#making-mods-general
1 messages · Page 582 of 1
Is there a way I could add a burning particle effect to the player while they have a certain buff/debuff? (More specifically, a modified version of an existing vanilla debuff)
ah
strings/animationDescriptions"alex_lift_weights": "Unghh... Can't talk.$6", . In the schedule 1300 JoshHouse 14 5 2 alex_lift_weights
so anytime i use that animation, it just automatically uses the text too?
tysm
No problem 
is there a way i can add specific dialogue for when Manny is inside a specific building and will only trigger that dialogue until he leaves the building
you would do something like /1300 MannyBakery 16 16 2 \"Strings\\schedules\\Manny:MannyCook\"/ and then you would have him go to his next schedule point, he'll stop saying that line regardless of if he left the building or not
{
"Name": "IsOddYear",
"Value": "{{Query: {{Year}} % 2 = 1}}"
},
this is what i found in another mod, a dynamic token
have u never dynamic token'd before
actually, now I'm running into an issue where using "CustomFields" within Buffs so HealthRegeneration from SpaceCore works makes it so only 1 buff gets applied with the effects of both (or 1 doubled?) rather than the 1 buff and 1 debuff that was happening before (and is intended)
wow how have u lived wem... dynamic tokenless
well now that i know how to use them im not going back lol
oh lol
wem magic i guess
not dynamic tokens
insane
real quick is there a way to make smaller code blocks in discord? I don't want to suddenly flood this channel by posting examples
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
validator - errors - send log via link
i want him to basically do it like how Shane does it when he's at his lab
shane at lab? you mean joja?
Well it's not that i need to send an entire log or anything, just one segment of code that's functioning weirdly with 3 variations that are doing 3 different things
the smapi.io/json is for your .jsons not the entire error log
If it's longer than a handful of lines, please use the json validator to share it.
oh wait thats new
i was searching through shanes dialogue for the example
isnt it usually #$b# or #b#?
so is this true/false
why is there an e
new text box
oh
Alright. It's like 20 lines, but i originally thought I'd have to send it 3 times to get the point across but I can probably cut it down
Also tbh I don't know what you all mean by Json Validator. Is that another program I should already have?
#$e# stops the dialogue, and you have to talk to the npc again to see the rest of it
while #$b# just progresses the dialogue to the next box
oh i see
for this they put "When": { "IsOddYear": true } to check for true for stuff like festivals
wait but i use #b# it works perfectly fine
hope it works (I haven't tried this myself)
huh???
yeah
woo it worked
#b# will not do anything. It's not being parsed as a command.
pretty sure that's because it can't p-
welcome to dynamic tokens wem 
what button said
whats parsing?
checked
ah
https://stardewvalleywiki.com/Modding:Dialogue#Dialogue_commands here's the section on dialogue commands
kinda sad we have no tofu 😔
i kinda wanted mabo tofu and was going to satiate my needs by making it in stardew....
cornucopia 
i think that dish would already be in cornucopia
they have mapo tofu
i should have that for dinner 🤔
this room appears to be in the basement, like the furnace, so it gets a ramp. I tried the half and half thing and didn't really like how it looked with the tiles I have on hand
and... the image didn't send one sec
sorry i ate the image
I had to scooch the desk over too. I'll need variants for the CC mod and SVE on this one, but it's not too bad
So basically, this code right here gives me 1 buff icon with all of the intended effects. It uses the icon as directed in the second buff, but uses the name of BuffId 12, which is Burnt. And it uses the duration described in the second buff.
{
"BuffId": 12,
"Duration": 250,
"CustomFields": {
"spacechase0.SpaceCore/HealthRegeneration": -0.5,
},
},
{
"Duration": 350,
"IconTexture": "{{InternalAssetKey: assets/bufficons.png}}",
"IconSpriteIndex": 2,
"CustomAttributes": {
"LuckLevel": 7,
"CriticalChanceMultiplier": 3,
"CriticalPowerMultiplier": 5,
"MagneticRadius": 96,```
However, if I try flipping the two so the first buff comes after the second one, it just applies a doubled version of the Burnt debuff.
Before, I had the first buff using "CustomAttributes" instead of "CustomFields", which didn't work for the Health Regeneration code from SpaceCore, but it *DID* apply the two buffs individually, which is what I want
I made it a bit longer than the stairs were, too
🤔 a curious thought: with the implementation of ramps, does that imply the overall elevation of areas in sdv are lower than in vanilla? since ramps can't be as steep as stairs in order for people to still use them
it implies CA is only giving me so much to work with re: perspective, scale, and elevation
:V
Only thing I can think of as an alternative is like... stair lifts?
i like to imagine the ground shuffles itself downwards to accommodate a ramp
npcs are hard.
how do people make them...
many tiny elevators... Alex picking up George over his head again
george makes a decent enough weight i guess
Really powerful arms on Geroge
Is there something I'm missing that makes this code suddenly only 1 combined buff?
wait i feel embarrassed i MEANT DEMETRIUS
he has a line he constantlyy repeats once he sits there
also Gus has it too whenever you talk to him at his saloon
crying how does one confuse shane and demetrius
monkey thinking image
"demetrius_dance": "%Demetrius is busy.",
"demetrius_read": "We're insulated from the rest of the world here in Stardew Valley. Maybe that's a good thing.",
one of these?
that is strings/animationDescriptions
yeah but he has a portrait visible there
its part of his schedule string, i think?
Here's a half ramp one
I think I used the 1.6 shadows tilesheet to make it better than the first attempt
"rain": "750 ScienceHouse 16 19 2 demetrius_read/1100 ScienceHouse 22 20 1 demetrius_notes/1500 ScienceHouse 7 18 1/1540 ScienceHouse 22 20 1/1800 ScienceHouse 27 9 0/1920 ScienceHouse 28 9 0/2000 ScienceHouse 15 4 0/2200 ScienceHouse 19 4 11 demetrius_sleep", so here he would be saying that line on repeat
honestly the reason i havent made any npcs in a wheelchair is because pelican town fucking sucks to navigate
also he has an animation
gus doesnt have an animation and he still repeats it
i got fucking jumped by the new beta mod upload when trying to upload a new file
that SUCKED
never do that again nexus
a thing that makes me not quite like the half one is that people are liable to just walk straight down the middle
that is strings/schedule/gus
ah
but maybe that doesn't matter so much
once you're done ramping up the town (get it), would it be okay to use your mod as a dependency?
