#making-mods-general
1 messages ยท Page 583 of 1
@brave fable hi hello, what exactly is the target for the frying pan sprites in LoC?
I still have so much left to do when it comes to making his farm...
In the CPA to SC converter, I am having trouble doing step 4. I have never used this before so I don't really know how to do what it is asking. Where is main.py?
its in the repository, this file https://github.com/AnotherPillow/CPA2SC/blob/master/main.py
but again u dont have to convert to spacecore (using the script or by hand) 
you seem to be missing a mascot, er, parrot perch.
Okay, I cloned the repository but how do I place the mod folder into the same directory as main.py ? Is that a command I need to do to do that? Or do I do that through file explorer? Sorry if these are dumb questions.
a cozy little nook is nice
yeah, I like it a lot better than what I had going on before
I'm thinking about making custom wall borders/walls for his house too because I had an idea for something unique. This why development is going to take foreverrr
Mmm, oysters
never doing a roof again
Nevermind i just had to find where it was located
its cus ur recipe borked
feel free to post code for help
hey! dont take this the wrong way
but
shouldnt it be 3 wood? and 12 sap?
yes
its a great diet for the morning IMO.
Jokes aside this is a hilarious but annoying bug
hopefully they can help (idk how to fix)
my only thought if u forgot to load the recipes
usually its cus ur item's Name doesnt match
i beleive so
your description is showing a light recipe
i wonder if its mis matched somehow
Try {{ModId}}.Tilly_SweetTea
yeah your recipe key doesn't match the item name
Data/CookingRecipes key
"Entries": {
"{{ModId}}.Tilly_SweetTeaRecipe": {
"Id": "{{ModId}}.Tilly_SweetTeaRecipe",
"ItemId": "{{ModId}}.Tilly_SweetTea",
there?
oh no
does the recipe key have to be the same as the item name?
I'm still confused
"{{ModId}}.Tilly_SweetTeaRecipe": "815 1 245 2/25 25/{{ModId}}.Tilly_SweetTea", which part of this needs to be replaced
remove the Recipe part
If u only have one recipe just keep them the same for simplicity
when you buy a recipe item in shop, the recipe whose ID is equal to the item's Name is unlocked
is that specific to buying a recipe?
Yeah
ah
Is it related to this recipe name bug lol
grumble
that was an old issue that was fixed in 1.6.9
hm it did not work
did you buy the recipe again
nvm fixed it
i forgot to change the shop entry too
thanks friends GUH

how do i fix this for people who already bought the recipe and didnt realize
okay i did everything the converter asked me to, but changing to "Targets": "Portraits/Sebastian, Portraits/Sebastian_Winter" still makes the custom animation stuck on the first frame
Use a trigger action
what if they bought it already i mean
If has recipe, grant other recipe
After you convert, you should no longer br targeting the asset (because spacecore animations work differently)
I literally just came here to search for anything about that recipe trouble
!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.
If there isnt a trigger action for it, write apology mail or smth
Send what the converter gave you
No iirc u can just migrate the recipe id
actually if i change the id, wouldn't it re-add the recipe to the saloon?
like it's technically a different patch right
did not guh how to migrate recipe
wdym reverse? like if its false?
are you trying to prevent a mod from working if you have another mod??
!HasMod
Thanks!
That's not how you do an inverse when condition
Nope. I'm allowing a part of my mod from working if another mod is not installed
Just do a hasmod but ask for it to be false
"HasMod|contains=my.least.favorite.mod": false"
HasMod |contains=whatever false
oh wait i was thinking gsq
yeah what atra said
Oh, sorry, this is for the When
yeah HasMod contains etc
Not GSQ
This trigger action will let u change id of things
hi, sprite targets are found here:
https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking [CP]/content.json#L20
and the various sprites are here:
https://github.com/b-b-blueberry/CooksAssistant/tree/master/LoveOfCooking [CP]/assets
You can use the CookingRecipe flavor
blueberry I have used ur texturing method everywhere thank u so much for that
Viewers like you
lumbridge castle cook
thank you! 
Can I have two HasMods? One for true and one for false?
I'm gonna blow your mind
You can even have three
(yes. add as many as you want. but if you need multiple true ones they need to be the |contains form as well)
thanks to u blueberry
I'm gonna have ||FIVE||!
(or multiple false ones. )
glad to hear! buildings are fun and i like seeing different styles
hmm 'Pathoschild.ContentPatcher_MigrateIds CraftingRecipes "Puffer Plush" {{ModId}}_PufferPlush "Puffer Sofa" {{ModId}}_PufferSofa' im confused by the single quote and also the "Puffer Plush"
it says item id, but that's not an ID, do i need it?
you can use single quotesi nstead of double quotes for the outermost quotes
The single quote means u don't have to "
which means you dont have to escape your double quotes
Wow i didn't escape my escape
Escaping is escaped
\"
it escaped...
chu didnt escape their escapes 
I meant this oops
theres no reason Puffer Plush isnt an item ID
Your old recipe id
It's old to new kinda logic
Ppl installing your update will get this run one time and that's that
BUEBEWWY UR HERE HI
does anyone know where the information on migrating trigger action IDs is? i seem to remember it being in the CP docs but i can't find it, and then i checked the trigger actions page on the wiki but it's not there :/
๐ซ
nothing worse than not being able to find something you know exists
I don't believe there ever was one for migrating trigger action IDs
is adding a custom junimo possible? the way junimos are done seems really strange...
C#
Quick question
I used to add mermaid pearls, and other decorative items to the aquarium fish tank as actual fish-like logic in Data/AquariumFish. I'm going to be migrating to where it's properly added (i believe the limit is 2-3), so this time its not registered weirdly.
Is there a way to migrate this so when I update, users don't see blank images at the bottom of their tank?
Or is there anyway I can approach this differently
you want to add them as decor?
i remember those being pretty hardcoded
Would be nice to see those, though...
like u know how clay gives u a little castle
it says this and it doesn't look like anything in the output is changed at all i will send what the output says, one second
pretty sure u cannot just do that
ahh okay then i'll stick to this approach temporarily then
tysm for letting me know
...hmm...anyway I can pitch that idea in the 1.6.16 alpha channel? or is that too much of a project
lol
OOF.
if there's no built-in way of migrating them like i thought there was, should i bother cleaning trigger actions like this up? this is from way back when i didn't know how to name things
"{{ModId}}Edwin10hearts": {
"Id": "{{ModId}}_EdwinHearts10",
"Trigger": "DayStarted",
"Condition": "PLAYER_FRIENDSHIP_POINTS Current EdwinPayne 2500",
"Actions": [
"AddMail Current {{ModId}}_EdwinProtectionSpellInvite now",
]
},```
like they all work but i know better now and i had intended to fix them
No one can decide if its too much of a project or not but the dev team
wow this is.... beautiful code
this actually means the converter script failed (maybe casing problems)
That said I'd be surprised if they changed fish data at all in 1.6.16 instead of waiting for 1.7 to data model it
its got ur modid in it so i think its fine 
u can change the key to match the id perhaps
trigger action is a list so the id is what game cares about
is that a thing i can easily fix?
well like i said at the very begining
the easiest way is to just keep using CPA, but make a copy of all the patches and change them to target seb winter
and just change it back when it's not winter?
ohhh
You know, this really doesn't make me feel as bad as a coder, at least I know some code like this still exists in systems no matter how hard we try
no need for dynamic stuff really
so is it okay to delete spacecore?
well if u downloaded spacecore just for this then yea no need
i forget if cpa itself had a spacecore dependency
If you guys will need to add a new mod as a requirement for your mod...
as replacement to the old unmaintaned one.
