#making-mods-general
1 messages Β· Page 589 of 1
broadly, if it's changing the mechanics or rules of the game, it's C#. if you ask about your specific idea though people may be able to tell you
experience
I want to make a new map with some new NPCs but I want the game to stay the same at its core. I think I might want to put in some new items, too.
that all sounds like CP to me
right, okay, thank you
I'm kinda hoping I can get this figured out quickly before I go to bed, how would I go about placing an item in a tillable tile like you learn about from some of the secret notes? Like the yellow and green strange dolls

Unlockable Bundles has this tile property which looks promising but I think is something you place in Tiled which.. I would prefer not to have to edit Cindersap Forest. Although I guess it would only be map patching 1 singular tile?
did that work? i assume it might have
actually I cant figure out how to give a random dirt tile extra custom properties
I think you can do that with an editmap action (no tmx file), Look for the maptiles section in content patcher's editmap documentation
I am literally winging this (from just looking at the content patcher docs) and gonna just hope for the best 
hmmmmmm
@marsh reef you're the expert at dunes now, and looking at them so much made me blind, what do you think of that
Okay so I'm sure this is right, but I don't think any of the errors changed so there's def more wrong with it 
Although it still says the layer line is wrong 
maptiles is an array
if documentation says something is an array or a list, it's []. if it's an object or a model, it's {}
I'll try to remember that
-# no guarantees.. 
Also less errors! But it's still complaining about the layer!
or wait is it?
Oh yea
so "a list of models" would be like
{
"ID": "value"
}
]```
i'd need to see your json for this
"Changes": [
{
"Action": "EditMap",
"Target": "Maps/Forest",
"MapTiles": [
"Layer": "Back",
"Position": { "X": 69, "Y": 2 },
"SetProperties": {
"UB_IndividualDigSpot": "(O){{ModId}}_CobaBerrySeeds}}",
}
]
}
]
}```
each MapTile has to be inside {}, like this example from the CP docs:
"Format": "2.9.0",
"Changes": [
{
"Action": "EditMap",
"Target": "Maps/Farm",
"MapTiles": [
{
"Position": { "X": 72, "Y": 15 },
"Layer": "Back",
"SetIndex": "622"
}
]
},
]
}```
Ahhh alright!
pathos writes very thorough documentation but i sometimes have trouble deciphering what exactly he means when it comes to something specific like This consists of an array of tiles (see examples below) with these properties:
but the example below helps
wait a minute.. I was about to post the next error but I can actually see what it is
which actually gives me insight into another thing that was giving me this error.
I lowkey forgot I stopped including the dialogue and bundle files so I could focus on one thing at a time
OMG AND IT WORKSSSS!!
I can now get a Year 2 berry that only grows in Winter during Spring 1!!! 
Alright that's enough for tonight. Tomorrow I'll finish up the other events and then get Dialogue into a functional state as it is. After that probably bundles
I think I wont worry about shifting around where berries are purchased. If I remember to do it towards the end of this whole process, I'll do it. But it's not necessary and I've already got a lot to do 
πββοΈ with that you'll wanna make a long dune here (dune peaks in red) sorry i was afk
but yea looks good, may have to be a bit thinner and kinda a taper
bc hills joining
Hi! Sorry for the late reply. I took a nap. It didn't work 
Hi, idk if this is the right place to ask, but does anyone know what the context of penny's front facing portraits are? Particularly the crying one, so i can get better context for my protrait mod!
π aww, what was the error?
like, wdym
like this? or
they're used in her BathHouse_Pool event, just search for the index and you'll find it in the dialogue
err if you mean the swimsuit front ones
The penny crying front facing portrait is used in her 14 heart event
It's when you say no to her iirc
Her 14 heart even isn't in the pool though,
Oh it's not the 14 one?
I thought it was, it's an earlier one then π€ maybe the 10 hearts
I'm not too sure- This is the most recent log, if that helps https://smapi.io/log/55a8a033248b4cfd82e24c7072bace0f
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 22 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I'm gonna start crying soon I swear- (this is a sort of joke-) This is meant to be a gift for my friend
youuurrr map did not load
share json?
wherever the map patch is
i also heavily recommend taking that apostrophe out of your targets and file names
!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.
https://smapi.io/json/content-patcher/97e74576eacb4d31a83e3a900ccbf2e5 This is with the apostrophes all removed (hopefully-)(also sorry for being slow, I'm doing this one handed since one of my pets wants a hug)
you have a mismatch at lines 35 and 50. whatever target you load your map to has to be the map path you put for the location
We also need your dispos.json, because I think the second part might be that you are using the wrong Portrait appearance (there are two Portraits folders shown in the path!)
Content\Portraits\Portraits\Kandie.SurpriseEverythingGift_KanKan.xnb
^ see how Portraits is there twice? It shouldn't be
Ah- I see- Oops.
https://smapi.io/json/content-patcher/0faba33755de42879359fce3b8456b3c Here. (I'll say this now, I'm still working on this, so it's not finished yet.)
okay, so where it says TextureName under Appearance? You need to remove the Portraits/ there, because it automatically prefixes it
Line 118
watch out for Optimisim, unrelatedly
Why?
line 13
it's spelled Optimism
The field is mispelled, should be "Optimism"
you don't need to apologize, just pointing it out because typos aren't caught by the validator
Thank you for your assistance
I really appreciate it
Okay sooo- The Interior still doesn't load- But the npc actually shows up nw! So that's progress. I think- https://smapi.io/log/414f32b26a5b471da813b10399916bc3
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 22 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
we'll need to see your json again
I should have named it correctly. I think- Here https://smapi.io/json/content-patcher/12f127de5760478692564dac78d4f708
the one where you call on the interior
your load and your map path are still mismatched. did you make the change you needed? are you editing the correct file?
I- Oh
mmmmm
Thank you
thats at the end though.. so
lines 35 and 50. see how one has your mod id but one doesn't?
put your mod id in both
Alrighty
yea
when making an edit to a vanilla asset that already exists, always put your mod id
what..
data/locations already exists, so any entries you add need your mod id
Ooh
anyone know how to make modData persist when picking up items (for example light sources, torch, lamps, etc)?
It saves to the world object fine (i looked it up on the save file, and modData is there), but breaking them using tools, drops a plain item.
Is there a specific method to handle this "return trip" or is this just fighting the game's default behavior?
as far as I know, Object.performToolAction just creates a new item with the same ID in Debris whenever big craftables/etc are broken; you'd need to patch that with Harmony to get it to copy data (or ask if it's a viable change in the alpha thread)
and it seems like kind of an annoying transpiler to set up at a glance, so yeah, fighting the game a bit
How many colors does the game support
I guess it'd technically be called 24-bit color? values can be 0-255 for each of RGBA
yep, though it gets a little weird in certain cases where the game's always blending two colors together (lights, slime shading, etc)
How do I add multiple same objects with one entry again
I don't even have to edit names or anything, only sprite index
from 0 to 63
Hmmm, doesn't look like that sadly
I mean doing repeating data/object entires
with one block of code
Localtokens?
