#making-mods-general
1 messages · Page 577 of 1
(that's not exactly what its doing but practically speaking thats what its doing)
Basically it's your OR check but with a much more performant Merge instead of Query
The livestock bazaar framework could probably help with that when you get to the 'make animal shop' part
one day i will understand merge and query
excellent, that is just what I was looking for, thank you!
Merge is just you asking it to put everything you want into one single list of values
Guess I'll go back to writing content patcher mods 😂 Nothing like trying to figure out things while working
That can be tokens or raw strings
{{Merge: one, two, {{season}} }} can become essentially its own token whose value is one, two, spring
Which you can then use in When conditions to check if it has any of those values in it
So if you give it a list of |contains tokens then you're making it construct a list of true or false values
(But because it's a set, there are no duplicate values allowed, so the final list will have "true" in it if ANY of the ones you put in are two, and it will have false in it if ANY of the things are false)
(Which means it can have both a single true and a single false, but if there's a single true in it then you know your OR check passed bc something mustve been true to make that happen. same for false)
interesting
how is it different from checking like normal OR (for example when x, when y)
you can also do |contains directly on the Merge token like any other token ofc
thats not an OR
if you list multiple when conditions, they are all AND
thats checking an OR on that specific condition, which is fine
but Midnight needed to check two different tokens
which would be two different conditions
so if i want to use the editmap action, do i unpack the xmb of the map, edit it using tiled. and then just use the action to pretty much just overlay?
but query is more versatile?
managed to frankenstein a working mod that adds strawberry seeds to Pierre's with the other mod 😄 but I'm not sure how to put a stock limit on it, could anyone tell me? here is the current json https://smapi.io/json/none/5de16cdcc8d14542a5c60c79f59c4356
yep. check out the CP docs for detailed information on things like overlay mode
[[modding:shops]] i think there’s a min/max field?
there is yes
well it can do all those fancy mathematical or logical expressions, so yeah, its more flexible in that regard. thats also why its a lot more expensive (relatively speaking, ofc) to calculate its value, and it cannot cache its value so it has to recalculate everything every time CP sends out an update notice to it
(correction: it cannot cache its value for that long*)
gotcha
(it clears its cache every time it gets an UpdateContext sent to it i.e. time change, location change, daystarted, whichever is relevant for that patch. or maybe whenever any patch gets those, idrk)
There's also the AvailableStock field
if i’m recalling my own code correctly i think i have a complicated system of queries for HasMod checks and compatibility
maybe i should look at using merge
it was a nice touch seeing ur butchery selling my meat products
Thank you both, I'll try the MinStack and MaxStack first
lmao thank you it was incredibly easy, it’s just context tag magic
oh wait, it says the Min and Max stacks has no effect on stock limit
I would like a range that it can choose from..
That would be AvailableStock
I thought that was just a hard number, like if I set it to 20, it would be 20 every time. Is there a way to make it do a range? like between 20 and 60, as an example
Maybe you can put a range token?
do you want it to vary day to day?
yeah i was gonna suggest random range
but random only updates at the start of the day
Yeah a new value every day. I want it to match with another mod I have that adds varying daily stock limits
no, you cannot do a range token
oh okay great
you can’t do steps though
so this might pick a weird number like 32
you need quotes but yes
you can do steps
I don't mind weird values like 32 or 48 and the like since that's how the other mod does it too
actually yeah that’s true just don’t use range
no, you can do steps with range
oh really? nice
{{Random: {{Range: 20, 60 |step=5}} }}
That would give {{Random: 20, 25, 30, 35 ... }}
oop.. red smapi error..
https://smapi.io/json/none/9bd174d31bca4af085b3ec62a2f014c2 did I put it in wrong down there? the json validator is complaining about the new line
Yes because you forgot a comma after the price line
alright, compatibility hooked up for Star Crossed, Alex and Jeric, and Sam and Alissa.
Sam in particular woulda been a pain without merge
now that I look at it, I could do one contains for both. but my brain might be fried right now after trying to figure out queries
seems to be working perfectly now! thanks a lot yall 😄
my warps so messed up i just randomly found a warp to inside my building in the ocean?? 😭
Thank you 🫡
Chat what mod are you making now? :o
oh! Not making one, I was taking an already existing mod that adds Y2 seeds to Y1 and putting another mod's strawberry seeds to Pierre's stock bit into it for personal use
I see I see
if I couldn't do that I was gonna try to cobble one together from scratch but thank goodness I dont, i'm kinda tired of looking at brackets..
LOL I see I see, yea I haven’t really touched making a mod from scratch yet I’ve only really found one that does smthn similar and Frankensteined that junk
can someone refresh my memory on artifacts? i wrote down for myself to take mine out of perfection but when i check the page all i see is for shipping collection but artifacts are by default set to false for that...am i missing something where artifacts play a role in perfection...or was it because of needing to donate to the museum..? i dont remember..
i think you get a stardrop from the museum
yeah im wondering if its that, i dont remember if the donate all artifacts number increases with mods adding artifacts or not
tldr the tag not_museum_donatable can exclude something, but yeah, it counts artifacts and minerals for total completion, which sets a mail flag and ig gives the stardrop
hm
other than that and the shipped-everything part, artifacts shouldn't affect perfection
unless it can be cooked/crafted for some reason etc
so i can use the tag then? its just standard dug up artifacts
that tag seems to override the museum's "total donation items" check, yeah
that seems easier to do than the other suggestion i got of changing it to basic or something and do a category override via spacecore(which id need to read up on firstfdsda)
for future code reference...
Utility.percentGameComplete checks Utility.foundAllStardrops checks for the "museumComplete" flag
which is set in MuseumMenu when (edit: see button's post)pieces == LibraryMuseum.totalArtifacts
which checks every existing (O) object, passing them to LibraryMuseum.IsItemSuitableForDonation
which says "if this isn't an (O) object, or it has not_museum_donatable, it's unsuitable" before any other checks
(after that, if it has museum_donatable or item_type_arch or item_type_minerals, it's suitable)
(small correction: the mail flag is determined by the entry in Data/MuseumRewards)
(it looks for museumComplete (lowercase m))
which means you could technically change the requirements for the museum completion mail flag (and thus star drop (and thus thus perfection) ) by editing that entry, which will occur in vanilla if the total number of donations equals or exceeds the totalArtifacts
thanks, I forgot to double-check whether the multiplayer messages did what I assumed
funnily enough you can actually complete the museum but not get the multiplayer message if a mod lets you donate multiple items at once
since its a strict == check not >=
yeah, the == bit there
Uhg it's been so long since I've spent any time properly fighting with content patcher.
I can't use GSQs as conditions for dynamic tokens, right?
nope, GSQs are only used in assets with "Condition" fields, aside from EMP or other frameworks offering custom tokens for them
(and they're not super compatible with CP's token setup, so the performance is kinda bad)
That was what I thought, but I was being haunted by "what if I'm doing this the hard way for no reason" 
Thanks!
Depending on what you need. You may be able to use a trigger action to set and unset a mailflag
And key your patches on that instead
It's so I can choose what map I'm loading in a more streamlined manner (eg grabbing {{condition}}_map instead of manually grabbing condition1_map or condition2_map or condition3_map etc etc)
I think a mailflag will make this situation more confusing than less, so I'll just do it the annoying way lol
u can always do local tokens tho
I probably will, I want to get a subset running well first though before I start adding that extra layer of complexity
Hi, can anyone tell me to how to trigger the Cave Patrol special order using debug by any chance? Specifically what the ID for it is?
I made a change to it and want to see if it worked. I thought "Clint" was the ID, but smapi says it isn't.
Or alternatively, is there any other way I can quickly test this?
how would a c mod change the texture of all instances of a certain building? More specifically, I'm trying to add tile action that changes the texture of a building
if u want to change it for all u could just edit the texture itself and invalidate
That's what I'm trying to do 😅
yea so edit in this case means "do AssetRequested stuff"
and invalidate means helper.GameContent.InvalidateCache
the other method if u control the building itself is to impl custom class and then u can do whatever u want on the draw 
My original plan was to create a custom class, but I couldn't find the GoldenClock class in the decompile.