Absolutely!
yknow what im gonna cheat and make an animationdescription for him just standing
anyone can use it as a dependency for the railings or a requirement for a mobility-impaired NPC
one is basically for each time you play that specific animation, that can be standing yes, and the other is more context specific
now the big problem of "where would I even put this npc" remains 
Also let me know if there's missed places you want me to ramp up. As a general thing, I was just putting ramps where people could get to public buildings and such
hospital in strings, this is for Alex. 1030 Hospital 15 15 3 alex_sit_left \"Strings\\schedules\\Alex:summer_16.000\" Here alex also has a sitting animation but a schedule string because it is more about where he is, not that he sitting per se
hm
his strings/schedules/alex would then be "summer_16.000": "Hi. Eh, I just twisted my ankle. Seeing if I can get it taped.",
i think i need to download that program then 
I just found this node there im going insane
theres way too much stuff to do and it helps a lot for general use and some aseprite/sdv shenanigans
its not that pricy but id suggest wishlisting and waiting for it to go on sale (which it does quite a lot)
https://store.steampowered.com/app/2299510/Pixel_Composer/
A Node-based, nondestructive, pixel art generator, editor, and VFX compositor. Pixel Composer comes with a powerful graph and node system that supports all types of operation and automation.
Animate every property with a timeline system. Create feedback loops, particle effects, rigid body animation, fluid simulation, 3D animation, and more.…
$9.99
201
Title result: Pixel Composer on Steam
it also has free demo for some testing
oh hey it worked LMAO
Question, I've used random numbers in my content patcher before (like {{Random:1,2,3,4,5}}), but I want to be able to use a random number (or string) in an event, and then use that as a content patcher condition, which I'm not sure how to do. Basically I want to have a passive festival that makes some onLocationChange patches based on which random version of the event occurs
yoink
-# I already know this is gonna break my brain and I shall hate myself… but it’s too late now >:D
Ideally I would do a half ramp like this. The railing in the middle prevents any NPC from walking on the border which would look weird. But I felt like for a player it maybe wasn't that accessible because it shoves you to either side.
alright I'm gonna try and simplify my problem cuz I am definitely overcomplicating it lmao.
How can I get my food item to give 2 different buffs with one of them using SpaceCore's "CustomFields" field? Cuz doing it the intuitive way just winds up making the two buffs combine into one
Oh I might know something about that? https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/tokens.md#randomization
The key can let you synchronize random tokens
you can also assign a dynamic token and use it
are they trying to bribe you to visit more often? 
oh 😭
That'd do it
oh, part 2
is that still in his schedule?
I think I'm just going to do full ramps everywhere. That would have the least chance of a NPC in a wheelchair ending up on stairs.
yyyyyyyyyyyyyeaaaaaahhhh i hsould probably remove it
OK that information is helpful thank you both... I think I will have to use something like mail flags and trigger actions as well to synhronize the random key for multiplayer?
oh wow
dun dun dun duuununununun, also sasha wtf
living my best
as you should
im so glad pixel composer when from buggy undeveloped app with something id consider a must have tool for pixel shenanigans along the aseprite
didnt fix it unfortunately
well that is best practice for making changes/modding
schedules need a day to unfuck themselves
Love the music lol. Also wow that’s so cool!!! 
but you would the dialogue in a separate patch, where you target strings/animationDescriptions
wdym
"Action": "EditData",
"Target": "Strings/animationDescriptions",
"Entries": {
"Wem.Bundle.Tilly_squat": "{{i18n:Wem.Bundle.Tilly_squat}}",```
ok it jumped a bit, but this is from Tilly for example
the animation happens in Data/animationDescriptions, the text happens in Strings/animationDescriptions
yuss
realizing I should probably figure out gift tastes now rather than later 😭
BRO 
yeah
mmmmmm so how should i fix this
I think I'll just need to take a break from this buff thing 
do i move a tile lower?
ye
Making NPCs be in the right spot on the map with animations is a lot of change pixel, check, etc
Ohh right I'm remembering now when I was first making this mod I wanted to make an item that worked like Qi Spice. I think it ended up being something hardcoded in the game so I couldn't do it.
Now that I'm back to working on this mod I don't know what to do with this item 😭
ah I think I remember that, something about a pokemon food spice
it will be a painful journey to implement that yourself yes
Just double checking, there's zero way to make it work the exact same way as Qi Spice? Like basically a duplicate of the item with a different name, description, and texture
nope
Hello helpful people. I am trying to display the Farmer sprite on the screen in a specific place and expression and I'm not making any headway. If I understand things correctly there are two approaches to displaying the Farmer player.FarmerSprite.draw() and spriteBatch.Draw(player.FarmerRenderer.baseTexture ...) Is there one approach that is more commonly used than the other?
drat
maybe I'll just have the reason you would make it be that it's a loved gift for Gus
or maybe I'll remember to use it for other recipes
Question....have you unpacked the game
!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!
Yes.
what spritebatch did you try to use
b
that is not quite what i mean but i am guess you used the one given to IClickableMenu.draw ?
oh i just realized, you aren't calling the appropriate FarmerRenderer.draw
try doing that instead
This is working much better now, thank you!
This token seems to be able to select a different random value when the client is restarted, is there a way for it to be random but select the same option on restart as long as the in-game day hasn't changed? { "Name": "test_token", "Value": "{{Random:a,b,c,d,e,f,g |key=testkey}}" },
The random token is already seeded based on the in game day.
Specifically a combination of the save seed, in game day, and the input
OK that's what I thought which is why it surprised me when it changed. Is it because that part of my code didn't exist the previous day that it's changing then?
Chu, I like the brackets in your name lol
related note is there a debug command that will tell me the value of a token for testing purposes?
the only reason I know this one is because it's failing to load an include file with the name in it 😛
patch summary
OK I see it in there thank you
Hi, I saw that there’s a prismatic slime egg in the game, but I can’t find it in the code to get its ID. I also checked websites that list the items and couldn’t find it there either. I know I could make my own, but if there’s already one, I’d rather use that.
there is no prismatic slime egg item in vanilla
as for mods East Scarp adds one
when in doubt Lookup Anything + look at id
So that was it, I was looking for it like an idiot haha. Thanks, Selph!