Why has everyone joined the j club
just je jause
Oh no now you're french
joui
jhat jhe juck
jexactly
Oh, you weren't there yesterday
There were... Things, happening
jood jhings
Jult invasion, mostly
I think I'm about to riot- I took a break to do some sprite work and came back to trying to get the house in game. My npc actually shows up now, which is nice, but not what I was working towards right now- I am incredibly confused and slightly overwhelmed (ββΈβ) I'm terribly sorry to keep asking for help for the same thing, but I really do not get what I'm doing wrong- https://smapi.io/log/28f65561fdef4eaab21ddec600642bf1
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 22 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
could you also share the .jsons?
Yeah of course. Sorry I forgot- https://smapi.io/json/content-patcher/8f3f6623748348f7b755158a2bdc7c70
i believe for the target for the warp from inside the house to outside you need to remove the .tmx
Ah, yeah you only use tmx when you're referring to the actual map asset
Not the location in-game
yeah, switch
"Target": "Maps/{{ModID}}InteriorOfKandiesHouse.tmx"
with
"Target": "Maps/{{ModID}}_InteriorOfKandiesHouse"
beyond that, the map itself seems to have an error involving a tile that's outside the bounds of the map; I'm not really sure why, but maybe a map property is targeting the wrong one
and the warning message is that one of the NPC's appearances is trying to use "Portraits/KanKan_Spring" and that isn't loaded
Gahhh, thank you all 
can you nestle... i18n... in i18n
Might not be preferable, but can you do it π curiosity killed the cat
Like an earlier i18n key inside the i18n file
just thought of it cus one of my dialogue have a repeat sentence before a #$b#, but the issue is it uses a $d which must be the first thing in the dialogue string (won't even work after a #$b# or #$e# when i tested)
Dw, I'm already doing it in a different way and don't plan to do it this way even if it works (it's cursed), but I was curious on if it would work.
you could do a token in the dialogue.json
yeah thats the way im doing it now "$d cc#{{i18n:token.0}}#$b#{{i18n:token.1}}|{{i18n:token.0}}#$b#{{i18n:token.2}}" (might be able to put #$b# inside {{i18n:token.0}}, but I'm too scared to try lmao)
that seems correct to me
is saying "i love you" a good enough 12 heart event? im trying to brainstorm but the brain aint braining
sometimes the simple way of saying things is also powerful
Yep, especially with good buildup or if they are the more reserved type ^_^, but it's also nice and simple in general
cant go wrong w that
shes kinda bubbly but reserved, if that makes sense
I think I could make this work. thanks guys β€οΈ
|ΛΆΛα΅Λ )οΎοΎ Helllooo. I am once more here to ask a question: Is there a way that, when you interact with an item (for example a fridge) in a map, it will give you an object (like food) but only once? Sorry if that doesn't make sense
Like, once and never again?
Once per save per player?
Yeah basically
I'd say it's possible but I'm not enough of an expert to teach and tell you how.
We can wait for other answers.
Thank you for replying anyway!
CP will replace the i18n tokens with text before the game sees it, so that would work; it's just a bad idea to have translators work around code or other load-bearing stuff
genuine i18n question this time haha, does i18n work with gender switch or do I do like...
"${{{i18n:token.0}}^{{i18n:token.1}}^{{i18n:token.2}}}$" for that?
Currently doing the code above but do want to know how ppl generally do it
same as above, it's just probably clearer for t/ns if you have separate i18n keys, compared to the full line with ^s
yeps
(and keeps them from accidentally breaking 'em if they miss one, etc)
tyty
Hmmm check the maps page for tile properties?
As for the once per save, I can think of a way to do it but itβs quite roundabout, there might be a better more efficient way 
there is Action MessageOnce which is tied to EventIds
Would that work for what I'm trying to do, though?
i don't know what you are trying to do :P
Well, I want to make it so that you can get an item from something in my npcs house (a fridge. I want the player to be able to get food) but I want it to only happen once
...oh, I looked up a reference for that and then forgot to actually say it 
you'd probably want to use SpaceCore's spacechase0.SpaceCore_TriggerAction or BETAS' Spiderbuttons.BETAS_Action
the first one triggers something in Data/TriggerActions, e.g. you could have a mail flag condition and then use AddItem + AddMail actions to make it only happen once
whereas with the betas version, ig you'd do the same thing directly in-action with the If trigger action
https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/SpaceCore#readme
https://stardew.button.gay/docs/betas/mactions#Action
https://stardewvalleywiki.com/Modding:Trigger_actions
making a quick mod that literally just adds a Yuzu fruit tree, is it worth making an i18n?? Itd only include like... the name and description of yuzu and the sapling
it's easier for translation, so i say it is worth it
yeah might as well
if it's worth having player-facing text, it's worth using one of the systems that handles localization (i18n or LocalizedText)
Thats a good way of thinking about it yeah, will do! O7
Can anyone tell me how I can make a mod which replaces the interior of a house? What software would I need
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
Tysm! I was also wondering if itβs hard to make that kind of mod? Iβm a beginner with not a lot of coding experience (honestly no coding experience) π
I can only code the basics like replacing assets and stuff
while there is a bit of a learning curve, it is not that difficult, and if you need help feel free to ask :D
Okkk thank u!!
Ehh the coding is the easier part lmao
Tiled may serve to frustrate you to no end XD
tiled is beloved mosaic creator and i will not stand for slander
Tiled my Behated
okay gang I come bearing questions
So i made my little yuzu tree, and then inevitably was told Cornucopia already adds a yuzu tree. So i want to make a config option to like, replace the cornucopia one (if cornucopia is installed)? Is that a thing?
Honestly it would be better to just disable your tree from being in the game if cornucopia is installed
And rewrite anything that uses your yuzu to use cornucopia's instead
idk, if people want the other crops cornucopia has but likes my yuzu sprite or something
Well you could just do a sprite replacer
No need to replace the whole plant
Although idk what cornucopia's perms are on that
Good point good point
sent them a quick message, will wait until then o7
that was fast
Permission granted! Wahoo!
now to uh. figure out how a sprite replacement works lol. havent done that before
Well, to make it simpler it will just be the same as making a sprite replacer for a vanilla item, just replacing all the relevant file names and ids with cornucopia's
You can check the content patcher documentation for it
Hm, although idk what is preferred nowadays, to edit the image or to edit the object data
im kinda surpised nobody has made an underwater area yet ngl
(similar to how ginger area is a tropical area)
stuff that utilize environmental factors are literally so cool
ginger island extra locations has some underwater areas, with drowning
ooh does it actually???
some mods have (at minimum) underwater events. eli & dylan i think is one, and maybe RRRR but i'm not too familiar
a while back someone was working on a whole underwater zone/expansion but they never finished it and likely never will, unless someone takes over
SVE has a wizard underwater event post marriage iirc
thats so cool
also erinthe's swim mod has diving, though I'm not sure how many locations it covers https://www.nexusmods.com/stardewvalley/mods/6326
i wonder what else there could be...
ooh
skypiea, sky islands and stuff. that would be cool i feel
There is a sky island farm https://www.nexusmods.com/stardewvalley/mods/35604?tab=description
yea but thats not the same....
like the desert and ginger island equivalent but in the sky
sky island zone is the main feature of the expansion i'm not working on
ah good to know you aren't thinking of doing something like that 
it is in fact 100% true that i am not working on it, but that's not provable and that's why it's a good bit 
i have made a critical error
My yuzu tree is short bc i thought it was cute that way
But uh, the fruit cares not for how large the tree is, it spawns where it wants 
that doesnt happen to be something I can change is it......
nope (there was a framework but I think it's still not released)
sobbing and crying okay ty
Taller pot, tree on pedestal
tree on a tree shaped pedestal
I swear I've seen something somewhere for like cornucopia, bonster's, or serene meadow that mentions something to change where fruit grows on the tree.. Maybe Im just wrong though..
