#making-mods-general
1 messages · Page 600 of 1
Did you add texturename?
wait wait wait
Just so I know what we're working with
okay so his PORTRAITS work but
he is here
me too, manny
his sprites dont
what did you put sprite code as?
Try that then
sprite code?
can you show me an example
like in the apprearence section, what's written in sprites?
like from an existing mod
and this is 100% what's that loaded as?
Not off the top of my head. Try:
"TextureName":"{{ModId}}/Manny_Spring"
i don't see a loaded spring sprite in your code
thats because i removed it earlier it was supposed to be default
than have it as Characters/{{ModId}}_SpeedyManny for spring
pls hold as i rmrbr what target without path does
it just takes the part after the last /
from the target
ah alright then
my brain is melting
should be right. can you share the code again?
one sec lemme try texturename
You're trying lots of things so I think it's getting a bit messed up. But you need to make sure when you change things that everything still matches up. Whether you use {{ModId}}_SpeedyManny or {{ModId}}/Manny_Spring, you need to make sure you:
- load the asset
- use that asset name in your Data/Characters patches
you can do both of these in the same file if it helps you with matching names ^
The last code you sent through, you were not loading Manny_Spring, so you couldn't use that in Appearances or as the texture name
there isn't actually a need to make disposition a separate file, it just helps with organization
the portrait i sent earlier is Summer
the Summer sprites arent loading
And the dispos file?
i think TextureName is actually throwing it off here
it was the same before it
so no
oh
And there are no typos in the .png file name?
it's Sprite and not Sprites
Good spotting
fuck 😭
the good news is that after that it should just work as intented
Also, the TextureName is not under Appearance, it's at the same level as Appearance
tho i should probably add the _spring back into the content later
So you just put it once
i see
(yes don't forget that)
"Appearance": [...```
I'm still not 100% sure that will work, but it's an educated guess.
Did you add the _Spring back in?
he
Ahh, hmm
i, have no idea. does that menu use special sprites or something
Dont think so, other NPCs have it just fine
There is the hidden gift log emote, but if you don't have them set they are meant to just be walking
do you have the same amount of sprites as other npcs?
i dont think all npcs have the same amount
Yeah that's fine, normal
But that is Haley's Spring sprite
yeah i dont have them set, but theyre invisible
Add Spring and see if they show
spring!
yeah, you even told it to do that with TextureName
that's the purpose of that according to wiki
he's just hiding he's completely corporeal
It's weird though that the friendship menu there is showing the winter ones. I just dont know when it uses the Appearance given that the TextureName description says that Appearances are ignored
The urge to get more meta with my recipe descriptions because I lowkey am running out of ideas is getting stronger and stronger 
speaking of which, maybe i should add that
I think I'll have added over 100 new recipes to my mod since the last time I worked on it (2 years ago) so maybe it's not surprising
Especially when I have to come up with descriptions for foods involving some of the least interesting berries in Pokemon 
hes still invisible
...but his portraits and sprites work in Spring
this game bro 💔
hes still invisible in social
Share your full code again so we can see what you've got now?
wait what about all the other seasons?
ah ok
I really hope it works though 'cause if not I'm out of ideas 
YES
thank you so much
just to check the last one, how can i force an NPC to go to ginger?
For testing purposes?
Have you considered that manny is shy
yeah to see if their beach works
he is more of an open person
kinda
Ok I have a mod to help with that
(...even though his bakery is a bit farther from the town)
honestly i wasnt expecting to make a mod this big
but hell if IM ever giving up 
Use this to exlude all the vanilla NPCs from GI, which should make the game choose him (as long as you don't have also other mods on the test save). Credit - Aba gave me the code I just made it a little mod
so it forces the base NPCs not to go?
Yeah
neat
i should REALLY update mods more often 😭
im too busy tinkering with my bear
bro hes not going 💔
i have CanVisitIsland as true
I need to update all my mods too
okay so hes at the beach
but its using his summer portrait and sprites
weird...
"freshment" is a made up word do not question it 
Spellcheck: hair not hear
Yeah I’m not sure about beach. I think there’s something funny about it. All I can suggest is trying loading it to Portraits/{{ModId}}_SpeedyManny_Beach or Portraits/{{ModId}}/Manny_Spring_Beach
Having a hard time finding guides on editing existing items
Logic being I think I read somewhere that beach portraits had to be called InternalName_Beach
It’s an EditData patch on Data/Objects
Last night I was having a hard time getting mail to send properly via C#. I'm either doing something very dumb bc I was practically falling asleep while coding, or I'm misunderstanding how a certain thing works and will need help from yall 😅.
We'll see which one it is after work!
For context, I decided for the first thing to transition from CP to C# would be the mail.
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md
And you’ll want to take a look at Data/objects.json in the unpacked files to find what fields to target.
...isnt he supposed to go inside the booth to change clothes?
cause hes still in his summer outfit even after the internal npc name change
also @torpid sparrow
idk what happened with tilly but she just straightup went through a wall
Can you make a recipe require a gold or iridium quality crop as an ingredient?
Hopefully someone else can help you with the beach outfit
Does anyone know how to purchase items through dialogue, or if it is possible, in content patcher?
I’m not sure what you mean by “do transactions”
I'm guessing purchasing items through a dialogue box rather than shop UI?
Like buying the statue of fortune?
Yes, I mean like purchasing items
Oh, Um, well I don’t know if there’s a way to open a shop menu but I guess you could use a combination of questions and giving an item
Maybe someone else knows
I mean purchasing something** without** opening a shop menu.
Is it a fixed item, does the farmer have a choice?
Fixed Item
she's having alone time
Ok I got the fields I wanna patch.
Haven't yet decided how much energy or health I want it to restore.
-# No clue how to make it depend on flower type yet but I'll burn that bridge when I cross to it
-# I don't know enough about the landscape of food item effectiveness
-# I'm probly overthinking the heck out of this
yeah but like
she went up the mountain 😭
its a cliff
well yes its hiking time
o ok
did u update her
i mean idk if it would fix things but
i cant do anything about it on an old version
and if u dont want to update her then it doesnt matter until someone else reports it 
Okay look in dialogue modding page. You can set an action to remove money (using add money but a negative amount) then there’s also an action to give the player an item
Ok! Thanks for the help!
https://smapi.io/log/cb6c0e02e2934a108c660a638679b3c2 Can someone turn this word soup into an explanation? It only started happening when I removed a few redundant items from my mod (Assorted Crazy Things), but nothing in the log seems to point to my mod despite that being the only variable that has changed.