For context, I'm trying to create a building that is very similar to the golden clock. When built, it can either be activated or deactivated, and while active it will force the witch event to be golden
Well you won't be implementing the class for golden clock features
It'd just be there for drawing
This first method doesn't require custom class either it's just asset manipulation
I was moreso trying to find it for reference as to how you'd create a togglable building
Wow, OnAssetRequested looks way simpler 😅
\
it should be the ID, unless you've accidentally removed it or some such
debug specialorder Clint works on a new save for me
I get this Error when I try it. "NullReferenceException": Object Refence not set to an instance of an Obkect". Any idea what might be the issue?
is it possible to check if an NPC is currently visible? not as in on the screen, as in has not been set to invisible
In an event precondition yes
You have a mod that has broken that order.
!mh
!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).
ahh i was looking at GSQs thank you
im doing a thing and uh...did I write the GSQ right here if i want it that locationcontext is checked where the player is right now?(trying to use IE to have my treasure only appear in this location context)
"Condition": "LOCATION_CONTEXT Here {{ModId}}_LostIslandPassOut",
did you make a custom location context?
(location context refers to broad areas like 'Default / Valley' or 'Island', not specific maps/locations)
I did make one yea
which would be this one as a reference https://smapi.io/json/content-patcher/0d74402c622145b79d107d7ff210e86f
im just trying to limit so the item will only pop up there
did you set the location context in the map properties?
aye
then sure that should work
yippie
though, PLAYER_LOCATION_CONTEXT would be more accurate
well actually, i guess that depends
oh?
i dont know what IE assigns to the location or player
you might even need Target instead of Here
when a mod calls a query (such as IE checking a GSQ) it can assign any location it wants to the GSQ, same with any player, or any item
well it just says
Custom treasures have the same fields as ExtraSpawns.
Just like ExtraSpawns, they also have the same fields as any spawnable item.
Here will refer to whatever the games current location is, which is often but not always where the current player is
🤔
if IE doesnt pass in any location to the condition check, then it defaults to i believe the players current location regardless
or the games current location. one of the two. idr
if it does assign the relevant location to it, then Target would be best
but if you think there would never be a situation where this treasure might be generated from outside the location but is meant to be inside the location, then it likely doesnt matter
hm
(which is to say, idk what you're generating here or how or when IE does it)
(but you're kind of at the mercy of IE here for it)
but either way if i had to choose rather Target than Here tho or does it truly doesnt matter at least as long as idk more details how IE does it?
if you write Here, it will always be where the game's current location is (not the players location in all cases)
if you write Target it might be the same as Here if IE doesnt set it, or it might be somewhere completely different if IE sets it incorrectly
i would go with Here if you're confident the generation only happens when the player is in the location
like is this fishing treasure or some other treasure
oh sorry i jsut said treasure...yeah its fishing treasure
if its fishing treasure its not likely to happen in such a weird way as to make Here wrong
having to explain to people that you shouldn't use Stardew Stabilizer and Stardew Texture Cache Purge is suffering
What's stardew stabilizer
ok I will go with Here then, thanks for explaining it to me
Is stabilizer another one of thos GC goes brrr mods
a mod I can't actually link here becuase of the server policies but yeah
"13Lg)Keeps long modded sessions running smoother by preventing the gradual slowdown that can build up over time. It does cleanups when memory stays high, which helps reduce lag spikes and lowers the chance of crashes after hours of play."
hm, but then also rather PLAYER_LOCATION_CONTEXT than just what i had? 
me: oh god no don't mess with the GC
@autumn tide
Krobus :0
Nice cached data you got there sure would be a shame if someone tossed it randomly and frequently
yep
uh, hey!
anytime korbus or that other person
a wild claude
is mentioned
or content is being added
i tell u : 3
aquatic sea fish will haev soem quests with them
oh nice :)
rare nowadays
hows ur mod going!
(yeah my life is fucked)
sorry to hear that. 🙁
have not really worked on it for a month or so, but I did decide to re-write the whole thing again!
ohhh
hows fish mod going?
fish...
going good! 23/30 non-intrusive quests added so far!
I'm changing a lot of the older quests to be locked behind friendship levels
And the new ones are all frienship levels and more specific quests
that way u have to get to know people more to get more quests : )
one of my favorite quests is giving honey to Elevyn two weeks before the flower dance, so she can make people some nice tea : )
lot of other cute quests but
oh that's cute!
id rather not spoil
heh
oh yeah!
do you know the "bigger fish" mod
that adds huge sprites of fishies
to vanilla fish? and some sve?
mhm
oh sweet!
I would also like to use a sword fish as a weapon
please void
i dont have a swordfish tho
Then take one and throw it
my throwable weedses code is free to be used by anyone tho
man, discovering that i can have bed projectiles was the funniest shit ever
whats another funny thing to use...
damn, you right why didnt i think of that one
hm...last time i broke my mod when i set the speed to high...
you can pick one of my fish in my aquarium sprite or item sprite and use them if u want idm lol
or
just use vanilla fish
ik theres a mod that lets u slap fish
but throw fish? i dont know..
Chue make fish a sword?
i love making mods
you are truly an artist
Name: Boomerang Pants
Description: Weaponized pants
Damage: 120
yo what happened lmao
(oops sorry for late response) Technically the treasure is based on where the treasure chest is opened and that can technically differ from where the player is. in this case, it doesnt matter, but if IE were coded differently or if some other mod interacted strangely it could matter
i had them stuck in their active size or w/e for a sec
hm, alright, ill keep it how i have it now and see how things will turn out then
man, someone take this away from me
oh, ive forgotten what i was doing for my mod...oh well, guess i gonna snooze

Zoom
gotta go fast., I guess
i might just lie on my face for a while on the floor
Happy cold floor sensory, or defeated feeling?
(did your NPC testing not turn out how you wanted?)
Nothing worked. I am going to try something else and hope it was just because I was trying to fast track it with a poly mod
Fingers crossed that's what was wrong 
I mean, it'll be bad news anyway because it'll take longer to test... and it means the functionality might not work for people using poly mods, and how do I fix THAT
Halp 🥹 idk where to start with this mod idea. I'm basically making a whole new unique livestock with a custom hutch. making two different sizes for the snails might be to much for me so I'll just stick to giant snails and a custom hutch for them.
The snails will provide slime and snail eggs. The snail eggs can be used in a dish and the slime is basically slime.
How do you get the snail eggs, are they like truffles and appear outside? Or do they appear in the habitat?
you just need a bunch of edits really
add new animals to Data/FarmAnimals, their house in Data/Buildings, their produce in Data/Objects, and their recipes in Data/CookingRecipes
and draw sprites of course
the wiki reference + the unpack is your best friend
to simply things start with one task at a time, like try to get your custom items to show up first
what I prefer to do is have the invis tile itself be hot pink or bread and show/hide the layer when exporting from the PSD when I'm editing/checking collisions. makes it very easy to visualise collisions
If this is your first mod, look up how to unpack the game files, then you can look at what the data looks like where you're doing the editing that Selph mentioned.
is there hypothetically a way to ask Free Love (since everything else is a fork of it IIRC) what all spouses a player has? Because "Spouse:anyPlayer" only seems to see the last spouse I got here.
It has its own token iirc
{{PlayerSpouses}} (but with the modid prefix like other custom tokens ofc)
It will ofc be a different modid prefix for each of the forks, though
they'll be like chickens and cows combined. laying eggs inside their house and the farmer can use a bucket on them to get snilk (snail milk or slime)
This is very helpful! I make note of all the above
this is my first mod
it aint ready yet. relies on information that cant be grabbed yet
e.g. {{Season}} cant be ready until a save is loaded
oh I haven't seen that yet
I see
gonna have to do some nonsense to be compatible with more than one Poly mod, I think
or maybe I'll just say "use EnderTedi's or else, it's the one that lets me do an :anyPlayer"
well I did some fancy "this changes if both people move out", it'd be a shame if only multiplayer people saw that
@shrewd topaz Hi Lex! Do you mind if I DM you about some Sydney compatibility stuff?