Spacecore?
sounds like it
Fruit trees - These are in spacechase0.SpaceCore/FruitTreeExtensionData
FruitLocations - A list of tile coordinates to use for the offset of each fruit grown, instead of what vanilla does by default.
wow TIL SpaceCore has it 
looks like there is something you can use

check a mod that already uses it to be sure, but I think the format works like this? (I forget what the default Vector2 json format looks like)
{
"Action": "EditData",
"Target": "spacechase0.SpaceCore/FruitTreeExtensionData",
"Entries": {
"Your fruit tree's ID here": {
"FruitLocations": [
{"X": 1, "Y": 1},
{"X": 2, "Y": 2},
{"X": 3, "Y": 3}
]
}
}
}```
i fear i just finished editing the sprites to be taller but I will absolutely be holding onto these ty yall
gives me an idea for a separate mod to make "bonsai" versions of all the fruit trees.... But, I might actually just make them bushes in that kind of mod using CustomBush framework
idk thats a problem for later me
heyo, i've been using the i18nifier site to swap around my npcs dialogue and i've got it all switched over to the default.json but when i go to talk to him in game, it doesn't give me a chat bubble when i hover over him with my mouse, nor let me speak to him at all. i've gotten no smapi errors so i'm wondering what might have gone wrong. anyone have ideas?
have you checked it through the json validator yet?
yeah, but it said there were no errors as well
i don't need to include the i18n file in the content.json or anything, do i?
no, you jsut need to have a i18n folder and it if the default.json
have you loaded the dialogue via a blank.json?
yes, i have
I have noticed a few edge cases where the i18nifier resulted in malformed dialogue (mostly when trying to do batches of lines at once that had multiple breaks or because I forgot to strip out the {{ModId}} from the i18n string), so it also might be worth doing a quick glance over to make sure you don't have any rogue unescaped symbols.
Tokens have to pass through differently for i18n and it trips me up every time
could you share the .jsons so we can take a look?
i will check this
yep! give me a moment
the default json: https://smapi.io/json/none/e3883dbd8e49451c80ca95da8d8f93e6 and the dialogue file: https://smapi.io/json/none/a27121dbfb154ff6ae6c57901abbf374
{{ModId}} handling should've been fixed in the latest version.. I think 
You have an unconverted {{ModId}} token in Ivaras.winter_Tue
Huh.. I didn't even know it was a thing in dialogues..
Easiest would be just swapping the token to your actual mod id
You will need to fix it in your dialogue file also: "winter_Tue": "{{i18n:Ivaras.winter_Tue {{ImportToken}} }}"
what goes in the brackets for ImportToken?
I managed to figure out how to make my dream sequences end with the player in bed! 
If you remove the token from i18n you should just remove the {{ImportToken}} from that i18n key
That's definitely the least intuitive part of the whole app..
i see! will do!
Nomori would know better
hm I think something might've gone wrong here 
(no
(no
(no
(no
But I honestly just split the question sections into separate i18n entries because I worry people will translate the ModID by putting it through machine translation or something
(no
(no
it worked y'all, thanks so much :) i can't believe it was that tiny lil entry that screwed me up aghh
That happens a lot with modding 
Sometimes something completely innocuous can break the whole darn thing
It helps that in the use case, {{ModId}} prefixing anything generally means it's a field name or ID that should not be translated.
So people manually translating that are familiar will know better, but people tossing it into a machine may not.
I should probably add splitting up dialogue i18n keys when stuff like that is found to my "Fix whenever I get motivation to do stuff" list π
oh god why is my dialogue suddenly not working at ALL π
I would love to be able to automatically split questions and responses, I did them all manually for my mod
Can you give me an example of a dialogue like that?
Yeah, gimme a few minutes to load up my computer and I can try to dig up both parts of my line for that
okay i found what's wrong... Chat, can we spot what went wrong here?
yep 
This is why no matter what we copy and paste previous working entries instead of typing them out manually
That's why I like VSC, never have to worry about missing commas
Hmmmmm
Maybe Notepad++ has a feature like that that I just havent turned on orr..?
which do u not like more
I spent 3 hours fixing thos eearlier today haha
uhhh people say events are more fun
It should 
So events!
I didn't like making buildings but once I got a texturing down I liked I enjoyed it
I still fear events
oh right that's why I didn't want to get vscode. I already purged all the microslop AI off of my system I'm not reintroducing it like an invasive species π
i already have seasonals done i just don't wanna make animations for them yet
events scary and evil and sucked out my soul that's why i got cheetoed
I avoid the cheeto dusting curse
You can pretty much disable all AI features from VSCode
You can just ignore the ai chat part..? Everything has AI features in this day and age..
VScodium is also a possibility
you can also look at vscodium if you're allergic to microsoft
Which is a fork
That sounds excellent
even paint 
As long as it has the same basic functionality as Notepad++ on top of the json validation features I'm sold
For whatever reason even the laptop I got at work has a dedicated button for copilot on the keyboard..
you can just turn all that junk off thankfully
i would have gotten pissed if you couldnt lol
the autofill is so annoying
I'm just worried I'm gonna spend too much time adjusting to the new program that it's gonna distract me from actually working on the mod
oh yeah that... some of the laptop with that button has this like. special beta feature where they take screenshots of your screen sometimes, if you havent checked it already you might want to D: (not all have this, but some do and it's opt in so most dont even know)
it can be turned off in settings
I mean... that's the company's problem, not mine 
tru but wouldnt want any accidents to happen πββοΈ
quick question while i'm on the subject of i18n: for the messages that i have inserted directly into tiled, how do i go about adding i18n lines for those?
i got cheeoted cause i wanted to make fishi...now there is 50 quests for fishi...cheeto scares me
Hi orange
You will want change your messages to refer to a game asset string instead of direct text, and then create the string as a game asset by Loading it in your CP code.
cheeto is like a drug, makes you go insane and attracts scope creep
hello chat i come bearing more questions
I want to make something that functions basically like a special geode /artifact trove/gold coconut - an item I can feed to a custom machine, and it gives me a random item out of a list. For example, a goodie bag that when opened gives a random forageable
whats the best way of going about that?
do I literally make it as a type of geode and find out how to exclude it from Clints shop? Or like - make it a regular item and then make the machine spit out a random item, more like the trash recycler or something?
HELP I was texting a friend abt my droopy parsley (out of 3, 2 others are perfectly healthy ones) and i accidentally called it cheeto due to this, I'm going insane
Probably looking into how/where geode/artifact trove/gold coconuts are referenced and go from there, maybe there's an existing tutorial already?
