#making-mods-general
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That wasn't for an event tho π
A bare bones Character entry really isn't that hard to create.
You can animate map tiles if that's what you mean by walk animation
I figured, I just need to know what I actually need
can confirm i did 3 barebones character entries for an event
For events yeah temp actors can do same things as normal actor mostly
mainly bc it was easier than figuring out temp actors
Shouldn't need Data/Characters entry but you do need to load the sprite to Characters
Special prereq there
oh shoot I guess this is where I also get to see if my placeholders have worked
hm.. okay so the Mudkip wasn't there.. Is this too bare bones? π
And I do have this which is the same as my Darkrai which does work
And I got no errors in my console
Has anyone Made peakychu mod yet?
How much coding do you have to know to make a fashion sense pack?
Not very much at all itβs a framework so the heavy lifting is done by the mod
Just have to do patch reload for testing purposes
Oh cool, I looked for a tutorial but couldn't find one
right I guess I dont need the Mudkip to show up in the location, I can handle that with a map tile patch
I believe you will need to set CanSocialize to false as it defaults to true
CanSocialize being false is what makes so many of the other fields optional π
Fashion Sense is a framework mod that allows modders to create static or animated clothing, hair, accessories, and shoes that can be accessed through a special in-game menu. To access this menu, players will need to obtain the Hand Mirror from Pierre's Shop. The framework supports multiple content packs and also adds the ability to save, load, and export custom outfits.
Mod Users: Install Fashion Sense as well as any desired content packs. Content packs can be found by searching Nexus, or for an interactive list, click here.
Mod Authors: Instructions, tutorials, and tips for creating FS content packs are available on the mod's wiki.
Still isn't there but that's okay :)
I'll just do a map patch for the shop anyway
Your NPC also won't spawn if there isn't a loaded Characters and Portraits sprite that matches, but that should spit out an error in the log usually.
(You can always use a blank portrait frame as a placeholder if you don't intend them to speak with one)
Could I theoretically give them the same portraits as Darkrai?
you can quite literally do something like this, where it's the right size but empty.
(feel free to take that and use it if that suits you)
I need to stop trying to get it to show up in game until I confirm it wont show up in a cutscene 
I also wanna make her sleep to coincide with the shop being open and closed, would that be two separate map patches or could I do it in one? Like overlaying the sleeping sprite
or I guess just how would I go about doing that
It would most likely be a second patch with a When argument for the desired time to change it (and an update rate of OnLocationChange). You could also use time change, but I avoid it because it can cause performance issues.
Quick question please. I'm doing a retexture of pathos tractor mod. Do I need to ask for permission to upload the mod or am I free to do so as long as I give credits? It says it's open-source on the Nexus page but I just want to be sure.
nevermind. it was answered in modded-stardew
omggg what if i added a small mudkip sanctuary to ginger island where you can get a hat that's just a mudkip laying on your head
haha, I see the scope creep bug has bitten again
add one for wooper and seaking fr
I have made a whopping eight fish and one trash item today. Oddly enjoyable, though my pacing is bad lol. I'm having too much fun though.
Seaking??
Don't get me wrong I love good under-represented Pokemon representation but that feals like SUCH an odd pick 
At least over other pokemon
you ever watched zanegames?
uhh no
revavroom would be good too
ah, they meme with that pokemon a fair bit
for the record I'm doing mudkip cuz Mudkip is one of my favs and it's small π
Wooper could be good for that tho
and uhhh I don't think Revavroom is small enough or uh.. has PMD pixel art sprites-
i know thats why i said seaking :3
Don't feel pressured into adding others, people can make their own mod to add Seaking or Wooper. π
π π€£ bro in no way am i pressuring him
I.. am gonna see how big Seaking's sprites are in PMD
pretty sure hes quite larg :)
I dont know why I thought Seaking would have a "walk" animation
π€£ he uh, he probably just floats..
WAIT IT DOES- Why is it out of order in the files??
WHAT
Fish can walk. They just flop their fins across the ground!
you're so right why didnt i think of that
Dang the basic sprite is 23 x 24
I'm gonna turn Legend 2 into a coop animal now
yes please
"i gotta go walk my fish" gonna be a real claim
Although.. quite frankly since this wouldn't be an NPC at all it would just be sprites in a map, the size doesn't matter 
lowkey just hiding pokemon sprites around would be pretty funny
It would be funny but I probably wont do it. Mostly because idk if I'm gonna be making the Mudkip sanctuary to begin with. That's the kinda thing I want to decide once I've actually finished my goals
That actually sounds like something I would do 
That would require so many map patches and could possibly cause a lot of compatibility issues tho π
pokemon hide and seek but snorlax and like geodude are just really bad
fair enough
Geodude canonically gets mistaken for a regular rock
well i think map patches are fine as long as its within the map, if you're tryna redo the whole thing then yea
but theres so much grass around
why would rock hide in grass when quarry exist 
π€£ hes just in the quarry but hes like a little too high definition

π bc he's a rock
rocks arent the sharpest π€
yknow with the sheer metric TON of stuff I've added to this mod.. I feel bad for the people who previously contributed translations for the mod π
I'm not gonna ask them to translate everything new cuz that's such an unreasonable ask after TWO YEARS
Mmm rock tree
First season grows rocks and coal, then does geodes and then some gems 
Year five and it's just prismatic shards
Im not expecting this to work first try but it would be so crazy if it did
aw dangit
I MISSED A COMMA- THAT DOESN'T COUNT
Doing something right first time is either magic or something is gonna appear after loading a save
You may wanna try visual studio
It auto indent lines and help with commas and brackets a lot
I tried it, and I do use it just not as my main thing
It's gonna be a craftable tree seed like that magic tree after some Abigails heart even
Since she loves eating rocks
She's gonna make a group project with Demetrius for you to test out
I forgot carpenters daughter name
Awwww donβt lock the cool tree behind something far off :(
I want funny tree at the start
It's gonna be like 2-3 hearts at max
πββοΈ I see
I think I'm back to figuring out how to add maps despite having a working and map patch already 
I've tried this, with it just as "Mudkip", and it with the full think including my mod id and none of it has worked
Iβm stagnating on making my mod
this big map and all the tile crap is overwhelming ngl
alright what am i missing -- no forage is spawning on my map, I have double checked that my map properties has ForceSpawnForageables TΒ² in tiled too
the items themselves exist just fine
THIS IS WHAT I CALL PROGRESS 
I dont know where the fin go all I know is it's on a different layer cuz the back wall there is also the building layer
Uh- that is- exceptionally incorrect-
It's pretty normal that the bottom most wall tile is on Buldings
You will want the fins of your Mudkip on Front
It already is
Then try Front2?
I should also eradicate George while I'm at it
You can turn off the shop portrait option in the Shop data, IIRC
It's also not using the custom dialogue :(
It's a longshot, but you could try capitalizing "Spring" in the season field, since that's technically what it expects in that case.
Beyond that, patch export Data/Locations in the console should show whether your entry is registering correctly. And be sure to test by sleeping or starting a new game, since forage is generated overnight.
I think I found why George is there, will see if I fixed it
(I'm pretty sure the json parsing involved doesn't care about the capitalization for that type, though)
Usually everything you can walk on is Back, everything you should collide with is Buildings, the rest is Front, a lot of tall things usually have first tile on Buildings and the rest on Front
Rarely things that are always above player is AlwaysFront
Oh yeah also it seems like actions in Tiled cant use i18n data..
