#making-mods-general
1 messages Β· Page 596 of 1
playing dependency tag
i was gonna check the dependencies but its 18 mods
not sure but ive heard the whole late shebang can be pretty effed up for some people (tho i got never really told why exactly)
me when I make Arumi's house priority 2147483647 /silly
If you're on Windows, I always recommend the program 'Everything' for searching for text in multiple files. (some code/text editors can do it too). 'Everything' is better than the default Windows search anyway.
love that software so much
Everything has a very quick and efficient indexation yeah
Iirc CP priority may be subtly not priority smapi mods
GSS should be Content Patcher π€
the other being FTM but the patch happens with the content patcher one
I asked this earlier today. I'm not quite off work yet, but I should be soon.
your template is probably missing some code somewhere
feel free to post it once you are able
Will do! I have a feeling it's either missing something somewhere, or I'm misusing the template π
It works!
Well, the basics work
Now to get to work on the events
Thank you for the help!
This look right for dependency?
I'm assuming it is since i copy pasted it but wanna be sure
Can I use mods to test out my events without them becoming a requirement for my mod itself? Like if I just enjoy how Earthy Recolour looks so I use it, but it's not needed. If this makes sense
yes you can
Right, I'll do that then, thank you
they only become a requirement if you MAKE them a requirement
i believe that is correct
such as using maps, items, textures. npcs that are part of another mod
tyty
I'll let them know about the whole priority dependency thing and that if they wanted to try if it works to add the dependency in my manifest
Can I put entire item categories as a gift taste?
yes
i think so
yeah, that probably works
you can also use context tags
well but
you dont need to even do this
cooking is default universal love
*like
so putting it in the gift taste is redundant
Ah
I'm making it a loved category tho
It's a dog npc and I figure she'd love all food lol
well hopefully not chocolate
then just put the -7 in loved π
you said liked so
ahhh I got like 7 TAS to work first try! 
So I have the following. Currently only the final entry (the FishPower one) is getting added.
I'll post the template in just a sec
I finally understand how Farm type manager works after studying it for years
And here's the template
Entries wipe everything on use
initiate the shop once with some basic data first, then have your template TargetField into the Items list
I did do that originally, but it was producing the same results. Granted, it was practically midnight, so I probably messed something up. I'll try it again!
is this how to do 2 hasmod ?
I think that will do 'has dsv.core OR si.bc'
guh
how do i do both
i think airyn told me i cant have 2 hasmod
like separately
ok wait what do you want, for the thing to only trigger when both conditions are active?
yes
hm i just realized i may have forgotten to edit her schedule for lny
unrelated to this
It's still only showing the fish power
I'm pretty sure you can do two
oh what da freak
cp docs has this example
"When": {
"HasProfession |contains=Blacksmith": "true",
"HasProfession |contains=Gemologist": "true"
}
ya
i was just about to go digging up my old json
what makes it different i think is the contains= part
because that technically makes the thing different
ah ok
i also could have misunderstood airyn
that's the exact same code as before?
it's not just HasMod it's HasMod in a different flavor
ok I see the difference
I changed "Entries" to "Fields". Is that not how you target shop fields?
nope
Dammit
look up documentation for TargetField
what your code is currently doing is "set Items to this without changing the other fields in shop data"
the problem is with the "set Items to this" part of that sentence
you can if you use contains
at least from what i saw when i looked like... yesterday or two days ago i forgor
okay yeah that makes sense
//AND
"When": {"HasProfession |contains=Blacksmith": "true",
"HasProfession |contains=Gemologist": "true"}
//OR
"When": {"HasProfession |contains=Blacksmith, Gemologist": "true"}
//OR
"When": {"HasProfession": "Blacksmith, Gemologist"}
//NOR
"When": {"HasProfession |contains=Blacksmith, Gemologist": "false"}
It's working! Thanks!
the reason you can't have two plain "has:" is because in json you can't have 2 keys that are the same
Got a weird question; how can I put a big craftable or some kind of equipment into a vanilla big craftable, such as putting a Keg into another Keg or a Pickaxe into a Dehydrator? My friend challenged me to do this, but I'm stumped. I've tried "Condition": "ITEM_CATEGORY Input (BC)" and "RequiredTags": ["category_big_craftable"], but neither has worked sadly.
"category" is specifically for the negative numbers used as category in object data (fruit, fish, etc.)
there's no such thing as a BC category nor a category_big_craftable tag
Ah, modding wiki lied to me then, boo
Ah
I think I tried -8, but I'll try again
correction: -9 lol
no way free money
@proper grove scam here, since bouncer's down
poor xander bonch stole identity
xanbonch
next april 1st security gets real tight around here
first time seeing this scam message here
still not sure how to counter image based scam messages with discord automod
π
sadly i dk
Weird, I did -9 and put a Keg in a Preserves Jar, but got "Emerald Stone" Jelly instead of "Keg" Jelly. I'm beyond confused now lol
hmm yeah I recall flavor inheriting taking only the unqualified id
Ah. So I'd probably need custom output names huh
you may be out of luck on that part unless you do things manually
Was afraid of the manual part
Was on a roll with making any category come out as juice, wine, etc. Down to the point I have a foolproof template after lots of failure, but if I can't just lazily make it work for these, then I guess I'm off to the mines to make manual entries for every BC, hat, ring, weapon, etc. God save my soul...
another one???
I pulled a big brain move and used two whole neurons; got my BC items to properly go in the keg and other BCs, and come out with the right name. Problem now is that they stack. Like, Keg Jelly and Lightning Rod Jelly stack, keeping the first item's name. Is there a trick so that they don't come out as the same stack?
https://smapi.io/json/none/96dead30a76c43f1b418de4569a0d627
Oh, gotcha
What does Keg Jelly mean...
...so my two neurons are clearly not functioning. It says to include {O}, but I don't know how to make that work. "ObjectInternalName": "{O}344" just has Smapi tell me the input was wrong.
Like apple jelly, but keg instead of apple.
zero, not the letter
...I hate how there's no slash through the zero on discord lol
Yeah i think this is gonna be a problem
Alright, they don't stack anymore, but for some reason, the item names are wrong. Keg -> Emerald Stone, Cheese Press -> Wild Horseradish... lmao
I'm guessing it's looking at object IDs somehow?
Also mods that use preserve context tag is gonna get confused
I don't recommend proceeding with whatever shenanigans this is 
My foot's off the pedal and a brick is in its place. I'm going until I crash lol. Friend wanted a dumb thing, and I want to deliver dumb thing even if it's broken as all hell
I endorse delivering dumb things 
OH. I get the unqualified ID thing now.
Cheese Press and Wild Horseradish are both 16. Gah, that's such a wrench in my plan.
Progress has been going well! I plan on testing stuff after dinner, but currently I should (hopefully) have added all but one power to the shop.
I then need to define the actual powers in a powers.json and play around with map stuff!
Also, bc the scope creep is real, do you need to provide custom reading animations for new power books?
No i think game will default
I think just setting the book category auto does that
Never let the intrusive thoughts win.
The intrusive thoughts;
Hey guys - I am working on a custom farm mod and trying to set up custom fishing data (like the riverlands farm for example). My farm is not replacing the standard farm, it's creating a new farm type. So far I have got the custom fish spawns to show up but for some reason I am still getting the 1.0 chance for trash spawns too even though I have not defined trash to spawn on the farm. Is anyone able to help me figure out what's going on?:
https://smapi.io/json/content-patcher/8f6700aeb50e406299a36878a2c5fe35
Trash comes from the "Default" Location in Locations.json (line 395, I think?). That gets applied everywhere I think.
After a lot of poking around, I'm pretty sure you're running into the Data/Fish spawn chances causing catches to be skipped (which falls back to random garbage generated by the fishing rod, even aside from that default trash entry). Try setting "IgnoreFishDataRequirements": true in each of your fish entries. That also affects each fish's time-of-day/seasons/weather, so make sure you add any necessary conditions to your entries later.
(there's still a ~32% chance of catching trash with those entries' chance settings, assuming that works)
Is there any override in the map properties?
I think they told Selph there wasn't, it came up last night or so
(ig it was earlier today & just implied, I was half-asleep at the time
)
but yeah, testing it locally I ran into anchovies skipping due to 25% odds and such
Is trash in this case the actu trash item or any trash item
any random trash; I'm not 100% sure if it's hitting it in the Default misc-trash entry, or in the fishing rod check where getFish returns null and it uses trash
If get Fish returns null and it uses trash i believe is actually trash item not category trash
Are we sure the data/locations is right
there's a spot where it does fill nulls with the trash item, but fishingrod does this
o = location.getFish(this.fishingNibbleAccumulator, bait?.QualifiedItemId, this.clearWaterDistance + (splashPoint ? 1 : 0), who, baitPotency + (splashPoint ? 0.4 : 0.0), bobberTile);
if (o == null || ItemRegistry.GetDataOrErrorItem(o.QualifiedItemId).IsErrorItem)
{
result = Game1.random.Next(167, 173);
o = ItemRegistry.Create("(O)" + result);
}```
Ohhh okay huhhhh
testing with their CP setup, adding more entries increased the odds of it not happening, and setting Chance:1 improved it etc, but it still got ~75% trash with just one anchovy entry
Debug yourself lvl 10 fishing
basically i think it's checking Data/Fish and just outputting nothing if the odds miss
What file would you need to edit to modify the background texture of a shop?
check out VisualTheme in shop data
π
WOOH! The shop is finished (at least until I add books in a future version)!
I also plan on making textures for the shop eventually!
@calm nebula @royal stump - Hey TYSM both of you for trying to help and testing stuff for me. Really ppreciate your time. So to clarify I do not have any map properties that affect fishing at all, and when I catch trash it can be any of the trash items. I will post below what the % chances look like when I plugged the Fishing Info mod in for testing purposes. The 74% trash means any of the trash items. For now I'm going to try the "IgnoreFishDataRequirements": true, suggestion and I'll report back with my findings π
Doesn't your fishing level also impact your chance of getting trash?