I'm not sure about a tutorial, but geode drops are mostly/all controlled in the objects' Data/Objects entries these days
https://stardewvalleywiki.com/Modding:Objects#Geodes_.26_artifact_spots
same for trove and coconut
I think making it a machine input if u want to ban it from Clint is the way
oh, yeah, I only read nassi's post at first; the geode drops would be for clint use
iirc a couple people have also just made items you can use from inventory to get random loot, maybe with spacecore and trigger actions, but I recall it was pretty finnicky
Just looking at my Data files in VSCodium 
i am terrified
I am 95% sure most of these are just commas where they dont need to be
Like a comma on the last line before a closed bracket
Depending on how much you copy paste from the tutorials and what not, vscode haaaaates most kinds of spacing for the starts of lines too
I think I'm just not gonna worry about all of that right now, it's gonna give me too much heartache I don't need right now
Especially when the files work
!jsonc
I got caught on such a massive sidetrack I have 0 clue what I was doing π
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
π last time I was cleaning up errors in vscode, the project stopped working
hmm I would prefer if that command was the cp schema first and only fall back to jsonc
DMed you with a response, because it ended up really long
Why does the jsonc command talk about schemas
what even is a schema
it's a standard of what is or isn't valid
for a given type of file
in this case it allows an IDE (or I guess ISE in this case, but meh) to have a set of rules to check your file against that standard and tell you about potential issues
ahhh, thats cool
"{{ModID}}_MossyEel": "{{ModID}}_MossyEel/70/floater/12/49/1600 2600/summer/rainy/685 .35/5/.18/2/4/false",
question
for fishies inside fish.json
I wanted to make it so the mossy eel only comes out during green rain
Ik how to do WEATHER Here GreenRain, however
i dont know how youd do it in fish.json : (
use that Condition in location data
omgosh
im so dumb
thank you Selph
(i dont know why i didnt think of it)
another quick question
r u allowed to put odd items like Moss like this for the pond data?
yes, since its item ID is literally Moss
though I usually use (O)Moss for convention's sake
output is Item so maybe 
Woodskip just drops you some wood furniture sometimes
my mossy eel likes to produce golden status
(jk)
Statues :3
omg what if I make a mod where the solid gold lewis statue can come to life and replace lewis
there's a community center esque event where statue lewis beats up old lewis and then lewis's textures are changed to be gold
the scope creep...
will he be romanceable?
Edit the schedule to be more standing around too
just normal lewis but borne of the statue
can i have golden children?
wow I am getting more interest than I thought

No, too expensive π
-# git gud
They each eat 3 golden 10m statues a day
omg sell the children to the witch hut machine for profit
like dove-ing them but you get COLD HARD CASH
Mod idea that turns any children of yours into a golden statue
that can be sold for high prices
this isn't inhumane guys
an interesting proposal
trust me
LOL
...okay if I did this would you download π
hmm
Children of Midas
maybe
yes
i still would like to pick what kid and turn them into gold to sell them on the black market for money
yayyy
You can only do your first born
ykw I'll ask over in #modded-stardew before I make my final decision
when altering the community center bundles, are they fixed once the community center is unlocked or once you've started supplying materials to a given bundle?
Iβd imagine once you open the community center or even previous
to be fair though, a literal goldfish that drops the golden statues would be really funny.
Bundles are created at the beginning of a save.
oh wow, so flags to disable bundle changes won't be feasible then, maybe I'll rethink this then!
thinking about all the stuff we have to do to mod, i wonder how it is for ca 
if i developed a game, id totally try to mod it or something lol
Even in the base game, you can't just swap between normal and remixed bundles once you've started the file. π
So I see this page here then: https://stardewvalleywiki.com/Modding:Bundles
Is there another place to add potential remix bundles?
there's this framework for brand new bundles if you wanted to add new ones at other locations: https://www.nexusmods.com/stardewvalley/mods/17265
are you talking about a new bundle for the game to choose from when you select remixed bundles?
or whatever the setting is
if it is possible somehow, it would probably be through harmony?
I am going to hazard a guess that remixed bundles may be C# and not in an unpacked data asset somewhere.
Data/RandomBundles
Thanks Button!
one of the few things not documented on the main wiki, from what I can see
I completely overlooked that JSON in my unpacked files, it's sandwiched right between Quests and Secret Notes, which both have a ton of language files.
Quick question, is there any significant difference between Game1.player.team and Game1.MasterPlayer.team?
I suppose in some theoretical scenario, another mod might add the ability for multiple separate teams... But until then I don't think there's a difference
Yeah than I'll ignore it XD
β¦wtf, I tried to do the C# code for my sandstorm map and my pc shut itself off
Oh wait no, it just crashed everything
Hi everyone, good day. Could someone help me?π
I really wanted to know how to add custom responses to different items for a new npc added.
there are two areas:
Custom comment/dialogue for an existing item in the game.
Custom comment/dialogue for an item in my own mod.
Is there a tutorial talking about this or at least could someone give me a tip on how to do this? Please! π
Yes, yes, but I would like to know how to put this in content.json
I know that if I put them in gifttastes, the items will end up getting the default response of like, love, hate, etc.
Sorry for the question, I'm really new to this world of mod creation.
the link isn't for the gift tastes, this is for the dialogue keys you would do something like "AcceptGift_(O)128": "I love pufferfish"
with 128 being the item id for pufferfish
and you can replace that item id with your custom item id and it will work the same
This is put in dialog.json and default.json, right?
in dialogue.json "AcceptGift_(O)128": "{{i18n:GiftReaction.Pufferfish}}" and in default "GiftReaction.Pufferfish": "I love pufferfish"
Okay, I'll try it here real quick! Thanks, honey! ^^
no problem 
I'm being silly, I know, but unfortunately the test I'm trying to take isn't working. When the character receives the wine, he only responds with the default love response. TwT
I must be blind because of the despair and that's why I can't see a mistake like that.
can you share the dialogue.json?
!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.
for the next time some asks for a .json, you can do it via this site (just so people don't have to download it)
Sorry for being so new to the subject, I don't understand the simplest and most basic. T-T
no worries i should have send that before
Hihi, okay! I will keep this information in mind.
are the other non gift dialogue lines working?
No, I did this separation to try to do some tests one by one but none of them really worked in a personalized way, they just had standard answers.
have you loaded the dialogue through a blank.json?
i see some mods have it, whats a blank.json for?
it is basically to load the files for stuff like dialogue, schedules, string dialogue
especially for custom npcs
gotchuu
(i think... looks it up because i'm not native :P)
No, I don't have that file in the folder. Should I run after going to understand how it works?
ive never used a blank.json so im not the best person to ask
ok first create a file called blank.json and have it just be { }
Itβs so you can use editdata and parse tokens
Instead of using a load with all ur data
then
{
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_LuoBinghe",
"FromFile": "Assets/blank.json"
}
Oh, okay!
Do I put blank.json in the Assets folder normally?
you can put it in a folder yes (doesn't have to go there but a lot of mods do)
Okay, heavens!!! I think it worked, but I just realized now that I'm in my native language (Portuguese-Brazil) and the game doesn't recognize the lines as standard but as translation, I don't know how to explain it.