I'd bet I could use a series of trigger actions to get it to actually pull from the files but that sounds like so much work π
GEORGE IS NO MORE 
Still not custom dialogue though
Tiled doesn't understand tokens
I18n too
So you need to add a string from maps entry with your i18n
And then use the entry id in tiled
Yeah, you won't need series of trigger actions or anything.
Orrr... not worry about this line being translatable 
-# (I'll figure out the string)
Ah, yes, but, you see, I am dense
(You could also add the action completely from the json, not from tiled)
Like so { "Action": "EditMap", "Target": "Maps/BathHouse_MensLocker", "MapTiles": [ { "Position": {"X": 9,"Y": 24}, "Layer": "Buildings", "SetProperties": {"Action": "Message \"BathHouse_WomensLocker.3\"",} }, ], },
If I understand it right, will this work?
Might want to make the key more unique, but that should work.
StringsFromMaps is a global shared resource so you should be putting your {{ModId}} in your keys there
Right I can add the mod id thing
alas, no dice - checked patch export, it seems like its registering? and yeah ive been sleeping multiple days
you'll have to spell out the mod id in your map/tile properties (if you're baking them into the tmx in Tiled) but such is life
Oh yeah also I don't think adding the fin to Front 2 worked?
And also Idk why the custom dialogues aren't working-
You miss one more layer to the dialogue.
aw crap the Id?
Example "Owners": [ { "Name": "None", "Dialogues": [ { "Id": "Default", "Dialogue": null, "RandomDialogue": [ "{{i18n:Mudkip1}}", "{{i18n:Mudkip2}}", ], } ], }, ],
Ohhh
hm.. so I clearly didn't do that right
OR that
You were always broken
Ok I figured that out
So apparently, the forage system requires you to use the tile property Spawnable: T on the Back layer to allow that forage to spawn there. It might already be attached to some tiles on your tilesheet, but if not, you can add it there or add them manually around the map.
If that's not the issue, you could make sure it's not just missing its chance by temporarily increasing these fields on your location entry:
"MinDailyForageSpawn": 99999,
"MaxDailyForageSpawn": 99999,```
(They default to 1 and 4, and Stardew's spawn logic is often "pick a totally random tile, try again if it's invalid, and give up after X tries".)
How do I get this to run the string?
tile properties can't directly see your i18n or CP's tokens, so you'd probably need to add that in its own EditMap rather than directly on the map file
That was the plan
there's also Action | Message <key from Strings\StringsFromMaps>, which might be similar and let you pre-edit that file instead
Try Message TntDove.PB.MudkipSleeping
Alright so something tells me that's a pretty good shout if both of you are saying it 
(ah, that was already the plan, now that I read up
)
IT'S SO CLOSE 
shouldnt this be in quotes?
im uhh 80% sure
Message "Tntdoveetc"
try that
wait... oh my god I'm actually so stupid with the fin....
In this case maybe your ModId is wrong.
The coordinates start from top left to bottom-right, isn't it...
and not bottom left to top right...
uhh yeah

0 0 is top left
So that means this next test should mean i'm done if I did it all right
Yeah, but I'm not sure if affect dialogue, especially if it still give a message when you interact.
Srry I'm talking about 2 different issues here 
Speaking of, this one is fixed
However this one is not
Wait.
Shouldn't it be TntDove.PBB_MudkipSleeping
(Shouldn't need the " too)
OH MY- AAAUAUUGHHGH

I'm actually gonna crash out π
That's what I get for copy and pasting what you sent instead of just editing what I already had down 
Sorry. π
Nah It's alright 
It's funny if anything

Bro I am NOT looking forward to the like several other maps I've planned to add π
And patch
So she's also the shop right? So there are days when she's sleeping (with this map patch) and there are days when she's awake (with OpenShop map patch)?
oh it's fine, you've made the mistakes already. it's smooth sailing from here
Well more she sleeps in the morning and at night. She's open from I believe 10 AM to 6 PM
New quote added by atravita as #7911 (https://discordapp.com/channels/137344473976799233/156109690059751424/1494874797770018937)
And I've got that figured out already. Maybe not efficiently but in a way that works
Ah, so the patch is with OnTimeChange?
then again I didn't test it closing back down for the day
also I forgot that I wanted to make an event with this critter but that sounds like tomorrow me's problem 
I'm delivering on what I said earlier. Well, not right now, since I'm not updating my mod just yet, but still. Functional coop Legend II lmao
Well that's an odd issue to run into. How do I made it drop Legend II flavored Roe? I tried the following item query, which works for fish ponds (hooray weird wines and such), but apparently not animal products? Maybe I'm doing it wrong?
{
"Id": "Default",
"Condition": null,
"MinimumFriendship": 0,
"ItemID": "FLAVORED_ITEM Roe (O)900"
}
],```
yes animal drops still use plain ol string item id
Bah, I wanted to avoid extra dependencies. I'll consider that or give it another item instead lol.
has clicking a tool hotkey in Tiled while the tool is currently selected always selected the previous tool. i am losing my mind
does anyone here know how to make mods and want to teach a person who has no idea how any of it works except making maps for fun π
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
(im freaking dumb)
!tiled i believe
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
!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!
Best to read the guide on making maps
Feel free to share your code and explain what you need help with, lots of mapmakers in here who can extend an extra help 
On both cp's documentation, and on the wiki
you'll find a lot of people here manage to make mods despite being dumb, speaking from experience of course
: β
Bluebs in their ami era
the ami era lasts as long as i have server-specific pfp πββοΈ
Why are your amis always munching
!anyonecancook take your time, we all start somewhere
survivorship bias
Is it just me or is the text at the bottom kinda crunched
the strong amis eat the weak
Ah, i see.
oh? theres many people like me here
yippie
at least im not the only one </3
is coding for stardew valley different then regular coding or like the same
depends what you're doing! just adding a map to the game is very simple, adding new gameplay mechanics is very complex
best not tackled at 1am either way
yeah true
50% of all mods are made for Content Patcher, which just takes 2+ simple JSON files to add your changes to the game
there's tutorials for general JSON and writing JSON for CP specifically all over the place
!json maybe
i mean the only thing id have to learn is how to make a character go from somewhere on the regular maps to this new map and to have 4 things they intereact with that say some sorta subtitle
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.
not very useful command
sounds quite simple, you'd need a simple NPC tutorial, then assign them a schedule + schedule animations + schedule strings when they're ingame
actually do you guys know about foliage, like wood rocks and fiber.. like should it be on the path layer or buliding layer.. π i assumed building layer
if it's on the Paths tileset, it should be on the Paths layer
i mean looks... fine, just maybe raise paths above buildings
since otherwise your bushes and grass and trees will be covered up
...... i think?
π
nope
you walk on it
thats what back is for
back = stuff the player walks on/stuff that gets layered behind everything else
buildings = stuff with collision, like walls or furniture objects
front = stuff that gets layered above the player
alwaysfront = stuff that will always be layered above everything else
paths has all the weird stuff like debris, breakable trees, grass, bushes, lights...
ah
at least it was an easy fix
its a good thing that i fixed my layers π
now that i understand how they work properly π
So I published a couple mods and I wanted to get them up on the SMAPI compatibility list, but github scares me, can anyone give me a hand with that please? π
I wonder, is there any point of having object (purple) layers for anything but Back and Buildings layers
Like, considering how they work and stuff
Cuz like what is this π
the π£ Paths layer has several uses, but Front, AlwaysFront, and all numbered layers are useless
Is there any example for object paths?
