yup:
{
"Action": "EditMap",
"Target": "Maps/Railroad",
"FromFile": "assets/Maps/RailroadPatchSVE.tmx",
"PatchMode": "Replace",
"ToArea": { "X": 0, "Y": 47, "Width": 3, "Height": 15 },
"AddWarps": [ "0 55 WindTurbineArea 63 22", "0 56 WindTurbineArea 63 22" ],
"When": {
"HasFlag": "KlyJuly.RenewableValley_WindTurbineBuilt",
"HasMod": "FlashShifter.StardewValleyExpandedCP"
}
},
#making-mods-general
1 messages · Page 597 of 1
I’m just thinking about overlapping stuff i am as confused as I was when i was trying to fix my warps
yesh this is doing my head in
What I ended up doing
Which doesn’t sound logical but it was fixed afterwards SOMEHOW
I added specific NPCWarps on the same tiles (keeping the regular warp as well) and then it worked for a few minutes and broke again. Then I removed the NPCWarps and everything worked perfectly with no problems after
I don’t know if I fixed something during that process but I don’t remember doing anything special when I changed everything back to just regular warp
hmm odd
I have no other insights ☹️
I also was not alone people were trying to help me here
And it was all not making sense
my poor little guy, just stuck 🙁
well, I have to go to bed (Australian!), but if anyone has any insights I would be very grateful, i'd be happy to share whatever files or snippets you need, or just the whole thing!
BTW, is Tilly a mod? Bc this entire time I thought your name was referencing the guy currently doing the tile lock challenge
yes Tilly is a mod LOL
I'd just try adding it one tile closer or adding a tile behind to check if it's that issue, doesn't seem like it should be but yk I just end up doing whatever is related when in confused desperation
Hey guys, I hope you're doing well! 💜
Could someone tell me if there is a possibility to customize these npcs speech bubbles? If so, is there a tutorial teaching this? ^^
I think it's called TextAboveHead, but no idea where or how
You can probably try to look that up on the modding wiki
If it’s in an event, then textabovehead
I’m thinking about a way to make these lines more specific, you know? Like with those two NPCs in the image. I was wondering if there’s a way so that, instead of the character in red saying ‘Hello, Shen Qingqiu,’ they could call him by a specific name or nickname only used for this NPC.
So not in an event?
Is it possible to do this outside of an event?
uhum
Im not familiar with that unforch
i think its only possible to a certain limit? either that or it was hardcoded, i dont remember, hm...
I know you can give them specific nicknames through dynamic tokens, which works in dialogue and events, but I’m not sure about those speech bubbles specifically
Ohhh!!! Thank you!!! T-T💜💜
Hi! Do you mean outdated in the sense of old-fashioned (e.g. not using a more modern doc style or design), or that the information itself is outdated?
For the core SMAPI/modding docs, one constraint is that I want any mod author to be able to edit them. If we move the docs to a site, editing it would normally become a GitHub pull request instead of a wiki edit, which mostly means that the vast majority of mod authors just won't contribute anymore.
just the looks yeah. and i understand the friction, but this can be minimized imo. don't you think it'd be worth exploring?
OMG A FAMOUS PERSON
Everything for my More Junimo Chests update seems to be working! I just need to add guides on how to migrate to version 2 before publishing the update!
I'm certainly open to exploring it, though I'm not sure how we can minimize edit friction (particularly since many mod authors don't even have GitHub accounts). It could be useful for Content Patcher docs in particular, since those are already on GitHub (though I'd lean more towards moving those to the wiki too).
i'm totally open to explore with you if that's something you want to pursue. i can set up the core functionality and we can figure out a smooth contribution process. i'm fairly certain i can get it done without github accounts 😄
i'm thinking https://www.fumadocs.dev is the way to go. they provide a lot of what we need to get some solid docs going
Tbh I quite like how the content patcher github looks already
that's fine, they wouldn't have to change. this just provides a better user experience
it's not like this would replace anything, it's just an addition
so it would be optional
One risk of an optional extra site is that they'd desync over time (e.g. the official docs keep getting updated while the pretty copy doesn't). Then we end up with yet another outdated guide that trips up new authors. You can certainly create your own extra site if you want, but I think it'd be more valuable to apply it to the official docs if we want to do that.
i mean sure, i'm down for whatever. i just want a better user experience for everyone
i'm sure we could just parse the official docs for it anyway
running into this problem that none of my custom mushrooms spawn on a specific custom map (void.MM_MushroomMeadow; using FTM here), while the spawns of the mushrooms from other mods do work on the same map
not sure what the problem is, I've been trying to fix this for weeks (using percent chance to spawn or spawn weights) but I have no idea what I'm doing wrong here
smapi trace log: https://smapi.io/log/814feb99d9504d249f656953fbfd1e5c?Mods=Farm+Type+Manager+(FTM)&Levels=trace~debug~info~warn~error~alert~critical
FTM content file: https://smapi.io/json/none/ec504cc121ba4e0c8ff431707a654886
any pointers?
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 6.2.9200.0, with 36 C# mods and 35 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Imo the best way to do fancy docs is to have it still be gh site and markdown source of truth but use something like mkdocs docfx etc to build it
I did that for trinkets https://mushymato.github.io/TrinketTinker/guide/000-Trinket.html
fumadocs does that but better. it'll all be editable through mdx, and we can tie in fancy stuff like game source viewing, etc
neat
Sure that falls under the etc bucket 
The thing i feel would be pain to manage is moving it offsite or having to maintain 2 sources of truth
i agree, but i don't think we would have to. my original plan was to mirror the offical docs, just displaying it in a better way. if we can introduce a frictionless contribution path it could be merged in the future
Well u can certainly go ahead do that per license on content patcher
Then u can show ppl the Vision
I've officially updated my More Junimo Chests mod!
yeah i'd start by cloning the official mod docs, idk if content patcher is the right thing to copy over though
i was thinking the regular modding docs
It is yeah, although it's mainly used in conjunction with content patcher
i'm specifically talking about the modding stuff for developers btw
maybe the player side would work too, idk
ahh i see, okay
Ik other games have built-in data pack loading stuff but stardew doesn't hence why content patcher market dominance
Maybe it would be an idea to combine the two? Idk I'm still new to modding too
Well that also wouldn't make sense what if i made Data Parcher which let u do asset edits in toml
And ppl can make arbitrary assets that others can edit
That's what framework mods do 
Fair point
Wouldn't that put additional pressure on modders for documentation? Seeing as most mods don't even have a Readme File unless they are on GitHub. Plus, modders may have to maintain up to three documentations, 1 on Nexus, 1 on Github, and 1 for this (granted you may be able to use readme files from Github).
There's also the matter of permissions, alongside any data sync issues.
this isn't for separate mods? it's docs for mod developers
mod developers would need documentation for other mods
that's not what i'm talking about here lol
Yes, but the people who develop these framework mods would still need to update that documentation (which they're assumedly already doing on 1 to 2 different platforms already)
i'd want to revamp https://stardewvalleywiki.com/Modding:Index and https://stardewmodding.wiki.gg
Stardew Valley Wiki
Mods are packages of files which change Stardew Valley in some way. Mods can add features (like showing NPCs on the map), change game mechanics (like making fences decay more slowly), make cosmetic changes (like making your house look like a hobbit home), and much more.
The Stardew Valley Modding wiki (aka the Modding Tutorial Wiki or the Modding Wiki for short) is a companion to the Official Stardew Valley Wiki.
You can think of stardewvalleywiki.com/ as a sort of "textbook" or "dictionary" containing vast amounts of useful information and as the resource for things...
right, i see. as Pathos said the goal would be to apply it to the official docs.
just to be clear. i'm talking about revamping the docs for creating mods for stardew. not necessarily the surrounding frameworks other than maybe SMAPI. i don't think there would be a source of truth issue. unless i'm misunderstanding something here
Ahh, okay. I thought you were trying to compile documentation on all frame work mods out there
nooo, i want to make better docs for developers who want to make stardew mods. we could totally link to community resources which would take them to their respective docs
does that make sense? feel free to ask for clarification on anything. this is all new to me, so i might be overlooking something
the modding wiki covers any modding things, including other frameworks though
which takes us back to my original point. the current docs feel out of date and have pretty mid ux.