Gosh!
Thank you soooo much!!!ππππ
then i think you need a file called pt.json in your i18n folder with the Portuguese-Brazilian translation and in default.json the english but someone else can correct me cause I am unsure
The default can be whatever language you want
You could then provide an en.json if you wanted
Yes, I'm trying to do this test but the dialogs continue as "no translation: Luo.exemple".
I finally got into the part where I don't understand anything about i18n T-T
Oh, it's a relief to know that at least. I just need to fix the mess I must have made then. TwT
If you just have a pt.json though and no default.json, but your game is not set to portugeuse, there won't be any translations for the game to find
There may also be a typo in your i18n token or in your pt.json, so you'll want to double check the keys you wrote in them
Alright I keep thinking about it, how can I make an NPC (specifically the player) walk backwards in an event?
I feel like there's a vanilla event that might already do something like that I just wish I knew what so I could look at it
Probably advancedMove with animate would be my first thought, but I'm not an event person
Actually that's a lie, that was my second thought, my first thought was "what if you changed their appearance to a spritesheet whose frames were mirrored" but then I thought that might be dumb so I thought about an actually supported way to do it
mine was that the farmer sprite code is haunted & I don't even want to think about how to implement that 
but yeah, some combination of event commands with the word "farmer" in them might manage it
Oh I missed that it was the player
a fair number of event commands* do target the farmer, but yeah, more limitations there and sprite swaps would probably be a mess
Is there a vanilla event that does something like this?
not that I recall, but people in #modded-stardew might have played the game more recently 
Hello, I'm starting to learn C# for stardew moding but I ran into the issue that the C# dev kit extension isn't available on code oss. Does anyone here know if there are any other extensions for debugging and code completion for C# out there?
I don't think debugging is essential for mod tbh, many ppl just dotnet build
Oki thank you :)
wait why does data/events/backwoods not contain the bear event? Is that like.. held somewhere else?? Is that not an event?
Are you confusing the backwoods with somewhere else? The backwoods are north of the farm
Backwoods is the thing between farm and mountain you want Woods for secret woods
AW SHOOT
π
why did i think that was the secret woods 
oh cuz it's just called woods otherwise 
hiiii
dang I was really hoping the bear event would have had the player walking backwards
i need your insight 
for this
my idea was like... idk something with stairs? 
stardews perspective makes something like this quite difficult
you can have a ladder going down the cliff
how would that look in my map below though....
i was thinking that you could modify the slopes that the outdoors sheets have, they're facing the wrong way but they have the right like, visual angle, so then you could use those to make it be a decent of rock stairs ish to the right or left π€
ill try to sketch something for what i thought of real quick hold on, its hard to put into words
like these are the wrong side, but the right angle
I honestly kinda feel like there should be an easy way to have an NPC move while looking in a specific direction but idk what it is
you're making the player move yea?
Indeed
can you make the movement speed negative in events??
thanks, and this file is way more nicely laid out then the other one π
okay this is REALLY badly drawn lol, but i think i made it make sense
you have stairs that are clearly going down off the side, and then you just have the stairs going up just be cut off
although it seems to use item names vs id's which is a bit weird π
certainly not easy but maybe you could do something with positionOffset farmer and maybe showFrame/animate the farmer
yes, sidewats stairs are hard to get to look good though :sweat, i did some the other day idk if they look good particularly or not
Wait would negative movement speed actually make you go backwards?
true... i think if i only need to do like a few steps it shouldnt look the worst
what im wondering
i don't think you can do negative speed
idk how good these look but
these are them
unfortunately yeah it looks like for the farmer it specifically uses a modifier rather than a value
-0.5 modifier >:))))))
ooh also, i have an idea, when a player finishes the pyramid, theres a set of stairs connecting them to the bottom. similar to the volcano, and the door to the top closes after you enter it. but theres also going to be like an intermediate room with one of those wizard warp tiles. so players can use that to get back and forth from my new characters basement. bypassing the sandstorm area 
Ill try it cuz im curious what it'll do
warps events and extra maps will do that just fine :)
i think they changed the name of that
https://www.nexusmods.com/stardewvalley/mods/42062
what?
does this seem like an alright 10hearts? thinking about maybe adding a little fade out message
i looked up what you said and thats what showed up
sorry its a list of things π warps, events, and extra maps
ooooh kissing, so naughty
btw something is SO screwed about spawning Darkrai in as a temporary actor. For some reason its down is right and its right is left and I dont understand it π
next thing you know handholding will be in the game
so salacious
ohhhhh lol

stuff like this is my worst nightmare
i tried to do effects for my sandstorm and my pc almost crashed when i went into the zone
Guys, if anyone can help me identify what is missing to make the new npc react differently to vanilla items and as well as items from the mod itself, please. TwT
Dialogue: https://smapi.io/json/none/c339fefd9140411886cf3c8abe3c882c
default: https://smapi.io/json/none/24170c1de8a5413d933044e69608d5f2
Content: https://smapi.io/json/none/027108e036904d968745fa5414740a56
I can't stand banging my head over this anymore. ;-;
Saddddd
for custom dialogue for gifts you'd put something like this in your dialogue json
i think you'd just put in your custom id for the item you want and then thats it?
oh you already have that
What do they do for the modded? Just default reaction?
your code is loading Characters/Dialogue/{{ModId}}_LuoBinghe multiple times
ive never done anything with i18n so i dont know
you want to remove the second Load block and just have the blank load
honestly I would be so much better off just learning to use the positionOffset and showFrame commands but they scare me 
π I like how weβve started trying to just say stuff attempting to help even if we donβt know
im just fresh blood 
Youβve got this, it can be that bad dw
I believe in you
(if you check your log you'd see an error for multiple loads)
Yes, just lore context.
Humm...At these times I just lock. T-T
Idk what that means, did the other dialogue work?
so does that mean you got it or need more instructions
delete the block starting on line 59
if it doesn't work post your new code and also include the log
You say that field?
yes
you're already Loading a blank into that asset + you're already Including that file
Pac-Man color scheme π πββοΈ
So I made my manifest and checked it with the validator, what do I work on next again?
The mod :)
kinda walked into that one lol
Probably the content.json
Depending on what you wanna do youβll need more or less in that
I'll take the test here then. Thank you, dear.π
That's the most I could get to get something purple. TwT
Is that vscode??
Yes, yes.
You can customize the colors all you want if so
Integers are whole numbers. No decimals
If youβre on the color scheme bit and if I remember itβs just scroll down and itβll have all the stuff to add things
I was thinking of starting with the events using the NPCs already in the game as a reference just to make sure this is something I can actually do instead of wasting time and money with commissions since I don't have any talent in making art that I'll do nothing with, but I don't know if that's the right start.
This is my first time using it, I'm not sure how it works yet. But good to know I can do it!
Does that make any sense?