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 9 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
well it's an error related to UI Info Suite 2 alt, not your mod
That's the confusing part. I didn't have this error at all when testing earlier, and I had UI Info Suite 2 alt since last week. It only started spitting this error a few minutes ago after I removed an item from my mod, which is why I'm confused. If it's nothing on my end, then that's good, but it's certainly enough to have spooked me into thinking I broke something lol
might be a good idea to provide your log and see if dazuki (maker of UII2alt) knows what's up
why do i have to edit my mod version separately from uploading a new file
grrrrrrrrrrrrrrrrrrrr
cause reasons
Isn't there a checkbox for it? Or did the new UI make it weirder?
there's a checkbox that the file you updated is the current one, but you also have to indicate on the main page the version#'
You may want to test what happens if they don't have enough money, it might not prevent them getting the item
wem do u know anything about beach attire
cuase I've been trying
fro the past 3 hours
to get it to work
and it just does NOT
Like, artistically?
i called u tilly by accident 💔
no
i have all the sprites done
they just won't show up ingame no matter what i do
Where do you want it to show up?
.
Hmm. Beach attire asset format can't be anything else but Portraits/<InternalName>_Beach.
Yeah, so Portraits/{{ModId}}_SpeedyManny_Beach
i tried putting it in a separate patch than the rest of the outfits
but it doesn't do anything
Try lowering its Precedence.
what does that do?
Make the outfit has precedence.
The lower the precedence value, the more it's prioritized over others.
Another thing is that he also doesn't go inside the changing booth at all
Idk if all NPCs do that or not
they can (mine does)
do they just automatically do it or
if you set it up right, yes. it's part of the schedule they get foisted on them when they are picked to visit the island
oh so it's part of a schedule
yeah when NPCs are chosen for the island, the game cooks up a new schedule for them on the spot and overrides the one they were going to use
huh....does it happen everytime or
Ah, is he now visiting the Island using your own schedule?
you have used Portraits/{{ModId}}/Manny_Beach (ditto for Characters/) instead of Portraits/{{ModId}}_Manny_Beach
presuming manny's internal name is {{ModId}}_Manny
ok then you must use Portraits/{{ModId}}_SpeedyManny_Beach to get automatic changing
maan why doesn't Sebastian have a portrait that looks even remotely surprised 😭
and now you will need to make sure your precedence is lower than his default/seasonal outfits
so -1?
any number lower than what his summer outfit uses
all the outfits use 0
then anything less than 0
ok lemme try that
wonder what i should plan next after outfits 
nope, still the same
its supposed to use these
hmm. did you also fix your loads for those textures to use the correct asset names?
why does appearances hate u
cause it sucks 
Hi guys. Does anybody know if there's a mod out there that adds pagination to the special orders board?
I'm adding this feature to my quest framework mod but I need to know if there will be conflicts on release.
what is pagination
Turning/giving something pages
So currently the special orders board only lets you see 2 special orders (checked and refreshed every 7 days).
My framework will add navigation buttons which would make it so there can be more than just 2 special orders posted in the board.
ohh interesting
It's just a harmony patch but I don't want to break existing mods with it
do u want to see the jsons
If anybody knows any, please ping me. I'd appreciate the help!
the closest thing I know of is Better Special Orders which allows rerolling quests
just now considering adding Pokemon held items as trinkets and- NOPE- Saving that for another mod or a future update- NOT suffering more scope creep 
this is JUST like the one situation with that one door back when i wass making my bakery
AUUUUGHGGHGH
Guys is Marnie's shop being closed on Tuesdays hardcoded into the game?
I'm trying to make it so Shay can fill in for her on Mondays and Tuesdays but I keep getting the closed dialogue
doesn't it just require her to be standing by the counter?
can warp her to you on Tuesday
debug wctm Marnie
No I'm trying to make a custom NPC run the shop on Tuesdays
Usually the shop is closed
would have to edit Data/Shops I assume
Yeah Ihave
{
"LogName": "Shay Animal Shop Edits",
"Action": "EditData",
"Target": "data/shops",
"TargetField": ["AnimalShop", "Owners"],
"Entries": {
"Shay": {
"Portrait": "assets/images/portraits/Shay.png",
"Dialogues": [
{
"Id": "Monday",
"Condition": "DAY_OF_WEEK Monday",
"Dialogue": "Hi @! I'm filling in for Aunt Marnie today!",
"RandomDialogue": null
},
{
"Id": "Tuesday",
"Condition": "DAY_OF_WEEK Tuesday",
"Dialogue": "Hi @! I'm filling in for Aunt Marnie today!",
"RandomDialogue": null
}
],
"RandomizeDialogueOnOpen": true,
"ClosedMessage": null,
"Id": "Shay",
"Name": "Shay"
},
"When": {
"HasMod|Contains=silver.Shay": "True"
}
},
It's not working tho
can you add her as the co-owner so she's always the owner aswell
not sure if it requires sleeping a day to apply.. never edited it myself
I'm trying that now again to see if maybe that fixes it
Yeah no nothing
She's standing at the counter but the shop menu doesn't open
patch export the file to see how it's looking?
It looks like it's applied?
Okay, so, Marnie's shop tile doesn't directly open her shop when interacted.
working on a thing
But rather give you that dialogue of whether you want to open the supply shop or the pet shop or buy a barn animal.
And that dialogue is indeed only working when Marnie is there.
What you can do is to edit the shop tile itself to directly open the animal shop on Monday and Tuesday.
Okay so I'd have to make a map patch?
Yep.
Oh, you don't need to have an actual map. Just edit the tile property via Content Patcher.
Oh okay
So How would I do that? I know it would be {
"LogName": "Edit Marnie's Shop",
"Action": "EditMap",
"Target": "Maps/AnimalShop",
But what after that
Just OpenShop?
are you adding a shop?