It does. Though I also think that you're going to have an uphill battle convincing people to use a different documentation style
@barren tapir You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
WOAH! I CAN NO LONGER POKE COWS!
that's fine. i'm not trying to force anyone into anything
theyre not out of date though, the main wiki is the most up-to-date docs for stardew things, and the modding wiki is fairly recent but theres a couple of old pages
i just want to help out the community and learn alongside it
congrats :D
not content wise... ux wise
does [[Modding:Index]] not link to things well enough
^
we're going in circles here lmao
I do agree, content organization could be better. However, I think that UI wise, they are fine. GRANTED, this is definitely subject to personal opinion.
Maybe I’m just used to the modding wiki but I feel like it’s pretty easy to read 
GitHub I’m less used to but I haven’t had issues really
i'm looking at this as an outsider. so i get why you guys are biased
not trying to step on toes. just want to contribute to something meaningful. and i think if we can allow for an easier transition from developer to stardew mod creator, that's meaningful.
In terms of UI design principles, they are fine from a usability point of view (don't get me wrong, improvements could be made, but a large part of this boils down to how best to navigate and sort data)
If there are specific people that have requested an overhaul then cool (and I’m not saying there aren’t I don’t know everybody xd) but otherwise I feel like maybe getting feedback from here wouldn’t be the best
And I think that's great, and I don't want to discourage you from that! I just (unfortunately) have a lot of experience designing GUIs at this point in my life, and these are some of the types of discussions that are had when designing UIs.
There's a lot that goes into making things feel intuitive. I'm also wary of chasing visual trends in UIs for developer docs, but that is a conversation far outside of the scope of this
yeah no i'm a frontend engineer by trade. this is my cup of tea. would be fun to make something for the stardew community
Depending on your definition of outsider im confused about why you want to overhaul it. Outsider as in “oh I’m a first time modder, I have experience with xyz so I think I’d be good at resorting the data” (paraphrased badly sorry) then I get it.
At this point I may as well be a front end engineer as well 😅
i had an issue with an existing mod, wanted to fix it, and noticed that the docs were lackluster for me. hence why i want to contribute to improve it. it's my open source brain
yeah i just explained it
fair enough
outsider as not familiar with everything yet. i've made a single mod (https://www.nexusmods.com/stardewvalley/mods/45405) to fix an existing mod, and my experience was meh
TBF, I'd argue that is the fault of the author of the original PCC mod for not providing adequate dev information.
-# Also, not all modders have the capability of testing multiplayer interactions, and as such may not be able to provide information relating to said topic
the mod itself wasn't the issue. i was able to look at the source to figure out what was going on. it was the modding docs itself on how to get started that felt meh
Ahh, gotcha
What parts of it were meh?
I'd certainly be interested in a prototype of what you have in mind.
For what it's worth, I think the content organization and editability are a lot more important than the 'look & feel' end of the UX. Mod authors are already interested when reading the docs, so we don't really need a slick UI to sell them on SMAPI. But if we can get a more modern UI without sacrificing elsewhere (e.g. content organization, letting any mod author edit the wiki, etc), that would be great.
just the overall experience. looks and feels old. but that could be due to me not being familiarized yet
Yeah I don’t think the looks matter.
I 100% agree
it's not just about looks
how does it "feel" old?
What is the topic
it's the friction, i had to jump back and forth to get the information i needed
i guess unintuitive is a better word
I do agree that having two separate wikis isn't ideal; but that's more about the different philosophies. The official wiki aims for always-up-to-date authoritative official documentation, while the tutorial wiki is more of a free-for-all (e.g. want to document a very niche thing? Just do it, no need to ask for permission). But it doesn't sound like your suggestion would change that, since it would only cover the official docs.
i may have misjudged then. if people don't care for new stuff then that's fine. i'm used to real-world technologies that have more resources for docs etc
Isn't that just a part of the research process though? Don't get me wrong, information could definitely be better organized (I'm looking at you, ModData:Mail for not containing the C# examples in the Common Actions page), but I think you'll always need to be switching between pages at some point in time
i see, this makes sense. i guess what i'd be looking to do is a face lift for the official docs then
yeah totally. it just didn't feel as intuitive as other technologies to me. but that might be because i'm not too familiar with game modding
i could be wrong about what people want. it might be ignorant of me to assume people would prefer a more "modern" experience. it's just what i'm used to in tech 🤷♂️
again, not trying to step on toes lmao
feeling the need to chime in that i consider using react.js for (chiefly text) documentation subpar at best, since it does things that make the web worse to use, like "require javascript"
that's a valid opinion. though the dx of fumadocs outweighs most disatvantages of react
the metadata apis for next.js is also great for seo
To be fair as well, getting into modding is a daunting task, with a lot of subjects that you need to learn first.
Like I said, I'm not trying to discourage you from this nor do I think it's necessarily a bad idea.
i would be doing the heavy lifting outside of raw content anyway. so i don't think it matters what i choose to use as long as the contribution experience has minimal friction
i personally am not concerned about SEO for the official, authoritative stardew valley wiki, but maybe someone else is
you're all good. this is all valuable feedback
that's fine. i'm not sure what your goals are. i'd say getting more eyes on stardew modding is a win. could be a double edged sword with all the ai slop going around, though
(I do want to stress that your contributions are very welcome. I think the docs are one of the things that sets Stardew Valley apart from other modding communities which lack it, so anything which can improve them would be great (and a newcomer's perspective is always welcome since people get used to what they have). I think the objections here aren't that we shouldn't improve them, it's just to make sure that we aim for the right things when we do.)
SEO is more important for people getting into modding IMO, since they may not necessarily know where to start in the first place
this makes a lot of sense. if you want to outline some requirements that would be helpful
WITH THAT SAID, I also think SEO has become WAY less important now due to recent updates to most browsers that we aren't allowed to discuss here
in my experience recent react sites rarely do just <div id="app"></div> anymore
i am a boring, old-fashioned person, so my opinion is that even though boring, old-fashioned things may not look as nice as you are used to, it's important to make sure you're solving the right problems and not just increasing whitespace and foolishly optimizing for LCP
For me, accessibility is of prime importance. Just for one example, I purposely put a small delay in a GUI I made to prevent screen flashing out of concerns of triggering seizures
In terms of readability (font choice, background color, font color, etc.), these websites are fine (if not meeting modern design practices) from an accessability point of view.
As for an Ease of Use perspective, that is a lot more difficult to measure, given how subjective the nature of learning how to mod is
And it's important to try and measure difficulties that come with that process and compare them to UI hinderances (for example, poorly organized content, which there definitely is on both sites)
I think my main goals off-hand would be:
- The official docs have one source of truth. It's fine if they're shown in multiple ways (e.g. auto-synced to a site), but there's one place to update them without needing someone to manually port them to another place.
- Any mod author can edit the docs with minimal friction. I love GitHub, but the pull request flow can be intimidating for someone who's not familiar with it (definitely more friction than "click edit, make changes, click save").
- The official docs are accessible (e.g. screen-reader-friendly), which may impact any fancy JavaScript transitions and such.
- The official docs are mobile-friendly. That's not the case for the wiki currently, but that's changing soon.
- The official docs are hosted on official domains (e.g.
smapi.ioorstardewvalley.netorstardewvalleywiki.com), so they're available long-term.
I don't really have many requirements for the UX itself beyond that. I lean towards boring functional UIs (e.g. several frontend designers in the past have complained about smapi.io being old-fashioned), but I don't mind a more modern UI.
tysm. i'll take this into consideration and get started on something
I will also say, I think a part of the reason people on here may be reluctant to use a different UI is just the knee jerk reaction that comes with changing how something looks and operates.
This is probably true now more than ever given how often services update UIs for (at least from a user POV) no reason.
i totally get it!
