#making-mods-general
1 messages · Page 580 of 1
i was documenting my daily progress in smc and it began around the 19th
but before then idk how long i worked on it in the summer
recently ive been working on tilly daily
or pretty much daily
Yeah, I just meant before release
at certain points
I’ve gone through phases of extreme interest in my project, and then lost that lol
the 2 weeks leading up to release probably daily
yeah it happens
i mean modfest gave me a lot of motivation
and then picked it up again
and im happy it did bc i like where i took tilly
Me too
we'll see what happens with clark, since that's my next project
Yeah same, I started on an NPC the moment 1.6 came out haha, but well... lack of tutorials make good breedingrounds for bunout 😂
just silent watches the convo from the back
would u like to add some thoughts void 
Sometimes I wonder if releasing jack for the contest was the right choice though
Well the answer was deleted and I assumed they were talking about that character that looked like a Jaba from starwars. I want the character shirtless. I removed the first shirt selection in game (SHIRT1) , it foes shirtless now but the arms are missing on side profile of character.
Me who has never modded anything ever: what if I made a stardew NPC the moment they changed everything so all the tutorials are outdated
I have the biggest brain
do u feel like it was at a somewhat complete stage upon release?
i wish i was organized enough to remember when i started my npc lmao
I was in panic the moment I released him
I wish I was organized enough to remember the actual time I worked on my NPC and what was breaks in between
I updated it a few hours later after fixing all the typos
modfest made people release mods like they never have before (not everyone, but enough)
I wonder with mine as well... Mainly cus she was very much not complete 😭 but I got something out, so I feel you
I accidentally included my CSP files in the first one though 😔 and I cant delete it cus nexus rules...
i would not have released tilly with less than a full set of heart events under normal circumstances but i did for modfest
I’d say he’s at a good state now but…
i see the time when i started the portraits was Feb 2023, damn
Like I just say it took me like a year and a half but over a month of that was gall bladder surgery related downtime, I could never have told anyone how long it actually took
its hard to estimate
three years...
i know specifically for Peeta it took me about 3 weeks
And I definitely took a lot of like... week long breaks at least
Im eat breath sleeping my mod rn and I'm barely done 😭 scope crept up to me and is evil
very few people have updated to the most recent version, which is how I want everyone to experience the mod
hmm yea that is the risk you run
Most are on 1.0.2 or 1.0.3
well, if i didnt have a fulltime job idve probs been much faster, i never really counted the exact time because i didnt always have time to work on stuff and there were moments where i didnt do shit for weeks
It’s good enough, but y’know
you could release it again, anew
Some people hate updating unless they are experiencing a problem.
I guess one good thing about mine being like. very much incomplete is that most are saving it for later 😭 silver lining
another chance to hotmod as well, now with something you're happier with
the amount of hiatuses i took while working on the expansion right now is insane. ...and the hiatuses never lasted lol
Nah, I just need to release the next major update and actually tell people about it
Hey yall Im trying to learn how to create mods from ground floor. I have no experience with coding beyon MATLAB. is there a way I could open the code of the base game or a mod so I can see what it looks like? that way I have a general idea of what im should be trying to learn how to do
That’s true, however it was made for modfest, and is my only submission
It is what it is
personally since i turn the fishmonger into an expansion i decided to make a new modpage, but i keep the same unique ID so those who had it before can keep their progress
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
And its’s alright, just not perfect
unpacking is the first step to access all the files
oh perfect thank you I will go look at that thank you so much
Creating mods, you might want to learn content patcher rather than just looking at the files themselves and learning from that, though it will help
is content patcher a program I download?
It is not, it's another mod basically that is used pretty universally to mod the game.
https://www.nexusmods.com/stardewvalley/mods/1915
is it ur first mod? or rather first npc?
there are maybe 50ish people who have the first version, which I released 3 minutes before the cut off. There were so many typos 😵💫
first npc.
Some of them may have removed it or they may have not played Stardew yet so it doesn't tell them updates happened. Or they just hate downloading updates
https://stardewvalleywiki.com/Modding:Index
and here's the modding section of the wiki, it's very helpful
perfect thank you
i dont think ur first npc needs to be perfect by any means
i think i've improved a lot from my first one
Actually I'd say Content Patcher's like a framework that makes mods work. The person who made it actually is employed coding for the game now
pathoschild!
okay, so, since that shirt selection DOES have sleeves by default, did you end up replacing that particular shirt image and not make a new shirt entry?
Yeah, this mod will help me make my other actual "first" npc better
That was one of my thoughts Ill try that next thanks!. Trying to do without mods. Appreciate the help
Well, just replacing over that image won't help if you aren't also changing the Data/Shirts entry to set that particular shirt to have no sleeves!
the thing I think about is just that if I had not made it for the contest, it could’ve been such a nicer, more polished and complete first time experience for everyone
(then again, the contest is what made me actually turn the mod from a concept into a mod)
modfest is a double-edged sword 
thought they woulda just simplified an overlay not use differnt arms
It is
Re: npcs My NPCs have been in purgatory for like at least as long as ive actually been modding. I don't think I'm ever going to release anything lmaoo
Well, you'll end up with that one weird spot again if you haven't edited Data/Shirts in addition to the image file.
Even if you redraw the arms.
It is kinda nice to have an actual npc mod released though.
is this another unpack/pack type of deal?
It does prove I can do it
Lemme check the files, I will see if Data/Shirts already has one that is sleeveless that you can replace instead
this is the way. i already know i can do it. i have nothing to prove to the masses 🙂↕️
i technically have a really old npc that i never continued and my very first mod that wasnt a texturte replace was a shop that i never finished either xD first is my sona, second i just made a once a month merchant in my fishmonger expansion
i also technically still have my nun and butcher, maybe they will see the light of day one day
how do I replace the data/shirts just tried unpacking couldnt do it
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
I didn’t know this was possible
a nun in a game without god and a butcher in a game without meat. you have my interest
okay, so there is already a Sleeveless Overalls shirt that you could swap instead, it's just not one you pick during character creation. It's shirt ID "1217" and uses sprite index 217 on the sheet.
airyn recently suggested to me if i do it one day maybe i couldve a priestess of yoba apperance for those who dont want nun stuff
and tbh i never went past "hes a butcher" with that one lol
ill see what I can do. I assume I can change index to 217 doing this now
they came to be when i had my hyperfocus on making random portraits
the divine comedy ft yoba's inferno, purgatorio, and paradiso
You'll want to change the part of the image you're replacing, ideally, so it covers the right spot.
people do really Jesus up ol Yoba
i guess i jsut wanted to draw a nun back then
plot twist, he's just running a shady storefront for tax reasons knowing full well there's no meat to sell
holy shit that looks awesome
If you squint the sign of the vessel looks like a crucifix so
that would be hilarious ngl
yeebus
where did i put his portrait...
either that or he's clueless and has no idea what these butches are he's meant to be selling. luckily he has no customers
money laundering in void's expansion
found him
He sells butches??
Ive beeb having a hard time deciding on if i want to draw a temple or cathedral of yoba ngl
LOL
I am not for sale, thank you
i beeb too
@grim glacier the sleeveless overalls are two shirts to the right of the one that looks like the Wizard's shirt on the shirts.png sheet.
originally there was to be a third npc but i forgot the concept
@latent mauve im doing the !unpack command u posted cause my unpacker didnt work
Yeah, you want to use StardewXNBHack instead
you really do have to use stardewxnbhack and not any other ones
since yoba is the god of creation in the sdv world i wonder if people even know what a nun is either if im gonna be honest...
some of the stardew assets are Special™ and stardewxnbhack knows how to handle them correctly
yoba expansion
a plumber in a game with no toilets
and then there's the deity that sonny worships in RSV
i cant handle another expansion, this gotta be a team effort /hj
you can call him Mattio for legal reasons
you mean the ||fox spirit who stole his soul so he will never see the afterlife|| because you do actually meet that one
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
What the fuck
i dont remember it being that bleak LOL
She just dropped it on me while I was minding my own dang business
damn
Me: ah what a nice day :)
Her: ||I have taken his afterlife experience so I can exist btw.||
Me: what
Her: nobody's ever gonna speak of this again BYYYE
Me: wait hold on
the unpacked files from /date/shirts is now a .json file
well, anyway. one day or maybe not these nun and butcher gonna happen.
for now i am busy with fishmonger expansion and my ourple recolor
very ourple
maybe she can be pretending to be a nun of Yoba, but Yoba has no nuns, she just doesn't actually know that, she's not from around here
and Yoba followers are just like "weird but you do you, I guess??"
everything is a front 
"we're not really a judgy religion, if you wanna do that, you do it, I guess"
but what about the concept of nun
I gotta step away for a bit, can someone else please help Ryaguma if they need it for a bit? ❤️
i really didnt think this through i just was going ooo prettylol
They'll all be like "I guess she invented a new thing, this is a personal vow she is doing"
hm, true
and she's like "shit they have them back home, what do you mean they don't have them here" and she has to keep going with it
i can try, but i might not stay for long
maybe im thinking too much, i mean downhill got a fairly christianish looking priest too
@latent mauve i dont see pack.bat file now to repack
why do you wanna repack?
we dont usually repack the files
I feel like mods do tend to Christian up Yobanity in general
one file is XNB the other is JSON
we use them "loose" / as they are, in a content patcher mod usually to put them back in the game
Crap, so there's already someone with a fox spirit 😔
-# uhhhh... someone wanna have two cakes maybe? 🫠🥲😅
all we really got about Yoba to my knowledge is creation god, Krobus thinks they're neat, junimos probably involved???
