#making-mods-general

1 messages Β· Page 595 of 1

rich cliff
#

How's this?

verbal glacier
#

!json

ocean sailBOT
#

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.

verbal glacier
#

also in the future if you want to share stuff it is better to go via this link than to keep sending pics

rich cliff
#

Ohh alrighty

#

Thanks!

verbal glacier
#

(it also catches certain errors)

verbal glacier
severe cairn
#

Ive never seen minimum version yeah

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but i guess if its like really important and a recent version it makes sense

verbal glacier
#

i mean i've seen them just don't think it is necessary in this case

severe cairn
#

like if next update added something you need, but if its like. years ago. then ive never seen it lol

#

yeah i think sprite replacements dont need it πŸ™‚β€β†•οΈ

rich cliff
#

Gotcha

torpid sparrow
#

i dont think people usually put min version cause you're generally supposed to update content patcher anyway

uncut viper
#

If you're using a feature that strictly requires something only added in a specific version, it's helpful to denote it in your dependencies

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Or ContentPackFors

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That said 1.27.2 is exceptionally out of date

torpid sparrow
#

how far back is that version

calm nebula
#

For ContentPatcher specifically I prefer using the format version to denote this

uncut viper
#

I think you could in theory have an older content pack that needs migrating so an older format, but with a new patch added on that uses, for example, PatchMode.Mask which requires v2.9.0+ specifically. I don't know if CP blocks you from using that patch mode with a lower format.

little pecan
#

Nah, shane painted it

rich cliff
#

so he used joja paint :o

little pecan
rich cliff
#

Makes complete sense frfr

uncut viper
# calm nebula In general it does

I know it does for things in general, but I couldn't find something blocking that patch mode specifically when I looked. But I'm also busy so I only looked for about 2 minutes.

strong kite
#

y'know come to think of it I could probably get the mod author role since my mod's already out and I'm just making an update for it Thonking

verbal glacier
#

you've yapped enough as well

strong kite
old edge
#

Hello in ftm if I set a spawn area like this. What will occur? ```json

  "DaysUntilSpawnsExpire": 0
royal stump
#

it'll persist overnight indefinitely

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(and forage will dodge the sunday automatic cleanup that way)

old edge
#

So no clean up

royal stump
#

yep, and things like monsters won't despawn overnight anymore, etc

orchid glade
#

` ,m n Z c vb

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oh sorry guys I was wiping crumbs off my keyboard a little too vigourously

calm nebula
#

Cat tax

brittle pasture
#

I sure hope the C# people can forgive me for using prefix-postfix drawing pairs instead of transpiling in the right spots I say like as though I'm not already doing this for months

runic bolt
#

Hi, I need help with making a mod for Content Patcher that adds more sheds to the game but Im not sure how to make them paintable.

rich seal
#

Been at it for about 4 hours now, off and on, and I just can't get my custom flavored item to work. I just want the game to let me name my item after my input. Any time I get close, SMAPI just tells me I need to use one of the vanilla flavored item targets (wine, juice, etc). Am I really not able to just make a custom flavored item? As far as I can tell, my json is fine otherwise.
https://smapi.io/json/none/0efe36c54dbf43459cc5409f1c1b4875

brittle pasture
#

FLAVORED_ITEM only works with the vanilla items

royal stump
# runic bolt Hi, I need help with making a mod for Content Patcher that adds more sheds to th...

If by paintable, you mean just adding alternate skins, you can look at other buildings as examples in Data/Buildings, and this reference info here:
https://stardewvalleywiki.com/Modding:Buildings#Exterior_appearance
And there's a tutorial here: https://stardewmodding.wiki.gg/wiki/Tutorial:_Change_Building_Appearances
But if you mean the actual color system, I'm not sure if there's any formal documentation on it, actually. SDVpufferthinkblob I could try to summarize how it works if you're already familiar with Content Patcher.

brittle pasture
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just put your regular item ID and rely on other fields to replicate the effects (copy color, copy price, etc.)

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don't forget to add custom internal names (with a {0} to make them not stack), custom display name using %PRESERVED_DISPLAY_NAME, and price modifiers on top of the base price

rich seal
#

...all I had to do was remove the Flavored_item bit, and it works

#

I'm gonna scream at my wall

runic bolt
rich seal
#

The items already don't stack, thankfully

brittle pasture
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the game doesnt protect you in the same color same name but different flavor case

royal stump
# runic bolt i mean the color system like how you can paint buildings in vanilla

Alright, so step 1 is to add an entry for the skin you want to make paintable in Data/PaintData, which has entries like this:
"Big Shed": "Building/-45 -10/Roof/-20 5/Trim/-25 0",
The entry key on the left is the building skin's ID, or just the building name if it's the default skin. The value on the right is a set of section names and min/max brightness values; you can just copy those from another entry. (The numbers affect how bright the colors look, but I don't know how the exact math works.)
Step 2 is to load a color mask for the skin with the target "Buildings/YourSkinID_PaintMask". In that image, red = the "building" section, green = roof, blue = trim, like in the base game's ones.

rich seal
#

Well, it looks like it's fine now that I removed literally a handful of letters, which has me fuming due to wasting hours on something that simple lol. I haven't seen any issues that could arise, and my intention was for them to split because they're just like wine and juice items. So, mission accomplished begrudgingly!

royal stump
#

(so for reference, the CP content.json edits for a paint mask would be something like this, I think)

{
    "Action": "EditData",
    "Target": "Data/PaintData",
    "Entries": {
        "YourShedSkinID": "Building/-45 -10/Roof/-20 5/Trim/-25 0"
    }
},
{
    "Action": "Load",
    "Target": "Buildings/YourShedSkinID_PaintMask",
    "FromFile": "assets/YourShedSkinID_PaintMask.png"
}```
runic bolt
royal stump
#

SDVpufferthumbsup Does your paint mask use pure red/green/blue? The red parts need to be 255-0-0, for example

runic bolt
#

Yeah, it does

royal stump
#

Probably something with the content.json then, I guess; you can upload it to https://smapi.io/json and share the link here

royal stump
runic bolt
#

smapi tells me im missing the file and i cant add slash on the name of said file

royal stump
#

the file itself can't have a slash in the name, but it doesn't need to match anything except what you write in "FromFile"

#

e.g. this would be fine too if you just name it shed_mask.png

{
  "Action": "Load",
  "Target": "Buildings/LADC.MoreSheds/ShedV2_PaintMask",
  "FromFile": "assets/Shedsbase/shed_mask.png"
},```
runic bolt
royal stump
rich seal
#

I'm about to just throw out everything I've been working on because this annoying flavored item stuff just keeps failing to cooperate. It was working just fine earlier after removing flavored item from my output ID, but now it's returning error items. All I did was remove flavored item from the recipe's output as pointed out earlier, saw that everything worked but also realized my sprite was not so good, and went to change my sprite. Just touched up the visuals; no dimension changes, just made the sprite look better. Now, even if I revert to the old sprite (yes I know this won't change anything, but I got irrationally angry), it still returns an error item. I retraced my steps, looked at my json I posted earlier, copypasted it and removed the flavored item text in the output ItemId just as I did before the problem happened, but it's broken now and I have no idea why.

I can't think straight with how upsetting this is, and I just keep failing at figuring it out. Can someone look at my recipe when they have the chance, and tell me why it's doing this nonsense? Attached is the item's json (in case that contributes to the problem) as well the recipe json. Disregard things like sell price, I haven't even attempted to balance that because of the error item problem.
https://smapi.io/json/none/aaa862aa92064394b4c72542ba2796eb
https://smapi.io/json/none/a3d267e391cd42758f2d55cdbc7ae90d

brittle pasture
#

(O)Campaigner.CandiedFruit DROP_IN_ID remove DROP_IN_ID, just (O)Campaigner.CandiedFruit

hollow saddle
#

Having trouble getting date text to work beyond the first yearβ€”
I’ve tried:
summer_27
summer_27_2
both of the above in the same script
And
summer_27_*

This is for an unmarried Sam.
Any idea why this isn’t working?

#

Ignore the italics, there are supposed to be underscores on each side of 27

rich seal
#

It won't come out as an error item though, so it changes one problem out for another.

brittle pasture
#

you need to set ObjectDisplayName and ObjectInternalName as suggested

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every step I mentioned is important πŸ˜‰

rich seal
#

I swear I did that, but now it's gone. My non-coder brain is being fried by all this.

#

So, remove the Drop in, add those two, and it SHOULD theoretically work?

brittle pasture
#

yes

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ObjectInternalName can be {0} Campaigner.CandiedFruitOutput; {0} turns into the internal ID of the input item, ensuring that they don't stack with each other
ObjectDisplayName can be Candied %PRESERVED_DISPLAY_NAME, which turns into Candied Apple if the input is apple (put this in i18n of course, or use the localized text token per the Item queries page)

runic bolt
royal stump
rich seal
#

Coding is absolutely not my thing. It's such a slapchop job, what I've done

brittle pasture
#

~~you still need the price modifier SDVpuffersquee ~~

rich seal
#

Shhh I'll get to that eventually

brittle pasture
#

feel free to take a break yeah

rich seal
#

I'd much rather just make sprites all day instead of touch code. So much easier for me.