I've got to go, but I look forward to seeing what you do!
yeah i have to dip as well. will keep you updated. tysm for your time guys!
whatever is used for docs, it ideally should be easily translatable by humans (so easy to export the text out in nicely marked sections so they cant translate it and with space to upload translations to other languages). One of our biggest barriers to modding right now is a linguistic one! and there are efforts to overcome that
and of course that means support for other languages (including mandarin and korean especially, since those are the ones that have had docs translations in the past) is a must. the game itself doesn't support RTL so you can probably get away with ignoring those, but there are efforts to add modded support so if there could be RTL support it would be amazing
Honestly Stardew's had the lowest barrier to entry of any modding scene I've been in, documentation-wise
it's not even close
How do you get rid of every error item in game?
Currently sleeping every day to test a new power
OH GOD I JUST REALIZED GETTING TO THE SLIME INCUBATORS IS GOING TO BE AN ISSUE
huh, guess itd help if my postfix was actually a postfix and not a prefix 😅
Yay, it works! I've created the logic for a new power in my Dark Offerings mod that increases the maximum number of slimes in a slime hutch by 10!
If only grandpa was happy with it
(I got the grandpa scene the day the hutch filled up 😅)
How did grandpa rate the slime hutch? XD
2 out of 4 despite having 2 golden clocks if you can believe it
How would I create a Harmony Transpiler that effectively removes/ignores line 140 of this function (attachments[0].Stack--)?
i've never pet an orange sorry
that'd will probably be a Transpiler 101 tutorial in general
alternatively you can save the attachment into __state in the prefix and then restore it in the postfix if necessary
step 1- read il code using ilspy
step 2- find the il lines which retrieve, modify and set attachments[0].stack
step3- write code to find that section in the transpiler ienumerable (only subtraction in the method?)
step 4- dont include that entire section in the final code or modify it to add 0 or sum
step 5- yipee
im am orange : (
and i've never pet you....
until now
I mean, that's why I chose it! Hoping to learn the basics of Harmony's transpiler!
What is ilspy, and how do I use it?
this is rimworld but i learned transpilers here https://rimworldwiki.com/wiki/Modding_Tutorials/HarmonyTranspiler
Thank you!
ilspy and zlspy are decompilers which an show you the IL code, unsure if visual studio can do it by default
idk if the stardew community uses ilspy or zlspy more tho
zlspy is literally made up that doesnt exist sorry....
halucination
i was thinking of dnspy i think?
ilspy it is then 🔥
Well, I'm like 99% sure I've already done it (though I don't remember ilspy specifically). I have the decompiled SV code (in fact, the screenshot I sent out was the decompiled code in Visual Studio)
Ahh, I see now
Nvm
gently pets the orange UwU
deep, cleansing breath
{{Spouse:anyPlayer |contains=Abigail}}, {{aedenthorn.FreeLove/PlayerSpouses|contains=Abigail}}
So this returns true even if you are just engaged.
Considering I am using it to see if the character has moved out with anyone, this is not ideal
"Relationship:Abigail": "Married" Would work how I want, but it doesn't account for multiplayer or poly stuff.
how can I do this and make them properly move out WHEN THEY MOVE OUT, not before
I think I could do it with a GSQ, but...
hm
Always a little iffy on when/how/where GSQs are used
Data/TriggerActions mail flag looking at current player, unless free love/etc offer any-player tokens or something
rather, put whatever CP tokens you've got in a trigger entry's conditions, set a mail flag, and make your changes look for that
I'd need a timer on that, right?
yeah, trigger actions run based on the trigger(s) set, daystarted etc
The thing I have works, it just goes off at engagement, not when the marriage happens
and I'd need a different one for every single spouse, ugh
depends on the goal here, but yeah, it sounds like something that would have to be per-npc 
are we sure I can't use the GSQ here LOL
I'm never quite sure where those things work
CP itself doesn't use GSQs, so you'd need to have a "Condition" field somewhere
(or use EMP's GSQ token, but that's fairly expensive performance-wise compared to just setting flags for things)
and what you've got right now is still something you'd need to do for every npc, in any case
I have already done it for every NPC
but I'll also have to do a trigger action for every NPC, doubling the work I have already done
I keep running into this hell web where Content Patcher can tell if someone is married, but only for single player. And a GSQ can do it, but I can't use that with content patcher whens. And Content Patcher has a token that works with multiplayer and poly, but it detects if you're engaged too
maybe something like this would work as a single entry?
it should set a shared mail flag whenever the local player actually marries anyone, e.g. Your.Mod_AbigailMarried
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_SetNPCMarriedFlag": {
"Id": "{{ModId}}_SetNPCMarriedFlag",
"Trigger": "DayStarted",
"Condition": "PLAYER_NPC_RELATIONSHIP Current {{Spouse}} Married",
"Action": "AddMail All {{ModId}}_{{Spouse}}Married Received",
"MarkActionApplied": false
}```
"Trigger": "LocationChanged", might work if it needs to happen right after the wedding event, ig
Hmmm... Will that explode in a poly situation? I'm not actually sure enough about how those detect spouses to guess
ig it would probably only account for the main spouse in that case, and I can't really picture a dynamic one working with a list token (like the free love one)
Yeah, I think I'm back to needing to do it for every single NPC. 
(tbh I'm not sure what it'll do if {{Spouse}} is blank anyway
)
probably fixable with a marriage check in the condition first, but yeah
I just really need the dang relationship token to accept a target player and I'd be golden
Okay, I think I might be ready to test the transpiler. I am almost positive this will not work.
PROGRESS! It compiled without crashing!
Aaaand it isn't doing anything
YAY- oh 
the programmer experience
yeah that's fairly trivial. we can have that in mind
the only nontrivial part is the RTL support, really
we could do RTL support as well, though i'm not a native speaker so i wouldn't know how to do proper UX for RTL
and that's very optional
if you want someone to QA your rtl support I could, but really it's just mirrored usually 
yeah i mean more as in i wouldn't know any specific quirks if any
we can easily integrate with https://crowdin.com to allow community translations
AI-powered is a bit of a no-go in this community, unfortunately (unless it's possible to disable that part)
the AI label is not relevant
the community would translate manually
no AI needed
every tech company seems to be taking the AI route
we don't actually have any RTL resources of any kind because like I said, nobody's finished modding the game to support it, but the only real RTL quirk I can think of would be that numbers stay LTR and that should be handled by whatever you're using to display the text, not you
Ah yes, I too would like to use matchsticks for my foundation. Thanks for that buidling advice, AI! 😛
we could always start with RTL in mind for the future
yup, really it's just about picking stuff that could theoretically support it right now (you'd be surprised how much doesn't). And RTL-language speakers are very used to a little jank (I still have issues with whatsapp) so there's no need for it to be perfect
here's an example of crowdin, it just lets people in the community translate and converse
the two non-English languages that are highest priority are mandarin characters (and any language that uses them) and korean
then we can use the translations for content on the website
good to know
(because they already have some translated stardew-related docs!)
also good to know. we can test for that early
I need to backread a little on the plan you had tbh
I started reading at pathos' reply
ah yeah, it kinda went full circle a bit
tl;dr is that i want to reduce the friction for people like me who are new to modding but have a tech background. would be great to have some high quality docs for modding
I think by far the most crucial thing (which pathos did say but I wanted to reiterate) is for the community to be able to directly edit it, like they do the wiki, because the docs are really a living project
a better UI on top of that would be super cool though, wikis can be confusing for some people
yeah that part needs to be figured out early
don't you have issues with people ruining docs that way?
not really, and if they do we just revert it and ban them
people try to vandalise the main part of the wiki much more often than the docs though tbh
wouldn't quality over quantity be best? having vetted contributors
not really
new eyes can be some of the most helpful for finding mistakes and we've never had major issues with lack of vetting
i see
is there a way for your new UI to build around the existing wiki as a data source? that way you don't have to build a backend, you can just fix the frontend
i think the open source route is the way to go though. it's the standard for most things
wouldn't be too future compatible. i'd rather build it out myself tbh
could probably use the data, but not much else
yeah that's what I meant, just using the data from the wiki
as for backend, we'd only need to keep the game source and items up to date
oh right, i misread
the game isn't open source nor are we really meant to openly share decompiles
(also do remember the wiki has a license, too. very permissive though, just dont forget attribution and such)
(personal decompiles are encouraged though! and there is a community one that people can have access to if they meet certain requirements)
yeah of course, i'm not here to step on toes
i've been reversing it myself. it's what helped me understand thingsthe most tbh lmao
yeah, we strongly encourage people decompile it for themselves for reference! but we do need to remember we don't have the license to distribute the decompile
totally fair
i remember reading about the source somewhere, so i figured it was alright
don't worry tbh, better we cleared it up now than later!
yeah haha
i mean i would have read about it before making it public, currently just throwing up ideas
Me too Lucy, me too
Hey guys - I've got my custom farm map working perfectly. I have now tried to add a secondary map (like an outdoors farm cave for example) but when I am trying to warp there I get this smapi error: [game] Warp to CountryParkFarmExtra failed: location wasn't found or couldn't be loaded.