Not sure but if this helps, before I catch anything the list looks like this
I'm not sure where fishing level would affect chances if that's the case, aside from unlocking entries with MinFishingLevel
also worth noting that a player's first catch has a different list of allowed fish, so it'll mess with chances until they catch something (e.g. it forces sunfish to appear sometimes)
Yeah i seemed to catch sunfish 1st time every time no matter what
oh, yeah, fishing skill level does affect the Data/Fish chances, though that part's skipped if you use the ignore setting
The fish I have listed are basic fall. Smallmouth bass, Sunfish, anchovy, sardine, herring - I'm not bothered about their data too much as it's meant to be energy dump fishing in a multiplayer game rather than actually fishing with purpose
(not seeing anywhere else it affects what happens, though)
Distance from land?
progress so far, chances before first catch (still cray cray but a lot calmer):
First catch was a red snapper and:
it affects chances in Data/Fish next to the skill modifier, but outside that, I think it only affects conditions that look for it
They add up to 104 so around 100, I guess it's the mods estimates that is changing the numbers and it's maybe not a direct reflection of the actual Chance weights. This is a lot better because then I can just increase the fish slightly and it should all balance out.
To build off of what Esca said, the first cast will never fail to catch a fish (i.e., you can't lose the fishing minigame), and you will never get a trash item. Specifically, if I recall correctly, any trash you would fish up instead becomes a sunfish, but I could be misremembering
yeah, there's a limited set of fish it'll accept as first catch and otherwise just swaps in a sunfish, or some such
and presumably throws off the sampling of that UI mod
I know you can abuse the system to get a guaranteed legendary fish
Just a shame I couldn't remove the trash entirely and just choose what trash spawns in the farm. I hate the idea that people are tossing empty joja cans in my farms lake
That's definitely possible via harmony patching at the very least
if you add a Chance: 1 entry with your trash subset now, it should replace the generic trash set, as far as I know
What do you mean, sorry?
adding this back to my content.json?:
"Id": "CountryPark_168|169|172",
"RandomItemId": [
"(O)168",
"(O)169",
"(O)172"
],
"Chance": 0.22
}```
you had an entry in an earlier version that just had a couple trash items but not all of them; if you add that again with the current setup, it should work
(yeah, that)
use "Chance": 1, and I suppose give it a lower Precedence like "Precedence": 100
now that it's not using the modified %s from Data/Fish, it should actually get used more
What will the precedence do?
(er, sorry, wrong precedence, it's higher numbers = lower priority, one sec)
so Precedence decides how the sorting works: when you try to fish, the game adds your location's fish data and the "Default" fish data into one big list
then it sorts by priority, and randomizes entries that have the same priority
basically if all your normal fish entries there fail their chance rolls, it'll go to your trash last, since it'll have higher precedence (which means lower priority)
on your first-ever catch, you also can't fail the minigame! my favorite exploit for this (although it's not that practical) is to avoid fishing entirely until mines lv 100. you are guaranteed to hook a lava eel and it can't escape
but not use the default trash because that's precedence 2000 or so
You can also get a free legendary
oh, if you get all your fishing exp from crab pots?
that seems even less practical and tbh i'm here for it
There are several ways to do it. I've been on a bit of a Stardew Valley challenge runs kick for a bit π
(example for the custom trash entry)
{
"Id": "CountryPark_168|169|172",
"RandomItemId": [
"(O)168",
"(O)169",
"(O)172"
],
"Chance": 1, /* always use this if it's checked */
"Precedence": 100 /* don't even look at this until after all the 0-precedence fish entries are checked */
}```
testing now
I also slightly increased the fishies chances
so hopefully can drop the trash to just below 30
Why did I choose such a big project for my first ever mod ugh
I will now see if I pull only my 3 trash items or something else
I think it's working perfectly! 
thank you guys soooo much
Last thing before I move on: IgnoreFishDataRequirements
What exact fields will this ignore? Just so I don't miss anything
it skips anything in Data/Fish that affects whether the fish appears, including chances:
https://stardewvalleywiki.com/Modding:Fish_data (the second table)
so min/max time of day, weather, season, chance, the modifier for skill or depth, etc
it'll still use anything you put in the Data/Locations entry, just not the Data/Fish stuff, e.g. anchovy's vanilla 25% catch chance
I am not seeing a lot of those in Data/Locations, such as weather, darting randomness, etc. will this mean that my "fix" means my fish will appear no matter the weather and will have random stats unlike their entries in Data/Fish?
yes; darting isn't affected by the IgnoreFish setting, just the fields Data/Fish that decide whether the fish can be caught or not
there's a "Season" in Data/Locations fish entries, but for weather and other limits, you'll need to use the "Condition" field, which takes a game state query: https://stardewvalleywiki.com/Modding:Game_state_queries
as a basic example, something like "Condition": "LOCATION_SEASON Here spring summer, WEATHER Here Rain Storm" if it's a spring-and-summer fish that only appears in rain, etc
That I can directly copy out of the vanilla location entries 
(ig pointing out location_season is a bad example since that exists as a field
the other useful one would be TIME 600 1200 and such)
So in locations I just need to have: Chance, Season, Condition?
And the condition I should copy exactly from data/locations but add the time on it for timed fishies?
So example for the Anchovy [129] I would add these:
"Season": null, (I guess this one is not needed for this fish)
"Condition": "LOCATION_SEASON Here spring fall",
and if its a timed fish I can do this?:
"Season": null, (I guess this one is not needed for this fish)
"Condition": "LOCATION_SEASON Here spring fall TIME 600 1200",
that seems correct for the achovy season check, yeah; for the second, put a comma between separate queries, like
"Condition": "LOCATION_SEASON Here spring fall, TIME 600 1200",```
generally you won't need the Season field, and it can only check one season, but it's technically slightly faster than the condition location thing
e.g. "Season": "Winter" if a fish only needs that
so for the anchovy, I would still need the condition field because it has two seasons right?
and if it's a timed rainy fish like the eel, I noticed it had no weather or time condition in data/locations, so I would have to add it manually myself right?
"Condition": "LOCATION_SEASON Here spring fall, TIME BLABLA BLABLA, WEATHER Here Rain",
yes to both
TYSM you're the best
I will go now, permission to ping you if I need help about this in the future?
no problem, and yeah, feel free
Thanks and have a lovely night (:
I think I'm finished the powers tab is what I would say IF I DIDN'T JUST REALIZE I FORGOT TO ADD THE CRABPOT POWER
I'll add it tomorrow π
Other than that, the only things left to do are:
- Map Actions
- Edit the witch hut
- Letters
- Code Cleanup
- Shop Textures (May wait until future update)
And maybe compatability with Extended Mastery, but that'll probably be a future update
Just finished my first Stardew Valley mod!
Does this make time pass more slowly?
Yes, among other game mechanics adjustments. I've been altering any game mechanics that become overpowered or simply boring with the slowed clock. My goal is a complete game experience without the time pressure that still feels enjoyable.
That is good!
I'm currently working on multiplayer support and a configuration menu for Lazy Days. Once those are done, I really want to work on a Bed Save mod that lets you save midday. (Yes, I know I shouldn't, but I'm insane and I really want to, lol.)
congratulations! would you like a showcase?
I'd love that!
and just to confirm, thereβs no NSFW or AI content? (i have to ask)
Correct
would you like to edit the message to add a blurb about it or just publish as is
Go ahead and publish as is. It looks like the link preview has my short description in it.
If i want to add custom nodes in the quarry or mines, like a new type of ore, what it the reccomedned way to do that, is it via 'Item Extensions' or 'Custom Ore Nodes' or some third way i havn't come across? What are the pros and cons. I want to be able to control where they spawn, what they drop, standard stuff. Just standard 1x1 is fine, not the large ones if thats harder.
(my mod already has a fair few requirements so Im wanting to make it streamlined and ideally limit new requirements or make sure they are common ones so most people already have them)
(or is there a way to do with with just Content Patcher alone?
as far as I know, the base game's forage system won't work right for ore, and it doesn't have anything else relevant; IE and CON are both fine and probably the easiest way to do that, currently
spacecore's spawn stuff can probably do ore via trigger actions, but would probably be a bit more involved to set up, and FTM can do it but isn't very good at targeting temporary maps like the mines (pending future updates)
I think my mod still has unused texture for my Emily ore I didn't use after all cuz it was too much π
ok thanks. it looks like Item Extensions has 5x more downloads and more mods that use it, so maybe I'll go for that in the interest of widespread 'pre-adoption' ie people will already have it, unless someone else says otherwise and points out a reason to use something else
...actually, I misread the "new type of ore" part, I'm not sure if spacecore does that and FTM doesn't (unless IE or something adds it anyway)
Like, i want to add say an Aluminium Ore node, which would then drop the custom material 'Aluminium Ore'
it looks like spacecore does support those too, now that I check (search for minable)
https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/SpaceCore#readme
for some example
but yeah, FTM can spawn things defined by IE and such, it just can't make up new ore types itself
and isn't great at targeting mine floors currently, it's a bit rng
so if you're going with "most popular framework", spacecore, but IE and CON are pretty specific to the task
I read somewhere about Spacecore being 'riskier' is that true?
No
riskier wa
there's a more complicated answer, but you know
i need u to elaborate about this since i wish to study the thought like a bug
there were compat issues years ago, but given casey's literally on the sdv 1.7 dev team, she's the least likely of us to stop maintaining things
(if that's what the context was, anyway)
also that, yeah
it's the only framework that really lets you save custom stuff (afaik), which is why it says those things
yeah it was probably that tbh and I just didn't do any more reading on the topic
Yeah you don't have to worry about that warning
ok good to know.
so i know its subjecttive, but for my usecase of wanting custom ores and other spawns, whats better for me to 'invest' the time to figure out and then use, Spacecore or Item Extensions?
