#making-mods-general
1 messages Β· Page 611 of 1
hmmm you might not need a default appearance entry then; either way, you shouldn't put when conditions on ur portrait/sprite loads and stick to using appearance data
in your appearance section (line 178 in your json) you'll want to add entries that look like this
i see. and what if i only want just one condition in a specific season?
There is a Season condition
this is what my npc has as one of the entries in Appearance
and that goes inside appearance[] ?
yes
what does precedence mean?
let me take a look at susan to see if that will be a helpful reference
i expect it will be
determines what will show if there are two appearances that have the same conditions
for example, i have a Fall outfit but also a Spirit's Eve outfit
Priority
Those are both Fall, so Spirit's Eve needs a lower precedence for higher priority
ohh i see. good to know cause i also wanna do a spirits eve one later
this mod has an example of how to do appearance easily: https://www.nexusmods.com/stardewvalley/mods/45990?tab=description
its in the content.json
okie, thank you so much for all the resources!
Dolphin has left helpful comments to explain what is being done
Spirit's Eve? More like Sprite's Eve, am I right!
dont forget about the wiki page because it will have all the conditions you can use in Appearance
too much sprite makes me a sad bea
(GSQs, which are linked)
retweet
The way I coded it for now, no.
BUT there is a fallback to mail so in this particular scenario (hardcoded giver is manually excluded by player + player has "Fallback to Mail" toggled), the quest will be posted via mail.
And there will be a warning on smapi log as well.
So technically people won't miss the quest. But there's still a good chance they might complain about too many mails 
Kind of a band-aid solution for now since I wanted to get the controller support update out asap. But will think of something better meanwhile.
oh oops sorry for the ping
(no prob I don't mind)
Cute cat!
but yeah I noticed your mod uses custom content packs instead of piggybacking CP
what is the point of {{ModId}}?
it does make it difficult
-# also why we've been telling ppl to move away from custom packs
{{ModId}} is a special token to make your edits clash less with any other mods
It prevents you from having to manually type out the entire mod id
it's a token that you can use instead of writing out your full Mod ID. it's recommended to prefix your edits with your Mod ID to make it unique
Honestly it's my fault because I don't read other framework documentations because of laziness
it, just copies the UniqueId bit in the manifest
Like there's probably a whole bunch of stuff that spacecore already does that I re-implemented myself
but why would you have to type it out for edits?
so for example, two people can make an npc named Selph if they add {{ModId}}.Selph because Mod Id 1 = Wem.UI and Mod Id 2 = Null.UI
this is just because spacecore has 3,000,000 functions
What's that?
there exists a possibility someone out there made a mod that does the same thing yours does
if we both just wrote Selph as an npc name it would get fucked
so if you're using {{ModId}} smapi will not break
which Selph...two Selph...
two of them
red selph blue selph
but is it necessary if you plan on having this mod just for yourself?
Maybe I should redesign the whole thing so it uses CP instead
Before other mod authors start using my framework already
i mean not really? depends ig, it's good practice anyway
(your mod is already using CP/native assets so this doesn't apply to you)
i guess that's true!
Dope
(no need to feel like you should rush it!)
(dual support is possible as well; some mods go that route, usually older ones)
(since you already have the data model most of the work is done)
omg are the volcano maps even editable?? I've been looking for the bottom floor of the volcano but now I can see it's one of the layouts in VolcanoLayouts
I made the bad decision of simplifying most of my inline comments at some point and now I'm regretting it because I'm staring at the code and just 
which one?
The entrance one, where you need to get across the lava to get into the actual dungeon
Where you can pay walnuts for a bridge
that's a regular static map innit
I can't for the life of me find a tmx for it
let me search
It's VolcanoDungeon0 according to location in debug mode
What is the location ID for the Ginger Island's fossil area river (to make fish spawn in there)?
And here it is in the layouts
maybe it doesnt exist hmm
ah I mistook what map you were talking about
This one
but yeah I think you can edit it with an image patch
but the parrot location might be hardcoded
then you'd have to edit that image. just be careful since you would probably need C# to change where the interactable stuff is
the ginger island extra locations mod does it I think

Maybe I just wont worry about it then... less work for me 
or I could add a warp here...
peekaboo
this is where u exit from the dwarf shop hole
DAMNIT
*it doesnt have an entrance warp
it's just the exit arrival tile
but lore wise, im not sure where ur planning to warp to
It would be like.. a chamber under the volcano
hrmmm
it could make sense
you jump out from one place
then u jump further down into another place
yeah I'ma see exactly where it spits you out
um.... I.. think I want this area to.. clear weekly..? Then again this is like a years worth of forage
I'm not gonna worry about that 
I can work with this. If anything, it might make it more likely for people to find the secret entrance because otherwise it's.. well.. secret
help i never saw this
crying the bed of fish
girl gonna smell more like fish than willy does at that rate
Okay I think it's gonna be pretty easy. I didn't do too much damage.
I thought the painful part would be to convert the MoreQuests custom pack but I can script it I'm pretty sure
Sorry for the late response. My worry with that is how it'll interact with other mods. Since I'm using a trigger from spacecore, other mods might be registering that trigger too and so it might cause mod conflicts. I tried registering two actions to the same trigger from my mod and it caused one of them to not be assigned, so I'm assuming if two different mods both register to the same trigger it'll cause the same problem.
I can't say that it'll cause issues across mods with 100% certainty but since the register trigger action writes to a dict surely it'll cause problems??
