#making-mods-general
1 messages · Page 608 of 1
Okay, I see now, and I do sincerely apologize then because of the misunderstanding about ItemId
It's not actually looking at an Item there
If it were actually looking at an Item instance then it wouldnt matter but the snippet wasnt enough to show that it was actually looking at the WildTreeChopItemData
and both an Item and a WildTreeChopItemData have an ItemId property that means two completely different things :v
yeah, at a glance, drop.ItemId was probably meant to be item.ItemId there
That's what I'd suspect
It doesn't make sense to check the drop at all there
If it was checking item instead then item.ItemId == "709" would work
That actually make more sense
It's something really little that maybe no one will use again, but I wanted to change the amount of hardwood dropped and was bashing my head against a wall until I noticed that
(thats part of why I assumed it had to be checking an Item instance because otherwise the ItemId of a generic spawn condition could be an entire item query like "ALL ITEMS bla bla")
yeah, ItemId on Item and ItemId in the various spawn data classes are entirely different
you could probably report it in #1387907186713301072 and get it fixed eventually
(still no ETA on 1.6.16 though so don't delay your mod for it)
yeah, transpile or w/e in the mean time
(also why are you using console.writeline out of curiosity)
The easier way to debug a transpiler I thought of
Mostly just curious why that instead of using your Monitor
I will actually use a method to check some things to add some extra hardwood there
I also subscribe to the "put a debug log somewhere" method of debugging so
And have a fried mind
mostly bc I never learned how to use a proper debugger
(definitely do report it in the alpha thread though and sorry again for making an incorrect assumption and running with it)
No problem, I should had put the method in the beginning but I am falling sleep now and didn't thought about it
Will make the patch and report in the morning
Thanks for the help!
Console.WriteLine can easily be used with a single Call instruction; Monitor cannot
i've done that once
i mean using Console.WriteLine directly from IL
Yippie!!! I even increased the fish limit :D
Smh I learned how to emit enums just so I could log shit from a transpiler
how do uh, specific item gift taste dialogue works? if is the AcceptGift_<id> bit?
if im not explaining property, i mean i want a special dialogue to play when giving an npc certain items
Yeah that’s the one
Eg:
"Action": "EditData",
"Target": "Characters/Dialogue/Abigail",
"Entries": {
"AcceptGift_(O){{ModId}}_DemetriusFruitSalad": "{{i18n: AcceptGift.Abigail}}"
}
while we're at it, does anyone know how to change gift responses based on relationship if that's possible? (like, a different npc response to a gift when the player is married to them)
got it, thank you!
wiki doesn't mention one
Maybe just with conditional patches
alright, so no quick fix, but thank you!
I think it would be something like this
"AcceptGift_(O){{ModId}}_DemetriusFruitSalad": "{{i18n: AcceptGift.Abigail.{{Relationship:Abigail |contains=Married}}}}"
and then in default.json
"AcceptGift.Abigail.True": "Dialogue For Abigail When Married"```
and i'd personally just put the item name somewhere in the default.json something like AcceptGift.Abigail.DemetriusSalad.False and you match that in the entry
ok, thank you so much! :)
you can also check for other relationship statuses or check for them all https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md and https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md#what-else-can-i-do-with-translations have some more on that
Ooh that's better. I forget about using i18n that way.
You know what, making the Traveling Merchant sell Lansat berry seeds with a RANDOM 0.1 condition sounds like a significantly better way to make them rare than by having her sell them on rainy days between 4 and 8 PM
can you specify time of day?
Whatchu (what're you) working on?
Adding aquarium fish to my map!
that way they can swim around without needing to be hand-animated (which looked... interesting when I did it)
For Arumi? | Animation is hard, I'm impressed by your attempt!
For a fish in Arumi's mod yeah, after her 2 heart event there'll be a carp in the river beside elliott's house, I animated it swimming cus I didn't wanna mess w C# at the time, but it's much laggier in game. It has a certain charm to it, but it's not exactly gorgeous haha
and i didnt want to think about animating the fish in her fish tank, and I want her to have a bunch of fish
Yes, using the TIME GameStateQuery. Or for other use cases with content patcher, the Time "When" condition
Me when I forget a comma when editing my manifest 
Are there any guides on how to draw items that inherit their color? My objects have been coming out far too dark and unsaturated
It may not be lag. Have you checked the frame duration?
just greyscale
Huh. That's way easier than what I was doing!
Not sure about guides, it's a color mask, I have a bunch of them in dwarven expansion if you want examples
I color all my jewelry and potion reagents with that feature
Gonna test these later today after work!
Can I make smelting an item at a furnace give more than 1 of an item? I have an item that's literally just a giant ball of iron, I wanted to make it smelt into 10 iron bars but clearly I haven't done it correctly
MinStack, not Amount
Ahhhh ty
[[Modding:Item_queries]]
it looks much smoother in tiled is what i meant lol
It's still smooth enough but slower fps
Hi, how are you guys?
I almost completely rebuilt the mod for a girl. The mod belongs to her and she had removed it because she couldn’t solve an issue. At first I thought it was just that she didn’t know how to make machine rules, but it seems like the cause is something else, because I do know how to make them and I still can’t get the items from her mod to be accepted by one of my machines from my mod.
I tried all of this:
- Creating the rules in her mod to inject into my machine, didn’t work, the item gets rejected
- Gave the rules very low load priority in case it was a load order issue, same result
- Tried using context tags as input and also item ID, same result
- Moved the rules to my mod and tried injecting them like I did with other mod items, didn’t work
- Tried putting the rules directly into my machine’s data/machines, still the same issue
- Tried using the item ID directly in my machine, nothing
- Tried replacing the ID of an item in a rule that was already working, didn’t work
- Tried replacing the context tag of a working rule with one of her mod’s item tags, negative
The only thing I can think of is that there might be something in the objects data of the items causing problems. What’s strange is that I can spawn the items from her mod using CJB Item Spawner, so the items do exist.
I’m not sure what to do. Maybe an outside perspective can see something I’m missing.
Machines rules.json
https://smapi.io/json/none/c54c97687a7b40c0859f83cb0a2f5a7f
Objects.json
https://smapi.io/json/none/11d401db589d42c48aa4968fc50ef055
The items
did you include the file
what does Lookup Anything on the machine show
i recognize those milks
I've never done Tiled map animations before (I've only made a few tiled map edits 😅)
I'm also very curious how many monsters will have spawned by the time I finish the rock mod (still need to add the logic that removes them at the end of the day)
Yall ever feel like you can't decide what mod to work on at times?
yes
Hi, Selph
In my mod’s content.json I didn’t load the compatibility file, but my machine’s one does load it, and I had placed the rules inside my machine’s JSON when I made the last attempts. I also added them to the compatibility JSON in her mod, so it should work.
I’m going to try adding the compatibility JSON back into my mod’s content.json, the target field one.
I'm quite confused, apologies
you can confirm that the patches are being loaded by running patch summary YourModId and see what your mod is doing
and patch export Data/Machines to check that your thing is actually being written into game data
No, the answer is always "not the one I need to finish and release"
/me lives in fear of debugging multiplayer
Yes, give me a minute, I’ll open SMAPI. I don’t know the SMAPI commands so I don’t use them. Oh, and I don’t use Lookup Anything because I can’t see the interface due to my visual disability.
Also: a rock mod you say? Will it have new gems and or minerals?
Do I enter the command once I’m in the test save?
yes
Yes, it loads the rules. I found them in the file I exported with the command you gave me, but it still doesn’t process the item. I’m going to try regenerating the items again.
post both Data/Machines and Data/Objects?
Did I upload both pieces of code here?
Yes, I included them in my message in the thread, but I’ll paste them again. Give me a minute.
Machines rules.json
https://smapi.io/json/none/c54c97687a7b40c0859f83cb0a2f5a7f
Objects.json
https://smapi.io/json/none/11d401db589d42c48aa4968fc50ef055
They’re simple rules, I put an item in, and an item comes out hahaha.
sorry, I mean the exported file via patch export
https://smapi.io/json/none/0243675969fa4d1d8fe4a689f1a3bb2b
That one is the Data/Machines file. Do you need the Data/Objects one too? I have a lot of mods installed, so I’d have to remove them all and leave only my mod and hers to make the file smaller. My machine can be found as Dairy_Forge.
Do you want me to do that? I can back up the Mods folder and then leave only my mod, her mod, and the required dependencies.
hmm yeah the file is indeed too big for my phone to handle
can you post the file directly
This?
I’m going to empty the Mods folder so it’s easier and everything loads faster.
that works
the issue is that you already have a rule that takes generic "flavored_milk_item" inputs above the rule you're trying to add
so the machine is triggering that rule, discovers that you don't have the required fuels in your inventory, and then exits
you need MoveEntries to move your custom rules to the top
Aaaahhh I’m going to remove that tag from her mod, I didn’t know that was causing problems.