Would you just straight up make the newer mod a hard requirement so that users will be forced to install it?
yea
Thanks. I'll finally migrate from Slingshot Framework to Extra Machines Config.
you should also put a note on your mod page about it
Yup. On the front page on bold and the file description before download
Gonna bump this now that it's been several hours. There's more details if you jump up to the replied message and then scroll down a bit
Okay I feel really stupid for asking, but by copy all the patches what do you mean by that?
have 2 copies of the mod folder in mods but one of them is winter seb?
have 2 copies of content.json in the 1 mod folder but one content.json is different?
or do i go in content.json and just copy everything and paste it again and change the one seb to winter?
so in the content.json there's a "Changes": [ blah blah ] list right
yeah
you would extend that list with your copied patches
each patch is a single { "Action": "EditImage", ... } block
so just put it in changes?
or like you said, extend the changes list with the winter seb one?
yes, add more of these { } blocks
is there a way to find+replace in files but either exclude some instances or even go one by one to accept/reject?
vsc let u do that
would i need to change the logname too?
thats just for yourself
oh yay i'll use that instead of n++ then thanks
usually u should use something helpful, but its not important for the functionality
I am getting this twice now
what is up with this file123 thing 
both targets are different
!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.
send whatever you have currently
๐ the Back layer of my farm is finally finished .. i think ๐โโ๏ธ
What do you call it when you start to love your bad placeholder image? Because this stupid thing is distracting me from actually working on my mod lmao
Omg
https://smapi.io/json/content-patcher/15db4ca7732043728e80866b52b531c8
i did put it directly under changes too and it gave me the same error in the pic i sent, so i moved it here under the other seb one
Only focus on SebastianHairBlow1 (this is the only one im making changes to rn), ignore SebastianHairBlow2 and SebastianBoth
does assets/Animations/HairBlow1/Sebastian.png exist
yes
i do
i was gonna refer back to this but you censored all the important bit 
OHHH OKAY
this is why CPA is cursed lol
so if i just change the log name for the winter one itll be fine?
yea give that a shot
i tried adding custom tracks to the jukebox DOESNT WORK ๐ญ
I'm literally so happy it's fixed I was messing with this for like 7 hours yesterday
do u still need to hear it first 
I think you need the Id field in the Data/AudioChanges patch
it should match the key (ie. Custom_Music1)
(also consider prepending {{ModId}}_ to it to make it more unique and avoid the risk of collision)
smth like this?
that looks fine, feel free to give it another try
yeah saw that on the wiki i will do it if its works
uhhh i think i did smth wrong- shows up but doesnt play anything
should add the ID field on the jukebox thingy too?
anything in your logs?
oh wait let me
idk what the hell this mean-
could be the format?
possibly; this error happens if your .ogg file happens to be in a codec the game doesn't support
you can post your file if you want to and we can investigate
alr wait a sec
tho im gonna try with .wav
YESSSSSSSSSSS
IT WORKS NOW
(for future reference, only Vorbis is supported for .ogg files)
(your .ogg was probably saved as some other format)
Now i can hear waterfall when im indoors :3
vorbis only works for .ogg?
so i should remove it?
remove the unused .ogg file? sure
noo i mean the streamvorbis: true
if the audio file is .wav that line doesn't matter yes
if it is .ogg removing it doesn't make your .ogg file work
you need to reencode it in an audio software of your choice to the Vorbis codec
wanna clarify just in case lol
now is .wav
didnt know that, thanks :3
Hello people, I require assisstance for adding my npcs house to the game. I have been trying (and failing) to understand several different tutorials I've found. Nothing makes sense
if you plan to publish your mod, i recommend figuring out the codec and using ogg over wav to get serious file size savings. this recommendation gets stronger the more audio files you have
just to check, have you been following the tutorial by tiakall? if so, do you have any specific questions for us to start with?
like this?
I have no clue anymore. I don't think so?
!npc check out the first link here
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
- the key needs to match the ID field (I think)
- you don't have to type out the mod ID directly; literally use the string
{{ModId}}and Content Patcher will replace it at runtime for you
would u guys recommend a simple stardew mod as a good idea for a first (non academic) coding project?
oh okay
otherwise I think that looks fine
the key is the thing in entries in the jukeboxtracks?
the string before the colon : yeah
It can be! I think its best when you have an idea / passion behind your first project(s). So if you have an idea / want to make something to share and play yourself I think its great.
alr thanks! gonna replace the thing with {{ModId}}
Difficulty-wise, theres lots of information, documentation, support and tutorials for most things - which makes it a lot easier to learn
i'd say it depends on what you mean by coding; creating content patcher mods is incredibly easy compared to other games, but is more like advanced data entry than actual logic and coding. to make a C# mod is more complicated and would be actual coding, but reading and interacting with the game code for SDV can be tricky because it's so unique. it's recommended to already know C# (or another OOP language like java) or be willing to learn it
wouldn't be too bad, but a CP style mod wouldn't be a coding project, you'll have to pick something that requires a C# mod (or opt to do whatrever you do as a C# mod even if not required I suppose)
also r u looking to practice C#? or a different language
just "coding" is very general
Okay, so I have been following that tutorial (sorry for the late reply, I had to go take my meds).
no worries! i'm glad that you're at least familiar with it. can we help with explaining anything specific?
(I'm kinda a purist so I don't quite consider content pack modding to be "coding"; at best it's a stripped down declarative language without, say, recursion unless you count chu's thing)
yeah 100% i would pick something that isnt cp focused
coding coding not cp "coding"
Yeah, basically I need help with how I go about adding my npcs house (both the exterior and interior) into the game. Sorry if that isn't the best explanation, I'm not good with words. I can understand basically everything else, but this is eluding me for some reasons. I have been trying to do this for about...3 hours?
for new locations you'll need to 1. load the map 2. create a location 3. add a warp to that location
for your exterior, are you making a new area or patching into an existing vanilla place?
ex. are you inserting a house into the Town or Mountain
no worries! to start, i'd recommend reading over [[Modding:Maps]] and the content patcher documentation, if you haven't already. then unpack the game files (i'll link a guide in a second) and make a copy of whatever map file you want your NPC's house to go on
@urban patrol You leveled up to Rancher. That's level 250. Woot!
!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!
no way rancher
i'm ourple (or i would be, were it not for the cheeto dust)
I want to patch it into an existing place. Specifically, the map with Leah's house (I can't remember what it's called right now)
you're like an inverted sweet potato
hmm
i actually dont know how to go about enlarging an existing map
you just expand it right and down
to patch into an existing place with your exterior, you just need to do an EditMap patch
an interior you'll have to do the whole load, location, warp thing
Alright, so...how do I do that-? Sorry for all the questions, I'm incredibly overwhelmed 
the link nic sent will tell you how
would looking at an example content pack help?