Could someone who knows about maps stuff take a look at my Content Patcher file and see what I have done wrong:
https://smapi.io/json/content-patcher/1ebf489c93d44d74bc793799631ee560
Does anyone know where in the decompile the aging rates for different objects is defined?
Not in the decompile, it's in Data/Machines
In the extra data for casks
....unless I'm thinking the other one, the gem duplicator
Thanks, though isn't that still part of the decompile?
Hello! I'm hoping to take this map:
https://www.nexusmods.com/stardewvalley/mods/21355
and stick it on the western side of this one:
https://www.nexusmods.com/stardewvalley/mods/28859
I know I need to use tiled, I'm just popping over here to see if anyone knows a quick process for sticking two maps together lol.
Nexus Mods :: Stardew Valley
A farm 4 times bigger than the original, with optional teleports to every corner of the farm and even a optional huge pond for an optional dip.
your extra location needs to specify CreateOnLoad
since it's a regular location not directly tied to a farm type
Thanks, testing now
don't forget to fully restart the game
It's working! 
On my main farm map, I am trying to add an interactable warp object you can click on to teleport. I have tried this on the back layer and the building layer but there is nothing to interact with on the map. Any idea?:
Does this work differently to the map property warp where Farm does work, and maybe I need to write the name of the map that is being loaded by content patcher? Orrr
It doesn't even give me the interact cursor which is strange
is there a Buildings-layer graphical tile there? the game won't use properties on that layer+tile if there isn't
(invisible tiles are probably fine, it just needs something to exist there on Buildings)
There is not, what I'm trying to do is have the object you click to teleport from something you can stand on. Maybe I can add a tile on the building layer with the passable property?
that would probably work, yeah

and for general ref, Action only works on Buildings, TouchAction works on Back
which would be a teleport when you walk into it, etc
I tried TouchAction, seemed to have the same issue, but then again I did have a tile on Back2 so that might have been why
I don't think the number layers affect properties working, but the tile data thing would need to be on Back specifically
another possible issue there is that the format's a bit different, TouchAction Warp location x y instead of location last for Action
I wonder if when I tested it back then it was before I knew to name the thing TileData
That is probably why then
Because I didn't change that
action is for building and touchaction is for back
@void aspen They said that a moment ago but tysm for chiming in 🩷
would be funny if I said it the other way around loll
Also what map is your action located
on Farm
yes, it's like a "shortcut" thing
Here's where I'm at so far:
- A building tile with passable=T
- An object on building layer:
Action | MagicWarp 80 85 Farm - I am able to walk onto the tile on the building layer
- When I hover over the tile, I get the interaction hand cursor
- When I click it, nothing happens
what does the console says
[game] Farm (116, 15) has unknown warp property 'MagicWarp 80 85 Farm', parsing with legacy logic.
magic warp is a Back only action
Doh
so its not gonna work as a building click action
back action can't be clickable
only building ones
you can try ObeliskWarp tho
if you want the effect and sound
auuughfuhughfuuhghg making all seasonal outfits is annoying
I will test Obelisk Warp and see (: thanks for the suggestion
Action ObeliskWarp <location name> <x> <y> [whether to dismount]
What would i put in the last field for dismount yes - should I just put True?
true, yeah
game isnt consistent with its bool values but true should work yeah
[game] Can't parse tile property 'Action' at Buildings:116,15 with value 'ObeliskWarp 80 85 Farm True' in location 'Farm': required index 3 (Point targetTile > y) has value 'Farm', which can't be parsed as an integer.
Yikes
Do I need to put Farm X Y instead
yep
Action ObeliskWarp <location name> <x> <y> [whether to dismount]
I'm literally a dum dum I literally posted that a moment ago
yeah, just noticed too, I was looking up which trues count for that method 
just swap coords with loc name
(it doesn't care about casing, but does want the whole word "true")
whereas a lot of SDV's properties just need text to exist, and the game tends to write T in those
yeah, those are usually just "this property isn't null" on the C# end
Figured it out with Passable thing
since Passable T and F is the exact same thing atp
I swear I could use any other letter atp
and it would work
Yeah Passable T on building makes you walk through the tile
Passable T on back blocks you
in this case it's the issue that "F" doesn't matter, it'll still do the same thing as "T" in a lot of properties like that
it's faster for the game to just see if it exists, so the opposite of T is just removing the property instead 
(a few actually do care about F or false, but it's rare)
is that something on the smapi/cp end or something ca intentionally did due to engine things or personal choice
im not entirely sure how this whole thing works yet
its just a bit annoying to encounter such inconsictentceiss idk how to spell this word
Thank you bothhhh so much
The second warp point is intentionally hidden and the first one is a placeholder for testing :p
SDV itself, it just checks a lot of properties with "get property; if it's not null, do the true thing" without reading the actual text
I will probably make a custom tile for it
interesting
the game wasn't exactly made for anyone but CA to work on, originally, so some code's just whatever worked
happens a lot for me, or I write too much and repeat myself in the same post
I'm a noob coder and am stuck on something and would really appreciate some help...
My window furniture data is showing up in the game, but it's not loading the image from the tilesheet. the file path for the tilesheet is in (mod folder)/Assets/Furniture. I'm sure I did something wrong here, I'm just not sure what...
Thanks for your time! :)
your texture should be the target of your load, so {{ModId}}_dragonglass1
you want to use what's in the Target field in the Load block as the sprite sheet in furniture data
(also it doesn't apply in this case, but if your Target has slashes / you need to convert those into \\ in the furniture data)
(since furniture data is already using / for field separation)
Sorry, I'm still confused 😓
so basically what I have in my "fromfile" should be in the 'target' section instead?
I've changed the end of my entry line to the following, but I don't know what that section of the line is doing or meant to achieve :S
OH!! I GET IT NOW!!! thank you!!!
You can also do {{FormatAssetName {{ModId}}_dragonglass1 |seperator=\}} inside the Data/Furniture asset to have CP replace any / with \ for you
it worked omggg thank you <3
what are the sprite sizes for fruit trees?
Content/TileSheet/fruitTrees.png total size 432x720
a single row of a tree 432x80
one tree usually takes 48x80
alright thanks!
!unpack if you want to see everything by yourself
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
To use this command, type !unpack.
oh im not too good with counting pixels so i figured I'd just ask instead
Things i have yet to work on:
-Manny's Events
-Manny's roommate dialogue
-Manny's festival placements
-Manny's seasonal outfits and festival outfits
then I'll finally be done
AFTER THAT for maybe an update I'll rework sime of the sprites and then add support for SDVE and Ridgeside (possibly more expansions if i have the motivation)
oh yeah his schedule also isn't fully done yet
dialogue too

most pixel art software have a way for you to check coordinates/tilesheets so you can check the sizes easily instead of actually counting the pixels
I'm not aware of any art software that doesn't
i'm saying most just to cover myself
it has a grid but no way of making the grid bigger for tilesheets
oof
ohh okay
Yall, where's the slingshot asset located?
Cursors have the crosshair, Weapons have the inventory sprite
and the whole animation thing is somewhere, looking for it rn
the whole animation is in each of the farmer base sheets
Nvm, I ended up using the sprite from the wiki 😅
right
Really, I just needed reference for the general shape and color palette. Thanks for the help though!
putting this tilesheet template from the mod wiki (16x16 grid) as my background layer has been incredibly useful
I tend to use a checker board pattern of colors not used in my assets.