I was trying to find a way to TLDR it, but really you just don't have to worry about that one. Spacecore is an often-used, solid mod.
I don't think it's worth considering it as an investment cus you can switch these things pretty easily
But iirc item extensions didn't have spawning itself
lumi's glittering mod seemed to only use IE, at a glance; I think both IE and CON have automatic spawn rules for ore
rather, their own not-ftm-or-sc way to do it
Yeah but i was under impression they wanted to spawn ore elsewhere
ah, yeah, for not-mine locations IE apparently either uses the Data/Locations forage system after all, or FTM
https://github.com/misty-spring/StardewMods/blob/main/ItemExtensions/docs/CustomResource.md#spawning-in-the-mines
https://github.com/misty-spring/StardewMods/blob/main/ItemExtensions/docs/CustomResource.md#spawning
it probably dont matter that much in the end and what u use has more to do with ur usecase than some intrinsic factor of a framework mod
I want to be able to control where these new Ore Nodes spawns, like in certain floors in the mines, the Quarry, Ginger island dig site etc. Id also like to have a differnt version of them spawn in the open is the desert as forage, that you can pick up, like Quartz for instance
Then this is a problem yep
You will need ftm or spacecore
I already ahve FTM so can I do everything i want with that? at the moment I've just been using it to spawn a single thing at a specific location, eg add this machine/big craftable to this tile.
But if Spacecore is the sensible choice then maybe i make the leap over to that
FTM + IE, or just IE (see the second link earlier), or CON, or SC
nobody ever got fired for buying IBM depending on spacecore
in order of popularity, SC > FTM > IE > CON, but even IE's up to a million downloads at this point, and longevity-wise they'll all probably survive sdv 1.7, etc
probably easiest to glance at their docs and see what makes the most sense
thanks! ok, I'll use all that that to inform my decision and have a read of the docs
I didn't, about the sleeves thing.
I also asked another one not too long ago. No one replied or anything. 
Unfortunately, sleeves are a bit tricky
I think you can try recoloring the farmer sleeves directly but I'm not sure if that causes problems
the sleeves are recolored automatically based on specific pixels in the shirt pngs
if the farmer arms are no longer red, it might just silently no longer do any automatic recoloring (best case)
to be honest, you just gotta try and see what happens
hii i wanted to know if it was possible to mix some visual mods together like for example what i want to do is have this mod (first picture) but also have this mod (second picture) for just the musical instruments nothing else
That's what I was thinking, too, yeah. But would that be finicky unless I keep .psd of what I can work on - that's 4 (farmer_base, farmer_base_bald, farmer_girl_base, and farmer_girl_bald).
I've yet to separate the items yet - the harp, the flute, the sheers, and so on...
Red is the default from what I've seen in the farmer sprite, but would that still change if I turn the sleeves to blue? Like, is red the identifier for the arm sleeves, or something?
That would require an extensive editing of the sprites, unless the two mods can toggle which they are replacing, that means you can just disable which. But if they're not even replaces, you're good to go. Just pick the furniture you want to place if you can find them via, say, CJB Item Spawner, for example.
Oh, yeah, I made a thread in the official forum about my issue, since I wasn't gettng much help here or any reply.
http://forums.stardewvalley.net/threads/issue-with-sleeves.51290/post-230331
I am moving this from the Discord server to the forum. I need help properly implementing this sleeves overlayβpersonal or private project/mod. I only know the farmer arms have red sleeves in the sprite sheet within the gameβs files. Someone explained to me in the server way before that itβs the...
Someone helped me out with a C# code, but I don't know what they stand for each. I want to know so I can learn them.
the red never shows up in game (unless there is a glitch/bug) so yes i believe if you turn it to blue the automatic sleeve recoloring breaks and the sleeves are just blue now
Can NPC's cross the rope bridge in Ginger Island?
False dependency worked but damn that's annoying
There are a couple, and the one on IslandWest above the farm has an NPCBarrier tile at the left side (to keep slimes away, iirc). But in general, I think all the rope bridges are just Buildings-layer tiles with Passable, so they probably could.
Thanks! I might make a second way to get there, next to the waters, just to be on the safe side!
you can often work around with priority nowadays
@final arch Nassi already tried setting a late priority but it didn't work for some reason (see replied to message)
I think priority just doesnt work for include, but I don't want to make them test again π
includes dont use priority at all. you'd use the priority on the patches inside the include
okok
Is it possible to create a food buff using the new sprite/data system, where each time the buff stacks, the stack count increases, and the buff icon image changes depending on the stack count, with the effects changing as well?
Iβve been trying to make it work using Content Patcher, game state queries, and conversation topics, but I just canβt get it to work. TT
Are hair sprites usually in 3's? Front, side, and back?
We can't distinguish left side and right side?
File only have sprites for the right side
And they get mirrored in game whenever you face left
There's plenty of such cases for different things in game
Mm, I see. That makes sense, thank you.
i do think if you use FS you can make a diff side tho?
mm yeah, just checked, you can define left and right
You can, yeah, but I'm making a hair that is only added in the game, not replacing any existing hairstyle nor is it dependent on Fashion Sense.
ah, yeah then youre limited
It is a singular hair, but I am basing it off of another mod that does the same - adding new hairstyles in-game rather than relying on FS.
But I don't know how or why it's coded as such, so I can understand.
New quote added by celestia187 as #7960 (https://discordapp.com/channels/137344473976799233/156109690059751424/1496992561644961812)
Which hair mod are you basing it off?
This one.
It adds the hairstyles and not replace them, creating its own set of hairstyles.png files.
Although, it requires following the vanilla hairstyles.png dimensions, so that's a lot of empty space there.
Prolly the only way this will become outdated is if the next version somehow or for some reason changes the way sprites are implented in the game, so it's not as problematic as others make it out to be.
I'll take a look at the CP see if I could help with any questions
Thank you. I don't know or understand the, er, content.json file, why it's written like that.
Perhaps you can explain them here, that'd be great.
I'll get back to you once I've checked it out
Ok well the first thing I see is that you can have a left and right hairstyle sprite, and you define in the code whether you have that, or if the sprite should be flipped
Ohh, that's useful. I didn't know because I checked the sprite sheet and I notice only the vanilla orientations are present (front, side, back).
@dreamy dew The basic structure of the content.json is:
- load the textures - that is, load the hair sprites into the game, using a unique name for your mod + sprite sheet
- edit the hairstyle data, which tells the game about the hairstyles you have added, the name of the texture to look in, where on the sprite sheet they are found, and if they are flipped, among other things
How can I add it in an existing content.json that I have. I am making a mod that packs different things, replacing the farmer sprites (sleeves, making the farmer barefoot, adding shaded eyes like the NPCs), then adding a new hair.
Can I, or should I, share the file here? Or can I DM you?
Feel free to DM me
Also for reference this is the best way to share .json https://smapi.io/json
I have a question for someone else more knowledgeable about such things. The Data/HairData asset uses numerical keys, and the one example I have of new entries being added also uses numerical keys. Is there any reason the keys need to be numerical, or could they be a string?
Yes, the id has to be numerical, that's just how it's setup in the code, might be worth mentioning in the 1.6.16 alpha thread to see if that could be changed in the future
Is there any way to check the type of device the game's being played on?
Because I've been testing the PC and Android versions of NPC Map Locations and they both worked just fine on my phone... But the Android vers.' settings can only be accessed/changed via the title menu, which annoys me a little.
What I'd like is add them as dependencies and let the game check which of them to enable...
-# Do I get my point across? hopefully :-:'
Probably possible with C, but IDK what library
Given this GUI, would it be possible to draw something in the bottom right corner like so?
What dependency would Android need that PC doesn't?
I dunno, I don't have SDV on PC.... that's why I'm asking π But well, if both work then the specifics might not matter. π€
IDK, I know there are differences, but I only have SDV on PC π
Have you looked into Generic Mod Confic Menu?
not yet
Look into it and another mod that I'm blanking on the name of atm (it let's you search through it).
It is a freaking game changer
I think the other one was called GMCM Quick Search of something along those lines
Do I have to open the .dll? Visual Studio Code says it can't open it.
I more so meant installing them as mods. IDK if they work on mobile, but at least on PC they let you change settings mid game in a visual manner
GMCM can do that on Mobile just fine
Maybe I'm misunderstanding what you're trying to do then
Probably, sorry π π
I was under the impression that you are trying to find a way to change config files mid game, correct?
Ohhhh, no no no
I just wanted to see how SMAPI figures out what type of device you play the game on
But that might be over my head XD
Oh, my bad π . Yeah, I can't help you there.
However, in terms of looking at DLLs, you can't (I mean, technically you can, but you'd be reading a hex editor and it isn't worth it). DLLs are compiled code, you'd want to look at their decompiled code (i.e., their github repository if they are open source)
Ahh, there was the misunderstanding then π π
Yeah no, I don't really think I'll need to look at that
So the most immediate difference I could think of (assuming you aren't doing C shenanigans) would be changes to the UI. I wonder of there are any CP mods that have different UIs for mobile as opposed to PC π€. If so, they may be a good starting point in terms of looking into how SMAPI determines the type of device you use.
Granted, I could be wrong. This is just where I'd personally start with it (well, first I'd reach out here to see if anyone else knows the answer). It may be worth asking again later in the day, as I've noticed that's when people are usually more active (granted, there's a massive bias on my end bc I'm usually busy midday with work)
It's just a thing I wanted to know, no real priority or pressure behind it. If either version works more or less the same regardless of the used device, then I won't have to worry about having to add more dependencies than I'd need. ππͺπΌ
Like I said, probably want to ask if you'd need additional dependencies later in the day (hopefully someone with experience with both versions will be active).