I'm trying to open the animal shop on Mondays and Tuesdays with a custom npc running the store
Dolphin said I'd have to add a map patch to directly open the shop cuz Marnie's option branches are hardcoded to her
The tile coordinates are 12 15
i think you'd just need to maybe add a tile? unsure tho
Something like this { "Action": "EditMap", "Target": "Maps/AnimalShop", "MapTiles": [ { "Position": {"X": 12,"Y": 15}, "Layer": "Buildings", "SetProperties": { "Action": "OpenShop AnimalShop Down" } }, { "Position": {"X": 13,"Y": 15}, "Layer": "Buildings", "SetProperties": { "Action": "OpenShop AnimalShop Down" } } ], "When": {"DayOfWeek": "Monday, Tuesday",} },
this will obviously only open the supplies shop and not the other stuff (animal purchase and pet shop)
Hm. Didn't work anyway
Altho I suspect that has to do with my part of the code, not Dolphin's
The owners part
have to make a few tweaks.. but I like it.
that's so cute!
Usually my goal... short-funny/wholesome
Does any1 know if it's possible to make an event produce a barn animal? Like hatching a chicken egg, but as part of an actual event.
BETAS might have a trigger action for it? not sure
I recall chu was debating something like that for Livestock Bazaar
yeah it has a trigger action now, you can look into it
is there a bigger list of trigger action's than the wiki trigger actions?
only issue is that there's no check for free space in building
well mods can add whatever they want
I think there was an effort to document all mod-added GSQs/triggers/etc but I don't know where that went
So, this happens when a Data/Machines entry has a null MachineOutputRule in its OutputRules collection. I have made a guardfix for this on my end incase it happens again in the future.
hmmm interacting with non-grid furniture is weird, I think because interaction checks are tile-snapped and use Contains instead of Intersects which doesn't work properly with non-aligned bounding boxes
yeah i recall precise furniture just lie shift the draw
I should be able to fix it with a transpiler. everything else is working
im just gonna ignore the beach outfit for now
since its not working
what should i plan on doing next?
also i'm gonna disable the precise furniture patches in favor of mine since I'm not using skipping prefixes and it should in theory be more compatible with other mods
idk what do you have left to do
C# question from someone not on this server who's helping me out:
Is there any way to use the PurchaseAnimalsMenu object without it moving you to Marnie's shop? Or is there any way to do the barn assignment interface without the purchase menu?
festival placements would be good to get it over with
it doesn't have new ones in the past 6 months? i think or 8 months
but otherwise its perf
aaand what about json
is there like a guide on the maps and placements, like a template or example
yes
[[Festival_data]]
rats
what da freak did i not type it right
[[Modding:Festival_data]]
tyty :333
@ornate drift you can look at tilly as always :p
i dont do anything special with festivals

i dont do animations, so if you want to do that SHRUG
i know keahi from rsv has animations
Keep meaning to ask, does anyone know if there's a way to add npcs to that
None of mine are in there 
i dont think from our end
pull request?
not that i know how to PR
i lied u can through PR
I think they should roll their own building picker menu, duplicating from the vanilla menu as needed
but like not without pillow approval ofc
oh god the raw data for festivals is scary
instead of trying to detangle that one part from the animal purchase menu
its ok look away
also they'd avoid chu/livestock bazaar breathing on their neck
yes just make a pr and please test it locally
agreed. while it is possible to hijack menu behaviors with transpilers, it's often better to just clone it
Aight time to figure out how to do that lol
Thanks!
once u figure it out u should tell me :3
Thank you three!
I'll relay to them and hopefully we can make something that goes heh
ok so for itd be something like EditData and then the target is like Data/Festivals/spring13
-# maybe I'll make another tutorial :D
for the festival placements you will use textoperations
(which is editdata its just not as simple as like just adding an entry)
i have never heard of those :o
it allows you to edit text
so like in the raw files, you see that everyone is set up in one line
you can use textop to add manny in there
without having to overwrite the whole thing
Just wanted to say I'm a big fan of your mods and it's made my playthroughs so so much more enjoyable
thank you for your hardwork!
@drowsy pewter also deserves a world of credit. <3 I wouldn't release anything without them kicking my butt haha
in general its pretty straightforward, you could just copy paste my code and change the positions and npc name
i can try that!
You and 6480 have tripled my hours with Stardew
i absolutely fell in love with the multiple artisan goods and all of the produce I could make
thank you very much for letting me borrow
it's the same code all around mostly 
-# too bad I don't play anymore but alas, Cornucopia my beloved
ive been playing cornucopia and the recipes too
i havent made much of anything yet but boy do i love hoarding crops
If u literally want to have a custom animal shop then livestock bazaar is designed for that
hmmmm
im guessing its XY and then direction
yes
what are the entries, setup, and mainevent about?
u do the set-up, where they are when you arrive, and then main event, which is the cutscene
ohhhh :o
As for animal repositioning the main catch is just you gotta make sure to do an update tick after you move the animal
ex. egg hunt set-up is when u arrive, egg hunt main event is during the actual hunt
Functionally, I'm trying to trigger an npc giving you an animal during an event that you're intended to get only one of. (unless you sell it, which then you can get another/replace it.) So it's less that we're trying to code a new shop and more that we're trying to find a way to let players tell the game which barn this animal should go in
entries is just finding which entry to edit
That was a bug i ran into and it ended up duplicating some chicken
so we're looking to edit the set-up entry
wait how am i supposed to put placements for a cutscene
Oh livestock bazaar has that too but it's not implemented to have picking
well i have the example in there
MainEvent_AdditionalCharacters
oh
right
mb!
Pillow's tool shows both
I actually just find first valid building to put the animal in
all setups, all main events, and SVE
you can also just add a regular animal shop entry but with a "does not have one yet" condition
looks like ill have to also do an include on this json
yeah that'll probably be the most organized fashion
though wait I think that condition isn't vanilla
at the bottom i added all the dialogue for festivals
but if you're already in C# can you can just add a GSQ 
oh i just put them inside the dialogue json
thats fine as long as u have a new patch targetting the correct thing
any set up is fine im just letting you know in case u were looking for that
oki tysm :3
blob
mushymato.LivestockBazaar_HAVE_HOUSING 7thAxis.HnH_BarnOwl.Brown
This GSQ will check if you actually have any space on the farm for a given farm animal
I... don't understand
So in the example it controls whether the trigger action which afds a wild owl actually happens
the il is completely different from the decompile
what about the result cutscene? like when everyone gathers around after an event has finished and lewis is about to announce the winner
no clue tbh there's only mainevent i assume there might be some hardcoded stuff?
that would be a pain
Thank you!! I'll do a deep dive!