You do you, but my ADHD self would be far too distracted by this template 😅
valid! such is the spice of life! :D
sorry to interrupt, i just read the previous conversation and it sounded like 20 hour ago me lol
This is my current sprite sheet template for what I'm currently working on...
... even if it is far too small now bc "damn you scope creep tm"
hey that's a real pro idea right there!! and here i am pulling straight from the wiki well like it was news lol
Is there a way to do it in krita?
think i'll make a pretty grid tomorrow 👀
Do what works for you! I don't have a set color palette for the tiles, it depends on the colors I'm using. But I generally try to do less saturated colors, and try to avoid grays since it can make shading difficult.
I also occasionally use differing tile sizes. For example, my Junimo Chest Mod used 16x32 tiles instead of 16x16 tiles, since that was the dimensions of each frame.
Ultimately it just comes down to user preference!
And this is what it looks like with actual sprites (my previous screenshot just shows some drafting layers 😅)
i'm not personally familiar with krita but could you try view -> show ruler
Thanks I'll try it later
and you might have to change the unit to pixels
Also, some programs let you convert animations to tile sheets.
That's crazy info right there 👀
I didn't use a grid for this sheet other than a grid for the first frame. The rest were made by exporting several animation frames to tile sheets!
Sometimes I even do this for non-animations so that I don't have to navigate a large sprite sheet (just be wary if you do this on a sheet already being used, as it's easy to mess up tile indexes)
Neat
So theoretically if I gave my spawning groups the conditions to only be active after the player has a certain mail flag, that should stop the locations from being filled to the BRIM with forage once the player finally unlocks them?
Depending on what I set the flag to there could still be some but I'm okay with that
Does anyone know if there is something you can do if someone has copied parts of your mod, code, admitted to using existing files and forgetting to 'clean-up' some things? Example, forgetting to change my mod's version number etc.
(I do not mind one bit people copying certain logic, using my mods to understand/learn how to do different things, but using my files and just editing them...)
report to Nexus, if the offending file was published there. If your license required your permission for this to happen, they'll take action. If your license was completely permissive you may be screwed tho
Thank you!
You'll want to report for stolen content, and then link to your mod and point out the permissions
Should I refer to the DM they sent me as well where they explain they used my existing files?
Yeah I would do that. If it was on Nexus the staff can enter the DM and check for themselves, I think?
I asked in the Nexus mod auther server too
But basically give them as much evidence as you can, and whatever cannot be physically attached to the form, specify that you can provide more context upon request
I'm guessing that setting my cutscene as not skippable isn't guaranteed to make it not skipped with certain mods? In which case I should probably swap some of my systems over to whether the player has seen the event rather than if they're received the mail flag from the event
Do events automatically have mail flags? I don’t actually know
Well there's the GSQ "PLAYER_HAS_SEEN_EVENT"
But also if there's a mod that skips even an unskippable cutscene idk if that'll skip that the player has seen it
Granted this is all on my assumption that a mod like this actually exists
I feel like I had done it before but I don't remember how to make a condition if you have one thing OR another thing. Mainly with GSQ's but also Content Patcher but I think I know where in the docs I can find that
It's different between yhe two
I figured
Use the ANY token for a GSQ
For CP....there are multiple strategies depending on what you want
Alrighty, lemme implement the GSQ stuff real quick so I can focus on the Content Patcher stuff
oh god how do I do 1 mandatory condition with 1 of 2 other conditions
bumping this question from yesterday
I wanna make these so that the WEATHER conditions are always mandatory, but the PLAYER_HAS_MAIL is either BadDreamsComplete or BadDreamsForagingCompleted
As for ContentPatcher, I wanna make this so it's active when the player HasFlag BadDreamsComplete OR HasSeenEvent BadDreamsWizard, just as a failsafe. Though I guess I could just.. make it if the player has seen the event to begin with
Would a query like this work?
And I think I've figured out this?
"Condition": "ANY \"WEATHER Town Rain, PLAYER_HAS_MAIL Any {{ModId}}_BadDreamsComplete Received\" \"WEATHER Town Rain, PLAYER_HAS_SEEN_EVENT Any {{ModId}}_BadDreamsWizard\"",
that looks fine, though you can simplify it to weather rain, any "has flag, has event"
That was the answer I've been looking for for the last hour 😭
I wouldn't be surprised, the docs kinda confuse me
the brackets should be around an entire condition to resolve
ie. {{HasFlag {{ModId}}_etc}}
Ahh, alrighty ty!
"Query: {{HasFlag {{ModId}}_BadDreamsComplete}} OR {{HasSeenEvent {{ModId}}_BadDreamsWizard}}": true, Like this?
yeah looks good
Awesome!
All that should hopefully protect anyone who has a mod that skips the event
-# though I guess I could've just figured out why setSkipActions wasn't working 
But ty I really appreciate the help!

Is that because of the "", at the end?
looks like you are missing the {{ on one of the modids?
Uhhh doesn't look like it..?
That's this line up here
I might have a solution or at least an idea how to troubleshoot
Could be, but also this isn't giving me errors now 
"Query: {{HasFlag TntDove.PBB_BadDreamsComplete}} OR {{HasSeenEvent TntDove.PBB_BadDreamsWizard}}": true,
If it's having trouble parsing the ID token, just remove the token from the equation
events don't set mail flags per se, but they set an analogous flag in the "events player has seen" set
both sets (mails player has received, events player has seen) use the same data structure (hashset of strings) but they are stored and checked separately
the seen event will be true when it triggers, at least normally, not sure what skip unskippable events mods do, but it should still be seen if it triggers and then get skipped
Does anyone know where I can look up item categories? For gift tastes, if there's a difference.
I think the categories are listed in the great id spredsheet
https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo
Cool name 😂😂
for an official reference: [[Modding:Items]]
Is there a way to list an alternative Big Craftables recipe in the Shops?
So I just made a migration script to change to a new ModID (yes I know it is very much not recommended but it'll haunt me if I don't do it now)
Events, quests, and mailflags should transfer too, so you won't lose any progress.
Can someone who has the Arumi Asakai mod installed on a save before (or get the 1.2.0 one on nexus, trigger some events and stuff, then download the one I can send in DMs) help me test if it works?
I've tested some myself and it seems to work perfectly fine if I delete the old mod
If you have both mods I made an event trigger that will tell you to delete the old mod every morning lmao, and I made all the "include" in content.json only trigger if you don't have the old version.
The reason for the latter is because if I don't the NPCs will be treated as new ones, and if you save the game with both mods, that means you will lose all friendship
Making it only include when the old version isn't there avoids that mess
You are just using the migrateid thing right
I only found out about it after finishing my trigger actions T_T but it works the same except it can target every player cus theyre regular ol trigger actions
Tested it multiple times with multiple past saves I used for testing purposes.
in case the old one doesnt get overwritten by the update due to the modid change
i cant delete it for them so i just made an event that goes "hey you should delete that, thanks"
yuh it is when I tested! I do plan to make it the same folder name, but its an edge case thing like if they moved the folder to a subfolder or something
Ah I see. Well, it is their fault if they cannot update their mods properly. Very nice of you to plan making a failsafe for them.
The benefit of using migrateids is mainly around error items in the world
there's also like, what if they're using vortex, whose policy when it comes to handling your files is (confused soap opera math lady)
iirc the mail stuff isn't that different than literally just setting a new flag urself but it's convenient
I don't have any of those thankfully ^_^ most of the stuff I need to move is just mailflags
Anyway I wanna upload it today, and I'm testing it extensively myself, but if a brave soul wanna help lemme know
might be a good idea to ask over in modded-stardew as well
nod nod
set the ObjectInternalName field of the shop entry to the Id of the recipe you want unlocked
Thank you very much!
I'm working on making my 1st mod a gift for my partner I've been trying to get the the Manifest ta start working I've been looking at different sources ta maybe see what I'm doing wrong but it keeps saying " the manifest is missing the required UniqueID" but I do have the UniqueID and I fallowed each step I saw in every source I saw I'm just a bit lost and I'm not sure what to do...
have you used AI for that?
it needs to look like this
{
"Name": "Your Project Name",
"Author": "your name",
"Version": "1.0.0",
"Description": "One or two sentences about the mod.",
"UniqueID": "YourName.YourProjectName",
"UpdateKeys": [],
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
}
}
you also typoed version
Version is spelled wrong btw!