Maybe? I'm not too sure
this is better actually
https://www.nexusmods.com/stardewvalley/mods/42825 this is a mod of mine that adds a new map to the north of backwoods, on which my NPC's house is located. it also adds the interior of said house, and said NPC
also, if you're feeling overwhelmed, it's okay to take a break if you need. we've just given you a lot of homework lol
hi everyone, i have another question. how hard would it be to add a standalone bundle to a custom room i made?
you can use unlockable bundles
ooh thank you ill check that mod out
Thank you two for the assistance, I really appreciate it.
I think I'll go take a break then come back to this-
is there a proper way to migrate buffs or do i just change it
old me had absolutely zero idea what to add their mod id to
buffs aren't saved, you can just change them
yippee
Am I correct in saying the HasItem event precondition will not work for weapons?
Could you try something like (W)0 for the rusty sword?
hmm i think it would? weapons are items
I will try it out I realized that addItem works for weapons so maybe it does after all
Hope it works :D
yeah, that should work for any qualified item ID (or unqualified if it's from Data/Objects and would use "(O)")
the code and modding docs generally use "item" to mean any category of item, vs "object" which is the "(O)" kind of item
How can I see what mail flags have been set? I don't see it in the patch summary unless I'm missing it
thank you and excuse my basic question but how can I then get this big output into a file for searching
the smapi log parser
you can also find the log in your files and open it in a program but like why would you when the log parser exists and makes it so pretty and filterable
that worked thank you I was looking for the location of the log files which I got from the parser website
So I can see from my output that I DO have the flags sdvhead.LawAndOrderSV_mmf_weaponspot_Spa, sdvhead.LawAndOrderSV_mmf_weapon_bat
but these conditions seem to not be working:
"When": {
"HasFlag: anyPlayer |contains={{ModId}}_mmf_weapon_bottle": "true",
"HasFlag: anyPlayer |contains={{ModId}}_mmf_weaponspot_Spa": "true"
}```
sorry copied the wrong one that should be weapon_bat not weapon_bottle
oh wait I think I missed the update rate
that was it... it's working now ๐ this is what happens when you take a break from modding I guess ๐
im thinking of downloading a mod but my dumba** has never done it before so how do you do it(on pc)
!gs
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
It doesn't really matter no
In general we advise to download mods from Nexus Mods, as it's where the vast majority of mods are
Some mods are on other platforms, like Ko-fee, but they are an exception
https://smapi.io/json/none/94b9f6bc022046368e549476af187b3f how do I get pam to like my gift?
I believe it should be 3 instead of 4
it works now tysm
@tender herald hello there, are you still maintaining your mods? I'm thinking about discontinuing the Catalogue Framework (closing the Nexus page) because you're literally the only one to use it, and its code is really bad (I learned a lot about how to make a framework since then).
I'd recommend you change how your "Clothing and Hat Catalogues" mod works: using Spacecore's furniture tileproperies instead of the Catalogue Framework.
So I'm looking into reworking some stuff in my mod to make use of spacecore so I'm not sitting here reinventing the wheel but worse. I just thought I should confirm, should I be asking permission to use spacecore or other frameworks before I make them a dependency? I haven't really worked with other peeps mod frameworks before so i dont really know what the like... etiquette is.
That is very thoughtful, but unnecessary. Plus I am sure with how popular SpaceCore is, I think the author would wither into dust if they got a DM every time another author wanted to use it ๐ญ
Okay thats reassuring! Thanks!
sometimes i think of mod of theseus... like how much have i changed from my original idea to the point where you can't even call it the same mod anymore....
frameworks are out there to be used! if someone put all that effort into documenting something for other authors, it wasn't because they didn't want them using it
also yes, poor casey gets enough pings as it is
and only some of them are me sending her silly things
Hello friendssss. I have a question: How do I make windows change depending on the time in the interior of a house?
Oh, and light. How do I add lights?
Day/night tiles
What are those?
Oh thank you! Where do I enter those things? Do I do that in Tiled?
Yes under Custom Properties
Does anybody know how to have a food apply 2 different buffs with different icons using SpaceCore? Using CustomFields for SpaceCore's custom buff just causes these two buffs to merge under 1 icon
Okay! Is that in the map properties thing or something else?
same thing i believe
Alrighty, thank you!
just to give you an example
I might just have to accept these limitations or maybe try to ask SpaceChase themself if they know why their buff effect is doing this?
How would I add custom dialogue for a npc when a player gives them my custom item
use the dialogue key AcceptGift_(O)ItemID
Is Ginger and Ginger Ale's ability to remove Nauseated hard-coded, or is that aspect just handled elsewhere in the code?
looks right, yeah (Farmer.doneEating)
if (consumed.HasContextTag("ginger_item"))
{
this.buffs.Remove("25");```
and ig the buff itself checks for that in game1
if (Game1.player.hasBuff("25") && Game1.player.ActiveObject != null && !Game1.player.ActiveObject.HasContextTag("ginger_item"))
{
Game1.addHUDMessage(new HUDMessage(Game1.content.LoadString("Strings\\StringsFromCSFiles:Nauseous_CantEat"), 3));
return false;```
Oooohh Okay, good to know!
Had a bit of cope that Qi Seasoning might work like that, but it has no context tags 
I looked through the decomp code real quick (did it myself using the guide, so it shouldnt be out of date ^_^)
my brain is fried rn after classes tho, so can somehow show me the snippet or like tell me what file/row number of code that runs when the farmer puts fish into a fish tank? I can follow it myself from there, just need to find that spot first, and its a bit overwhelming currently.
I looked into the files FishTankFurniture and TankFish, but let me know if its somewhere else! I'm gonna go make some food so I'll check back in a bit
like the part that adds the fish into the fish tank to be more specific
tankfish is the correct class, yeah
What's your goal here 
Looks like most of the logic is in checkForAction, adding on (for me) line 189 for the base logic
Though generic updates to whats in the tank are in the refreshFishEvent? (UpdateDecorAndFish might be easier to access though)
I want to have a fish tank already have fish in it for an NPC (and also fish cant be removed, I believe i found that part of the code already, but people feel free to lmk anyway in case im wrong)
so i thought i should look at what code runs when the farmer does it, how the fish gets added which would make it easier for me to understand what he rest of the code does with the fish, then maybe I can write a new item or something that would already have an existing fish inside, like a fish tank but stripped of the interactive features and only use the fish behavior stuff basically
I like having as few dependencies as possible, and I already have some C# knowledge so its something for me to do when i take breaks from coding uni stuff... Coding as a way to take a break from coding ๐ญ just realized how that sounds lmao
tyyy
Fish tanks works by having a inventory where the fish gets put into, try to follow that code path
Yea that's the plan, just need to find a starting point to follow first haha
Tank fish not that relevant to what you want since game just make those once the item is in
Tyty
I'm guessing it's performDropIn or something like that, don't remember exact name
how would you specify a specific dried fruit if you're trying to put it into a bundle?