Content Patcher can take json files and put them into the game, so making the file an xnb file again is not necessary. but there is some formatting required to make a content patcher mod
hm, yeah, i guess. i think ill just carry on and make the priestess appearance once i actually work on it for those who dont want christian symbolism or w/e in the game
there's probably some text somewhere I have forgotten
the wiki guide says to repack
can you link the guide for me?
The wiki guide specifically says you do not need to repack and to use Content Patcher
(i thought it sounded sus that it would say to repack)
Yes. Use Content Patcher.
you should be using the patcher
but guess i need to
there is no advantage to repacking xnb files
You should use that, it is better
XNB modding has not been the way to mod the game for like 8 years now.
SMAPI?
yeah'
-# actually there are probably some corner cases involving embedded systems or the Switch or whatever where repacking xnbs is your only option. discount those, please
I got bored and designed a priestess outfit mid comvo lmao
-# iirc there's also a minor performance gain from loading xnb files via CP but thats memories from years ago
things to add to the endless mod idea list: Earth mother Yoba with like... different flavors where the Followers of the Vessel (a vessel, to me, implies possibly some incarnation situation) are the more Christiany ones you get in mods and then you have like the hippy earth mother types
like Linus just vibing in nature
it'd be most performant to ditch CP entirely and only do xnb modding but who wants to live like that
coexistence is possible. load xnbs with cp 
And if you have SMAPI without Content Patcher (or some other framework) you still have to mod using C#
oh, i like that take
So will launching the game with SMAPI repack instantly or do I need to do something on desktop
cause content(unpacked) is the folder name
performance is a feature, but it's absolutely not worth going the full naver and relying on users to merge their own assets by hand
You need to look at Content Patcher and it's documentation
Religions are like that after all!
what we need is some intermediary mod loader that will handle merging all those xnbs for them
some sort of thing that can patch all the new content in one by one
ah the good old days of 'hi i merged Ur hairstyles sprites with my other mods and now it's broken please fix'
installing content patcher after DL
Alternative scenario: they overwrote the xnb not realizing they had to merge it
thanks for the link on that migration thread for 1.6.16 Button
now that content patcher is installed what do I do to get the file in the unpacked folder to go to normal content folder
You don't.
You look at Content Patcher's documentation to figure out how to write a mod that will let Content Patcher do the edits you want from your files.
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
I think the mod would have like an outdoor temple in a ruin led by mainly priestesses and lead into the nature stuff and mention the Followers of the Vessel who'd be the jesusy ones that have like churches and stuff in towns. And the Followers would call the other ones the Children of Yoba or something. They'd have like priests and preachers. They don't hate each other or anything, they just have different vibes. Both the town and forest are full of Yoba's creations, after all.
-# would it be bad if i have whipped up an edit for them to get their transparent top? fireredlily did some of the legwork by identifying a good candidate shirt. but im not sure if they want to learn to mod or just to get it working?
I am not a brilliant man; I spent almost two hours trying to figure out why my big craftable wasn't showing up in the game. I remade all of its related files at least 20+ times, even stooping so low as to asking a worthless AI (it wasn't helpful, of course). Turns out I just simply forgot to enable it in the content.json file lmao.
Ah
.. a classic mistake
XD
"why isn't my patch not working"
Forgot to Include it
bruh, where is the pack.bat file instead of all this
Hey, just a question. Are you looking to learn how to mod for Stardew Valley, or are you just trying to get the arms working for your character (both are valid goals)
To be fair in my defense, I spent several hours earlier fixing my mod without having any need to add anything to content.json. That file basically didn't exist all day for me lol
just get the arms to show
i editted the json file so it uses the propersprite index but now i need that file packed
There is none, because you're not supposed to repack it once it unpacked
We don't do xnb modding/repacking here, so you're not really going to be able to find help with that here.
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
install this mod and content patcher, run smapi, load your save, then write "debug item (S)1129" in the SMAPI console window. it will give you a now transparent tank top (its invisible in the inventory). put it on and the arms will be skin colored
the edited shirt is the "Tank Top (M)", (M for male)
(sometimes i dont want to learn a whole new skill either, i just want something to work
so i can relate)
I just absolutely hate github tbh, will try this now
also i have no idea what will happen if you try to dye it like the description says, so uh idk, probably best not to 
and with that ill head off to bed
seeya folks, dont let the scope creep bite, or something 
Im starting a new character for a playthrough how do I access console just skipped intro
Google said enable debug mode first then press f3
the debug command i gave you can go right into the smapi console window
to use the mod you need to have SMAPI and ContentPatcher installed, since the shirt mod uses CP and CP runs~ on SMAPI (like most things)
so will i not be able to run SMAPI through steam itself gotta load in and do that everytime or?
!launchoptions
If you're using Steam or GOG on Windows, you will need to set your launch options in order for Steam/GOG to automatically launch with SMAPI. The SMAPI installer will tell you what to set as the launch options when it completes (green text). You can find instructions (with screenshots) on how to do that here: https://stardewvalleywiki.com/Modding:Installing_SMAPI_on_Windows#Configure_your_game_client
this is one way to do it
SMAPI just automatically opens a console theres no way I can type
(i really need to get some sleep so im passing on the relay baton)
question, im making a whole bunch of things put into one mod, is it looked down upon for using some mods to get the code from just so i dont have to type it all myself? example, the custom house i made, got a mod that just changes the house model and put my artwork on it. if it is do i mention them? or what
is it bouncer I message if I got a dm from this server about commissions?
yes
Eh, well a lot of times there's only one way to do something
If it would be the same as the other mod if you wrote it yourself, if you copy it it won't matter
there is a mod or two im fs gonna be mentioning bc its a lot more work than a simple few lines, but for smaller things i imagine it shouldnt really matter 🤔
I'd say the thing that matters is if they do something unique that's important to their mod that you really wouldn't need to do in order to achieve your goal
Like using a specific set of dynamic tokens of something
🙂↕️ 🙂↕️ I see, I don't believe i've done that, specifically bc i still dont really know what those are..
SMAPI is the console, there's no hotkey. just use the terminal window
alt tab out of the game and to the smapi window
or adjust your display settings to make the game windowed
the SMAPI terminal window is paired to the game window, and commands sent in the terminal will apply to the game. if you want to use chat commands, you can install the Default On Cheats mod, or go to %appdata%/StardewValley/startup_preferences.xml and edit the first value to allow for chat cheats
IDK if i installed transparent shirt mod wrong, its not appearing as Kattia said
i put the folder in mods folder
!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.
(That said if Kattia tested the mod and it does work and the issue now is just with installation and using it, that would now be modded tech support territory since it would no longer be about making a mod)
blueberry rate the snow look
OH DEAR LORD WEVE MADE IT
Thanks everyuone who helped
didnt use that mod though @near imp just deleted the whole sprite sheet for shirts now I gotta just erase the proper one
solid 🙂↕️ you could also make it a contiguous lump as if the snow drifted off the roof and onto the bushes, this looks more natural tho
The mod i wrote for you works. I got back out of bed to test it on a male farmer just in case. It shows up just fine in my game. It needs to be correctly installed
Im done with this endeavour, best of luck to you
tyty
-# omg I read 'contiguous' as 'contagious' and bc I didn't have any further context, my brain immediately thought you were talking about the bubonic plague- (I swear this is a normal first conclusion to make I was reading about the plague yesterday that's prolly why-)
For me it's usually "oh. Forgot to copy the new version into the Mods folder"
does anyone know why a custom npc might not be moving even if their schedule is seemingly correct?