I may come back with questions heh
i also keep forgetting the 4 directions for some reason
maybe egg hunt is a special one? the others are straightforward
or it just uses mainevent
Yep lmk and I'm generally open to feature requests 
theres also the fishing event
for the hunt and ice fishing
and grange
you dont get a cutscene for that i think
ah
he just judges and tells u u win
0 1 2 3
waaait a second is this FF shenanigans
3 1
2```
0 is up, 1 is right, 2 is down, 3 is right
damnit discord
Ty! We appreciate you
close enough
it works with the code option lol
what does delimiter do
orrrr I could just get FF to change the logic and not run my transpiler when its installed
err its like the thing that goes between ur text and the other text
so if set-up for npcs is like abi 1 1 1/nick 1 1 1/selph 1 1 1
then you want manny to be added with / around it
tfw patching a mod that's patching your mod 
inb4 that mod patches your patch that's patching their patch that patches your mod to no longer patch
well FF isn't patching me, but it completely replaces the code that I wanted to tweak, so if I made a patch it would probably just be me postfixing that helper method
ah that makes more sense lol
he didnt spawn 💔
json
did u include this json
yeah at the end of my content
any errors
nope
this game hates me so much
first it was the bakery door
then the beach outfit
now this 💔
hhhrrrmmm
is it y1
hooray
💔
🥀
penny must be terrified rn
penny cannot see
oh yeah i just noticed hes GIANT compared to all the other NPCs
to be fair hes a bear
so
he is a bear yeah
man this mod really is harmony patches georg
im guessing i also have to write y2 dialogue...
good thing im the one doing all the compat work
you also have to do year 2 coords
festivals is still easier to do than doing events, fight me
With the repeatable events mod, is there a way to turn off the event repeating after seeing a certain event? For example, If i want the wizard to sell the player something in an event. But I want the player to be able to repeat the event if they didn't buy it the first time. But I want a second event to trigger after they bought the item stopping you from getting the first event anymore.
You can do repeatable events with trigger actions now
am I crazy or should this match?
what if you try AccessTools.PropertyGetter
actually that might be the same thing under the hood
I mean I can try and see if it works
nope
maaaybe it's that thing with reflecting netfields again where the fucked up inheritance tree screws with things
yep that was it
I needed to do typeof(NetFieldBase<Rectangle, NetRectangle>) instead of typeof(NetRectangle) even though NetRectangle is that
that's bitten me before and I always forget about it
it does, but I'm lazy, and since doing it the lazy way doesn't throw an exception I forget that it doesn't work for matches
like the thing is NetRectangle.Value doesn't return null, it just returns the "wrong" propertyinfo for some reason
Yay! 🙂
woo
nice!
you should think of how to deal with the catalogue as well
I think if the catalogue is read you can restore the original tile action but change marnie's away text to something lore appropriate
are y1 and y2 dialogue for festivals different?
reading the book sets a stat, you can then set a mailflag based on that stat with a trigger action, and then (un)patch based on that flag
it won't be immediate since CP at best updates every time/location change but it's probably good enough
for vanilla NPCs since 1.6, yes
okay, how do i make it into year 2
modded NPCs made after 1.6 usually set those as well
add another entry with _y2 at the end
It can help to look at a 1.6 NPC and see how they do stuff
look at the unpack for an example
after spring13?
sorry, another entry in the Entries block
ah so "{{ModId}}_SpeedyManny_y2":
alo I'm trying to figure out how temp animated sprites work. I have this line written.
temporaryAnimatedSprite TileSheets\\Craftables 128 96 32 32 500 1 9999 51 27 false false 2 0 1 0 0 0
I'm trying to show the table from the craftables tile sheet, the food is on a different layer. This is how it's showing up on the event
looks like 128 is beyond the tilesheet's width
yeeep I just noticed that 🤦 I can math I swear lol, testing it out now
yippe it works! thank yew 
i wonder
what mod has the most amount of portraits ever?
like variants and whatnot
oh also another question when trying to use textAboveHead the {{PlayerName}} token doesn't seem to work in the event, any ideas? The dialogue is in an i18n
tokens indeed do not work in i18n
you need to pass a variable into it
ahhh i see oki that makes sense
also side note I love being ESL bc I realized most of my issues last night were because for ALL MY MAIL FLAGS I spelled "recieved" instead of "received" 
something something i before e except for the 100000 exceptions in the english language
English is my first language and I still frequently get that particular spelling wrong
i before e except after c
thank you charlie brown
i say that to myself all the time
(Spellchecker)
flower dance placement is so overwhelming
like wtf 💔
WHY ARE THERE PEOPLE IN THE WATER
Sunberry adds a new area over there its land
Swimming
merpeople discrimination smh my head
woops
~~just add a festival nudge dependency and dont worry about it ~~
you can push through NPCs
but yeah now you see the pelican town real estate situation
theres a main event for the spirits eve...?
no
no idea why, it's not in Data/Festivals/fall27 so
ah if you don't either then lol
-# now animate manny 
technically i think that would be easier
BUUUUUT ill probably do it down the road
:3
so lonely 😛
i wonder if theres a way to get your npc on this map
website
thingy
no i mean Manny
ah
getting him to appear on the website when hes released
guess you have to ask pillow
but after they are relaesed
wouldn't want it full of unreleased npcs
read a bit up and down from there for context
yyeah pull request
NO
HALEY WHY
actually on second thought i dont think i should be standing beside a red flag
there are no flags? /j

oh hi clint
....sigh...
t pose parrot
LOL
@torpid sparrow tilly and manny have one thing in common
but why :(
i love some fish but like dont be gifting me fish
if u gift me a fish i'll immediately put you on the fish watchlist
and ill eat the fish ofc.
If you think you have trouble conflicting with vanilla NPCs during festivals, just wait until people tell you all the mod NPCs that you have conflicts with
npc festival nudge the GOAT
real
Quick question
Anyone know if there's already a Catcher in the Rye easter egg somewhere in the game this line would clash with?
ur gravitating toward him
Oh, can I ask which remade town interior that is?
clint is inevitable.
Earthy Interiors
thanks
does earthy interiors also adjust the fireplace area?
pelican town municipal is adding the extinguisher
Municipal adds the extinguisher
I think the rest is SVE
Ah yeah here it is in tiled
guess i'm just not used to seeing it in earthy's style (never used it)
Monthly mod stats time!