Actually, I use MoveEntries in the seed maker for exactly a similar issue.
But if I remove the tag from her items, would it work? She hadn’t added any tags to her items, so I added them myself, and well, if removing it fixes it…
probably, I havent comb through the files 100%
Lookup Anything is your friend here
look up your modded milk items, if it shows multiple rules it's probably wrong
I can’t read the Lookup Anything interface due to my visual disability.
Ok, I removed those context tags, cross your fingers, Selph haha.
Selph, did you cross your fingers? Because… IT WORKED!!! Thanks for teaching me so many things, now I know one more thing I need to keep in mind! Seriously, thank you so much.
You have no idea how happy she’s going to be!
congrats yay!!
Him Wem!! Ty but the credit goes to Selph, without their knowledge I’d still be struggling with that issue hahaha. Well, I’m going to keep working on the mod, I want to add more things to it.
okay great uhhhh one of Darkrai's hated gift tastes is coming up as neutral and I have no idea why, especially when the item itself is meant to be universally disliked
waiittt I might've figured it out?
There was a space between the last entry of the disliked list and the start of the hated entry
nod nod
OH WAIT- NEUTRAL COMES AT THE END OF THE LIST
I forgot it goes Loved, Liked, Disliked, Hated, Neutral
Alright it works now :3
That's for giving a hated gift on his birthday before you've befriended him enough
/me hides his 2 NPCs with 7 total lines of dialogue from the guy who has special dialogue for a specific gift on a specific day
Okay I wasn't THAT thorough with the dialogue 

Well shoot. No matter how rare it'll be, the fact this cutscene really doesn't look right with the mushroom cave is very problematic
It's a good thing I picked the mushroom cave this save specifically to test for this cutscene
moonlight jellies and crab pots: first time?
This part look a little weird still but I'm okay with this. He's kinda incorporeal so like.. it works
Lol
U didn't patch that out?
But this is definitely a sight 
tbh I didn't know how to and I was using a save with the fruit bats at the time I was making the cutscene 😭
believe it or not this is one of the most common spelling mistakes I make 😭
I type too fast 
wait the M is also capitalized 
Anyway, now the question is do I want to fix that properly.. ORRR be okay with how it looks?
I think I'll be okay with how it looks :)
1000 gold for an ancient seed is.. too cheap isn't it
Very cheap
yeahhh... this shop is meant to have cheaper prices but like the ancient seed doesn't normally have a price so.. yeah-
How expensive should it be then?
I've just bumped it up to 6000 but I could also do 10000
10000 sounds right without making it so expensive it's just not worth it
Maybe you could have the event take place in a copy of the cave instead of the real one?
I didn't consider an NPC other than the Wizard being down here during the Luau. Thankfully, it's Sebastian of all characters who I feel like would actually enjoy Darkrai's presence
what happened to the tree 😭
someone was hungry
was it sebastian, ruining darkrais hiding spot
$4#$b#Just... to commemorate our friendship.[(F)TntDove.PBB_DarkraiArt]$1#$b#
Alright, this failed to give the item and also messed up the dialogue. What have I done wrong?
It was necessary to avoid creating a custom sprite 
Im gonna guess it can't be a qualified ID?
wiki says it can; you could try adding a space, but I'm not sure it cares
https://stardewvalleywiki.com/Modding:Dialogue#Dialogue_commands
looks like the vanilla dialogue never does
can you try $action AddItem (F)TntDove.PBB_DarkraiArt (might need a # before it i'm not sure)
-# i was like darkrai looks cute here wdym
haha yeah, cute portrait lowk ominous text layout
Ok I think I found my issue. I'm guessing that's not the name for the item 😭
When did I change its ID 
darkrai wanted to prank you
Noooo he's supposed to be sharing his appreciation in a very heartfelt way 
well he'll share it with the farmer just not you :P /j

It's so crazy how close I am to having tested enough to be comfortable with releasing this update. And then letting the masses discover any other issues

have fun with that :P
It's working now :3c
Which means I have only one step left for testing
Custom gift taste dialog for all of the vanilla NPCs
I’m trying to mod my android device but it appears it uses 32 bit apps and the android smapi launcher is x64 or something? Anyone got any bright ideas
!smapiandroid
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
(it also sounds like you might just be out of luck anyway but idk much about that stuff)
but no, from what little i know 64 bit only
32bit? In 2026?
some ultra cheap low power android devices are 32 bit
I didn't know anyone was still making 32bit chips
android is beginning to phase out support already but i guess there are still holdovers
Is it possible to customize the prizes for the trout derby?
I found this mod for Lewis's prize machine and was hoping to have similar functionality for the trout derby (even if it doesn't have the user interface of the prize machine)
dont think theres any that I know of 
Hmm, glad I didn't miss something at least
Is the code there particularly difficult to mess with or is it one of those things people just haven't gone in to
It's not the worst hardcoded thing there is
It's handled in GameLocation.answerDialogueAction() if you CTRL F for TroutDerbyBooth_Rewards
literally just a list of hardcoded rewards
Can somebody explain to me how the Aquarium Fish code is supposed to work? I've made a spritesheet and now I'm trying to make these fish show up in the aquarium (with the correct textures), but I am kind of struggling. I've never used spritesheets before.
in assets that use slashes as field separators you need to use double backslashes \\ inside the texture name
though that asset name also does not look like one you Loaded?
if you need to use a texture you need to first Load the png into an asset name
I've loaded it.
ok yeah then it's just the backslash thing
(though I would highly recommend loading it to a more usual kind of target)
But should that fix the problem?
I'm confused about how it detects and applies the textures to these specific fish from the spritesheet
Your forward slashes are currently very much breaking the format of the aquarium data
If the data is a slash-separated string like aquarium data is, that means the game will take out a new chunk of data every time it sees a / as it goes from left to right
So if you have a / in your texture name, it will be taking chunks incorrectly
yeah it doesn't think you have a texture named Mods/Something, it thinks you have a texture named Mods, plus some other field named Something afterwards
yeah that looks good (assuming no other issues in other fields)
No issues for now
Okay, now it works, but the textures are weird and merged
Is there a way to fix it or do I need to redo the spritesheet?
I recall aquarium sheets have a bigger tile size
(am I incorrectly remembering that Aquarium sprites are two sprites tall for reasons)
The weird extra brown pixels beneath that squid are often (always?) caused by the game trying to look further down on the texture but finding nothing bc it doesnt exist further down, so it just repeats the last layer of pixels it found
Also looking at your texture again I'm not sure if the game can handle double wide fish?
Fish are very much not my territory though admittedly
aquarium sprites are 24x24
Is that 24x24 th ough?
No these are 16x16 grids
I assumed each of those background tiles are, yeah, 16x16
It makes sense now
That means your worm and possibly the shark are too long, though
(which is what I meant by "is that 24x24 though?" i meant the sprites themselves, like i didnt think they would fit in that space and I just counted the worm and it wont)
The shark is 1 pixel too wide
So... It seems like I unintentionally made my changes stick O_O whoopsie
(I don't have my mod loaded rn)
I basically just added furniture to the map, which doesn't really hurt anything, but well, it's best I make sure it's removed 
Hi there,
I’m not sure if this is the right place to ask this question, so sorry if not.
I’ve been trying to learn more about modding and to help learn I decided to create some Perfection documentation for myself about several mods I am getting ready to use. To do this I have been looking through a lot of the files, to try and get all the info I need. One thing I am getting confused about is the comments on the JSON files.
I know from some lower level coding classes I took that there are a few languages that recognize // as an inline comment, which is what I see a lot in the files I’ve looked at. From my understanding, though, JSON doesn’t support commenting. These mods work just fine so it obviously isn’t an issue. Is there something that SMAPI or Content Patcher is doing to allow the comments?
Sorry if this answered somewhere in the modding Wiki, and I just missed it
Newtonsoft.Json, which is what SMAPI uses, handles comments just fine.
It uses its own flavour of JSON that roughly matches up with JSON5
(SMAPI uses it but does not control it though, it has no impact on the development of Newtonsoft.Json. It's a very large and popular third party library)
Oooh that makes sense! Thank you!!
fixed it :D
Removed them every night before you save, that way it'll never be permanent data :3c
Why can both the octopus and cottonmouth (brown spaghetti) able to be put into an aquarium, but not the shark?
double-check the item ID and texture target for that one
Yknow the fact I found as many issues as I did from testing today makes me REALLY glad I didn't go through with pure laziness like I was feeling yesterday
What is the name of the location for the Night Market Deepsea fishing area for adding fish into it?
https://www.nexusmods.com/stardewvalley/mods/24104 The 2.0.0 version of Pokemon Berry Bushes is officially released!
