you can call it that) URL portion from the decompile.
it is definitely a lot easier; literally just a CP patch 
seems like the author hid it just now
Thank you! 
Oh no i had that mod installed for a day
or so
dang it
didn't know i had to be careful downloading sv mods 😭
should i be concerned? :C
I'm probably petty but if a C# mod doesn't have source linked (and is not from a veritable author) I instantly dismiss them as not worth my time
Yeah i removed it instantly
Tough to say, since we haven't been able to see the payload itself yet. It's both possible that it was active when you were using it, or that it's never been active yet.
Standard procedure of remove it, full malware scan, have someone you trust who knows what they're doing do the same to be sure if possible, etc.
What about the author's other 2 mods
which ones is that
...oh. I guess I know what I'm doing when I get home.
hhm
whats the authors name?
i gotta double check i dont have any other mod from them
Banned
well know i cant know dang it
The other ones are Stardew Ghost Pet and Stardew Casino
Gahhh
There were also apparently two Flying Broomstick related mods they had?
Is the tile property "IsGreenhouse T²" for use on the greenhouse interior?
how do you know?
is there any way to see those now
Got it from Picky. Some of it might be visible via the API, but I can't do much checking of that from my phone!
Agh
That's a map property
And u don't need the 2 ofc, just T sufficient
The vanilla greenhouse is hardcoded to be a greenhouse
So if I'm adding a new level to it and that level is a different map....?
I'm assuming the same goes for the cellar.
Basically: how do I apply the hardcoding to a CP greenhouse & cellar?
(I am expanding the greenhouse, not making a new one.)
That was fast.
When I get home, I'm going to get up a cron job to run every minute to see if that payload URL comes to life.
The easiest way is to just add the second floor as a expanded second of the original map
And you can reach it by warp to same map
I have a copy of the mod if Pathos wants to see
Otherwise you can just add those map properties
The IsGreenhouse one and the casks one
I grabbed a copy myself, but that's appreciated! Picky might also be able to get the rest of their mods for checking.
please do, this stuff stresses me out a whole lot, im pretty paranoid and never thought id risk anything when downloading a damn casino stardew mod😭
Bit harder when giving it a seasonal background, but - I think I can do it. Just a matter of adjusting the Overlay, right?
I would definitely recommend a malware scan of at least some variety at a minimum, though.
And preferably changing your passwords to every important account on a different device just as a precaution in the meantime.
Don't stress out too much, though! It's very possible it's been caught in time.
I checked my powershell logs for the day i played with the mods but i dont ser anything strange there either!
Hm
Ill do some password precautions too
Thanks! I'll get the files from Nexus staff and add them to the blacklist. Seems the mod was added after my end-of-month malware checks.
thanks pathos😭
i i just read your end of month report too
i hope this isnt another malware case
I would like input on this CP json, please:
(Note that I started with DaisyNiko's greenhouse as a base, including their coding. Thus, - if I have done things right - this is for a newer version of CP than listed.)
https://smapi.io/json/none/89f5fc9f86c84dbd9fadf87702f14146
Hey how do I make a new wearable item? Ex: New ring with buffs that already exist
(there should be enough differences for this to be considered derivitve and not a knock off - completely different background, heavily altered layout, changed decorations etc)
is there a way to do italics for dialogue?
not really
you could probably get the job done with font smasher somehow but i wouldn't really recommend it
the "somehow" here would be adding your own italic glyphs using either appropriate or inappropriate unicode code points, then using those to spell the words you need in italics
(the infelicities of how english/romance-language text is rendered in the dialogue font will also get in your way if you attempt this, so once again i advise against it)
Does anyone know how to have dialogue alternate by year? I can’t have it random because multiple characters reference it on a specific day
pretty sure you can! one sec
hmmm I can only see 'first or later year' rn https://stardewvalleywiki.com/Modding:Dialogue#Generic_dialogue
That was my issue too😭 unfortunately I want it to start at year 2 and alternate afterward
you could just use GSQs?
you can hack around it with content patcher, for example by querying the current year and putting in the appropriate values
Ah okay I’ll look into that thanks!!
you can GSQ in a particular dialogue string to choose between two options with $query but i find it unwieldy
Could either option allow you to check heart values with a character as well?