Mod compatibility
84.1% of SMAPI (C#) mods are compatible or have a workaround, up from 83.5% last month.
Unique mods by type
We have 439 more mods this month, which includes...
- +233 Content Patcher;
- +134 SMAPI (C#);
- +40 Alternative Textures;
- +19 Fashion Sense;
- +10 Farm Type Manager;
- +5 Mail Framework Mod;
- +2 Furniture Framework;
- +1 XNB;
- 0 Better Artisan Good Icons;
- 0 TMXL;
- -1 Dynamic Game Assets;
- -1 Producer Framework Mod;
- -3 Shop Tile Framework;
- -4 Json Assets;
- -15 Custom Furniture;
- and +19 for frameworks with <100 content packs.
Fashion Sense surpassed 1000 content packs this month. That reclassifies it as a 'core framework' on the wiki, alongside Content Patcher + Alternative Textures + Json Assets. Congrats to its author @polar escarp!
Content Patcher packs
We have 14,370 Content Patcher packs.
The top five Format versions remain...
- 2.0 (4094 ↗ 4131), 2.3 (907 ↗ 927), 2.4 (590 ↗ 591), and 2.8 (1068 ↗ 1130) for Stardew Valley 1.6;
- and 1.19 (572 ↘ 570) for Stardew Valley 1.4.
Open source
- We have 4,521 tracked C# mods, of which
- 2,530 mods (56%) have a source code repo, with
- 1,336 (53%) in a multi-mod repo and 1,194 (47%) in a single-mod repo.
AI continues its steady erosion of open source this month. Over the past twelve months, the percentage of C# mods which are open-source has continuously dropped from 65% in May 2025 to 56% in May 2026; it's the first sustained drop in Stardew Valley modding history, and the largest by far.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API rose a bit to US$222/month. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for ← March 2026
- Full mod dump (96 GiB)
- Download all open-source mod repos
- Dynamic view of mod dependencies
And that's it for this month! Feel free to ask if you have any questions.
Just need to put it in the root folder of the Internet.
I wonder who’s keeping the entirety of the internet in a folder on their desktop
My bad, maybe it would be in documents
Can someone please explain viewport for me? Like how I make it exactly where I need it to be?
its just viewport x coord y coord
+1 XNB
assuming u mean events
So, if I want to make an event in a specific spot, I just put the coordinates in and it'll be zoomed out enough to catch it in its entirety?
the viewport command alone does not control any zoom
i don't know if there's a zoom command
That's actually good news to me. One less thing to worry about, thank you
if you look at the structure of events, it looks something like this: music/viewport coordinates/npc positions/rest of event commands....
so you can set where you want the viewport to be right when the event starts
if you want to move the viewport to somewhere else, there's different ways to do so
I'll keep that in mind if that happens, thank you for your help
What's the code to force an event again?
debug ebi EventId
debug ebi
You have to do it in the smapi consle right?
Lets say you have a config option with the following values: A, B, and C, and they have the i18n translations First, Second, and Third. How would you define a GMCM menu in C# that displays the translated values, but stores the actual values?
For example, selecting First from the dropdown would save A in the config file.
that's AddTextOption, with allowedValues and formatAllowedValues set
the documentation on them is hopefully self explanatory
for select options I woul recommend using an enum
it just makes everything easier and less messy
Huh, that's what I'm doing, but it's saving the translated values instead of A, B, C.
I'll look into it more tomorrow (maybe try deleting the config file as well).
I'm using a custom enum-like class. It consist of constant string values and a utility function to translate them
(I do something similar here with an integer field that displays text from Strings/ if it helps, but defer to wren's idea)
https://github.com/Esca-MMC/DestroyableBushes/blob/master/DestroyableBushes/Compatibility/GMCM/GMCM.cs#L57
api.AddTextOption(
mod,
() => MyOption.ToString(),
v => MyOption = Enum.Parse<MyEnum>(v),
() => i18n.Get(...),
() => i18n.Get(...),
Enum.GetNames<MyEnum>(),
v => i18n.Get($"config.enumName.{v}")
);
^
Thanks! I'll look into these more tomorrow!
Wow, that is amazing news! 
It is all thanks to the content pack authors who make use of the frameworks, even with my sometimes rough documentation 
just uploaded an EMC version with the feature 
in retrospect I can probably generalize that to generic smoke color but ehh wanna push it out for C&C
(and to any modders interested, it also has the prismatic item feature, so go nuts with your color changing wine/fish roe/jelly/etc.)
At long last the prophecy can come true
Unicorn milk?
That's not an udder on that unicorn
||not until I go reskin cows into unicorns, thanks for that idea||
Yay thank you!!!
does anyone know, when adding cooking recipes via a triggeraction using the "MarkCookingRecipeKnown" can the recipe id have a space in it? (and if so, do I need to quote it or escape it or anything?)
turns out up until now I've opted to use recipe id's that have unscores instead of spaces 😛
"MarkCookingRecipeKnown Current Sunshine Stew true",
is the one i'm adding atm
as far as I can tell, that should work but requires escaped quotes, as in Current \"Sunshine Stew\" true
yeah
the key is a single space-separated arg
perfect
yeah, thats what I assumed is it was a position based argument
ok, but escaped quotes, not escaped space (y)
danke
aaa question when adding a conversation topic to an NPC when you're married to them, would it go in in the NPC.json or MarriageDialogueNPC? Does it matter?
my vague impression from the code is that the game won't look for CT dialogue entries in the marriage assets (or any keys not in the wiki dialogue page's list), but I can't find anyone explicitly documenting that
Hi! I've never modded stardew before. What's the difficulty of creating custom farm types/maps for example?
Farm maps are not the easiest thing to do (there are a lot of things to take into account, and the layers system can be quite hard to understand), but we have a lot of tutorials, and you can look at any custom farm map to see how they're done :)
thank you
Maybe i should start considering events 🤔
If i can finish events, i can finally polish everything then maybe release the mod
Hello! Does anyone know if Qi's Prismatic Grange quest uses the color context tags, or if the items accepted for each color are hard coded? I'm changing some color tags to match a Joja recolour, and want to know whether Qi's quest will recognise the color change.
it's apparently not identical to dye pot logic, but does use context tags; look for the "QiChallenge12" entry in Data/SpecialOrders for the different objectives' tags
Thankyou!
Does specific day dialogue override generic dialogue?