I think I saw something like that one day but I don't really remember
And I'm not sure if modding maps mentioned it
they're described in https://stardewvalleywiki.com/Modding:Maps#Known_tile_properties
in short, currently they're used for prebuilt cabin player order and advanced tree spawns
Oh!
Right, I used it myself, but I forgot
Yeah that make sense, since there's these house icons
surprisingly it's fine to use spaces in numbered layers, i'd just checked since i wasn't sure how they're parsed but all of these are functional:
Buildings1337
Buildings 1
Buildings-999
Buildings +10
I still wonder how - and + are affecting order
- draws the layer before others (i.e. underneath), + or none draws it after (i.e. on top)
the way normal math works i guess
the greater the number in each direction, the further it goes
I haven't seen anyone adding plus but I've seen some negatives examples
I see, thank you for explaining
I'm not a big fun of adding too much numbered layers, so I usually try to fit in 2-3 layers max
probably bc there's no real use to use + since doing Buildings+5 gives the same result as Buildings5
i usually try to use +1 at most, but occasionally Something happens and you end up with AlwaysFront5
i think ive only ever gone up to 2 extra layers
I kinda wonder about numbered building layers
I suppose they work like Front but without this one tile offset thing
all numbered layers are purely cosmetic, will be ignored for collisions, and will use no tile properties
including footsteps, plantability, etc. all of them
numbered buildings usually i find works for tables, since even if the player gets layered above them, not like they're gonna walk on the table. or wall decor when Front is already occupied
basically places where i just need things to look good
I go for front and sometimes for Buildings 2 too
I just do things one way and then they all look mislayered in game
Especially front getting in the way a lot
useful for adding depth. as you'd expect for Layers
incidentally folders/groups, image layers, and layer offsets are unused by the game, like most Tiled features
Parallax being unused is such a pain
But eh, it's still one of the best softwares
Not like I know any more
it'd be nice to see these usable but ultimately if the base game isn't using them then it isn't a priority. it'd be a wild mod that added these features in full
not sure if it's even feasible given it'd likely be targeting xTile, i haven't looked into that at all
hmm seeing all that bamboo gave me an idea
eat bamboo
well yes but
I think tmx file does include info about parallaxes if checked in notepad, it's just the game not using it
I suppose mods can check that file info somehow?
yep, Tiled lets you save that data into your map, but the game (via xTile) simply doesn't read it
π
as far as i know mods never see that data, xTile takes what it does and gives them the result
but then there's various mods that spoof the same effect through their own data models for you to fill in, maybe MMAP is one
and of course if you write c# you can just create your own Background class that does exactly what you want
Interesting
or for a more blunt-force approach, add a custom type location and override the location draw method
I'm way far away from c# for now
oooor harmony patch draw and do whatever. there's plenty of ways of doing the same thing
aha an expert
Remember that stardew never sees the contents of the tmx, smapi will load it first and then translate the contents to the xtile data model
ah so pretty much as i guessed. i must be the expert
The tile flipping feature smapi does by encoding that as tile properties and has render logic to read that and apply the effects
There is indeed a parallax background feature in mmap but it's got nothing to do with map data
I have the attention span of a wet noodle trying to focus on this making mods procress 
How would one go about patching the animal menu tab?
What does that mean exactly, the game menu?
Alright so I have a general idea for how I want to have my event start, but I'm not sure what would be best for triggering it. I might just have it happen the first time you enter Ginger Island West but since it takes place on the beach it feels a little weird to have it happen while you're over on the far right of area. Should I just not worry about it?
Since the event is also meant to be kind of a hint towards the golden walnut in the shipwreck, I'd like it to happen ASAP. I guess I could tie the Mudkip being there to after you've seen the event? But.. I kinda like the idea of her being there from the beginning
Do you just mean that you enter from the right but the event puts you on the beach? Cause if so that's alright, or you can just show the Mudkip and not have the farmer in the event as more of a look ahead
My thought was that as soon as you enter Ginger Island West for the first time (which would be from the right I believe) the event would start in which the farmer is walking along the beach.
It would be just a visual thing and you'd be back in the top right after the event but that feels a little weird to me lol
many events do that, it's alright
Alright 
I might still need to worry about the randomly spawning mussel rocks? Could those interfere with the event?
I guess I could do what I did with Cindersap Forest if that's the case 
This. I want to allow the player to feed golden animal crackers to animals from this menu.
I'd just patch receiveleftclick there then
The class was something like AnimalPage iirc
Thanks!
Spawnable T doesnt seem to be on the map wiki page?? Am i missing something??
the json incase that helps:
https://smapi.io/json/content-patcher/94b50f0837e847ee86c18d6608521e70
Once again, restarted stardew after saving the map, made a new save, slept until thursday, changed the min and max to 99999, no forage :')
(Also sorry I fell asleep)
im still very rusty with Tiled so it would not surprise me at all if im doing something silly or missing an entire wiki page or something
it seems like everybody uses spacecore or FTM or something when theyre dealing with forage spawns here, so maybe ill just do that, though i was hoping to limit dependancies as much as possible
use spacecore, everybody already has it as a dependency already x)
oh, I also tried adding (0) to the forage Item ID area and that has not fixed it 
yeah thats super fair. part of me now just genuinely wants to figure out how to get vanilla foraging to work out of curiosity/stubbornness
leave it to me to always be finding random things that be breaking on me
understandable ^^
first the ClosedMessage shenanigans now this
I was thinking of what it takes to trigger my mod. Is waiting for the bus to be unlock making it a bit too hard?
I want to make a demon slayer mod and was thinking that they can create their own town
the bus as an unlock conditions is certainly not too hard
great, thank you
with how important the desert is, it's not a farfetched goal
not sure how to help but im surprised its not working. I am using CP for my generic forage too and it works for me
i dont even have any spawnable T stuff going in in tiled(that an having map properties set to Outdoors T tho idk if it matters in this specific case)
mine is also set to Outdoors T 
once again good to know im at least not the only one confused lmao
i am, evidently, a master at finding things that by all accounts should be functional
have you tried taking out the season stuff or making the chance 1 to see if theres a bit that might be done wrong?
I can certainly try
Would you be open to sharing yours so i can compare?
New quote added by celestia187 as #7913 (https://discordapp.com/channels/137344473976799233/156109690059751424/1495070256568336484)
You're welcome btw, this felt way too relatable XD
lololol ty
omg it's so nice to have the Mudkip NPC just f u n c t i o n i n g in the event without having to debug it at all
man i know the feeling, nothing like seeing your npc actually exist
Can I make a requirement for seeing a cutscene something specific like making it happen five days after seeing another cutscene first?