Actually nvm I’ve got it
(C#) hey friends, i have a temporary GameLocation (not in location data) on my hands and i want to destroy it, ideally completely so the GC can clean it up. anybody have a good incantation for this?
need SpaceCore I think
I would recommend switching to a newer CP format and move away from CustomLocations (which is deprecated) in favor of using Data/Locations
also I'm not quite sure what loading Maps/GlassPanels is doing
also if you're already replacing all of Maps/Greenhouse with a Load you don't need the unconditional edits on top since those edits can just be part of the loaded tmx
nexus won't let me edit my comment. Every time I do, it just reverts to the previous version
it happens to me occasionally; the edits are actually saved they just arent propagated yet
"Wed4": "{{i18n:Wem.Bundle.Tilly.Wed4.{{Random:1,2}}}}", This is not working
My default says:
"Wem.Bundle.Tilly.winter_Wed4.1": "I stocked up on petals. Hopefully they last me through the season.",
"Wem.Bundle.Tilly.winter_Wed4.2": "$9My honey is crystallizing a lot faster in the cold. Ughhh.",
It gives the no translation error
yes i know i dont need to make the i18n key so long but i already did it so xd
you're missing .winter in the code
thhanankkykykk yu
or you're having superfluous .winter in the i18n
i edited the wrong entry
hmm I think removing it from both Game1.locations and Game1.currentLocation would be enough right
i've been trying various things but some reference to it seems to be sticking around so i end up with the same one again when i recreate
the way the game handles temp locations typically is assigning it to currentLocation when created and not adding it to the location list, so it gets automatically cleaned up and discarded when the player warps away
there's also some reference to a previous location
well, i am not adding it to the location list, so at least that seems correct
there might be a mod holding onto it?
I was reading the documentation but I don't understand how exactly I should do it.
Can someone help me?
@tiny zealot I did find this snippet buried in the event end logic. not sure what it does but maybe useful?
hmm. probably not related, but thanks
I think what you'd do is
- insert your ring item into Data/Objects with the appropriate category/tags to mark it as a ring
- edit spacechase0.SpaceCore/WearableData to add a new entry for your ring listing the buffs it should apply when worn
at work rn so cant go into more details
Noted. The unconditional edits need to stay, however, as they are seasonal backgrounds, and should be displayed below the greenhouse map. I'm worried that the current string just pastes them over the map.
Another person who abbreviates stuff :D
-# (for me it's the character names from one of the novels I'm working on so I don't get confused-)
It's okay! Thank you sm for your help
Is this better?
},
"Changes":[
{
"Action":"Load",
"Target":"Data/Locations",
"Name":"Custom_GreenhouseCellar",
"FromMapFile":"assets/Greenhouse_Cellar.tmx"
no that's also wrong
Data/Locations is a data asset defining every location ingame
Arrgh
[[Modding:Location_data]]
TY! I'm trying to get this right while attempting to navigate the github and community wiki modding guides and it's not going super smoothly.
Please note that prepending your location's name with Custom_ is also part of the old Custom Locations system, and for best practices, it is now recommended to use {{ModId}}_ instead.
I suppose that's what you need to do iirc, just don't forget to swap Custom with {{ModId}}
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_GreenhouseCellar": {
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_GreenhouseCellar"
}
}
}
},
{
"Action": "Load",
"Target": "Maps/{{ModId}}_GreenhouseCellar",
"FromFile": "assets/Greenhouse_Cellar.tmx"
},
ModId is something you do in the manifest so check it out as well
You create the location and you give the location its file
Much appreciated, I am rebuilding the json. Manifests are last on my to-do list because they require everything else to be spick and span.
"Type": "StardewValley.Locations.DecoratableLocation" goes right under the "MapPath", correct?
Ahoy, anyone know how to add a new location region to the crab pot settings? Defaults are freshwater and ocean, and I thought I could add a new context via the FishAreas line but I fear this is not the correct method
FishAreas is how you do it
if you're editing an existing location you just have to be careful not to wipe data
Can u let me know if you get a payload?
Ah, then my error must be a technical one, thank you!
I'll DM you if something turns up for sure!
Is it possible with content patcher to end an event in a different location, or do I have to do that with C#? I don't see ending in a different location as an option on any modding tutorial, so I'm guessing no, but I wanted to try asking in case it just wasn't mentioned there.