Thanks for the tip!
chu{e} would it be possible to add an animated light source texture with mushymato.MMAP_Light somehow?
as in make it look like it's flickering, like candle lights
guys am I doing something wrong I wanted to place a machine on a table (machine still working and animating etc)... does that only work with furniture framework (I'm saying that cos I remember doing something abt that on the documentation but that might be the voices in my head)
like I made a new machine and I can't place it on table and my game has so many mods I don't remember what's the normal behaviour of the game
and yes
I could just make the sprite have a table but I wanted to know if it's possible
i'm quite sure vanilla does not allow you to place a machine/bigcraftable on a table
I figured :p I tested and it didn't work (I'm gonna see what I can figure out abt it)
thank you
Uh I'm not sure I'll get back to you lol
In the meantime you could try and see if spacecore animations would work on the light map
If it no work then ill look at doing something specific
i'll try, ty
ill comment here if it works
Hopefully you figured it out, but the farmer is 2 tiles high, so you want to be one lower than the bench seat, as the sitting animation is higher up in the frame.
whats probably the most reliable method for moving this pantry bundle into the kitchen?
alright ty, ill look into that
is it based on getAreaBounds?
im quite confused on where the bundle locations are actually kept lol
Tiled, is there a way to bind wasd to move the selected tile up down and side to side while being able to place it and switch?
https://smapi.io/json/content-patcher/273c871d071946308c518fff8ab390a6 does anyone know whats wrong
you need to separate your load from the edit
You have a rogue "Action": "Load":{ in the middle of your entry
"Action": "Load",
"Target":```
https://smapi.io/json/content-patcher/0db6a44970ec41679ede4914235f9874 what must I change
you still haven't separated the "Action": "Load, it should be in its own {} outside of the editdata
and then you target your image
sorry but what would it look separate
"Action": "Load", but this is whats on the guide
yeah but not inside of your editdata
so where should I put it
{
"Action": "Load",
"Target": "assets/BloxyCola.png"
},
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{AngelWhatEver.Roblox_Cola}Cola_BloxyCola": {
"Name": "{{ModId}} BloxyCola",
"Displayname": "Bloxy Cola",
"Description": "Warning: Bloxy Cola may be habit-forming.",
"Type": "Trash",
"Category": -20,
"Price": 100,
"Texture": "{{ModId}}/ObjectTexture/BloxyCola.png"},
"SpriteIndex": 0
}
}
},```
I’m not sure what you mean?
It doesn’t really matter, I tend to put it above the editdata, it just has to be separate because you are doing two different things with load and editdata
tysm
https://smapi.io/json/content-patcher/6365631903c541b2982a5735471cdcb0 what must I change in line 4
that was mb
"Action": "Load",
"Target": "Mods/BloxyCola",
"FromFile": "assets/BloxyCola.png"
}```
also feel free to look at other mods' code to see how they do stuff like this, it can help you see what they do and what you might be missing
Idk where to find a good example tho
If you’re just starting out, I really wouldn’t recommend a mod as big as SVE as reference material. Better to take a look at something smaller and easier to get an overview of.
Fair, I just mentioned it cause it has a variety of edits that helped me personally
Yeah, that’s fair, but finding the relevant bit in its files is a challenge on its own. 
true :P
yippee
speaking of which, maybe i should add birthday text
does it go in gifttastes?
Do you mean for when he receives gifts? That's in dialogue with the key AcceptBirthdayGift_(Id) otherwise you can just use the season_day key for his actual birthday
I did make a few mods but I wanted to make a mod that adds something new instead of replacing something
oh i see
wait why id? its either positive or negative there
it can be an object id like AcceptBirthdayGift_(O)797 which would be for the pearl, it can be an item tag or taste, or positve/negative reaction
AcceptBirthdayGift_ just put that before it
alrighty thanks

If I want users to be able to set the price of an object in config, is there a way to force them to enter a numeric value, or to check they have entered a numeric value, before I use their input as a token?
All I can think of is a query for if {{price}} > 0, but I note that the author guide specifically mentions the lack of data validation for using query.
I think you can use AllowValues and then list the specific prices you want them to use/choose from
That's a fall back if I can't allow a full range without breaking things if people enter wrong.
I started with that, but - how many options do I put and what min/max?
Trying to avoid that sort of executive decision I guess heh.
So far all I can see in other mods is long lists of numbers, I think it depends on where you want something to fall in terms of price
Bleh, fine! (lol okay okay if it's usual practice I'll go that way too). Thanks for the input. I guess data validation is one of those features that I assume is possible so I'm always gonna look for that possibility!
Hope it works out for you 
https://www.nexusmods.com/stardewvalley/mods/30800?tab=description I was looking at this mod but this one adds stuff completely differently
so far, the only thing I can see that they do different is put their editdata into its own .json
it would still all be doing the same thing
just looks a bit different
the way i add items might scare someone
idk what im doing wrong but my item is still not loading its png https://smapi.io/json/content-patcher/f811040b38bf493e851388cf0b8fabce
https://smapi.io/log/1c331774872d43438574aa1b790b7047
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 11 C# mods and 5 content packs.
what did you call your image? and is it in a folder called assets?
BloxyCola.png
The Texture needs to be the asset you loaded to
ie your load target, not your load fromfile
so Mods/BloxyCola
but its in the assets folder
that is covered by your fromfile
Use {{ModId}}/BoxyCola as the target (the in-game asset you are creating), and the FromFile is assets/BoxyCola.png, because that tells it where in your mod files to get the asset from.
Then the Texture in the EditData, tells the game which in-game asset (that you loaded earlier) it should use for the object.
I have to say, bold choice adding it as a universal like 
why what would you recommend?
Anyone know the format for a "When:" condition that detects if the player has a certain profession?
When you lose the option to use GSQ "Condition":, I swear you'd appreciate it so much 
"HasProfession |contains=Blacksmith, Gemologist": "false"
}```
Thank you!
thank pathos :P
I was about to use the number ids for the GSQ Conditions lol
So I just gotta use the actual names, yeah?
apparently
Thankies! 
I'm gonna finally buff the long-useless Defender Profession
That's gotta be the most unpicked combat profession
If I want to prevent the clock from pausing when menus are open, do I need to use Harmony to override the "shouldTimePass" method, or is there a simpler way? I noticed that method specifically checks for "overlayMenu != null" and "activeClickableMenu != null" without any override boolean.
must I put png at the end?
for your target no
Anything in there for multiplayer? Pretty sure that forces time to keep passing, ya?
"Action": "Load",
"Target": "Mods/{{ModId}}/BloxyCola",
"FromFile": "assets/BloxyCola.png"
}```
From the root of your mod's directory, do you have a directory called Mods inside it?
FromFile": "Mods/{{ModId}}/BloxyCola.png"
That's a very unlikely path to your file
The check for multiplayer is inside the function. I guess I could set "IsMultiplayer" to true, but I feel like that would probably have unintended consequences.
https://smapi.io/json/content-patcher/ae38800fc0094bb0aefc4bae73f879b8 it still isnt working?