the base game bundle data doesn't support that, but a framework might have options depending on what your goal is
e.g. Unlockable Bundles has a format that supports it
https://gitlab.com/delixx/stardew-valley/unlockable-bundles/-/wikis/Home/AdvancedPricing
Vanilla bundle cant do that afaik, delixx mod can
Is there a tool or a functionality of Notepad++ I'm missing that would let me add a new set of lines to multiple existing entries in my json file? Something like the replace function but as far as I'm aware that can't put things on lines other than the one you're trying to "replace"
Just checking before I go manually pasting in a Context Tags line one-by-one to all of my existing entries that don't already have it
some fancy text editors can do things like that but afaik notepad++ does not have such a feature
generally it's called "multiple selection" or similar. you can have multiple carets and apply the same edit to all of them at once
Ahh, gotcha. Alright
you might be able to hack it with find/replace by putting line breaks in your replacement text but i have no idea if that works
Unless it's a symbol you need to use for line breaks, I don't think it works. Could be wrong though
you can use \n in the replacement text once you enable the checkbox for \n, \t, etc
yeah, afaict from personal use, the "find" doesn't detect extended symbols correctly, but replace does, and you can highlight -> ctrl+H to include hidden symbols in the find
Just fyi you dont need to do this
If it's empty it can be omitted
I was thinking about adding color tags for dyeing but I guess it does sound a little weird using cooked foods for dyeing
Is there a way to have a trigger action run from a map touch property (building layer)? In the past I've done this through running an event via "TouchAction PlayEvent" but in my current use case that isn't a great option.
not in the base game, but BETAS adds an action + touchaction for them
https://stardew.button.gay/docs/betas/mactions
(though TouchAction is the Back layer one in all cases; the Buildings-layer Action is for right-clicking and such)
though in retrospect I probably misread your mention of that a bit
OK - I might see if I can figure it out myself in c# since I have a very small c# component to the mod already.
Ah okay. Not really an easy way
I use vim btw
You can just use spacecore right
I have so many dependencies right now I can't add any more. You add it to MMAP instead ๐
Dw half of everyone has spacecore
but no one can agree which half /j
Okay I know I'm doing something wrong but I can't figure out what it is plus it's 1:30 am and I've been working on this for hours- Any assistance would be very nice https://smapi.io/log/67604dad1f7f401aa4d3d9684cd4f643
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 110 C# mods and 151 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
(oh right, spacecore does have that, I just missed it by searching touchaction instead of touch action
)
!tilesheetclimbing this is what's happening with your map errors
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"/>.
ooooh okay, thank you!
for the other issues, you'll probably need to share your content.json file with https://smapi.io/json
i think the location and npc errors are currently because the map is broken
if nothing else, it'd probably be a good idea to trim the space out of the ID Kandie.SurpriseEverythingGift_Kan Kan
(unless this mod's already public)
Okie dokie, I will do that. Thank you al for the assistance. I think I might go sleep for the night and work on this later-
hello gang i come with what is probably a silly question
I set up configs for my portraits to either be Vanilla or Nyapu style
Trying to now set up my NPC Appearances section to comply with the config selection
How do I use the selected config in a "Condition": field ?
would it be like {{Vaels Portraits=Vanilla}} or something ? like the HasMod token?
your config option is registered as a token, so you can use it like any other token/cndition
i am very new to tokens im afraid
it would be like "MyOption": "MyValue" in your usual When section
are you able to add "When": to NPC appearances??
no, what I mean is you would make the edit adding the appreance itself use when
you could insert it into a GSQ using tokens but that will add more work for the game to do
ahhh i think i get it
i like to use config tokens in my loads and not bother with whens and conditions
for things like this in particular where the config controls "which of these is active"
I think that is advanced cp
fair enough
h o u s e
h o u s e
ok actually i dont think this is what you meant but it worked for me lol
that way i dont have to add an edit to the NPC appearance at all
pretty close. what i meant was this:
{
"Action": "Load",
"Target": "Portraits/{{ModId}}_Vaelithar",
"FromFile": "assets/portraits/Vaelithar{{Vael Portraits}}.png"
}```
to replace your two separate load patches
oooo i see i see! More efficient
God ADHD sucks, I keep starting to do something for the mod, but then in the middle of that I think of another thing I can do for the mod, and then ANOTHER thing and now I just don't know what I'm finished with for the moment and what I still need to do 
god I feel you. I started working on an entire second npc before even finishing my configs for my portraits 
and now that the configs are set up, have i gone back to what i was doing at first? No of course not
Working on map edits now โจ
I feel that
I've been bouncing between so many different aspects of my mod. My main thing I'm tryna do is just add more recipes so each crop has a use, but I keep getting distracted by things like rebalancing and respriting my work from 2 years ago lmao
And then I proceed to add like 14 new giant crops or smth
And I keep adding so much so sporadically that I'm not actually remembering everything I need to test when I launch the game
Would adding an OutputMethod to crab pots allow you to increase the number of produced items by some amount, or would one have to define a harmony postfix for CrabPot.DayUpdate that increase the quantity of said crab pot's heldObject?
I see another PIF person
Making me think I was in the wrong server /jk
Oh dang, feels kinda strange seeing someone else from Infinite Fusions here. Especially the person who surpassed my most sprites in a day record 
YOUR MUDKIPSTER?!?!
the output method should be able to increase the item's stack size, if that's the goal, but
a) I think it can only output one item/stack, not multiple things
b) it wouldn't be compatible with other mods that make alternative crab pots and/or use their own output methods
Thanks! I'm only trying to increase the item's stack size
Yup, but I have my nickname set to TntDove cuz that's my username on Nexus Mods
I think my username on Nexus Mods is Nullnow since Nullnnow was already taken IIRC
Interesting 
Either that or I just misspelled it ๐
iirc you have to do hasmod |contains=false or something
all good ive done the same thing more times than i care to admit
It gets even worse when bouncing between multiple different programming languages.
it really does and i cri
god event scripting is such a pain
maybe i should just make npcs with no events and just really good regular dialogue LOL
I believe the most programming languages I was concurrently working in was 5 or 7
i hate jumping back and forth to figure out what damn tile to move them to
More if we count quantum simulators
I am. very thankful to as of now have stuck to just one programming language at a time 
events like cutscenes? those can be nasty, quests arent too bad, at least IMO
It's the joy of being in tech college while also working 2 jobs ๐
latter
having a 9h shift after being 8 hours in college is so stupid
crab pots dont interact with OutputMethod or machine data at all, but are deeply evil hardcoded pseudomachines
Alright so I CLEARLY do not remember how to replace what comes out of a keg despite already having code in place for it 
aw don't
wait a minute I might be actually oopid
It's completely fine if you don't know this, I only ask bc I need to get back to work soon so I can't test this rn. If the post fix just increased the number of held items by 1, would it keep doing so every day (i.e., after 10 days without harvesting items you'd have 11 fish), or would it only add it one time (i.e., after 10 days without harvesting items, you'd have 2 fish) (This is the desired output).
And if it is the former of the two options, I'm assuming one could add a flag/mod data to the crab pot to check whether it should increment the number of items?
Does anyone know how to make a gambling minigame mod for Stardew Valley? Or are there any example mods I can reference?
former, and yes
Final question before I hop off, are there any tutorials on how to add a new merchant to the game?