#

But I can't quite recruit a pocket coder, so I'm just throwing things at the wall until it works

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(or until someone makes it work for me, like you did lol)

brittle pasture
#

(don't be afraid to ask questions especially if you've been at it for some time)

rich cliff
#

I've been staring at this file wondering if I didn't smth right or wrong. Would I be giving directions on the mod page to drag all the pngs and jsons into the Tractor mod? I tested to see what would happen if one were to download it and drag into the mods folder but I ran into what seems to be an issue. I'm almost there SDVpetcatsad

rich seal
brittle pasture
#

your mod should just be installed like any other mod

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it should show up in the log

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if the textures aren't applying that's a separate problem

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either way if it's not working feel free to post both your log and code

hollow saddle
rich cliff
#

it opens like this when I do so I'm wondering wether I made the file incorrectly

brittle pasture
#

did you unzip

#

that looks fine to me

rich cliff
#

I didn't unzip

brittle pasture
#

to install a mod unzip into the Mods folder as usual

rich cliff
#

alrighty

rich seal
#

So... how do I do PriceModifiers correctly? Can't find an example in Data/Machines, where I assumed it would be, and the wiki (as far as I can see at almost midnight) doesn't show an example.

royal stump
rich seal
#

Oh, I thought I just put a number next to "PriceModifiers": like 1.25 or something lol. That was very wrong

#

Shame on me for thinking things are simple!

royal stump
#

yep, list [] of objects {} to support complicated nonsense pricing SDVpuffermlem

brave fable
#

never guess πŸ™‚β€β†•οΈ always read documentation

rich seal
#

Now for the unhinged question; how many decimal points are allowed in this string? Can I be an absolute menace and put the first 100 numbers in Pi, or is it limited to hundreths/thousandths?

brave fable
#

typically nobody will notice your decimal precision if it's greater than the leading decimal length (e.g. .0001 for a price of 1000)

patent lanceBOT
royal stump
#

they're treated as floats during calculation, which is a whole thing you won't want to learn, but tl;dr what blueberry said & the decimals aren't necessarily perfectly accurate anyway, depending on weird computer math

#

and for prices it all gets rounded down to the nearest integer at the end

unique cypress
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on macOS Unix 26.4.0, with 80 C# mods and 175 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rich cliff
#

Something didn't work.. what did i dooo </3

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ohh do I have to rename the pngs?

orchid glade
#

THey need to be what they are in your asset folder

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So rename the pngs or change the FromFile

rich cliff
#

alrightyy

rich cliff
#

almost there..

#

it didnt work bc I spelt tractor wrong in the manifest 😭

orchid glade
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yeah it's tractor not jactor

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but it should be

rich cliff
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hm... you tempt me

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now I must rename it all </3

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-# I'm willingly putting myself through this torture >:P

orchid glade
#

it brings you jojoy though

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(tm)

dreamy dew
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Hello. I'm making a personal sleeves mod for Fashion Sense, but I don't know what I'm doing. SDVpufferchicksweatsip

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I have the sleeves.png ready, but I can't seem know how to implement it in-game.

rich cliff
orchid glade
#

Have you looked at another FS mod to see how it works?

dreamy dew
#

It doesn't appear properly in the game when I test it, using another mod as a template, but with different asset directories.

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I did but... may I ask, do I have to follow the directory to a T?

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Because I want to assimilate or conform with the game's vanilla formatting, starting from Assets folder, then working my way there.

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The mod I'm looking at to see how it works, the directory directly starts with, say, Sleeves.

ornate locust
#

Fashion Sense works how Fashion Sense does

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I'd follow how it works rather than how vanilla works

orchid glade
#

I would refer to the fashion sense documentation, which I assume exists.

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It probably relies on the folder names to understand what sort of item is in it

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All the FS mods I am peeking at have that same naming convention.

verbal glacier
rich cliff
#

I DID IT. I give my thanks to those who've helped me!!

verbal glacier
#

Yipeee

orchid glade
#

Yay!!!

royal stump
orchid glade
#

Now for the hardest part - making the Nexus page...

verbal glacier
#

Look at modded-stardew :p

orchid glade
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OH ITS ALREADY DONE... yoink

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Well, the installation instructions on the mod don't quite seem complete... though it could be Nexus slowness.

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(Or my superspeed in yoinking)

verbal glacier
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yeah that seems incomplete

dreamy dew
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Okay, so I followed the directory format, but the sleeves themselves look off and aren't showing in-game properly, especially in the side angles and back.

orchid glade
#

Unfortunately, that is beyond my current ability to help with FS πŸ™

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I need to do my next Joja mod update too - adding DSV compatibility to Jojafy the chicken in Shane's events. I already did the art but now I've got the perms.

unique cypress
mellow laurel
#

try moving the textures folder out of assets, so it's next to the manifest

unique cypress
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unfortunately that didnt work

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I feel like my strings look ok? Ill try again tomorrow

mellow laurel
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oh the folder name 'paths' also has to be one specific to the game. like Crystal Floor

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and I believe the name in texture json must also be Crystal Floor exactly

unique cypress
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I removed the assets folder and its not throwing errors anymore

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ok i got it to work! moved the texture.json back into the paths folder and now its working! thank you!

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It just really hated being buried in an assets folder i guess

hollow saddle
dawn ore
#

Quick CP question: Is it possible to grant a friendship boost to the entire town as a quest reward? I know friendship <name> <amount> works for individuals, but I'm looking for a way to target everyone simultaneously, like the reward for the introduction quest

verbal glacier
#

i think you can do AddFrienshipPoints any amount

severe cairn
#

I'm assuming I can ask here since this is modder related and it's not my error log (which is why I haven't sent it yet, wanna make sure it's ok to send), but someone sent me their error log due to Arumi having pathing issues (the spacecore could not find path while honoring gender female one) and oh boy does it have a lot of map errors.

I don't think it's an issue with my mod, but I'd like to be sure before I tell them that ^_^; I don't want to be wrong, but like... pretty sure its not my mod due to the fact other NPCs like Tilly also have issues pathing and the red errors are about map patches from other mods.

Would be nice if I could figure out which mod(s) are potential culprits.

#

Looking thru the log myself again but this is my first time doing it for someone else so there's a high chance I'm missing a lot or might be wrong

verbal glacier
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I believe it's fine to send someone else's log

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do maybe wait cause i am also not 100% sure

severe cairn
#

My guess is just that one of the mods that changed the beach overwrote her warp or something. Lots of map errors in the log from multiple mods Q_Q

proven spindle
#

Should be ok to link someone else's log, though check first there isn't any identifying info in it

severe cairn
#

they posted it on my modpage too so it's probably fine
I'll still check for stuff tho

proven spindle
#

Disclaimer I haven't played with Arumi yet so can't promise I'll be able to tell if the errors are from your end SDVpufferheart

mellow laurel
#

they do have Gem Sea Shores which judging by it's bug section might be causing some npc warp issues

#

-# I can't resist troubleshooting

severe cairn
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It's weird because her house doesn't show up

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it should still even if they use gem sea shores πŸ€”

verbal glacier
#

i haven't had issues yet with arumi + gem sea shores (but i've only played a little)

severe cairn
#

the only pathing issues ive found is during night market since it uses an entirely different map, but that shouldnt make her house not appear at all in regular days

proven spindle
#

One thing to check for the spacecore issue is to make sure any warps added to vanilla maps are added using addwarp so they don't mess with warps added by other mods

severe cairn
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I use add warp yeah πŸ™‚β€β†•οΈ

#

https://smapi.io/log/b6647edca08c4150b7acabcad0407d74

There's lots of different map issues, old mods, just a lot of mods in general, Tilly and other modded NPCs are also having pathing issues as well which is why I'm assuming it's another mod, (I also don't have new locations except for Arumi's house interior and the slime floor only used in her 10 heart event and cannot be accessed otherwise.)

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Unix 6.17.7.29, with 215 C# mods and 400 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

severe cairn
#

the out of date mod is UI suite 2 alt

#

They mentioned the game working fine except her house isn't there πŸ€”

proven spindle
#

I notice a lot of those errors across mods are due to missing files. It might be worth asking what method they use to update mods; it's not absolute but that's something I've seen when people do the update method where they replace mod files (the thing where you click 'replace files') rather than deleting and reinstalling a mod to update it properly

#

Otherwise it does look like something's interfering with the beach warps

proven spindle
#

If gem sea shores is getting a lot of map bug reports it may be missing an addwarps entry in lieu of a regular warp edit. Not at my computer rn so can't check but that would be my first guess

verbal glacier
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as far as I can tell gem sea shores sticks to addwarps

proven spindle
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hmm

#

How about that 'beach extension for crab pod' mod, anyone familiar with it?

verbal glacier
severe cairn
#

Its unfortunate I cant check everything because my laptop is barely surviving 50 mods :(

proven spindle
#

Looks like it does have some warps (based on a few comments) so that one may be worth a check for addwarps too

#

(Sorry I can't check them myself, debugging from my phone rn lol. Might be able to tomorrow if not resolved by then)

verbal glacier
#

i don't see any addwarps in the .jsons

severe cairn
#

it's ok lol, I'm just happy to get help SDVpufferpat

proven spindle
#

Sounds like the path here is to ask the user to remove that mod and see if it still errors

#

(And maybe make sure they know to download+reinstall to update mods rather than replacing files, just in case)

severe cairn
#

Maybe I should try downloading that mod for a sec πŸ€”

proven spindle
#

Valid strategy πŸ’―

verbal glacier
#

hmm it seems like there's just an additional boat which warps you to another part of the beach, i'm not getting any errors with arumi + this mod + gem sea shores

proven spindle
#

Do you also have spacecore installed?

verbal glacier
#

yup

#

only one message which is not related to arumi

verbal glacier
severe cairn
#

Swim mod?? Dont know why that would do it but maybe it could be that one

proven spindle
#

Swim mod does have some diving maps iirc

mellow laurel
#

i added a bunch of the mods they have touching the beach and can't reproduce a missing house or spacecore error. of note tho: my log and their log are loading these mods in a different order

#

probably cause they're on linux

severe cairn
#

T_T darned dit, I'm not on linus

proven spindle
#

But it's also an aedenthorn mod so I'd be surprised if it was the culprit (might be worth a check tho)

severe cairn
#

LINUX* not linus

proven spindle
#

Yeah I was wondering if something's throwing an issue with unix but that's harder to diagnose

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Hmm

#

Do all Arumi's entries match in terms of being case sensitive?