I think I'll update my mod again with some small stuff today. I've thought about waiting to roll the new things in with a slightly bigger update, but people haven't been reliably updating my mod anyway when new tiny ones come out (which is understandable, I've been there 😅) so I guess I might as well just add the stuff I want new players to see, now.
My mod is at 1.0.3, and this time I'm adding new content that I feel is worth going up to 1.1... It would probably be standard to keep the 3 at the end right?
no
oh
when you change a number, you reset every number to its right to 0
afaik the formatting for that is suposed to be VeryMajorUpdate.Update.TinyBugFixesEtc, right? (checking bc I honestly have just been guessing this whole time-)
it can get a bit vague in context, but yeah, there's an overview of the convention linked on the wiki's manifest page
https://semver.org/
Yes-ish, I think? That, and it's kind of determined by vibe?
in stardew/smapi land it's vibes, yeah, as long as you don't decrease the number.
if you're following actual semver like the link explains, it matters more
Yeah, stardew modding isn't as serious
(but even then semver is just one convention that you aren't obligated to follow)
SMAPI's update checker consider 2.0.0 newer than 1.99.0, which is newer than 1.0.99, etc, but other than that, it's just conventional
It is however the one that SMAPI uses for determining update checks so don't get too wacky with it if you want those to work
you are still required to use actual numbers in the manifest
(also there can be a whole secondary thing like 1.2.3-beta.20260403 etc, which is even more vibes-based)
i think
i know you can write -beta stuff
But I thought it still required to start with a nuymber but I might be wrong
I was talking about nexus specifically
yeah i don't think nexus cares at all
nexus works by this esoteric group id thing
ah, I've never tried not using numbers in that one
and theres some graph theory based on whether u did "update this file" or not
i think their new ui is slightly more clear about needing to do that
you should still not get wacky on nexus either though
dylan was the one who brought up having seen the FINAL thing in the wild
I tried ending a version with a letter once it didn't like that
Saw that a lot in Skyrim
i might be thinking of something else/not know what you mean here but iirc this is something they changed and its all just a linear thing now
(the real reason I'd never recommend FINAL is because you'll release FINAL2 in a week
)
definitely
and then there was final.1.4 or something 🤣
half of the modded map files in warcraft/starcraft ended up like MapName_v2_FINAL(1)~1.w3x
one notable thing is that the -whatever makes smapi consider your mod a test version
so its now a separate update stream
you know what the new upload ui does, is viewing your mod description in the new wysiwyg bbcode editor causes the bbcode to change. it's awful
yeah, the -suffix stuff is for betas and unofficial updates etc, the logic is different
how does one set up seasonal tiles in tiled? my map looks freaky once the season changes 😔
my kingdom for native markdown
SMAPI's update checker is the only thing that truly matters but SMAPI of course checks the version number on the nexus page to compare to the one in the manifest.
(i prefer markdown but i don't actually care too deeply about them still using bbcode. but their editor is just absolute trash and also it got worse!)
If you mean set it up in Tiled for use in game, you don't. Seasonal changes are determined by whether the map is an outdoors map and whether the tilesheet is prefixed with a season name.
If you want to set it so you can view your map in another season in Tiled, you just edit the tileset's image source to point to the other season's tilesheet instead of the one you originally made it with.
I hate that every time I replace a tilesheet png and rename it so that the path's the same, tiled doesn't recognize it anyway
(this is why i'm making mine in the desert so I can avoid seasonal stuff <3)
Does that have to do with it being embedded in the tmx?
bc i made custom tiles that are then empty on the other seasons sets, how do i set up the tiles to be correct in those seasons?
okay so... this is still gonna be hell, I'll have to double every single patch to with/without poly because {{EnderTedi.Polyamory/PlayerSpouses:anyPlayer|contains=Penny}} resolves as incomplete if you are not using said mod. And it's not like you can do {{PolyMod}} = Penny because that doesn't do the |contains= thing I need. the Penny part is inside the token.
( I know how to fix it by the way, it's just kind of annoying)
man I knew polyamory seemed complicated, but this is ridiculous :V
Did you make a custom tilesheet or did you add new tiles to the vanilla sheet?
vanilla plus
It'd be nice if this found that the token doesn't exist and said "False" instead of "Nope none of this will work"
What do you mean that it doesn't recognise it?
You shouldn't edit a vanilla tilesheet to add new tiles to it, so I recommend removing your edits from the vanilla sheet and instead putting them on a separate tilesheet. Then, if you don't need your changes to be seasonal, just don't have the season prefix in your tilesheet name.
i do :3
I just mean that if I replace the spring tileset png, I need to relocate the file in tiled for the game to recognize it, even when the png is in the same location and named the same thing as the old one
You do need them to be seasonal? In that case, just make another three tilesheets, one for each season.
My tmx recognizes there's a difference is what I'm trying to say, I guess
how do i format them? name them the seasons? 🤔
The same way as the game does. spring_BurritoTilesheet.png, summer_BurritoTilesheet.png etc
It shouldn't, if you close and reopen your map in between replacing the .png file. Or, if you use Tilesheetinator, use "Fix Stardew tilesheets" again.
Oh, I probably left my tmx.s open when doing that
I think I also have a habit of leaving tiled the app open for months at a time 😅
I close some individual TMXs far more often than that of course
(some)
I close Tiled regularly because of how often I edit the maps in a text editor
- Find a way to cut down on map patch entries a whole lot!
- immediately find a need to double them
Would it be smart to just start on the sprites for everything? And if so, what is recommended to use to make sprites?
depends what Everything is. imo unless you just really like drawing, i'd suggest using vanilla sprites for Everything while you get the data structure, map layout, c# implementations, testing and iterations, et cetera together since you're skipping so much purely non-functional visual fluff and getting right into the gameplay
definitely if some inspiration comes to you or an idea comes that you might forget later, write it down, make a draft, or finish it wholesale depending on the scale and how much you actually want to do other tasks
🖐️ Me. I was really into drawing, and I started the sprites before I even had started modding stardew 😅
it's not that important for small scale mods tho, if you just have like 3 sprites and a tile then by all means do it in whatever order
I agree with using placeholders before drawing anything, unless you enjoy drawing so much that you don't mind if you never use them in a mod
as for what program to use, whatever you know and like. i use photoshop, would recommend paintdotnet
As for what is recommended: anything with a 1px brush and transparency works.
I love drawing, it's the modding part that aches my brain a bit. It's a bit hard figuring where to start and what tutorials to use in the best order
if this is the first time i would do placeholder stuff of the right dimensions
occasionally it's useful to draw early since you might have an idea that you just can't realise/render and that's the killing point, but more often than not an idea won't work in practice for other reasons you could more easily catch by focusing the functional implementation ahead of the visual
it'd be bad to find out ur stuff is wrong size after drawing
also probably avoid doing a final render of your sprites immediately, just make a silhouette or a blob, something simple as a first draft and then check ingame that it's cohesive stylistically for the usual reasons (size, shape, perspective, colour, theme)
what if I use another mod as reference? this all actually started because I really liked the Traveler Snail mount so the snails will be quite big
very common for maps for example to make something fantastic as a sprite and then realise it's bigger than the default window size and your doors aren't aligned and some things just don't make sense or fit into the game in context
ideally use as many references as possible imo
but yeah if you're just drawing a couple snails don't sweat it and just draw some snails lol
if u wanted them to be farm animals u should look at the cows sheet
alrighty!
I might have went overboard with set ideas and this will definitely be more than just snail sprites :<
and so the scope creep begins 
as it should
I feel like this is not a big enough update to put in the showcase, so I'll just announce it here, but I've added in the poppy and custom letter background I was working on to my snowman mod.
we're at 1.1.0 now!
https://smapi.io/json/none/7dd60e6dac7a44a5aa9285e8551767ce
I need to know if I have reached the point of getting stuck on finding a cleaner solution that I have become delusional. (It would not be the first time.) I'd have to do it for every marriage candidate I have support for, but the alternative is copying every patch I ever made more than once with hasmod conditions, otherwise identical. I feel like that'd take longer.
if you have to settle for the alternative, note that doing a bunch of nearly-identical patches is the ideal use case for local tokens
I've never... quite wrapped my brain around those.