It should
I'm stuck - I'm trying to change some vanilla object sprites by editing the Texture and SpriteIndex in Data/Objects. My textures are loading into the game - I can patch export them, and they are showing in the machine output speech bubble thing. But when I try to view the items in the toolbar/inventory/chest, or hold it above my head, it's either invisible or a black box. What am I missing?
content.json (load textures + include includes.json): https://smapi.io/json/content-patcher/f8add026ef624fc7bc21e1d9bc55fbe1
includes.json (include edit_data.json + define local tokens): https://smapi.io/json/none/1d7a29853ac844b38841d97c8e495319
edit_data.json (edits Data/Objects using the local tokens from the include): https://smapi.io/json/none/9d15f751ad544afca5e027a71c413753
what's the file itself look like?
i see. try having it so the SpriteIndex isn't in quotes (" ")
otherwise, it all looks fine
Fraid that's not it. I started off with it not in quotes.
does the log say anything
I changed it to be in quotes because I thought that might be why it wasn't working. (Because when I used the {{SpriteIndex}} token I had to put that in quotes).
Log doesn't say anything
i need to uh, go right now but i'll take a look when im back. sorry i can't help more
Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on macOS Unix 26.3.0, with 18 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
That's ok. Hopefully someone else can.
In the meantime I'm going to ... turn it off and on again.... just in case lol
Does it work when you un-localtoken it
Ooh I'll try that
(Although, patch export of Data/Objects looked fine)
I changed the editdata to just patch the Duck Mayo individually, and the result is the same. It shows edited sprite in the machine output bubble, but when I collect it's invisible.
"Action":"EditData",
"Target":"Data/Objects",
"Fields":{
"307":{
"Texture":"Mods/{{ModID}}/JojaAnimalProducts",
"SpriteIndex":"13"
}
}
},```
It seems strange that those two functions would draw from a different texture source. Something very strange is happening.
I feel a bit like my game is imploding recently to be honest. Things that should work, not working.
Could try it in a fresh save (+verify game files if using steam)
You could also give TargetFields a try, I'd think it would work without since the field isn't a list but maybe it thinks you're replacing the entry rn
I verified game files.. about a week ago for another problem that remains unresolved. I'll try on a new save, I just used this one because I knew I had all the items.
It definitely doesn't think I'm, replacing the whole entry. This is what the patch export of Data/Objects looked like.
Any chance your sprite sheet is mis-sized? If it's off by a pixel cp might be frenzying
Ohhh this is a thing.... it worked on a new save. I think I know what's going on.
So all the items I looked at were old items generated the night before or earlier.
So the machine output preview took the new image, but the old items like actual items from the machine and stuff in the autograbber didn't.
I guess I should test if new items collected or from machines would work.
But, if this is how it behaves when I retexture with an editdata instead of an editimage, it's no good for anyone with an existing save. So, I guess I should just to an edit image.
new items/save is always good idea. glad it works!
Now I just have to rewrite it so it will work on an existing save. So much for trying out a new method!
i think a patch reload <ModID> would help
patch reload is a life saver
That didn't seem to work on all the items in storage.
I've found that if my machines or animals produce a new item, it has the correct texture. But if I add that to a pile of invisible eggs/mayo it turns invisible. But it I add the invisible eggs to the good eggs, they turn visible.
a way to make them work as you want is editing springobjects instead of loading a new tilesheet
Yeah I know, I just wanted to do it without all the ToArea jazz, and to try something new. I'm v. familiar with EditImage 🙂
fair. i think the source texture for items you already have can't be changed though
Oh I wonder if my other edit data patches will work on the old items... changing color tags and descriptions.
maybe there's a command for it? hmm
display stuff doesn't work the same as textures so should be fine iirc
Yeah the source texture must be sort of saved to the object when it's created.... but not saved enough that the old texture showed up.
the game registers you changed it but can't use the new one bc the old one is like bound or something. very annoying
Now to replace 1 token with 4 tokens per item...
"ToY":"",
"FromX":"",
"FromY":"",```
[edit - this didn't work btw because it produces an invalid x that wasn't restricted to integers]

Hi, how do I use a delegate in an API method? Basically I want to clean this monstrosity by using a delegate: https://github.com/khanshoaib3/stardew-access-local/blob/45f37433eb6a31097ba7fc3d77ac4a3a847263f3/stardew-access/API.cs#L293-L300
(posting this again as I didn't get any response last time 🙃 )
Aren't you already using a delegate 
Yeah
You can define a dedicated delegate type yes but I don't see much point since that is really just alias for Func
Hmm...I'm curious, if I go with a dedicated delegate, how would the other mods use it?
Like a data class, that would fit well, so if i add/define the class in the API interface, will pintail be able to map it correctly?
Interesting.
No, if I go with the data class approach than I would keep the Func delegate, as it's much simpler to just pass a lambda function.
Realizing I could theoretically use the "RemoveBuff" trigger action to have certain berries cure certain debuffs... I think I'll give that a try
I meant more that
void TestFunc(Func<IMyClassInput, IMyClassOutput>) is probably working but I'm not 100% sure
using a...crap, what's the C# word for it, record class is fine
I get confused with the different terminologies as well. But yeah, I was kinda thinking the same, I'll test it out.
The delegate class goes on the IYourApi.cs so other mods copy it
I think pintail is fine with this?
Implementing these debuffs def feels kinda weird cuz I feel like they'd be inflicted by enemies but I don't think I should necessarily be touching that 
But that leaves the only place they're inflicted being from food. I guess i can use them to balance more powerful food buffs. Poisoned and especially Burned will be fun and easy to implement how they work in the games, same with Paralysis as I've already kinda got that. I've got an idea for Sleep, but Frozen is... I'm not entirely sure what to do with Frozen cuz it would basically be Sleep.
Is there a way to have a buff make the player unable to move? Cuz I know even a speed debuff of -250 still lets them move
Could be frozen in terms of moving is difficult if you can't figure it out
Well that's for sure, my other thought was making it kind of like a mix of Poison and Sleep where it's both a damage over time AND slower movement. Pokemon Legends Arceus renamed it "Frostbite" and it was basically the special equivalent to Burn, but seeing as Stardew doesn't have a Special Attack stat.. 