#

(Focusing on Arumi bc I assume it's easiest for you to check, but that could be an alt explanation for the other mods' missing files as well)

severe cairn
#

it should, I usually copy paste but I can check, which entries specifically πŸ€”

proven spindle
#

All of them. Linux is case sensitive in general so it may throw a 'file does not exist' error if any of them are off

mellow laurel
#

i think it's the load order

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I put a false dependency on arumi in east scarp to make it load earlier like it is in their log and no house

severe cairn
#

huh

proven spindle
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Earlier than gem sea shores? Or the other beach mod?

severe cairn
#

honestly I cant even find when my mod loads, which line was it?

mellow laurel
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 28 C# mods and 20 content packs.

mellow laurel
#

view the raw log data for maps/beach

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so yes, loading before Gem Sea Shores now

#

it's loading before in their log too

proven spindle
severe cairn
#

oh wait, view raw

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did not see that

proven spindle
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So is gem sea shores overwriting the map? Or patching the same area?

severe cairn
#

seems like a linux thing with the loading order then πŸ€”

verbal glacier
#

So Nassi should put the priority to late?

severe cairn
#

Gem Sea Shores changes the whole map so yeah

proven spindle
severe cairn
#

mm how do I set it to late? I've never had to deal with order stuff before since SMAPI normally handled it fine >_<

severe cairn
#

tyty

proven spindle
#

Something I like to do is to put all my entries in include files and then only load includes from content.json, so that I only have to put mod-wide conditionals (like priority) into those few content.json include actions rather than every entry in the mod. Just in case you'd find that useful SDVemoteheart

severe cairn
#

I did do that when I rearranged my files πŸ™‚β€β†•οΈ now its much shorter and more satisfying haha

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assuming this looks correct

proven spindle
#

Looks right off the top of my head

#

You can also do late+10 (or whatever number you want) in case other mods do the same prio

verbal glacier
#

anything so arumi can have a house (don't actually put anything)

severe cairn
#

nod nod was gonna ask

proven spindle
#

+10000

#

(maybe not that lol)

severe cairn
#

me when I add late +999999 her house must be there

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even in the void her house perseveres

#

I'll just do + 100, seems high but well, I only change the parts that touch her house anyway, if someone else added stuff there it won't be compatible regardless

#

I'm not the best with words but does this response look ok?

#

Looking through it seems a lot of your errors (with other mods) are due to missing files.

Just wanted to check how you update mods, as sometimes these kind of bugs are caused by replacing the mod folders instead of deleting the old mod and then adding the new file. (sometimes authors change their file layouts and it can cause stuff to get messed up with duplicates, missing items, old files trying to call stuff that doesn't exist or has been moved or renamed, etc.)

I've never had her house not appear before (other than night market, which does have a lot of bugs, and the ones on my end I'll have fixed in the next update) but I found with the help of other modders in the SDV discord, that the issue with my mod specifically, is due to other mods like Gem Sea Shores loading after mine does πŸ™‚β€β†•οΈ It ends up overwriting my map patch and that's why her house isn't there.

It'll be fixed in the next update, but if you want to test it you can open the content.json in my mod folder and add "Priority": "Late + 100", in the section with the Log Name "Add Arumi House"

So it'll look something like this:
{ "LogName": "Add Arumi House", "Action": "Include", "Priority": "Late + 100", "FromFile": "assets/data/maps/arumihouse.json", },

brave fable
#

good ol' priority: (AssetPriority)int.MaxValue. never fails

verbal glacier
severe cairn
#

HELP I wrote before instead of after 😭

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edited it to fix that at least

dawn ore
#

Sorry to repeat myself, but I asked above how to make a quest reward friendship with the whole town. Someone suggested AddFriendshipPoints but that only allows targeting 1 NnPC at a time as far as I can see from the documentation on the wiki. I want the entire town that the player has met to get say, 100 friendship points when completing a special order quest I'm working on. So, is there a way to target all NPCs for a relationship increase?

brave fable
#

the good news is there's a C# method Utility.improveFriendshipWithEveryoneInRegion(Game1.player, 120, "Town"); used for the luau soup, the bad news is there's no vanilla way of using it from data

lucid iron
#

It'd be pretty simple C# thing to make for ur own mod tho

#

Just gotta register a trigger action to use it

brave fable
#

the world will never know what emoji these vignettes fulfil SDVdemetriums

dawn ore
#

Ah ok, well good to know definitely I can't do it via content patcher and would have to make a C# mod. Well, I've hit that wall a few times now, it might be time for me to face the big scary cliff that is C# programming and then be able to do some of the other things I'd put off as too hard/impossible to do via CP as well.

merry river
#

helloooo and sorry for dipping, my life has been extremely busy and chaotic lately
i'm still working on my mushroom mod and ran into a weird issue regarding powers
the idea is that you will receive skill books later that teach you certain potion recipes - those aren't classic recipes but machine outputs that are locked behind a specific trigger action
while i was casually playing with my mod installed in my save, i obtained one of cornucopia's cookbooks and upon reading it, the trigger actions for my books went off as well, unlocking the potions. i'll gather the json files in a moment, but does anyone have an idea why that happened?

severe cairn
velvet narwhal
torpid sparrow
#

i imagine Town would include everyone whose home is set to town? im not sure but that's what makes sense to me

merry river
velvet narwhal
#

uh lemme pull up spacecore it's been a minute, i'm gonna go off the assumption that you can just set the conditions appropriately

calm nebula
#

Basically yeah

#

You filter on the item, I think Target?

velvet narwhal
merry river
velvet narwhal
#

i wonder if spacechase0.SpaceCore_OnItemEaten - use item GSQ conditions to check the right item "eaten" also considers books, if you wanted to make it purely spacecore there

merry river
#

that's not necessary since my mod uses both spacecore and betas anyway (unless there's any caveats i'm not aware of)

velvet narwhal
#

afaik they work pretty well in tandem πŸ€”

#

though tbh

merry river
#

that was my experience with using them both so far as well, but my knowledge doesn't extend beyond CP modding at the moment

velvet narwhal
#
    "Action": "EditData",
    "Target": "Data/TriggerActions",
    "Entries": {
        "ExampleTriggerAction": {
            "Id": "ExampleTriggerAction",
            "Trigger": "Spiderbuttons.BETAS_BookRead",
            "Condition": "ITEM_ID Target (O)Book_Horse",
            "Action": "MarkCookingRecipeKnown Current HorseFood"
        }
    }
}```
there is this
uncut viper
torpid sparrow
#

betas! betas!

uncut viper
merry river
#

I will try, I somehow did not consider using item queries in tractions before

#

thank you! SDVpufferheart

uncut viper
#

To be clear it's an item gsq, which is different from an item query

#

FLAVORED_ITEM is an item query, ITEM_ID_PREFIX is an item gsq. Don't accidentally use the wrong thing SDVpuffersquee

velvet narwhal
#

also hi button kyuuchan_wave i been gone so long that people have turned jolly rancher flavored

merry river
void aspen
#

can someone ping the 1.6.16 thread

#

tyy

glass pier
#

My apologies if this isn't the right thread. I am trying to create a mod in which I add a new house/ location in the valley but I worry I will conflict/ break other existing popular mods, is there an easy way to check this (I'm adept with c# but new to stardew valley modding)

torpid sparrow
#

Conflict in town is almost inevitable

verbal glacier
#

you're in the right place :D

torpid sparrow
#

If you have a spot in mind, let us know

#

We can probably figure out what needs to be done

#

Although again town is very oversaturated so there is the chance you might need to pick somewhere else

glass pier
#

I want to make a cave for a special type of npc im building, I wanted it somewhere in mountains maybe next to hot springs?

torpid sparrow
#

Like the spa?

glass pier
#

yes sorry

torpid sparrow
#

That’s probably easier I imagine. when I said town I mean like the main town area SDVpuffersquee

glass pier
#

i call it hot springs because im thinking of harvest moon

velvet narwhal
#

with enough chaos you can shove it into the secret mines--

brave fable
#

very few mods add new npcs and buildings to linus' tent location. you probably won't have any conflicts

torpid sparrow
#

If ur concerned about things Making Sense (since the railroad is right above) you could patch into the railroad area

#

I’m not sure how many mods change that area though other than SVE for sure

glass pier
#

Thank you so much for your answers! I see that there are lots of collections and I hope people in the future give it a chance πŸ’«

uncut viper
brave fable
#

let me know when CA makes a mod and I'll stop suggesting linus' tent

severe cairn
#

Crying CA makes a mod SDVkrobusgiggle

torpid sparrow
#

stardew dlc

woven tree
#

I'm updating a mod that has worked since 1.5.x (and now does work in v1.6.x)

It's just an EditData in Data/Objects, nothing special or strange.