And I'm not sure they'd be useful for my map patches, some of them have different coordinates and stuff
i have to go, so i can't get too into it, but the idea is you do an Include and you specify tokens that are only valid for that scope
https://smapi.io/json/none/bbc77fde978045bfb9612886245a2366
Like I'd have to copy both of these and I have to also do the ones for a different hasmod include I have that are Abigail-related
then you can include that same file (a template) repeatedly with different values for the tokens each time
and the only difference for each of them is a single hasmod
I did consider local tokens, but when I tried to figure out how that'd help me while looking at the documentation, I didn't come up with anything tbh
Maybe you could do a local token setup that takes 3 fields: spousename, toarea, and mergeline, so for each entry you could do (pseudocoding below):
action: include
fromfile: yourtemplate.json
localtokens:
spousename: abigail
toarea: {x: #, y: # etc }
mergeline: {{Spouse:anyPlayer |contains=Abigail}}, {{HasSeenEvent:anyPlayer |contains=SebastianAbigailWedding}}
and the then yourtemplate.json would be those two patches (sve installed and sve not installed) so it condenses those two patches into just one include localtoken patch
Disclaimer: I'm not very practiced with local tokens
I have more patches than that, and some of them require extra checks
and crucially... I've already made literally all of them
I am just determining how much more work I'm going to have to do
They have different width/heights too, and sometimes they change between SVE or non-SVE patch
And I'm not sure how I could add in this annoying poly check along with it
Actually the token solution seems to be working fine and it's not hard to implement
all of my poly spouses on this save have their rooms appropriately vacated
is there a framework that exists for characters walking in water?
i’m making a merman and i want him to be able to swim around a little during the day
I think calcifer can do that
Yeah that’s fine!
If I wanted to make an npc rock in a rocking chair, and have the chair as an object in the house at the same time, how would I go about that?
Because I could definitely make animation frames on the npc where he uses a rocking chair, but that would clash with a static chair on the map, and might even prevent him from using the chair animations in the same area at all (since the object would be on the buildings layer)
Basically, is there any realistic way around this, so I can have my chair and rock in it too?
I could cry, it's all working
make a schedule animation and pray
same as putting an NPC on a couch tbh
I'm scared because it's waaay worse than a couch
oh wait is the chair not moving when they're not in it?
the static chair would need to move at the same time the npc's animation would
no
Maybe I could conditionally patch it out everytime the npc goes to use it in the same spot with an animation....? 
there are no good solutions, I feel...
yeah you can't really update the map that fast
the only way it could maybe work would be if there was a way to make the map chair rock at the same time the animation does, but I'm sure that would create a lot of problems if it was even possible
They'd have to be perfectly in sync
Does anyone know how to change the color of the sleeves from the Peach Body Mod for Males?
The mod changes the color of the sleeves depending on the shirt the farmer wears, but I wanted to be able to customize it, or just settle on a color.
Oh! hmmm
I couldn't find it in the files, or figure it out in the codes.
Based on reading the mod's description on NAVER, prior to their 1.6 update, the sleeves could be changed in color, but now they follow the vanilla colors. Unless I misunderstood that.
Maybe I could make his rocking chair sprites including the literal flooring in them, so that the static rocking chair is not visible in the background 
Kind of ridiculous, however, my flooring would already be on a custom tilesheet, so I wouldn't need to worry about recolor mods destroying it
Does this sound feasible?
oh yeah if you included the wall and background on the NPC spritesheet it could potentially work
still a PITA but less so
sounds like it'd cause layering issues with any sprites that might clip in, such as the player
yeah draw layers are funky
Hmm
i was imagining it in a corner like gil but
simplest would be to have it be a full day schedule and patch the chair in the map on other days
Unfortunately, my npc has too much work to take an entire day off to rock 
and the chair is in the middle of the room, so that could be bad...
I might try it though to see how it fares
sounds like if they have that much work they should take a day off in the wobbling chair
simple ✅ maintainable ✅ predictable ✅ characterisation ✅
He is pretty stressed I think, but farmers always have work
Maybe it could be a sundays thing, but idk
I appreciate the ideas though 😅
I am curious about how bad the clipping issue could get, so if I try it, I will probably report back
I hate the amount of time I've spent on his house
and it's not even done
or close
I literally started renovating the layout after coming back to it several months later
been there hahah
My mod would have been no where near as good if I had managed to finish last year
I have two new characters I want to add to it now, and I've cut one I had no good ideas for 😅
It would be amazing if it's finished this year
Because there's so much work left, haha
It is doable, but hard!
I'm glad Jack doesn't need a house... or a life
he just gets to stand around in the snow all day 😄
Request! Does anyone know how to fix this?
I'm working on a character mod. In Chinese language mode, some rare characters and Japanese kana (Hiragana/Katakana) fail to display.
I've tried using mod "Font Setting" (12467) and also attempted Microsoft YaHei, which is supposed to support both Chinese and Japanese characters. However, the issue persists—Japanese won't show in Chinese mode, and vice versa. (This might be determined by the underlying code of Stardew Valley?) I'm wondering if there's a solution to this problem.
Stardew Valley uses sprite fonts which are just big PNGs with every character in them. It switches to a completely different set of images for Japanese and Chinese depending on the language the game is set to.
Well, not "every" character obviously, I mean every character the game made for its font
This means you cannot use both Chinese and Japanese characters at the same time (unless one is duplicated in the other or vice versa)
Thank you for answering.
Is it possible to add just a small number of Japanese kana into the Chinese sprite font so they can display together in Chinese language mode?
It's probably possible in some way maybe? But I'm not 100% certain about that, and I do not have any idea how someone would even go about trying it.
i'm sorry if this is a silly question but do mods still load if they're in subfolders? if so is there a limit to how many folders deep
Yes, they still load. Yes, there can be a limit in some cases if the length of the folder and file names gets too long
awesome thank you!\
Does that limit still exist? iirc it's not a problem anymore, as long as you don't reach windows file name limit
https://smapi.io/json/none/0b2a34cf0d754fe7bee69efcfcf98f4c any clues as to why some of these Trigger actions aren't working? When I do a patch export only some of them show up
if i edited a modded map previously (the author gave me permission!) and the author updated the mod. is there a way for me to copy the changes i made in the old version and apply them to the new one? i'm not very experienced in tiled so apologies if the answer seems obvious lol
i was only changing the decorations.tmx if that helps
If the author didn't change their version of the file and also didn't change how their code references that file, you can just copy your old one to the new one. Otherwise you'll probably need to go through and make whatever changes anew. If it helps, a .tmx file is just a text file so it may be easier to edit it that way depending on the edits
I was intentionally tentative with my phrasing, but I haven't heard anything about that changing. I'd be curious to find out otherwise, though
the "When" blocks inside many of those trigger action entries won't do anything; those can only apply to an entire "Change"/patch in CP, not specific data entries
beyond that, I don't see the issues at a glance, but misplaced {} can lead to things being misplaced and ignored
ooooooh, okay I'll tinker with those and see if I can get 'em working. Ty!
oh, at least one of the problems is here, this entry isn't closed
https://smapi.io/json/none/0b2a34cf0d754fe7bee69efcfcf98f4c#code.113
That was it! oh my gosh thank you I've been going insane. Now I can see the other erros I need to fix
I'm trying out stardewUI and am a bit confused on what is happening
I used an example, with 2 assets.
I have no files in my mod folder with these sprites.
background={@Mods/StardewUI/Sprites/MenuBackground}
border={@Mods/StardewUI/Sprites/MenuBorder}
Where do they come from and how can I find out more
I think most assets come from the Stardew Valley\Content folder
But where do these come from?