Submarine (i believe)
woooo congrats 
Here's just hoping any new downloaders don't immediately come across any sudden and critical issues 
bug report coming in 3... 2... 1...
I should probably get that orange role and get added to that Modding Community wiki page now but I don't wanna ping and bother anyone to get it done 😔
-# and also get the mod on mod showcase 
start by making an account on the wiki
@outer glacier we have a cheetoing to be performed

YES we shall expand our ranks
oooh yay new sticker!
(Do you want to be cheetoed?)
not in this server (yet, but it's up for consideration!)

WOOO we're one cheeto closer to taking over the world 
I also do have an account on the wiki :3c
Could you please add yourself to the modding community wiki page? The instructions are on the page 

(those are not the instructions in question, but thank you claude!)
oh- whoops
Should I include GitHub and Reddit stuff if those are unrelated to my Stardew Mods?
only if you want!
I think I will purely because it tackles all of my different usernames for various places
Hey guys
the instructions are on that page, they just so happen to instruct you to come back here 
Is there a mod to romance Evelyn
hello! this channel is more for making mods, check out #modded-stardew maybe?
Ok
omg how did it take me THIS long to see this-
you have two of them!
I've always wondered why those sub-roles existed and never realized 
(to be honest, there are very few pixelsmiths nowadays who don't also deserve contentsmith)
you do gotta do some contentsmith to get the pixels ingame
true, the scope creep will consume us all, it's kinda part of the cheeto-ing
I mean, you could always xnb-- 
Hm... how original do the artworks have to be to be considered for Pixelsmith 
it's like that hidden terms and conditions
Or a replacer if it's a mod for a mod
I think that part is up to your personal definition, we don't enforce these sub-roles too heavily
I'm sure out of 390 object sprites, 2-ish NPCs, 40 bundle icons, a furniture, and an asset sheet, there's SOMETHING I drew completely originally
Actually come to think of it, there IS something I know I drew originally (not considering picture references)
This lil thing 
...Which- Should I remove contentsmith on the grounds that I have yet to upload any non-reskins to Nexus?
(ping me when you've added yourself to the wiki, tntdove!)
Okay I just hit the save button
you can't remove it on your own, but do your reskins not have content packs associated with them?
hmm i made a bunch of books, leaves, raccoons, monster portraits, and a hot air balloon, maybe i should grab pixelsmith lol
They're CP reskin mods: https://www.nexusmods.com/profile/SkylarkL/mods
then you're perfectly entitled to the contentsmith role, in my opinion!
ahem.
congratssssssss 

YAYYY
congrats 
OUR RANKS ARE GROWING
welcome to cheetohood!

Technically 2 years overdue but I feel like I've earned it at this point 
better late than never!
now you can showcase your own mod 
Like this?
I don't know how the mod-showcase works 
AND make a thread to show off mod stuffs
right click the message and click apps > publish
and it will put your mod in #mod-showcase
That'll be so nice for any random bs mods I make for the funny 
On the topic of my one WIP mod that actually adds something, what's the proper way for a modder to get code troubleshooting support for a little-used framework mod, socially?
ask here and see if anyone knows, really
-# I just beg everyone in my thread
I took two years to get cheeto'd after my first mod too, you're in good company 
I took over a year to even release my mod after making it 
mod pages are hard
I just didn't even consider publishing it to be honest
I tend to make things for myself 
I wanna make funny little mods until I get 30,000 unique Downloads and get Lifetime Premium on Nexus :)
I kinda doubt I'll get there from just this one silly Pokemon mod. If anything I'm worried about it gaining too much traction 
But also for now I should probably take a break and actually play the damn game 
or make more mods
I was gonna say I've got no ideas for other mods, but... looks over at list of other mod ideas
the cheeto dust will infect your brain with the scope creep disease. it's too late now. there's no going back. /silly
Funnily enough I do have ideas for more things related to the mod I made, but I feel like they'll be addon mods rather than updates to the main mod. Like an artisan machine for making Poffins where I can learn how to make flavored things. And also cuz adding artisan machines requires a framework(?)
-# on that ominous note I shall retreat to my lair farewell
You can add basic machines (object in -> wait x time -> object out) via cp, some more advanced features need frameworks tho
Oh, sweet. I'll probably still make it an addon mod but good to know 
Oh, I just realized I never added dwarven expansion to the wiki, I think it's still just Dwarvish
I don't think my mod list has changed since I got cheetoed
It's Friday!
that would require me to think of doing it
What's a mod you would make if you have infinite skill and time and ability to concentrate
I really want to make a stargazing mod
I've got a whole design doc and I've started learning how to make smapi mods
I'd just finish my WIP list
But it's probably still a long ways off
well, potential mod list, haven't started any of it, so it's less WIP
ftm probably an Animal Crossing mechanics overhaul (dynamic village w/ pool of random npcs moving in etc), that was a fixation years back before I decided not to touch all that code
Oh, or I'd do a mod to add in all the Dredge fish
iirc a few other people also did that, but idk how it went
1:1 recreation of Skyrim in Stardew Valley
but after that one Dredge fish I did, I was like "no I don't think I can do all these guys this small"
well now we have that big fish framework...
making them into multi-inventory-slot tetris like Dredge inventory, now there's an infinite timesink mod
Probably a full on Pokemon Mystery Dungeon style expansion to my mod with a bunch of dungeons with combat and whatnot
that anchovy is not a bigger fish, it's just more detailed
theres already an anchovy in the game and its drawn fine at a bigger scale, its not like you have to make the sprite super tiny to get the point across that its an anchovy
Portraits for Vendors/Extras from every single mod I use.
They're weird in ways I was utterly failing to get across in small size for the few I tried, and honestly for fish that are not actually bigger, I'm not sure I like how having extra detail looks in the same amount of space as other fish
it seems like a hard art style to translate into stardew, short of an inventory upscaler (which would also kinda clash instead), so a lot of work, yeah
squishing horror-themed art into 16px is rough
I managed it for One Fish
anyone can guide me to creating jsons with C#? feel like it should be simple but I've always struggled with json stuff in C# for some reason
Like i know it can read .jsons but isn't there a simple way to export like... a template? (like a list of structs) or do I have to make the json manually (the export would just be to visually see how the layout is supposed to be)
I can figure it out on my own of course, but i feel like I'd overcomplicate it (as always with me and exporting .json files lol)
ohh yeah I also wanted to add some fan Pokemon stuff. Not like other people's fan content, but like.. I think I could have SO much fun coming up with my own custom Berries in Pokemon's style
but it's just a really tall order and I didn't really want to upscale it because it clashed to my eye
For my main mod I specifically chose to not include anything that isn't actually in the Pokemon series, outside of the cooking recipes. But for an expansion mod? Dear god I would LOVE to
well specifically in a stardew context you can always do ModHelper.Data.WriteJsonFile and shove whatever class you have in there. but if you mean constructing a json bit by bit you're best bet is probably referencing Newtonsoft directly and using its suite of JObject stuff
you probably want to look at newtonsoft's API
-# what she said
if you've got a custom asset available through the content pipeline, you can patch export asset/target/here with CP to get the current json version
there are so few opportunities in here for a sharpie to answer a C# question
thankiee .jsons and me don't get along when it comes to coding, content patcher is nice 2 me tho
The 3 Horsepersons of "Whatever issue you're having is about to be solved", at least in my experience 
But can they see why kids love Cinnamon Toast Crunch?
I'm sooo close to "finishing" this mod :333
The fish tank spawns, the fish spawns and acts like regular fishtank fish, they're semi transparent in case you use a transparent fish tank like I do, now I just gotta make it load multiple things from a json 
Question
It's actually so crazy how I finished the work for my mod and IMMEDIATELY am thinking "Oh man I should start doing 'this' for another mod!" like man I wanna finally take a break 😭
Why are you making it load things from a json file directly /gen
Did u framework it ™
What I'm doing lowk
A modern framework does not load jsons directly, generally speaking
there, better sample mods for my entry on the page
I made it load in c# at first, but I kinda need it to spanw multiple and it was annoying
Also I feel like I might use it later
the curse of the cheeto is upon ye
I did not
Awa
You can of course make a framework however you please, but the expectation nowadays is that a framework can be used with Content Patcher
Which means someone makes a Content Patcher mods and just Targets your assets
You do not load their jsons
Oh yeah that's the plan
that's why i've got remaster week going on for my mods, every one i finish gives me a burst of motivation for the next one :D
(and in fact if it's a content patcher mod then your framework cannot load their jsons unless you reflect to find their folder, or tell them to point you to the folder, neither of which are good plans here)
(and even if you do go the custom content pack route, SMAPI has APIs that handle that, no need for manual fiddling with Newtonsoft)
(but please do not go the custom content pack route)
All I want basically is to get the width and height of the place they want fishes at, the coordinates, optionally the texture, and then I need to create a fish tank w those somehow 
Again you should not be loading jsons directly to get that information
I'm not sure what loading jsons mean in this case, can you elaborate on that /gen
now I just gotta make it load multiple things from a json
Can you elaborate on what you meant by this to make sure we're on the same page?