Aren't there already two gambling minigames
Maybe not easily referenceable from the unpacked files..? I wouldn't know where to look
afaik to add a minigame you make your own IMinigame and go to town with C# about it
[[Modding:Shops]]
meant to reply to this
Alright, so I'm trying to make a forage put into the keg give an Energy Tonic as its product. I get no errors in the log but it's still giving me juice. Anything I'm missing here? This same code already works for modded items turning into custom modded artisan goods, but I'm trying to have it give a vanilla item this time
"Target": "Data/Machines",
"TargetField": [ "(BC)12", "OutputRules" ],
"Entries": {
"349": {
"ID": "349", //These aren't working regardless of if they're "(O)349" or not
"Triggers":
[
{
"RequiredItemId": "(O)PBB_EnergyRoot",
}
],
"OutputItem":
[
{
"ItemId": "349",
}
],
"MinutesUntilReady": 600,
},```
And this code comes between the 2 other items I have, and both of those still work
you need to use MoveEntries to move your rule to be above the vanilla juice rule that is snagging your forage item
omg the one I didn't use the MoveEntries rule for cuz I didn't actually understand what it did 
OutputRules evaluate top to bottom, first eligible rule gets picked
what do you guys think of the bundle
alright that's completely on me 
also consider using a more unique ID for your entry to avoid collision
Was about to ask wym but I think I understand lol
Also maaan the mod I'm making feels perfect for bundles but I don't know if I want to add that on top of the mod I've already got, especially when I don't have any clue what I'd give as rewards
I keep straying a little too far from the fact this is meant to be a mod that adds the berries from Pokemon lmao
I might make a companion mod somewhere down the line or just.. say screw it and add it to this one anyway
But I got this keg thing working! named the entry PBB_RootTonic
Oh right isn't there a way to override the stats restored by eating food?
the edibility/buffs field in object data
I'm looking at the wiki for modding objects in the edibility section, I'm not seeing a field for it? Unless you mean just using the Edibility field which is what I'm looking to overwrite because I want to have this item restore only stamina and not health
Spacecore might have that
Ohhh shoot that might be where I saw it!
Yup, found it immediately in the ReadMe on GitHub 
artwork is absolutely stunning
man I honestly really love modding, for this game especially. I keep thinking I want to make more mods but then my other crops mod project stares at me from the corner
whoa thank you
i thought it looked way better when it was actually in game too
question gang, can I make an item quest with multiple types of items required? IE 10 fiber 2 wool 1 cloth? Or would I have to make it like a special order type of thing, or multiple different quests
This would be a special order
You can have a chain of quests, but most of the time, special order
hmm I recall it being only possible with special orders, which are timed
oh lucy beat me to it

maybe ill just rework it to be one type of item then
Hopefully we can not have it timed in the future
its important for like character story so i refuse to make it timed and having a chain of quests just seems excessive
aw crap :(
I think I already requested the feature for 1.6.16 but I may be misremembering
glad you let me know about the timed thing though before i spent an extra hour looking into making a special order lolol
Untimed special orders are in 1.6.16 or 1.7, I forget which.
If this got done in 1.6.16, then I'd be introducing these types of quests
Yay! Horray!
what if you became the sixth or seventh mod to implement untimed special orders /j
SON.
six seven
is not allowed
in this Household.
(I double checked, its in 1.6.16)
the powerrrr, i can feeeeel it
all the more reason to not make it a quest chain if im just gonna change it later lolol
Important to note that there is still no expected release date for 1.6.16.
Is there an unexpected release date
there's no expected release date for any of my mods either 
Today would be very unexpected.
too bad his real horse sprite is way too big for stardew
but I love how it turned out
I'm thinking I might be able to use trigger actions to implement the 2 buffs for that one food item I had been trying to troubleshoot earlier. But I don't actually know how to implement trigger actions. All I know is that I found SpaceCore has "UseForTriggerAction" in ObjectExtensionData but I don't know where to put the actual trigger action
I can share my code for my drinkable battery acid!
I'm on that page, but I don't actually know where in the code to put the action after "UseForTriggerAction"
nah, just object
oh
the immersive spouses mod still bugs(on the 1.6 fix) and has elliot stop at like the 3rd tile on the path to the right of the farm, any idea why? they just stand there indefinetly.
is it something with adding the mod midday or?
I've encountered a weird bug where using SpaceCore's health regen buff causes the two buffs to merge rather than be 2 separate buffs
So I'm hoping this can work around that
Never used spacecore sadly
you might wanna check out #1272025932932055121 if this isn't for making your own mod or learning etc
no worries :)
i was in the search results
looking for an answer. forgot clicking takes you to different channel
Oh wait I see the example on the page now that's my bad 
But now that I've figured it out, it works!!
The only downside is the DoT effect isn't on the Burnt debuff, but... I may just have a solution for that
I'm gonna just implement these as actual custom buffs. Although I just realized I don't know if I can do one of them cuz it uses the squid ink ravioli buff to grant immunity to debuffs and idk if that functionality is hardcoded or not
iirc the ravioli buff effect is hardcoded, but you can specify +11 Immunity in other buffs for the same effect
hardcoded as in if you use the same buff ID it should work; the +11 Immunity is in case you want the same effect on another custom buff
Alrighty! I've been doing the former but if I'm gonna make just fully custom buffs then I'll use the latter, thanks!
Is there also a way to make it cure debuffs when eaten?
that I think really needs C#
Ah, I wont worry about it then
question about very simple npcs, how many portraits and animations do i need accounted for if im making an npc that just resides in their house, can be talked to a little, and i guess can recieve presents? they wont be at festivals or events, they solely exist in thier home
i mean if you don't want them to emote 1 portrait would work but you'd still need walking animations if you want them to move around
Oh god I just had an extremely ambitious idea in the middle of trying to set up the custom buffs ๐ญ
it happens to us all
-# but honestly, same ๐๐๐ผ
I have a food item thats only purpose is to put you to sleep, which I have do through lowering stamina. I genuinely don't know why you'd ever drink it, but I have it as a loved gift for Krobus so there's some reason to make it.
However, it's less-than-subtly related to a certain pokemon and while making these buffs I noticed the "ActionsOnApply" field, and then the trigger action for adding a quest.
It would be SO cool to add a questline for this pokemon that you receive from drinking this item for the first time
yes i made the walking but do i need anything other than the walking the 4 directions if they kinda just stand around and thats it?
But that would require making an NPC, Dialog, maybe even a new map?? I don't know and it kind of scares me ๐ญ
-# and also completely beyond the original scope of this mod
But I might do it, I'm sure there's great tutorials for adding NPCs and whatnot, just something I've got literally ZERO experience in lmao
Thankfully art-wise I might be covered cuz I can use sprites from the Mystery Dungeon games
Oh now that's a nice idea
but like.. I should really get the current task done of setting the custom buffs up ๐ญ
Probably, yeah. ๐ ๐ You can do it!! ๐ฃ๏ธ๐ฅ๐ฅ
to my knowledge all of those things are very simple ๐โโ๏ธ ๐โโ๏ธ
technically you just need the walking yea, animations are great for immersion but not 100% needed
At this point I've kinda forgotten where I actually am in the process lmao
๐ well they serve no purpose other than to be on the map
Here's an example of my own, you'd only need the 4 four for a working NPC
maybe the quest reward would be changing the item that originally puts you to sleep into a really powerful buff item (no idea how I'd do that
)
As a reward for anyone who actually uses it in the first place lmao
๐ญ dude gets on a stool and starts blasting out mana or smthn
she's doing dishes ๐ญ
๐คฃ oh sorry a lil influenced by ur name
no ur right she's a witch
SCARY
Cant wait to open my game for testing and learn I missed like 20 commas
she's a good witch! Her whole shtick is she goes around undoving children and raising them
(i can never do that for the farmer's kids tho that'd be insane amounts of C# probably)
I was thinking the best I could do is maybe if the farmer doves their kids I could have a rookery that has 2 more doves appear? idk
-# or brackets it ended up being both extra and not enough brackets
Schrรถdinger's bracket
What do you use when editing your mods?