These assets come from the stardewui mod
some of them are sprites defined by the mod and they come from the game itself
Do you know if they are documented somewhere?
I'm kind of explaining this badly, check this file
https://github.com/focustense/StardewUI/blob/master/Core/Graphics/UiSprites.cs
Oh is this it? thank you
Hi,
Does anyone know how to test and force load events ? I'm actually making a mod and i'm struggling a lot, a real LOT with events.
When i thought i managed it, now i'm unable to load and see them..
type in debug ebi (your event id) into the smapi terminal and that should force your event to play
Yeah it's as simple as that ^^
I still need help with this, if anyone can?
Isn't it something like it taking the color of whatever you're wearing?
unless you find an existing mod that allows you to change the color of default sleeves, youre probably gonna need to convert them to a fashionsense item
I mentioned it as well a bit later, but I think it was ignored.
if you think theres something to that then download the older version and check it?
seeing how other mods do things is very helpful if there is no tutorial you can find
It did read that it's no longer compatible after 1.5, sadly.
If you can still download the older version, you can look into the code
I'll see if I can still contact the mod author who made the mod/s. They also mentioned something about Get Glam, but I don't use it.
Might also be able to ask if they allow conversion or permission to have their stuff edited.
is this for your personal game or something youre making to publish?
Personal game, I guess.
You don't need permission to do something for yourself
Get glam was kinda like the predecessor to fashion sense
Having it published seems like a lot more work.
if the previous version used get glam then its likely that get glam allowed the color change of the sleeves
So i would assume to change the color of the sleeves, you'd need to use a fs pack for the sleeves instead
Rather than the cp ver
They also acknowledged Fashion Sense, but it's something about accessories which I don't see with FS and it installed.
You can see if you can find a fs sleeves version on their blog page
I don't remember if there was one or not
i highly recommend downloading a variety of sleeve mods off nexus and just opening them all up and see how they are formatted, and if they are for CP or FS etc. thats how i learned what little i know about sleeves
(also jeez we have get dressed, get glam, kisekae...)
So many of these lol
also, if you havent already (idk how deep into making mods you are), you should unpack your game files so you can take a look at farmer_base, farmer_girl_base etc in Characters\Farmer. there you can see how sleeves are done in the base game
morning modders
the sprites have the coloring of the default shirt, and unless im entirely mistaken, the game takes that coloring and switches it out based on which shirt youre wearing
just like the default sprite's eyes are brown but get swapped out by the game for customizable colors. only that the default game doesnt have any mechanic to customize sleeve colors, its tied to the shirt
And how shoes work
same with boots as well. in the top right corner of farmer_base etc you can see some small pixels, the three red colors to the left in this group is the three sleeve colors
If you look at the pure naked farmer body ..
You're referring to how some dyeable clothes are white, right? The default color.
the default color on sleeves is red, but thats just because shirt no1 is red
but yeah the dye system is somewhat similar
I'm using the tall male ver. of Peach Body mod, and it looks perfect. I think the basic female ver. is good for the female as a counterpart (female = basic; male = tall).
The basic ver. for the male looks off, and the slim body type just looks too thin, unlike the tall version.
Ahh, got it. Yeah, I thought it'd be white because I checked the hair and they're white in the texture files.
have you looked at the default body sprites? it might help put things into context
I'm still in a very shallow understanding of SDV modding. I'm often used to using GUI when modding other games like Warcraft III, or Skyrim.
Hair works by doing some kind of color overlay on the base hair, kinda like flower colors. That's why making the hair white results in brighter colors. I know the vanilla blonde is very muddy looking because of how dark the base hair is
I have, kinda. Well, I have for the expressive elf ears I used to have installed; they're armless.
The unpacked vanilla base is armless with the sleeves off to the side
Yeah, like a dirty blonde with a greenish undertone?
tell me about it
its one of the few mods i actually published back in the day cause its so egregious when trying to make blonde or bright colors 
New quote added by celestia187 as #7838 (https://discordapp.com/channels/137344473976799233/156109690059751424/1489870729163051058)
Oh, right, you made the Brighter Hair mod? I have the 25%.
you can get pretty far with content patcher and other frameworks if you have a curious mind and youre willing to poke around to see how things work
but there wont always be tutorials for what exactly you wanna do (or at least thats my experience so far), so it pays to be persistent in trying to figure out how things work
It does seem to conflict with other hair mods for some reason, but I still keep yours and just settle for the vanilla for now (with your brighter hair).
yep thats me
i have an update for brighter hair almost finished but the preview images took almost as long as the update itself gah so i took another break
the new version is highly customizable with the ability to control the brightening of the outline of the hair separately
yeah it was made a long time ago and uses Load instead of EditImage, which is why its not as compatible
new version plays a lot more nicely with things that may want to edit the default hair sheet. and everything is configurable ingame ofc
My favorite hair "hack" is still being able to just. Make the sheet longer. More hair
maybe i should get off my ass and finish it today 
Will it be available soon? I also like this Improved and New Hairstyles which improves vanilla hair, shaping them better.
oh interesting, do they show up in game automatically or something? 
But they're conflicting with each other when I first installed the latter.
link?
the way the brightening of the hair sprites is done manually, means that i have to replace the games hair sprites. so if i were to theoretically add compatibility for others mods, i would need to include an edited version of their texture assets. and for that permissions must be granted
I read the “Modding: World Map” wiki category, but I didn’t understand it. How do I edit the map to add my NPC’s house? I thought the world map was a PNG. Sorry to bother you, but can anyone help me with this?
Like those optional files I see under Skyrim mods?
thanks for the link
i see this was last updated in 2020, but i can send the creator a message in case they're still active and ask if i can include compatibility for this mod in my mod.
today im thinking i might push for the new update to Brighter Hair without any compatibility addons, and maybe ask the community what other hair mods they use, and if theres a lot of demand i could add compatibility for them if i get permission from the respective authors
yeah that makes perfect sense. they are both trying to change the same thing and fighting each other
https://www.nexusmods.com/stardewvalley/mods/17289
These sprites make my farmer look... so dull and vanilla. 😅
You have to draw a new world map with your NPC house included, then simply modify the existing world map with yours with an EditImage like everything else
They have kind of a more detailed hair, in my opinion. Which is why, right now, my farmer wears a hat.
Oh, yeah, I'll be putting your edit with the vanilla one over the other with Photopea. See what's what.
I wish i could make my sprites more detailed
But i just fall back on what i know
Your sprites?
i cant do lineless pixel art for the LIFE OF me
What's your mod?
Ah, just some npc sprites
It's probably just the highlights from the portrait-accurate NPC sprites that make their hair look good.
And how the author managed to draw the outfits as if sized down from their portraits to their sprites.
it makes them stand out extremely well
The NPC sprites, or the farmer?
npc
I see. I hope it's a good kind of stand out. In my game, they look good with just the vanilla colors.
I think even with duller recolors like Earthy or Vibrant Pastoral.
How do you determine what to edit with OnAssetRequested? I currently have the following:
But I'm never seeing the "LOADING STATUE" appear in the terminal.
If it's for that texture then it would be <cp modid>/textures/enabled instead of what you are currently checking for
It still doesn't appear to be running
Hey @brittle pasture! We've run into an interesting issue with Custom Builders. @spice inlet helped us figure it out. ❤️
Here's what Lix told us after helping us test. Please note the Location name in particular:
Before Upgrading
Location: BrokenCoop
Unique: BrokenCoopb708fb97-4774-4b57-82e0-4188af88d5f4
Map: assets/Interior/BrokenCoopDebris.tmx
After Upgrading and sleeping
Location: BrokenCoop
Unique: BrokenCoopb708fb97-4774-4b57-82e0-4188af88d5f4
Map: Assets/Interior/BrokenCoop1.tmx
After leaving to title and loading back
Location: Coop
Unique: BrokenCoopb708fb97-4774-4b57-82e0-4188af88d5f4
Map: Assets/Interior/BrokenCoop1.tmx
hm, when using the custom builder to upgrade the location name does not update even when you sleep once or twice
but it changes when you exit to title and load back in
I think it could be worth to tell the custom builder mod author this
UB relies on the location name to figure out where to place the bundle
@brittle pasture delixx recommended we reach out to you about this, so I have copied and pasted what they said above
I know other mods also use Location name, so this may affect them as well.
https://stardewvalleywiki.com/Modding:Objects#Edibility here's a section on buffs
wait buffs have to have a unique ID too?????????