I tend to not be the best at describing stuff so I wanna make sure there's no misunderstandings :3
@autumn tide: do something idk (200d ago)
Oh what I meant was basically get information i need (width, height, and coordinates, or straight up a fish tank furniture id) somehow
I just assumed it would be written in a content patcher file which uses json
Wait i guess most mods have a "valid patch target" thing
Was planning to peek at other mods for that part, I think what I'm struggling with now is creating the fish tank
I could make it require an existing fish tank but since I'm using c# anyway I wondered if it was possible just to get the bare necessities.
Okay, that makes more sense then, it sounded like you were planning on directly loading the .json files yourself from within your C#
Though I'm not sure what you mean by the "Valid patch target" part
Have you seen this page though? https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Framework_Mods
Yeah I was peeking there actually :D
The "Custom Assets" part specifically on there is what you'll want to pay attention to
hi I wanna change the bars and ores sprites with content patcher, unpacked the asset with starboundxnbhack, I cant seems to find the files for the ores/bars, is it in a tilesheet ?? theres no tech issues, Im just not familiar with what is where once the assets have been unpacked
Maps/springobjects iirc (with .png in the unpack)
all most basic objects are in there, including inventory items, forage/ore on the ground, etc
When I doubt, it's probably in springobjects fr
and loosesprites/cursors for anything that's not an inventory item 
(TileSheets/Objects_2 for 1.6 items)
hmm, Id have to unpack it and repack it with like imagemagick ? Can I use 32x32 in content patcher and like replace only a specific thing in it ? sems annoying to use a whole spritesheet
also Im confused with it has languages it's a picture...
(The languages are because the milks, btw)
Unless you use one of those hd scaling frameworks like Scale Up 2 or whatever it is nowadays
There are words on some of the pictures
but Content Patcher works with pngs directly
If you look carefully the other languages have different letters
dont repack them into xnb
by repack I meant if I replace a bar dont I have to provide a full springobjects.png to it ? like I cant tell it to replace the spritr with coordinates X, Y can i ?
You can and should
You can tell it coordinates
ah ok, thanks a lot 🙂 makes sense now 🙂
I found that a nice way to figure out how ContentPatcher works is to download a small mod that is using it and to analyse what it does, using the above linked documentation. Learning on an example, basically
so Im guessing theres some sort of utility to browse the tiles in a tilesheet and find the coordinates for a specific tile or its done manually?
also just noticed this, that seems to be 2x 16x16 tiles then a 32x32 ore deposit ?
Every art program minus one will tell you the coordinates
Usually in one of the corners
Turning on the grid to 16x16 also helps
The game has many hardcoded exceptions to things in its code.
You yourself cannot tell an item to be 32x32
also thats the meteor
No, that's a big rock (not technical name), stardew spritesheets are fun
unless I had an hardcoded exception I guess in a code mod, but I suppose lanczos from 32x32 to 16x16 wont be that bad
As far as I recall, I don't think you need the coordinates of the game's image files, only in your own image (even MS Paint can tell you). You tell CP which item you wanna patch by using its item name or ID, I think? Unless I'm mixing up things
No, you do need the coordinates for both
You cannot tell it to patch an image by the item ID
I see I see. So far I only ever added my own items
That is, if you want to patch springobjects (which can be better for compatibility in some cases)
You can edit the Data/Objects entry for a specific item ID to tell it to use a different texture sheet and spriteindex entirely if you want
thanks a lot for starting me up for what I wanna do, sorry if my really newbie questions were aggravating I just needed an initial push to understand how it works at the very basic level
And then just Load your texture separately
It'll work but it's less compatible, which may or may not ever matter
in my case I want to have my own pics for bars and ores no matter what other mods also modify it so I was planning to use the loadimage action not editimage cuz the mod is only for my personal use to set up sprites preferences for myself
You should use EditImage.
(if anything load makes it a certainty your edits will be overwritten; EditImage changes are applied after Load is finished)
There's no reason to re-Load the entire springobjects.png and only runs the risk of another mod you have installed conflicting and causing neither mod to work, and also what Selph says
You want to use EditImage to replace the specific sprite on the springobjects sheet
but its unclear what priority control we have ? like no matter if 10 mods modify those same coordinates I want it to load mine for certaion ? Shoulde I use like ZZZZ_ before the mod name so its loaded last for sure ?
(I edited my post for more info)
The Priority you can set is listed on the documentation for every action Content Patcher can do
The name of your mod is irrelevant when other mods start using the actual priority system
Generally, a Late priority is good enough. If not, Late + 100, if not that then Late + 1000, etc
How do you use an input item in the output item's name in a machine rule? I currently have the following
neither of those (internal name and display name) works
per the machine page, {0} can be used in internal names, and it will turn into the input object's internal name

as for display names, it's documented on the Item queries page since it's not unique to machines, but you use some macros that turn into the display name of the item used as the "flavor"
Is this an EMC exclusive thing?
no
I ended up doing this ```set IM_CONVERT="C:\Program Files\ImageMagick-7.1.1-Q16-HDRI\magick.exe"
set INPUT_FILE=springobjects.png
set OUTPUT_FILE=spring_tile_%%[filename:loc].png
%IM_CONVERT% %INPUT_FILE% -crop 16x16 -set filename:loc "%%[fx:page.x]_%%[fx:page.y]" +repage %OUTPUT_FILE%``` so that in the sprites when browsing them I see their coordinates in the filename 🙂
-# lil overkill but i love it
to add, making the output item flavored after the input item is part of machine data (PreserveId)
-# i really need to write that guide some day
Okay, I feel like an idiot here. WTF am I doing wrong 😅
"ObjectInternalName": "FLAVORED_ITEM Smooth DROP_IN_PRESERVE Stone Boosted",
"ObjectDisplayName": "FLAVORED_ITEM {{i18n:Smooth.Name |mineral=DROP_IN_PRESERVE}}",
"PreserveId": "rock",
FLAVORED_ITEM doesn't work for non-vanilla items

you want to use just the item ID, and rely on other machine fields to fill in stuff like flavor inherit/copy color/input price boost
Great examples in cornucopia
I'll link back to this checklist again: #making-mods-general message
and also read through the machine page for more explanation
And how would I pass the flavor name into my i18n file? Cornucopia does the following [LocalizedText Strings/Objects:Cornucopia_WaxMelts %PRESERVED_DISPLAY_NAME]
Cornucopia is using i18n in the code where it loads the string into Strings/Objects
Content Patcher modding question for loading textures: I'm adding animals. I have a content.json and three templates I'm referencing. One template for the animal data, one for loading the shop Icon, and one for loading the texture. The shop Icon loads just fine, but when I do the texture load the same way, the game isn't finding the asset. When I don't use a template and hardcode the texture load with the file path in content.json, it works just fine.
I'm getting an error of failed to load texture path '': asset doesn't exist. Defaulting to error texture.. Anyone have any idea what could be the issue?
image loading templates:
ShopI Icon template
{
"Changes": [
{
"LogName": "Load shopIcon for ({{Animal}})",
"Action": "Load",
"Target": "Animals/{{ModId}}_{{Animal}}_Icon",
"FromFile": "assets/{{Animal}}_Icon.png"
}
]
}
texture template
{
"Changes": [
{
"LogName": "Load adultSprite for ({{Animal}}{{SkinExt}})",
"Action": "Load",
"Target": "Animals/{{ModId}}_{{Animal}}{{SkinExt}}_Texture",
"FromFile": "assets/{{Animal}}{{SkinExt}}.png"
}
]
}
How they're being referenced in my animal template:
"ShopTexture": "Animals/{{ModId}}_{{Animal}}_Icon",
"Texture": "Animals/{{ModId}}_{{Animal}}{{SkinExt}}_Texture",
An example of them being called from content.json
{
"Action": "Include",
"FromFile": "templates/ShopIcon.json",
"LocalTokens": {
"Animal": "ChickenFrog",
"SkinExt": ""
}
},
{
"Action": "Include",
"FromFile": "templates/Texture.json",
"LocalTokens": {
"Animal": "ChickenFrog",
"SkinExt": "_White"
}
},
{
"Action": "Include",
"FromFile": "templates/Frog.json",
"LocalTokens": {
"Animal": "ChickenFrog",
"SkinExt": "_White",
"PurchasePrice": "800",
"SellPrice": "800",
"RequiredBuilding": "Coop",
"ProduceItemId": "176",
"DeluxeItemId": "174",
"DaysToProduce": "1",
"DeluxeProduceCareDivisor": 1200,
"DeluxeProduceLuckMultiplier": 0,
"HarvestType": "DropOvernight",
"HarvestTool": "",
"HarvestedTexture": "",
"UnlockCondition": "",
}
},
I used to have the texture load in the animal template but broke it out on its own while trying to debug this issue.
but yeah that's the localized text token that says "pull this string from this location, while passing %PRESERVED_DISPLAY_NAME as the argument"
OMG THANK YOU! I forgot about the freaking percentage sign 
oh that'd do it
can we see the full animal template?