Does this look safe guys?:
"Id": "CountryPark_150",
"ItemId": "(O)150",
"IgnoreFishDataRequirements": true,
"Condition": "LOCATION_SEASON Here summer fall winter, TIME 600 1900, WEATHER Here Rain Storm",
"Chance": 0.11
},```
Will it be available at both weathers?
@royal stump hey again - here is my current fish data for locations, please review it when you have a spare moment and let me know what you think: https://smapi.io/json/content-patcher/20b2da3a94e84b40b647f34d8bf3f84d
Looks very safe
if you want full safety, you can try WEATHER Here Rain Storm GreenRain
the game should already pick up Storm and GreenRain under just the Rain entry here
I will go with this just to be 100% safe, thanks for your input! π
If I add ArtifactSpots data, will this just be additional to the default artifact spots?
Sadly Im not experienced in artifact spots
Hi everyone, I was on here a few weeks ago with a mod idea for a new chicken. Iβve got my mod working, but Iβd like someone to test it out for me and give feedback/critiques on it.
Also, Iβm making the sprites for my mod and could use someone with pixel art experience that could take a look and give advice.
(Edited: fixed spelling of a word)
Hey @toxic topaz, since I'm planning on the farm cave being where the entrance to one of the areas in my mod is, would you mind if I look at your event you were getting help for about 2 weeks ago? Just for figuring out how to do the explosion effect and the timings and whatnot
yea sure, but i didnt really do an explosion. i faked it in a way where it looked convincing
Right, yea that's fine with me
I'm loving the idea that not only are the trees packed so densely a mythical being like Darkrai is unable to remove them, but that it's then EASIER to blow up a tunnel in the cave 
Anyway, thank you!
maaan I dont even have the area made yet and I'm already wanting to work on this event lmao
Maybe Darkrai just wanted to for the flair
Could be, but I don't think he'd do it for flair if he's doing it while you're sleeping. Plus in the dialogue after completing the bundle he very clearly isn't sure what he's gonna do yet
"BadDreamsForagingCompletedDialogue": "Good work.. you've proven yourself a capable forager too.#$b#For your work, I will grant you access to a densely forested grotto northwest of your farm that's rich with forage.$1#$b#However, the trees up there are too dense to easily remove...$9#$b#No worries, I will find a way.$11",
For pixel art advice, the best channel for that would be #making-mods-art
You could also ask people at #modded-stardew if theyβre interested in playtesting your work.
is it actually a different version of the mod? I don't use the android version on android, I just use PC SMAPI, but it seems like the mod should run the same with GMCM on both platforms
Thanks! Iβll give those channels a try
oh, just got to here, but it's probably just differences. I use PC SMAPI on android, but android SMAPI is different and can work differently for that reason, so things it does that PC doesn't or vice versa will automatically cause a mod to possibly perform differently
How does PC SMAPI work on Android??? ππ§ Whenever I try that, it tells me to go get the Android version instead π€£
Stupid mod ideas...one day irl = one day in stardew
So.. animal crossing?
Constants.TargetPlatform has the info
I don't know the exact line of code but there's probably some system call inside SMAPI that populate this constant
!cinderbox
Cinderbox is a launcher that allows playing the desktop version of Stardew Valley on mobile using a custom version of SMAPI for better compatibility with mods.
You need to have a legitimate desktop copy of the game first.
For more information or the discord server link, go to the nexus link above.
Hey guys. If I add ArtifactSpots to a custom farm map locations data, does it override the default or run alongside it?
Per the wiki: An artifact spot is selected by combining this field with the equivalent field on the Default entry, sorting by Precedence value, and then choosing the first entry whose fields match.
So it will run alongside the default
Thanks, I thought that's what it meant just wanted confirmation π©·
LOCATION_SEASON Here spring summer fall winter and TIME 600 2600 are unnecessary, since they're always true. You should remove those from the conditions, if only so the game doesn't need to run the checks. Other than that, it all seems good. For reference, the current chances should have a ~76.7% chance of fish, ~23.3% chance of trash.
TYSM for all your help, super appreciate it!
As much as I really just want to be done with making recipes, I should probably work on something else before I finish those up. I think since I have an idea in mind for the event I should probably make the Dense Grotto. It shouldn't be too difficult since it's for the most part stuff I've already done. Though it'll be a lot of asset work..
Hmmmm I don't think that is correct π€
Ahh I see I hit 2 instead of 3 for the Id
@outer glacier
uhh does Bouncer usually take a while?
well bouncer is just modmail
the junimos have been @ in other channels as well
Boy uh.. gotta say, not a fan of making tile assets even slightly more complicated than just recoloring things from vanilla. 
I guess you could call it humbling? But I already knew and acknowledged that I wasn't great at ACTUALLY spriting
I spent several hours yesterday just trying out different ideas for a bed sprite because I didn't like how the first one turned out. I might use ONE of them. LOL
I just realized I don't know how I'm gonna do any north-facing mountainy terrain
Or maybe I just don't worry about realism for the sake of getting work done?
what do you mean by north-facing?
Like the cliff-side would be facing north, or otherwise away from the camera
Oh wait there is actually an example in game
So I guess that's how I'd do it lmao
Though i still dont know if it's a good idea because that's gonna be where you come in from, and thus where you exit from too.. I can make it work probably
yep, it's an optical trick, so the top edge of the cliff would usually a Buildings tile or a tree, or a bush, etc.
I get lazy and use fences on mine if there's a map where I might want players to be able to be on the top or bottom of the cliff
If you want to indicate a path to go in or out from the cliff, just add some of the worn dirt or stone tiles to indicate pathing?
Yea that's what I was thinking
Usually if I do a path meant to exit south I either have pathing that leads down from the visible terrain into the hidden section
Or walls that create a kind of canyon to guy the user where to walk, then make the actual warp wide to allow for error
moved my response to the art channel
since i find myself allergic to 64x64 portraits recently, is there a way to get 3/4ths size character sprites to sit above the dialogue box? i probably asked this at some point but forgot lol
I have an event that happens in the fall, and during it I am using a temporary map that uses CP's editmap method to patch in parts of another town map. The problem is the patched in tiles are always from the Spring tileset instead of fall. How do I fix this?
Hm. Odd. You're using vanilla tilesheets?
yes
I'm supposed to put the tmx in the same folder, right? If I open up the TMX I see that all the source references are prepended with Spring_
I guess I could manually edit them to say Fall_?
is the map outside? iirc the seasons wont adjust on indoors maps
You could manually refer to fall, I'm just not sure why it wouldn't be doing the seasonal thing on its own- ah that's a thought
yo, can someone tell me why I am getting these schedule errors? Did I do it somehow wrong? i just want him to be stuck in the warp room and then sometimes pop out there to visit once the event was watchedhttps://smapi.io/log/da3bf313842f4ffe92ac607984b07fbe
https://smapi.io/json/content-patcher/8e0fdbff5a664b4787d404af11e4cc14
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 63 C# mods and 22 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
("outside" as in the map property set to true)
OK good question, the source map is outside, the target map is inside
for context, in the event welwick is showing the farmer a 'vision'
so the event takes place in the club but shows stuff from random places around the valley
could I set my temporary copy of the club to outdoors or would that cause other issues? like lighting?
All it took was trying to add 1 somewhat complicated new map for me to remember "Oh yeah I genuinely do not know what tf I am doing"
I am genuinely shocked that this part worked (basically) first try though
can somone tell me if mods are aalible onxbox
no and not the right channel to ask( #modded-stardew )
Honestly kinda sucks posting the error to try and get help and then IMMEDIATELY catching some obvious af issue myself π
ok so i fixed the error but somehow i have him voidwalk now...someone gotta explain warprooms and how they work to me cuz i really dont see why in the schedule he'd vboidwalk from nor is he warping onto a building layer tile
omg and the issue was actually only that super obvious thing thank GOD
(I straight up forgot to add a load for the map
)
oh my god he keeps void walking im so fed up, i even cahnged his schedule points but he jsut keeps walking off screen
what would be the best way to edit SVE's schedule edit of sam?
would i target Sam's schedule directly or SVE's Sam file?
Sam's schedule
How would you determine if a player has obtained mastery?
if you mean the XBOX store on PC then yes, if you mean the XBOX console then no
(and as mentioned feel free to ask further questions in #modded-stardew )
How exactly do we go about dialogue exceeding Year 2? (like, dialogue stretching across years)
-# I wanted to expand to Year 5 in case anyone would need to know.
is this a valid when condition for weather?
i thought weather was sunny but i dont remember
it's SVE's file
just checked it is okay ignore me
you can check the relevant stats, though keep in mind the probably very niche limitation of farmhands only being able to access their own stats and not that of other players
if that's somehow going to be a problem an alternative is check that the player has one of the crafting recipes granted via mastery
use When condition
Uhm.. A whole example structure, please? π₯²π
Like this?
no it'll have to be a whole different patch
the when conditions are applied to for example, editdata
are those keys already built-in with progressing years though?
let me check
greenrain_2 doesn't need a condition on it
it'll already be applied automatically in year 2
if you want to set dialogue for year 3 you should do a new editdata patch with GreenRain_2 as the key
_3 is not a thing
so
Action: editdata
Target: data/dialogue/npcname
Entries:
GreenRain_2: blah blah blah
When:
Year 3
is this a load by the way ?
are you loading in dialogue instead of editdata?
It's normal dialogue?
if you have a key for GreenRain_2 it will over ride GreenRain on year 2+
yeah it needs to be conditionally patched when Year is 3
Is it possible to check a player's stat in a When statement? I've tried several variations but keep getting a "token could not be found error"
so there will be a Year 1, Year 2, and then in Year 3 the desired dialogue will be conditionally patched so it shows up
but not before then
*i edited my messages to only put GreenRain_2 don't use GreenRain for ur year 3 patch
In my content json... Load to add custom dialogue (via blank)
can you send the link to your dialogue json
i think itll be faster than for me to ask more questions
How do I do that?