{
"Duration": 1600,
"CustomAttributes": {
"FarmingLevel": 3,
"FishingLevel": 0,
"MiningLevel": 0,
"LuckLevel": 0,
"ForagingLevel": 0,
"MaxStamina": 50,
"MagneticRadius": 0,
"Speed": 0,
"Defense": 0,
"Attack": 0
},
},
]```
this is what SVE does for mixed berry pie
can the level sections be negative?
i see
according to the wiki it can be negative
yay
can i just do something like this
probably, I would think the other values just default to 0
wouldnt attack be like +2 if i set it to 2?
yeah
april fools
its the 4th
was too lazy to change back
fair
It's the 4th??? April f ools feels like yesterday time is cruel
Helloe everynyan,, waves
I've been workin on a silly very self indulgent mod and have been directed here so yeah hi helloe
hi 👋
yay

does anyone know why this might be happening to me in tiled lol
alright, thank you
that looks like a 32px based grid
not 16px one
What name to pass into this?
i know i changed it to 16 and still didnt work, ive fixed it though and it works now
For more context
#making-mods-general message
Its working now! Kinda!
I'll take a look later!
Thank you so much! Let me know if you have any questions. I probably won't be able to reply until tomorrow. ^_^
you CAN use EditImage, but it’s best to use the built in option as described on the wiki. i have an example if you’d like, or if you have specific questions i can try to answer
@spice inlet just tested on a fresh save without my mod installed, just using a regular Coop from Robin, and seems like this is vanilla behavior?
Custom Builders doesn't touch the building upgrade logic and also uses what vanilla has
this has to be a change from UB side I think (and hey TIL about this quirk lol)
Oh dear. That actually makes sense now that I think about it, it explains why @stuck marlin is having trouble getting AT to work on upgraded buildings even though they're using vanilla methods to upgrade.
IDK what I'm doing wrong here. I currently have the following:
private void OnAssetRequested(object sender, AssetRequestedEventArgs e)
{
if (e.Name.IsEquivalentTo("Nullnnow.GCS/textures/statue"))
{
ModData data = GetModData();
if (data.StatueActive)
{
Monitor.Log("Statue is active", LogLevel.Debug);
e.LoadFromModFile<Texture2D>("assets/statue_eabled.png", AssetLoadPriority.Medium);
}
else
{
Monitor.Log("Statue is inactive", LogLevel.Debug);
e.LoadFromModFile<Texture2D>("assets/statue_disabled.png", AssetLoadPriority.Medium);
}
}
}
private bool ToggleStatue(GameLocation where, string[] args, Farmer who, Point tile)
{
var building = where.getBuildingAt(tile.ToVector2());
if (building is null || building.buildingType.Value != "Nullnnow.GCS_GoldenChickenStatue")
{
return false;
}
// TODO: Check if player is holding a galaxy soul
if (true)
{
var model = GetModData();
model.StatueBuilt = true;
model.StatueActive = !model.StatueActive;
// TODO: Play Sound
Helper.Data.WriteSaveData("statue-data", model);
Helper.GameContent.InvalidateCache("Nullnnow.GCS/textures/statue");
// The statue texture never changes!!!!
}
I'm trying to change the texture of a building whenever the ToggleStatue function is called, but the building texture never changes
This feels like a flaw in vanilla behavior. Should I file a bug report do you think, @brittle pasture?
no harm in doing so I think, though the AT issue might be separate
Does InvalidateCache not redraw the textures it invalidates? And if not, how do you force the game to update the textures
can you confirm that the ToggleStatue code is being called? also what does GetModData() do
everything else looks fine to me
Thank you. Is the appropriate place to report the StardewValley.net forums? I'm assuming tagging Pathos isn't appropriate here ^_^;
#1387907186713301072 is probably more appropriate since this doesn't affect the vanilla game
has anyone ever worked with Item Extensions custom eating animations and eating questions before? im trying to do both but my custom animation reverts back to stardard when i try changing the food question and idk why https://smapi.io/json/content-patcher/8618c3af55ef4c0bbb0e5fa626d091c4
is there any debug command to spawn Truffle Crab specifically?
Hi chat
Hallo
how do you create a light source in tiled like the one the game uses for windows and stuff?
You may wanna check debug wiki
Most of the time it's Paths layer tiles, in other cases it's map properties
One sec gon find links
debug monsters command doesnt have a truffle crab entry, i was wondering if any one knew any other method to spawn them, thanks anyways
truffle crab seems to be a variant of rock crab
this is probably wrong, but heres what i tried and it didnt work lol
Close enough! One sec I'm turning my pc on
thats how you do it via properties
okay thank you, ill check it out
Or you can do this light bulb tile on blue Paths layer to make a simple light source
Just know that is a Light 4, a sconce light
yea i could import the paths tilesheet to test that out
If you want a light like a window, only lit during the day, you use the WindowLight like the Wiki has
the only sad thing about the light is that its not dynamic
im just trying to light up this lantern lol
I once animated a Path Light to switch between itself and some random invis tile and sadly it didnt work
1 is Lantern
would be neat
testing that out now, hopefully it works lol
you can know the coord my hovering the tile and checking the bottom left too
id just put a light tile there unless you wanna do some fancy stuff with it
I mean yeah, but there's a whole lantern light right there, why not use it
ahhh thats the problem, i was using the coordinates in game and not the ones on the tilemap
you dont need tilemaps cords you need your maps coords
true, I always forget theres dif types
im using a weird map of a cropped pantry room, and just using editmap to replace the entire thing
id edit data with light property mb
hang on let me snip out some of my extra code for an example...
but youd need coords of the initial tile of original map
huh
uhhhh, now im confused
https://smapi.io/json/none/13c69517ce1f437f9a303a44d4cf59ef
The coordinates you need for the light are the coordinates of where the light will be on the original map once your patch is in place
what is the proper way to enter the tile co-ords for "DefaultArrivalTile"?
And this link has one of my patches with extra stuff cut out. That's how you do light tiles for patches
i see, ill try to implement that and see what happens, thank you
Like let's say I'm doing a patch over this kitchen to add a lamp on the counter. On my main map that counter is 21, 5. So that is where I need to patch in the light
If my patch is just the size of the area I show there, it'll show a different coord there. But you need the one from the full main map
youd need to take coords of the potential light source in your overlay and then add that to the top left coord of your target area
so if your light cords are X Y and your area top left corner is A B then your target light tile gotta be A+X and B+Y
I think its just some Vector2 things
so for the area im replacing, i just add the X from the start of the area with the X of the location of my light source? and the say with the Y?
yes
i think i get it...? lol
test it and find out
so for example if youd add your overlay to the top left corner of the original map then coords would just be the same as on the overlay cuz top left area corner would be 0 0 anyway
uh, well i just did the thing in my tilemap and it somehow worked without any of that code
so.... thats good
what thing
i just did this and used this paths tile
Yeah that'll work, it just can only do a light 4
So if you're good with that light level, go for it
hey sashasand, i'm not in this channel a lot, but radium reached out to me about this a while ago. i've added compatibility to support your mod into mine when both are present, so they can work together.
OMG I almost forgot about it, tyysm
What exactly did you do to make it compatible?
Maybe theres something I can do on my side
it was my first and test mod I wasn't thinking it would take so much attention 
you don't need to do a thing. i just used hasmod and utilized the same implementation i had for other bathhouse changers to move the ladder/lift. i designed mine to basically work with anything with just a little extra patch when things move around.
shared the change here with links to both, https://www.nexusmods.com/stardewvalley/images/6681
and i'll likely push it to showcase here a little later to highlight the change for anyone that was wanting to use both as well
You reminded me that I wanted to make an update to make top room work like a small greenhouse as well omg
gotta update it and add update keys I forgot to do 😭
Your mod is so much better than mine so I was surprised someone actually wants to use mine
Well, ours don't really conflict or do the same thing. I get why people would want that nicer, large entrance for sure.