Awww wait this woulda been such a good time to use Spacecore's StaminaRegen with a negative value, but that doesn't seem to work and my issue report has been up for like 3 weeks now 
Uh, it seems I've finally, properly understood how Dynamic Tokens work. This "SeasonalMapRecolors" here controls 11 (eleven) different combos, and I use it on just two "paragraphs", or however they care called. Shaves off a large bunch of lines. It only took, what, 5 years to get it?😂
I'm on Tiled right now, trying to work out custom maps. How do I edit warps and stuff? Like if I want an exit to spit you out somewhere different
Map > Map properties
I was gonna suggest the name frostbite ngl
tho be sure to use a vanilla map since it may have a lot of built in things
without which game won't work propertly when it uses your map
I think I've come up with a pretty fair idea for being Frozen
is there a good way to force special orders onto the board for testing?
Yeaa in Pokemon, Frozen can be pretty debilitating. It's a chance to just fail your attack each turn, so I had to get a little rough with it.
Frozen's probably one of the more likely buffs I can BS my way into getting from a food, though 
Sleep is also pretty interesting. It's the only debuff with upsides
The other three comparatively are far simpler. Paralysis is -4 speed (which is genuinely awful
), Burned is -1 HP every 4 seconds as well as (meant to be) a 50% reduction to the damage you deal. And then Poisoned is -1 HP every 2 seconds, as well as -2 Immunity just cuz I thought it made sense
There is debug specialorder QuestId to force it to start, don’t know if there’s something for it to show on the board
Poison and burn also have upsides depending on what abilities your pokemon has
Guts
Poison Heal
thanks, I wonder if they are random enough that I could just reload monday over and over until mine appear 😛
Okay yes but I don't think the farmer has those abilities 
(mostly just want to make sure they look ok with wording and such)
There's a mod that let's you reroll special orders (I believe it was better special orders board or something like that)
Biased 😔
wait this is in the vanilla game? 
yeah added in 1.6
Well guess I'll account for it
Just to be sure: Lewis walking up to each grange display to judge them during SDV Fair is hardcoded, right?
I'm currently getting an error with this approach. I currently have the following (Yes, I know the code could be better - I'm eventually going to create a function to do this for me similar to how I did for boolean options).
The error in question is
An error occurred in the base update loop: ArgumentException: Requested value 'Witch's Hut' was not found.
at System.Enum.TryParseByName(RuntimeType enumType, ReadOnlySpan`1 value, Boolean ignoreCase, Boolean throwOnFailure, UInt64& result)
This occurs when pressing "Save & Close". Witch's Hut is the i18n translation for ShopLocationOption.Witch
Wait, I may be an idiot
I forgot that you can just do enum X {A, B, C} in C#
so i've added warps to the cjb warp menu using CP (see this guide and it seems like the Order value just, does nothing? uhh
json: https://smapi.io/json/content-patcher/771dc9e66aad4ce4917907fa11e863b0
maybe you just can't set the order or i need to edit them all? w
Okay, doing that seems to have fixed it maybe?
i want them to be not at the bottom really
UGGGHHHH that feeling when you press the wrong save while trying to test/debug something
i can't seem to make them move at all
peeked at the code and I might be wrong but it seems like Order only applies for default warps
aka nothing you can do 
could be a feature/clarification request for pathos
pathos is okay with pings right?
@ivory plume hey! hope you're doing well!
i've recently been playing around with adding warps to CJB Cheats using CP, and i've noticed changing the "Order" code for newly added pings doesn't actually do anything, as they're always sorted at the bottom. I was wondering if there are maybe plans to add that? otherwise, the docs don't mention only default warps can be ordered.
ty
Hi! I can take a look for the next update; can you send me a sample content pack to reproduce the issue?
Sure. Is dm'ing you it okay?
Yep.
I once had my hat turn into an error item because I was missing my own mod in the mods folder 🤣
Took me a little while to figure that out…
What were you doing before?
That is the way you're supposed to use enums in C#, if you do some other thing it'll break the inbuilt stuff probably
how complicated a mod would it be to make it so that animals eat grass more spread out instead of demolishing the area immediately in front of the door? keep in mind that i’ve tried and failed to make a C# mod like four or five times now
Fixed in the next update. Thanks for reporting it!
Probably not too hard. The grass-finding logic is its own method, so if nothing else you could skip-prefix it and write your own implementation
skip prefix involves harmony right?
Yeah but it's very basic harmony
hmmm okay i shall tentatively consider trying it
Both options are valid ways of defining Enums in c#. I forget off the top of my head what the exact difference between the two are though
There's no difference; if you omit the numbers, they're just assigned automatically (starting from zero).
what place theoretically could have the string map for those?
Ughh why'd I choose to convert my CP mod to C#?!?!
good question
good point; you should immediately drop everything and convert back
Heya all! I am normally just a channel stalker while I am figuring out how to mod up stuff on my own but recently kind of hit a roadblock looking for information.
I am trying to tinker around with clothing and it seems that unlike other items (hats and shirts) that the specification the sprite sheet layout of pants is not super intuitive to figure out just from looking at the farmer pants sprite sheet and there is no mention of layout on the wiki from what I saw as to how to go about making custom pants. Would anyone be able to give me a hand finding more information on that? Any direction would be super appreciated! 🙏
At this point, I'm almost considering it
What I think I may do is create an addon for Dark Offerings written entirely in C# that adds the books instead of translating the current mod to C# and adding books (Though that does raise the question of how I'm gonna manage map changes caused by books, but that's an issue for future me)
you're using C# just to add books?
No. Well, kinda
(in C# though you can make the map change instantly though, that part is actually much easier in C# as long as you can watch for the change)
Would it be possible to define a C# mod that modifies a shop added by a Content Patcher mod?
Content Patcher is just a C# mod after all. Everything it does, it does in C#
the CP mods themselves just tell CP what to do in C#
so instead of 100 different C# mods editing Data/Shops, you have just Content Patcher asking 99 other mods "what should i do with Data/Shops y'all"
Yeah, I think I'm gonna make a separate mod to add books to the shop. It does annoy me that they will appear in separate power tabs. It's not ideal, but it'll be easier to make a solely C# mod from scratch than converting a fairly large (for me at least) CP mod to C#
im a little confused still why you need an entirely separate mod just to add books or add them to shops since that can be done very easily in both C# and CP, but regarding tabs, you can override which powers tab something goes in when using Special Power Utilities
Dope to learn about the power tab!