Specifically:
This works:
`||
// Triple Shot Espresso
{
"LogName": "Modifying Triple Shot Espresso",
"Action": "EditData",
"Target": "Data/Objects",
"TargetField": ["253"],
"Entries": {
"Buffs": [
{
"Duration": 1800,
"CustomAttributes": {
"Speed": 1
}
}
]
}

but this does NOT work.

// Triple Shot Espresso
{
  "LogName": "Modifying Triple Shot Espresso",
  "Action": "EditData",
  "Target": "Data/Objects",
  "TargetField": ["253"],
  "Entries": {
    "Buffs": [
      {
        "Duration": 1800
      }
    ]
  }

||`
However.. I'm told that Content Patcher does not provide editing of nested arrays, (like Buffs: [ ] , above) only replacement of them. Hence why if I add the existing Speed attribute, it works, but when I don't, it doesn't.
So before I jump down the rabbit hole of re-writing this in C# for SMAPI directly..
Is this true? Or are there any verbs, commands, or similar within which Content Patcher can edit a nested array, rather than requiring a full replacement of all values within? πŸ˜€

severe cairn
#

I'm wanting to mod, but suffering from classic case of Executive Dysfunction Cus I'm Waiting For Something and I'm only on my phone rn, so can someone send me the cat sprites (any will do) from Data/Pets? I wanna make a kitty cat and I need the base to compare size and style with

torpid sparrow
#

not sure we're supposed to do that

severe cairn
#

Ohh wait

brittle pasture
severe cairn
#

Is that not allowed, I guess I'll find something else to do until I'm done waiting and doing the thing

torpid sparrow
#

im pretty sure its not allowed

#

technically piracy

woven tree
brittle pasture
#

yes

woven tree
#

can you provide an example of how you would do that, in this case, where the object is 253 in Data/Objects, and the nested array is Buffs: [ ] ?

#

I'm just not familiar with what syntax TargetField would be expecting

uncut viper
brittle pasture
#

aka enter the entry for Triple Shot Espresso, enter the Buffs field, enter the entry with the Id Drink

woven tree
#

nice! ok, I will try that out right away..

brittle pasture
#

then you just set Duration in Entries

woven tree
strong kite
#

Y'all think the mayonnaise machine would work for making peanut butter? Thonking

torpid sparrow
#

"HasFlag": "ccMovieTheaterJoja" if i wanted to use this flag as a precondition for an event, should i do a GSQ or would a mailReceived work?

verbal glacier
torpid sparrow
#

i dont see any event by that name

#

at least not in morris's json

#

ill poke around

verbal glacier
#

what do you mean event by that name?

torpid sparrow
#

ccMovieTheaterJoja

#

idk which event you're referring to otherwise

verbal glacier
#

that's the name of the mail flag

#

not an event

lucid iron
#

You gotta check item id target

verbal glacier
#

mailReceived is not for the preconditions of an event i think

torpid sparrow
#

OH i see what u mean

#

idk what i was reading

rich seal
#

https://smapi.io/json/none/fdbd1394e96b4ce388a005597785fae4
Trying to touch up my flavored item recipe by adding "When": {"New Crafting Recipes": "true"} to my second recipe so that it's only active when I have the mentioned config option enabled, but I can't seem to figure out where that should be placed for the second recipe here. Where in my json am I supposed to put that?

brittle pasture
#

When applies to a whole block, so you need to split that out
or you can do "Condition": "{{New Crafting Recipes}}" and it will turn into True or False at runtime

barren tapir
#

What are flute/drum blocks classified as? Are they big craftables?

brittle pasture
#

they're placeable (O)bjects (you can confirm with the unpack)

#

they may or may not be a custom type idr

rich seal
void aspen
#

Message: Cannot access a disposed object.
Object name: 'Can't draw texture 'Portraits/Morris' because it's disposed.'.
😭

#

what does disposed mean /lb

nova gale
#

It means the object was cleaned up out of memory

void aspen
#

oh

jaunty shuttle
#

How do you get an NPC to pathfind to a building on the farm?

verbal glacier
#

that's the neat part, you don't (not without c#)

jaunty shuttle
#

Hmm I was just wondering cause i’m learning how to do it with decor that you can place anywhere but that’s not enter-able, but for a future idea I had can you do it with actual buildings that have doors?

#

Like would it be complicated C# or manageable? The pathfinding I’ll already be doing is for children not full NPC’s so I guess that’s the difference I was wondering about

verbal glacier
#

well i don't fully know about pathfinding but with have more kids the children can go out on the farm (i believe)

brittle pasture
#

it's "there are very few people in the modding scene who I trust can do it without the code exploding" level of difficult

#

Have More Kids have kids on the farm functionality so you can take a look at it

jaunty shuttle
#

Noooo SDVpufferwaaah

#

Yeah i’m doing it off of HMK’s pathfinding for the kids

#

Chu is helping me

#

sigh so not an option for actual NPC’s? There are no mods I could use as a framework that do stuff with normal NPC’s pathing?

verbal glacier
#

i don't think there are no besides HMK

jaunty shuttle
#

Can I make an NPC warp inside of a building on the farm?

calm nebula
strong kite
#

I really need to add a couple fish recipes to my mod, it'll be nice getting to come up with recipes that actually have meat in them rawbea2LUL

lucid iron
#

There's a reason why merchant has 100% fake actors for the minigame

#

And eventually i gave up on using just vanilla path finding

runic bolt
#

(CP) Is there a way to add an dynamic overlay patch to "Building A" on the same content file as "Building A" is created?

ornate locust
#

I'm not 100% sure what you mean, but if it's how I understand you, yes?

strong kite
#

I darn near almost succumbed to scope creep again. This time I was considering adding a farm animal just so you could make your own butter 😭

ornate locust
rich cliff
#

Nia's Explosive Mod Ideas & More

#

Oo it does that

twin wadi
#

OHHH i was wondering why i couldnt view maps and stuff and i just remembered this is a new computer and i havent unpacked any xnb filed kek

runic bolt
ornate locust
#

I haven't worked with farm buildings before so I'm not 100% sure it works the same way, but with tilesheets you can target spring_town for example and it should just change spring

runic bolt
#

Yeah, I want the overlay to change, depending on the season. Its targeting a custom shed I made

ornate locust
#

If it doesn't work the way I just said for farm buildings, then you can put a conditional on your overlay patch to just work in the season you want

#
        "Season": "spring"
    }```
#

like that

#

Or you could make the overlay itself seasonal, like spring_overlay, summer_overlay etc. if you need a different one for each season

#

and the game just kinda handles things being seasonal

#
              "Action": "EditImage",
              "Target": "Buildings/Big Coop",
              "FromFile": "assets/{{season}}Big Coop.png",
              "PatchMode": "replace"
       },```
Hmmm- ah, here's a random farm mod I just cracked open and how they make a seasonal big coop (this is BogWytch's). You can do the same with an overlay. The season dynamic token is useful
strong kite
#

Isn't there something you can do to have a modded item appear higher in a shop list like Pierre's? Adding a cooking ingredient that I'd like to have next to like rice and oil

ornate locust
#

This uses springBigCoop.png, summerBigCoop.png, etc. files

ornate locust
#
                { "Id": "Example.ModId_Pufferfish", "BeforeId": "(O)685" }```
specifically this for reordering
strong kite
#

Oh, alright thanks!

#

I thought it'd be like a SpaceCore function

runic bolt
#

yeah, but that replaces the whole building right? I m looking to add the overlay, and have it removed

ornate locust
#

that will make it overlay instead of replacing

#

You can do a different image for each season. If you don't need an image for some seasons, you can just do different FromFiles for the seasons you do use and do a "When" condition for the season.

runic bolt
#

yeah, but then the overlay wont change when the season changesπŸ˜…

ornate locust
#

Er... it will though

#

"FromFile": "assets/{{season}}Big Coop.png",
{{Season}} is a dynamic token. It changes based on the ingame season. When it is spring, this image will be SpringBigCoop.png

#

When it is fall, it will be FallBigCoop.png, etc

#

So you do four overlays, one for each season, and whatever you want on them. And name them {{Season}}Whateveryourfilename.png

#

If you only want an overlay for (for example) Winter and no overlay for any other season, you just do FromFile as your overlay and add this instead as a condition.