(I know C# well, and I plan to use it later, but then I gotta learn how to integrate them together a little earlier than planned lol, and events are scary enough as is 😂 )
could you let me know too?
End warpout exists
I think you should use c# and define a custom event command
Very straightforward
nod nod :3
wait
omg. It IS there. Sorry lmao, its exactly what I need right now (earlier I needed to warp an NPC, not the farmer, but I changed it and forgot that doing it with just the farmer exists already)
Anyway thanks!
nvm wrong type. I keep mixing up the terms...
Can someone help me suss out what I've done wrong?
- I have a manifest in my config now.
- I have all three collection configs on the same page.
- I have the versioning on each as 2.0.RevID. So Witchcore is 2.0.60 and SVVE is 2.0.105.
- Each is using @ID on their update keys, so 20870@SVVE, 20870@AVW, and 20870@AVF:
"Author": "JennaJuffuffles",
"Version": "2.0.60",
"Description": "Configuration load check for Aesthetic Valley Witchcore",
"UniqueID": "jennajuffuffles.StardewValleyVERYConfigured.AVW",
"UpdateKeys": [
"Nexus:20870@AVW"
]
Mod version on the page is set to 2. And each file has their Version on Nexus set to match the version # so 2.0.60, etc
But in SMAPI, when loading Witchcore, I get the purple update notice:
[SMAPI] VERY Configured Witchcore 2.0.105: https://www.nexusmods.com/stardewvalley/mods/20870 (you have 2.0.60)
could anybody help me figure out why my "DuringMovie" scripts aren't running? my npc will say his lines before and after the movie, but nothing happens while the movie is playing. here's the MovieData.json if anyone needs it: https://smapi.io/json/content-patcher/38065423d19b4cc49927ba150cd53c1d
I haven't used the feature myself, but I think you need to add sub-keys to each download on your page there, so SMAPI's update check can tell which is which. For example, @AVW in the title or description of the witchcore one.
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks#Update_subkeys
i believe it needs a / at the beginning with for example message \"Ivaras seems pretty locked in.\" so it would be /message \"Ivaras seems pretty locked in.\"
Ah, it also needs to be in the title or description of the mod. I missed that. Thank you!
ahhh okie! i'll try it out
i figured out my problem! the map was still held in cache, so i was in fact getting a new location but the map was retaining my changes
Yup, definitely!
(well, i think in some situations i was getting the same location too. but i cleared up both problems, afaict)
I guess LocalizedText doesn't work in mail? The wiki does say tokens like that are limited:
You can only use tokenizable strings in data fields that specifically allow them (which will be indicated in the wiki docs).
...but nothing on the mail data page indicates one way or another. Did some testing and seems like no, as far as I can tell, but wanted to be sure I wasn't missing anything.
yeah the game only calls the token parser in some situations, and mail is not one of them
My first building asset.
It's going to be a building that let's you get the golden witch event before perfection! The awake/sleep versions will be for when it's activated (similar to the golden clock).
How do i fix this json issue?
After parsing a value an unexpected character was encountered: ". Path 'Changes[0].Entries.{{ModId}}_GreenhouseCellar.CreateOnLoad.MapPath', line 12, position 3.
the line in question:
"Type": "StardewValley.Locations.Cellar"
Did you forget the comma?
how do i get temporary npcs to not spawn in the town square? i created bare minimum dispositions for three characters so i could use them in a heart event, but i do not want them spawning in-game. i saw that having a home spawn location was optional according to the npc data in the stardew wiki, so i figured they wouldn't spawn in otherwise. kind of like the bear character who you bring maple syrup to in game.