Notepad++
also uhhh 
[Content Patcher] Ignored Pokemon Berry Bushes > Include data/buffs.json > invalid: must set the Action field.
Iโve never used Notepad++ but VSCode is so helpful with missing commas and brackets
I'm not quite sure what Action field this is referring to. I have no frame of reference of what a new buffs file should look like so I just went with what I know
Especially since it's not an error referring to a specific line
every block in Changes must specify an Action field (like Include to include another json file, EditData to edit data, Load to load a new asset/image file, etc.)
OH- duh 
Could you screenshot the include in your jso-- oh nvm
"So I just went with what I know" no tf I didn't as it turns out 
Happens to all of us ๐
I was gonna say this was a reminder that I don't know what I'm doing, but I always knew that 
Hi everyone! I wonder if someone would know how to help me. After releasing my Luxury barns and coops mod I have realised that some of the stuff I envisioned is actually less functional than I thought. My biggest problem right now is that 1. auto grabber doesn't work in luxury barns or coops. I have no idea how to fix this. other problem that is less annoying but still 2. since my barns and coops are not upgrades to vanilla barns and coops, I haven't found a way to make it so that having luxury building would full fill the requirement of any other buildings. basically you can't even buy cows if there's only luxury barn on the yard.
- is strange, wdym not working
- has to be bypassed with C# for now (though maybe I can add that to EAC)
okay SpaceCore's Health and Stamina regen buffs are really weird.. they're making any other effect on the buff doubled...
Is there a way to prevent spring onions to spawn in unwanted places? I remember experiencing this bug on vanilla Stardew even so not sure if its hardcoded or not. Tried to use "NoSpawn Grass" and NoSpawn All" tile properties but it doesn't work
- I thought so too. I'm trying to figure out if it's a bug affecting the whole game. 2. I was afraid that might be the case. Thank you anyway for the replying!
- you can try editing your "Locations" data, by adding "Type": "StardewValley.Locations.Barn" or "StardewValley.Locations.DecoratableLocation"
Not sure if it will work but potentially can fix the problem
Use the "NoSpawnInSewerWater" flag? ๐
Thank you so much! I will look into it. Something really weird happened while I tested my mod though. I put auto grabber into my normal coop. then when back to my luxury coop. suddenly the luxury coop grabber works. I'm so confused
I guess it was shy and needed someone else to do it first?
Locations.Barn is not a thing
doing this will explode your game
Can you please explain what it does exactly and how to use it in the map? Didn't knew about it
I guess I did a wrong advice... sorry for that
Sorry. I was making a really bad joke. That flag does not exist.
I'm more interested in how that info was obtained, because animal houses are not instanced locations and thus should never have location data
there was indeed a Barn type, but it applies to the building instance and nots its interior (which must be AnimalHouse)
(it's also deprecated and are migrated to the generic Building type)
oh i figured it out. apparently theres base game logic that auto grabber starts working only when you have placed it. so picking up the auto grabber and putting it back makes it work. ah man it's going to suck to put that in the mod description
but yeah the auto grabber thing is weird and makes me think mod interference
hmm I don't recall that being the case
(SVE's Premium buildings come with autograbbers and they work fine)
yeah that's what I thought since I was looking into them when I made my own mod. so it must be a mod interference. well that is good to know it's not a bug in my mod. thank you for pointing that out
I remember adding StardewValley.Locations.Sewer to a custom map and it copied unique map properties from the original. Thought it would work with Barn but apparently not. Probably should've check it first before suggesting, lol
feeling like making a mod that adds bathrooms to each house and also expands the sewers to connect them all
is there one yet
I kinda stopped doing mods due to loosing interest a little ๐ญ
I recall someone did make a pelican town bathroom mod
obligatory dont let this stop you etc
2๏ธโฃ ๐
wait what do you mean that making these custom buffs now lets my item have 2 separate buffs with the SpaceCore health regeneration thing...
not while I'm in the middle of reporting the issue on GitHub ๐ญ
birdb: You're modding auto-grabbers?
Require the Bathrooms for Everyone and just do the swears in the mod?
swears

No I haven't, I actually have no clue what affects them in my game right now 
I just downloaded the "aviary" combo barn/coop.... and want separate auto-collectors for "dairy" and "egg" and "other" products.
hmm im having issue getting Sonny from RSV to show up in an event
hes just invisible? or something i dont know. But he won't appear
no errors
nvm he shows up now
for some reason
omfg
Sounds like you should add the sewer expansion part as a companion mod to the bathrooms mod
Oh. Someone suggested that already! Well I second it!
Looks like "Auto-Collectors" [BC(165)] are handled at the start of each day by:
StardewValley.FarmAnimal.dayUpdate(GameLocation)
This is what I get for responding to things as I scroll
Does it allow drain-pipe fast travelling?
It's not my companion mod, I dunno
a la Mario? ๐
Little visual mod that makes the horse a little bit more fluffy and cuter! ๐ฉท
https://www.nexusmods.com/stardewvalley/mods/44851
But I'm pretty sure you can add custom minecart systems in 1.6 so it probably could
I know the Frontier Farm has a minecart system because its so large
With [CP], can you add/modify a "chest" that disallows or allows certain items to be placed inside?
.oO( Time to TRFD )Oo.
Alright, the idea sounds way too cool, I'm adding a questline to my silly Pokemon berry crops mod
I have no idea just how involved I want this to be though.
But I will definitely need to add a new map (very simple I think), probably an NPC, bundles, a portal/teleporter in the Wizard's Tower, and maybe even a cutscene with the Wizard. NONE of which I know how to do yet ๐ญ
No better time to get started tho lmao
I'm procastinating on my Legend of Zelda NPC Overhaul mod again because I don't really feel like fighting with drawing Riju and Daruk's sprites right now. >_>
Number of other mods released since I started work on that one: 9
Does anyone know any mods with examples for these? I think I'll want to do one thing at a time which first things first I think would be creating a quest
Alright, its the time of the day again where i ask for help. How do i fix this? I changed my Nodes spawns a bit and i am not sure if i am blind or something but the game keeps crashing because of an opalizedammonitegroupspawn...idk why. can a fresh pair of eyes check?
Log: https://smapi.io/log/ead6914e2fe647a1880a95ed8b497e30
Spacecore code: https://smapi.io/json/content-patcher/86e7206621dd4dc883391d659eee7c9b
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 62 C# mods and 26 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
helloo
quick question
"When": {
"HasMod|contains=gizzymo.canonfriendlyexpansion, LenoraRose.EvelynGeorge": false
},
Is it possible to add two mods to this?
like two checks
wait okay so for a most simple NPC all I need is walking png, portraits, and then set them up with the content pointing to the data .jsons?
Because you've used "HasMod|contains=" which makes that a unique field, you can add a second one with a different Mod Id, yes.