So far, I'm looking at doing a postfix like this, and just removing the checks for menus:
internal static void ShouldTimePass_Postfix(bool ignore_multiplayer, ref bool __result)
{
if (__result) return;
if (Game1.isFestival()) return;
if (Game1.CurrentEvent != null && Game1.CurrentEvent.isWedding) return;
if (Game1.farmEvent != null) return;
if (Game1.IsMultiplayer && !ignore_multiplayer) return;
if (Game1.paused || Game1.freezeControls || Game1.overlayMenu != null || Game1.isTimePaused) return;
if (Game1.eventUp) return;
if (Game1.activeClickableMenu != null && !(Game1.activeClickableMenu is BobberBar)) return;
if (!Game1.player.CanMove && !Game1.player.UsingTool) return;
__result = true;
return;
}
you still have .png in your texture in the editdata
no problem, and you can indicate npc specific gift taste (which should deviate from the fact that it is trash)
Yeah I dont think its a good idea for a universal like
it's not bad, but it is more fun to make character specific reactions some might love it, others might not
Can I use a flavored item as a completion requirement for a delivery quest? The field only allows item IDs iirc
do you mean you want to allow strawverry wine specifically instead of wine generally?
as the condition?
yes!
hrmmm
in that case, it's a custom flavored object though
I believe with special orders you can indicate AcceptedContextTags for its delivery variant
do specific flavored varients get specific context tags? or are you suggesting if the flavored item were unique or that they patch the machine to add a tag?
they get context tags such as "Preserve_sheet_index_<itemID>"
ah, might work then, although that might mean it accepts anything flavored with that base item
ah, you can list multiple and give it an and condition
so it has to have both the strawberry preserve id as well as be wine
I should add some special orders to dwarven expansion, it's one of the areas I haven't fiddled with yet
https://smapi.io/json/content-patcher/fc8f57d132ef4f9bbd875efeed83edda why does pam still hate it?
add "Delimiter": " " below the value
(seperated with a comma)
also: you should probably not have spaces in your item name like that
err, not the item name, sorry
instead of {{ModId}} BloxyCola that should be your item id
although your item id is a bit weird
do you have a variable called AngelWhatEver.Roblox_Cola? If so I think you need 2 { around it, not one to make it replace correctly
must I put 2 of these { on what I want the item id to be
"{{ModId}}_Food_FriedBatWings": {
"Name": "Fried Bat Wings",
"DisplayName": "{{i18n:Food_FriedBatWings.DisplayName}}",
}
Then in the likes/dislikes you'd have:
{
"Operation": "Append",
"Target": [
"Fields",
"Dwarf",
1
],
"Value": "{{ModId}}_Food_FriedBatWings",
"Delimiter": " "
},
"{{AngelWhatEver.Roblox_Cola}}_BloxyCola" is this a better entry
Oh, it's not a special order I'm working with though
if you have a dynamic token called "AngelWhatever.Roblox_Cola" yes
if that is your mod id that you've stored in a value called ModId (like you have below in the name) then you'd do {{ModId}}_BloxyCola
May I ask why not? Cause I believe special orders allow for more flexibility
I don't want the quest to be able to picked up from a randomized board entry. Unless there's a way to add the special order to the quest log by skipping that step?
i believe you can do "OrderType": "" and skip adding it to the board
i fucked that up recently i think
forgot to remove it from board
although i cant remember how
bc blank = town board
SVE has that in a few special orders, so i think that should work
Yeah, that's what's been keeping me from using special orders for that specific quest
I'll look into SVE's SOs then
i think requiredtags
requiredtags will prevent it from showing up randomly
which i need to do
rn
its the requiredtags that are important not the ordertype
without required tags, it'll show up on town board
if u introduce the SO with an event or a traction, requiring the SO to have the event/traction's tag will prevent it from randomly showing up
and make it not repeatable
I see! Thank you, guys, I'll give it a spin 
neat, I wanted to add it with a traction after receiving a specific letter
Oh just thinking about which characters would not like it. Eg. some people like Joja Cola, others do not. How does it fit into the story?
you can always specify gift taste for specific people
it overrides the universal placements
I did the thing where I reply late once the conversation has moved on, sorry lol
Hi again!
Anyone know the texture path for professions?
you mean the icons?
Yup
i believe they are in LooseSprites/cursors
cursors is just a hotpot of everything, huh 
yup, everything... 
(Keep in mind special orders have time limits.)
That SVE one appears on the board but you can either use a requiedtag to ban it or the gsq field
whats the significance of the time limit for having it not appear on the board?
also i am trying to add a custom item to universal taste but also to individual taste and if i add it to individual taste the universal patch doesnt apply anymore and idk why
guh idk whats going on i try restart
this item is supposed to be a recreation of the roblox one tho
What happens if someone fails the quest due to the time limit
i dont know im gonna need a direct answer 
Does anyone know how to find the pantry bundle location in the games code?
I'm looking for a specific mail flag or GSQ that's not listed anywhere on the wiki that I can find but I infer must exist - that's to do with obtaining a unique item found in a secret note. It must be tracked for the game to not keep giving them to you, but do I need to decompile to find it?
This is a judgement question not a technical one. What do u want.
interal name for an npc was the one starting with the mod name, right?
I don’t know what’s happening anymore I feel like I missed something
Player gets quest and fails to complete it, what do you want to happen?
Are you referring to that the game stops giving you secret notes at one point, or that an item found via the secret notes is limited to one
Ohhh
Does the quest show up on the board randomly
the item found being limited to 1
Not without 1.6.16 or a mod
Rats
Mice!
I mostly just want to check if it has been found
Which item is it
You'll probably need to decompile
Well only one quest is significant so hopefully no one fucks it up
ignore the monster slayer goal flags on that
Solid Gold Lewis. ooh I'll check the comprehensive list Magnolia linked
but the secret notes should be correct
Heyyy I have a question. So, I have a custom town, and I want to add my own special order board on it, I don't want to use the vanilla one, do I need c# for that or there's a framework I can use?
emp iirc
Yay it's on there! Thankyou for pointing me to that resource and thanks to Aba for making it!
Oh Aba last edited it I guess it doesn't mean they made it, but anyway
You could make it repeatable but only if they don't have a flag or something else queryable maybe?
So if you complete it you get the flag, if that's not what you've done already >_< hard to tell if I missed context when reading back the convo
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 11 C# mods and 4 content packs.
Hello people. I was just curious: what conversation topic things should I make sure my npc reacts to?
just the ones you want
here's a (partial) list of ones added by mods https://stardewmodding.wiki.gg/wiki/Conversation_Topics:_List_of_CTs
along with some guidelines about whether it's appropriate to give your NPCs dialogue for them
https://stardewvalleywiki.com/Modding:Dialogue#Conversation_topics and here's some vanilla
note that i have occasionally seen players complain that every NPC under the sun is talking about a particular thing, so if that is a concern for you maybe exercise some restraint
IMO, if they are a well-integrated NPC, they should react to most Vanilla Events that vanilla NPCs also react to. (e.g. green rain)
Of course, also depending on the NPC's interests and setting.
This is just my own opinion 
Ooo, okay then! Thank you all for the help!
I'm using a decompiler to just look in the stardewvalley.dll file, but i cant seem to find anything of value
Praise our lord and savior CA (or Pathos, maybe?)