HAve you slept a day since you changed their schedule?
or installed them or whatever
Schedules are set at the start of the day, so always rest a day
yes i have, but still no changes
ah, wait. error about an infinite loop
despite me having something to stop that from happening...
let me fix that and see if it does anything
posted this in the wrong channel: does anyone know, if I make a mod option to allow an have (or not have) the not_museum_donatable contexttag (people keep either whining or not whining that a set of items can be donated to the museum), will this cause issues with the completion achievement?
mostly I'm just tired of the dueling banjos of "these are donatable and there isn't any room!" vs "these show up grayed out on my collections menu but I can't donate them!" since the collections tab doesn't seem to look at the not_museum_donatable context tag when determining what to show
yea i keep getting a schedule error like "can't load schedules because they led to an infinite loop (spring -> spring)."
heres a link to my schedule https://smapi.io/json/none/c013f48f4ebb4693a057d6b2b15116e0
idk i tried fixing it by adding all 4 season lol, i guess it didnt work though
post ur error log
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 14 C# mods and 3 content packs.
it looks like you have a lot more issues than your mod; look at the other warnings it gave you before that
yea i don't see any problems with the schedule itself do u nic
well those are just other mods, idk. i just forgot to delete them
the only problem i see is that the sleep animation has to be all lowercase
^
I don't quite get your question, but the gray out in collection bug should be fixed in 1.6.16
but it looks like your files may be corrupted or smth, not other mods
oh, I was just going to use a mod option to set or unset the not_museum_donatable tag so folks who really really wanted it those items to donate could
the literal achievement should happen regardless, as far as I know: SDV re-checks achievements on load/etc, and it seems like that one just compares total donatable artifacts vs donation count
I think the rewards/flags/completion % will still work too, but it's hard to confirm without testing on 99% or 100% complete saves, etc
i'm just not sure it wouldn't impact the achievement if folks enable/disable the setting
(and idk much of anything about how the collection UI works)
and yeah, it doesn't impact the acheivement itself currently (if you have items that appear but can't be donated)
but it's still probably the most common comment on dwarven expansion that "omg the dust is in the mineral collection tab and I can't donate it even though this doesn't actually matter in the slightest!"
wym all lowercase? pretty sure thats correct for my mod... idk
but besides the sleep thing, even when i did a simple "walk to town" she didnt move at all
needs to be megumin_sleep not Megumin_sleep
yeah it's a binary flag; you either finish the museum or you didn't
and it checks the count upon a fresh donation
it has to be all lowercase thats a quirk of the sleep anim
but, if tha'ts being fixed in 1.6.16 maybe I'll just ignore it
so it's most likely fine
waiting's also an option yes 
okay ill try out the lowercase, hopefully that works
(also: why is the codebase 1.7 if the patch is 1.6.16, my brain!!!)
if it doesn't, follow the instructions at https://smapi.io/reset-content like your log says
but would that single uppercase really make my npc not move for anything at all? even when shes not trying to go into the sleep animation?
was debugging for 20 minutes trying to figure out why some tokens weren't working before I realized I forgot to include the blank load 🤦
maybe. i've never seen that infinite loop error before
yea i keep getting the infinite loop error, idk why
^
real
damn, 237 files failed to validate??

send your log again
I noticed the base game using backslashes for string tokens everywhere so I guess that's fine? e.g. with target Strings/Durinthal.LoveInTheAir containing dsv.abigail.subject as a key, seems like both of these work:
[LocalizedText Strings/Durinthal.LoveInTheAir:dsv.abigail.subject]
[LocalizedText Strings\Durinthal.LoveInTheAir:dsv.abigail.subject]
Will do
does it have to be 0610 and not 610
no
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 14 C# mods and 1 content packs.
can u send ur content json
hmm looks fine
this is odd
Characters/schedules/{{ModId}}_Megumin
this might be it?
i dont know
is schedules supposed to be capitalized
no
nvm
uhhhh, this is confusing
if you take out the CC schedule point what happens
let me check
i do love how there's no standard way to layout an npc's code so everyone's is just a mess compared to each other
like i have a disposition file separately but i've shoved all my animations into my content except for my big animations which are in schedule
so just have her walk into town?
yes it is
well... i unlocked it using cheat menu
idk if theres a specific flag besides that
that's probably an issue
try having a schedule that has her sleep outside so it has something to fall back on
oh hey shes moving
oh yeah that sounds like the issue button described
this is it i think
thats the only thing i changed
spring doesnt work, but its the only fallback, so infinite loop
my backup schedule just has Neith doing dishes all day, her very own purgatory
when in doubt, remove schedule points and slowly add them back in until it breaks again
when in doubt burst into tears bc modding is hard sometimes
sorry for all my typos i'm wearing my drawing glove
for me drawing has been the hardest part
the coding is just bruteforcing until something works
art is very slow </3
yes it is
looking good so far tho!
now i dont know how to get her sleeping thing to work 😭
did you do what i said earlier
you have no idea how much i'm dreading the building that'll replace the spa
the lowercase? i dont think that changed anything
well then we'll need more information than doesn't work
i have two big buildings for my expansion and i dont wanna draw them
dont wanna
also a boat and i dont wanna
felt
Honestly
I drew a house
And then redrew it
😭 and now i feel like redrawing it again
alright uhhhhhh.... let me try to figure this out on my own more before i ask for help right away
So real, I spent like two whole days making the house and overworld map area for my npc (on top of college work) and holy hell it was tiring im so glad it's over so I can make everything else 🙏
Hey everyone! I've been having an issue with my events lately... I keep getting the same error, I've had it before after a quickQuestion but this time it broke my event and I can't continue. Does anyone know how to fix this? (I added the (pause) to try and remedy it and it didn't do anything...
https://smapi.io/log/88c4d95beae64a0d9f5089b89382131d
https://smapi.io/json/content-patcher/af3d777e19f64168b072bb69a7beb45f
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on macOS Unix 15.7.3, with 21 C# mods and 3 content packs.
Just a guess, but the quickQuestions have a \\ at the end before the / which shouldn't be necessary (and the last one looks like it has an extra (break) at the end too)
okay im very lost at this point lol. On the spacecore docs it says the "ScheduleAnimationExtensionData" is the dictionary, and the animation Id from "Data/animationDescriptions" is the key... but this doesnt really make any sense for what im supposed to do? Im confused how after altering the example for the animation i want (https://smapi.io/json/none/2e43d76cd17d4da8b8d7b342084d5358) im not sure how to progress from there at all.
Thank you for responding!! I did mean the (break) not (pause) that I thought would fix it but got the same error... how should I end it instead since it ends with a piece of dialogue?
i mean i just plopped both frames for my sleeping animation down below the first 4 rows for the walking animation
your key needs to match the entry you put inside your edit to data/animations, which should be something like {{Lowercase: {{ModId}}_Megumin }}. idk how you would count the index of something that's 48 by 16 though; usually you only see 32
..\\speak Gus \"well howdy\"(break)speak Gus \"now bye\"\\pause 200...
uhhhhh, i dont think i made an edit to data/animations? is that just me inserting the spritesheet for the character?
the only way to define animations is by making a patch that edits that asset (and that's my bad, it's data/animationDescriptions)
no that isnt your bad 😭 because idk what that is either
I tried that it didn't work 🙁 I got the same error but I'll record the smapi for y'all
look in your unpacked data for the asset, and see [[Modding:Schedule_data]]
i don't need a recording, but can you please send your most recent events.json
yes, i didn't know if you had made edits since what you last linked
ahh, so id do an edit data for that file, and include my characters animation in there?
see this? you can't have \\ directly before (break) without a command in between
you would do an edit data yes. see the wiki or the unpacked data for what the entry looks like
Okay! I'll give it a try! Shoud I put a pause before then?
only if you want a pause there
I was thinking that for (break)/ as well but not sure if the game actually needs a command there (would just try something like (break)pause 1/)
Now I'm even more confused DX
you need to have exactly as many (break)s as you do answers to the QQ
but you don't need to have any pauses UNLESS you're doing QQ + switchEvent and the first command in the switched-to event is a speak command. you don't need to worry about that
I tried it without the last (break) in the fnal one but it still didn't work DX
before I added it in thinking it would fix it
I can send a log without that last one if you'd like!