!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.
paste or upload ur json to that link
Did I figure it out?
don't think so, but where are you trying to do the edit
if it supports GSQs you can use the GSQ
yall im going crazy
I have a question. Can you enable/disable diggable areas some other way than the tile property? For example, to make the red area non-diggy and the green area yes-diggy?:
I tried with "objects" properties but that didn't seem to help
if you're willing to have it be a little delayed you can set a mail flag with a trigger action and then edit based on that flag
uhh i dont think you even have an edit data there?
I'll get back to you on that, somehow someway I've broken everything and am getting all the errors π
is there, like, a trick to using a warp room or something? i just cant get this damn schedule to work
you should have something above here that actually is doing somthing nothing is happening here
like this
you're not editing anything
all he is doing is void walking
void walking is usually because they are being told to go somewhere they can't go, but always sleep a day, incase it's got confused with the saved schedule upon load
i did sleep, several days even. i even changed the shcedule to just walk like two tiles down once hes warped but he still jsut void walks
no, all other npcs work fine, tho this is the first that uses the warp room but the room only has a warp out none going in
i even checked in tiled if i accidentally warped him onto a buildings layer tile but nope its a back layer, same for the shcedule point
I need some help please π I am having major difficulty getting a Panorama with clouds from MMAP to work. Here is the JSON:
https://smapi.io/json/none/17c15f7ba6324717a26f3008bdbca052
What I want to happen is clouds move across the sky from left to right and stay on the screen the whole time and move at a modest speed. What I am getting instead is clouds that disapear before they've got halfway across the screen, and this weird weeds object thing spawning into the top left corner every so often, seemingly on a timer and or when I adjust the viewport by moving? Very odd. I have tried playing around with differnt parameters but I'm obviously missing something fundamental, please help!
And now?
(the closing bracket for Entries is at the absolute end of this thing, just fyi)
and where is the warp going to?
@torpid sparrow
one of my maps thats also used by other npcs. its a bit to the side so its not obvious that he just pops up there but i even tested ingame that i as the player can walk there
without seeing your files properly I cannot really say, without guessing.. but sadly for me it's night time,
tho now i am beginning to wonder if its because the house down there has a warp but its a lockeddoor warp so idk
maybe i should jsut test by changing the warp
goddamnit alright i changed to where it warps him and it still happens, sigh
it's probably best for you to zip up your files and place them here so someone else can look as there could be numerous causes
I'm off to sleep tho'
rahh i was gonna slap it on git as a side dl but i am still confused with github dsfs
this is fine for the rest of your dialogue but if you want to use the When condition, you have to make a new patch for that specifically
for example, i wanted to put conditions on this RejectItem key
so i made a new patch outside of the one with the rest of my dialogue
WELP, anyway, whoever got some schedule/warps knowledge maybe take a look? It's ArmandSchedule.json...
Okay I think I've got the basic functions for this new map working! I'll probably adjust it as needed as I continue with the mod cuz it's kinda basic right now but it's working as bare minimally intended!
(needless to say anyone else shouldnt download this cuz it aint a working version lol)
The "Diggable" property existing at all is the only thing that controls that, as far as I know. It's usually attached to the tilesheet, since you can normally dig on dirt anywhere in the game. You'd probably need to edit the tilesheet for that map and remove Diggable from the tiles that have it. Alternatively, CP can edit tile properties with EditMap actions.
(If you just want to allow/deny crops or something, though, iirc there are separate properties for that.)
Well these are unexpected... not entirely unwelcome, but unexpected.
Oh wow- I uh.. appear to have gotten a pretty critical error (presumably) unrelated to my mod. uh oh
sorry to bump, but anyone got any ideas? I am true stuck
Now it's time to figure out sound effects
I have a very detailed map and want very specific "diggable" rules which affects everything from crops, artifacts, grass spreading, etc. I originally thought it would just be simple to remove Diggable from all of the tiles and then add Diggable=T on the back object layer for the zones I actually want to allow digging, this is how complex it is, the lighter shapes being the areas I would like to be diggable:
What do you think would be the best way to achieve what I'm trying to do, have I bit off way more than I should?
Probably, yeah. I'm not sure how much each of those other mechanics care about "diggable" anyway.
There's no simpler way to set tile properties on arbitrary complex spaces than to just add the tile data to them, at least that I've heard. At best, you can handle the big rectangular areas by stretching one tile data thing across them (as long as it lines up with the edges correctly, Stardew should still see it).
CP's EditMap would probably be able to remove it everywhere in a single edit, but adding it involves declaring rectangles anyway, like "X": 1, "Y": 1, "Width": 10, "Height": 2 etc
Look for these tiles on the map's Paths layer, or for a "Stumps" map property, if you need to remove those fwiw (unless it's being spawned by FTM/SC/etc instead)
I got the shop fully working! It now displays (dummy) dialog when trying to access it before getting mastery and plays a magma sprite sound effect when opening the shop!
All that's left for me to do is to edit the witch's hut and maybe redo the item background of the shop
The thing is it's not letting me do it as tiledata. Here is part of one of the two big rectangles in the above image for reference: (The dirt in the open space has not got Diggable=T as a tile property, but the TileData does have Diggable=T, it still doesn't let that dirt be diggable.)
I also kinda want a letter to be sent once you reach mastery, but I'm too tired to look into how to do that rn π
Just quick check: does OnLocationChange work on dialogue?
I think smapi handles it yeah
Thank you!
Sorry, I'm not sure how to help with that part. It's finnicky and I don't edit maps myself, but someone else might be familiar. I've just heard it works if it's locked to the tiles correctly. 
OMG I figured it out
these layers are all for specific thing, Back2 = diggable regions, one of them is for NoSpawn All/Trees, one is for building restrictions, etc. When I moved my dig regions to Back instead of Back2 it suddenly worked
Ohh wait a minute... I built from the Secret Woods map, I got rid of the paths sprite layer, but not the paths object layer.. that's probably why
I'm such a nooooob but figured it out with pure lucky
The object layers can't use numbers
Numbers are only for the tile layers, they exist solely for rendering purposes
I tried that out of pure randomness I didn't expect it to actually work
yeah, Back2/etc was added fairly recently and is largely cosmetic
tile properties should be on the main ones, per whatever layer Modding:Maps says they use
I added those layers myself, I honestly have no idea what I'm doing I'm just winging it. First time doing anything like this.
I'm surprised it's even working at all
they basically just exist for drawing before/after something else, so just use Back unless you've got some fiddly transparent things to draw
(iirc, not a map maker and all)
(and ig those are tile data layers, not graphical ones, so I'm not sure if they do anything)
(...I regret not reading up to see chu had explained this better
)
Crazy idea but you could have transparent property-only tiles on the back layer, and then use Back-1 for visual tiles
That way you don't need a million data objects
That's not a crazy idea it's actually pretty awesome and I may have done that if I thought about it at first. I haven't used individual object tiles though I have used the polygon shape so it was pretty easy to select the zones I needed
How's it looking? This is 5 layers of tile data mushed together π
You may wanna put some of these tile data in the actual tileset
The thing is though I am limiting things by their designated area and if I set it per tile it's going to mess it all up. That's what pushed me towards using these tiledata zones. Do you think it will cause issues?
The Farm I have designed is like... an OCD-Friendly immersive farm I guess. So it's less sandboxy and has more structure. Due to that, there is areas where you can dig to grow flowers along fences but I don't want all grass diggable. I have a lot of clifftops where I don't want objects to spawn. I have a lot of dirt and grass where I don't want trees to spawn, etc. I think the only way I could do it with using tile properties is by having 2 of every tileset im using with separate properties on each one. I am using 9 tilesets on my map so i'd have to dupe them all plus all the seasonal tilesets and include them with the mod. I think both options have a lot of cons. I think my fault was trying to make a realistic map instead of being like yeah let trees grow in the middle of this housing area
EDIT: I guess I wouldn't have to make seasonal tilesets of the duped tilesets if I just had a transparent tileset with different tile properties per tile, similar to the other suggestion above, and had the current tilesets as visual only - but would it make any difference to how I have it set up now?
Right okay, I think I have it, but just to be sure, when you put down "LogName" is that what the file is named as?
It won't am just warning u about file size
thanks! i am so tired xd
i seriously hate how all the text is grey in the new mod editor
Thanks I'll take this into consideration in the near future and will most likely try a transparent tilesheet with all the tile properties on there then - appreciate the input!
LogName is an optional nickname field you can add to any CP entry. It just changes how log messages refer to each entry (warnings/errors, console commands, etc). By default it's a generic description like EditData Data/Objects, depending on what it does.
I think the game doesn't recognize polygon objects, only rectangles, eek
Either that or they are fighting with eachother if there is two objects on the same tile
@royal stump I understand, thank you
I don't want to switch to nexus's new beta editor either
I didn't have to look very long to know that I prefer the old one
Does anyone know where the dinosaur egg sprite is located? I want to make a custom egg sprite at least somewhat based off of this one.
springobjects
^ slot 107 here
Hi new to modding, making a custom buffs and was wondering if the durations are in minutes or in game time or something?
damn miliseconds
So with tile layers, can the game load properties from multiple layers on the same tile? Example if at X1,Y1 I have diggable on back and dirt on back1, will both properties load into the tile at X1,Y1?
no, numbered layers' tile properties are completely ignored, afaik
Dammit
thats going to be a lot of work to make invisible tiles with every possible combination of properties and then drawing over the entire map with them
Someone correct me if I'm wrong here but
I would have been happy to use my way but apparently polygon shapes are also ignored and I would have to redo everything with rectangles, and then im not sure if they can be read when they are overlapping
Oh never mind, I see what happened
carry on, thanks for the rubber ducky LOL
Sometime all you have to do is start typing a question to get an answer
Ah! How do I go back to the old nexus modder ui?
It's just changed on me!