FIBS is coded dynamically! I don't need to recode it from scratch for Archipelago


I managed to load an npc but I can't talk to her (the skull is the cursor)
How do I detect when the player uses an item or tool? I'm trying to detect when the user has cast a fishing rod and is waiting for a fish to bite.
technically speaking, would it be possible to have the special order be added to the quest log once the player receives a specific letter and in case the player fails the quest for it to reappear at the quest board again at some point?
siiiiiiiiiiiigh....i just tested something in my mod and happen to check one of my shops and the damn portrait and dialogue box of it is gone when it worked before. i did not touch that shop in any way, what is going on...
ah i see what it is, i was about to go bonkers but its jsut the self serving mod that opens it before its officially open, i was gonna say
Farmer.UsingTool
also look at the various fields on FishingRod
(isFishing, isCasting, isReeling, etc)
IT WORKS! lmao
you have no idea how happy i am
ignore the fucked up animation i was just testing
have you read the source of the CommunityCenter location type
how do you implement warps so you don't get stuck warping between them?
the bundle interaction tile index is defined in checkAction (also check the unpacked map of the ruined CC), but which bundle said tile opens depends on the room areas as defined in getAreaNumberFromLocation
(disclaimer havent touched map that much) define stuck? usually avoid placing warps on top of another is enough
or warps that might be in the way of an NPC's path via pathfinding
nevermind i forgot that this is something you can easily trigger with mail
using CP or tiled, BTW
Sure!
I step on the warp tile to test it. I get warped to the correct tile, however (as it is a two-way connection - one addwarp to it and one addwarp for returning) once I arrive at the destination, if I try to walk off the tile I arrived on, I get warped back to where I came from with the exact same movement=warping scenario.
you put the arrival tile on the warpout tile then
yep warps usually put you one tile away from the warp in the other direction to avoid that scenario
It's in Locations.CommunityCenter
yea im pretty sure im looking there
like that, but im not sure if im just missing what im supposed to be looking for or something
Good morning everyone 
Good morning :3
did you decompile to read the source as well?
just the LSP tree isn't much
Should I extend the entryways by 1 so you show up closer to the main interior and warp back on the tiles further from it?
(cellar entry is concealed as it is set up to only show up once your farmhouse has one.)
if it looks better then go ahead 
ah thats probably what i was missing
huh
i did that and it doesnt seem like anything changed
I'm more concerned about someone being confused when part of the entryway doesn't warp them back, TBH.
I always make two tile wide edges on my maps now to put all the warps and stuff
So many typos in one message omg
IKR? I've been trying to slow down my typing so I don't make so many!
Of course, having a brain that haaaates spelling aggravates it. I hope that isn't a problem you have!
Ty so much! I figured there was something simple I was missing.
ah, wait, is this considered the source?
yes
i still dont think i really see anything of value in there
Finally got East Scarp done
all these quests that activate when mods are installed is gonna really help with the immersion
...I shall endure the pain!!!!!
https://smapi.io/json/content-patcher/a94fc7c2a8aa4d0bb0ea55d0b531a9a7 why doesnt pam like the gift?
i believe you'd have to put the items id into her gift preferences
or in a category
oh yay, i got it to work 
i just needed a harmony postfix
guys I can't talk to my npc
she does have a greeting dialogue but I can't get it to show up in game
What's the name of your mod :0
Aquatic Sea Fish
she responds to gifts and being hit by a slingshot but I can't talk to her normally
I am just working on the major 1.3 update
How do I fix my mod's map problem? It looks like I need to somehow change the tilesheet to fix it but I'm not sure how.
(note: autograbber needing an update is not the issue.)
https://smapi.io/log/ce9f0c20cc464952b6508675f75f3617
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 40 C# mods and 29 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Also, do I need to add shadows to trees in Tiled or do they show up on their own/through usage of a paths tile?
@wraith bay Hello! I sent you a DM with german translations for Cuter Slimes Refreshed, Animated Ducky Crab Pots, Tiny Totem Statue Obelisks, and Creative Neighbors

Good luck! 
Lucy! You sweetheart, I just saw the msg request. Thank you!! I'll go through these, get back with you with I need any changes this weekend, and push updates early next week. Sound good?
Totally fine! I'm looking for any mods of yours that add under 15 lines so I can also transalte them!
If you do decide to launch a major 30-40+ line update to creative neighbors i would need to do it a dif day
but other than that
im totally fine!
yay sounds good, no big changes on the horizon either, i just try to make sure i go through everything with care before i add them to the mods. one of my goals for 2026 is to improve how i work with language partners on both collections and mods, to make what has a translation, which translations need attention (since sometimes translators become unavailable for updates when there are years between changes haha) etc etc.
!npctroubleshooting
governor?
!troubleshootingnpc
Yeah! Totally fine, I'd be fully capable of maintaining translations, however, I would need you to shoot me a DM when a big mod or 2+ small mods need it, so I dont get DMs every day haha
That way I can tackle it, and send it back to you
(ah it’s !npchelp)
is this faulty?
because I double checked everything yet it does ot work
her schedule and gift tastes did load but ot dialogue
no, that looks right, as long as that’s your filepath and your NPC’s internal name is mod id regina
it is
did you remember to include your dialogue json if it’s a separate file
yes
did you finish going through the troubleshooting steps? if so you can try sharing your code
Quick question fellow modders! If I wanted to make an event that's similar to a festival where you can walk around and talk to NPCs but it's just for one day for a heart event, what would I put that under? Is it still an event or a festival? Or is this even possible? TYIA!
*not yearly just once!
i think you could use condition and then a passive festival. https://stardewvalleywiki.com/Modding:Passive_Festival_data
it depends what you want from it
active festivals will shut down the town, but don’t require schedule changes. passive festivals are the opposite
time also won’t pass on an active festival day
Do you want something like Haley's event (on the beach, looking for her bracelet) where you can walk around while in an event?
I'm just looking for the player to go into a building at a certain time, they can still walk around and talk to the people in the festival, and then talk to my NPC when they're ready to begin
I Was considering that! But I don't know if you can talk to people when you do it
ready to begin what?
the event lol
you can but with an asterisk
oooohhh interesting
playerControl is still kind of hardcoded behavior
once you give it up to the player, you can’t get it back without C# or one of the hardcoded behaviors like luau
ahh okay I'll see what I can do! Thank you so much!! 😄
wait wait wait you can talk to people in playercontrol?
Please tell me howwww i was looking for ittt
Oh wait i could probably just look at haleys event, but some more explaination would be helpful since i cant find anything abt it in tutorials
oh wait fr you can interact with map stuff in events?