i don't need a log. you need to remove the \\ before every (break) and /
\\ is just an escaped slash, which essentially turns into a slash after it's been handled by the game. if you were to change every \\ into a /, you would see that you would have times where you would have an empty field with no command
(do not actually change every \\ into /)
https://smapi.io/json/content-patcher/f4c0903e6ce4488e96f304ad7cb86e61 try this and see the comment i left at the --
I'll give it a shot! Thank you so much ❤️
so... for this, since this is directly below the 4th row of the walking animations, would this be... 17/18?
or do i have to separate them by another row or something...
i don't think you're gonna find anyone with an answer, because 48 doesn't divide nicely into 64 unfortunately. you might have to experiment until you get it right, or redraw it/move it to be 32 x 32
i guess ill just try to experiment then yea
here's an example of how you would count 32 x 32; the bottom ones would be 18 and 19
Peaks in, haiee,, how do I make my custom map change which tilesheet it references based on weather? Made a custom house, and I also made rainy variants variants (named "{season}_Rainy_AbelHouse.png" except for winter)
Im aware I need to use the when command but what command actually changes the tilesheet? (Or do I have to do stuff in Tiled?)
whats confusing me is that my sprites cant be put in squares like that... since they're just two long ones ontop of eachother
is this an indoors or outdoors location
Outdoors
An EditImage patch will let you choose your weather-based map (after you've loaded each seasonal base map first)
so im not sure what would be considered a unique indice
as long as your tilesheets are prefixed by season name then the game automatically chooses them for outdoors locations
nic, it seemed like they didn't necessarily just want seasonal, they wanted rainy, etc.
ill just experiment and see what happens then
derp i read weather as seasonal thank you
you can always try doing 64x16 maybe
But yeah, short answer for the map question:
- Load your seasonal custom maps
- Create an EditImage patch using the same targets as above with a When condition that checks the weather
Where was the comment? I cant' seem to find it did you mean this line of chat?
no, ctrl F for -- (which is how you leave comments inside an event string)
it's after R10
Ah! found it! I'll be back 🙂 (So sorry I'm still new to coding DX)
no worries we were all beginners once
"Logname": "Load Seasonal Tilesheets",
"Action": "Load",
"FromFile": "Assets/Maps/summer_AbelHouse.png"
},```
is this how one loads in the tilesheets..... or is this not needed at all....
You're missing a Target
Usually it's "Maps/{{ModId}}_YourLocationName" or something along those lines.
(might i suggest Maps/{{ModId}}_YourLocationName_tilesheet)
^ that'd be better in this case
With the file extension or no?
Targets are game assets which do not use file extensions
(since the map is likely to be loaded to just Maps/{{ModId}}_YourLocationName)
hmmmm... idk, feel like my npc just kinda hates moving inside of the community center
tomorrow ill see what actually unlocking it without cheatmenu changes. too sleepy to figure the rest out
it's extremely hypocritical of me, considering MY very first patches were trying to get NPCs to live in the community center, but you should know that the CC is especially cursed
i believe it 
a godsend truly
https://www.nexusmods.com/stardewvalley/mods/30295 feel free to claim a spot and move NPCs in
its essential to my mod that my character lives in an abandoned building tho
ah, I see
idk, i just need this one thing to work and im pretty much done with the community center
Just be aware that several mods change the Community Center, so you may run into compatibility problems later.
You don't have to make your mod compatible with any of them, just be aware that you may get reports about it later.
even completing bundles changes the CC
yea, when the pantry bundle gets completed im planning on having it just making her room look better or something
instead of restoring the pantry lol
Be aware that room appearances in the CC are cursed prior to full completion.
that sounds very difficult, best of luck
Useable Community Center ran into that issue, the kitchen and rooms reload itself so my patches don't work until it's completely finished.
yeah literally the only area i could patch was the hallway beneath the bulletin board
i might be able to get around that issue because any changes would be purely visual... idk
thats a problem for future me
Visual changes are the least likely to work, tbh, that's what I mean about the map reloading itself
The only way you'd be able to guarantee it changing is if you changed everything used on the tilesheet for that map, which, some of it is also used in other places.
Most mods won't even try to touch the community center until it's finished because of the reloading behavior
"Logname": "Load Seasonal Tilesheets",
"Action": "Load",
"FromFile": "Assets/Maps/summer_AbelHouse.png",
"Target": "Maps/caviar_Abel_House_Outdoor_tilesheet"
},```
is this? correct?-
You may also need to make sure that your tilesheet referenced in your map file matches the name you're loading the target to.
yes, looks okay to me
Thank you ❤️ Unfortunately, it still didn't work 🙁 I did get rid of rhe Smapi log issue but Gus still isn't moving after the last quickQuestion
https://smapi.io/json/content-patcher/96b09449777441daa8c54c13c80594f6
Her dialogue actually said the pause part then the event broke 🙁
Yeah, you are missing the part needed to split the event commands
(break)faceDirection seems wrong to me without something there, but I'm double checking
that should work afaik
i thought aly was referring to it breaking at the /pause 500/move Gus 7 0 1
I'm still splitting the whole thing up
I do have an issue with the farmer not facing correctly for some reason
once they're warped
the farmer breaks easily during events
are you sure you're counting from 0? just to check
or do you mean you see something cursed like the farmer's neck is broken
It's just the last quickQuestion where it breaks?
"Action": "EditImage",
"Target": "Maps/spring_AbelHouse",
"FromFile": "Assets/spring_Rainy_AbelHouse.png",
"When": {
"Weather": "rain"
}
}```
am i doin this right?
almost; you want to target the same target you loaded your tilesheet to in the previous patch. right now you're trying to EditImage a map, which won't work
found a missing quote, Aly!
speak {{ModId}}_Rosalie {{i18n:RosaliesFlareUp.R9.3}}\"
eagle eyes!
you missed the \" before that i18n
so change the target to "modID_CustomMap_tilesheet" ? and repeat for my other seasons?
that looks like the only mistake, but that would start the message AFTER the i18n and on the /pause 500
so it would be "spoken"
yep! also, are you aware that when writing JSON, you don't have to type out your mod id? you can simply use the built-in token {{ModId}} and CP will automatically replace it with your mod id
No he's trying to fish xD I'm used to seeing that if I have a "showFrame" but I didn't have one for him... maybe I'll find it!
Oo I did hear about that
uh oh you're not trying to use a sprite bigger than 16x32 with the animate or showFrame command are you
Spacecore for special sized animations, mhm.
it's very handy, and also makes it so that if you ever happen to change your mod id, you don't have to worry about finding and replacing everything
but not during events
it's a huge PITA but i warp the NPC away and replace them with a TAS
actually maybe ichor would be interested in adding that to ECC
And the ModId is set in the manifest im assuming?
@tiny zealot do you want to explore oversized animations in ECC
yep! the UniqueId field
Yippee ::3
Also, do I need to load in my rainy tilesheets like my seasonal tilesheets or no?
I thought it was in the bounds but maybe it isn't! I'll have to check!
it's always a good idea to 1) put all your custom tilesheets into a subfolder inside of your maps folder 2) load all those tilesheets
Thank you so much! I'll give it a shot now 🙂
so that other mods such as recolors can edit them
you may have to fix tilesheet climbing after moving them, but it's worth it
Nods nods
The sprite works in those bounds so not sure what the issue is DX
Speaking of tilesheets and stuff- I know I wasn't supposed to but I just put copies of the vanilla tilesheets I used in my map into my assets folder (I just wanted to see if my code worked and the tilesheet climbing pmo 😭)
How am I actually meant to reference the vanilla tilesheets? (Hopefully there's a decent way to untangle this mess..... 🫠)
!tilesheetinator
You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.
See the mod page for full installation and use instructions.
it's gonna take some untangling but never fear
In game, they will automatically work as long as you have loaded your actual map to the Maps folder
And your reference in the tilesheet is relative
hmm can you screenshot or record it?