(also it's recommended to upload to smapi.io/json if able, makes it easier to view)
I see you're missing BabyTexture, but not sure that causes the shop issue
is the error during the shop or after purchase
oh wait the actual issue is probably that you set HarvestedTexture to an empty string
I haven't implemented babies yet, so it should be the default none there
it has to be null if it should not be used
The issue happens after the shop. The shop shows the icon fine, but the actual animal has no tecture running around.
so you need to either not set HarvestedTexture at all, or set it the same as the regular texture if it's not different
XP i have to recreate my Unique Response Core's error checking
I cannot remember how to check the dialog for my keys and values
Success! Now I only have the following left to do:
- Crafting Recipes
- A bunch of output rules for the stone crusher
I also did the most important thing for any of my mods - figuring out an appropriate outfit for the mod page.
You dont just hit random three times and hope for smth?
TBH, this was meant to be a temporary save, and I just kept using it 😅
You don't just go Captain Default?
Captain Default is boring
True but it's like a mannequin
they're there to show off the mod, it's incidental
So they don't need to grab attention from the mod
TBF, it was originally meant to be "Debug", but that save ended up not panning out
Besides, I can't say bye to t Copy - look at how many dinos they've raised bc I keep putting off work on my book mod until I finish this rock mod
Surprised you didn't name your character Fred with all your rock-related work
This is my first rock mod
Oh my gosh that was it thank you.
It didn't like null or "null" as the value being passed in, so I removed it from the template entirely. I only have one animal in this set that has a harvested texture, so I'll just DataEdit it back in for that one animal.
I did break something else terriblly with ShopIcon while debugging this, so I get to fix that now, but man I've been stuck on that one issue all day and now there's a path forward
(yeah unfortunately you can only use tokens in strings, and "null" will become the string and not the null value)
-# Though a small part of me thinks it'd be funny to see someone get to the island after having ~10 new dinosaur spawns each day.
hey im new to map designing and was wondering how i go about adding foraging spots, as ive expanded the backwoods and want the area up the top to be forageable (heavily wip so dont mind the ugly design currently for map layout)
blargh.. what do we use instead of IAssetEditor now?
Helper.Events.Content.AssetRequested
Expanding up and left is not a good idea on maps
if I'm reading that right
It can mess up a lot, like the vanilla scene with Abigail on this map
re your map, I mean. Expanding up/left changes the coordinates of the whole map
now i just need to rewrite my checking code
gl
other than that, I THINK by default foragables spawn just anywhere there's grass, but don't quote me on that
If a map has forage enabled on it
it i haven't adjusted the size atm, but ill make sure to remember that if i do thank you
Yeah I couldn't tell if you had or not with that, but it's definitely good to know
Ah ok thanks, any way to increase the forage spawn in an area at all?
And if I do adjust the map size out how would I go about modifying the event , plus is there a way to change where the monster obelisk gets placed down too alongside it?
On my way closer to replacing every livestock with a frog so I don't have to deal with the rest of the animals any more.
Got an issue now where I copied the alternate purchase type code from the vanilla chickens, but instead of behaving like the chickens, I end up with two chicken shop entries. One returns brown, one returns blue, and white never spawns.
Do both of them have a sell price? Only one should (the one you're buying, aka the one with alternatepurchasetypes in its data)
ahhhhhhh I'll try that fix
If you need a guide, I whipped up a quick example using an animal with two purchase types and two random skins each; https://smapi.io/json/none/d7f68282eaad4e4e94c4945209ce6bd6
I've been on a kick with random animals, so this is recent for me lol. Hope this helps.
Everytime I create a fish, it also always automatically creates a smoked fish. Is there any ways to remove certain smoked fish in Content Patcher?
Not that I know of — you can essentially forbid its creation though
by editing the smoker rules
Note that idk if this causes issues if any quests ask for a smoked XYZ
4/11 rules done thus far
CJB cheats just use a heurestic that goes "if fish, create smoked fish item"
so yeah as elizabeth said you can just forbid smoking it in regular gameplay
it's just the raccoon I think, which is fine since it uses a hardcoded list of vanilla items
And by 4/11, I actually mean 4/15
So do I just. Go in here and request cheeto-ification
https://www.nexusmods.com/stardewvalley/mods/43006?tab=posts
Yes!
You've successfully been cheetofied
YIPPEEEE
May the cheese be ever in your favor
Also, I'd like to know: what is the difference between the seasons/weather in the first and second screenshot?
First one is that fish in particular
Second one is that locations entry for that fish
(Also it's unnecessary on the second one lol)
And your Macs be always cheesy
season in fish data is unused since 1.6 (or earlier idk)
I think only weather is used? but I remember investigating the season issue and it is ignored
the wiki says it's unused
It's so confusing, because I'm trying to get the alligator snapping turtle fish to spawn in fall **AND **during rain, but it's not showing as spawning during rain using LookupAnything, but in the code I have it as both rain, so I don't know if I'm crazy or what
Iirc lookup anything doesnt habdle the condition field right sometimes
Only 7 more rules left to go I believe. Though, with that said, I'm probably going to call it a night
So am I supposed to test it out the old fashioned way? 😭
Lookup anything is a mod
Oh, I see what you mean
Curse you brain for trying to work near midnight
But also what's confusing is that why does it list the weather for Bluegill as sunny, but not rainy for the turtle
I guess everything has its limitations...
it actually does not use the season in fish data, that's...interesting
but it does use the weather
the heck?
Selph, you take over, I'm running back to blue popcorn
jk :P
why is github so damn slow today smh
fish data uses rainy not rain
the Condition correctly uses rain
-# I know it took me a moment too
I see thank you
(does rainy not log an error if you try to fish for it?)
I guess not
also I did recall correctly. lookup anything doesn't do anything special for weather in the condition field. https://github.com/Pathoschild/StardewMods/blob/76565e83ede4bc8b3c293f1c659032ba9c39c213/LookupAnything/DataParser.cs#L199
bump
iro answered right after you sent that and said to just ask and see if anyone had an answer
So like kind of a request?
I was wondering if anyone would be interested in making an Icelandic translation mod for stardew cause the only one I’ve found is outdated and I’d love to see what the game would be like in Icelandic as I’m Icelandic myself
If anyone is willing, I’d be happy to help with translating! :)
I can update it to work with 1.6 if that's your problem or there are sentences to be translated
That would be awesome :)
shoot - this is ancient for 1.3.36 🙂
yeah will make it and will dm you - however you'll need to translate the lefovers
Ofc :D
@fading meadow You leveled up to Cowpoke. You can now share images in all channels!
probably the images might be missing and a lot of text will be in English ... or if you preffer any other language to translate from let me know
so the images has to be updated to the 1.6.15 version - as well
O
yeah 🙂 not my cup of tea as well 😄
I mean I have no idea how making mods works lol I was just thinking of being the translator if that makes sense
But like feel free to dm me and we can work sth out :)
oh, checked the data in the mod ... this mod is missing ... everything
I’d love to make this game accessible to Icelanders who don’t speak much English like especially younger players
it has only partial characters dialogues - from back then 1.3
I mean ... i'll give you everything - you'll just need to ... translate it
the problem are the images
Can do 🫡
I wonder if someone else can do the images?
We can be like the ultimate Icelandic mod trio or sth
here is ask and you might recieve 🙂 so ... i'll not comment anymore - hopefully some good soul see your messages
will DM now - and when I'm ready will send you the mod with explanations and all
you'll at least will need to know how to type in notepad/notepad++/vscode or anything that can open *.json files - they'll contain all the translations
Got it
Pretty happy with the progress on my backwoods modifications so far
Me when I'm coming up for an idea for my mod that is "cool" and "original" then I fond out Ridgeside Village already did it smh 🤦♂️
!twocakes :)
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
Lmao true
!twoca- what they said
I can't find the event answer IDs for the Sebastian frog event, specifically the "It's our new son", I am going crazy trying to find this number. Does it just not exist or am I looking in the wrong place?