I believe so, but making it hyper specific could run the risk of it being missed one way or another, depending on what it's for
I think you can by doing some shenanigans of mail flags and conversation topics
Not trying to discourage ftr, just giving fair warning
but yeah, make sure you make things be at least a duration
sure, i got my code on github anyway https://github.com/VoidWitchCult/The-Fishmonger--Whispers-of-the-Oceans-Heart/tree/main
Right, okay, but if there's a chance for it to be missed, maybe I should think of another way just to be safe. Thank you
Well you could always have it be after 5 days have passed, and then just any point after those 5 days have passed
As long as you don't make it a hard requirement, like "you need to trigger this exactly five days after the event" and instead make it "at least five days", then it won't be missed
What you could do is make the requirement that you DON'T have a conversation topic that the last event gives you, and then have that conversation topic last 5 days. So after the 5th day you no longer have that conversation topic and the next event can trigger
Right, okay, I'll keep that in mind. Thank you for the advice and help
In the event file, that would be something like
"{{ModId}}_(Your Event Id)/GameStateQuery !PLAYER_HAS_CONVERSATION_TOPIC Current {{ModId}}_(Conversation Topic You Set)/"
Sorry if you already know how you'd implement it, I'm just excited to actually be able to help around here cuz this is something I know 
Unless itβs a vanilla event
What does traction mean in this case?
Trigger action
Ohh
I actually default to trigger action
Traction*
Omfg now Iβm getting mixed up
Anyway
Oh wait nvm I see what u did
Iβm pretty sure thereβs an event precondition specifically for conversation topic
That isnβt a GSQ
Itβs ActiveDialogueEvent
But can that detect when you DON'T have it?
Oh. Well alright then 
Hey, possible long shot. Been making a mod and want to see if there's a way people have found to make a custom item non-tradable (to other players). The pop up can be a bit annoying prompting me to hit yes or no.
I just did that for Tilly so itβs fresh on my mind 
Uhhh I donβt know if marking it ungiftable prevents it from being shared between players
My gut says no
I assume player interactions are different to NPC ones?
That kind of seems complicated tbh, or maybe I'm overthinking, do you have any suggestions on requirements that'll make it so it doesn't trigger right after one another and gives time for the story to play out?
Are you hoping for a sequence of your OWN events?
That.. is the system that stops it from triggering one after another?
the GSQ is really not that complicated, it's quite a normal thing to do
Or are you using a vanilla event as the first step?
Yes, my own event. I want the Govener to talk to Lewis about a new town that was being made and then talk to Lewis again about the town's growth, but I want to give it a few days to make it "realistic".
Would anyone be willing to have me commission a mod which shared perfection among multiplayer in stardew.
Ex: no one has to complete an entire category themself, one person can get 50% and another 50%?
Okay so Iβll break it down
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaβmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Youβll want to add
-
A conversation topic command in your first event. Set the number of days, in this case, 5.
-
In your second event, when youβre setting the conditions for it, put !ActiveDialogueEvent conversationtopicname in it, and youβll be good
I'll copy and paste that, thank you for the help, I really appreciate it
You can find the proper format and stuff in the Event modding wiki page
For the precondition and the event command
Right
Setting it up is not the hard part itβs the testing that is annoying 
Oh god wait why is the mudkip a breather and why does it make its head pulsate π
you can disable the breathing animation
I know, it just caught me off guard 
oh, alright x)
no dice 
forage feels like it should be so simple
Like why can i get multiple npcs working, new machines, the whole map, and then
no forage
Was either this or "ContextTags": ["not_giftable"]
Added both, but either way that did the trick, Thank you. :)
i making a magic mod , any feedback or suggestion?
for now itβs just when you reach 2 hearts with the wizard he sends you a letter giving you a recipe for a workbench, there you can craft staffs and crystals (ammo) which works similar to slingshots
oooh nice
If you want to push it further, you could probably look into using the Mana Bar API mod to replace ammunitions
I like that idea, maybe for more advanced staffs (for now i only have 2, one which doesnβt use ammo, just gas cooldown and other stronger but has ammo)
No way 
Yayay
https://www.nexusmods.com/stardewvalley/mods/39117 if you want to take a look
thx
why do debug commands not work for a subset of SVE characters?
I get
debug friendship Lance 2500
[game] No character found matching 'Lance'.
even though ive warped to caldera and watched the scene
Check if his name is actually lance
Might not be
(generally sve characters are just their display names but there's some exceptions, so better safe than sorry)
the SVE code does seem to refer to him as Lance. I think the issue is with unlocking these characters since they are story gated
Lance is missing and spawning Scarlett spawns a 'ScarlettFake'
Well might need to actually meet him for real then
ill prob have to play to unlock these and save the game as a testing file
Just getting lance in your social menu should be enough, probably
added vanilla horseradish to see if at least that would spawn, no dice
So its not an object issue or a season issue or a min/max forage issue or a spawn chance issue
How do you unlock lance again
Since presumably the reason the debug command fails is because he's not a valid character for socializing yet
Something about adventurers guild?
dont you have to make it to the ginger island volcano for lance ??
I don't remember if that actually unlocks him as a friendable character though
Damn lance is late game I didnβt realize
Like existing as an NPC and having a friendship meter are different
what are the values that can be put on loop and flip?
ok thanks
Whatβre we tryna do?
You coding it urself?
i mean just with cp but yeah
much
not using ftm, trying to just use vanilla system
Just like, json? Or
yeah
Oh, is that possible? π€
i mean, location and map wiki implies it is?
I thought it wasnβt and thatβs why bro made ftm
Can you link it?
https://stardewvalleywiki.com/Modding:Maps#Plants.2C_forage.2C_.26_item_spawning
https://stardewvalleywiki.com/Modding:Location_data#Contents
whole section in Location Data on forage that I set up with my custom forage
And threw a horseradish in there to see if vanilla items would spawn but no dice
Is that chance out of 100?
chance out of 1
So by all acounts it should be guaranteed to spawn
Oh I see, youβve tried default items too?
yep
Oh wait do you get an error?
Turning on pc one min :3
o7 ty
im wondering if it needs to be in the same order, and if theres more things you're missing that are required like "Season" seems like it could be pretty important π€
i had seasons in there before, but I can try to re-add it
why is the farmerr not moving during tje cutscene
I'd personally copy paste one of the spring items forage from anywhere, and see if that works, then take out pieces to see what's needed
Are you trying with a brand new save?
have a couple times
most my checks i patch reload, sleep a few days, check the area
Just ruling things out
i feel like its easily likely that you're missing some required sections so its just like, ..eh nah
Does your map have the Outdoors property?
alright, I tried straightup copying the Daffodil spawn, nothing
So ive ruled out that I think
And yes, it has outdoors, forcespawnforageables, and tiledata with spawnable T
π€ as the only foragable there? or with the others?
πββοΈ i personally would
FYI: The T^2 on the wiki is pointing to a footnote: "The T value (short for true) is conventional, but any non-empty value will work too"
So you don't need the 2 in your property string
ForceSpawnForageables is also meant for indoor maps/ maps without the Outdoors property
no dice on getting rid of the other forageables - should I try getting rid of ForceSpawn? Might as well
while you're doing that, i wonder if the order matters of saying the forageables first then the min max
i imagine that could possibly end off the forage inquiry
with just nothing there
Forageables is noted on the wiki as a chance and combined with the Default entries
tried adding all the vanilla info after forage, and removing forcespawn - no dice ;-;
hmmmmm
So you may also want to bump your max Forage amounts for testing to improve your odds of seeing it
You did MaxSpawnedForageAtOnce while testing also?
yep
(999 seems excessive, I probably would have only tried a cap of 50 or so personally, but I don't think that would be the problem)
I haven't had any issue getting the default forage to spawn on custom maps, but I admittedly haven't tried to add new items to that list that were not in the default.
Im just puzzled as to why I cant even get default to work
And I tend to use vanilla maps as a base so that all the relevant properties exist in Tiled
Could you take a peek at your tiled map/tile properties and see if theres anything missing in mine or something?