Meaning no .../../ or anything like that in front of the image source
yeah one sec
If you mean that you copied them into your mod folder next to your map file, then you're fine, just remove the vanilla assets and it'll work in game by pulling from the Maps/ folder instead, as long as you've Loaded your actual map to Maps/ also
The important thing is that you don't try to reopen your map in Tiled once you've removed the vanilla files from your mod folder, or you'll get errors.
sorry i meant the error you're seeing in the event
ooohh ok one sec
Moment of truth,,, will my edits work,,,
Okay I fear I may be using the {{ModId}} wrong
[Content Patcher] Ignored Abel NPC Mod > custom location '{{ModId}}_Abel_House_Outdoor': the Name field can only contain alphanumeric or underscore characters. error,,
{
"Name": "{{ModId}}_Abel_House_Outdoor",
"FromMapFile": "Assets/Maps/Custom_Abel_House_Outdoor.tmx"
},```
i may be doing this very wrong lmao
for any who've helped me with these so far and/or are curious 🤓
custom locations is outdated. let me find you a better tutorial
Last edited by AtlasVBot on 2025-09-13 18:56:11
she strangely has this blue background too lol
like by her nose
I think that may be stripes on the pillow sprite ::0
ooohhh i see now lol she never lay in the bed properly before so this is new xD
chat how have i not even noticed there's stripes
it's ok i never realized the saloon has stairs until my custom NPC was in her wheelchair and i was like "... you neeed a ramp you need to go home" xD
I only noticed cuz I wanted a specific bed for my npc lmao
outside of the saloon! George floats inside and so did my custom NPC Rosalie xD so I made a ramp for her and its a big part of her story now lol!
😭 I see
the hospital next to pierre's reminds me of leafe being with the shop
165 likes, 10 comments. “Replying to @Charles/ie George DOES go inside the saloon… HOW?! 🤔♿️ As many of you pointed out (and i did too in editing lol) George does enter the saloon, even in his wheelchair! I didnt redo my voice over because the point i made was still there. I decided to take the time and romance Alex (urg) and fin...
4771 likes, 117 comments. “Fixing an Overlooked Problem in Stardew Valley ♿️🌹 Its sad that this game also doesnt consider this… but where Rosalie exists, accomodations do too in Pelican Town.🌹 . .”
😨 tiktoks
theres instagram too or youtube if you want xD
lemme get my ipad out and some open mouth coughs ready before the yt shorts
i think i need to figure out map patches some day bc i wanna make multiple parts of the town be animalcrossing-ified while not fighting with other mods and forcing neither to load
All good! It's just a video essay about the saloon thing I didn't notice until I made my NPC and then showing George get in the saloon xD
🫡 ipad kid joke not actually, ill watch the tiktoks dw bro
💀 buff evelyn?
i may have sent them technically in the wrong order xD the second one i sent came out before
Buff Evelyn is probably my favourite headcannon xD next to George the Good xD
is george cannonically evil? what
nah just a Wicked reference and how he floats up
i have a drawing of it i need to publish xD
Had that issue when Jasper was in the museum and tenporarily required a wheelchair.
Now he gets a ramp.
That's amazing! 😄
It makes me so happy seeing people mod the game to be more accessable
Hes not in the museum anymore
When he was, Gunther had to help him, hut i suppose they could have installed a lift.
Lol. I also have George visiting the saloon in my mod and completely forgot there was a step. Gus really should put in a ramp
Oh yeah DX well, my mod he puts one in and I ended up making it a big part of the story with George and Rosalie
for now we have George the Good floating 🙂
That's cool! My npcs only visit the saloon at noon.
I didnt want the hassle of evening compat!
mine lives inside cause Gus is her uncle and the dining room was turned into her bedroom xD
I love that! I'm gonna have to download it once Rosalie's in beta!
Too bad xD well, i haven't tested it yet but i have Gus telling everyone the dining room is out of commission
SEASONS WORK!!! YIPPEEEE
So they cant date Alex if your mod is installed?
time to see if rain works muahahaha,,,
fireee
Also note that Caroline and family have dinner their regularly, so you'll neednto change their schedules.
I haven't tested it yet, I may just change the map so she moves her stuff or Alex changes his area.
(Some mods use it too).
AHH NOOO
The room isnt just there for decoration alas.
well i guess they're having dinner in Rosalie's bedroom xD
hope she likes company xD
also, mod related question! How does one open the doors to rooms in events? I have no idea and i can't find anything on how to do it
even in Vanilla
Rain does not work....
Where X Y are the tile coordinates and it does whatever action is linked to that tile.
Bushes shake, doors open.
ahhhh ok so like /doAction 11 9/ ?
I believe so
I'll give it a shot! Thank you!! 😄
Its used in Clint's 2 heart event in the saloon if you want a reference
That's really helpful! Thank you! 😄
Omg I didn't name my NPC Juliet because of you xD I just realized she's your NPC!
Ppl can have the same name, just not internally. But thank you.
(Its funny though cos Rosa is Juliet's GF if you go rival hearts)
all good! I think Rosalie suits mine better anyway xD
OMG that's amazing xD Shane calls Rosalie "Rosa" 😆
Rosa was Rose originally but someone else had that name
And that was before we could namespace.
So duplicate names were a PITA.
Did u know there's a nephew for Gus too?
If u wanted to go the whole hog with compat!
(Gus could come from a huge family)
absolutely! xD
well Rosalie grew up in Pelican Town until she was 12 and then moved cause of the war and moves back 20 years later when the farmer is there
it's entirely possible!
Anyhow, Gus's nephew is Mike NPC.
He was released the same day as Jasper but isn't as actively maintained
I'll look into it! I wonder how many long lost family members he has now xD
is NPC his middle or family name
Hello, i bought the Game in Google play but i can't found smapi to Android, can someone help me pls?
Technically, this is not the place to ask that
Proper channels are #1272025932932055121 or #modded-stardew
Sorry, i am new here
Sorry hes actually "College Boy Mike - Custom NPC" so its his surname.
@urban patrol hey! so the tilesheet change for the rain isnt working- I'm not getting any errors, it's just not doing anything
"Action": "EditImage",
"Target": "Maps/{{ModId}}_Abel_House_Outdoor_z_AbelHouse",
"FromFile": "Assets/Maps/Custom_Tilesheets/spring_Rainy_AbelHouse.png",
"When": {
"weather": "rain"
},
"Update": "OnLocationChange",
},```
here's the code
the other seasons are the same, just with the filename changed
that target doesn’t match the load you sent earlier; make sure they both match. i’m in bed but you can upload your file(s) to smapi.io/json and send it for someone else to look at
Oh I changed all the loads, I shall do this tho ::3 sorry for the ping-
here are muy json files for anyone willing to help 🙇
What season is everyone else on Stardew Valley?
did you buy the farming pass
I meant like is it Summer, Spring, Winter or Fall
24 on my perfection save
yes it is
I’ve got the Fall
spring yr3 on my modded save, winter yr6 on my perfection save
This is mine
I believe the channel you might be looking for is #stardew-valley , this one here is for developing mods
pics can be sent if you level up by sending messages, or you can send them in #images-and-memes
I just started a new save to test marriage to Corwin
Spring year -4, still working on my mods before I start a modded perfection playthrough :3
Very nice @marsh reef
I think you need more When condition, because you override Maps/{{ModId}}_Abel_House_Outdoor_z_AbelHouse a bunch of times with no separation
Figured that would probably be an issue- so I need to add When statements with the seasons as well?
eg.
{
"Action": "Load",
"Target": "Maps/{{ModId}}_Abel_House_Outdoor_z_AbelHouse",
"FromFile": "Assets/Maps/Custom_Tilesheets/spring_AbelHouse.png",
"When": { "Season": "Spring" }
},
{
"Action": "EditImage",
"Target": "Maps/{{ModId}}_Abel_House_Outdoor_z_AbelHouse",
"FromFile": "Assets/Maps/Custom_Tilesheets/spring_rainy_AbelHouse.png",
"When": {
"Season": "Spring",
"Weather": "Rain, Storm"
},
"Update": "OnLocationChange"
},
Oo okay gotcha
not too sure if this works, this is just how I would try to make it work, there might be a better way still 
do I type something in here to make a question dialogue or do I need to make a bunch of logs
also leave one Season without a condition, as a default, probably exatly Spring from my example
just to be sure if there is a mod out there that adds a new seasons that it can load something
you type the question, im not sure what you mean by logs
I meant entry
depends on what kind of question you're going to write
follow the question guide, it should tell you how to format it
when loading in my Rainy tilesheets, do i use the when condition with the season + weather too?
yeah, I would say so because you have EditImage for each season.
keep spring with only the Weather condition and the other with both season + weather checks 
https://stardewvalleywiki.com/Modding:Dialogue#Question_example
yeah I would follow this example 
still not working,,,, the seasons are working fine though
is this for content patcher?
yes
yes
ok thanks
atp it might be something with my files or something, since the code seems to be working fine with no error messages
I'll check it out tomorrow or somethin, I should be studying anyway lmao
It's nothing much if it doesn't work, it's not the most important thing- if nothing works then I'll just move onto sprite work
Hi everyone 🖐️ is it possible for a mail to only be adressed to farmhands and not the host ? i use Content Patcher
you could also try using Load instead of EditImage for the rain conditions aswell. Also maybe using priorities might help in that case?