You dont need add then to data/characters
You can just use them as temporary characters on heart events
yeahhh i tried that but it lowkey was not working </3 i wanted them to have portraits & whatnot when they spoke and i don't think i ever figured out how to implement that with the temporaryActor command
does anyone know what this command do (event) positionOffset <actor> <x> <y> [continue] ??
shifts the actor left right up or down by pixels
and not by tiles
it allows u to position actors more precisely
one use is having one npc move closer to another npc
you cant move them a full tile over bc they'd be overlapping
so positionOffset is the way to go
the change is instant, so like teleporting
also be advised that using positionOffset may make future uses of the move command break for the NPC it is used on
😮
(the event loop is pretty cursed. here be dragons)
🤦
The fix I use for that is to positionoffset them to where they should be if they had moved normally, and then warp them to the same tile they're standing on. It's usually subtle enough
Alright, what's wrong with this json? I'm confused about the "unex[ected character" thing because it's the result of my copy+pasting from the CP githhub and community guides and tweaking in a plain text editor.
https://smapi.io/json/none/08216fe9fea74c39a30276de400457f8
you havent closed ur bracket
i think
oh i see ur config scheme
why is it in ur patch
configschema needs to be outside changes
ah
I am not really a coder and putting the config after the loader made more sense to me.
Is it technically a missed bracket or is there an order its supposed to be in?
there's 2 problems
- it's INSIDE ur load patch not after
- it should be outside the Changes field
ConfigSchema goes right after format
this is my json with config schema
so the order should be: format > config (establishment) > changes (add new, replace extant, patch for seasons, patch for seasonal bgs) ?
yes
All of ur configs go between format and changes
and then u can use the actual tokens in changes
Is there anything special I need to do to close out the config schema?
@upper forum tracking your profile now
no, same as usual
close ur brackets
can't wait to see your mod
to clarify, the order doesn't matter, what matters is that they're not nested in one another
imagine brackets as burger buns; you want two separate burgers, and not one being inside another + every opening bracket/top bun must have a matching closing bracket/bottom bun
I recommend using your editor's autoindentation/syntax highlighting if you aren't already
-# my favourite burger, is burger burger
-# i will put a burger inside another burger and unhinge my jaw like a snake
Hey folks! Veteran programmer, first-time modder here. How is everyone?
Was wondering what the quickest way is to get your question answered with SMAPI?
(I posted on Reddit but was curious if there was a better way)
Welcome! To clarify, get a question answered about SMAPI?
are you making a mod or just using them
Yes! I'm getting into modding for the first time, and I had some questions
(Sorry, need to step away for something but be back soon)
we have #modded-stardew for general discussion, and #1272025932932055121 for help with issues
and this channel if you're making mods
...How does one use CP's overlay function to replace part of the base layer with an entire multi-layer map? Does it do that by default or is there a way I need to tell it to do that?
I feel like it's default but feel the need to check
on that note, where do you specify patchmode > overlay > back ??
Start with an editmap entry
You set the layer in the tmx file that you put in the fromfile in that entry
And then a patchmode field in that entry, with the value being replace/replacebylayer/overlay
If the map you're targeting has a tile with only a back layer on it, and you want to keep that back layer visible while putting stuff on top of it on other layers, you can do a tmx for the fromfile that has those layers and then use patchmode overlay
Or you can include a back layer in the fromfile tmx file and do patchmode replace
"Action": "EditData",
"Target": "Data/Events/Farm",
"Entries": {
"02661009/f Hakan 3500 /t 0600 1000":"distantBanjo/-1000 -1000/farmer 64 15 0 Hakan -100 -100 1/skippable/fade/pause 200/ viewport 64 15/
So, I have an issue with this code. basically the actor Hakan won't spawn in any tile i put him in. It can be 65 14 2, -100 -100 1, he could be the only npc in the code but for some reason he keeps loading at the viewport 64 15 location. I've even switched him to a vanilla npc but the vanilla npc even faces the same issue of loading in the view port location.
^
ive also tried to do this before i realized
ah damn 😭
nod nod
thanks for the quick reply man
Oh wow I heard the farm was a mess, but are there any other huge notable limitations to mention (or a link to a page with them) so I can slap ideas out of my brain before i get them
can confirm
uhh no npc pathing
guess thats why most farm interactions are just the characters standing in front of the farmhouse 😭
-# also for the backwoods
all*
there is no other choice lol
wasn't there a mod for npcs in the backwoods now
knock, send mail, or LEAVE said the farmer
oh really
selph 
selph
no way
definition of hidden gem
is there a way to make the textbox smaller or am i cooked 😔
hidden 
nope
dont fink so
a dialogue box is gonna dialogue box
dang it 
Does UI scale affect dialogue?
omg it does
not sure thru code, but changing UI scale does make the textbox smaller...