Sure, let me actually move to a computer and boot things up, I have been troubleshooting through my phone as I wake up, LOL
LOL all good
im tempted to just grab FTM, but I worry that if its not working as vanilla, adding another mod into the mix isnt going to fix it
Gonna pull up my early/no-longer-in-use Rito Roost map since I know I was fighting with forageables spawning on the sky before (had to fake a mountaintop sky before panoramas were possible with MMAP)
feel free to @ me if you need help with that, at least
I'm unfortunately not very familiar with the 1.6 base game forage stuff
and re: earlier, some elements of it like that Spawnable tile are relatively opaque, so the wiki might be missing it; someone mentioned it in a search, and the code seems to want it, but I'm not 100% sure
makes sense, I totally will!
Might take a peek at it regardless, since I want my custom area to feel, idk , alive , and I imagine FTM could make other cool stuff possible
okay, so this is all my custom map had for map properties:
And I know it's the right one because I have a rather aggressive block of NoSpawn tiledata objects on the sky 
(you only have to see floating horseradish once to realize, uh, that's probably not good)
huh, the wiki says not to use season_Objects ?
And I didn't set any forage rules at all, so the default forage rules were applying only.
Like I said, I did a copy of a vanilla map, so those are from the base map.
fair enough
not sure when that change to the wiki happened or what precipitated it
It does say not to use them for seasonal objects, so they may still be used to spawn the Default?
either way, it's more likely to just not do anything based on the wiki
sounds like it
those flags seem to only be checked during GameLocation creation, in C# terms, so it probably spawns them at rather arbitrary times when the map is regenerated (at least in 1.6)
makes sense to me
or only on spring 1 in practice, etc, I'm not sure about the whole flow of that with multiplayer/saves involved
I am once again asking for help with moving the farmer during a cutscene
I think the <season> 1 timing is accurate for the seasonal object fields, based on my testing previously.
yeah I think im just going to bite the bullet and transfer to ftm
I dont know what wizardry is happening to the vanilla forage but... im kind of at a standstill here, so if i want to do anything productive i feel ive gotta move on haha
"Famer" instead of "Farmer" is an issue
FTM is a good framework, I'm sure you'll find plenty of extra reasons to use it. π
of course it was a typo
(it's incidental, but I still find myself missing the whereami command when I am playing a save that doesn't use FTM)
there's debug ppp nowadays for the tile info, if it helps 
log.Info($"Player tile position is {Game1.player.Tile} (World position: {Game1.player.Position})");
ig map name isn't there, though
Yes, but whereami is locked in my brain, haha
fair, that's probably one I'll have to keep as-is if/when I push other stuff into a CP-style ftm <actual command> set
also the WeatherYesterday, WeatherToday, and WeatherTomorrow conditions are lovely.
oh right, I should probably generalize that into a GSQ in the 2.0 branch 
(the "tomorrow" in particular iirc)
I have another issue
been hyper-focusing on monster dev for a while & need to make notes about that stuff now
is it the capitilisation
yeah, ig events specifically look for farmer, my bad earlier
Farmer is a potential NPC/character name, farmer is the player.
oh, quick question as is
the readme has a section on making a new mod specifically for FTM - Do I make that as a side mod to my CP mod?
IE:
Mods / Tales of the Aether Glade
[CP] TotAG
[FTM] TotAG
yeah, currently FTM requires it own content pack like that, it's not a Content Patcher mod
(some in-dev 2.0 stuff is controlled by CP, but not ready yet)
cool, just double checking! o7
havent done that before but it seems well doccumented
the main thing to watch out for is that CP's {{tokens}} don't work in FTM fields, though you can do "when" conditions in one specific "CPConditions" one
and no config.json support, I suppose, that comes up occasionally
ah good to know! possibly silly question, does that include stuff like {{ModId}}_ ?
yes, that'll need to be written out manually
the FTM pack will need its own manifest and separate ID, in any case
e.g. one of my mods with both has "UniqueID": "Esca.PollenSpritesFTM", for the FTM pack and "Esca.PollenSpritesCP", for CP
sounds good
I'll probably keep the id as an abreviation then, like, CodysOasis.FTM_TotAG
(at some point I may stop calling it Farm Type Manager on mod sites anyway, since it's been an unrelated spawn framework for a long time
)
the mod's own ID is stuck with that, but packs can use anything
would be bad if i add a mod that makes robin sell clay? π
there already is one
i mean with all the clay we sell her it makes sense someone would think of it lmao
π
i mean add to my modpck xd
is just that i would feel bad cus it's like cheating
that's more for #modded-stardew
wait
u thought i were there-
nvm
xDDD
? no, I mean your question is more suited to be asked over in modded stardew
How would you have a shop give you a special power instead of an item (e.g., how Qi's shop gives you the keys to the town)?
hmm you can set TA upon purchasing an item iirc
@royal stump devastated to report i am still doing something gravely wrong
No forage is spawning
could also buy a consumable item that can be consumed and consuming it gives you the power?
Perhaps....
UGHH, WHY IS THIS GONNA BE THE HARDEST PART OF THE MOD?!?!?!
You can have a trigger action on item bought yes, so you could use that to give your power
It's probably the cleanest way
I have follow up questions, but I'm being pulled in a few directions atm. I'll be back (I want to finish a different mod first, which only needs me to set the prices of buildings)
It shouldn't take too long, I just need to remember the correct build materials syntax/lookup IDs
tried again setting the tilechecking to none and the spawn min/max up to 999, still nothing
so somethings wrong with... my map? I think? Is roughly what that means?
just worth mentioning: do you have time frozen? iirc, FTM needs time to be passing (I think)
nope, time is passing
oooh what are you working on?
Just now realizing it would be SO much easier if I just made all these bundles unlock via friendship with Darkrai, and have each bundle give a bit of friendship points when completed. So theoretically you'll unlock them as you complete the bundles, but you can unlock them sooner by actually gifting the NPC
Your settings seem to work when I test them on another map, and FTM really doesn't care about what the map itself is like when you use Low strictness (it only skips spawns in that case if there's already an object or craftable on the random tile). Can you upload your log after testing it? https://smapi.io/log
Just checking since there are several different items called "Stone". The Item Id "(O)390" corresponds to the stone you use for crafting and building, correct? It's the resource?
!stone
πͺ¨ The item ID for Stone is 390.
yeah
Thanks
notably, timed spawns (like 600-1200 in those settings) won't appear if you just skip time with debug commands, but otherwise they do seem to appear
too many stones claude, too many stones
if im reading the wiki right for editing the WorldMap, the MapAreas uses the tiles of the map, and not the tiles of the minimap?
(the number of things that are just "Weeds" in Data/Objects, too
)
"319": {
"Name": "Weeds",
"DisplayName": "[LocalizedText Strings\\Objects:IceCrystal_Name]",```
The next entry in my "Money Sinks" series of mods. This one adds 20 new special powers
did a patch summary to hopefully give more info too :
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on macOS Unix 13.4.0, with 10 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
oof out of date smapi
i do need to update things yikes
Also, I'm almost finished with the building costs. I just need to run the game to verify they are correct.
quietly going to update stuff
Possibly due to changing it for the CP+FTM setup, your location's ID looks like it's CodysOasis.CP_TotAG_AetherGlade, but in the FTM spawn area, you've got "MapName": "CodysOasis.TotAG_AetherGlade",
So I imagine it's possible to make Darkrai reject Stardrop Tea as a gift, but how would I make it so the response message is a response from me myself in a generic dialogue rather than one with Darkrai's portrait?