Oh wait
Nic said that
don’t look at nic’s message look at mine
let’s kiss
😮
no i did not use AI :') i was working on this at 3am for a good few hours... i will try and fix my mistakes -m- i misspell words a lot forgetting, adding or using the wrong letters :') i have dyslexia
ok that's fine, were just a couple of things that looked a little 'suspicious' to me.
the official explanation and examples for manifests are here, but yeah, it should work with UniqueID and Version spelled right
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
I did look over that when I was trying to fix it the 1st few times -m- I redid the Manifest and fixed it onto the ex. but it still say the same thing mm I may be doing something wrong still... I do apologize if I'm bothering :') I am just confused.
"UpdateID" near the bottom should also be "UniqueID"
oh! i will fix that
Omg…don’t threaten me with a good time
soo i think the manifest is ok now... not really sure what it is wanting now...
!log your screenshots are very hard to read
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
To use this command, type !log.
so there's a typo or formatting issue in the json at line 51, possibly among other places;
but in any case, yeah, please upload logs to https://smapi.io/log and your mod's content.json file to https://smapi.io/json to share them
i just doing what google told me ta do :,) ive never done a ss on s pc b4
the idea with that tool is to left-click and select an area to screenshot, which shouldn't have the dark filter or menu visible (though I've seen weird bugs with that on some PCs anyway)
Double-checking, have probs asked before but no longer recall the answer:
Do I need to do this for all seasons?
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromFile": "voidpendantreplacer.png",
"FromArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 },
"ToArea": { "X": 256, "Y": 528, "Width": 16, "Height": 16 }
Yes, this is old CP code. I am updating it.
no, there isn't actually a seasonal object sheet iirc, it was just named that anyway
no, there are no summerobjects, fallobjects, or winterobjects spritesheets
i assume it was originally intended to be seasonal, but got scrapped and the filename stayed as-is
I suppose ca had some plans for it but quickly changed their mind
and one tilesheet was enough
oh
wifi slow
TY! and indeed, one tilesheet is enough. Now, to check that the coords are the same!
lots of old relics of early development are there
rip Dana
cursors for one.. I need room for other things.. shove in there
untitled tile sheet
side note, CA also seems to have planned for every object to have a broken/splatted version
maybe he decided "ok I'm not doing this for all 600+ objects" lol
intreseting to see the transformation, isn't it?
all the winter objects are just rotted versions of the other seasons
snort
Hi @royal stump hope I'm not bothering you.
Just wanted to confirm something about FTM:
"Stone": 60,
"Geode": 10,
"FrozenGeode": 0,
"MagmaGeode": 0,
"OmniGeode": 0,
"Gem": 5,
"Copper": 20,
"Iron": 5,
"Gold": 0,
"Iridium": 0,
"Mystic": 0,
"Radioactive": 0,
"Diamond": 0,
"Ruby": 0,
"Jade": 0,
"Amethyst": 0,
"Topaz": 0,
"Emerald": 0,
"Aquamarine": 0,
"Mussel": 0,
"Fossil": 0,
"Clay": 3,
"CinderShard": 0,
"Coal": 3
},```
Do these values with 0 mean they will never spawn?
at least when everybody's at 0 mining skill, yes; depending on the most skilled player, it's a gradual change from the "starting" list number to the "level ten" list number
the number itself is a weighted chance, so 0 never happens, 10 is twice as likely as 5, etc
so if it's 0 at starting and 1 at level 10, if the highest player is level 5 there will be a 0.5 weighted chance?
yep, though I forget whether that one goes into decimal chances
No worries I get the jist of it, thanks a lot
what does the smapi.io do it shows the same text as b4 what I'm guessing is i need to fix something in the content fails which is where i am puzzled bc i do not have a line 51
when you upload a file's text to smapi.io/log or smapi.io/json, it changes the URL, which you can post here for other people to look at
the json one also points to formatting errors for Content Patcher's content.json file, though it's similar to the log
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 13 C# mods and 13 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the mod updates are unrelated, can you link your content.json file too? (with https://smapi.io/json)
yep, that's it
:D oh good!!
okay, so:
- the reason it was saying line 51 was that your
"Changes": [never had a closing], which goes just before the last}symbol - "LongName" should be "LogName" instead
here's an updated version without those, and with the extra lines removed:
https://smapi.io/json/content-patcher/e892baf9702e4123bab2713a83c431dc
However, Data/NPCDispostions also doesn't exist anymore; that's probably from an old guide from when the format was 1.x.x. You'll need to edit Data/Characters instead. There's a description of all the options here, with an example near the bottom of the page:
https://stardewvalleywiki.com/Modding:NPC_data
And there's a guide to NPC making here, with a similar example near the top:
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC
though I guess for the gift tastes you have in the second part*, the target is Data/NPCGiftTastes instead, like this part:
https://stardewvalleywiki.com/Modding:NPC_data#Gift_tastes
(I'm not an NPC maker, so someone else might have more advice)
nope that’s all correct esca 
do i even need resort_chair if my NPC doesnt sit on the chair?
nope
what about resort_bar
you dont even need the dialogue if they do
actually speaking of which, do all NPCs have their own global pathfinding on ginger
It's autogenerated
hm
ill include the bar just incase


i wonder if i can make more dialogue for when things change ingame (bus getting fixed, community center, etc)
you can
yeah they all have associated CTs
are they all listed on the wiki?
and with CP you can do even more specific things
whats the difference between CC CT and CP
for example cc_bridge is when the bridge gets fixed
ct = conversation topic
there is also this one https://stardewmodding.wiki.gg/wiki/Comprehensive_Mail_Flag_List
oh
Thank you so much this helped a lot :> !!!
but Alex has cc_bridge
quarry bridge i think
yeah im talking about that one
it's a conversation topic for when the bridge gets repaired
yes it's hard coded part of the game itself,
yeah so you can have manny have cc_Bridge as well
there is a list of conversation topics hardcoded if u want that
i think it's just in dialogue though
with content patcher, can have a specific dialogue with exactly 8 hearts with penny and 4 hearts with Linus on a rainy day on summer 12 on year 3
why you would want such specific dialogue with those exact settings...
but you can
😛
variety
Essentially you tell content patcher to edit the key(s) you want with your specific requirements..
tbh at some point I wanna make a joja way of cc bundles which aren't just money
and maybe somehow fix some issues which this way brings
there's a mod for that called joja civic center
How would you add a rolling (garage) door to the stable (like the animal doors of the coop & barn) or trigger the same sound set as tractor mod based on the horse's state (standing still for more than however many seconds, starting movement, stopping movement, moving)? Obviously the second requires a variable or token, which I am still not clear on. I've attempted to answer my second group of questions by cracking open the dll of Pathos' Tractor Mod, but I have no idea how to do that correctly and accordingly got incomprehensible nonsense as a result.