So that'd look something like:
"HasMod|contains=gizzymo.canonfriendlyexpansion": false,
"HasMod|contains=LenoraRose.EvelynGeorge": false
},```
if canon friendly expansion and EvelynGeorge are different mods.
tyty
.oO( Can you make an iridium quality Chest? )
if they're both false you can also just put them both in the same condition
assuming you want an or
if you don't then keep em separate (I wasn't sure which you wanted so I wanted to mention it)
(they had them in the same condition before, so I just used the existing entry to show them split just in case they needed to make one true and one false, but thanks for clarifying!)
well, the most simple "NPC" is actually just a map tile NPC, which has less than that even.
(Example: Gil)
But for an actual NPC that walks around and has persistent dialogue, you will be better off looking through the tutorial to make sure you've got all the components.
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
can I make an NPc of kirby walking around and giving hugs
speaking of which...I obtained a new kirby...again..
did you change the name of a spawnable item previously? it seems like some leftover data's in the save and SpaceCore is not gracefully handling it
might be worth reporting to Casey but for now it shouldn't happen on a new save
(...you're not changing this in an existing mod release right)
yeah i changed a few things because i previously did the groups inefficiently
i was going to just make a character mod lol, but it kinda turned into a whole progression chain that expands the desert by a ton lol
the ideas are just so cool i cant help myself
3 Pikachus open up a store
I still have to fight with Zora's domain and the Goron caves eventually D:
no, its for my expansion wip, which one day will be the sucessor to current fishmonger but not for a long while
I'd assume a classic nexus bug report is the way to go?
maybe
I'd also point to this line and say that there should be a check that spawnId exists
way more than that lol. it kinda feels the character that im adding would be in the backround of her own mod 
help, how do i contact casey then
oops, accidentally replied to myself lol
I hear if you say "spenny" three times in a mirror and then ping her she shows up
but it's definitely mostly the spenny thing
i wasn't sure if it was ok to ping but alright xD
only one way to find out 
@next plaza Sorry to disturb you but I got some issues with spacecore spawnables(post in the reply to this message) and hope you could maybe help me with it?
this error shows up trying to load the custom farm now that ive gotten around to changing the unique id, and all the things in the content that have to do with it
https://smapi.io/log/ef782935ac264d0fb8d373972b676f75
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
so for day tiles and night tiles in tiled, do you just give the X and Y coordinates of the tiles that are present during day/night and it swaps it out automatically?
I'm not exactly sure what's going on here but I definitely did something wrong..
I'd try and give more details but at the moment I'm eating dinner, so I'ma post these for now and if anyone needs more info I can post them
:O i might know
actions applied has two things but a {} instead of [] ๐ค
or like, no [] outside of it
(CP, GMCM) Visual Fences mod!
Wanna have a pretty hardwood fence early game? Or you like the cute wood fence but want it to last longer? Want your farm to look pretty even with cheap fences? This mod is for you!
This mod is using a config menu to visually change all placed fences' textures to match any material you choose! Will have option to pick custom material for each fence type independently soon!
https://www.nexusmods.com/stardewvalley/mods/44853
Oh shoot- OHH so I need to change the {} with [] probably?
I have no idea but normally it needs the []
I'll give it a shot!
๐
Well I've got red errors which I think means it's actually able to read that line of code how it's supposed to, so I think that was right!
Now to figure out what the red errors are about
that or change this and the ending one with the brackets bc
Well the code was working previously, then I added the "ActionsOnApply" stuff
๐ค ๐โโ๏ธ ๐โโ๏ธ I see
what's the red say
"After parsing a value an unexpected character was encountered: :. Path 'Changes[0].Entries.NightmareSmoothieDebuff.ActionsOnApply[0]', line 87, position 13." The relevant info which I think I understand?
as a starter
there's a lot of places that use arrays with []
Yeahh I was getting the feeling that was the issue lmao
And not {}
No red errors! 
Or Yellow yet
holy smokes it actually worked 
I forgot that the food item itself is kind of borked but it gave me the quest!
So... an Auto-Collector (BC)165 is ALSO a "Chest" class. Is there anything in CP that would allow/disallow items into a chest?
and unfortunately I can't fix the food item because it's an issue with SpaceCore 
HAH I love when other people also use that word, also I was correct for once?? Vassss
whats the issue? O:
The StaminaRegeneration stat doesn't function with negative values, so this isn't rapidly reducing you to exhaustion like it's supposed to
ohh
And I only think that's a bug because the HealthRegen buff DOES work like that, where setting negative values basically gives a Damage over Time effect
If you find the drink that Mr Qi gives you couldnโt you do something similar with a more aggressive number? ๐ค
Oh yeah I 100% can have it just set at -299 edibility so you liose 787 stamina and black out instantly
But If I can I think I'd prefer it like this cuz It's a little more thematic
HAAHH
So I can remove the code for now
I see I see
And wait for an update to SpaceCore or something
๐ you donโt want instant death?
I already reported the issue on GitHub
Well it's more meant to be you falling asleep, so having it be ever-so-slightly more gradual feels more reasonable
You're still dropping in about 3-5 seconds but still
Quick! Healing potion! ๐
Actually you'd need a Stamina potion
If you lose all your Health, Stinky Harvey performs (unwanted) surgery on you and you come back in the same day
Mana potion? ๐
But losing stamina forces the next day
You're ebil. ๐
I mean that in the most positive taking-over-the-entire-tri-state-area kinda way
"unwanted surgery" do you expect him to just kinda let you die?
Well I'd expect him to at least take me out to dinner first
while you die
I never said it was a perfect plan 
You're just not well enough to take to dinner, sorry, I must let you die
oh wait a minute I don't know if I actually had to remove the code
Do not the Code.
maybe I'm just hallucinating but don't items already in your inventory not update to new stats and effects?
nope not always iirc
Yeah that seems to have been what was happening
some stuff is needed to be trashed or put in the new stack to get the updated effects
chest.addItem(producedObject)
Is there any way in CP to intercept this or make an inclusion/exclusion list? Doubtful, but just checking. ๐
tntdove, do you have a ss of a working damage over time? ๐ค
ss?
screen shot ๐ค
Well a picture cant exactly capture the damage ticking down 
๐คฃ of the json code bro
I can take one real quick. It's pretty simple though, if not a little buggy as I've found
It uses SpaceCore for the record
Basically just this, set the number to however much damage per second you want.
Decimals like this wait until enough time has passed for a full 1 point of damage to be taken. So -0.5 would be 1 damage every 2 seconds
That's for buffs ftr
๐ค how many values have you tried for the stamina degeneration?
-10, -50, and -100
-50 for Health Regeneration works and was very funny
hi guys, how difficult would it be to be to make a 5 level dungeon with multiple variations per floor like the mines. as like a new feature? and going up instead of down
I found that buffs/debuffs persist through death
So it was a loop of Harvey performing surgery and me keeling over immediately right there in front of him
Harvey: scratching his head what am I doing wrong here
on a scale of 1-10 if you're just using vanilla textures like a 4 but once you learn how to use Tiled correctly then like a 2 maybe ๐ค
๐ญ oh no
it's gotta be some internal bleeding
Or magical void fire, better get the broom so you dont walk into it
hmmmm
i assume you've ensured that positive works
Yes
that is very peculiar ๐โโ๏ธ bc i downloaded the code to look at it in vsc and it really looks like they're both implamented the exact same way unless im looking up the wrong things ๐ค
Maybe I'm doing something stupid? But like I don't think I have.