AH thank you!! of course it would be something like that to trip me up
also for pack testing purposes with FTM, it might help to edit Stardew Valley/smapi-internal/config.json with this setting, to make it add trace logs for whether packs are active/inactive, where it spawns every single item, etc
"VerboseLogging": ["Esca.FarmTypeManager"],```
it makes the logs pretty big during normal multi-day play, but helps for this stuff
Oh nvm I think I see how I can do this
I have never been so thrilled to see such a ridiculous amount of forage
thank you so much Esca im finally free from forage hell
happy for you :)
ty claude
I am finally free
Is there an easy way to prevent this text overflow? If not, I'll just remove the gold bar and increase the radioactive bars required to 3
tell people to install this mod 
https://www.nexusmods.com/stardewvalley/mods/32864
otherwise nop
Got it. Thanks!
I'm finished the mod! I just need to clean up some of the C# code. I'll probably be posting it to Nexus later today.
I'm going to draw some diagrams to explain what I'm trying to do with the shop questions I asked earlier
What's the best way to provide alternative portraits (through a config)
I know how to do the config stuff and everything, but I don't know what the "best" way would be, and I don't want to make it difficult for people who might want to make alt portrait mods
portraits for your custom NPC?
yea, I made two versions
i donβt think thereβs a way to put config tokens into a GSQ for the appearances system unless you made it true/false, so i think youβre stuck with When conditions
I don't think you need to do anything to make sure alt portrait mods work. Unless you want the setting to still "work" if someone has an alternate portrait installed I guess, but there's not much reason for that when people can just pull the alt portrait mod
nod nod
Just have each setting load a different portrait, a portrait mod will replace whatever's loaded
It's pretty clean to just have your setting something like PortraitType and put each portrait type in its own folder, name each possible value after each folder, and put {{PortraitType}} in the path. Don't even need hasmods or anything for that
I do that for recolors when I don't need any other conditions on load.
{{MyConfigTokens |contains=whateverValue}}
It is cleaner and it's what I would go with. But the option is there. Plus if there is another upside to the appearances way, it means your portraits are always loaded and available so no need for CP to reload them ever and other mods can see em if need be
I'd still recommend the token in the load though
The mod I'm working on adds 6 new powers to the game that can be purchased and upgraded. When a power is purchased, I want it to update a value in the save file and update shop menu.
I tried drawing a sequence diagram of what this would look like for one of the powers (the Crop Power).
Hopefully this explains what I'm trying to do.
Use stats instead
What's that?
Hey y'all I need some help with Mr Qi. I am trying to replace his portrait but when I speak to him in game is vanilla one is gone, the portrait box is blank, and idk what to do. No smapi errors, its named MrQi.png, path in content.json is right. Does it at the casino and walnut room. I have no idea what else to try
!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.
Also there's no need to wait to add in the icon in the special powers and items menu, it can be there from the start like the other powers. Unless you specifically wanted to hide its existence from your players
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 10 C# mods and 4 content packs.
I more so meant that the power would become visible (similar to how the current powers are greyed out). On subsequent purchases, the icon on display would update based on the level of the skill.
You don't change its visibility with AssetRequested either
Whether its visible or not can be controlled by a GSQ
You can change the texture its using as well
And how would I go about updating the shop layout after purchase?
ah i meant the content.json
Though I guess the texture part would need some kind of invalidation. But, you have a CP component right? Is there any reason why you're doing it in C# and not CP?
how big is your replacement Portraits_MrQi.png ?
(To be clear if the answer is "bc I want to" thats totally fine, just curious
)
Every entry in a shops stock can also be controlled by a GSQ as well
To control whether it appears or not'
All of the powers (barring the luck power) require harmony patches to work.
The special items and powers tab has nothing to do with that
You could still do the icon in the menu via CP
Okay!
Pierre/SeedShop has examples of this btw with seasonal seeds
Where would I find that?
Data/Shops
Thanks!
I'm gonna begin working on the CP component! I'm almost certain I'll be back with more questions involving this process.
It's 2048x1024 using ddfc dialogue display framework continued. I'll upload the context.json in a bit, had to step away all a sudden π
It seems like everyone but him works but maybe I missed someone idk
Wait does it need to be portraits_MrQi cause I just have it as assets/Portraits/MrQi.png
I know it's placeholders but that's definitely not right 
Once I actually get around to doing the bundle art I'll figure this out
huh... okay so having Darkrai reject Stardrop Tea is gonna be a little more complicated...
Wait the other RejectItem dialogue also isn't working
omg do they have to be qualified ids
there gotta be an (O)

by the way guys (and selph if youβre there) the person who made thr bug report got back to me, and it indeed was a fashion sense mishap lol
That, and cursed mannequins just being cursed mannequins
Sobbing and crying because no matter what I do.. I don't understand ;-;. And yes I soared the wiki and I'm still puzzled
So, looking at Powers.json, the unlock condition is PLAYER_HAS_MAIL Current HasTownKey. Qi's shop sells an item with the ItemId SHOP_TOWN_KEY.
Where would the SHOP_TOWN_KEY item be defined? Is it a special type of mail?
what exactly is a problem here?
That's a special ISalable
I want to recolor the tractor and I can't figure out what I'm suppose to be doing when using Content Patcher
all you need is three editimages in a content json
have you used cp before
So I'd have to define a unique ISalable for each power?
nope. First time
oh and you already checked everything you could
yep.
okay, do you already have the recolored files of your future mod?
just the tractor image rn. I'm working on the garage as we speak
Do you have a manifest.json and content.json?
okay we can still use some of them and then you will be able to add and edit two other if you want
these?
No. Just set your own mail flag.
is that your own mod folder or pathos'
I see dll so I guess its not yours
How exactly do I do that? It's been a hot minute since I've worked with mail
With the AddMail trigger action
Okay, so C# stuff and not content patcher?
I'm doing a recolor of the tractor mod. it's pathos. I need to be making my own mod folder?
yeah, you need to create your own folder in SDV/Mods and name it anything you want if you haven't done it already
then you need to add assets folder to it, as well as the content and manifest for your own mod
Yes
you can copy someone's json files if your pc can't create them yourself but youll have to edit them so your mod works as needed
your mod folder should look like this basically
alright then
WAIT, I THINK I GET IT NOW! Thanks!
I suppose that everything that Data/ folder has is basically managable with cp for edits and additions
since a lot of things arent hardcoded and modular
same with maps and textures
I think dinner just arrived. My plan is to have dinner, finalize and publish my event statues mod, then work on the Content patcher stuff for the shop! WOOOOOOOOOOOHHHH LETS GO!
mysterious wiki bookmarks and their names
Currently struggling with how to use %revealtaste and $action in dialogue 
ok I'm lost what am I doing wrong π
"DarkraiRejectBouquetServant": "This is not why I sought you out.$5%revealtaste:{{ModId}}_Darkrai:(O)277#$b#I hope you burn these...$3",
I love how my tabs are getting more and more compact with all the wiki modding stuff xD
I've done that inside ## blocks, outside ##blocks.. Before and after the dialogue pause..