Jojamart buys up Pierre's and turns it into a JoJa Express
Looked in the wikis, was clueless
do i also have to add schedules for festivals
i think ilspy can decompile DLLs
are dlls are all c#
i think i got pass the big issues with most of it but it still dose not seem to be fully fixed i do have a sprite png but I'm not sure
festivals are just special events, npcs just follow their normally daily schedule
passive festivals are done via schedules, active festivals are done via editing the specific festival
some custom npcs do take festival days into account and schedule to them
you get to have fun with festival positions (you're lucky you live in a post festival nudge world)
I think Pierre's would just close, it is basically his house, after all. Having a different business own his front door is a real zoning problem
or go rogue and hide them out of bounds, like me
so like id have to force my npc to move to an XY coord during a festival and make them leave at night
Your NPC will just do their normal scheduled stuff and entering the festival is like another world where the normal scheduled stuff doesn't matter. Have their own maps and stuff. You stick your NPC where they go in the festival event's data
Night Market is a passive one, where it's an actual map-map which they can schedule to/by
Like if you put a house on the map, it won't show in the festival, they're their own little map/worlds. Except passive ones, yeah
best visual tool for custom npcs at festivals https://festivals.pillow.rocks
it does help a lot
oh there are a LOT wtf
SURE ARE
314
Those are just the listed ones
noclip go weeee
Not sure about the implementation, and it's correct that ILSpy and other decompilers are needed to look at DLLs like that, but Pathos's mods all have open source online. Keep in mind that if you use a significant portion of it, you should check the license (MIT except for the audio).
https://github.com/Pathoschild/StardewMods/tree/stable/TractorMod
yay, another thing to download. (very sarcastically, I am sick of downloading things for modding for what ends up as a single occasion.)
but it is fun, when people find it
ILSpy can also be installed directly in Visual Studio, if you're using that
(not that it helps much, it's another step in booting it up
)
already checked the license, actually 🙂 Forgot to look at the rest of its github thing.
the code should all be there, and in a better format than decompilers can give (they just kinda rebuild it from low-level code, so some parts go missing or don't use the exact same code style)
New problem: I know CP, not C# .... ugh. Well, at least I can most understand it?
its pretty complex without a general coding base knowledge I suppose
but theres nothing impossible as long as you want to learn it
!
Anyway - audio reference found. now I need to figure out if I can pull of the vertical rolling door effect with CP.
Yeah I'm open to learning but my brain has some dyslexia-ish stuff going on that makes dealing with more complex modding stuff (Xedit, coding) hard to visually parse & mentally manage.
dumped_guys and dumped_girls is for when you dump your spouse and another NPC reacts to it in the same day, right?
sorry to jump in while you guys are doing stuff. just a smol question about something...
I am trying to animate some tiles and slightly change the animations of some tiles in the untitled tile sheet, I have embedded the tilesheets to my .tmx map but when I try to tweak some animations they seem to not use the animations I set and still use the default animations from the default farm map or whatever, if that makes sense. Anyone know?
i think the one i meant was divorced_once
yeah you can use that to have npcs react to your divorce for the first time
it's the topic that lasts 4 days when you first start dating them
If the map has the original tilesheet in it, it will use the animations on that one. Someone correct me if I'm wrong, but I think it should work if you import the same image to make a "new" tile sheet?
how come there isnt just divorced
why once and twice
because that is just a general reaction to divorce
I tried to do a patch that changed footsteps sounds on a tile and it still used the same footsteps sounds as the original map, for example
there is divorce_NPC-internal-name
If you were doing a new map, you can control everything on the tilesheets in that, but specifically patching an existing map, it will use the properties of the tilesheets from the existing map
iirc you can easily do different animations on the same tilesheet
any npc divorce is divorce_once/twice
you can check lewis for an example
just gotta choose the different tile to write animation to
But will it work if you change the animations on the same tilesheet in a patch?
not sure
That's the problem I had
wait about dating
how can i refer to the spouse name?
but with footstep sounds
So I am making a new farm map and I am using these:
dating and spouse/married are two different things
you can do everything in tiled I guess
no for example like
I defer to anyone else who has done farm maps, stuff work weird over there
Yeah i noticed
"You and (spouse_name) started dating?"
evelyn has one i think
like how the farmer is referred to as @
For the animations I could just copy paste the images into a custom tilesheet and use those, but I am wondering if my embedded data is being overwritten by some default data somewhere, then does that mean the same for all my tile properties?
%spouse
oh
sweet
does that not work on dating or
is it only applied to married
oh ok ill skip dating
It's also because in the vanilla game you can date multiple people at the same time
but with content patcher you can have a when to your edit, so it applies when that is true.
"When": {
"Relationship:Abigail": "Dating"
}
ok i think thats enough 💀 im tired
and now i have to do 4-10 heart dialogues 
oh yeah i havent even DONE festival dialogue
I'm trying to add some events to Event Lookup's blocklist and name to Event Lookup's locationnames, but they won't appear?
EventLookup is downloaded by stardrop which was what I thought the issue was, cus it isnt in my mods folder, but I don't know how I would fix that and I can't see anyone asking abt it :(
On another note I'm also trying to add a location tooltip to the NPC map locations, but I'm assuming I'll have to add the location to the game's dataworldmaps for that one.
oh right heres the json I forgor
https://smapi.io/json/none/4754ab83bda34be19053d811cffa0324
Another thought would be maybe it requires being in the content.json cus rn I'm including it in another json
Where are the SMAPI logs for Steam Deck using Proton? I have checked everywhere. It's not in:
- /home/deck/.config/StardewValley/
- /home/deck/.steam/steam/steamapps/compatdata/413150/pfx/drive_c/users/steamuser/AppData/Roaming/StardewValley/
- The compatdata folder for SMAPI as a non-steam game (said folder doesn't exist for some reason)
I assume in AppData/StardewValley/ErrorLogs
not the roaming folder
or just do a find for SMAPI-latest.txt
AppData contains Local, LocalLow, and Roaming
It doesn't contain any other subfolders
There's no ErrorLogs folder in AppData Roaming Stardew?
Doesn't seem to be
Also I have been looking for a program that searches for files for a very long time
Hopefully that one will work
I use my Steam Deck as a PC btw with a keyboard mouse and TV
No
Yeah, no idea why it isn't installed by default
Definitely getting that now
suprised valve would remove it
Valve really should have it installed by default, not like it takes up that much room
Why would that be an issue? I always have it on because I do a lot of stuff on it
oh as in they have it turned off* sorry
Yeah idk lol
press the button to open the screenshot folder in the sdv settings tab ingame and then go a directory up
pretty sure im missing a few more festivals
Okay I found it
It's in a compatdata folder that isn't for Stardew Valley or SMAPI
Weird
btw, is there a reason you're using the windows version rather than the native?
those are extra lines at the festivals not the actual festival dialogues
still important to have for a fully fleshed out npc
I honestly forgot
I think I had a reason a very long time ago but I have no idea now
i thought they just appear when you interact with the NPC hwile theyre at the festival
do you play co-op? linux mp is broken without a manual fix
That's probably it
Yeah I was trying to play Co-Op a long time ago
you need to target Data/Festivals/the corresponding date so spring13 for egg festival and then have a manny entry
I remember now
broken? what's broken about it? (not played co-op for a while)
!linuxmp as in literally doesnt work
Linux Multiplayer
Due to a security update to glibc, Linux users are having issues connecting to multiplayer (With the game hanging on the "Connecting to Online Services" screen) - While we wait for an official fix, there is a temporary solution available here: #1377481158509465703 message
To use this command, type !linuxmp.
do i need to have another json for festivals
cause im already targetting dialogue
this dialogue is separate from characters/dialogue/your npc, you can still put it in the same .json
do i put it AFTER that entry?
like making a new patch
festival stuff is in it's own block, not part of dialogue at all
new patch yes
"Target": "Data/Festivals/spring13",
"Entries": {
"YourNpc": "Your cool dialogue"
}```
i dont use i18n
then just regular dialogue
-# you should
translation/localisation
it lets people translate your mod by just editing one file instead of going through all your code
you store all your text as keys, and load those keys into your file
tool to change your regular dialogue to i18n https://nom0ri.github.io/sdv-i18nifier-app/
people can then translate just the keys, and those are loaded instead
inch-resting
its not difficult but u dont rly have to worry about it until ur done with all ur strings
at least i never do it until im done
i do all the translating at once
so like
ye
missing a bracket pair wrapping the entire thing methinks
wonderful, isn't it?
im crine
i am blind lol
there's a template on the modding wiki
each festival is in its own file
yoink
you're targeting Data/Festivals/spring13 which only contains festival data for spring13
also just cause you have dialogue doesn't mean they show up at the festival, you also have to set positions
duh
ill do those when i finish my seasonal outfits
its just finding xy coords and with a specific map
right?
mostly, you can also have them animate/walk around
no harvey for example walks around during the egg festival
ah
a lot of them do
but walking around a lot with the number of NPCs that exist, you're going to collide with 90% of people
most modded characters stand still for easier compat
you can animated them tho, and still be static
(animating on the spot is still something you can do tho)
and most of the vanilla characters stand still too. Only a few walk around.