I needed this like a week ago haha
yeah that’s how you throw things in the soup etc
or buy stuff from pierre
festivals are just sparkling events
yeah i saw the similarities, i just couldnt figure out how to do the interactions at the time cus i havent touched map stuff yet haha
good to know now tho!
yeah!
overall i would recommend an active festival for your own convenience but you do have to be aware of its effects
Ive done a lot of Map Jank™ like 3 days ago, so future Map Jank™ is acceptable
Are bundle names hardcoded into the game like their positions?
Thinking about all this bundle stuff made me want to add my own bundle for my character lol
playercontrol is pretty hardcoded (perhaps one day soonish i will have a solution)
haley's beach event just says like "playerControl haleyBeach" and the stuff behind the scenes of that is all C# specific to that scene
every user visible string is exposed in content somewhere (usually Strings/)
try looking in there (on my phone at work lol)
Silly question
The weather ID in the given location. The <weather> can be one of Festival, GreenRain, Rain, Snow, Storm, Sun, Wind, or a custom weather ID.
If I choose Rain, will it still pick up Storm?
or do I have to add Rain Storm
if i want both detected
on ginger island
and the normal town
like "WEATHER Here Rain Storm"?
🤔 can it storm without rain?
id assume in stardew yes
at least from what the doc shows
well, not that b ut
id assume rain is mild
and storm u hear thunder, dif weathers
"what the doc shows" as in this?
Yeah I do just add Rain Storm since both can occur, not at once but sometimes weather is more severe soemtimes id imagine
good to know
yeah, just because we see in game that it is also raining during a storm, Rain and Storm are different internally
good to know!
also atra can be sneaky, but notice the ☝️ reaction above
Sinc you're doing fish, the data/ fish variant would collapse both Rain and Storm together
This is for quest
Under Data/TriggerActions
I think I'll make it GreenRain Rain Storm
since i want any kind of rain to trigger it
The reason why i say that is because the data/fish thing wojld also consider rainy mod weathers
ah gotchu
bump
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
what category would a mod be that replaces an item texture on vortex
I have never used Vortex with SDV, but it would be "visuals & graphics" or "models & textures" for Skyrim.
there's probably an equivalent for SDV.
As your mod doesn't sound like it's a complete reskin of the game, I would label it as "textures" (seeing as SDV does not have any 3d models, the name is probably different).
that’s part of the name of their mod
yes it is, because I set the greenhouse exit to warp the player to 90, 10 (SVE frontier farm) to ensure you can exit correctly, since I'm pretty sure that I changed the greenhouse's entryway location.
would adding animations to the "spring outdoor" tilesheet in my ...mapmaking/maps folder cause this?
generally animations shouldn't do anything but
Your map and your tilesheets should always use a relative path to avoid tilesheet climbing errors (which means that you shouldn't have .../ or anything like that in your tilesheet reference in the map file).
the .../ is shorthand.
This means that while editing, you generally want to either use a tool like tilesheetinator or set your tilesheet paths while your map file and the required tilesheets are next to each other.
right, but for instance, if you are using the spring_outdoors.png for a tilesheet, the path should ONLY read spring_outdoors.png for the image source. with no other pieces in there.
wait does one even have to specify greenhouse warp, doesn't it get automatically changed to match the current greenhouse location on farm
thats not the tilesheet path thing but i just thought about it
when you do this, map will try to find the path in the same folder it is so you will have to have the same file there unless its vanilla
which also usually in the same Maps folder
bottom left doorway is the exit
(if you've loaded your map file to Maps/ then it works as intended in game, but you DO have to remove any copies of vanilla tilesheets in your own mod folder before publishing)
right
using tsinator helps with that since you don't have to use anything vanilla in your mod folder
Sorry, I wasn't sure if we were disagreeing on something or not 😛
Wanted to be clear
how does that work with the paths tilesheet needing to be first and the z_name prefix adaption to that?
nope I was adding and explaining in addition to your post
sorry if it sounded wrong
iirc we dont need to use z_ anymore
for custom tilesheets, SMAPI prepends them with the z_ name prefix without you having to do anything AFAIK
To fix the ordering issue
cp and tsinator do everything for you so you don't have to do anything except correct path
should I do rar file or a zip file when I upload my mod?
zip
(If you already have z_ it won't double prepend it)
always do zip its better and supported natively by windows too iirc
rar is not really
ZIP is much more accessible for users to extract, RAR requires third-party tools on both Mac and Windows now, I think
SMAPI does this, not Content Patcher
If you upload a rar nexus has an about 60% chance of declaring your mod a virus btw
Not sure why, save your sanity and just use zip
LOL, literally just edited my post to clarify that I was unsure if it was CP or SMAPI
timing
(Percentage made up)
.tar.gz 
nightmares
how do I remove tilesheets in Tiled that show up with this:
(the button is disabled)
it does this with any tilesheet it has loaded that has not been used on the map. I can close and reopen the .tmx and they will still be there.
are you using the up to date version of Tiled
incredibly annoying, esp because it's causing the errors.
sounds like you have an unembedded tsx floating around maybe
totally this
I did. I delected it. its menu page is still showing up
tileset window shows all files opened
:) acnl farm coming along
Smh
tbh, you’ve inspired me to maybe make a villager’s house as a farmhouse option. It could be cute!
im gonna be making 5 villagers with their houses on the farm, if you'd like to see the farmhouse options ive made so far i can show you :)
move {{ModId}}.Tilly 1 0 0 false/move {{ModId}}.Tilly 0 -10 3 true Tilly moves forever to the right, does anyone see what's wrong with this? i have no errors
move 1 is cursed sometimes
Thats such a cute idea! As the multiplayer options or seperate maps?
grr
i have no further suggestions
Does anybody know how to have a food apply 2 different buffs with different icons using SpaceCore?
try exchanging it for an advanced move
the cabins im thinking of starting out as the tents, the villagers are gonna be seperate maps yea
yeah i move it any other way and it stops being super mean to me
yeah idk why it hates 1 specifically
I’d definitely like to see them at somepoint! Since I might make one myself though, I don’t think I want to look to closely at similar ideas right now! I’m thinking I might do rosie’s!
😎 no idea what you're saying with this my guy, i havent started any of the villager's houses yet, just the player
AT for the upgraded house, and the progression upgrades
i have two more upgrades to make then alternate roof/door colors
They look really cute!
maan why does using the "CustomFields" field for a food item consolidate all the buffs into one 
CustomFields has absolutely no effect on anything unless a C# mod specifically uses it.