But might be something to keep in mind for next time after studying 
eg.
{
"Action": "Load",
"Target": "Maps/{{ModId}}_Abel_House_Outdoor_z_AbelHouse",
"FromFile": "Assets/Maps/Custom_Tilesheets/spring_AbelHouse.png",
"When": { "Season": "Spring" },
"Priority": "Medium"
},
{
"Action": "Load",
"Target": "Maps/{{ModId}}_Abel_House_Outdoor_z_AbelHouse",
"FromFile": "Assets/Maps/Custom_Tilesheets/spring_rainy_AbelHouse.png",
"When": {
"Season": "Spring",
"Weather": "Rain, Storm"
},
"Priority": "High",
"Update": "OnLocationChange"
},
(I used Spring again, sorry but you get what I mean
)
Wouldn’t it make more sense to use CP and dynamic tokens? I missed the start of the conversation, but something like a dynamic token that’s empty when there’s no specific conditions and "rainy" during rain and storm should work.
That way, you could do a single load from {{season}}{{weather dynamic token}}_AbelHouse without any conditions.
(Also, I don’t think you need to use OnLocationChange. There’s no way to change the weather mid-day, right?)
sounds pausable to me, never worked with that before so I didn't know it was a thing :D
Hi!
there is a condition IS_HOST that you can probably just negate, so !IS_HOST
Is there a framework that adds a GSQ for how many of one item has been produced in a machine? Or some sort of workaround with existing GSQs? My idea was for a quest mail to be sent after the player has received x of a certain machine output
Ooh! How would I implement this? Would it just be
Action: Load, FromFile: path/{{season}}_{{weather dynamic token}}_AbelHouse.png
Or something like that?
Pretty much, yeah. I’m on mobile (and at work, lol), so I can’t give you a concrete example, but I’d recommend taking a look at the CP docs’ section on tokens and conditions! It’s pretty well explained in there.
!cp
@misty ivy just in case.
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
Thank you! ::D
Good luck!
If you mean a specific machine type (or a small enough number to bother with this solution), you can apparently edit a Data/Machines entry, add a custom stat to the StatsToIncrementWhenHarvested list, and check that with the vanilla PLAYER_STAT GSQ. Make sure you target Current with that, though, since stats aren't fully synced in multiplayer.
(I guess that also depends on who actually does the input/output in multiplayer, but that may be fine)
alternatively, EMC has things that might help, like a trigger action proc when machines are ready
https://github.com/zombifier/My_Stardew_Mods/tree/master/ExtraMachineConfig#run-trigger-action-on-machine-ready
If you're starting from scratch, checkout the Furniture Framework, if you already have a Furniture type that you want to animate, you can use spacecore
mite b cool
I started on trying to make a custom animal that has several different color variants, each having a chance to hatch depending on various game state queries (like having seen an event). Problem is, I don't think I quite understand how to set up the animal's json file to properly accomplish this. Does anyone happen to have an example of this sort of thing?
not sure about hatching, but at least for purchasing, i would look at how vanilla sets up the white/brown/blue chickens (unless it's still hardcoded)
Everia's Dragons had this I believe
although it was purchasing, not hatching, nevermind, disregard
if you simply give multiple animals the same egg type does it just always pick the first one when you incubate that egg?
This is what shows up under White Chicken in the FarmAnimals.json, though maybe I'm just not reading things right. I'm mostly just gliding through and winging it for most of my mod (somehow works), but this is absolutely stumping me. Blue Chicken is an entirely different entry as well as a skin, so maybe that's what I need?
Cause I have a bunch of AlternatePurchaseTypes, but they don't seem to load.
yeah that's the purchasing setup
yeah, I'm curious about the EggItemIds down there
the game runs through the purchase types in order and selects the first one which matches (its Condition evaluates to true)
if you put the same EggItemId for 5 animals, it might pick one, or it might use the first animal it finds, I'd try it and confirm
especially if blue chickens are hatched from normal white/brown eggs
in this case you have to have seen that event with shane, and also roll randomly (25%) to get a blue chicken
and not special blue eggs, then that would explain the EggItemIds 176 and 174 here
but i don't know how hatching works
Oh, thank you so much! I wasn't aware that this is how you could use StatsToIncrement, so I'll look into it now 
I have never modded animals before but in regards to hatching, you could maybe check out Visit Mount Vapius? It adds custom geese
(ok dont quote me on this, but i think hatching might be lightly cursed in vanilla.. i vaguely recall some mod needing to use a framework in order to determine what gets hatched, i think they were trying to get more than one thing being able to be hatched from the same egg type)
a lead on this might be to look at mods that add male and female ducks that can both hatch from duck eggs
I know that a mod that adds peacocks and peahens as 2 animals exists as well
When doing EditMap MapTiles is there a way to do something similar to "ToArea" or do I have to write every single coordinate for the position? I can do that no problem, but how would that be written? As there arent examples of multiple being used...
do both hatch from the same egg type (like two eggs of insertname here, not 1 egg hatches out two animals at the same time type of deal
I can't recall honestly, it's been a long time since I've used it, but it's probably worth a look
I want to say it was Trent's mod?
ah, so he did it so that peahens would lay eggs, and peacocks would drop feathers
Honestly I'm debating on just going full caveman and making separate eggs for each color, and have all colors lay all eggs lol. That's bloat, but I know that'd work lmao
dead end though, looks like you can't incubate their eggs at all
The thing really throwing me off is the "AnimalID" found in the FarmAnimals.json file. I don't know what that's even referencing, unless that's literally just the ID like how white chickens are "White Chicken" for their ID.
lol, nm, I found it
and he had to do some hacky stuff to make it work
Trent made it so when you change maps, based on the time of the map change (top of the hour, 10 minutes, 20 minutes etc)
it changes which animal would be born from the egg
sounds a bit resource intensive for some eggs ngl
it's on location change, it only fires once per map load, probably not awful
but yeah, that's what he did
perhaps thats where its listing its Skins for that system? since blue chicken is a white chicken "under the hood"
hmm but then it would say blue there too oh wait its right above it derp
the chicken entires are hella confusing, like they have their own but some are also included in the others and 
the variants always have their own entries, but usually only 1 of them has purchasing info, then the alternatives go on that record
and which actual animal gets produced at purchase time is based on that "base" record
makes sense!
Another small issue I've been having and where I don't know where my formatting went wrong: a bunch of my dialogue strings broke for some reason, especially those that use a #$b#break and questions (that have no effect whatsoever). This is one of the examples that's been reported to me:
'"AfterFirstMeeting_Haley": "Ugh, Emily is all worked up over this 'god' or whatever.$3#$b#$y 'But if he actually is a god... do you think he looks good?_Yes, very!_Ha, then I might check him out!$1_No, he wasn't my type._Huh, really? Here I thought this was my chance.'",
The different entries for animals thing might actually be it. I had several "default" animals, and after changing IDs, only half of them lost their texture. Time to hatch more and find out!
I bet what animal is produced from the egg is determined when you enter the coop, so Trents would amke it so depending on the time of day and season you enter the coop will determine the type of peafowl you get
the skins system works when the animal gives birth, but is it a different ballgame for egg hatching? i think i missed earlier that youre trying to hatch multiple skins from one egg type (yes/no?), and not multiple animal types from one egg type (not sure im explaining well)
Yeah, the goal is multiple skin type options on hatching
None of my animals are purchased
is the only different between them texture? I've never used the Skins setup but that is purely alternate appearances
and the documentation claims that works at hatching time
but they would be identical to the original in every way except appearance
(same value/cost, same name, etc)
Yeah, 100% cosmetic only. The goal is a "hey you achieved thing, have a chance at another skin!" sort of deal.
-# AT chickens 
so if you look at "Skins" you could basically add skins using When clauses to your entry
if that's all you want to do
It's weird cus I don't see any issue, I referenced my own dialogue script with #$b# and $y, but they look identical...