I think you're misunderstanding what "registering a trigger action action" does
you'd register a custom action that does stuff, like vanilla's AddItem or etc., and then if you want that action to run in response to SpaceCore's on item eaten trigger you'd add a new entry to Data/TriggerActions
your action's ID would have your ModId so it won't collide
π
I can make the whole mod using these eyes
eyes on animals on npcs
monsters
and guess how mods gonna be called
googly eyes mod
Deciding to go through and actually shorten the music tracks I've been using and am going to add. Since some of these areas you really wont be in for long I doubt they need more than like a 10-20 second loop
new nexus pfp
Is there a way to make bigger monster mobs?
anyone know about it or..?
are you using this wiki page? https://stardewvalleywiki.com/Modding:Event_data
youβd need C# for that
Crap then i need to learn π
good luck! we have plenty of resources if you need
Can you point me in the right direction? That would be great.π€
https://github.com/Mushymato/BigSpooder/tree/main/BigSpooder this is an example of a framework that spawns a big spider
!yellowbook is for learning C#
A good book for learning c# is https://www.robmiles.com/c-yellow-book
!startmodding has information too
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
Thank you!
Alright sweet! the size of my asset folder was about 25mb, but now it's down to 9! I just hope the loops aren't too short and repetitive
oh thanks
Gonna try and force myself to program this later today!
Are those tiles on Front?
Not the blanket attached to ur npc
The other thing....try warping ur npc to the tile
offset is in pixels before 4x magnification jsyk
My hubris is gonna be the death of me, I want to map patch Cindersap Forest again π
So just wanted to update, figured out how to insert trueTypeFont files in this other game i was trying to mod.
Just wanted to thank @tiny zealot and all who helped
Still gotta rezise properly and that'll take a minute but yall were very helpful
sleepy bear
is there an easy way to include seasonal tiles cuz I want to make some cliffs with the darker grass textures around the edges but I'm realizing that wont look right outside of spring- waiiit I could totally make this something that only appears in whichever color season i choose 
If you load one tilesheet for each season with the name like <season>_<tilesheetname> and use the spring one when making your map, the tilesheet will be swapped out automatically, assuming it is an outdoor location
Oh cool! Good to know!
e.g. spring_townInterior.png will automatically be swapped with summer_townInterior.png because there's one for each season in the unpack
that said if you do name it starting with the season name like that, you must have all four seasonal variants
Alrighty! I should probably figure out the conditions for when this appears first tbh-
If it's just a tilesheet there's no reason to not have it unconditionally loaded at all times
Oh- No no I mean this map patch that this is for
This is gonna pop out of the ground under certain conditions
Also yes the tree spawning there is absolutely on purpose. I'm hoping it looks like it literally raised from the ground, carrying everything with it
Even if it's literally just a 2x2 tile, map patching town sounds like an awful idea...
I'm just trying to think where else it might make sense for essentially the sewer entrance to suddenly appear
For those curious about my misadventures with trying to remove a special order from a mod that has been removed after getting the special order (being removed via a trigger action), it worked flawlessly β€οΈ
Hopefully my multiplayer group has learned their lesson about adding random NPC mods and creating a mismatch without telling us going forward, but at least it's fixed now
ohhh actually I think I wont do town for this... because I have another idea for something to put in town 
People probably don't touch this waterfall...right? It being 4 tiles wide might actually be annoying hm...
That's a secret note digspot for the tiledata object, so just be careful not to break that
"people dont touch this right?" The answer is always "yes they do"
Also the left side is a community shortcut area I think
This is the exact area I would be changing
Avoids the dig spot and the shortcut
I have seen that area changed
If you have to ask if an area is free for a map patch, then you've already lost. You can however just accept incompatibility
The only way to avoid a map patch conflict entirely is to make your own map.
Easiest way to add a new area remains to be making it's own map and linking it via Central Station networks
Well actually what I can always do is find alternate solutions for incompatibilities as they show up
So far I'm only accounting for Stardew Valley Expanded (which this doesn't look like it'll conflict with) but if I get more comments about incompatibilities I can find alternate solutions there
you better double check that on the actual map, there's a lot of stuff that's shifted by a tile or something
??
Like a cliff moved up a tile and you don't notice at a glance
(specific thing I have run into with SVE)
hm...
It's hard to notice things like "entire cliff moved just a teeny bit" at a look is all I'm saying, make sure the edges match
And I know it changes some of the pieces on the sides of that stream, so make sure those edges match
Im definitely going about this whole process in the wrong way but If I did it the smart way I don't think i'd be having fun with it 
I say this because it will be a while before I actually see if my implementation works properly
Noticed that when I was putting a bridge over
You can always do a SVE version patch, just check that things match ingame!
And it's easy enough to check anyway
Alright there are 3 different tiles between the two versions in the area I'm looking at... technically at least
oh and a random cliff tile under the waterfall what-
Yeah see that's where it gets ya LOL
Anyway I think I'll make the assets now and figure it out from there
I mean to be honest either version of the tile looks fine soo 
If it doesn't NEED those tiles, you can overwrite them, of course. The big thing is making the edges match
Okay
I think i got the changes done?
? Because the morequests content pack is working (at least like the 5 quests i tried out) but the example JUST CP quests aren't working yet
I went on a dead code deleting spree so I might have done some unnecessary damage accidentally
These are the 4 tiles that change. However, I don't need to replace the WHOLE area, like the top right corner especially and even the bottom left I think I can get away with
I think the one at the top more in the middle-left is gonna be the only problematic one
and even then I'm not sure yet
Oh are we talking map compat
Town map compat 
I feel you. I wrestled forest map compat for ages
Sve changes so much of the forest map 
Thankfully my change to Cindersap I was able to find a workaround for for SVE
So I challenged my hubris and added another map patch there 
I ended up going with making my own separate map and having an Itty bitty warp zone to it
But even that Itty bitty teleporter had compat issues so I had to move it like 5 times
I would highly recommend making an item that on use Warps you (like Totem or the home staff or something) even just as a backup for compat purposes
make sure you grab an animated version theyβre a bitch to do manually
the waterfall?
Yes
Reminder that the waterfalls are reused in a few places that might go weird if you change the PNG and aren't expecting it. π
I'm not changing the PNG-
Am I supposed to be using EditImages for things?? Cuz like I haven't yet I've just been taking the assets and editing them in my own file
okay, just wanted to note it just in case!