πββοΈ if you wanna make it easiest for editing later have it in different jsons for the stuff, but in the content json youβll need to βloadβ all the assets/files youβll use
So technically you could start on the art first if you want, but youβve at least gotta get the most basic things done so you can test along the way
Iβll send a screenshot in a minute πββοΈ
oh my goodness, i need to do that
always recommended to ask about what you're trying to do to get pointed to the right wiki pages, I personally find it helpful to find mods that do a similar thing and look at how they're structured
Hello, i was wondering if anyone might know if it's possible to force open a particular chest from farther away?
as in open the gui
Amen, at least the custom responses to in-game items are already working. I thank you immensely for your help.
The issue now is just the mod items themselves. When I try to interact, only this print message appears. Would you know a solution for this too? T-T
Content: https://smapi.io/json/none/247f8ba7058746a395e08ffbcaf9d94c
Default: https://smapi.io/json/none/c2e037841aa74e628d89a00bacf2201f
Dialogue: https://smapi.io/json/none/1c1f3e58a9d04012aa165f4bb06f8b9d
I apologize even for the inconvenience. TwT
I'm accepting!
it seems like you don't have a matching entry in your i18n file
And how would I do that? There must be some tutorial for this, right?
You just didn't include the GiftReaction. part in your i18n token
Okay, I'll try! Thanks, sweetie.π
and @desert tinsel , File > Preferences > Settings > Workbench(drop down) > Appearance > Select the one you like and remember the name, in the settings under "workbench.colorCustomizations" you'll find something similar to this, or just empty, all things within the brackets of a "Named" thing are for that specific theme, all outside are global, everything you need for names of the things are at https://code.visualstudio.com/api/references/theme-color , or you can just.. guess, it has auto fill pretty well, so
ooh nice, i only saw the preset ones and didnt like how any of them looked sadly
ohhh, wait thats vscode
im using vs studio i think its called
Ohhh, I imagine it shouldnβt be too much different π€
What
Alrighty
wait a darn second...
i have no clue how that thing works π when i was doing my event i tried it and there was no change
Make em move a block at a time w/out animating :D
Before I had computer issues I made something with the words "format - changes -log name". Does anyone know what that is? Sorry, it's like picking up a crochet project and forgetting what row you're on
Format is the required thing to tell the game what cache of commands to be reading it in context of, changes { is where you will have everything you want to happen, for the most part, log name is specific to certain things so that in the log itβll tell you what is happening and you can easily trouble shoot
To my knowledge :)
Right, thank you
Ofc
As soon as possible I take the time to make my own then. I will have the purple world at last, thank you!
That'll make them completely unanimated. They'll just float backwards
Very long list on that site make sure to use ctrl f to search for terms
Format has nothing to do with the game itself, it's purely Content Patcher's own thing that it uses to determine what sort of migrations to apply (for older mods) and what deprecated features it should allow
Better than walking downwards :3
π thatβs what I said but more specific
do you guys know any good sound design programs
i want to make the soundtrack for my sandstorm area
My singing monsters
amazing
Well it doesnt tell the game anything about a cache of commands. The game doesnt see it.
(As an aside, if you care about Android compatibility and don't wanna just blanket recommend Cinderbox, the format should ideally be the latest CP version however the latest one is not actually Android compatible with Android SMAPI, so keep that in mind if you care about that)
(I don't know where the mobile community stands re: Cinderbox at this point though so shrugs)
Is it possible to use a CP token in this manner? { "Action": "EditData", "Target": "Characters/Dialogue/MyNPC", "Entries": { "MyConversationTopic": "{{i18n:MyEvent_{{MYTOKEN}}}}", } }
Yes
well yeah but it could theoretically be used alongside showFrame animation
Are you sure a showFrame animation wouldn't just override it anyway? (/gen, because I'm not sure)
Uhhhh i dont know I guess I'll find out
It might work better than positionOffset though
Game vers.: 1.6.15.2
SMAPI vers.: 4.3.2.5
Current Build: 1775226918
CP vers. 2.9.1
-# (as for me personally, should be most recent data)
I just meant I don't know what the mobile community largely prefers
If they'd rather have android SMAPI or if they're a-ok with Cinderbox as a total replacement or what
What's that even do? Heard a bit, but dunno much π
Something something converts the PC build to work on mobile something something (I don't know the technical specifics)
Essentially running the PC version but on mobile so any mods that work with PC will work with Cinderbox
That said CP 2.9.0+ needs SMAPI 4.4.0+ to work, so I'm not sure how you even got it working for you
How do I make the mod recognized by Stardrop again?
I think it depends on whether they own or could easily access pc copy of game
But there's some plan to have cinderbox support the play store version too through dark magic
I think you're right 
I'm making an NPC with content patcher following the tutorial on the wiki. I am editing the character disposition, specifically the "home". In the example a custom house is given, but I don't want to create a house myself at this point. How do I get around this?
This is chiefly for testing/foundation purposes at this point.
You can set it to anywhere on any map for the time being
For my character I just had them stand at the bus stop just to see if the code was working to actually add them
So I'd say pick anywhere convenient (probably off of the farm cuz that's dependent on farm type)
Bus stop would be great. How do I get the "Location" and x/y for that?
Just as a courtesy, have you unpacked the game?
I have not. I figured there'd be an extracted reference or something
Is there a Mod that will expose it?
in-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!
Lookup Anything can tell you the internal ID of a location and what tile you click on but modding will be very very difficult without unpacking your files
Debug Mode is another one that can help
That can tell you the map and tile coordinates you're looking at
I would honestly recommend Unpacking the game though, having the bare files on hand is incredibly useful, but I can understand not wanting to
It's a simple process, though
Is it possible to ask ConcernedApe if they can add a walk backwards event command in 1.6.16 im desperate at this point π
The little sequence at the end isn't how I was planning on this sequence going but quite frankly I kinda like how it turned out even if the code is a mess 
Got my first bug report! π
I should still ask for a smapi log even though it doesn't sound like it's spitting out errors for the person, right?
And then I'll try to recreate the issue, and see what happens from there
The log also tells you what mods they got installed
Yeah, I'll ask for it then. It doesn't sound like it's an issue with other mods though. My hat apparently disappears on a cursed mannequin.
Thanks
I have successfully done a cool effect at the cost of putting those with epilepsy in danger. ima have to reduce the brightness of those flashes 
what a way to start working on my mod after a several day break lol
I've never even had a mannequin, so I guess I'm off to the wiki!
Ok, so I am actually supposed to be looking at cursed mannequins separately, because normal ones don't get turned I guess
Hey, has anyone else ever happened to run into this issue with their custom hats/clothing?```I put the hat on a cursed mannequin, needed somewhere to put it besides a chest and it was the only item I had that could display it nicely, a few days later, the mannequin moved a single tile to the left, and the hat is missing.
I tried destroying the mannequin in it's new spot, moving it back to where it was when I originally put the hat on it, checked the lost and found, it's just gone, although in lookup anything it still says I own 1 of the item.
cursed mannequins can swap clothes with the player
they may not notice if they're using a FS set
in either case I don't think this is a you problem at all
'the mannequin is cursed'
Not an issue β
related
I think it's kind of funny they decided a cursed mannequin was the best place for a really special hat lol
It was Jack's prized possession
Normal mannequins are kind of expensive though, so I guess I can understand π
Where do u get mannequins
Does using a ! to negate something only work for GSQ's?