        "Season": "winter"
    }```
strong kite
#

I'm struggling to think of 2 more "Nightmare" foods, which is a set of foods that are meant to be very powerful as rewards for completing a set of bundles. I've got a cupcake, candy, donut, and "fishloaf", as well as a smoothie and spice already covered.

runic bolt
viral gazelle
strong kite
ornate locust
#

!json

ocean sailBOT
#

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.

ornate locust
jaunty shuttle
#

(also wdym by not hard but a mess to figure out? AMfoxCurious )

strong kite
#

Ooh I do like the idea of sandwich

#

I'm down to only 4 more placeholders total until I've (at least text-wise) replaced them all. 1 more Nightmare food and 3 more basic dishes

#

I've still gotta figure out the prices, edibility values, buffs, and actual recipes and THEN the sprites but idea wise I'm almost done Smilekip

latent mauve
#

This When condition is doing nothing, and you don't need it:

        "Season": "{{season}}"```
#

You are already using the {{season}} token in the asset name

#

That When argument is basically telling the game "when the season matches the season it currently is, return true"

#

Just to check though, your actual filenames in the mod folder are assets/spring_Deco_ShedV2.png, etc. ?

runic bolt
#

they are, the overlays apply, but they don't disappear once the season changes

latent mauve
#

Are you sleeping through the seasons or using a debug command to switch them?

#

IIRC, the default update rate for a patch is once per day/at the start of the day, so if you are not changing that update rate and are using a command to switch it without sleeping, it likely won't update until the next day.

#

If that still doesn't work, can you post your SMAPI log?

runic bolt
#

Im using cjbcheats to change the season and then sleeping

latent mauve
#

Your PaintData also looks to be using the incorrect key based on where you have loaded your Shed as well, but that's a separate issue

#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

runic bolt
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 8 C# mods and 8 content packs.

latent mauve
# runic bolt What do you mean by this?

It's an oversight in the wiki that I discovered when creating my farmhouse skins, but the key the game expects in the Data/PaintData entry is your building's loaded Texture and not the building ID.

runic bolt
#

so, LADC.MoreSheds/ShedV2?

latent mauve
#

It's easily missed, because the farmhouse (which has houses as a Texture but Farmhouse as the building ID) is the only base game building that doesn't use the same name for both

#

I am genuinely not sure if it tries to prepend Buildings/ on the PaintMask texture key or not, because I loaded mine into Buildings and just prepended the texture with the {{ModId}} and an underscore instead of creating a new directory

royal stump
#

SDVpufferlurk it doesn't require the Buildings part, no, the paintmask key is just the texture asset target + _paintmask
(iirc from this last night, at least)

royal stump
latent mauve
#

I definitely think I just wrote {{ModId}}_JunimoFarmhouse for my PaintData key, which is the same as my texture.

#

But I can double check

lucid iron
#

In vanilla there exist a system to control NPC pathing, aka schedules

#

I don't like doing things that would void out something content mods normally interact with

#

For children this is not really a concern, because there's nothing that controls Child behavior outside of C#

vale surge
#

i have a quick map question, i'm trying to apply a patch to map A and a warp to go to map B and a warp to get off map B to map A, ive got my town patch and warp code up because i know those work and i'm able to get to map B with the town warp coordinates. i've tried everything I can think of to see why these aren't applying to no avail, and my patch summary for my mod, where its relevant to the patches and warps, is the only piece of my log indicating something isn't working like it should

royal stump
#

is Maps/DeepMtnCrossroads used by an entry in Data/Locations? if it's a valid patch without conditions, the only reason it won't apply is if the game never loads the asset, iirc

vale surge
#

let me check

#

i do see it in ES' locationdata.json

royal stump
#

(ah, couldn't find it for a sec, my ES was out of date)
if this is the map you're aiming for, you'll need to copy this target, rather than the map file name:

"Target": "Maps/EastScarp_DeepMountainCrossroads",
"FromFile": "assets/Locations/Outdoors/DeepMtnCrossroads.tmx",```
vale surge
#

all good!

#

thank you, i felt like a buffoon

runic bolt
strong kite
#

Is 75 fish too much for a single recipe? Thonking

proven spindle
#

no

#

(signed, the author of the everything bagel)

ornate locust
ornate locust
#

Well as they mentioned the "Season": "{{season}}" thing does nothing since it already uses {{Season}} in the from file. You're also using Patch Mode Replace instead of Overlay

runic bolt
#

yeah, I'm trying the method you mentioned earlier of just replacing the whole texture to see if it works

ornate locust
#

That was not the method I mentioned earlier

mellow laurel
#

quick question: does k in an event condition before another event id mean has not seen?

ornate locust
#

I was not trying to show you a replacement thing, I was trying to show how someone else did seasonal changes on buildings

calm nebula
#

Hmmm

#

(1) buildings have season offset

#

(2) buildings have drsw layers

verbal glacier
mellow laurel
#

ty ty SDVpuffersalute just wanted to make sure

wanton pine
#

behold my godawful 70s bed and cringe!

#

made the bedspread that hard-to-use 70s yellow-brown color for fun. Final vers will have something else. Wood texture taken from the worn-down kitchen bits in towninterior. The usual SDV wood furniture style looked too flat for it - probably because most of the furniture still around from the midmod period has seen decades of use!

barren tapir
#

I think I just speed ran creating a mod; I just finished a rather quick mod in like 2 hours, I just need to clean up some stuff before publishing it πŸ˜…

strong kite
#

Scope Creep was coming up on me again but thankfully none of the other berries equivalent to the Enigma Berry are strongly tied to another pokemon like the Enigma berry is to Darkrai, so I dont feel the itch to add another pokemon questline to my mod

barren tapir
wanton pine
#

FYI, I'm looking for concrit on that bedframe & radio alarm clock. But making a mod in 2 hrs is super impressive!

barren tapir
wanton pine
#

Yes, I just thought on the shelf was a better place for it on account of reachability.

proven spindle
proven spindle
barren tapir
barren tapir
wanton pine
#

Hm. might have to figure out how to make it more obvious that it's a separate item.

proven spindle
#

Showcased!

barren tapir
strong kite
wanton pine
#

The rub is that it's based on IRL alarm clock radios, which tend to be dark brown. Does anyone know of a black example?
*from the 70s

#

Or a color suggestion. I'm stumped.

strong kite
#

There have been so many distribution events of a Darkrai carrying an Enigma Berry, whereas those other 4 have 2 different pokemon each that prominently seem to carry them. Except for the Jaboca Berry which is shockingly undistributed LUL

proven spindle
#

I think the color of the clock is alright, it just needs a lighter intermediary between it and the headboard. A brown that's darker than the line on top of it but lighter than black

barren tapir
#

Whelp, time to get back to the mod I was actually supposed to be working on/learning Tiled

proven spindle
#

I think this might be a closer comparison

strong kite
#

Oh boy I'm gonna have to get sprites together for 41 new recipes real soon.
The funny thing? I'm gonna need more after that 😭

#

Technically only 6 more but like I doubt I'm gonna stop at the bare minimum

wanton pine
wanton pine
#

Alright, thoughts on this recolor? I delibreatly left the clock's display unchanged as red light is easy on sleepy brains.

barren tapir
#

I have the following tmx file. How would I replace "LewisBasement.tmx" with this map via content patcher?

wanton pine
#

(I'm not sure I'll be using that particular bedspread, but I did want to make that variant of it anyway, sooo...)

wanton pine
#

Success!

#

{
"Action": "Load",
"Target": "Maps/Greenhouse",
"FromFile": "assets/{{ModID}}_Greenhouse.tmx"
},

#

but with other names, obviously. This wouldn't be the entire content.json, either.

dreamy dew
#

Alright, I did the overlay method in making the sleeves. And now we have a lil' Ciel Phantomhive from Kuroshitsuji/Black Butler.

#

Problem is, I'm not covering his hand completely, which is why there is a pair of two-pixel skin there.

#

Also, I want to making the sleeves' color toggleable, rather than blending it with the worn shirt.

#

That would require Generic Mod Config Menu, but I still need to start with how I want to make it work.

wanton pine
dreamy dew
#

Even just a config.json file would work, especially if I can use or do RGB instead of HSL.

barren tapir
#

IT WORKED!!!

wanton pine
#

May I ask why you are renovating Louis' basement?

barren tapir
wanton pine
# proven spindle I think this might be a closer comparison

For clarity: the headboard has a shelf with two sliding panels, which the alarm clock is supposed to be sittting inside/atop of. Here's it without the clock. Did it this way so I could make variations on the themes of "what's on my nightstand?".

strong kite
#

I totally forgot Lewis' basement existed and now I kinda wanna add something down there LUL

barren tapir
whole prism
#

be careful, orange will steal your fridge if u got snacks

barren tapir
#

Huh. Turns out you can't give lewis his pants back if you haven't gotten his letter yet πŸ˜…

#

Whelp, I'm gonna have dinner then work on the shop for said merchant!

mellow laurel
#

only mod I can think of that edits lewis's basement is Mayor Mod

whole prism
#

i like making typos in tiles

barren tapir
whole prism
#

i love when penny walks to pam

#

she literally walks through the void

brave fable
#

penny wise, pam foolish SDVpufferpensive

barren tapir
#

Yeah. Typical tuesday morning. I wake up, listen to whatever musical is stuck in my head to get me going, then take a stroll through the void before going to work.

whole prism
#

pam will have more content

#

i dont know who asked for penny to give pam a wake up call

#

but its happening, and it isnt a negative one either

#

its very sweet

#

trust

#

if i did good on evelyn i will do good on pam

#

oh no

#

penny kissed pam

#

that is NOT WAHT I INTENDESD

#

I DID NOT INTEND THIS!!

brave fable
#

oh is this what the alarm clock bed is for. a wake up call

whole prism
#

😭

whole prism
#

two cutscenes

#

the archaeology...not...done yet

#

but its ggoing well for penny expansion

#

: D

#

Modding question

#

For the Trailer_Big

#

How do I detect if its done or not?