Ah, alrighty
I mean, your custom assets won't have recolor support unless you add it yourself, so that's something that may come up?
But any assets you edited on the base sheet won't be supported either for the same reason
I don't think it'll need to be recolored
imo using the base game assets directly is almost always better
Theres soooo many recolor mods that people use all the time
I can't wait to finish making the asset so I can actually show what my plan is π
I know there's a few that do touch the waterfalls, so if you make your own waterfall to use, then just be aware that you might get posts or bug reports saying "this water doesn't match!"
I tried for SVE compat with my NPC Apartments mod and apparently STILL missed something, since someone reported that the mountain pathways on the Joja Route in SVE interfere with my entrance
I'm gonna have to make this off-center π
someone please tell me if these instructions are clear and easy to follow? (yes I am using the json validator as a pastebin)
https://smapi.io/json/none/90d2f2f77faf4a55be7a615824fb8f7f
yeah the Joja route paves a lot of stuff
Not finished yet, but does this look frozen?
Having seen frozen waterfalls irl, no it does not. The colorscheme does look icy, though.
hmmmm not quite
Well then it's a start! I'll finish the full thing and then edit from there
Find a ref - they basically become giant icicle overhangs with crater-shaped snowpiles surrounding the space where the water would otherwise land.
Ah, something like that wont work for what I'm doing then
They wind up as giant collections of icicles because they are effectively large-scale ice dams (aka roof dams).
these looks fine to me but I'm obviously not representative of a typical mod user
Do you think a typical mod user would be able to follow them?
think so 
hey guys, how can i edit appearance[] and schedule so my npc goes to ginger island, goes inside resort, changes and comes out like vanilla npc
TY!
the resort "schedule" is automatic if your NPC doesn't have going to the resort disabled
yeah but it doesnt go in and change outfits even tho i have him set to change outfits at the resort
as for appearance I believe having an entry with IsIslandAttire true should do it
is this an explicit schedule or a randomly triggered resort visit
explicit
then it doesn't work π’
nooo there must be a wayy
there probably is but it's probably going to be super hacky + possible compat problems
because without the Resort Magic you have to warp them away at least once
i dont mind a challenge, i just want to make it happen
a way to do it vanilla is adding a warp to an NPC-only closet somewhere on the island, have them stay there until a certain wall clock time, and then have them exit
your island outfit would then be conditioned on that time
and then when it's time to leave do that again
or maybe you can use Button's BETAS mod and its "force reload NPC appearance" trigger, then you don't need the closet location; it'd still only reload on time change though
ouuu do you have a link to that mod?
Hang on
The resort schedules actually just use a specific named animation for it
Is smth like "change_beach" or smth like that
You can just use it
where can i find it and how could i use that?
I'm not at home so I cant grab it but if you look in the decompile
hmm yeah I see change_beach and change_normal
where did you find that?
decompile as stated
what is that?
You have to use it in the Island context iirc. Game usually paths people into the changing room
!decompile if you're interested
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
IslandSouth is where the schedule gets created
selph pfp mutated
(thanks atra!
)
π
ahhhh im so confused
are you familiar with schedule animations
no ;-;
just to be clear, is the goal to have a custom schedule at the resort, or did you just want your NPC to do normal resort visits like other NPCs?
yes i just want him to act like a vanilla npc who goes and changes and then does normal npc suff ykwim
huh I was under the impression you wanted the former
alright, then workarounds probably aren't necessary; you can enable those with Data/Characters settings and an island outfit entry
there are some optional things like lying on the beach that need an animation entry iirc, but the basic visit just happens if it's enabled
i have an island outfit entry but it didnt trigger and if it did trigger id want it to trigger inside the changing room
they should automatically go in there if the entry is recognized, as far as I know, so uploading the appearances file might help to double-check it
https://smapi.io/json
like okay, the npc went to the beach did the stuff i scheduled, and went home. but it didnt trigger the outfit change i had programmed and i would love to know more about animations
to clarify, if you just want randomly triggered resort visits (no schedule entries at all) then it should just work
if you want an explicit resort schedule that always happen (with control over their behavior) then it doesn't
(I think) you are doing the latter; would you be happy with just the former?
right, the game randomly assigns people to visit automatically, ignoring their actual schedule file for the day
How much should a motorcycle helmet cost when the bike itself is only 10,000 g?
it's on lines 148-152: https://smapi.io/json/none/c8f7836881294a8d977e87921caaca00
i wanted to set a specific day just to test out that the outfit change occurs
otherwise idc if its random
I don't think setting a specific day and random work the same way though
so you wouldn't really be testing it
so how do ik if it happens ;-;
NO IDEA, I never tested mine because he never showed up at the damn island hwen I noticed
scaling by real prices (on very cheap bikes anyway), probably like 750-1250
valid crashout
maybe some day, someone will tell me his outfit doesn't work
ive been waiting 5 years for gus to visit the damn resort ^^
It looks like how other people do island visit stuff, so I'm just gonna hope it works until told otherwise
how doooo they do it? does anyone have like a framework or a mod that successfully does it?
No, I just have it set up how the automatic visit stuff works. And I followed the formatting of mods I know that it does function in
AFAIK there are no current working mods to force island visits for a certain NPC?
and since I followed that formatting, it PROBABLY works fine? I just can't test it without the RNG cooperating, and it did NOT
so yeah it's all hopes and dreams
i might just lowkey... make him change at home π₯²
I think someone worked on a mod that could force that, but idk if it's complete or active
Custom NPC Exclusions can force NPCs not to do resort visits, but that means writing down most/all vanilla NPCs name so it only has yours, and it still requires waiting
ig you could edit vanilla data that way too, now that 1.6 ate most of it
as atra mentioned, if you have to use a manual schedule look into schedule animations and change_beach/change_normal, I think that should work like how the game does it
it's somewhere on the Schedule wiki page (I admittedly don't have further experience)
do you have to draw the animation frames?