Have they replaced it now?
Wait so do you need to use individual TileData squares or can you actually have the tile data rectangle stretch across all the tiles you want them to? As long as it actually aligns to the grid
according to a comment,
Guys, if you still want to use the old form:
https ://www.nexusmods.com/[gamename]/mods/edit/[yourmodID]
remove the space between https and :
it can span multiple tiles as long as it fits all other requirements
So something like this should just work?
Alright cool!
there doesn't appear to be a space there when I check my url while editing though
i manually added a space to prevent discord from linking
Then uh.. should I replace all of this? 
either works fine
I guess since I already have this put together.. 
Wasn't sure if there might be even mild performance issues
it shouldn't noticeably affect anything, and may not affect it at all, depending on how the game's loading stuff works
exported maps have tile data on the back layer
Maybe tomorrow I'll add in the other two new locations, at least basic versions of them so they're implemented and I wont NEED to do it again lmao
Thank you so much, may your pillow always be cool and comfy on both sides
having an issue with a custom buff. I followed the tutorial on the modding wiki. also for some reason the items are still stacking despite me setting them at -22 which supposedly are unstackable
okay figured out why they are stacking. when i grab them from my big craftable machine they have the cooking tag for some reason
okay nvm i think i figured it out
Hello peoplee. I was just wondering, is it hard to add my own conversation topic thing?
also is there a way to hide the provided buffs on an consumable?
Pretty easy, you can add it via a trigger action
How do i edit my tmx file to correctly refernce a vanilla asset not in the Maps folder?
eg i want to use the Furnature.png file ine the Tilesheets, ive tried just furniture and TileSheets/furniture and Content/TileSheets/furniture and none of them are working
I think the section on Directory climbing in https://stardewvalleywiki.com/Modding:Maps explains that since SMAPI now supports doing that (I don't have relevant experience, just know it's possible now)
needs to be ../TileSheets/furniture
thank you!
With FTM, is there a way to make it so certain spawns are only ever Normal quality?
I'm pretty sure that the answer is no since this has come up before. I think that if you define the object as a mineral then it will only be normal quality, but if it's forage then the only way to force it to be normal quality is with a harmony patch. Sunberry handles its feathers that way
Yeah, it just requires very special handling. I'll also add that even minerals may get quality if a player has a mod that adds that feature.
Hello!! Looking for Stardew players who are also into Attack on Titan to test a custom NPC mod (Eren). Need honest feedback and maybe recommendations as im not very experienced with programmingπ
Have a try in modded-stardew if you haven't already.
@unique sigil I'm almost certain you didn't mean to set-up your recolour selection this way:
- it only applies one of the recolours when the mod is detected AND manually set to the same one
I believe you meant it to be automatically set WITHOUT a manual selection and overwritten WHEN selected
#modded-stardew message
{
"Name": "recolor",
"Value": "{{Manual Recolor Selection}}",
"When": {
"Manual Recolor Selection |contains=OFF": false
}
},```
set after your three blocks which should then no longer include "Manual Recolor Selection": "[value]"
(side note: VibrantPastoral.C/GreenFall still exists as a usable token)
Hello, I've a question about Content Patcher and player specific tokens like 'HasSeenEvent'. How does 'currentPlayer' work as an input argument for things like changing the fruit a fruit tree can spawn? How do things triggered on day start work with that? Does everything have something like an "owner" that is considered 'currentPlayer' in those cases?
no, i intentionally set up the tokens so it needs both the mod to be detected and the correct setting selected. i sometimes keep multiple recolor mods installed and active depending on what im testing, or disable my current recolor mod to see how everything looks like vanilla without exiting and restarting the game. plus i like ensuring users are less likely to report that say, something 'looks wrong' when they're trying to match things to a recolor they don't have installed, which absolutely has happened before.
also, how would this token be used? i can't seem to find documentation for mod authors that explains that so i'd know exactly what i'm doing (or that the token exists at all).
fruit trees I believe just use the host
it's pretty much on a per case basis, best way to know is check the code directly
hmm I slightly misread your post, but my answer just changes from "per case basis" to "pretty much mostly host, though maybe there are exceptions"
Okay thank you!
Quick question just to help clarify something (because I took a few weeks off from working on my mod and now I'm very confused and unlearned everything)
I think something's wrong with my character's schedules. They spawn in fine, they just never leave their spawn point.
One of the two schedules for example attached. The two custom maps seem to work normally for player movement and have functioning warps
have you loaded their schedules through a blank.json?
Ah, no. They're loading directly from the schedule file as Include
{
"Action": "Include",
"FromFile": "assets/data/marc_schedule.json"
},```
make a file called blank.json have it just be { } then load your schedule like this
"Action": "Load",
"Target": "Characters/schedules/{{ModId}}_lovebirdsdamian",
"FromFile": "assets/blank.json"```
Does it matter if they're both pointing to the same blank file?
nope
you should also load dialogue and schedule strings through a blank.json or events on custom maps i believe
I really messed myself up by beginning the project looking at old mods without realising. xD
Anyway thank you. Alright, time to test!
hope it works 
It would help if I actually put the blank json in assets...
restarts
you can also put it in your data folder or just anywhere (just make sure it matches)
yeah, I'd put it in assets/data, then saw the smapi error because I didn't correct it, shrugged and just moved it. It doesn't matter too much to me where it goes since it's blank anyway
Hm, they're still standing in place but at least I'm not getting errors
!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.
could you share their schedules by following the steps in this link
Much simpler solution than I thought.
Thanks, much appreciated.
Ah.. No, I didn't, the save was day 2 of spring 1 so I didn't think to do that. hold on..
(How did I forget that piece of advice from the documentation...?)
no worries most of us forget to do that at some point during the npc creation process
Alright fresh game, debug warp into their home...No change.
hmm
Based on the schedule in the early morning if it were working they should be walking down towards the kitchen or living room before going into town later in the day.
just to make sure chirthorpe.Lovebirdsmod_Lovebirdsfarmint is the entry in Data/Locations?
Uuuh... Let's see...
{
"LogName": "Load exterior farm tmx into Maps",
"Action": "Load",
"Target": "Maps/{{ModId}}_Lovebirdsfarm",
"FromFile": "assets/Map.tmx"
},
{
"LogName": "Add custom location to Locations",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_Lovebirdsfarm": {
"DisplayName": "Lovebirds Farm",
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_Lovebirdsfarm"
}
}
}
},
{
"LogName": "Load interior farm tmx into Maps",
"Action": "Load",
"Target": "Maps/{{ModId}}_Lovebirdsfarmint",
"FromFile": "assets/Interior.tmx"
},
{
"LogName": "Add custom location to Locations",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_Lovebirdsfarmint": {
"DisplayName": "Lovebirds Farm Indoors",
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_Lovebirdsfarmint"
}
}
}
},```
Could you shorten chirthorpe.Lovebirdsmod_Lovebirdsfarmint into {{ModId}}_Lovebirdsfarmint in the schedules (don't think that'll change anything but it's still easier to read). I'm not certain what's going wrong so someone else might be able to give better advice.
no worries! it's mostly a tip 
tbh it affects me as well since I didn't know I could shorten it to modid originally, but by the time I learned I'd already named the fiels elsewhere and it felt like more of a hassle to update it. xD
Hi, how are you? I have a question. Is it possible to make a totem or a machine that produces storms, rain, and green rain without using C#? Maybe using a framework?
Iβd take a look at the Cloudy Skies framework. Idk if it can do all of that (I havenβt used it myself) but itβs the most likely to be able to help 
Ty IΒ΄ll check it
i think you can define the context tag as totem_item and with BETAS set the trigger action WeatherForTomorrow you just need the correct trigger for item used which i believe is spacecore
Iβm going to review all the options youβre suggesting because they look interesting. Cloudy Skies seems to allow creating totems from what Iβm seeing, but if I can make the item more interesting with other frameworks, I think itβs worth taking a look at your suggestion. Thanks a lot!
at the very least setting the context tag is without any framework 
Yeah haha
got it, interesting concept
it's a token provided by VibrantPastoral.C used to switch between green and orange fall when its config is set to true or false respectively
basically one config toggle in VPR to handle all mods' tweaks relying on it
I have a content patcher mod and a C# mod that provides some logic for the content patcher mod. The c# mod needs to display some dialog. Would it be possible for the C# mod to use dialog from the content patcher i18n file, or can it only use an i18n file located in the project directory?
And if it can use the content patcher i18n file, how would it do so?
nope
you can instead load the dialogue into some string asset and read that asset from your code
goes the other way as well if you use LocalizedText
Just do it all in C# π
Ehh, I'll just use an i18n folder in the C# mod π
Or try to make the C# expose endpoints to the CP
For example maybe the dialogue showing thing is a trigger action action you register
It's a map action to be specific! All it is going to do is say something similar to what the game says when you can't access the mastery cave π .
Also, just double checking, for tiled maps, can you remove tile sheets from the folder the tmx file is in if said sheets are from the game?
For example, my Lewis basement map uses 3 sheets from the game, all 3 of which are currently in the same directory of my mod.
You can register one of those too yeah
Then just take string arg
Does conditional door work for your purpose
Yeah, but for organizational purposes I think I'll just use separate i18n directories. I'll worry about learning how to do this once I have a mod that has shared text between both mods π (e.g., if both the CP and C# mod had to display the dialog in question).
Registering the action is the correct approach regardless of how you handle the dialogue
Dammit
Wait, have I been registering actions wrong this entire time? Give me a sec, I'll post my code in a sec (I'm currently away from laptop)
-# Also, who's atra?
Atra
Laptops taking a while to boot up. But I doubt the door method would work. There is an action dedicated to the mastery cave that displays dialog if you don't have mastery and warps you to the cave if you do have mastery.