#

my cutscene uses "Target": "Data/Events/Trailer",

#

but how would I go about checking if trailer_big is the primary thing being used rn

ornate locust
#

Check the event's gone off?

#

the event where the house is revealed

whole prism
#

i mean like, how do I check lol

#

whats the value

ornate locust
#

Event should be in Town, lemme see

#

611173

whole prism
#

i seee

#

and, what do i use to detect if this is in effect or not

#

i dont think ive ever tried checking before

#

like what state query

uncut viper
#

The game will also check for events in the regular Data/Events/Trailer even if you're in the upgraded Trailer

ornate locust
#

That's an event, just have it be that if you have seen the event

uncut viper
#

(If the concern is wanting to add it to both)

whole prism
#

and im concerned it'll use the old trailer

#

if youve upgraded

#

for inside

uncut viper
#

It won't if you're not changing to a temporary map that is the old unupgraded interior.

whole prism
#

all it does is "Target": "Data/Events/Trailer",

#

and it doesnt edit the map at all

#

just moves npcs around and dialogue

uncut viper
#

Then it will use the upgraded trailer interior

whole prism
#

awesome, thank you!!!

uncut viper
#

That said you may need to adjust your script anyway to account for the changed interior if it matters

whole prism
#

if i do need to adjust it

#

what is the game state query I use to detect if that event has passed already

uncut viper
#

Also the game uses the mail flag pamHouseUpgrade in various places to determine if you've done it

uncut viper
#

(It may only be set on the host)

#

(Not sure)

strong kite
#

I regret leaving myself with 30+ item descriptions to write all at once

#

Though maybe I’m just burnt out from all the other things related to these items

wanton pine
#

which is better for a day/night tile combo? or are neither of them good?

#

*click to enlarge

rich seal
#

I'd say the one on the right. The wood grain effect looks really good too, but the lighting on the...lock? Looks better on the right one

brave fable
#

incidentally you might want to reduce the detail somewhat, the grainy wood style is mostly only used in pre-release furniture tiles, and the more recent ones have a flatter appearance

#

but it looks like you've added the details right onto the retro bed so if it's your decision then roll with it haha

rich seal
#

I agree, but the grain has charm. The flatness in vanilla Stardew has charm too, but damn that grain looks good for the scale it's at.

wanton pine
#

info on design choices is in posts from earlier today. Tech bit is a built in radio alarm clock.

#

basically, it's supposed to look worn.

#

*one on the right has a color mismatch, light parts of the daytime radio tuning display now match that of Harvey's radio gear.

wanton pine
brave fable
#

i can only worry πŸ™‚β€β†•οΈ

wanton pine
#

Texture process: sample this kitchen from towninterior, slice and dice, add bridges of new texture in a matching style to prevent too much repetition in the tiles, tweak.

wanton pine
barren tapir
#

UGHHH I'm having issues with templates. I'll probably post about tomorrow, seeing as it is almost midnight and I'm tired πŸ˜…

latent mauve
#

I feel like the answer is gonna be no, based on the wiki, but is it possible to change the HumanDoor location on a Building's skin?

sly path
#

I’m trying to create a mod that uses Content Patcher along with Buff Framework to add a custom buff icon.
My goal is to add a custom food item, and when the player consumes it, a custom buff should be applied for a few seconds.

I’ve already successfully added the food item, but the custom buff doesn’t seem to trigger when it’s consumed.
There are no errors showing up, but the buff effect simply doesn’t activate.

Does anyone know what might be causing this?SDVpufferaww

brittle pasture
#

you shouldn't need Buff Framework for just regular food buffs right

#

anyway show your code?

sly path
#

Wait… is it possible to trigger a custom buff using a custom sprite with Content Patcher alone, without using Buff Framework? πŸ˜₯

#

Just a moment, please.

#

{
"Format": "2.9.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}_Test": {
"Name": "{{ModId}}_Test",
"DisplayName": "{{i18n:Test_DisplayName}}",
"Description": "{{i18n:Test_Desc}}",
"Type": "Basic",
"Category": -7,
"Edibility": 1,
"Price": 500,
"IsDrink": false,
"Texture": "assets/test.png",
"SpriteIndex": 0
}
}
},
{
"Action": "EditData",
"Target": "aedenthorn.BuffFramework/dictionary",
"LogName": "",
"Entries": {
"{{ModId}}_Heroes_Special": {
"which": -1,
"sheetIndex": -1,
"glow": {
"R": 255,
"G": 255,
"B": 0,
"A": 255
},
"consume": "{{i18n:Test_DisplayName}}",
"duration": 60,
"source": "{{ModId}}_Heroes_Special",
"displaySource": "{{i18n:Maple_Heroes_Name}}",
"description": "{{i18n:Maple_Heroes_Desc}}",
"buffId": 141001,
"glowRate": 0.05,
"sound": "yoba",
"attack": 2,
"luck": 2,
"texturePath": "To2morrow.MapleBuff/Heroes_Special"
}
}
},
{
"Action": "Load",
"Target": "To2morrow.MapleBuff/Heroes_Special",
"FromFile": "assets/Heroes_Special.png"
}
]
}

#

Here is the code.

brittle pasture
#

it'd give you custom icon and description

sly path
#

wow

#

I didn’t think of that approach. It definitely seems worth trying. Thank you very much for your answer.

brittle pasture
#

as for your code I'm guessing you should be giving the item's internal name instead of display name in the consume field, but yeah consider using just CP and that's just one dependency instead of two

#

(Buff Framework is useful for cases not supported by the vanilla game; buff from eating though totally is)

sly path
sly path
#

success

urban patrol
#

before i potentially fuck up loads of things, can pulling from github erase what's on my hard drive, or will it merge/give me the opportunity to resolve merge conflicts?

#

i accepted a PR but i've done work on my desktop without pushing for a couple days now

brave fable
#

you won't be able to successfully pull if your uncommitted changes would conflict with the pulled changes; though if you commit your changes you'll be prompted to resolve merge conflicts

gaunt orbit
#

if you have uncommitted changes it will usually prompt you to commit before pulling, and then you resolve any merge conflicts after that

urban patrol
#

ahhh i see thank you

gaunt orbit
#

unless you force it, in which case yeah it'll delete stuff. but you have to specifically ask it to do that

brave fable
#

as for 'can pulling erase files from my local drive', yes, git will apply the remote changes to your local drive. if the changes include removing files, those files will be removed locally.

urban patrol
#

scary

brave fable
#

it helps to be aware of the ways you can use git to irreversibly erase your work

#

at least pulling deletions from remote is generally reversible

urban patrol
#

that's good at least

brave fable
#

i forget the seemingly innocuous git command that would completely wipe all your local files with no history. not reset hard of course

calm nebula
#

rm -r .git ?

brave fable
#

no as in a git command, not a terminal command

#

might've been to do with init, the memory is lurking at the back of my mind somewhere

#

i distinctly remember a very panicked forum (github?) post about someone who lost it all

#

bah i had such momentum on these little vignettes and now i'm stumped for composition

lucid mulch
#

you can do fun stuff with rebase (particularly interactive rebase) to nuke everything

brave fable
#

i've rebased away a good day or more of work before. i love rebase all the same

lucid mulch
#

my favorite horror story comes from someone in the steamdb irc/discord (Can't remember which) where they tried to interactively rebase the gametracking repo and ended up deleting their /usr/bin folder in the process and had to rsync it back from another distro

rocky copper
#

Okay, I've got a very specific situation: I've got a custom building with a paintmask, it also has a seasonal layer (snow on the roof in winter, grass along the bottom in spring, etc) set to overlay on the building texture and set to mask the paintmask.
However, if the building is painted in game, when the season changes neither the overlay nor the mask go into effect until you reset the game itself. When I sleep and hit Winter 1, there's no snow on the roof and there are still little mushrooms along the bottom of the building leftover from fall; if I close the game and restart it, it's working as intended; weirdly, if I go back to the main menu and restart the save without closing the game, the ovrlay changes properly, but it sticks with the previous season's mask on the paintmask.
Anyone have a similar situation? I've tried a couple things, like messing with the update rate and priority, but none of these have any affect.

brave fable
#

that's likely due to the paint mask texture not necessarily being used for the building, but rather loaded on paint changed (or building first loaded) and then being used to create an all-new texture instance from that data

rocky copper
#

Is there a way to get the game to update a paint mask texture?

calm nebula
#

Use the season offset buildings have inherently

#

One second

rocky copper
#

Does the season offset apply to the paint mask?

calm nebula
#

Yeah

rocky copper
#

Well, that's good to know. The seasonal stuff was so limited and it applies to multiple related buildings, I figured it was more efficient to have a single overlay per season than every building sprite to be 4 times its normal size.

brave fable
#

city vignettes made me watch my last bubblegum crash and now i have no more.

hard fern
#

How much pain in the ass would it be to open a book and have it pop up as a functional menu

brave fable
#

this simple premise has haunted me for 5 years

hard fern
#

Oh no

brave fable
#

so are you planning a custom menu or a simple existing one?

hard fern
#

Ehhh idk tbh

#

Ideally i would want it to function like a chapter select menu

#

In order to replay certain events

brave fable
#

how good are you with c#

hard fern
#

And also have character profile info

hard fern
#

Never touched it before

barren tapir
#

I can provide more details after work, but how would you use Local Tokens with templating to add multiple different items? Currently the last call to the template overwrites the prior calls.