@cyan jungle You leveled up to Cowpoke. You can now share images in all channels!
i have some frames drawn that i would wish to turn into animations for other stuff, so itd be nice if any of you could guide me
for example, i have fishing and studying frames id wish to animate
if you just mean for changing, I don't think there's any actual animation, even if you use it in a manual schedule
the animation thing here describes the instructions you add to Data/animationDescriptions for other ones, including some optional resort stuff if needed; you basically just need them in a sprite sheet
https://stardewvalleywiki.com/Modding:Schedule_data#Schedule_points
is this too long for a manifest description?
Adds a Ducati Motorbike with engine sounds, three motorcycle helmets, and a bike shed with working garage door, as well as reskining the horse flute to match the Ducati. Ducati Sprite and engine sound assets not included with download per their creators' permissions.
where can i find vanilla npc animations?
huh?
Data/animationDescriptions
thank you!
Okay so beside the obvious issue, I think this looks pretty good!
A while ago I was trying to track down the cause of a bug a couple players had reported when Pierre gets arrested, where it never gets past the first quickquestion. I think it may be due to the translation (I think they're using the one below):
I'm not sure what the purpose of the "/a" is in spanish but I think it may be breaking up the quickquestion unintentionally
much better but not icicle-y enough yet to my eyes.
I assume it's to do with masucline/feminine
and they just put a slash "/a" rather than doing a gender thing
for reference here is the quickquestion code with line breaks for readability: quickQuestion {{i18n:Events.239790020.qqq|PlayerName={{PlayerName}}|FarmName={{FarmName}}}}# {{i18n:Events.239790020.qq1}}# {{i18n:Events.239790020.qq2|FarmName={{FarmName}}}} (break)speak Pierre \"{{i18n:Events.239790020.qq1r}}\" (break)speak Pierre \"{{i18n:Events.239790020.qq2r}}\"
looking it up:
suegro is "father in law"
suegra is "mother in law"
(misread)
well the translated line here is "I'm not sure..." so I don't think that's a masculine/feminine thing in this case
also I think having a slash in there will cause the event to think it is a break between event commands, yes?
I checked and they have the "/a" like five or six times in their translation (but I'm not sure how many of those are for events)
OK I will ask the translator if they can do something else there thank you
tbh the main thing I'm worried about is the water, I'm not sure why it's the wrong color because I'm pulling from the winter tilesheet...
I'm afraid I can't help you there.
wait I think i know what I can do
You may want to make tge bottom part crystal like/spiky if that makes senss
Ohh I could... hm... My thought is also like this would be happening sort of like a flash freeze where it's all instantaneous all at once, wouldn't something like that make it freeze how it was?
No
ah
I assume you mean some kind of magic freeze, in which case I don't know what that would do because we don't have magic :V
yeah you'd have a pile of snow instead of midair snow.
They are snow piles though?
There are a number of ways the crystalline structure could form
I assume the surface of the water is frozen too
I'm trying to work through this in my head
Hold on lemme get a newer picture
mmm, sometimes it's hard to do something unnatural like that visually in a stylistic medium like pixel art because people know what it looks like IRL and you have to balance out what people expect vs how it looks.
They don't look like snow piles. You ought to change them to look like vanilla snow and not recolored waterfall spray.
Bc there are also several different types of ice
Maybe something like this? IDK π
And time to check if this also works in SVE
I included a map patch for one single tile when you have SVE installed
I forgot to make the to area actually correct π
It does work though!
make sure to check community shortcuts still works
i thought it was to the right but idk iβve never played far enough to get it
i just know itβs in that area ish
I know that at least one mod adds something to the right once you get shortcuts
Now, as for which mod, IDK (downside of having over 400 mods π )
how hard is it to make bundles with modded items?
are you adding new bundles or editing existing ones
editing existing
i got 1K mods and more which adds items
i don't use sve tho since the mods that are a huge must aren't compatible
it should just be a matter of editing Data/Bundles then
the game doesnβt know the difference between vanilla and modded items
is there a competition or just from curiosity?
a competition for what?
how many mods will break smapi/sdv π
depends on the mods and wat you define "break" as, you can run tens of thousands, and it has been done
sdv could be run on fridge, so ... probably you can temper with smapi to stop checking for updates - this will lower the time for loaging
ok nvm my 1k mods 10k?!
sinz was for testing things at some point
ohhhhhhhhh
ok that's fair
https://www.nexusmods.com/stardewvalley/mods/6361
is it possible to use this mod as a basis?
cause imma be honest i have no idea what im doin
i still need to finish my katsuki bakugou mod tho
portrait mod
that mod is a framework on its own
so your mod would be dependent on it, using its content pack format
ohhhhhh
so does it include a template or should i check the files of a modded pack as an example?
you don't need it for custom bundles, though it does provide some other niceties
you'll have to pick between CP, or using it
which is more simple/straighforward for novices??
cool cool! where's the tutorial for bundles for CP
idk if thereβs one specifically for bundles but you can use the wiki and the unpacked data to find out what you need to do
(Iirc update checks are on a background thread and dont matter)
The vast majority of loading time is loading assets
Quick question
for dis (i took screenshot in case link doesnt load)
no matter what i do, the character will run right before the cutscene starts
the cutscene works, just you see the character endlessly running without input, like it froze the key when the player was walking to the specific tile
and this is my maps.json
which looks like this if the link doesnt load
lemme get a quick 5-7 second clip of it rq
see how the character was endlessly running at the grave? 