Can you take a screenshot of the whole line?
definitely feeling the lack of sleep today because i had completely forgotten that you dont have a chance to hatch blue chickens from white eggs 🤦♀️ the chance is on buying only
I can try when I get home from work if you're still trying to figure it out though
maybe I'll add some variant skins to my crabs or something just to try it out
how do I trigger a specific line of dialogue when debugging? is there a debug console command? 
Oh, Skins might actually be what I need lmao. I wish that page actually had examples, because I don't know how I'd set it up. I am not a coder by any means lol
oh wait I think someone on nexus posted a screenshot but of another dialogue string
taking a look at how other mods do it is perfectly valid
I haven't found any other mods that do that though, that's the problem 🙁
i meant a screenshot of the code haha, but seeing how buggy it looks in game would help figure out what mightve gone wrong :3
youd be looking for mods that say theyre for content patcher, relatively newly updated (aka not from 2018), and that add a good variety of colors
AT mods and default replacement (pick only one type) are not relevant in this case
Elle's has a lot of chickens and uses the Skins system iirc. And if you want to investigate the egg side of things, perhaps theres something useful to glean in Blue Eggs and Golden Mayo
"gotPet": "Oh, so you have adopted a pet! $1#$b#$y 'What kind of pet did you get?_A cat! Meow!_Oh, a cat. I am personally more of a dog person, but you could say that I like cat... $6#$b# ...boys! Hoho! $9_A dog, woof._How lovely. When I was a young boy, my father took me into the city... #$b# ...and I adopted a dog there. The pup has been the most loyal being I have ever encountered but I had to leave her behind after I joined the army.'",
Here is the example from the mod user on Nexus and my code
you need either Extra Animal Config for fully configurable GSQ-based hatching, or (as mentioned by others) conditional data patches (with the downside that every egg will deterministically hatch into the same variant depending on which patch got applied)
if these animal variants do not differ meaningfully from each other though you can use the skin system
ohh, i know this one!
When you want to add a #$b# in a $y, you use * instead!
Yeah they don't differ meaningfully. It's just cosmetic only, with certain cosmetics being unlocked as you play the game.
though you also cant use GSQ with skins
just weight
I guess you can selectively patch in skin weights based on mail flags (not skins itself unless you fancy breaking saves)
you can't control what skins you will get but you can control what skins you can get
which is probably better (though if you use Livestock Bazaar it's kinda moot lol)
So just replace the #$b# inside the $y sections with *, and this should work
"gotPet": "Oh, so you have adopted a pet! $1#$b#$y 'What kind of pet did you get?_A cat! Meow!_Oh, a cat. I am personally more of a dog person, but you could say that I like cat... $6*...boys! Hoho! $9_A dog, woof._How lovely. When I was a young boy, my father took me into the city...*...and I adopted a dog there. The pup has been the most loyal being I have ever encountered but I had to leave her behind after I joined the army.'",
I haven't tested it with the portrait changes, but I think it'll be fine :3c I also had the same issue earlier haha
ah EAC must have been the framework i was thinking of. shoulda known (so useful
)
oops
Ohh, so that's it then! Thank you so much, I'll go and hunt down all the lines where I made that mistake
i had less than five hours of sleep the past days so my two braincells to rub together are tired and worn 
but yeah in summary if you want true GSQ-based hatching you need EAC and alt animal types
Hmm but in Hailey's case, the #$b# is right before the question 🤔
yeah, thats why i wasnt sure whats wrong
because i have it like that with mine
you could test it on its own first, i normally just change it to activate on the day my test save is on haha
Hello! Yesterday I was getting help to make a custom slime incubator, but it’s not working as intended. It’s basically a decorative piece of furniture that just happens to have a processing rule. The machine accepts the slime eggs, but when the process finishes, it gives me back the same item. Clearly I’m doing something wrong. I copied the structure of the game’s slime incubator as best as I could and added selph.ExtraMachineConfig.IsCustomSlimeIncubator, but maybe I didn’t do it correctly. Could you take a look at the code?
Something else I’m not quite sure about is whether I can use an Item ID like I did and have it include the slime_egg_item context tag, or if I absolutely have to use the context tag as the input value. I tried both ways and the same thing happens, whether I insert my custom slime egg or a vanilla slime egg, it just gives me back the same item.
https://smapi.io/json/none/13597ee4a88e4c469798e1b249d59a5d
The CustomFields entry goes in the Data/Machines entry not Data/BigCraftables
Originally I had it set in Machines and the same thing was happening. Then I put it in BigCraftables, I don’t know why since it clearly says Machines, and it was still happening. Let me move it back to how I had it before and I’ll show you.
that looks correct
if it doesnt work then idk lol, but MPS also has custom slime incubators you can use as reference
Thanks, Selph. I don’t know why it worked now, maybe being sleepy last night messed me up, it was 2 a.m. and I usually wake up between 6 and 7 a.m. haha. What is MPS? Those initials are the same as the condition I have haha. I’d like to see that other custom incubator.
Machine Progression System
Ty
does anyone know if theres a way to fix the extreme restriction of movement in the ruined community center for npc's?
I don't think there are any restrictions?
ive tested a bit, and my npc can move fine, as long as the destination isnt in the community center for some reason. she refuses to move even a single tile infront of her
I think maybe the ruined community center isn't a normal door warp?
if your schedule includes CommunityCenter and that location isn't available, your schedule doesn't load and it uses a fallback one instead (spring, i believe)
since you need the key to access it
do you think that might be why i keep getting this error?
I'm not entirely sure since the vanilla npcs never go in there
well that makes sense.... im just not sure why it would think the area isnt available
did you complete the CC normally? or debug command it somehow
no this is intentionally the ruined version
(the npc scheduler's idea of "location is available" may differ from yours)
oh, NPCs can't go to the ruined version. the location is unavailable until you restore the CC
is there no way to bypass that?
you could harmony patch the npc scheduling code
I'm taking a look at the code to see if it would be possible to work around it
i think it's a name check on the location followed by checking the normal game conditions for completion
the schedule switching is controlled by NPC.changeScheduleForLocationAccessibility
which in turn checks Game1.isLocationAccessible
and for the CC, accessible=saw the CC finished event
so you can work around it with a patch, but it'd cause Clint to leave every Friday to the ruined center 
(i think he was supposed to anyway, and due to a maybe-oversight-maybe-ascended-bug he doesn't)
so trigger this flag in a way besides community center completion?
the town doesn't have warps to the cc, though, so how do NPCs get in there when it's finished?
is there special-case handling for the CC specifically?
clint has a CommunityCenterReplacement (or similar) key in his schedule to send him to JojaMart on fridays instead, but the game doesn't actually check that; it does the whole schedule replacement with spring instead
well maybe clint deserves a day off
I wouldn't recommend that since it'd probably break completion logic in a bunch of cases
wait i did my schedule like normal and it worked?
conditional schedule after CC is completed
my npc has no problem going in
NPCs can go to the CC after it's completed. wren is just asking about the mechanism for getting through the door
exactly!

well my npc is already inside of the community center, so maybe because there's no warp it thinks its inaccessible despite already being inside?
yeah that's why I'm confuised. I'm looking into the scheduler code to figure it out
also because of this whole convo (game switches schedules if you would go to the unavailable CC), you don't actually need to put a condition on your schedule patches
the town uses WarpCommunityCenter instead of the normal door warps
is that a Special warp
the conditions could still be useful if you need more complex behavior though
if it defaults to the regular spring schedule then yeah its not the one i want
it's a tile action specific to the cc doors
ah ha!
apparently there's a bunch of special-cased doors baked into GameLocation.UpdateDoors()
(and then the door cache is read into the patchfinder cache, which is then used for the schedule)
oo
so, is the door the issue?
no, it's just that it's marked as unusable when it hasn't been repaired
that makes sense
you could change it with harmony, but doing so might break things.
the best option would be to manually warp the npc there using c# instead of relying on the schedule
if c# is not an option, you could potentially fake it with map edits or Custom Companions
yea i dont think the c# would work for what im trying to accomplish...
if i do try to change that with harmony, what might be affected by it?
every other npc
including vanilla and mods
because it would change schedule priorities
so they just try to go to the community center despite it being ruined?
yeah the way it works is
schedule to cc -> not finished, not allowed to go there -> fall back to default schedule
you could write a transpiler to special-case it so that if there is no fallback and the target is the cc specifically, which would be more difficult but also have fewer side effects
i dont even know how to do the first thing lol
actually that's an instance method, so you could also hardcode it to only apply to your npc
it would have to be a transpielr though
strongly recommend restricting it to just your NPC if you do this
so with that you can basically force it to do that instead of trying to do something else?
you could skip the accessibility checks for just your npc
both for broad compatibility, and also purely self-serving as my NPC has a CC schedule point and i rely on it working like it does in vanilla
actually you might be able to use a prefix instead of a transpiler
which would be a lot easier
id like to have compatibility lol, but i was prepared to just say "please dont use this with other mods"
well if you didn't restrict it to your npc, it would probably break the vanilla npcs too
uhhhh, so how would i accomplish that. because i dont really know what a prefix is either. and yea id have to restrict it to just my npc
Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.