Again, I should be able to provide better clarification later today after work.

barren tapir
brave fable
hard fern
#

Wow incredible

#

The one thing i decide i want to do in C# is the one thing i shouldn't have

brave fable
#

well it's not the one thing you shouldn't want to make

hard fern
#

XD well at the very least, can i right click an item and have it bring up a multiple choice question

barren tapir
#

I believe so

brave fable
#

pretty sure you can yeah, spacecore lets you set an action on use iirc

hard fern
#

Even if it's not a custom menu i can at least try and half ass it by making my menus function as maps

brave fable
#

you'd just be making the action be a trigger action for dialogue that includes a question syntax

hard fern
#

Got it

barren tapir
#

Or you could use harmony patching, but that may be a bit overkill

hard fern
#

Welp im gonna be using spacecore a lot for this mod probably

barren tapir
#

Also probably not the best for a beginner

barren tapir
#

Though I don't want to discourage you from learning C#!

hard fern
#

Im so scared

brave fable
#

im sure it could help you ease into topics like execution flow but yeah a lot of concepts at once

#

honestly it's not all that bad, these are very doable tasks, but from zero experience you'd have to learn a bunch before you can really plan the solution

barren tapir
#

Yeah. Creating a GUI is a deep dive project πŸ˜…

hard fern
#

Well at least by not using C# im getting closer to my goal of doing absurd things in content patcher

brave fable
#

ill be the first to say menus and UI in sdv is not that bad, a lot of the basics foundations are done for us, it's just about making something usable and understandable with knowledge of SDV c# concepts

barren tapir
#

That's fine as well! I just never want to discourage people from learning or make people feel bad for not knowing something.

I find teaching to be very important

barren tapir
dreamy dew
#

If I want the sleeves of the farmer to be a different color, can I color it to that except to red (default)?

#

I do want it to be a shade of blue - midnight blue, specifically. Or I can toggle it to grey/white. Which is it?

strong kite
#

Alright cool so after I finish this set of recipes I'm set to do around like another 25 😭
I'll probably find a way to work that number down but I'll deal with it when I get there lmao

#

But after that I should be done with them! Unless I come up with another really good idea but at least then it'll only be ONE recipe at a time LUL

sullen rain
#

Hey guys

#

So I'm trying to get this track to play on only green rain days, but it's playing on all rainy days

#

Do I have this formatted correctly?

#

{
"Format": "2.8.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"When": "WEATHER GreenRain",
"Entries": {
"Rain": {
"ID": "rain",
"Category": "Ambient",
"FilePaths": [
"{{AbsoluteFilePath: assets/strangelullabye.ogg}}"
],
"Condition": "IS_GREEN_RAIN_DAY",
"StreamedVorbis": false,
"Looped": true
}
}
},
]

}

torpid sparrow
#

i dont think that when condition works

#

is that interfering with the entry condition?

#

a when is

When: { "blah blah blah" }

#

and if you already have the GSQ condition you shouldn't need the when

sullen rain
#

It does the same thing with or without the condition

#

I've tried both

torpid sparrow
#

ill go look at the GSQs but just choose 1

#

and format the when correctly

#

also the when condition is done wrong, it's a CP thing

#

it would be "When": { "Weather": "Green Rain" }

sullen rain
#

Ohh

#

Okay I'll try that

#

Thanks wem

torpid sparrow
# sullen rain Thanks wem

also the wiki page for audio doesn't have a condition as part of the fields, not sure if that would still work

#

if condition can't be used, then it's not working bc the When is done wrong so that's also not triggering

golden spire
#

Have things changed with audio? As I remember a long while ago you couldn't use when for audio changes as the changes were persistent upon load.

torpid sparrow
#

oh that i have no clue

torpid sparrow
#

@sullen rain i think this is the significant part

#

hmmmmmmmm

#

maybe the when condition will work idk

sullen rain
#

It did on my rainy days mod

#

That's why I've been confused

torpid sparrow
#

did u fix the when condition and did it work

sullen rain
#

I'm testing it now

devout otter
#

The wiki says this The override is applied permanently for the current game session, even if the asset is edited to remove it.

torpid sparrow
#

oh wow

#

that's kinda crazy

sullen rain
#

Yeah now there's no music at all

golden spire
#

well the audio is stored differently to other game assets

torpid sparrow
#

and now that a correct when condition is applied, it doesn't work bc it's not designed to work

sullen rain
#

Bah

ornate drift
#

morning

torpid sparrow
#

hi speedy

ornate drift
#

hows your mod going?

golden spire
#

where are you wanting the rain sound change? or over the whole game or just a specific map?

torpid sparrow
sullen rain
#

Over the whole game

ornate drift
sullen rain
#

I wanted to give the green rain days a spooky soundtrack

torpid sparrow
#

her final big update is scheduled for tomorrow so going good

#

everything is done except for her fall outfit and that's easy to implement

sullen rain
#

But also make it compatible with my rainy days mod

ornate drift
#

oh wow, it's gonna be great

torpid sparrow
#

when conditions will still work on Location patches no?

#

would it be possible to just add the cue under ur unique mod id, and then patch it in conditionally to every location?

#

if there's a dynamic token

#

or some...token im not sure of the proper name

golden spire
#

game does some hardcoding I think to force the rain day ambience rather than play the map's music

devout otter
#

Problem is, location music doesn't play when it rains.

torpid sparrow
#

ah ok

golden spire
#

might be some very janky way around it

torpid sparrow
#

c# 2wut

#

could also request deharcoding

#

but thats way in the future

sullen rain
#

I was trying to use priorities along with conditions to load too but that just made either one track or the other load for all rainy days

golden spire
#

It's all down to music tacks not stored/loaded the same way other files are

devout otter
#

Cloudy Skies might be able to do it?

golden spire
#

they're not in xnb files in a music folder

sullen rain
golden spire
#

hmmm there is

    "MusicIgnoredInRain": true,
    "MusicIgnoredInRain": false,

in data\locations

so I guess that controls it @sullen rain

void aspen
#

does smapi/cp care if I use / or \

#

cuz I see these both used in different places

#

and I still don't remember how to if possible to tell them apart

#

in file paths in particular

brittle pasture
#

it doesnt matter in most cases; some data assets use / as a field separator and you'll need to use \\ for those

void aspen
#

I see

#

ty!

devout otter
#

(Please anybody who use LocalizedText in event dialogue, please use \\ instead of /)

gaunt orbit
#

Smapi normalizes paths so you can be pretty messy with them

wanton pine
#

Did @dreamy dew get the help they needed last night?

#

Built-in alarmclock for @proven spindle

strong kite
#

Is there a list somewhere of how to use all the little symbols in text?

#

Specifically how to use them in modded dialogue and descriptions because looking it up I keep finding examples on how to use them in game but I doubt holding shift is gonna work in the i18n file

flat snow
#

Any experienced custom farm map creators here? I am having trouble setting up being able to catch a few specific fish on a farm project I am working on. If someone could DM me and check my content patcher file and help me figure it out, that would be awesome, thaaanks! 🩷

brittle pasture
#

!json unless your file has nsfw content you can post it here so everyone can look

ocean sailBOT
#

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.

verbal glacier
strong kite
verbal glacier
strong kite
verbal glacier
#

Have had the money symbol show up, haven’t tried the other options

strong kite
#

I dont actually see the money symbol mentioned on that page Thonking

torpid sparrow
#

it shows up when there's a stray $

verbal glacier
brittle pasture
strong kite
#

Oh is the double circle the money symbol?

#

I should've figured that

brittle pasture
#

(but I recommend adding {{ModId}} to it to avoid potential collision)

flat snow
brittle pasture
#

make your farm name {{ModId}}_CountryParkFarm, then CP will automatically replace {{ModId}} with your mod ID in the manifest, increasing uniqueness

#

(your Data/Locations patch would then target Farm_{{ModId}}_CountryParkFarm)

#

for now though focus on getting your fish working

#

[[Modding:Farm_data]] also look at this wiki page

flat snow
#

The mod itself is working 100%, the farm is loading and fully playable, just in the water I can only catch trash items and not the fish i set to spawn

brittle pasture
#

yeah it's optional and mostly a conventions thing

flat snow
#

In that farm_data link you sent me, i had read this before and it seems to provide this FarmFishLocationOverride but that would set my farm to just act as mountain/river/ocean fishing. When I examined other farm mods in TILED, they did not use this property at all on their farm. I was wondering if it was something to do with this BaseFarmType": "Standard" but then I wonder if removing that would ruin my mod

strong kite
#

Shouldn't there be a comma here?

void aspen
#

there is

#

just a bit

#

away

torpid sparrow
#

its after the comment

strong kite
#

Oh, on the farm map thing oops

#

I don't use comments I didn't know you could do that HehSweatCloseup

flat snow
brittle pasture
strong kite
flat snow
#

just to clarify

brittle pasture
#

yes

flat snow
#

Thanks I'll give it a shot right now, thanks for everyone who chimed in trying to help

gaunt orbit
#

how does SMAPI resize existing images when they're reloaded πŸ€”

#

does it use horrible reflection hacks?