How could I go about making a map patch that changes after the player has collected the Golden Scythe from the Quarry Mine?
the thing is... event movement is cursed
the event hasnβt started playing yet when the character keeps running
but I'll have a look, no promises LOL
i wanst holding the run button once i saw fade
it was doing that part for me
Ah that run is outside of the event.
thereβs a mail flag gotGoldenScythe
Yeah even if you stop holding it, the game has kinda stopped taking input at the point a fade hits
i-is there anyway to uh...make the chracter freeze right before
so they dont endlessly run until i move em
Ahhh, thank you! The page I found only listed the "useful" ones
if it makes you feel better i think literally zero people will notice or care
You can try stopRunning
Just right at the event start
I have never used it, but that's the command to make the farmer stop moving
sorry if i sound dumb, where should i put that so it has high priority?
ive tried similar but i think i did it too late into it
Oh wait, yeah, I see it. I think the earliest you can put it is right after the farmer position there. Try before the skippable? Really, it may only stops movement that happens in the scene, it's just the only thing I know to try
If that doesn't work, then yeah, I doubt anyone will notice it
testing it rnn
okii
you cant please everoyne anyways
someone on my fish mod was complaining that there is a lot of quests
...even tho they are all locked behind heart events, 10% random chances, even specific days
so i cant make everyone happpy
even tho i try to
confirmed it doesnt work sadly
hmm, should i ask for something like this inside the 1.6.16 alpha? or do you think its too hard/complicated
i would wait for C#ersβ input before going into the alpha thread personally
they may know for example if thatβs a thing for a reason
What's causing the event to run
when you step on a specific tile it triggers
however when running to the tile the game will preserve your key and not stop running until your placed or anything
@calm nebula here
I want to say I've seen this problem with stepping on tiles causing events before
hmm, that was the only way i knew how to pull this kind of thing off
unless there's a cleaner alternative approach
WOOO
okay!
I didn't fix the movement, but instead, I decided to make it where when you touch the grave via clicking it, it starts
so i'll update the quests description to say to investigate the gravestone
easy alternative
That works
can people with a controller still click it?
i forgot its been a minute since i played on my deck
oh god I am getting a wall of errors. This is what I get for trying to add a ton of maps all at once
welcome to my world a few month ago
Now I get to figure out what I haven't done with these that I did do with the rest of the maps I added before
well I guess I haven't actually "made" the maps yet. There's placeholder maps that are copies of other maps but that's it
Can someone teach me how to compile a .dll mod
MoreMultiplayerInfos hud just moves off the screen if you have a higher then default scale, I wanna fix that
ah rats... I forgot about that.... ugghgh
I think I just want it to overlay and not replace(..?)
but also... godddddd I'm gonna have to make these seasonal...
Oorrrrrrrrr I just don't care about it and use the default texture so the game does it automatically
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
you need the mod's source code and then follow what pillow just posted
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Pokemon Berry Bushes loaded map 'assets\Maps' with invalid tilesheet path 'TntDove.PBB/assets/Maps/RiftAssets'. The tilesheet couldn't be found relative to either the map file or the game's content folder. I have a whole bunch of this in the console, do i just need to edit the TMX in a text editor to fix this?
Oh I need .NET sdk hm not fully sure how to install that on my distro, its bazzite which is imutable so all my apps are flatpaks
you need to either load the tilesheet (recommended) or keep the map in the same folder as the tilesheets
I think this might also be an issue with everything I've heard
RiftAssets is the tilesheet
and as long as your map loads to Maps/wherever then itβs fine and not tilesheet climbing
it supports rpm innit
if I knew what that actually means
I think homebrew is also an option
going off the docs: https://docs.bazzite.gg/Installing_and_Managing_Software/software-intro/
Ah ok but it dose not seem to me like I can just download a fedora package of .NET
Alright this is perfect! (the bushes will be dealt with in due time)
brew might work (no experience though)
I don't have any idea where to even start with that
there is only 8 9 and preview as destink options no 6
if it dose I mean the wiki says 6
hmm that line might be outdated (the one that says you need runtime 6 exactly)
Oh herrrres the channel
I only have 9 and 10 on my system and it works fine
Install the .NET 6 SDK.
ok im a little concerned why my patch to IslandWest didn't work.. when everything else eventually has after the erros went away...
patch summary?
I could use some help getting back into stardew modding, what sort of options are there for adding weapons to the game? I was using json assets before and it worked alright but i remember there being a newer option, if i could make it work with the framework i was using
yeah like I said, try 9 and it should work
(I recall 10 is too new)
you can just use content patcher now
[[Modding:Weapons]]
I get this error
Error: macOS is required for this software.
the humble minecraft dirt house
hmm, I guess not brew then (apologies)
manual install is an option?
They should all work as long as you're target net 6
WAIT wait wait I'm stupid my bad
maybe
Even .NET 5.0?
I will say I looked through the mod in question and that is a pre 1.5.5 csproj
Hey now
Hi there!
I targeted the location name, not the tmx name
(I remember getting some wack error when I tried 10 when I first installed CachyOS which went away when I installed 9 SDK so I never questioned it lol)
Will this work with advanced melee framework, just using the ID instead of ja name?
yeah think so π
and does content patcher allow forge crafting?
OHHHH WAIITTTTT I DONT need to make this seasonal! I forgot I was gonna have this structure only appear in spring!
don't think so, that's hardcoded (maybe some other mods allow it but I don't know of any)
Spacecore
wow spacecore really does everything
hmm does spacecore work with content patcher then?
i have forgotten everything lol
(C# only)
The Custom Forge stuff in SpaceCore is C# only.
ok that feature specifically is not content facing yeah
pain
Other things in SpaceCore are Content Patcher accessible but that is not one of them
i remember having forge as just json stuff though it never worked lol
i was waiting for it to be fixed last time i was here, and i believe it has since, but i supopose ill be sticking with ja?
any problems with ja?
Many yes
It'll work but its very out of date, unsupported, and not going to get you much help here
I was gonna make a funny remark about SpaceCore but Casey doesn't deserve that even if it's just supposed to be humorous 
SpaceCore really is a marvel tbh
(Unsupported in the sense that if it ever does break, support is not guaranteed)
That hurts
Also, many people going to install your mod are going to wonder why you are using JA and a non-insignificant amount of them are going to not install it simply because of that.