Could someone please tell me what's up with my CP Content json that's making it refuse to work, seemingly due to issues caused by phantom characters? (Ones detected by the validator that aren't actually there.) I've completely retyped it in hopes of fixing the issue (and rechecked my commas and brackets while I was at it), but that didn't seem to work. I am - really tired of this problem. https://smapi.io/json/content-patcher/36b90e8f18ef41eab5e0fc3371709623
So sorry for the late response, IRL stuff pulled me away. I can confirm that ToggleStatue is being called when it's supposed to.
The GetModData function is a utility function that retrieves a data model (ModData) from the save game via Helper.Data.ReadSaveData. If no Mod Data is found, it generates a new Mod Data instance with default values and saves it to the game.
The data model currently contains two values; StatueBuilt and StatueActive. The StatueBuilt value doesn't matter (I'm like 90% certain it isn't necessary), while StatueActive determines what texture the building should be using.
I can also confirm that this system is successfully tracking when the statue is and isn't toggled.
missing a comma after format at first glance
are you saying your files are different from what’s in the validator?
can you show your building data?
Yes, give me just a sec
The validator is saying "After parsing a value an unexpected character was encountered: ". Path 'Format', line 3, position 1."
When Line 3 is as follows:
tab"ConfigSchema": {
when the validator mentions an unexpected character on a line, you have to look at the line(s) before it
in this case you’re missing a comma on line 2
You need a comma after the format line, yep
the json validator usually gives errors in the previous line
this is because line 2 is ostensibly valid, it continued to line 3 but didnt find a comma it was expecting and complained that line 3 is invalid
🤦
also your ConfigSchema is malformed; you have extra curly brackets wrapping each entry
each entry is just "name": {}
i also spy a typoed Enteries
phew
Is this correct?
{
"Format": "2.8.0",
"ConfigSchema": {
"EnableCellar": {
"AllowValues": "false, true",
"Default": "true"
},
"UnlockCellarWithHouseUpgrade": {
"AllowValues": "false,true",
"Default": "true"
}
},
your CP mod is also unconditionally loading the texture
and is stepping on the C# component's toes
What does that mean exactly?
Ohhh. Okay. Thanks!
ugh, spelling! Fixed.
Also the Warps code might be complaining about the {{ModId}} token in the location name for this error: Each warp must match the exact format recognized by the game's Warp map property (i.e. 'fromX fromY targetMap targetX targetY', like '10 10 Town 0 30'). so you can likely ignore that one, as you are following format there. I have run into that before.
Now the texture of the building changes when viewed in the wizard catalogue, but the texture of the building itself doesn't change.
For reference, the Toggle Statue function is called whenever the building in question is clicked.
omg is it okay that my mod uses same 5 vanilla tilesets loll
I just copy pasted tiles from vanilla tmx
probably not the smartest move
I use vanilla tiles too and I haven't seen issues so far except you need to copy seasonal ones as well
And they kept the same name as vanilla but with a z in front
you can remove them safely if they're unused. trash can at the bottom of the tilesheet window.
that's a weird error since it's literally the same asset in both cases
(I have to run now apologies)
this will cause issues yeah. don’t copy paste tiles between maps
That's fine, thank you so much for the help!
~~I think something may be wrong with how it ~~ And I think I just spotted the error
that was the wrong channel rip
yeah there are different versions of the same tilesheet that cannot coexist
related map question: do all map properties always exist for all maps, just with some fields set to null?
bumping this because i am still stumped why changing the eating text gets rid of my custom eating animation 
Fixed it! Misspelled a file name 😅
How would a c mod display a dialog box (similar to how the golden statue displays a dialog box when clicked)?
nvm, figured it out
It's C# mods (i been kinda bothered this whole time)
my sibling also calls C# 'C' and it drives me nuts
I know, its just annoying to do the pound sign when on my phone
man im so close in just giving up because this makes no sense to me. i wasted half a day staring at the code and IE's docs
Void you may have to ask misty tbh
It's a relatively niche feature i don't rly know any mod that use it
finally I am getting errors of non-issues in the validator:
https://smapi.io/json/content-patcher/ebfcbbbdefbd42f9b58ae337ea003959
Let's see if it will actually work now!
Stardew events got me so peeved I getting the urge to code again so I can make it easier
But that would take much longer lmao
i fear so but i really hate pinging people jsut because im dumb or something
is misty even ok with random pings
quesssstion: If I want the effect of having, say, a zippo equipped to be a fire damage effect that's C# yeah?
[Content Patcher] Patch error: Greenhouse with Orangery and Cellar for SDV > Load Maps/Greenhouse has a FromFile which matches non-existent file 'assets\SkylarkL.TBD_Greenhouse.tmx'.
[Content Patcher] Patch error: Greenhouse with Orangery and Cellar for SDV > Load Maps/{{ModID}}_GreenhouseCellar has a FromFile which matches non-existent file 'assets\SkylarkL.TBD_GreenhouseCellar.tmx'.
Whut
What's a zippo
A lighter
Also, I'm just now realizing how many programming languages start with a C
yeah, sorry, its a specific kind of lighter
esp. metal ones with a filp top that are refillable
It's a brand
Is the lighter a weapon?
technically but it's a gerneric enough design that it isn't always used to actually mean the brand, I think
haha they make really nice ones. no, the idea was that while it's equipped you do 'fire damage' with whatever weapon you have
like maybe even add a little 'burning' to the enemy?
so a charm
I don't think Fire damage is a thing in Stardew?
Unless you mean the burn condition
Actually I'm curious, I found that the audio heavyEngine is refusing to play whenever I use it. Both with playMusic and playSound, other things like playMusic Lava_Ambient and playSound crystal works fine
Is it like a me thing or is there something up w the heavyEngine sound?
it's sounding like the answer to my question is : I am probably going to need C# if I want that. uh, burn condition would be cool as long as it applies to the enemy
isn't there that debuff that these fire spirits do
Yes
its not exactly fire damage but
yeah but it's probably close enough
I believe the burn condition lowers your speed and defense if I remember correctly
hrm.. yeah but I want it to apply to the enemies not the player
Do I need to rename my maps?
If u make a trinket u can do it
I know. I meant your as in whatever the debuff is applied to
There's a hitscan over time effect
And a attached tas thing
So u just make fire effect and owie damage
Chu out here defeating our ancient enemy: the C# Scroll of Truth
ooh lovely!
I'm not opposed to trying to figure it out in C# but if it means Trinket Tinker then exxxxcelllenntttt
Bump question :3
!log for future reference, sharing the whole log is recommended when asking for help. however for now check that you’ve gotten the filepath correct
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.
Is a mod giving a character big lips sfw its also a joke mod?
hey can someone please make me a thread?
As long as it's not a racist caricature it's probably fine
oh its not dw but ty
I gotta question your motivation for even asking this though it's kinda sus 
just wanted to be safe tbh
valid, my eyebrow was raised for a while till seeing this
oh my grandma applies her lipstick like that
could someone download the zip for me I'm gonna cry rn 😭
(failing eyesight, you know, doesn't always draw on the lips quite right)
I was thinking of calling it lip filler evelyn
"darn I accidentally overshot it, I guess I should add more on the other side, oops not again well it's fine just a bit more, oh no wait"
My grandmother: I can't go out without lipstick on!
Me: please you don't understand how much lip you are missing
Evelyn got shaky hands she can't apply it as steady
its her lip filler tho
It can be both
For extra volume 
it also gets cold in the winter
poor gran
Idk how to make this a mod tho im still learning I only have textures
thats pretty simple to do, people here will help you with that
also why do you have pls@ in your user?