But I need specifically the dialogue answer ID for the son thing, I can't find it though. I try searching "$r" in the thing for the event but that event doesn't even have that
it's in Data/Events/Farmhouse.json
You can't because it's a quickQuestion, not a dialogue question. There's no id associated with it.
Okay thank you, I just needed to know if it had one or not
is it possible to move a door warp by half tiles? im reattempting to make a bus sprite replacement and the warp is like half a tile to the right but i cant move the door sprite at all
No, they have to take up a full tile. If you attempt to move it partway across a tile, it will just snap into whichever tile it is closest to.
devastating
I would recommend making the warp two tiles wide so that the whole door is covered and see if it feels too obvious that it's wider than the actual door. It might not be very noticeable.
wait youre right lemme do that. i should also mention i was adding compat for cut characters since it adds a second door
seems good!
the fruits of working on other projects and not keeping up with messages in the discord!
I should clarify further: what's the etiquette for requesting troubleshoot support for a little-used (c. 6 mods use it), actively maintained mod framework on Nexus - namely, where should a mod author send or post their request, problem description & parsed json link?
(since it's so infrequently used that the regular, very appreciated cheeto-fingered pufferchick volunteers are near-certainly unfamiliar with Custom Mounts)
(will check board in morning, must go to bed)
Could always try to ask here anyway, since there's a chance one of us will know or be able to figure out enough from the documentation and source code, since the source code is linked on Github.
The etiquette is still to ask here, because like lily says, frequently we can figure out things even if the mod isn't well-known. Also, you never know who might be familiar with it - I've made a mod for Custom Mounts, for example. Finally, Erinthe is in the channel anyway so if all else fails we can ping her.
@vernal crest What happened to your green?
I found that being a Junimo was too hard on my health so I had to resign
It wasn't super stressful or anything, I just didn't turn out to have the energy to add it to my plate.
Oh that's a shame, but your health comes first 
(Aba's just being too kind to us. We accidentally left the cupboard containing the green removal spray open, and... well... /j)
(I hope things are looking better now though at least?)
Why do you have a spray for that 🙃
(We have one for applying and removing all of the role colours!)
Back to flip-flopping back and forth between sustainable and overcommitted rather than consistently overcommitted xD
You know what, that's a genuinely big improvement! Even a tiny bit of breathing room does so much.
Is the Cheeto spray filled with Cheeto dust
How else would they get this particular orange?
The Cheeto spray is specifically like one of those dry air fresheners, because it's powder instead.
A while ago, i had some tiles doing really weird things with some offset. Like, i cannot recall what tho, but, they were like 2.5 riles off. This was under 1.5.4 however.
do i need to have 2 values here or will typing YEAR 2 make it so the condition applies from year 2 onwards
Year 2 is fine I think
The [] = optional to put
The latter. The square brackets indicate that it's an optional argument and it explains that the default is unlimited.
ooh, i see. thank you 🩷
oh you're generating event for C# mods?
it officially built a cutscene for me 😂 next up add some basic timeline editing for speech, pauses, characters walking, playing sounds.. fix some bugs, add some maps/npcs/music IDs, ship it to prod baby
yeah, rightly or wrongly (im guessing wrongly) thats how I want to do things for my first attempt at a real mod so just thought i'd throw this together so that it's a bit less cumbersome for me to make cutscenes
I was mostly curious about the "for C# mods" part ^^
It looks like it's something of an internal tool with the whole EventBuilder part?
Unless that's from a framework that was released I haven't seen yet!
yeah only because I am making a C# mod but no reason the output couldnt be for content patcher
EventBuilder is just an internal class for building event data string, yeah
yeah maybe i am misunderstanding the preview, as I haven't seen what event looks outside of CP x) I assumed that was what is show
In "vanilla" Stardew C#, it's really just... an event string like usual.
scene/grid area on the left is drag&drop ui, basically wysiwyg for configuring the start of your event, and then i'll add functionality to configure npc speech etc as well.
oh okay! well TIL ^^
Though granted I suppose you should be able to tweak the commands having given it a blank event string.
I just don't think I've seen that be done!
It's looking good, though!
thanks! to be honest it is probably not for me to create such a tool given I don't know what is best practice with respect to building events, but if it helps me create a few cutscenes without too much effort for my first mod I will be stoked
if it can be improved and produce a generic output to help others with their events at some point that would be even better but I am a terrible cowboy developer soooo I make no promises 🤠
Fence Repair: repair fences at any time using raw materials, check fence health with a hotkey.
I am currently working on updating some of my older mods and am done with the first one 🙂
Added 3 additional color variations and animal husbandry support (they drop bug meat from AHM)
https://www.nexusmods.com/stardewvalley/mods/21048
@vernal crest The "stable" is buildable and functions properly, but the motorbike isn't showing up in-game - I've checked and it's not invisible on account of texture issues. https://smapi.io/json/content-patcher/97966e79996e48e9b53cc57834130a81
Tidy Pam author?! I use your mod!
Have you done a patch export of aedenthorn.CustomMounts/dict to check that the bike is being added to the dictionary?
This is my first time hearing about patch exports, but I'm willing to try. Do you have a link to a good guide/tut on how to do it?
You don't need a guide, it's extremely straightforward. Copy patch export aedenthorn.CustomMounts/dict into your console and then go find the file it exports and have a read of it.
Broooo why did I have to spot a minor grammatical mistake after releasing the update 😭
Whyyyy is that comma there 
Mood: mod authors every time they upload.
Your mod id is a number? Why not the usual authorname.modname? /curious
This would be such a crazy thing to release version 2.0.1 over (genuinely 2.0.0.1 sorta thing LMAO)
So I guess I'll just leave it until I can update things after SpaceCore and BETAS get updated (if BETAS gets updated with my request lol)
placeholder for testing purposes. The number itself is actually the update key number for one of my uploaded mods. ^u^
Aw shoot this'll also be an issue-
I mean... okay I had a feeling that these could be an issue but I wasn't 100% certain but.. yep now I know 😭
Interesting choice haha. I would struggle to remember that for patch reloads.
2.0.1 it is...?
I guess so 
Anyone know how I'd go about making it so those don't appear in the cutscene? outside of it being a separate, new version of the location from my files?
Okay, I'm not sure if this is it, but in the export there is a size field and it is set to 0. Perhaps try adding that in and setting it to 1. My mount doesn't need that, but I do have custom animations set which might make a difference.
I think I'll just do the separate version of the location. I can also do this with the Farm Cave
Have you looked through the event commands to check if there's a command for clearing forageables or something?
👀
set size to x: 2, Y: 1 and reloaded. Still no bike.
Hmm, I don't see your BuildingType field for the stable. Have you missed adding that?
Thank you! Yeah that would've been smart to check event commands first 
do sv modders ever need music for their mods or do yall just stick with the default music and sfx?
added it and the orange iron horse still isn't showing up.
is it possible for me to find work as a musician in the sv modding community or is that unlikely
You may need to build a new stable, I am not sure if the existing one will update. Probably better to start a new save.
Make your own mods with custom music. I think if you do this, people will start messaging you for help.
Man, I need a new test save? exaggerated sigh
I make a new test save for pretty much everything
You're using debug commands to build it, right, so it's not like it'll change much to have a new save
There are a few (maybe even just one currently?) people who do music commissions in the Stardew modding community, and people do commission music.
It's very rare compared to art or code, though. If you stick around, make your own mods with music, get to know people, then people very well might want to!
Finally done with all the stone/clay/sand outputs of my rock crusher... Now all that's left is the metal bar inputs
you can also find free-use music online, or do a trade w/ some ppl here
Personally, if I had the spare funds and hadn't done some actual composition of my own in GarageBand back in the day, I would consider asking someone to made some new "horse" flute tunes for the mod I'm working on, if I decided to adding a new flute to go with it.
@jaunty trench a good example of an awareness builder would be to made a new track for the lagoon from Polymary Sweet, build a CP for it, and upload it to Nexus. I honestly would probably download your work if you did that - there is already a mod that does this and its music track is not to my taste.
now I'm just imagining a mod using Kevin MacLeod music for a location 
Feel free to steal my mod if you want an example of adding custom music to a vanilla map without breaking other maps. Same could be applied to mod-added maps.
https://www.nexusmods.com/stardewvalley/mods/31664
This fixed it! Now, onto changing the build menu offset, making the bike nameable, setting it to be hatless and considering how to make a new flute for it.
The community is very collaborative. You have to make stuff if you want people to recognize you. I would not be thinking of commissions without having made or participated in making a few mods yourself.
All that's left is the crafting recipes!
And remembering to thank the people who have helped you...
Correct! I need to work on remembering to do this when on Discord - I am quite cognizant of this offline.
Thank you, Aba. You help is much appreciated.
I'm glad we could get it working for you!