Only issue is that I don't want to warp the player π
@lucid iron So is this not how you register map actions? Bc it's been working thus far
I'm calling "GameLocation.RegisterTileAction"
Um, did you mean to ping a different Chu or�
Yes π , my bad
Yeah that's the meaning of map tile action
Although u dont need ur own shop action
Just use OpenShop
The new map tile action only allows the player to open the shop if they have at least 1 mastery experience point. Otherwise, it'll display a dialogue stating "You sense a dark presence emanating from this shrine..." (I was originally going to have it be more similar to the Mastery Cave dialog, but I decided against it).
Yeah u can do that with shop owner dialogue
It's ur choice what do really and no harm in custom action
I'll stick with a custom action, especially since A) it's already written (TBH that is like 99% of the reason π ) and B) I think it'll make things easier for some future updates I'm considering.
-# Plus, this let's me play a custom sound before opening the shop (which I know is probably also possible with CP)
can someone help me figure out why the map string wont display properly? im at a loss :')
Just to confirm, your modid is sprinklespiice.sonarSDV with the double ii in spice as specified on the map action, yes?
yes, heres the manifest
take out the quotes in Tiled
Action Message <string messageKey>
by default, when are GSQs re-evaluated? i think i recall something about them being cached to save on performance so i'm unsure when that cache would be updated
the strings themselves have some parsing cache stuff, but otherwise GSQs aren't, their values are rechecked every time
I managed to get the shrine to change it's texture once the player has obtained mastery experience!
every time being like day start, or every tick, or...?
or is it "It Depends TM"
whenever the "condition" field or w/e is used by whatever system it's attached to, it varies
gotcha, thank you
there's a blurb about that here, fwiw
https://stardewvalleywiki.com/Modding:Game_state_queries#Queries_versus_Content_Patcher_conditions
CP is preferable if it's a smaller asset that gets checked* a lot, but GSQs don't need to actually re-edit the file, so sometimes it's preferable, etc
Is it possible to italicize text in a letter?
I don't think any of the fonts support italics or bold, no
helpful, thank you! i'm gonna guess this probably doesn't exist, but is there some sort of sorted list of which conditions are checked frequently vs rarely?
I figured. Worth a shot though π
not that I'm aware, it's pretty much a judgment call about what they're checking; I think it was @\khloeleclair who tried to make a caching system for GSQs at one point, which probably involved info like that, but it didn't pan out because caching didn't help much 
for the most part, I wouldn't worry much about using them, it's more of a hazard when C# mods add constant checks or slower GSQs
(and custom tokens can do that too)
there's no {{modId}}_ in your file name
(which is fine, the FromFile just needs it removed)
I- totally thought I'd done this before and it needed that.. but you're so right
Thank you 
Man, adding these two areas has been relatively painless!
Well- Except for having to stare at this, this hurts 
Def glad I decided to add the basic forms of these maps now rather than after I've already forgotten how to do them
that reminds me of that undertale place
How would a C# mod send a letter to the player?
https://stardewvalleywiki.com/Modding:Common_tasks#Mail discusses that rather extensively
Thanks. IDK why it wouldn't be located in Modding:Mail π
With that, I think my mod is finished! I just need to clean up and document code!
Or at least, the initial release is finished
I only learned about the Common tasks page recently - it's a nice little reference even if it's sometimes in need of being updated
What allows the forage in the fruit bat farm cave to persist even after week change? π€
-# also would anyone happen to know a good millisecond timing to give a tile a glitchy effect without it being epileptic-unfriendly?
per GameLocation.dayUpdate forage only gets cleared if it's an outdoor map or an indoor map with ForceSpawnForagbles
(and it doesn't have skipWeedGrowth)
I'm guessing indoor maps wont spawn forageables without the ForceSpawn thing?
I think I'm just not gonna try this in favor of being more accessible to people 
I know I once knew how to make a map count as indoors but I do not remember how to do so
it's a map property if I recall correctly
yep, Outdoors T for an actual outdoor map, or TreatAsOutdoors T for some spawn-related things
rather, without that, I think it's indoors by default
I don't know about that? I could very well be missing something but my map is currently spawning forage without any special things going on and I don't have a property for indoors or out as far as I'm aware?
Either way.. this has worked surprisingly well. I think I've basically got it complete. Though if I can get it so the forage doesn't disappear that would be excellent
Although I'm worried if I have it like that, once the player finally gains access to it it's gonna be FILLED with forage. Which.... actually I don't think that's the worst thing, it's a MASSIVE boost in money but that's kind of the point?
yeahh I'm kinda lost, I cant find anything in the farm cave that would indicate why forage spawns in there but doesn't reset
didn't I answer that 
ah if you're talking about the spawn in the first place that's part of FarmCave.dayUpdate, not anything in game data
if your map has forage that's disappearing it's probably being treated as outdoors for some reason
I think debug mode/lookup anything can confirm? not in game to check though
me when I accidentally load up vanilla stardew and wonder why nothing is working 
I'm not sure how I'd check with lookup anything but debug mode def isnt confirming
if you enable tile lookups + data mining fields it's in there somewhere
isOutdoors IIRC
And I can confirm that the forage Is disappearing on Sunday
check that it has ForceSpawnForageables?
unrelated- that's a stat? π
I know it's for Skull Cavern but I lowkey thought it'd be hardcoded
Does not seem to have ForceSpawnForageables
requires manual C# changes & nothing but skull cavern floors ever touch it, but yeah, it's a field on each game location

I'd guess it was added in a patch somewhere, since a lot of original code like that is baked-in constant numbers
If it wasn't C# it might've been fun adding a reward that makes time in skull cavern even slower, or time slower in other places like the mines and volcano
Anyway so uhh yeah this place is marked as indoors (or at least NOT outdoors) and doesn't have ForceSpawnForageables, but I do have it spawning forage, it just disappears on sunday
and skipWeedGrowth doesn't exist?
Uhhh shoot lemme check
well, ig that'd prevent it, rather than cause it
the vanilla logic is specifically "has Outdoors OR ForceSpawnForageables" AND "does not have skipWeedGrowth" = sunday cleanup
you could probably try adding that, if you're not expecting weeds/twigs/etc to spawn there
not sure why it'd be happening to begin with, though
I'll try that then
wait a minute
okay I just don't know how this is working.. is there a limit to how much forage can be spawned on a map?
Cuz I have it set so that a lot of forage spawns for testing, but the first day spawned a lot (at most 20) and now the next days just aren't spawning any
if you're using vanilla forage there's the MaxSpawnedForageAtOnce limit
I'm using SpaceCore's SpawnableDefinitions, SpawningGroups, and TriggerSpawnGroup. Mostly just because that's how I learned to do it from other mods
those have a setting to skip removal, apparently, though I'm not sure if it forces removal or just relies on the normal cleanup
https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/SpaceCore#readme
check that the trigger is repeatable (MarkActionApplied false)
Yup, that's specified and false
note that if it has already ran at any point before setting that field you need to fix it with a console command before testing again
The next mod in my Money Sinks series of mods is finished! I just need to publish it!
I wasn't finding anything in the docs about that?
How would I set a precondition for an event for needing to meet an npc first? just m NPCname?
oh because it's called "expiresweekly" which I was not gonna think of looking for
in the Forageable description
ForageableExpiresWeekly - If the forageable should disappear at the end of Saturday like vanila forageables do. Default true.
so presumably "ForageableExpiresWeekly": true in the definitions
Well, I don't think so because I don't want it to expire weekly
m is for money (and also is a deprecated precondition). maybe Friendship 0 would work?
So shouldn't it be false?
I'll try that, thanks
yeah, sorry, just thinking about the formatting and not your goal, use false
Oh yeah now we're cookin 
So yea this absolutely works for this! However it's not an easy solution as it affects the individual forage entries rather than the location. So if I were to apply this property to say.. a forage that appears in a location where it should expire and a location where it shouldn't.. I think I'd just need 2 different spawnable definitions which is easy enough of a solution but not as clean as I'd hope.
Thankfully I don't think I need to do that!
Ty'all for the help!
hey, is there a better website to view smapi and mod docs? thinking about making one if not. something a bit more modern with search and a way to browse source etc
The next mod in my money sinks series is finally finished! https://www.nexusmods.com/stardewvalley/mods/45404
-# also, I finally managed to fix my user name π
please @ me or ping in replies. i will read in the morning π
I'm torn between the following:
- Work on the next update to my more junimo chests mod
- Work on version 2 of the dark offerings mod I just released (adding books to the shop)
- Playing stardew...
I think I'm going to update the junimo chest mod.
The grind never ends
I finally understand crops and how to implement them flawlessly (as in, literally no errors or "help me, discord!" moments; it just works), but man. Making the growing plant sprites has given me an appreciation for what we have. Limited color palettes can go a long way. Still easier than coding as a person with a bad attention span and thousands of random comments in my code reminding me what to do lol
I just wish there was an easy way to make crops drop multiple items. Unless there is and I'm just blind.
there are at least 3 frameworks for that
I know, but the last couple times I went to use a framework, I had issues, came here, found out I didn't need said frameworks, and learned how to do it properly :p
well for this you definitely need a framework 
take your pick of: SpaceCore, Machine Terrain Framework, and Multi-Yield Crop
(I'm personally biased towards MTF because it's the most forward-compatible and has other crop-related features and also some other reason)
Well, it's not high on my priorities since I don't actually have any crops that would have multiple possible drops, but I just remembered sunflowers can drop seeds as well as themselves. How is that handled? Because looking at the crop for "431", there's only an entry for "421" in the harvest. I don't see how it's coded to also drop sunflower seeds as well as the flower, unless that's just another one of the random hardcoded things.
hardcoded
Well poo on a stick
I'll keep MTF in mind if I do reach the point where I want multiple yields though.
That's such a weird thing to be hardcoded lmao
1.6 dehardcoded a lot of stuff; extra crop drops probably simply snuck through as the update had a lot already
it could be something for 1.7
Well here's to a future of more dehardcoding. Would be such a nice bonus.