JA is best left behind in 1.5.6
I notice on microsofts page there was a scipt for all systems I ran that and it gave me 10 idk if this works but I guess will try
i NEED the forge system though
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Failed loading asset 'assets/Maps/Island_NWarp.tmx' from SMAPI\tntdove.pbb: an unexpected error occurred.
---> System.Exception: Unable to load map with file path 'B:\SteamLibrary\steamapps\common\Stardew Valley\Mods\[CP] Pokemon Berry Bushes\assets\Maps\Island_NWarp.tmx'
---> System.NullReferenceException: Object reference not set to an instance of an object.
at TMXTile.TMXFormat.LoadObjects(TMXMap tmxMap, Map& map)
at TMXTile.TMXFormat.Load(TMXMap tmxMap)
at TMXTile.TMXFormat.Load(Stream stream)
at xTile.Format.FormatManager.LoadMap(String filePath) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\xTileSource\xTile\Format\FormatManager.cs:line 113``` Honestly not sure if I've seen this error before?
You have an empty TileData somewhere in your .tmx
Like a <tiledata> thingy but without anything inside it
Okay I figured that, and I filled that, but it's still giving the error... hm...
Look inside the actual .tmx not Tiled
it does seem unfortunate that the forge feature is stuck in JA (for content mods)
My mod adds a ton of weapons, with many new types with different alt effects via advanced melee framework. The plan was to have infinity versions for every type, using the forge galaxy>infinity system
Yeah that'd do it
I'm not sure under what circumstances Tiled will save it like that instead of giving it an empty <properties>
Wait that deleted the TileData I had π
Why did it have those coordinates???
I'm assuming you had something on the tile 54, 17
i mean, 0,0,,0,0,0,0,0,0,0,0 is accessed by 0,0,0,0,0,00,0
this is a really meaningful statement
Issue in the map itself
Uhhh yes yes I did
That's crazy are you a sorceress 
I've never made a map but I've seen a lot of map-related issues and things in my time
I guess i could learn enough c# to code forge recipes for content patcher...
New quote added by atravita as #8119 (https://discordapp.com/channels/137344473976799233/156109690059751424/1506437881168789554)
You wouldn't be doing the forge recipes via content patcher at all
You could add the items via Content Patcher, but all of the forge-related things would be done in your C# portion. You wouldn't be making them accessible to your CP portion
So I put in a new one and I'm guessing this is right? (I should also get rid of the data of the old one?)
fwiw it won't be difficult since spacecore already does most of the work; you'd just call its API
The TileData is above the TouchAction instead of below this time
Tbh if it were me I'd just delete both, save the .tmx, then re-add them in Tiled
Nahhhh I have trust :)
I mean for "converted" content patcher versions of the weapons ive made already for JA
Eyyyy deleting the top TouchAction worked and now I don't have errors!
π
Woooo all 7 of these map patches have been added! Now to.. actually make the things all associated with them and make them function properly with conditions and whatnot... this might take a few days
well- new maps/patches
I'm pleasantly surprised my mod seems to just work now in the newest update thanks to the advanced melee framework update someone made for 1.6, even if JA isnt the best at least theres that
I think if SDV updates are not a worry it's fine to keep your mod on JA for the moment
(it obviously will be, eventually, since I don't know if Casey will fix it if it does break again)
i hope not
same
I just noticed the coding tool can install .net for me
but I cant target net6 as target framework is that a problem?
you can set it in your csproj
I'm struggling to find motivation to work on my monster logic, so I created a new book instead.
omgg
the book of crabs
you gain insight into the future
and get an event with many crabs piling on you
Which puts the total book count to ~17
the cursed book of crabs (green eyes)
The book is gonna let you damage rock crabs even when they are hidden
thats nice!
ok I now imported the mod I wanted to edit from github but I get the error that I'm missing NETFramework,Version=v4.8 when I try to build it and it seems like Rider cant download that for me
I still need to figure out what the last book will do, and I kinda want to add another book so I can finish this grid
Concerned ape on relogic strats fr
That's his secret. 1.7 will change the code base to Rust
and microsofts page only gives me the .exe version
change <TargetFrameworkVersion>v4.8</TargetFrameworkVersion> to <TargetFramework>net6.0</TargetFramework>
I just realized that I'm gonna have to make 5 different cave interiors and suddenly I am questioning why I did this to myself
make a rare fish book
grants a very slight increase in luck
or is that hte hook book
u got
now it says that it needs mono
It's not a book, but it's already a power in the mod these books are adding to.
Though I think I know what the next book will do
honestly I have no idea what's going on in the csproj file lol; I got it to build with the following steps:
- Replace all of .csproj file with just this:
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Version>1.0.0</Version>
<TargetFramework>net6.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<None Include="packages.config" />
<None Include="manifest.json" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.3.0" />
</ItemGroup>
</Project>
- Delete every file in
EventHandlers/that hasBACKUP,BASE,LOCALorREMOTEin the name (the author seems to have left conflict markers in there) - Delete
Properties/AssemblyInfo.cs
this is the one bad thing about C#, that you can make some truly f*cked build rules that work on your machine and nowhere else
this sounds like a mod that's an uploaded decompile lmao
the original mod was open source so I think it's just wack build things
no i mean like they lost the sauce and thn put the decompile up to open source it 
cus i never see Properties/AssemblyInfo.cs outside of that situaiton
I am trying to make a bat have extra acceleration, using the extraVelocity field. I am trying to access it using this:
IReflectedField<float> vlocity= Mod.instance.Helper.Reflection.GetField<float>(typeof(Bat), "extraVelocity");
Bat w = new Bat(spawnLocation * 64f, -556)
{
focusedOnFarmers = true,
};
How do I make it work for that bat? Cause w.vlocity is not working.
you need to give w to GetField
right now it's trying to find the static field of the Bat type (which doesn't exist)
then you'd call vlocity.SetValue
Thanks! Sorry, took me a second to piece it together: Slap the w in there for typeof(bat)!!!