Wait does that one have to NOT be qualified?????
the wiki says it should be, e.g. %revealtaste:Lewis:(O)258, but the game dialogue still uses the older object-only format
Ok that's what I thought... but comparing to dialogue structure in game, the way I'm using it looks right..?
yeah, nothing stands out as wrong there, assuming that's the NPC ID and all
(never written dialogue myself though)

I wonder if it's possible that I messed up his gift taste..?
Or is the wilted bouquet just not valid for gifting?
oh shoot the Wilted Bouquet might just be invalid for gifting 
Can I overwrite that? 
Actually the mod I use for gift tastes does acknowledge it as a (Loved) gift for Darkrai in the confirmation dialogue but it gives me this after
I don't think %revealtaste cares whether it's a valid gift item, at least skimming the code a bit
so is that dialogue text showing up, but then it doesn't list the item in his social menu?
Correct
any yellow/red text in the console when it comes up? there're a few parsing errors that can happen, though the ID does look correct
Not with the unqualified Id but I'll check with the qualified Id
I think the romance related items have their own hardcoded checks and behaviors, of which the wilted bouquet is one.
ok yeah no error
It could very well be running a check for if Darkrai is romanceable or not to pull that line.
to actually give someone the item, yeah, I think that one might be hardcoded; I don't see where that'd affect %revealtaste, but it might not be all that helpful in practice
yeah this is all kinda pointless if it's hardcoded for them to not be able to take it 
Could always make a custom version of the item
But you'd probably want to name it something else to prevent confusion
I'm not sure how well that would work.... cuz you can't wilt the bouquet and have it become the custom one without no longer being able to obtain the actual wilted bouquet, and if I make them BOTH different items then it just.. idk that feels like a whole lot of confusion..
Well, what's the reason to give a wilted bouquet to Darkrai?
It was supposed to be a loved gift, and since you cant date them there's no other reason for it
but of course it's probably hardcoded π
Then I would still suggest a different item instead
It's counterintuitive for the player to gift a "end the romance" item to a NPC that can't be romanced in the first place.
The point is that giving them the bouquet to TRY and date them then reveals that Darkrai loves wilted bouquet π
you could add a special machine at that map to burn the flowers into the custom item, and only those would work if you really want it
"Burnt Wilted Bouquet" would make that clear, yeah
wait.. I actually kinda like that idea
Could also probably just make a furnace recipe for it
And Darkrai could point the player in the direction of it
But... logically speaking, wouldn't that turn the bouquet to ashes? It's already wilted...
ashes ashes
crafting recipe for "bouquet that's literally on fire"
Wilting a bouquet with fire is already weird
may as well just double down on the weirdness
hmmm okay these are some good ideas
thats why it requires the Special Machine 
(idk if the recipe system likes torches or relationship items, but)
I mean, we were never told what flowers the bouquet is made of, they could 100% be flame resistant, LOL. BUT also ashes or burnt is just a matter of how long it's burned XD
Farmer don't have enough skills to make The Perfect Bouquet Furnace
Question: Would I be able to add reject dialogue for the Wilted Bouquet in that case? So he can tell the player to burn it even more? 
Gotta take them out while they are just slightly crispy 
Wait I totally could just make the item Bouquet Ashes
Yum, crispy bouquet
It's like when you leave a pizza in the oven for way too long and it keeps the shape but is definitely 100% carbon
WAIT OK IM LOVING THIS IDEA
see, that's why we're all here :D
chaos chaos!
Still not sure if it will accept the line instead of the "it wouldn't make sense" directly as a reject response, BUT you could likely fake it by changing the relevant string when the player is in a specific location only.
If needed as a workaround
RejectItem parsing happens earlier in the same method as the O277 unique handling, so I think it'll use that first
whereas AcceptItem comes up after it's checked whether something is giftable
If thats not possible then you could also make Darkrai emphasize in the rejection of the regular bouquet that Darkrai wants that thing BURNT. Like BURNT burnt
I can still have it reveal the gift taste for BouquetAshes and seeing a literal item called Bouquet Ashes might lead players to believe they can put the Bouquet in the furnace again?
Yes
We're all making toast <3 but flower version <3 cook that thing a second time
I'm oddly invested now, please tell us what you end up doing I must know
Thoughts on this description?
"Even the soul is dead"
I am so lucky I already have a file for machine recipes
You try to gift it to anyone else and its instant heart reduction π "are you sure you want to do this?"
Oh yeah good call to make it universal hate
Honestly I love the idea that none of the other NPCs can even recognize it except for maybe Pierre cuz he sells them 
Omg I'm absolutely making custom dialogue for that
there should be stardrop tea variant that lowers friendship by one heart
"Good god what did you do to that Bouquet!"
"No refunds!!!"
WAIT THAT'S SO GOOD
And also doesn't bring to question if I should use god or yoba in the text!
You could also use goodness gracious instead of good god if you wanted an alternative to that one day haha
True
Gonna go through all the effort to add this and the revealtaste prompt still isn't gonna work I bet π
The creation process for this was so messy lmao
I hope I actually got everything
I still need art but I've got placeholders in place already
modding is not a linear process 
eternal scope creep
I should update both dialogues for this actually. It was originally just the dialogue when you're below 6 hearts with him but I feel like players wouldn't try giving the bouquet with less than 8 hearts
Hey all! I was trying to make a decor item for the Tardis (Doctor Who). Ideally I'd love to just reskin a shed but I don't mind doing a simple decor. I've never done mods before and the decor items I've downloaded to replace the Tardis never works out because the images for say a wooden sign is too small and the tardis doesn't look right when its that smol. Does anyone have a suggestion on where I can start?
Here you go
!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.
upload through that link!
Ok Bouquet Ashes are added but the reveal taste dialogue still isn't working π
"DarkraiRejectBouquetServant": "This is not why I sought you out.$5%revealtaste:{{ModId}}_Darkrai:(O){{ModId}}_BouquetAshes#$b#I hope you reduce these to ashes...$3",
I wonder if this is shenanigans with the DDFCScaler mod tbh
ok for some reason the furnace recipe takes either 1 Wilted Bouquet and 1 Coal or just 2 coal and no bouquet π
Try without just in case?
Anything here that might be causing this?
The other possibility is that MrQi's name is not actually MrQi
So ddfc goes
about him
"Mister Qi"?
You can check npc internal names with lookup anything
Still broke without DDFC Scaler, says internal id is Mister Qi
Also had no idea lookup anything was a thing man thats helpful lol. So should it be Mister_Qi for the name?