1.6 gave it some love with plantable rules and more fine tuning for mono/polyculture, but the core growth/harvest logic I don't think got touched too much
1.6 also made crop.harvest a lot nicer to patch ngl
i like eating honey buns
i like petting puppies and kittens
I just extracted the game files again after thinking I didn't properly do so before, but I'm missing something here. Where are the sprites for the mutant bug lair enemies? They're not in the characters/monsters folder with the other monsters. I was gonna do some resprites of all the bugs, but I can't find the mutant grub or mutant fly.
those two don't have their own sprites, they're just drawn with a green tint over them
I believe monsters are located in in Characters
Well that explains it. I wanted unique sprites for the mutant bugs, but I guess that's out of the question lol
I'm mostly finished the update to my junimo chest mod. With that said, I think imma call it a night.
I'd also appreciate it if someone could showcase this #making-mods-general message if possible!
I feel like there has to be some sort of work around for that
you might be able to a conditional CP patch looking for the location "BugLand", though I'm not 100% sure, and the green filter would still be applied on whatever the replacement sprite is
and the flies also appear in dino areas, which don't seem to have a dedicated location name
(plus FTM and other mods can technically spawn them)
Maybe a harmony patch could retroactively change the bug texture? IDK, it's late π
it could, and replace the green filter in the draw method, but it's a lot of work to make a rare bug reskin look more distinct 
That does sound a bit over the top, and I don't even know what harmony means in this context, so yep, that's probably not going to be worth the effort unless ConcernedApe makes them unique sprites in 1.7 lol
Harmony's a C# toolkit for modifying the existing game code, so it can be pretty involved
(relative to just making a CP pack, anyway)
Ah yeah, that's not my field. I'm still in the early "copy paste json code til it works" phases of coding lmao
C# is way out of my attention span's league
So I'm trying to make a mod, but as you can see in the video, the sign and lamp both are working according to their layers, but the bridge, which the walls of are in layer 'Buildings2', aren't functioning as a wall. and I can't keep walking along it either, though I did replace the water underneath with sand in case it was impassable.
Firt mod ever btw, no coding experience lol
Also I'm pretty sure you're not supposed to be able to walk through the tidepools, so I don't know how that happened
Only tiles on the Buildings layer can be collided with. Anything on numbered layers is basically just decorative
I thought the wiki said that numbered layerrs drew on top of lower- or non- numbered ones, but behaved the same
at least that was my understanding of it
They behave the same visibly, like AlwayFront and AlwaysFront1 will both draw on top of the player, but tile properties have their own thing going on
oh i see
And water does have some funky stuff for it specifically as well, though I'm not as familiar with that part
that poses another problem, because if i put a tile in the buidlings layer when the shore is also in the buildings layer it will replace the shore animation tile because that's in the buildings layer too
Are you passing through the shore animation tile? If you are then that means there's nothing on the buildings layer on that tile
actually you're right, so i guess something happened to the buildings layer of the beach with my editing because the tide pools shoudl function as a building too
but i'm not sure what...
and yet the sign and lamp and trees are working as buiildings
this is also incorrect, since you can have negative-numbered layers that draw below/before default or positive-numbered layers
no i know that, but what they're saying is that the numbeed layers don't have the smae properties as the non numbered ones
yep, numbered layers have no properties, purely visual
i just found that out the hard way...
my mod island was completely walkable, even the water
i did somehting terribly wrong 
why you need so many layers?
when there is stuff kind of in front of other stuff, then if they're on the same layer, the stuff behind wont show
id send a screenshot but it takes forever to load lol
with walkable water did you just.. drop the original building layer? π€£
no so i don't know why, but also the water on the beach was walkable cuz i didnt fix my warp poitns, so i got stuck behind some invisible wall just past the shorline
it was wierd
generally most tiles marked Water aren't also impassable, they just rely on invisible Buildings tiles placed around the map to stop you walking onto them
no problem, it's a good idea to open the vanilla maps like Beach and Forest in Tiled after you've unpacked the game content, and just look around to see how they're put together
yah i kind of did but i guess not well enough π
S (select same tiles on selected layer) and H (highlight tiles on selected layer) are your friends
right-clicking a tile with the Stamp tool will highlight it in the tileset view, and the currently hovered tile in the map will show the tile index in the bottom-left beside the coordinates, plenty of tools for you to reverse-engineer maps
yah thx
i guess i'll just try to put eveything on the buildings layer
that is supposed to be buildlings obviously
oh i didn't notice that niether have i
thanks
oh of course
er... wrong channel
just agreeing with nobody over here, don't mind me :V
Does anyone know of a good Get Random Tile Within a Radius of the Player method they would be willing to share?
Cause the one I wrote is vexing me.
whats the one you wrote do?
Keeps putting the monster far, far awayβ¦
oohh
pick random tile near by to spawn
are you able to take player location as an x and y number?
might not be the optimal way to do it, but I've got this to get all tiles within a circle with radius; you could use the player's Tile in place of centerTile and pick a random tile from the resulting list Tiles
int mapWidth = location.map.Layers[0].LayerWidth;
int mapHeight = location.map.Layers[0].LayerHeight;
int minX = (int)centerTile.X - radius;
int maxX = (int)Math.Ceiling(centerTile.X + radius);
int minY = (int)centerTile.Y - radius;
int maxY = (int)Math.Ceiling(centerTile.Y + radius);
for (int x = minX; x <= maxX; x++)
for (int y = minY; y <= maxY; y++)
if (x >= 0 && x < mapWidth && y >= 0 && y < mapHeight) //if the location has this tile
{
Vector2 tile = new(x, y);
if (Vector2.Distance(tile, centerTile) < radius) //if this tile is within range of the center
Tiles.Add(tile);
}```
Thanks so much!!!!!!
oh, right, and those map width/height are these
(edited into above)
Ok this is puzzling... What I am trying to do is have monsters appear on the ten minute timer near the character. With the radius thing, all the fliers appear. All the land based monsters go to 0.0...
hey im just trying to make my items unstackable without using the -22 tag. I tried putting the MaxStackSizeOverride thing in a custom field but doesnt seem to be doing anything
!json show what you have?
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.
thought it'd be the same as another extention framework thing
the fields listed above should go into another asset
spacechase0.SpaceCore/ObjectExtensionData per the doc
you'd need two edit blocks, one targeting vanilla object data and one targeting the extension asset
oh okay
('listed above' being the ones listed in the spacecore docs you screenshat, not all the ones in your object data entry)
-# screenshat
π
got it figured it out. hella nice
bumping this. i'm eager to make something if it's not available
Github?
right, but it would be nice to have something that feels better to browse, like a proper documentation website
Hello, is there a way to make a 'clone' of the Auto-Petter, ie the same functionality but a differnt name and texture, using just CP?
i want to make a new 'Electric Auto-Petter' that looks differnt and can be obtained in a different way but uses the same in game logic
gist?
i'm imagining something like https://better-auth.com/docs/introduction but for stardew modding
like i said i'd be more than happy to do the heavy lifting of getting the website up and running. my idea was to parse the available documentation and make something easier to follow
would be fairly trivial to include game source browsing and item search etc. i found that to help me with my first mod
At the bottom this mentions AI/llms which is banned on this server
i'm talking about the docs specifically
a better way to browse modding resources, essentially
i'm a software engineer by trade, and i found the current resources feel quite out of date. with all respect to the community for maintaining them
@ivory plume probably has a valuable opinion on this
I don't think there's anything stopping you from just making your own docs if you really want to
!startmodding if you don't use ai you could even link them in the tutorials wiki
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.
I have seen this before on and off, does anyone have any idea why this is happening in my mod The social page found conflicting NPCs with name ...
i just wanted to gather some opinions on it. could be a reason why nobody has done this
my only gripe is that the current docs feel really outdated. but that could just be because i'm not used to it yet
Are your npc's internal names prefixed with {{ModId}}_ ? That error shows up if multiple npcs have the same internal name, and the modid prefix helps avoid that (use the word 'modid', don't replace it on the brackets)
yes, all the mentioned of the NPC uses {{ModID}}. the full error text is [game] The social page found conflicting NPCs with name KlyJuly.RenewableValley_James (one at EngWarpRoom {X:3 Y:3}, the other at EngWarpRoom {X:3 Y:3}); only the first will be shown.
The reason is that nobody's felt the need to. If you feel the need to, then by all means
i just think it would be useful for people like me who have never touched modding before, but are used to proper docs from other programming tools
Hmm duplicate npcs, check that you don't have multiple copies of the mod in your folder (like if you accidentally copy pasted it or something)
You don't need permission my dude, go for it if you're inclined
of course, it's not about permission. i was curious to see if someone had already done it π
The most detailed docs I know of outside of the content patcher docs are the tutorials wiki and the modding wiki
sounds good. i'll have a read through those and see what i can do. i'm still fairly new to stardew modding, but i would open source everything
If that's not the case, you can also try the smapi command below and then sleep. It should kill both instances and only one should come back the next day (in case it's related to a duplication bug that occasionally pops up around here)
debug killNPC npc_internal_name_here
ok thanks, that did seem to solve the issue, at least for now. I now have another NPC issue, which is they arn't using my warp properly, can NPCs use warps that are on the very edge of the map, eg coordinate 0 56? I as the player cna use it just fine, the NPC seems to walk right up to it and then stop
They should be able to yes my warps are set up like that
As long as itβs a tile on the map and they can access the tile right in front of it it should be ok
I had this issue before but honestly that was such a clusterfuck and I didnβt really know what was wrong
I have been trying things the past hour and so far nothing has worked. the NPC walks to the tile in front of the warp and just stops. I can warp just fine. but they get stuck. then when the next schedule time hits, they go haywire and walk through buildings etc and just walk off screen
Hmm youβre just using the regular warp? Not NPC warp or anything