@azure aspen NSFW mods of any kind are not allowed to be discussed or mentioned here and that includes seeking help modding with/for them.
Button! Any new Button mods lately?????
I have a WIP one with a neat chart but progress on it has been very slow due to being very tired
Coming along nicely enough though
ooo that is a neat chart
I've already got another mod I wanna reuse this chart for too but I need to actually finish this one first 
I haven't figured out how to hook it up to GMCM yet either (since this chart is the configuration for the mod but it's obviously not from the standard suite of options you get with GMCM)
Is it possible to spawn a building (ex. a fish pond) right next to the farm house in every single save with map editing?
(preferably using ContentPatcher or framework mods)
Also, is it possible to trigger an action after catching a specific fish?
you need a framework for spawning buildings
either SpaceCore (for farm types) or Buildings Included
trigger after fish is in BETAS
That feeling when a harmony patch works correctly the first time
I'm probably going to need to ask yall what functions I need to patch for the next book power, but its late and I have a long day ahead of me tomorrow π
I also need to figure out the custom monster class
are there any evil laugh sounds in the game?
The witch one?
Thx I forgot that one!
Witch π
Secret Woods Hedge Maze and Hedge Maze Framework updated to 1.6, added a hedge maze for SVE
https://www.nexusmods.com/stardewvalley/mods/18085
Hello, I'm having trouble getting an event to trigger. I thought it was a precondition I used, but after removing it and testing on a new save, still, nothing happens... Smapi doesn't have anything to say about it either. is there something I'm missing? Lol
Here's the event code, the custom location should be working fine
https://smapi.io/json/none/16377bdef6774445acca3f64ba413a5d
Did you load a blank for the events in that location?
Did you include this json in your content?
Try putting βdebug ebi {{ModId}}.ShopIntroductionβ in your smapi console and see if it plays (replace the mod id token with ur actual mod id)
I thought I did, but it looks like I accidentally deleted that part when copying over the files from my other custom NPC to edit 
Thank you!!
Yw!
I want to modify the items dropped from stone and geodes (I want them to drop (additional) stone).
What method(s) would I need to patch to achieve this and/or where would be a good place to begin looking?
Stone in mines and stone elsewhere have different methods. For mines is MineShaft.checkStoneForItems
Elsewhere is GameLocation.breakStone
Or GameLocation.onStoneDestroyed
For geodes it should be the same places
no one knows of a corner tile I could put there that would look better?
Thanks!
Yall, IDK what I'm doing wrong. I set out to design the next book power for my mod update, and it turned into an idea for the mod update and 2 whole new mods

long time no see modders, anyone know what i need to do to fix this error? been a while π https://smapi.io/json/content-patcher/3230c7370d58449aac6b4abd59dbb1d0
im sure its just me needing to remove a bracket or add a comma or something but its been ages since ive worked on my mods so idk
It looks like you need one more closing bracket after line 2352.
i'll try that, ty!
Can you have a condition that you must have a relationship less than a certain amount with a given NPC? Eg George < 4 hearts?
Yeah. PLAYER_HEARTS Current George 0 3
And how to have something happen a minimum of roughly a year after something else. Eg an initial event happens, and then I want another event to trigger about a year later. Doesn't have to be exact
Oh this should be more accurate: PLAYER_FRIENDSHIP_POINTS Current George 0 999
https://smapi.io/json/content-patcher/ac7d2a416a84405293969372d90bda76 still giving me an error, unless i misunderstood what u said and put it in the wrong spot
You should be able to do AddConversationTopics to count down to a year, and then trigger the event after the countdown is complete.
or used the wrong bracket
https://smapi.io/json/content-patcher/02719c52f4bc4e6683cab20969336011 yeah square bracket still gives the error too
how hard would it be to simulate a fish jumping out of the water animation (similar to fish frenzy/fish pond) in Content Patcher during a cutscene?
My mistake. The bracket added there does close the action, but is not where the error is actually originated. Delete that one.
deleted it, any idea what to do to fix the overall issue then?
You have an open { bracket on line 2190, as well as an open [ bracket on line 2200. You need to close both of them at the proper places.
Yeah, at the places they should be closed.
ooooohhh yeah ok i see where i messed up, i was copying and pasting and pasted in the wrong spot
tysm!!
Elliott's portraits have been totally broken for the past 3 days of my mod being online
Oh my god I had him named Elliot in the files, not Elliott

OKAY IT WORKS NOW SHEESH
that fixed it yes tysm!! @devout otter
!elliot
Elliott has two t's in it...
(Is a mistake many people have made)
God I just wish I'd found that mistake BEFORE publishing, not 3 days after release lmao
oh well, it's fixed now
what you think dose this look better?
yes
I always thought it's two Ls
And always get it wrong
He's from rsv
yus
I assume that stands for something
Someone should make another NPC with the other spelling to add extra confusion.
ridgeside village
"{{ModId}}_RegisterGigas": {
"Id": "{{ModId}}_RegisterGigas",
"Trigger": "Manual",
"MarkActionApplied": false,
"Actions": [
"AddMail Current {{ModId}}_RegigigasDiscovered",
"Spiderbuttons.BETAS_ClearTerrainFeatures Forest Bush 20 88 26 95",
"Spiderbuttons.BETAS_DialogueBox Regigigas {{i18n:DormantRegigigas}} Null Regigigas false"
]
},
}
},```
I'm not sure why but this tile data just isn't interactable in game?
Also this tileset is sooooo screwed in Tiled and I have to assume it's because it's in Maps/Mines rather than just Maps and I don't have it set up properly
If i'm making a configable retexture option for furniture, do the sprite sizes need to stay the same across both versions?
Or can I retexture a 4x4 sprite with a 4x5 sprite?
Have you got a tile on the Buildings tile layer there?
yes, however I've just noticed that the tile data is on the Back layer... 
thank you
I implemented this last night and god was I tired 
They need to be the same, unless it will let you use the config to also change the tilesheet size value in the furniture data - I don't think it will update an existing piece of furniture but you could try it in case I'm wrong.