For the conditions of when an event can start
That should work
There is a GSQ for what I'm looking for though so I should be able to just use that
Plz show code
"{{ModId}}_BadDreamsRiftIntro/LocalMail {{ModId}}_BadDreamsComplete/!PLAYER_HAS_CONVERSATION_TOPIC Current {{ModId}}_BadDreamsWizardSameDay"
That's not the right syntax
Ok, is does this response basically cover what selph said? π
Hi! I've discovered that what you're experiencing may not be an issue with my mod. Cursed Mannequins can swap clothes with you, and if you had a Fashion Sense outfit on at the time, you may not have noticed, so please remove the outfit to see if the hat is actually there.
Oh you right
"{{ModId}}_BadDreamsRiftIntro/LocalMail {{ModId}}_BadDreamsComplete/GameStateQuery !PLAYER_HAS_CONVERSATION_TOPIC Current {{ModId}}_BadDreamsWizardSameDay"
https://stardewvalleywiki.com/Modding:Event_data#Event_preconditions
read under Format > preconditions!
!ActiveDialogueEvent blah
(I'm not sure why it's under world)
Unfortunately I need to drive home so I cede floor to chue
Ah, alright!
it's under world because it affects all players, presumably
No, conversation topics arent shared
yeah sounds good
if they still can't find the hat you can tell them to use something like Chests Anywhere to see if they accidentally stashed it in a chest somewhere
hum, in that case you can edit the page if you see fit
Alright! Thank you for the help, Selph!!
I am not at home
There's honestly kind of a lot of things that went wrong here but I kind of don't mind? if anything I kinda like how not right it is 
Blueberry should I get free ice cream
But I'm curious what people think
So, it would be safe to mark this down as just not a bug now, right?
Should I wait a day for a response before I close it though?
damnnnnnn
wtf
that looks insane
if its possible i feel like it would be cool to have some aftereffects from that dream when you wake up? 
actually yeah I might be able to? since it's technically the start of the day I might be able to have it add debuffs or something. I also kinda wanted it to lower your stamina to half value but idk how possible that is
ooh, how about a darkness debuff that lasts a few seconds after you wake up too
Oh yeah I can totally do that cuz I think that debuff already exists in vanilla
Oh, you know what, I"ll just leave it open since the bug notif on the page is set back to 0 after I marked it not a bug
Hey, off topic, but does anyone know of any mods that redo sandy's shop?? I had a brief thought about making a renovation for it, but I'm wondering how many other people have done that.
There's a mod that gives her a bedroom, one sec...
Less Ugly Town Interiors is one
And... Yeah I think that's the only one I know of, I thought one of the Sandy mods might, but I don't see it if they do
Ah, ok. I was thinking of the hideous pink outside, so I might be ok!
Should've mentioned I wasn't planning to redo the interior lol, thanks!
Oh that. Might be some recolors that affect it
I'd check SVE because I'd always check SVE
@marsh reef
omg it works
looks dumb without wind effects and the other effects though.... i gotta work on those next
just chilling in your underwear in the desert
oh crap... i just realized you legit cant access any of this during the desert festival because of the map change lol
nothing better
Oh, thanks, but i was thinking of making it call on a different spritsheet altogether, since it would be more than just a recolor. that should be fine right?
Yeah, that should be fine
okay so I have an issue that I'm finding when going through events one after another to record them. For some reason that bad dreams event breaks if played in the same session as the 2 other dream events. But relaunching the game makes it trigger upon loading..
Oh right I LITERALLY recorded it I can post what happens
is it possible to layer something over the ui?
because i feel like it would be super cool for when you're in the sandstorm you cant see your health or stamina or anything
with C# anything is possible 
otherwise I don't think there's a content pack accessible method
you can't even patch out the image asset because of staminaRect shenanigans π
You could use BETAS Harmony to hide the HUD entirely if you wanted to be a little cursed about it
the HUD is only drawn if Game1.IsHudDrawn (a bool property) is true
hmmmmmm, i mean yea. but i feel like it would be cooler if its an actual effect that covers your bar
like in botw, thats immersive
I dont think I'm gonna end up finishing all the work I've set up for myself before the deadline.. but that's alright. All it is is that Tomodachi Life releases and I'ma be playing a ton of that. I just have to hope that after a few days of that my drive to make this mod hasn't disappeared
ughhhh why is this happening π
Is this actually the first time I've tested this by drinking the item like it's intended?? cuz I feel like this wasnt happening before
Cuz like it works fine when you reload the save, the cutscene plays as it's supposed to, but why can't it do that literally after you drink the dang thing 
maybe I pass it off as a feature not a bug 
I- WHAAAAAAT?!
IT'S CAUSED. BY STILL HAVING. THE BOX OF PARSNIP SEEDS FROM LEWIS. IN YOUR FARM HOUSE.
Oh wait or maybe not..?
It might be slightly more complicated than that
maybe it's it breaks if the box of parsnips are still there OR you collected it that same day?
Cuz the attempt it worked I had picked up the parsnips and then slept before drinking it
Can.. it just not be done on the first day..? no that can't be it..
Can it not be done the day after a previous event that takes place in your farm house? Cuz technically on the first day you have the event of the whole intro cutscene, and previously I'd been doing it the day after another event
what is this event, how are you triggering it, and is there any C# or framework involved?
It is one of my custom events, it is triggered with a mail flag that is received via a buff you get from a food that knocks you out when you drink it.
and uhhh I dont know
Ohhh shoot the effect for the sandstorm siiiiick
yes
it only took harassing one C# knowledgeable friend to get it to work
if you don't know then the answer is no
try sharing the code?
Sorry was in the process of doing so
!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.
i tried to do the visual effects for the storm too, like sand blowing and stuff, but it just turned my entire screen brown. so i think thats where ill call it for the day
does that event play when you debug ebi it?
I believe so but I'll try it in a moment
It does normally
But I haven't tested it under the conditions Im suspecting to be the issue
It does work and under the conditions I was suspecting it wasn't working under
does it trigger naturally without having seen the other two events you said were screwing it up?
I'm not sure what you mean, it triggers whenever you drink the item for the first time. The item knocks you out and it triggers the next day
yeah, and that works if you just start a new save and then drink the item?
No
hey, this is kind of a theoretical question, but do mod authors have any say in whether they are not ok with their mods being added to X rated collections? Like if you wrote down in the perms youβre against that? Because if your mod is able to be downloaded through vortex already, you donβt get to approve any of the collections they get added to.
Asking because Iβve tapped the collections containing this mod tab on other mods before, and directly seen nsfw image art for an adult collection even through I donβt have that enabled.
But my thought is that the intro cutscene is technically an event
If you sleep and then drink it the next morning on day 2, it works
Also, when you quit the game and load back into the save, it triggers as normal immediately upon loading
Sorry- quit the save, either to title screen or desktop
Doesn't need to specifically be closing to desktop
so in order to trigger it naturally, you must have slept at least once?