No, Mister Qi is his internal id not Mister_Qi
I wasnt sure if spaces were fine. Ok so cool let me try that
Ok I fixed this. The coal requirement is by default for the furnace so removing the entry for coal worked
yeah, was about to mention, the coal part of the furnace operation is in here
"AdditionalConsumedItems": [
{
"ItemId": "(O)382",
"RequiredCount": 1,
"InvalidCountMessage": "[LocalizedText Strings\\StringsFromCSFiles:Object.cs.12772]"
}
],```
Alright. With that done, and me fixing the gift dialogue for Pierre, I'm once again left trying to figure out how to actually freakin use %revealtaste
"DarkraiRejectBouquetServant": "This is not why I sought you out.$5%revealtaste:{{ModId}}_Darkrai:(O){{ModId}}_BouquetAshes#$b#I hope you reduce these to ashes...$3",
How does this seem right and yet not work π
And also not break to the point of creating errors in the console
New quote added by celestia187 as #7914 (https://discordapp.com/channels/137344473976799233/156109690059751424/1495177285349933158)
So would I write it like this, or do yu mean I need extra quotes after the /
"Target": "Portraits/Mister Qi",
"FromFile": "assets/Portraits/MrQi.png",
Targer is gonna be "Portraits/MrQi" tho
his id thing and file path are different things
Well dang because thats what wasnt working lol
I had the path as MrQi and it wasnt loading
You need to change his ddfc related definitions to use mister qi
But leave the portraits at mrqi
OOOOOOH
-# i sure hope im not helping out with some kind of ai anime mod rn
You are, thanks for the help though
Then I'll unfortunately have to point to rule 12 
I don't really think it's huge problem to give instructions on the json but you definitely wont be able to showcase the mod
Oh i had no plans to. Yeah I assumed since I wasnt asking for help with anything ai generated and like the json part it would be ok
If you gotta ban me or whatever for breaking rules thats fine
I'm not a mod/junimo and i already expressed personal opinion
oh shoot wait I don't think I want this to be donatable π
I guess I just wont do the cool thing of having it be a mineral 
You can make custom categories with spacecore if u want
you can either assign a dif category or use- yeah
But yeah try to avoid making things minerals without adding museum
That all sounds like a lot of extra work that I don wanna do 
Mods are like children
omg I actually despise these dialogue commands
okay this is actually sad
I cant get any of these dialogue commands working except for the ones used in vanilla AND EVEN THEN THAT'S NOT EVEN TRUE
i hope notβ¦ because ive abandoned a few π
I'm finished cleaning up the code! I just need to get some screenshots before I can start publishing it!
Then I can work on the shop!
"not_museum_donatable" as context tag actually did the trick for me
is there the same thing for cooking that I don't want people to cook
"DarkraiRejectStardropTea": "%Hi! Mod creator here! I applaud your efforts but I'll let you in on a little secret...#$b#%The bundles in this mod are based on friendship points, and I'd rather not let it be that easy to gain so much!#$b#%As a consolation, I'll let you in on another secret or two...#$b#%Try digging around outside the entrance of the mines!#$b#%And Willy used to sail people to far off islands, you should ask him about it.#$t {{ModId}}_WillySecret 14#",
This works as intended except for the $t why doesn't the $t work 
It doesn't help that the wiki only gives examples for the more complicated things
when i edit a map, the source png can be as big as i want so long as i specify what area of it is being used to overlay/edit right?
oh wait im not editing a map
Yeah
yippee
Making it too big is probably bad but the too big here is like
im actually doing the worldmap edit
More than 32k x 32k
but thought map...bc map
yes
ugh i really dont want to do other recolours
i mean it wouldnt take that long but grumble
Why does it seem like no one uses these dialogue commands π
making the life easier and putting all textures in one single png
Like I'm trying to search through big mods that add dialogue or overall content and they don't use any of what I'm looking for EXCEPT for SVE in one case where it uses the $action command
what do you see when you run a patch summary? You can see what active conversation topics exist, once you have fired your dialogue
oh that's a good call. the patch summary gives so much info it's kinda overwhelming 
it will be near the top
Weather | [X] Sun
Year | [X] 1
HasConversationTopic | [X] Introduction, Introduction_memory_oneday
Well it doesn't say I have the conversation topic
The trigger action wiki has a dialogue example with some actions in it, have you tried that?
Why does the Trigger Actions page have more demo than the Dialogue page π
although..... at the moment the action command is the one thing I cant test right now
I'm trying to use the $t command, which is SUPPOSED to add a conversation topic outright
using that cuz previously the action command wasnt working
And the action command I can test comes from the dialogue that only happens when I actually have the conversation topic π
this is an example from sunberry
"RaccoonDialogue.Summer.Wednesday.3": "The raccoon chitters happily and hands you a cup of coffee. It smells like the kind Diala makes... [395]#$t RaccoonCoffee 1",
wait it doesn't use {{ModId}}_..?
And I'll try the square brackets thing with the actual item giving command once I can confirm whether or not the action command wont work there either
This is what one of pilot penny's dialogue actions looks like
"AcceptGift_book_item": "{{i18n:Si.PilotPenny.AcceptGift_book_item}}#$action AddMail Current {{ModId}}_M1",
I just realized it wasn't giving me the full patch summary values 
time to test again
https://www.nexusmods.com/stardewvalley/mods/45123
Just published my event statues mod! I'm probably going to work on the shop stuff either tomorrow or later tonight - I'm gonna play some Stardew
ACTUALLY I DONT BECAUSE THAT STILL DIDN'T WORK EVEN THOUGH IT LOOKS JUST LIKE THE CODE FROM SUNBERRY 
Would you like it showcased?
Sure!
Done!
Thnx!
Im actually boutta crash out omg
I barely use CT myself, and not been doing much modding for the past year.. someone can correct me but maybe $t can't be used in % text boxes
Hm... I'll try removing the % then, just to see if it works
My usual process of debugging anything, just stripping everything out except the real problem itself, so juts a normal dialogue box saying TEST! and then adding a $t to it
anyway I am off to sleep, good luck
You may also want to check {{ModId}}_WillySecret
It worked but only kind of π
I needed to also add a # to the very end
I guess I just replace that with the actual mod Id rather than the autofill cuz that clearly isn't working?
No, I mean checking whatever you're defining that has the WillySecret Id
It's a conversation topic
Last I checked they don't need to be defined beforehand? I dont think my others did
IDK, I've never done dialog before π
But that is the first thing I'd try looking up
apparently no one has 
Though Limey was right about the %'s thing
Actually legendary help here oh my god it finally works.
Granted, I might need to find some kind of workaround. I got rid of ALL of the %'s but I maybe just need to get rid of the one at the end where the dialogue topic is actually given?
I THINK I HAVE CRACKED THE CODE!
I think when doing dialogue commands with modded items, you can't use {{ModId}} and must instead use your actual Mod Id string in full, because the Dialogue Command wont convert {{ModId}} automatically
So for example: This did not work
"DarkraiRejectBouquetServant": "This is not why I sought you out.%revealtaste:{{ModId}}_Darkrai:(O){{ModId}}_BouquetAshes$5#$b#I hope you reduce these to ashes...$3",
But THIS did
"DarkraiRejectBouquetServant": "This is not why I sought you out.%revealtaste:TntDove.PBB_Darkrai:(O)TntDove.PBB_BouquetAshes$5#$b#I hope you reduce these to ashes...$3",
This worked too omg they all work 
On further testing after my revalation, this does not appear to be the case. I greatly appreciate the help, though! ESPECIALLY with the example from Sunberry! If you hadn't sent that, I dont think I would've caught onto the ModId thing!
Did your dialogue patch use EditData?
Normally I would expect CP to parse that out, unless you are using Load instead of EditData, which is why I am curious.
Yes, using EditData

if this is an excerpt from your i18n files, then yes you can't use tokens directly in there unless you pass them as arguments
Bro where were you like a couple hours ago π
break it up into two i18n tokens
busy!
For the record the issue is fixed now 
ah oki 
so you could do "{{i18n:DarkraiRejectBouquetServant |ModId={{ModId}}}}" and that would pass your mod id (expanded token) as a value for ModId that would then apply in the i18n and the first example should work
however i agree with wem that it's best to put the %revealtaste and so on where the mod id is used outside of the i18n files and split up the strings, to make it less likely that a translator breaks your stuff
Question: is there anything technically wrong with my solution of manually writing out my mod Id?