Then again I feel like me doing something stupid is more likely than SpaceCore being borked and me of all people being the one to discover it
have you done -1?
no yea its just to see if negatives work at all
Alright yeah doesn't seem to be working
idk how or if you could but if you can run an until loop ๐ค
Strangely, these stats also double the other stat changes that a buff gives which I also discovered earlier?
Like this drink is meant to give -8 speed but the buff displays as -16 in game
Which I've also reported on GitHub
I dont know about this one chief 
me neither might aswell try though :3
some ways to add stuff into the shop do the same thing, if you put the price at 20 it costs 40, i have zero recollection of how i fixed it, or if i did, but
Nope. Though strangely enough it didn't completely bork it like I was expecting
It just functions as it would without the quotes.
Which is.. not
๐คฃ
it makes sense imo
bc it says it grabs it as a float, so float to float or plaintext to float same thing if its numbers ๐ค
Well, In the meantime while I wait for the reports to be seen, I get to script out a cutscene for the first time with very little knowhow ๐ซ
eyyyy you got this
I ๐ have to figure out why my game went from working to explosive death when i try to load my farm
Ah.. maybe I should actually make this custom NPC so I can maybe use them in the cutscene
๐คฃ I got most the way throught the tutorial today and the game was still yelling at me bc i dared trying it before i was finished
Idk why I'm worried about eventually making a tilemap because it is lowkey, legitimately, just going to be a pure black void 
Or at least EXTREMELY simple
this should work, shouldnt it?
its super easy bro dw, a bit time consuming, but
Actually the biggest question right now is if I make this NPC giftable
Cuz I feel like ima want to set that now rather than later
do it
Strangely enough being able to give this creature gifts and then have them send recipes in the mail would be cool as hell
๐ค do you gotta add specification for stock?
uhhhh
i just want to edit the catalogue price ๐ญ
is too expensive
๐คฃ
dont laught ๐ญ help me ๐
๐โโ๏ธ I think after price you gotta add "AvailableStock": "-1" .. maybe, done quote me
I was wonder where to find tutorials in modding... Id love to make a patch for 2 (or 3 mods). In the mod "Ecosystem Superpack Expansion" there is no water life in the trolley pond and koda's cove. Id love to had 2 or even 3 of otohimexoxo's sea life to the ecosystem mod. "Water Flowers and Sea Plants" to say koda's cove, and then "Axolotls in Stardew Valley" and/or "Fishable Frogs" to the trolley pond. I really think their stuff would be so pretty there but i haven't a clue how to do it myself.
idk the command to make governor say it but stardewmodding.wiki.gg has mostly everything you'll need
oh okay, i'll have a look!
if you want to make ur own thing ive found it easiest to find a mod that does something similar and edit it from there
- (O)1308 is not a real item, (F)1308 is
- if you just want to change the price of the catalogue entry you can edit it directly instead of wiping and replacing (TargetField once more into
(F)1308and set the price)
Im excited to see how much code I can cut out of the Character file 
๐คฃ wdym
its already very little especially if you dont need it to be roaming
Well I just copy-pasted everything from one of the characters to work off of
So there is a LOT of fluff to trim
theres so little my dude needs to do im fully just making it from scratch
Im just worried about how much Dialog I might have to give them
๐ค the dialogue from what i was looking at seems to be the easiest part
I mean yeah it's just writing
But still. I dont know exactly how far I'ma take this. It obv wont be TOO far, but at least far enough to build up friendship
๐ my farm works again, the door to my lil guy's house works, i just need to make him actually spawn in... then fix up his house and i have 1/5 done 
thanks
like this?
chat, why does the tutorial suggest i start with this blank.json thing but its yelling at me for it
give more info
give more info
yeah this looks good
oh no.. the sprites I was hoping to use I think are too big. Unless the NPC sprites don't have to be 16 x 32?
you can make bigger NPCs, but you need another framework to not break their pathfinding
PoohCore I think
Alright.. what if.. they don't have pathfinding? ๐
then go nuts probably 
They might move during scripted events, but not just walking around the world
32 x 32 it is woop woop!
oh
Also make sure it is in the right path
Wait no it's {}
actually I'm wondering how many sprites I actually need 
Probably at least the 4 directions
is there somewhere on the wiki that shows how to do those interactable dialogue boxes?
right i feel like they're more likely to mean how to make it say what you're wanting it to
I'd also like to know
i mean, i tried... but idk lol
i can guess that but im asking to know if i gonna explain tile properties first or not
well, it looks like you did the tiledata right since something is popping up?
https://stardewvalleywiki.com/Modding:Maps#Tile_properties heres the wiki explaining how to make a tiledata
i did it using code tho, not tiled
oh thats also a possibility
the way i do it is via tiledata in tiled tho. if you have troubles you could maybe post the code via the json validator for people to look at
omg this is ridiculous.
While the overworld sprites were too big for the Stardew overworld sprites. The portrait sprites are too small for the Stardew portrait sprites ๐ญ
how does one find out what, for example, "Forest.27" says?
ggs
you unpack the game and then theres a folder called "strings" and in that folder is a json named "stringsfrommaps" and in there are, as one would guess, all the strings from maps
Im gonna assume that the portraits can reasonably be less than 64 x 64 or that these can be comfortably upscaled
vanilla portraits need to be 64x64 unless you use another mod like portraiture or spacecore to increase the size, they cannot be smaller tho
can you just replace it with actual words in quotes in Tiledf? ๐ค
no it needs to be a string messageKey
Really? You can't just let there be a ton of empty space that looks lowkey awful?
you probably could
if you make the portraits sit in their 64x64 boxes yea you're good
i mean, if the image size itself is 64x64 but you jsut draw a 10x10 in there that also works or w/e
Honestly if I could use SpaceCore to make this character's portaits specifically 80 x 80 that would be phenomenal
Cuz then I just double the actual size of the portraits
I kinda want to see someone fake having smaller scale portrait set by making each "pixel" actually be 2x2 pixels
Well that's effectively what I would be doing lol
if you want an example of how tro do it with spacecore, dacar has some portraits done via it https://www.nexusmods.com/stardewvalley/mods/32067?tab=files
anyway, i gotta dip. its past 3am and i gotta hit the hay lol
i mean... like that?
Buildings layer
Message
Action
One sec
Check from this one #making-mods-general message
You create a string entry and then use the entry key inside of Tiled using the Action:Message StringKey
No need to do i18n for that for now
Do you have Desert_WallMessage string entry?
whats a string entry?
The text you add via editing data
I suppose Desert_WallMessage is a custom and not vanilla message?
yea, then is my tiledata here correct?
"Changes": [
{
"LogName": "Desert wall message string",
"Action": "EditData",
"Target": "Strings/StringsFromMap",
"Entries": {
"Desert_WallMessage": "It looks like something can be put here..."
}
}
]
}```
then id just include this i guess
It's property gotta be named Action and text inside should say Message "Desert_WallMessage"
That's your string entry I see
okay thanks ill test it out
Don't forget the ""
oop yea
Also tile data looks like being too high for a player to reach so you may wanna lower it by one tile in case you don't reach it
It's also gotta a full square tile
Yours look too smal and rectangular
ah, thats probably why it wasnt working