I want people to ping me on reply
Some people prefer not to
Unique mod downloads on my page
This is not widely used I just love keeping track of it
Sureee, still in need of it? XD
where can I find your mod page
Yuss I'd love it
Gimme tha link then :D
Dms
I like your walk to the desert mod but is it compatible with downtown zuzu
I was thinking of adding that
the other walk to the desert mod is also good but I like yours too
I like being able to see the beach
heavyEngine is one of the sounds used in AmbientLocationSounds, which doesn't actually play them with those methods (it calls playSound once, stores the ICue somewhere, and immediately pauses it). Only a couple people here have dug into how XNA/MonoGame audio works, but I'd guess it has unusual settings in the audio data & needs to be used differently. You could try mimicking whatever that ambient class does with it.
Sad
Is there a way a mod could do something at the start of the day and/or after all farm events have finished playing?
that or add your own copy of heavyEngine with the audio asset, if you can get a copy of it
okay is there any example how HasMod looks in content
Specifically the ones that won't play with play sound and play music
Cus lava_ambient still plays despite being on the same section :0
You mean like this?
the ones initialized in the same method are
babblingBrook
cracklingFire
heavyEngine
cricketsAmbient
waterfall
waterfall_big```
though idk if all of them behave the same way
(edit: the \`\`\` hid "babbling brook" like was a code block format)
Thank u
yes perfect ty
You can also do a "false" with the |contains= format
Yeah, and you can also do like "HasMod": "DSV.Core",, but you can't do false with this format
oh its fine I need true only
Either works then
You can still run those in Tiled
hmm
Tiled ships with a plugin that enables direct editing of Stardew Valley maps (and any other maps using the tBIN or tIDE formats). This plugin needs to be enabled in Edit > Preferences > Plugins.
Check your preferences/Plugins
yeah you can enable Tbin in there
I did that like two years ago, totally forgot it needed to be done LOL
did that and its working tyy
interesting
is there a way to edit someone elses map with When HasMod for me to change the way they replace the tiles
{
"Format": "2.8.0",
"Changes": [
{
"Action": "Load",
"Target": "Animals/Dinosaur",
"FromFile": "assets/dinosaur.png"
},
{
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromFile": "assets/fish-object.png"
}
]
}
I found this on the wiki as example of a content.json what does target mean?
target is the original file you want to load your asset on instead
does anyone know why map marked as greenhouse doesn't allow to plant things anyway 😭
tells me to plant stuff on farm and not here
what doesedit image vs load mean tho?
Edit Image edits part of the image while loads replaces the thing completely generally
load: tells the game to stop looking in other places for the asset and instead take it from where you specify. happens BEFORE all edits
edit image: tells the game to do xyz to the asset it already has
May be a bit wrong cuz theres some details to that
also an asset can only be loaded once
in chu’s words load is pizza dough and edit is toppings
@upper lava Greetings, mind if I DM you with some wiki-related questions?
Man, I've been making pizza wrong this entire time then /jk
honestly im not sure if its any possible to do comp with a mod that replaces everything my mod does
and logically too
they also load different maps just to change two tile datas 😭
whats the latest version of content patcher
2.9.1, but if you're asking for a "Format" in a content file, it's "2.9.0"
the latest version is here: https://www.nexusmods.com/stardewvalley/mods/1915?tab=files
but Pathos updates the GitHub docs with the newest format, which generally doesn't use the patch version (so it's 0 at the end) https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#format-version
Just opened my sdv event json in vsc for the first time and, well the red lines are everywhere 😭
Is there a config to specifically detect that or do you just have to deal with it if its an event json
Not sure if this or the mod art channel is best for this question, but I want to make an npc content pack and I want to start with the pixel art for their sprite and house. What’s the best way to find out the necessary size of the canvases before working on those? I believe portraits are 64 by 64 but whats the best way to figure out how many pixels a house should be?
!unpack always a good idea to look at vanilla assets
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
a tile is 16x16 pixels
so depends on how many tiles the house's width and length is
A house can hypothetically be many numbers of pixels, but you can look at ingame houses to see how big they are if you want to aim for something similar
Awesome thank you both
Ive been watching vids on json and tiled and getting super overwhelmed so im gonna start with what i know :)
my mod - A, other mod - B, another mod - C
Is it okay if I can have AB and AC compatibility but not ABC?
I don't think its possible but it still makes me upset
Not sure if theres any BC comp either
you could check hasmod for a and b together
it would return true if both are there, but false if none or only one are there
hmm, fair enough
I think u gotta be a little more specific about this ABC situation
hii, can someone explain to me a bit about how changeLocation works in an event? I read the wiki, but I can't really get it to work. I tried just saying the file name, then I did it but with the .tmx end, I tried loading the location but it just refuses to work
actually never mind, there's no logical reason for people to use three mods due to how B and C works
Im fine with it working the way it is 
It's in game location
You may want change to temporary location instead?
how do I make config names not to be the same as values urgh
You can i18n them
it'll help to check the decompiled content for examples, but you need to use a location's ID, like changeLocation HarveyRoom or changeLocation Beach
if it's a custom location, you'll need to use a "Load" change in CP to put it somewhere first, since events can't see the files in your mod directly
(and add an entry for it in Data/Locations, unless you use changeToTemporaryMap)
"ConfigSchema": {
"ShowSign": {
"AllowValues": "true, false",
"Default": "true"
}
},
wrong line
Nono, sorry, I'm... failin to find where the documentation is
So here's one of mine
so config doesnt use i18n tokens at all
If you format i18n keys just right, it just automatically applies to config
Here's a slightly more complicated one that has values to i18n
now where the heck is the documentation I used to do this
So I do this and it works
"Config.Name.ShowSign": "Show the sign?",
Not sure how it understand which part of the config I wanna edit ugh
Other way around, Config.ShowSign.Name
It will look for a config title named "ShowSign" that way
And if you do a description key, it will show that description on mouseover. Good if a config needs a little explaining
Yeah for a simple key with a true/false, you basically just need the name key
tyysm
it works
now I need to make all other languages
this worked! Thank you so much <33
yay i18n is not anything hard apparently
hiyo, im confused what this means
probably that an entry added to Data/AudioChanges has a null "ID" field, i.e. it's missing or misplaced (or literally says "ID": null)
https://www.stardewvalleywiki.com/Modding:Audio
aah okay
@hollow hatch You leveled up to Cowpoke. You can now share images in all channels!
I think I'm finished with my golden chicken statue mod! All I have left to do is code clean up!
I'm quite pleased with how it turned out!
the translation wiki has a list surely?
oh right tyy
the in game options are what the language would call themselves, so you cant base files on that
I just missed two which are this one and turkish boop
why are you making a file for it, if you're not even sure what language this is?
if you don't make one, it will just use the default/English
Google translating a mod sounds mildly to moderately risky depending 
made this for myself earlier
welcome to yoink it
but sasha why are you adding files for all the languages?
its just 4 lines and I recheck things twice
normally they would only be added as they come in as translations
its nothing to translate really just the config name and some basic text
google translate can do some translating but theres no guarantee the grammar will be correct
I translate them both sides to be sure

its not a warcrime I just wanna make it work 😭
you might accidentally call someones mother a lizard, but i guess its up to you
also techhhhnically Google Translate results might or might not be LLM-based, so techhhhnically you're now incorporating "AI" in your mod
I'd argue that doesn't count as incorporating AI in a mod
it's strictly a purist view yeah
depending on how big the mod is, I'm sure you can find volunteers, especially over in #modded-stardew
I would offer but I suck at all my 2nd+ languages
joke's on you, i suck at my native language
I know 3 languages and game kindly have 2 of them
I wonder how silly it is to add a new language to the game
I mean, I think AI can be a useful tool, and there are a lot of benefits it can provide! It's just that it's being misused, built off of questionably legal data, and lacks some much needed regulation while also being forced into everything for no good reason.
(AI discussions aren't encouraged here, it can cause a lotta argument)
(we probably shouldn't bring up actual discussions on AI)
I would chat about it but its been a no no topic on this server except #programmers-off-topic