Thing is, i don't code, so i wouldn't be able to make mods of my own alone.
collabs are a thing!
what's polymary sweet and whats a CP?
i assume i could definitely work on a sv mod for free so i have experience and a portfolio in this niche sphere of composing
Don't be scared of coding. So much time and effort has been put into creating tools and frameworks that allow you to make mods without ever needing to learn how to code.
aha thank you!
Content patcher doesn't require code, just config, especially if you don't try conditional changes
Huh? How would coding without coding work
(CP is content patcher, a tool to let you modify game files without code)
oh okay thank you
Yeah, Content Patcher is hardly the kind of coding you're thinking about.
Yup! You wouldn't be doing any coding at all. For music, it would be all just JSON, which is more like editing a config file than coding unless you try to go extra fancy and dynamic, which you wouldn't need to for adding/replacing music.
Someone else (pathoschild) did the code so you can just provide a config file and their code will incorporate your configured changes
@daring skiff can i listen to the music from your mod somewhere without downloading the mod?
hm... if I spawn in multiple copies of the same NPC as temporaryActors for an event, is there a way to make them ALL react to a command like shake?
Bottom of the page.
I have to learn music implementation cause it seems quite easy and is a useful skill
should "BuildMenuDrawOffset": { "X": 0, "Y": -96 } work?
The Toon Town Elevator Song right?
No. You have a content blocker that is blocking the embedded Soundcloud player from loading.
For moving it up in the build menu? It should, yes.
Does the new mod file requirement on nexus not make the mod appear under "mods requiring your mod"?
ugh
most of the time, doing anything with content patcher is pretty easy - the hardest part is usually troubleshooting - however, it doesn't let you conditionally switch out sounds the way it does sprites.
anyways where would i find modders who need music?
But don't stress, you should look at the manifest.json when you get the chance. We probably shouldn't clog up chat, so feel free to bug me if you have questions. I would also recommend looking at MissCoriel's mods. Good luck.
Unforunately for me, I am trying to move it down. Thus the negative number.
Negative number Y goes up, so remove the negative.
In here or I think there is a commissions page, but I don't have the link for it
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
YES
There is also "making mods art" that focuses more in drawn art but folks on the music side might be there as well I suppose
I don't hang out in there since I can't art my way out of a paper bag
yes yes ive been shown the commissions page already and my name has been on it for a while now but no one has messaged me from there yet 💔
Ya. That's why folks are suggesting you make and post some mods
Folks are more likely to seek you out if they recognize your name
I don't even do commissions and I get PM requests to do them occasionally on nexus
(I decline, I have no interest in turning a hobby into a job)
a hobby job is the best job
yeah thats understandable
i wish there was some collaboration channel in the mods category here
Disagree but to each their own 😉
@jaunty trench, as a quick example just to illustrate how little you need to do to change music in the game:
manifest.json
{
"Name": "My Fancy Music Mod",
"Author": "new.page",
"Version": "1.0.0",
"Description": "Changes the title screen music!",
"UniqueID": "new.page.new_title_music",
"UpdateKeys": [],
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
}
}
content.json
{
"Format": "2.9.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"MainTheme": {
"ID": "MainTheme",
"Category": "Music",
"FilePaths": [ "{{AbsoluteFilePath: assets/new_title_music.ogg}}" ],
"StreamedVorbis": true,
"Looped": true
}
}
}
]
}
All in a folder exactly like that, and you have a mod that changes the title screen music.
aww thank you!
It's finished! Time to get screenshots and make the mod page!
Wee okay hats work without having to do anything, great
is there perchance a place where people list their projects and look for artists like there is one where artists are looking for work?
There was a page once upon a time where people posted mod ideas and occasionally commission requests, but for the life of me I can't recall if it was for SDV or Skyrim/Fallout, been a long time since I looked
The majority would require more than just music though, they frequently want graphic art or dialogue or new gameplay features.
!modideas you're thinking about this
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
and this page is for all kind of mod ideas, not just mod you want to do
so if you have an idea but don't want to bother doing it, you put it here and maybe someone will do it
WELP- I figured this was coming I just wasn't expecting it so soon
This is fun
I specifically avoided almost all map edits for that reason, seemed liked the most difficult conflict type to resolve
One option of course is to have a few variations of the map change and control which one to use via config option, so they can pick the most compatible
Not if you hate yourself enough /j
I did alter floor 120 of the mines in my WIP mod, I fully expect that to cause a conflict even though it's 2 tiles 😛
How do I pull textures from another mod's assets in Tiled?
https://www.nexusmods.com/stardewvalley/mods/46288
And its finished! Adds more uses for minerals alongside ways to get stone and clay! Ignore the wonky text size in the description, Nexus isn't letting me fix it.
Or do I theoretically not need to
If they load their asset, you can just put the file in the same folder like the vanilla asset when editing.
Will errors like this be fine in game?
Definitely not.
Just don't save your map when there's error like that. It would not load in-game.
Well I just need this for a map patch
So it's not its own map, just parts of this map to patch in
I'm learning how to clean up code, and I ended up adding Bonzi Buddy to my main mod. God help us all.
Now I can finally fix this mess!
Would help if I remembered to post the link to my updated mod lol
https://www.nexusmods.com/stardewvalley/mods/34522
Uh oh, well hopefully it doesn't add all functionality from the original thing xD
Don't worry. A) I can't code for squat, and B) the only personal data you can milk is just a funny little item
Quite literally called "Personal Data" lmao
Oh god
I don’t recognize this but I also do, why do I feel a dread but idk why
You may be too young to remember it. Bonzi Buddy was a notorious adware program from the early internet.
It was a charismatic purple gorilla that would play on your desktop, change your browser's homepage, make ads pop up, and more.
Consider yourself blessed for never experiencing it
Farm animals make sound, you know... https://www.tetyys.com/SAPI4/.
Good thing there's no way to produce Bonzi Buddy's voice at all to include in the game.
I definitely wouldn't use "Adult Male #2, American English (TruVoice)" with a pitch of 140 and a speed of 157 or anything.
I am not adding a voice to that cursed gorilla lol. If someone else wants to do that as a compat patch, then more power to them. I'll just keep it silent for my own sanity lol
Okay my map patch is mostly working, but I don't know why these are still appearing...
Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).
they wont appear at all if you are using a new save
Ohhh because I added SVE to an existing save? Alrighty!
yah
riiiight I forgot bushes are... stubborn 
There is a reason I needed this triggeraction 
Well, the ID is certainly descriptive. 
lmao
I'm also gonna have to look at the other map patches I made and hope to god SVE doesn't mess with them either.. 
Farm cave seemed fine
It's not so Hidden anymore, but I definitely think this works!
It's in the exact same coordinates as it is for vanilla so I didn't even need to change any warp code
Good to know BETAS has that trigger action though, actually. I was considering putting the same in MEEP.
ohhh shoot right there's... a lot more to test than just this spot... I have 4 other map patches plus a warp hub I'm gonna have to make sure doesn't put you in a softlock
OH NO.
OH GOD THE WIZARD'S INTERIOR IS ALMOST COMPLETELY CHANGED OH NO
prettyyy
I'm gonna have to completely remake some of these events for SVE
SVE's wizard interior is fairly compatible, in that while the door location has moved, the main room coords are all the same
Since it expanded down
The stairs leading upstairs being only 1 wide now will probably be an issue tbh
Like UP upstairs
But yea it seems like the actual location of the rift is still compatible
(i had to change my wizard tower event A Lot to accomodate for SVE lmao)
wdym this looks so pretty
Yeah but I have to compat this 😭
you can just add some bookshelves with the wizards catalog
thats not what the problem is
if an event uses the bookshelves from the vanilla map, youd have to rewrite the event to accomodate for the complete lack of them in the sve version
(this is also the problem that i ran into, my event also utilized the bookshelves)
oojh
I will have to remake a lot of the event specifically for SVE. But WORSE is that I'll have to change warps and what not
(Can you use the bookshelves in his basement?)
I just saw those, I could, but then I'd also have to change warps and such and... 
Becuase it's not just the event, it's ALSO a permanent addition to the location
I do find it odd that they removed so many bookshelves and added so many plants. I guess they did add the basement, but it still confused me
I'm very worried about one of the other locations, which is in the Mountains. But I'm feeling somewhat good about the 4th map patch being fine
I have to check, though
Uhhhh...??? This is fine?
And very much don't feel like you have to rush through getting compatibility added!
And it did not turn out that way, SVE changes many small things
Definitely an option
Wait I'm willing to bet this only works ish because I map patch like a 3x3 area...