I'm using an effect from SpaceCore that says to use "CustomFields"
The Health Regeneration buff
And it doesn't work when put in with "CustomAttributes"
I'm not sure what you mean then by consolidating them all into one, but I'm also not familiar enough with spacecore food buffs to know if there are any limitations on it
Are you sure you aree using the correct CustomFields field? Each Buff entry itself has a CustomFields
(i.e. don't use CustomAttributes)
So, this food is meant to give a buff with custom attributes, but it's also supposed to give the Burnt debuff for a shorter amount of time that also has negative HealthRegeneration
You can just add multiple Buffs to the object's Buffs list then
{
"BuffId": 12,
"Duration": 225,
"GlowColor": "Orange",
"CustomFields": {
"spacechase0.SpaceCore/HealthRegeneration": -0.5,
}
},
{
"Duration": 300,
"IconTexture": "{{InternalAssetKey: assets/bufficons.png}}",
"IconSpriteIndex": 2,
"CustomAttributes": {
"LuckLevel": 3,
"CriticalChanceMultiplier": 4,
"CriticalPowerMultiplier": 3,
"MagneticRadius": 96,```
That's what I've done
But when I use "CustomFields" it just gets rid of that other buff
Well your second one isnt even inside a buff object
Oh wait it is, just weird indenting
yeah i've had to change this up a lot, it doesn't look pretty 
also cut off the last 4 brackets so the wall of text wasn't so big
Using CustomFields shouldnt just remove it, but it is possible Spacecore is doing something strange under the hood
That might be the case
Cuz if I set it to "CustomAttributes" the health regeneration doesn't work, but it does properly give the two different buffs
However the code as is shown above results in this which.. is weirdly enough a different result from what I feel like I'd been getting
the speed buff icon is from CJB ftr
Unfortunately I'm not familiar enough with Buffs in general, let alone how Spacecore does it, to be much help here, sorry
Ah, no worries
So, I'm trying to detect when the player uses a fishing rod. I could just check Game1.player.usingTool && Game1.player.ActiveItem is FishingRod on each tick, but that seems excessive. Unfortunately the Farmer.beginUsingToolEvent and Farmer.endUsingToolEvent are both private, so I don't seem to be able to add my own event handlers to those. Am I missing something?
I guess this could work, though I'd prefer it not have the name "Burnt" with the custom icon and also I'd prefer if the debuffs ended a little earlier than the buffs
Checking that each tick wouldn't be that bad, definitely completely negligible compared to all the stuff the game already does each tick, but if I were trying to do it I'd probably just find the right fishing rod function to postfix tbh
You could also just access those fields with reflection too if you really wanted to
To bypass the access modifier
I hadn't thought of that 🙂
But a postfix on like FishingRod.beginUsing() is very easy
Correct me if I'm wrong, but bypassing the access modifier with reflection would mean having to re-add the event handler any time a save was loaded or created, while adding a postfix would automatically work.
Sounds correct to me
I guess maybe I'll just look into adding more Giant Crops while I wait for someone who can help with my buffs issue 
The worst part about modding isn't the learning process; it's the documenting. I didn't write down half of the things I did over the past week, whoops lmao
i write as i do it, otherwise i forget everything lmao
move true has the tendency to be real jank, same with advancedmove, usually I just gotta add another move and set that to false as soon as possible after the true. Usually I do that behind a fade tho, so idk about the timing...
Seems you fixed it though :D what did you use? I think im currently facing that issue and none of the usual way i fix it is working for some reason... event jank™
tragic cus advancedMove caused me other issues 
But i managed to fix it. somehow. idk what I did honestly. Just kinda moved things around 😭

sometimes I'll be changing something like 10 commands later and it'll affect something earlier and im like ??? what
It always seems unrelated too 
whats the robins house location name
Demetrius and Maru I imagine
i wonder when CA decided to make it the carpenter's as well
bc that's much more relevant
At least it ain't JoshHouse
so uh...for a map patch do i need to add lights differently? somehow mine wont work when I do them via the Light map properties(its outside and a map patch that happens once a month)
that confused me so much when i saw it in Locations.json lmao
Im so thankful I learnt about Alex and Willy's beta names before modding 😂
CA really said "Maybe thats too on the nose" for Willy but did not change the intent fr
what's willy's beta name
nickname for richard
the worst name ever
you can see it in his fishing animation
ah
I had to use his animation name for my mod, cus it's hardcoded to be longer for him fishing, and i needed that so my character can fish too, so i have to write that in my schedule files and everything 😭 you dont get used to it but i guess its kinda funny
is there a way to render my player behind my horse whenever it faces south without c
Content Patcher-only type of jank
When I first made this mod I really should have considered the balancing issues that might come from making 66 different multi-harvest crops
I guess unlike Blueberries and Cranberries at least, once these are harvested they dont regrow
Quick question
PLAYER_HAS_CAUGHT_FISH Current (O){{ModID}}_PiratesDoubloon
For Objects, when caught, do we still use the caught fish proprety for it? Or is there another way to figure out if a player fished up a specific object (thats not a fish, but caught in the same way)
its a "Basic" item
Does anyone know if I can use the AddItem action within dialogue to give the player a flavored vanilla item? I know in other places you can use a slash to reference a flavor, but it seems to break the action, I guess because a slash has a specific meaning when parsed. I'm trying to do something like this:
"fall_15": "Have some blueberry wine! #$action AddItem (O)348/258 1 2"
Thank you!
they add a variant of additem that uses an item query (which supports flavored items via FLAVORED_ITEM)
I did think there might be some way to use an item query for it, but good to know that it's not supported out of the box
why do u need this
isnt hors already under you
hi, does anyone know why my trapdoor warp might not be working? https://smapi.io/json/none/bbfd356f2fdb4e868b3c493f0d656872
you dont have an arrival tile
maybe thats why?
isnt this my arrival tile?
no thats where the warp is
5 4
going to the basement
where to in the basement, idk
You need two sets of coordinates for Warps
6 20 Mountain 76 9
this would be Town 6 20 is where the warp is, going to Mountain 76 9
first coord is where the warp tile is located to leave the map, the location name and second coordinates are where the warp takes you
then whats this for?
oh, so do i have the warp tile just be 12, 7 aswell?
if thats where u want to go
unless they are Action Warps (the ones you click on to interact instead of walking over), in which case, your warp format is still different.
i dont think theyre related though
Are you looking for a warp you walk over or one you click on (think obelisks or outside doors)?
Was there an error in your console when you tried to use it?
no, it just like didnt do anything at all
oh wait so why aren't you doing it in tiled?
okay, so your format is fine for an Action Warp
is there an actual tile on the Buildings layer under that object?
Tiled is not necessary to complete the action, no need to confuse them more right now. 🙂
fair enough
And that's on the Buildings layer of the map?
yes it is
(keep in mind, the Community Center is very cursed in its non-complete state)
i remember in tiled seeing the special tile thing above interactable objects, but i wasnt sure how to do that
You may very well just be in a room that is getting reloaded and nuking your tiledata object.