welcome to modded stardew :P
that's 8 years modding for you
no
i think nassi was referring to this one (not sure) https://stardewmodding.wiki.gg/wiki/Adding_a_Custom_NPC_to_Festivals_template
Stardew Modding Wiki
Last edited by Abagaianye on 2025-09-13 05:32:18
I (Tiakall) put together a template for adding your NPC to custom festivals, mostly because I don't feel like coding everything from scratch each time I do an NPC. Just change the positions and add your dialogue and you'll be good to go! If anyone wants to add in code blocks for the festivals I ...
oh shoot wrong one
mb
they are all part of the same patch
how come desert festival isnt listed?
oh so id have to make my npc walk to that section and add a dialogue string for it as well
yes they are just altered maps and not "special interactive events"
yup for night market, desert festival, trout derby and squid fest i believe (not that your npc has to go to these events)
ya'll im in the trenches 😭 someone help me figure out how to add compat with Event Lookup and add a tooltip thing to her house for NPC Locations
With examples of the whole code block please cus what little I've scrounged up from the wiki and stuff hasn't been successful T_T
you can look at tilly for tooltip and world map stuff if u want
thamk
and also dbd, i looked at nic's dbd myself 
actually
hmmmm
idk my file might be kind of annoying to look through because of the different house versions and stuff
it's fine I've been thru annoying files with multiple versions before, would be good to have multiple to compare
!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.
To use this command, type !json.
put it in there and see what it says
forgot another } to close the first changes
if your editor have functionality to highlight matching brackets that'd help greatly
Event lookup won't work with new event preconditions. If you want her events to show up in the menu you'll need to sorta downgrade
No no I want it to Not show up
cus some of them are supposed to be triggered in the middle of another event, like a switch event but it's its own event due to modding jank
And also I want the locations to not be called ??? lmao
I dunno about how Event Lookup works but for the location name does the field in location data not work
or is this a temp location 
yippee
woo
How would a C# mod use Cross-Mod Compatibility Tokens?
CMCT is meant for CP packs first and foremost
it's better to do it in your CP pack if able
if not possible you can probably use reflection and read the config yourself
cmct 2.0.0 will have an API for C# mod authors though if i ever get around to finishing that. its not out yet
if its to connect your CP portion to your C# portion, it's usually easier to just do all the config in the C#
you can also do this to use CMCT tokens
(i think. ive never used this. i forget it exists sometimes.)
Does the LocalMail event precond only apply to mail the player can read/obtain from the mailbox? Tried to use it with a non-readable mailflag, didn't work, worked when I switched it to a player_has_mail gsq precond instead
Old (nonworking) precond string:
"{{ModId}}_R6E1/LocalMail {{ModId}}_R0B1Done/Time 600 1700/Weather rainy"
New (working) precond string:
"{{ModId}}_R6E1/GameStateQuery PLAYER_HAS_MAIL Current {{ModId}}_R0B1Done/Time 600 1700/Weather rainy"
LocalMail specifically just checks the players "received" inbox, which is where all mail flags go eventually, readable or otherwise
without specifying a mailbox in PLAYER_HAS_MAIL, you are checking every possible mailbox, which is currently in the mailbox, coming tomorrow in the mailbox, or already received prior
I did try waiting a few days
Other things triggered by the mail did work (map patches)
It's not a big deal since I still have a way to trigger the event, it just seemed odd to me
I had a feeling, I just didn't want to transfer over everything. Whelp, better to do it now than later I suppose!
There's a debug command that removes all mail entries, have you tried running that and retriggering the mail to send? I've had issues in the past involving recognizing mail flags that I've edited throughout the modding process
I think it's something like debug clearmail
Can someone send me the wiki on how to create your own custom character, and one that already exists? This game sends you a letter, and also the wiki on how to create custom missions And also how to display our custom character's birthday.
!npc ?
Creating a Custom NPC
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
To use this command, type !npc.
Can someone send me a wiki on how to make a personalized letter?
Have you made a stardew mod (of any type) before?
[[Modding:mail]] ?
Hmm interesting, I'll try that later. If that's what works I'll probably stick to the gsq method anyway since I don't want to make players have to try the debug cmd if I change the mailflag content after publishing
I think it's [[Modding:Mail data]]
Well if you change the mail flag the GSQ wont work either
I’m trying to create a quest where the player goes to Mona’s gravestone, and when they stand on the correct tile, an item is removed from their inventory and the quest completes with some dialogue, I can probably start the quest fine, but I can’t use an ItemDelivery setup for this since it's a gravestone. I also don’t want to add a new NPC or anything like that
Does anyone know a good way to detect when the player reaches a specific tile and trigger the item removal and dialogue?
I have no intentions of changing the mail flag name, but that flag name hasn't changed at all since it was created to begin with so I'm not sure what else could change about it
while i cannot tell you what the specific issue is here, i can tell you that a mail flag is a mail flag no matter how its sent or checked. it lives in the same place regardless
That link won't help much if the person asking isn't already familiar w making content packs tho
Now all that's left is to create a custom mission.@empty radish @empty radish
That's what I assumed, which is why I asked about it when it didn't work
[[Modding:Quest data]]
Uh do any of the quests have a function like that?
I don’t remember there being one
no
i want to make one
you could check special orders too but I’ve not heard of that
like that
So C# ?
there is no way to do that in content patcher?
SpaceCore and BETAS add TouchAction tile properties that might help:
TouchAction | spacechase0.SpaceCore_TriggerAction <triggerActionId>runs a Data/TriggerActions entry if it has the trigger field set to "Manual"TouchAction | Spiderbuttons.BETAS_Action <Action String>runs an action directly
So you can do things like add items or mail with trigger actions when they step on the tile. I'm not familiar with a way to complete a special order without doing the normal objective types, though. Same for quests, which generally have fewer options.
Esca got u
You might be able to fuck around with it and run an action that completes a quest/special order?
Completing a quest via an event is a thing btw
i was thinking of doing without frameworks with using the Basic delivery and I just set it up normally
If nothing else, I guess the Location quest type could just trigger and an event could show the player doing the thing
or what atra said
but im trying to figure out how to make it for that tile
Ie, that's how throwing a fish down on jodi's floor works
And I'm going to create my game in C# Monogame using the Stardew Valley engine, as everyone knows it.
I always hated that like why is it on the floor
You will need a framework or your own c#
It's the secret ingredient to her casserole
It's going to be more unexpected in Hundted Chocolatier because it's going to be more about chocolate, but for an RPG, as Eric said, it's going to be a Hundted Chocolatier RPG.
Also, to be fair, is floor bass really less sanitary than "pocket bass that has been sitting amongst all manner of things in a backpack for who knows how long"?
Hmmm
Well yes bc that’s an additive property
No floor bass = still sitting in backpack
Yes floor bass = sitting in backpack + floor
But some of the dirt on the bass could fall off onto the floor.
That would make a good game.
It's an entire bass, it has scales and stuff on it. it's fiiine
gonna have to do plenty of cleaning to eat that
There has to be scientific literature on this subject
hey now, maybe i was holding that bass in my sweaty bare hands all day did you consider that
Yes, yes I did
I don't know if I'm going to sell this game.
you can remove a quest. you cannot complete a quest
completeQuest will be an event command (and trigger action action) in 1.6.16
(BETAS also has its own TriggerAction traction as well)
it sorta does if you count previously active dialogue topics. which is also getting a GSQ in 1.6.16
You get active dialogue topics on an event anyways
So I know CMCT warns against using a large number of dynamic tokens. I have a lot of dynamic tokens that change depending on a config value.
Is there a means of mitigating that?
the dt warning is about using cmct to access dt iirc
Ahh, gotcha
but if u have ur own C# u dont actually need cmct since u can just register the tokens from C# side to use in CP
How would I do that?
There's a content patcher API for creating your own tokens. I can't get the link right now but its on the CP github, look for the "extensibility.md" file
Chu is correct about the warning by the way, it's more so that the way CMCT updates its tokens that you use to look at other dynamic tokens is done in a sub-optimal way but it's by necessity.

)