PHEW the Ginger Island stuff is untouched...
basically the only vanilla thing that SVE barely touched
SVE doubled my map patches, I just go into SVE compatibility with that expectation and then all future surprises are pleasant "oh this works already" ones
I mean to be fair, it's STARDEW VALLEY expanded, not GINGER ISLAND expanded
Alright, these fixes don't seem like they'll be that hard to implement or even that time consuming, just man this was startling lmao
-# will probably still take a day, or two cuz I'ma be leaving the house today
omg just saw this now hahaha I'm glad to hear you use it ❤️ I'm very thankful to whoever created the mod collection, it's brought the mod to a lot of people
The cutscene will take a hot minute and a workaround but I have ideas for it
-# probably cuz if you even think of considering the distant possibility of changing walnut spawns your computer explodes and takes out everything in a 20m radius
good to know
-# C# can fix her
Tbh this also probably would've been better if I was even remotely familiar with SVE like.. at all 
It looks like something I'd use! It just seems to make my game almost crash every time I load my save-
loading a new modded save, especially with something big like SVE can take a while, it might not actually be crashing per se
Well I say crashing because it briefly does the "Program does not appear to be responding" thing with the blue circle mouse cursor thing while I'm loading the save but it resolves pretty quickly
That's normal
It hasn't been for me until I installed SVE 
I know. It's normal with SVE
I do understand it's just from having a lot of mods (or big mods), I know it's not like SVE is unoptimized or something
Just wanna make that clear lol
oh god SVE also probably messes with my 8 heart event for Darkrai 
Though I do suspect there may be a memory leak going on somewhere, as I've noticed restarting everything tends to greatly improve loading times
After SV has been running for a while
Wait where's the TMX for the wizard's house in SVE 😭
Oh no am I gonna have to get REALLY creative with my solution here
Oh wait is it because it's a .tbin
I don't know what to do with those
Tmx is a better version of tbin if i understand it correctly
you can open it in tiled
Just have to enable the tbin plugin, which I believe is installed but disabled by default?
SVE uses tbin since it's an old old mod, long before the ability to load tmxes
ah. that's probably it
As it so happens, I found it on my own! Glad to hear about the collection, however.
I no longer have 400+ dinosaurs on my ginger island 😔
I either get super creative with my implementation and have to change up a lot more things code-wise, ORRRR I try really, REALLY hard to make this work in its usual position
ty
Alright I have a solution for the rift itself, although the TileData isn't working and I'm not sure exactly how to fix that
b- b drive? yall got stardew mods on floppy drives now?
I just.. picked a letter for my drive when I got it-
I'm more of a switchboard and abacus guy myself
godddd okay I don't know why the tile data isn't included in the overlay patch
No, but it would not surprise me if I end up working with floppy drives in the future
It's odd that it's not including, but you can probably add it with content patcher anyway
Im kinda wondering if it's because it's overlay and not replace by layer?
https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-tiles
This will let you do it with content patcher
example, I use it here to make the ground make wood sounds
"LogName": "Map Patch - Gus's Door",
"Action": "EditMap",
"Target": "Maps/Town,Maps/Town-EggFestival,Maps/Town-EggFestival2,Maps/Town-Fair,Maps/Town-Fair2,Maps/Town-Halloween,Maps/Town-Halloween2,Maps/Town-Christmas,Maps/Town-Christmas2",
"FromFile": "Assets/Maps/DoorRamp1.tmx",
"PatchMode": "Overlay",
"ToArea": {
"X": 44,
"Y": 70,
"Width": 3,
"Height": 2
},
"MapTiles": [
{
"Position": {
"X": 45,
"Y": 71
},
"Layer": "Back",
"SetProperties": {
"Type": "Wood"
}
}
],
"When": {
"HasMod |contains=Latteholn.RuralsOfItaly": false,
"Ramp1Active": true
},
"Priority": "Late"
},```
Also apply a small map patch, but you can see the "MapTiles" bit
is SetProperties basically the same as CustomProperties in Tiled?
Yeah, it's the same as if I put this on a tile
Awesome! Ty!
Once I have this working all I'll need to do is make the cutscenes. And then.. i should also check out the other cutscenes that aren't in custom locations...
huh.. it didn't work... is it because it's a wall?
Is it on the building layer?
Yes
The property, I mean
The property is there using Lookup Anything but I can't actually click it in game
If the property's on the building layer and there is a tile on the building layer, that should work...
{
"Action": "EditMap",
"Target": "Maps/WizardHouse",
"When": {
"HasSeenEvent": "{{ModId}}_BadDreamsWizard",
"HasMod |contains=FlashShifter.StardewValleyExpandedCP": true
},
"FromFile": "assets/Maps/WizardHouse_RiftSVE.tmx",
"FromArea": {
"X": 5,
"Y": 6,
"Width": 1,
"Height": 3
},
"ToArea": {
"X": 6,
"Y": 1,
"Width": 1,
"Height": 3
},
"PatchMode": "Overlay",
"MapTiles": [
{
"Position": {
"X": 6,
"Y": 3
},
"Layer": "Buildings",
"SetProperties": {
"Type": "spacechase0.SpaceCore_TriggerAction TntDove.PBB_EnterRift"
}
}
],
},```
Is that supposed to be a Type and not an Action?
That'd do it
my other cutscenes seem to be fine enough. The grass that SVE adds is annoying but it's fine 
Alright it's working now WOOOO!
How would one add a global save variable to the game? I have a shrine that, when activated, should be applied to all players
How would I go about editing a mod that already exists to be playable with my other mods?
That depends on the mod and the other mods
would a smapi log be good enough for someone to view all my mods?
Am I allowed to have 2 events with the same ID if they're never gonna be loaded at the same time?
generally you'd set a mail flag on the host and check that (it's visible to mp farmhands), or set the flag on everyone;
if you need actual data stored beyond that, you can use modData on farmer/etc or SMAPI's data options
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Data
thats typically how its done for sve compat in my experience yeah
yes, logs list everything you have installed (except XNB mods or similar file changes)
@ivory plume, would you be interested in a PR for the decompile repo to allow it to build and be debugged on Linux/Mac? I had to make a couple of changes to get it building on Linux for <secret project>, and there would be similar difficulties on Mac. The Mac part might have to wait a little bit over a month until I can actually get my hands on one again to both check the required files and confirm the changes also work there, though.
It wouldn't change the decompile process or instructions. Just common.targets so it only tries to copy the appropriate files per platform, and some additional files that Windows doesn't seem to require.
Right now, it's very Windows hard coded.
I'd certainly be interested in a PR to see what's involved; Linux/macOS support would be nice to add, if it's maintainable as part of the decompile (e.g. it won't just break next time we have a new game version).
Anybody knows why none of the fish spawn in the Beach location (I don't see them with LookupAnything) either?
Yup! It should only break if the distribution of the game changes any and needs different files.
@gaunt orbit: add furniture re-layering for wall and floor furniture (2d ago)
AUGHHH THIS SOLUTION ALMOST WORKED
Maybe I'll move him up a tile and He's just under Rasmodius's covers 
First mod ever published!
Thanks so much Airyn for letting me expand Jojapop. I've had a blast!
https://www.nexusmods.com/stardewvalley/mods/46191
all tucked in :3
And could that be toggled?
If this was more than just a compatibility patch I'd find a better solution but for the SVE users Darkrai canonically has been in the Wizard's bed
Maybe a silly question
but why don't you face the other way and have him on that side?
one sec
or scooch right instead of up
oh hm
This is a SUPREMELY limited space 
okay: What if you scooch right by two and have Darkrai stand where you are
so you are like talking across that wall corner
I could do one tile down? But also like.. this is silly in a way I like :3c
eepy time
Well the wizard also has to be here
mm yeah. Cramped space
this was SO much easier with the vanilla layout 
Congrats on the release!! Would you like it showcased in #mod-showcase?
In marriagedialogue.json who/what is the boxes in red for?
They don't know 
Generic spouse dialogue.
Yes please! :) (and thanks!)
Do you want the message to say anything else for it, or is what you've got already fine?
I think what's there is fine. it's certainly earnest
I do kinda hate how this is now making me want to add the rest of the berries even though they are used for VERY little
Published 
and also I need to make custom artisan good icons to go with them because that's what I did for the first 10 😭
I asked a question similar to this before, but that was before I was using i18n format
can i put $query in these random dialogues?
that would be 23 more berries with 46 more artisan goods dear lord... I wanna do it 
if these are destined for dialogue yes
cool! yay :D
i believe in you! >:D
Admittedly it's not a whole lot of work, it is LITERALLY just inverting the colors of berries, like basically the flip of a switch. But it would still take probably the rest of today at least
i know the feeling exactly, it feels like something that sounds like it would be so simple actually takes forever haha-
This is from MoreNewFish. Mine looks practically identical and I can't figure it out. Anybody has any suggestions?
ik this isnt the place, but what game did Darkrai come out in?