#

oh wait it's implemented in CopyFromTexture

#

what happens if you try to call that on RenderTarget2D? it doesn't override it, but it seems like it wouldn't work at all since the backing data construct is different

flat snow
#

The fishing fix worked but lmao what:

torpid sparrow
#

you get 2.8 fish per fish

flat snow
#

I don't know what that means 😭

#

I tried to add an extra 0 infront of my chance %s

lucid iron
#

2342% Trash SDVpufferpensive

flat snow
#

but that's not going to fix the trash

lucid iron
#

Is this fishing info overlay

flat snow
#

Yeah using it to test this farm fishing

lucid iron
#

Imo that's just mod bug and you shouldn't worry about it

torpid sparrow
#

you say that and now my pockets are exploding with trash

flat snow
#

but it works fine when I played on other modded maps :/

lucid iron
#

You should test if you get the other fish or not

#

If it works fine for player then yeah just report bug to fishing info

#

If it doesn't work and you only get one fish then u gotta fix prob

flat snow
#

First I changed trash % from "Chance": 0.22 to "Chance": 0.022 (and added the 0 to other fish entries) and this happend SDVcharwilly

#

testing fishing

#

hopefully it doesnt explode

#

caught a sunfish then it changed to this:

#

This is what I've caught so far, the two sunfish were my first two catches:

#

finally caught a seaweed

#

there is something really wrong

brittle pasture
#

can you show the current code

void aspen
#

I may be wrong but trash may have a higher weight in chances here

#

showing code would be smart here yeah

flat snow
#

Give me a moment and I'll repost the updated Json, shall I do it with the link or upload it directly

#

Also should I be worried about removing this: "BaseFarmType": "Standard"

brittle pasture
#

(BaseFarmType is not a real field)

flat snow
#

Strange because removing it changed how the fishing was displaying

brittle pasture
#

your code looks fine; i guess make sure that you reloaded the code + you're on the correct map?

flat snow
#

So the screenshots before were when I had the basefarmtype line, when I removed it and tested again, it looked like this:

#

but i feel like this trash % is way too high and all the other %s are way too low

#

I am wondering if it is adding the 100% default trash on top of my custom fishing list

#

either that or it is classing this as 66%:

              "Id": "CountryPark_168|169|172",
              "RandomItemId": [
                "(O)168",
                "(O)169",
                "(O)172"
              ],
              "Chance": 0.22
            }```
#

but i still feel like the %s wouldnt be so different if that was the case

brittle pasture
#

the global Trash entry has very low precedence so that shouldnt be an issue

flat snow
#

actually now I think about it, I was catching trash items that were not defined in my list, I only have 3 items listed for trash

brittle pasture
#

I havent made a new farm type though so someone else may have more info

flat snow
#

Hopefully πŸ˜‹

whole prism
#

quick question

#

when uploading a translation mod

#

how can I be sure it links to the original mod?

#

some people upload and it dosent link while others it does

flat snow
#

I removed that section of trash items to test my theory and this was the result:
(it's exactly the same as before i removed it)
So I think it's not registering my trash entry and just using the base game 100% value for it.

glass pier
#

i am attempting to load in a custom character first time (very bare minimum) and i have a placeholder 64x64 for the portrait, but online i see lots of different sizes for sprites would anyone mind giving a suggestion for the best size for a spritesheet (i believe it is 16x16 for individual sprites)

severe cairn
#

32 height 16 width maximum for humans

#

Or well.humanoid
Unless ΓΌ use c# or a framework

verbal glacier
#

(Well not maximum but you currently need a framework)

#

Can’t wait for ForceOneTileWide

whole prism
#

Does anyone know for a translation mod

#

how it can pick up that its a specific langauge

#

i already have the language tag (like french, spanish, etc)

#

idk waht else I do (nvm i fixed it, it was because i forgot to click the "Any" popup and set the language)

gaunt orbit
#

anyone know where the title screen graphics are?

#

it's not cursors

dire kestrel
#

titlebuttons?

royal stump
#

several files in LooseSprites, e.g. yellowLettersLogo and stardewPanorama

#

(or just logo? I forget what's used where)

gaunt orbit
#

hrng

#

well I found the backdrop and the logo but no title buttons

gaunt orbit
dire kestrel
#

minigames

gaunt orbit
#

aaaaah

royal stump
#

...oh, right SDVpufferdizzy

gaunt orbit
#

oh and clouds in minigames as well

glass pier
proven spindle
summer spoke
#

right, okay, back from vacation and I'm lost

#

what is this?

#

Wait i'm not suppose to do that am I. sorry

#

That's better

#

Sorry, I'll try to remember better in the future

golden spire
#

We need more details

#

we don't know what you're trying to do

verbal glacier
#

For event entries you should do

"Entries": {
"YourEventId/AnyConditions": "YourEvent script"
}```
summer spoke
#

I'm sorry, I don't have those. I let it stay on the screne and I've forgotten what it's for

#

Surprising what two days will take from you

#

Sorry

verbal glacier
summer spoke
#

Yeah, I think that's best too

#

Thank you

#

Is there a wikipedia page explaining content? I'm trying to figure out how to get the mod to be recognized by Stardrop by reading into other mods, but I'm a little lost on where to start.

#

I have a manifest now that's been verified

latent mauve
summer spoke
#

Thank you

#

Do I need to do content if I'm not editing anything just yet? What I'm trying to do is make an event between the Governor, Lewis, and the Farmer in the middle of Pelican Town.

verbal glacier
#

yes you need a content.json for events

summer spoke
#

Okay, thank you

whole prism
#

Hey i got a question

I was thinking on migrating all entries in aquatic sea fish to the proper id (LucyTheDove.ASF) rather than just ASF_(x)

However, this would be over 300 entries, how would this be possible to do?

brittle pasture
#

do you use vim

#

most editors have find/replace, though that still leaves you with writing the migration commands

whole prism
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I know how to replace the ids

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But that'd leave the player aith 0 daya

calm nebula
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You can probably script the migration

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Selph does CP migrate handle fishcaught

brittle pasture
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yeah I'd whip up a python script

whole prism
calm nebula
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I'm hardheaded. I wohld try to do it with awk

whole prism
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Cause im talking a large migration if possible

whole prism
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For the default json

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I already know how to migrate some things but an entire mod like this is not as simple

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I dont have to migrate but wondered if there was a better way

brittle pasture
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quests... dont think so
honestly I'd just leave stuff in place if this goes beyond stuff supported by the migrate trigger action

brittle pasture
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me staring at all my old mods that used dots instead of underscores

whole prism
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My id is literally

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ASF

lucid iron
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Do it in 1 migrateid traction

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It takes a list of pairs and that's more efficient

whole prism
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Maybe thisbisnt a good idea cause id also have to repair over 50 quests

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That are active

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I know how to migrate and fix active quests but its a pain to do it to 50

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Hmm I dont thibk i should then too risky

lucid iron
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<type> [<old id> <new id>]+:

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U know how it says +

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It means u can give multiple

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Anyways i wouldn't bother at this point since u had some kinda namespacing as is

whole prism
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I heard its a smart thing

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Makes mod more performant and stable

summer spoke
verbal glacier
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yes

summer spoke
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Thank you

verbal glacier
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it is the most up to date resource for content patcher, because it is provided to us by Pathoschild who maintains SMAPI and content patcher

summer spoke
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I really do appreciate the help

severe cairn
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pathoschild is keeping everything I find up to date I see them everywhere I go... legend

summer spoke
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I'm beginning to understand that lol

severe cairn
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Pathoschild where do you find the time </3

verbal glacier
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and somehow finds the time to work with CA as well

round dock
severe cairn
ocean sailBOT
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Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Unix 6.17.7.29, with 213 C# mods and 392 content packs.

strong kite
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Why did I think it was smart to add a turducken style recipe to my mod. How am I going to sprite that 😭

summer spoke
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Right, so I made a content.json and a manifest.json and I've started a assets folder. I've saved everything in the Stardrop mod files, but it's not showing up on the menu.

Also @round dock, thank you I'll add it to my raeding list. I appreciate the help.

round dock
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Not showing in the menu, as in your console?

summer spoke
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Yeah, the Stardrop menu. The list of mods thing

severe cairn
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yeah new save

round dock
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Okay, close and open it again then check mods you disabled. Although if anything you can just put the mod in your regular Mods folder in the game files.

severe cairn
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after they added gem sea shores it broke again

summer spoke
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Right, I'll do that, thank you

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There it is, thank you

golden spire
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Stardrop has a reload button, to refresh itself

hard fern
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sorry

severe cairn
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Do I have to try adding it as an unneeded dependency SDVpufferthinkblob I could suggest it to them but seeing as removing GSS removed some of their other minor gripes they might just leave it

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I can't test it on my laptop cus my mod automatically loads after GSS does already

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and I already did the priority thing to make it late

hard fern
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how late? try making yours extra late

severe cairn
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late + 100

ornate trellis
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have you also tried a false dependency

severe cairn
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gem sea shores does have late priority too, but its only late +1

severe cairn
fossil osprey
severe cairn
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maybe one of their dependencies has a higher late???