If you are trying to do something that isn't possible or practical with SMAPI alone, then Harmony is usually the solution.
For more information, refer to the following:
- Harmony Modder Guide - Intro, Use Cases, Initial Setup
- Tutorial: Harmony Patching - Types of patches and code examples
- Decompiling Stardew Valley - For finding methods to patch
lewis, clint, and gus at minimum use the CC after it's finished and rely on the default behavior
although as i mentioned earlier, clint was maybe supposed to use an unimplemented different fallback instead
so to do this id have to change it from being purely a CP mod right
yes. this requires c#
yes
ahhhh, okay i get it, so id be using harmony to basically just say "if its my npc then allow it"
now i just gotta figure out how to make my mod a C# one aswell 
what you have to do is make it two mods in a trenchcoat
so you make a C# mod that does the C# stuff you need, and a separate CP content pack that has the content, and you ship them together in adjacent folders
yeah, after downloading some of the expansions (where i previously was like... tragic... no C# and CP?) I realized theyre multiple mods in a trenchcoat fr, and it works
so just bundle it like this, and have another folder labeled for the C# with its own manifest?
in the early days of SMAPI, it wouldn't look in subfolders, so you used to have to extract all the submods into the mods folder. made even worse by the fact that most frameworks of the time required separate content packs rather than being cp-editable. utter chaos
oh god
(incidentally that's probably at least part of why SVE has an install guide)
quick question, does anyone have a doc/wiki that explains how NPCs added by mods work? I was wondering, if I wanted to reference an internal ID for Sophia from SVE, do I just use "Sophia"?
if there was a guide thats some chaotic time fr
doing it that way won't deploy properly I don't think. I know there are mods that have the cp component in the c# source folder, but I've never done it so I don't know how it works
you open up their mod files to see how they name their NPCs
or use debug tools in game
i mean like, with items, we usually have to put the mods ID in front of it
im trying to figure out if thats the same case for NPCS
like, the UniqueId.Sophia
or just Sophia, if the mod internally calls them that
i might as well check rq
mods can name their NPCs (or their items) however they like
the mod ID thing is just a convention
the only way to know for sure is open up the files
I'm going to go do some other stuff for a bit but @toxic topaz for reference you will want to postfix NPC.changeScheduleForLocationAccessibility
okay thank you, ill try to figure that out after i figure out how to include C# in my mod
@brittle pasture i remember you saying something about "ModBuildConfig" being able to do this automatically for me? but i never really understood what you meant
ModBuildConfig is the nuget that's required to make SMAPI mods
I mean I guess not technically. but practically speaking
and the guide for the bundled content pack feature: https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig#bundled-content-packs
Hey @vale holly, nice find.
If you provide a valid buff id and the saved BuffEffect to the Buff constructor it will add the effect twice.. 
Will make sure to take a look at it when I get to working on the next QS update.
Just noticed that ParsableBuff doesn't save the customFields either.
Thank you for looking into it! It never wanted to break when I tried to reproduce it : )
Is it possible to modify the amount of slime you get from the slime balls that slimes leave in the hutch?
Do these blend together to much?
glad I could help, I also noticed in the case of blessing of the waters actionsOnApply will be triggered on every load, so maybe actionsOnApply should be cleared before applying the buff, but I'm not sure how this will affect modded buffs.
I'll probably end up not providing the id to the constructor at all and relying on the ParsedBuff entirely to prevent the action being applied again (even though there might be cases where you would want them to)
I can’t see the flute one very well, but the other looks great! Also you can ask for art feedback in https://discord.com/channels/137344473976799233/1216110860464947240
I think you can set the effects after the constructor runs using reflection, or by inheriting the buff class and making the field not read only.
Ah, I didn't realize that was it's own channel. Thanks!
And yeah, that flute was a pain to figure out (I'm trying to stick to the original golden Lewis palette). Really, that second sprite just was way more difficult in general (I had to do way more fiddling for the limbs to be readable 😅)
This is what it looked like after the initial recolor
Hm you could try to color such accessories in silver? It would add a palette, but that will make the shapes much easier to read
I don't know which sprites you intend to make in gold versions, but for example Gus casserole could be a silver thing too
Y'know, neither do I if I'm honest 😅
I do like the silver idea though! I'll fiddle around with it later today after work
I'm noodling around with the idea of various money sink mods.
@toxic topaz if you want a CP-only solution to your problem, i would suggest making a “basement” map or something for the community center and having your NPC live there. my NPCs live in the “attic” of the CC and they can path through the ruined CC to their attic just fine
yea i was considering that. but i just feel like that wouldnt fit as well. right now im just struggling trying to figure out how to make my mod a hybrid lol
discard that way of thinking; imagine it as two separate mods
you just happen to zip them together when uploading to nexus
SMAPI can load mods from subfolders
Take a look at the structure of mods like Sunberry Village, which have multiple component mods packed together
so this wouldnt work?
Stardew Valley >Mods>MyCoolMod>MyCPMod
Stardew Valley >Mods>MyCoolMod>MyHarmonyMod
As long as each mod is in its own containing folder and you don't have a manifest.json on a different level to the others (like one nested under another, avoid that), SMAPI will read them all just fine
Those containing folders can go under/in a parent folder that is your completed mod
uhhh, okay ill try to do that
wait, in visual studio would it count as a separate project?
i do all my CP stuff in notepad ++ so i can’t help there :(
Hello everyone. I'm working on a mod that will tweak how NPC events are displayed. Specifically, the cutscene skip button and response options (which will affect friendship)
I was able to find some functions and fields related to checking conditions and "starting" events (Game1.CurrentEvent, GameLocation.startEvent(Event)), but I couldn't find all this Event commands (Modding:Event_data section) handling. Could you tell me where I can find this, or maybe there's an even simpler solution?
ah, okay i think i got it working, i just need to fix my file destination things for assets
I believe it's somewhere in the default after warp behaviors in game1. There's a method call in there somewhere that checks for events in the new location

im so confused why im getting this error even though i updated all the locations in my content.json https://smapi.io/log/629b091c6d0c463882522edad7535aff
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 15 C# mods and 1 content packs.
did you move your manifest
this would work fine as long as when you actually build the mod, both the dll and the CP portions get placed into separate subfolders
i basically just put everything from before into a subfolder
@toxic topaz You leveled up to Cowpoke. You can now share images in all channels!
i mean its detecting both mods, but my content pack is busted for some reason
you need to take out the first part of your file path. from file is calculated relative to where the manifest is
I haven't been following the conversation, but if you have a line like this in your csproj file you should be fine:
<ItemGroup>
<ContentPacks Include="./My Content Patcher Pack" Version="$(Version)" />
</ItemGroup>
but if the issue is the CP mod itself, that's separate from this
the manifest doesn’t look up a level to see that you have a CP and a C# component
im not sure if i have a csproj file lol,
did you follow this to create your C# component?
https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Create_the_project
ahhh, i think that makes sense
All Visual Studio projects have this file with .sln file
i just did that
you just did what?
place files into folders or follow the wiki?
(you're not in trouble, I'm just trying to understand so I can help)
uhh, this is confusing
trying to do lots at once.
so for this
i dont need the [CP]MeguminNPC?
since its based off of where the manifest is
correct
alright, ill do that first
yeah, a manifest is effectively the mod. A manifest tells SMAPI how to read your mod's files
manifest tells content “okay start with me and then look outward and down”
that makes sense
i believe this is my csproj, so i just need to add that to this?
(this is why some manifests will have a line saying what the entry dll is and some will have a line saying that this mod is a content pack for some other mod (like Content Patcher))
yep! make sure the folder path is correct
also, that ModBuildConfig line suggests that you did in fact create your C# portion correctly. Your SMAPI log will have info in it if something goes wrong, though
do i include it in the existing item group? or leave it like this