Not necessarily
It triggers in your farm house between 600 and 610 after you receive the mail flag
it just so happens that immediately after you receive the mail flag, you're knocked out and sent to the next day, which has you spawning in the farm house between 600 and 610
i think i may not be communicating myself clearly. i can see that you have those preconditions, but i'm asking about specific circumstances in which you have so far been able to get the event to play without manually triggering it with debug ebi
Well I know for certain being able to start it on a new save after sleeping through the first day and drinking it on the second
gotcha
I might have a random save I can test actually
careful with sleeping, you'll have to restore your save if you care about it
true... I don't care too much about the save but I kinda dont want to screw it up 
is this nightmare smoothie available on day 1?
Oh absolutely not
then honestly i wouldn't worry about it
It's a recipe obtained from Krobus and requires a berry that can only be grown in Winter
if it triggers correctly under other circumstances then i'd say you're fine
The only issue is you'd basically have to do a whole year 1 playthrough to determine that 
However, I'm not too fussed about it, considering that you can still press esc when it breaks to open your inventory
you can use cjb cheats to change seasons etc
And from there you can exit to title and reload the save and the event will play as normal
You can also use CJB to spawn it day one 
Oh wait you weren't- Nvm sorry
I think the consequences of it breaking aren't severe enough to try and figure out what's making it break
It doesn't brick the game or anything, and it doesn't ruin the event
At worst it breaks immersion
"doctor my hand hurts when i punch brick walls"
"don't punch brick walls then"
- mod user to mod author
and gives the user the impression that it broke
It's really just a very strange bug 
I could change how this all happens but honestly I've kinda built all of this up around this sequence of events so like.. no 
Anyhoo.. now I think I spend the rest of my day writing Dialogue for Darkrai
Look it's my god given right to punch 293748 walls on an i3 from 2010
New quote added by handwrittenhello as #7893 (https://discordapp.com/channels/137344473976799233/156109690059751424/1493804966639308992)
Man, I have some letters I need to write....
I need to get back in the groove manually instead of waiting around if it's going to happen though
πππππ HAAAHHH
im so close to being done writing dialogue but man it gets tough to keep things unique
it really feels like that
dialogue is so scary
when it flows with a scene its much easier though
its why i got burned out of writing fanfics
was too afraid of being repetitive smh
weekly dialogue? 
Yea, the generic dialogue when you talk to them each week
It can change depending on how many hearts you have with them
ah, yea i can see that
Each day of the week*
im dreading having to do all that
and im still not even halfway done with this desert thing im doing 
Do yourself a favor, cut down where you can π
I'm skipping unique dialogue for 4 hearts and 8 hearts cuz I could not write 2 more sets
ill try my best...
got i have so much crap to do for my pyramid
gotta make it somehow unique to skull cavern and the volcano
and the only way i can think to do that is more puzzley
My dialogue is very dependent on how many hearts you have with him so I hope there's no reason he might use 0 heart dialogue while you have 10 hearts
maybe check how its done in vanilla i guess?
ehhhhhh I'm just gonna hope for the best 
well remember you can always add more dialogue in another update

burger music
just dont let him :)
the urge to write meme dialogue just to pad it out is incredibly strong π
highkey do it
i plan on doing that but having it be unlikely to happen lol
27% chance on a wednesday they just yell calebcity vines at you
5% chance of an event happening and its just something dumb
"DarkraiStabdardDialogueTue7": "@, YO GIRLFRIEND LOOK LIKE MY MOM"
@marsh reef You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
β οΈ insane one to level up on, peak on my part
I have expanded it
The funny thing is this dialogue would theoretically never be seen because the game doesn't check if you have 7 hearts 
π€£
Hoooo I think I'm done! With writing them. Now I need to figure out how to get Darkrai to actually.. talk.. and be interactable..
good luck with that bro 
i want to do so much dumb shit with the dialogue lol.
sadly im saving dialogue for the absolute last in game mod i think
Last I knew this was giving me errors so let's see if it's working now that I've filled it all out
im salivating thinking about the point in time where my mod is basically completely done and all thats left is adding goofy stuff

Thankfully I think I learned what causes this error
bro really right there at the beginning? π
omg that was actually all it was
that one missing {
lol
what's the bouquet response?
servant?
The thing is like you're bringing Darkrai tribute
oh so like low hearts
Ye
But once you get enough hearts with him he sees you more as a friend
So he gets friendlier
chat how the freak can i just scroll up and down on aseprite
huh wym
Middlemouse click and drag
oh hand tool exists too but can i not just scroll up down like any other page
i see
okok ty
Shift also apparently lets scroll wheel scroll horizontally
if it's like photoshop you can spacebar + leftclick drag
Anyway yeah I need to figure out how to make the NPC like.. actually interactable
which wonderfully also works in tiled with the latest updates
πββοΈ which is why im sad i cant just normal scroll
There might be a function for normal scroll but I haven't encountered it
dialogue and gift tastes is all you need for an interactive npc, though you can have a dummy/undefined npc appear in events
Wait so does it not work because they don't have a gift for each taste set yet?
:( its here but i cant edit it whyy
well you need to add even a very basic entry to the data asset, but they'll always have some gift tastes even if you don't have any items or categories in your data entry just from the universal tastes
Huh.. when you hover over it there should be an option for "add"
i found it :3 it was on default not custom, so, i got it now though
dude omg, why is the texture for water bigger than the entire desert panorama im trying to do
theres no way
because it's animated πββοΈ
maybe ill have to settle for muddy water instead of quicksand...
Honestly setting up dislikes and hated things feels like such a hassle
Like.. Loved and Liked things I enjoy adding, Neutrals are.. kinda whatever. but disliked and hated feel particularly hard to come up with
Also I added gift tastes and Darkrai still can't be interacted with 
i suspect most players won't particularly care what your NPC's dislikes and hates are, so i don't think you need to put too much effort into it /lh
make your npc hate everything except expensive items 
Like I have to imagine there's a line in the Characters file I'm missing or something
cuz I didn't copy EVERYTHING for a character
you really don't need many, mine are usually something like ++cake +sandwich -vegetable or ++fish +artefacts -coffee
cuz I didnt need things like "kissSpriteIndex" or whatever
dude there's no way
i didnt do that much lol, half of it is still the stuff i copied from the wiki
it's simple if you think about your own likes, maybe ++pizza +coffee -pomegranate defines you to a t
just translate that to some other general things and whatever you think is memorable or funny
ngl, i think im probably going to have to split my mod into two at some point... the desert pyramid thing is kinda too big to have in a new character mod
However, a character in your desert pyramid thing sounds reasonable :3c
i mean like, having the pyramid thing being a standalone mod on its own, but still having all that for my own character mod
never too big wdym
right now its painfully obvious that i got super sidetracked on making my character lol
its not a new character mod anymore its a mini expansion :)
trueeeee
how dare a man want it to be peak
but this is like going to ginger island as like a sidequest for marnie or something lol
not sure why you're not thinking 'this fuckass giant pyramid is going to be a killer selling feature for my npc' but you do you 
you're so right omg
as ever πββοΈ
β οΈ what the
this looks so good the longer i look at it
like damn, i made that pyramid
its so neat and orderly
you'll do the same if you look at yourself in the mirror thinking positive thoughts



then yea i think ill try to do that