To cut a long story short, it makes managing configs a pain (I'd need one for the CP mod and one for its C# logic). And it's all bc of one stupid book I decided to add that changes how slingshots work 😅
-# Plus I do wanna learn how to make a mod entirely in C#
whatever motivates you the most cus ur gonna need it
Is it time consuming?
Yes
events are annoying and borderline self-torture when you're starting but that might just be me
events are evil and cruel and mean
lost my damn mind
so yeah you need all the motivation you can get 
https://stardewmodding.wiki.gg/wiki/Events_for_Everyone
This is a good resource often recommended.
Last edited by AtlasVBot on 2025-09-13 18:45:43
This guide attempts to provide a more in-depth explanation to modding events as a reference for both beginners and experts.
I use the one button linked and the first duckbase linked at the same time, and also the trigger actions and GSQ pages in the sdv wiki while making my events
(tbf the event data, trigger action, and gsq pages arent guides, just documentation)
I'm in for hell aren't i
true, just good to have on hand
its the getting started part that gets you... after that i only use the sdv event_data one and the two above, but events for everyone is really good for getting a more detailed explanation, cus its a guide as button says :3 but fter you learn it you just wanna know the stuff thats available
I also liked checking this list when something goes wrong https://stardewmodding.wiki.gg/wiki/Tips_for_Making_Events_from_a_Novice_by_LenneDalben#Common_Event_Script_Issues
Imo it's not "hard", just so impossibly precise and sensitive than anything will make it not work
(keep in mind that link is from before 1.6)
it is kinda hard to understand at first, because there are a lot of parts, but not hard to actually do
yes yes but I only use it for if I have event script issues 🙂↕️ it helps a few times
im saying be careful using it for even that, because the issues in that chart may also be out of date, especially their solutions
(I wasnt in the discord at the time but its probably best to ask here lol)
im not saying they are, but they could be
good luck soldier
thanks
i kinda wanna have my NPC mostly be related to events
events are one of my favourite things in the game because each one is unique in its own way
if i was a pro, id have more than like 15 events
you can get there, i believe in you 
I'm not sure if anyone has written up a formal tutorial on it, but fireredlily made a template here that shows the poses that use each pants sprite:
#making-mods-art message
More generally, each set of sprites for a single Pants item is 192x688 in its texture image (which is assumed to be 10 sets wide before going down a row). It's split into left and right halves by gender, except for the inventory icon at the bottom left corner.
think the first event i should try setting up is the one where an NPC visits the farmer on their doorstep and greets them
most NPCs do that
event IDs dont have brackets?
huh
OH NO. I JUST REALIZED THAT IM GONNA NEED TO LEARN HOW TO DO EVENTS FOR THE NEXT BIG MONEY SINKS MOD
I'd insert the darth Vader meme, but can't
Thanks so much! Really appreciate the help ^_^
okay, i looked at the guide for a bit
....how do i make it choose a map?
ohhh its in the target
nvm
!
How do you make interactable items? I'm trying to make an item that when clicked will prompt a multiple choice question. A different scene will play based on the player's choice. All the mcq info I've been able to find is on npc dialouge.
You can't without extra dependencies
Spacecore can make an item usable, but I think you'll probably need MMAP (I think) for the multiple choice question as a trigger action
(since spacecore just let's you use an item to run a trigger action)
Okay, i think i got everything
why not {{ }}
notepad++
but generally it autofills these things so you don't mess with those on accident
time to test it out
I think I may cap myself at either 400 objects in my mod or 400 object sprites, just to hopefully limit how much bigger this mod gets 
I'm currently up to 389 in the sprite index, or about 390 but 17.17948718% (I refuse to use the number) of them are just sprites for a config option that lets people go back to the original placeholder images for the seed sprites in my mod
VSC won't turn {ModId} into {{ModId}} for you
how generous of sdv gods to not explode your pc on a stray coma
indeed
now i gotta move onto way more complex ones

is this how you add a condition
like i need the farmer to have 3 hearts with both Manny and Vincent
i have a very cute event idea with them xd
Yuh
I'm making a full Bulgarian translation mod so people can enjoy the game in Bulgarian. I've already done a few of the PNGs myself, but drawing really isn't my thing and some are still left. If anyone wants to help, or knows someone who might, feel free to DM me.
you might get more art help over in #making-mods-art
uhhh okay so, i want Manny and Vincent to walk to a specific tile at the same time
advancedMove is your friend
does the game make it so that one character reaches that destination THEN the other character moves or do they automatically move together unless i add a pause?
oh
basic move would do it like that unless you specify "continue" is true, but by default advancedMove doesn't do that and gives a lot more freedom
Having some fun with custom animals, but I ran into a small hiccup. I want an animal to produce an item, but not let the item gain quality. I can't tell if this is doable on the wiki. Can I do this? If so, how?
what does continue do
continue will continue the script while the character moves
I've personally found move in general to act kind of weirdly. If you only plan to have them make one straight movement then it works well, but otherwise advancedMove while a little more complicated to get right is WAY more powerful
so like move {{ModId}}_SpeedyManny 90 23 2 continue?
or is it move {{ModId}}_SpeedyManny 90 23 2/continue
well it would be move {{ModId}}_SpeedyManny x y direction continue, but you don't move your actor to the coordinates in one go, you must specify multiple move commands. The advancedMove section talks more about how to move the actor along the axes.
Oh yeah it isn't move to a tile, it's move in coordinate directions (so, math
)
this mod is a life saver for coordinates https://www.nexusmods.com/stardewvalley/mods/679
Viewing the map in Tiled is also INCREDIBLY handy
My advice is be prepared for a lot of trial and error and for it to not be a quick process
I've spent half a day creating TWO events 😭
an event is an event
oh yeah i want Manny to sound like he just got out of a house
how do i add sound effects?
go to playSound there's a link
audio has its own way of unpacking
there might also be some online source with the audio but idk
mmmmm maybe ill stick to move until i eventually hit a roadblock
ngl adding butter for my mod has been a godsend in terms of making cooking recipes
does continue apply to all commands or just move specifically?
to just move
i see
To move along multiple axes, you must specify multiple move commands. By default the event pauses while a move command is occurring, but if [continue] (default false) is set to true the movement is asynchronous and will run simultaneously with other event commands.
yeah i read his question wrong
and emote
https://www.nexusmods.com/stardewvalley/mods/34968
(you may also appreciate this)
thanks!