(I ran into that with my Useable Community Center mod)
hmmmm.... i hope that isnt the case
i already solved the problem of my npc not being able to walk in there
my patch note list is getting so long, but I can't stop ramping
Yeah, I feel like we mentioned before that CC patches are cursed until the CC is done
Try moving the trapdoor and the tiledata action to part of the hallway or something in case it's room specific cursing.
For a test
New quote added by voidwitchcult as #7863 (https://discordapp.com/channels/137344473976799233/156109690059751424/1491931770675794062)
i could probably also test it in the finished community center on a diff file to see if it works there
You could
Are you able to debug warp into the basement location, just to be sure there isn't something with the location not being recognized?
I've definitely done some silly things like mispelling the location name in the warp before, so best to just rule it out
is there an error being returned?
When you tab back in, does it warp you?
no it doesnt
!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.
Upload your log and drop the link in here?
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 16 C# mods and 1 content packs.
okay, yep, no location with name error
Have you created your Data/Locations entry for the basement already in the code?
And if so, could you share that?
"LogName": "Load Megumin's basement",
"Action": "Load",
"Target": "Maps/{{ModId}}_Megumin_Basement",
"FromFile": "assets/maps/Megumin_Basement.tmx"
},
{
"LogName": "Megu basement warp include",
"Action": "Include",
"FromFile": "assets/data/meguminbasementwarp.json"
},```
yea i did it in my content.json
You should have an EditData patch to the target "Data/Locations"
to define your basement as a location that the game can recognize
That's the one we need
ahhh, yea thats probably what im missing
Last edited by AtlasVBot on 2025-09-13 18:56:11
Look this over and make sure you aren't missing any pieces!
okay thank you so much, ill give an update if it works 
You can scroll all the way down to the code block
well i got my little basement i made real quick to load, but the warp tile still doesnt want to work strangely
and you've already tried moving the warp tile?
I'd honestly try putting it outside the community center (maybe hidden around the back, like a cellar door situation?) just to see if it's being inside there that is causing the issue
yea ill try putting one outside and just getting that one to work first
that way ill know if its the community center jank
If the little hand isn't showing up at all, then it's almost certainly the Community Center curse
just to butt in, it is possible to warp in and out of the CC
guys, how does one set where the shipping bin spawns on a custom farm? 🤔
what did you put
i did debug warp yumyoboi.MeguminNPC_Megumin_Basement 5 4
ShippingBinLocation
https://stardewvalleywiki.com/Modding:Maps#Warps_.26_map_positions
and it put you in the cc?
it put me in the basement at 5, 4
then i’m confused because that’s expected behavior
im trying to figure out how to use tiled to make this warp thing
i dont know how to do the "action warp tile data" lol
[[Modding:Maps]] the wiki shows how
nic, he created an Action Warp tile property with the CP code method which should have worked fine.
Currently we are just making sure that his tiledata patch even works outside the Community Center before trying inside again, because I can confirm that my patches with attached TileData do NOT consistently work until CC is done, even if the visuals do.
It was missing location data before so better to make sure the warp even works first
Before we overcomplicate it
wait, is it one of those things where you have to specify that its the ruins variant
makes sense, i had to take that into account when making my characters room
ill try that
welcome to the fun world of maps vs locations
(I have done this with my patches and they still aren't consistent because of the constant CC reloads in the rooms)
Please don't get distracted from verifying that the warp works outside/not in CC first
good point, but if this works then i wont have to try that i think
yeah sorry lily and yumy i didn’t mean to distract from step by step troubleshooting
I was trying to avoid you getting pulled into multiple directions at once instead of taking things one at a time
ill do that next
oh no you're all good its my fault not yours
uh
well it works
but
i didnt have to click on it
Then you added a Warp to the map properties instead of the Action Warp tile property when you updated it
The only problem with that tutorial I linked is that it assumes you want a warp that you walk over
Which is the last code block in it
wait wtf....
Map property warps do consistently work for incomplete CC in my experience, it's the tile data properties that don't always
Yeah, that's a map property / walk over warp
You need the MapTiles code you had before for clickable warp
Hi! I'm really shy about asking this because I have no coding experience but I don't know where else to go to ask this. Can someone direct me to the right channel to ask about this in?
I am not making a mod, but I am altering an existing mod for personal use.
I have a questing about coding. A mod I got came bugged and the original mod author seems to be inactive (otherwise i'd just ask them myself.). I want this mod to work, so I am trying to fix the issue myself (I definitely am NOT a coder so I don't really know how to fix this on my own.). The mod I am trying to fix uses Content Patcher Animations as a dependency (I hope this is the correct term.), I am aware that dependency is outdated, however it still works. ....Just not when it becomes winter.
I made an image with the code/error/etc. and text accompanying it that I hope can explain my issue more and what I am trying to fix. I really hope I explained this well, sorry in advance!
I ask this in modded-tech-support, right? I'm sorry, I don't really know what I'm doing, haha-
This is the right place to ask, as you are editing a mod!
Okay cool! Thank you so much! I can provide more details if needed.
This is for all bachelors but i'll just use Sebastians as an example. The code in the screenshots is from the content.json file of the mod.
(I really hope I'm explaining this well!!!)
ah so it's an animated portrait mod
Yeah! It works, just not when it is winter, haha-
you dont need to conditionally change it, just make a copy of all the patches whose Target say Portraits/Sebastian_Winter
now normally the "Targets": "Portraits/Sebastian, Portraits/Sebastian_Winter" syntax is supposed to work but it probably doesnt bc CPA jank
the reason why it is deprecated is that it has some performance problems and you can use spacecore to do what you want now
!converters
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
Oh thank you! I'll look into this!
u can try the converter if u want
this mod should have exampels of how to do it spacecore way
I see I see. Thank you again! I'll look into these and I'll come back if I have any other issues/questions!
yea just to be clear its ok if u just do this instead of rewriting it in spacecore
wow, my npc's house layout wasn't great. Amazing what spending months away from something can help you realize
what does it look like?
Oh... uh, it's still really unfinished. I have a lot of furniture to make, or to move onto my custom sprite sheet
It's a bit fantastical though
One of the things it suffered from was being too big
big maps r difficult
I condensed a lot of things, and it feels less awkward now
Big houses tend to struggle with making the space feel used, imo
the amethyne house is pretty full
but long hallways just make things feel empty
excuse me the amethyne mansion
I'm really not a fan of long hallways in stardew, specifically. They look odd to me
theyre hard to decorate
I like how you made yours from the pictures though. It's a good size
i think i started a little bit smaller and just sized up when i needed it
- added on the kitchen later
The kitchen is one of the things I had to downsize for mine
i think the only big interior ive made is the uhhh
workshop for my expansion
where is that pic
there it is
the bottom right is kinda empty
clutter clutter clutter
That is a lot of space to work with!
It feels like a warehouse a bit