Ok good to know ty, i'll just play it safe lol
So in Tiled, how do I actually view the properties for the map rather than the tile properties of the last tile I was using? Cuz I've been just closing the project and reopening it to get to that but I'm sure there's a MUCH better solution
Like how do I get back to this?
Map properties in the top
Ahh, thank you!
is there a wiki page for animations?
Hey everyone, so I was wondering if anyone has any suggestions or things they want to see in the next update of BroadcastAPI.
More squirrels!
-# IDK what that API is π
It's a framework for making custom channels.
Interesting...
You can take a look if you want https://github.com/Astraios-911/BroadcastAPI
hmm... maybe after this update I'm doing for my Berry Bushes mod that's gonna add several more secret locations to find, maybe I'll make an expansion mod with even more locations and bundles but specifically compatible with Cornucopia, requiring Cornucopia crops and foods and whatnot for them as well as stuff from my mod
I can probably maybe take a look later today (I'm currently in between meetings due to a proverbial nuke at work that went off late last week)
Yall ever feel like an update got out of hand at some point? My book expansion mod to Dark Offerings has evolved to the point wherein I plan on adding new monsters to the game, 2 new trinkets, potentially new maps, and secret codes π
That can honestly fit in a mod on its own.
EXACTLY
Can you give me a link to the mod I wanna check it out.
The worst part is that I've already sanctioned off two things as their own separate mods to work on later π
I haven't been checking the mods that are getting released on nexus lately cuz I am busy π
To be fair, I feel like I haven't played SV in weeks π . I've been busy modding
This is actually so real π
Relatable
This actually looks nice. I am afraid it might be a little unbalanced, but I will install it in my folder and see when (more like if) I play.
I should really try making an expansion mod (of my main mod), because I need to make sure I remember how to actually make a mod, cuz I've just been expanding on the work I did 2 years ago, haven't gone through the initial process of getting a new mod up and running since
@ivory plume I will soon be uploading a mod (Ducati Motorbike Custom Mount Kit, some assembly required) that includes a recolored and slightly edited version of the exterior of the garage from your Tractor Mod; is there a specific formula you want me to use when crediting you for it?
Also, fellow modders, is this simple description "kosher" when it comes to giving credit where it is due?
Adds a Ducati Motorbike mount with engine sounds and reskins the horse flute to match; intended to supplant the vanilla horse. Requires some easy assembly (moving files between folders) out of respect for clefairykid and MissCoriel.
anyone know where you can find vanilla character sprite sheets?
Bear in mind these are meant to be late item games. The whole idea of my Money Sinks mod series is to give players other ways of spending large sums of money.
For context, the most expensive book added is 30 million gold by default. There's an option to use cheaper prices, which lowers the cost to 10 million (still a lot π )
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
@cyan jungle see the above instructions
Oh nvm then these prices are balanced.
it's very easy to do
ik how to unpack i just dk where to find it in game content fiels
Yeah. If they weren't so expensive I'd 100% agree with you π
Content > characters
Granted, most of the super powerful books cap out at 10 million
on the tpoic of balanced item prices, is 20,000 g a reasonable price for motorcycle helmets when the motorcycle & its shed (additional horse) costs 10,000 g, 100 hardwood and 10 iron bars?
Does it have any function?
That's highway robbery
thanks!
that's what I figured, although Demetrius sends you one for free when you buy the shed.
I think you can make a hat give buffs with some frameworks, so maybe added defense or something?
my mod has five requirements as it is, I don't want to add another one.
I personally would have it be 5 grand (which is still a lot, but a potted plant costs like 250 gold, so screw it, we ball)
Even with the buff though, I think 20,000 is too much.
I so feel that
What are they?
This is what I was thinking as a good price, I just wanted to check.
I also like 5 grand
I don't think you need a framework to do that. I believe items have an on equip buff option iirc
two mods (CK's Ducati and Tractor Engine Sound) that get stripped of their assets to respect clefairykid and MissCoriel's permissions (I have written detailed instructions on this), CP, SMAPI and Custom Mounts.
It could be in CP, if not, it's very likely in spacecore, if it's already one of your deps. You can check if you want or simply leave it as cosmetic if you can't be bothered.
Counterpoint - CP and SMAPI don't count. Just about every mod requires them π
I gtg to study now and stop procrastinating.

bye π
Yours?
how does the game handle wily fishing? i know the sprite takes up 2 sprite slots (top and bottom) so how does it do it?
hard coded
the modded NPC Miriam also does this so you can look at her code for example of how to do it if youre not in C# land
it is working I'm moving the icon
Basically use the same animation key and frames lol
^ also had to deal with the fishing
Can non-social NPCs actually use Location dialogues? The wiki says "An NPC must have gift tastes specified for location dialogue to work, even if their CanSocialize field is set to false.", which implies that they can as long as they have gift taste. But the only way I could seem to get it working is by also setting CanSocialize to true.
I don't have a specific formula, but a quick credit like this is usually good enough in the modding community, even if it technically doesn't follow the letter of the license:
The garage sprite is derived from the [Tractor Mod](https://www.nexusmods.com/stardewvalley/mods/1401) garage sprite (available under the MIT license).
If you want to be fully license-compliant, you'd need to include the full license in your mod. For example, by adding a THIRD_PARTY_NOTICES.txt file containing text like this (one per licensed source):
Garage sprite
-------------
The garage sprite is derived from the Tractor Mod garage sprite, available under the MIT license.
Source: https://github.com/Pathoschild/StardewMods
<paste full copy of https://github.com/Pathoschild/StardewMods/blob/develop/TractorMod/LICENSE here>
So I now just added an option to the config where you can input a number to offset the icon and the window since that one was also missalined, its not elegant but it works
Oh god I had gotten used to using the mines tilesheet and its layout, but the Volcano tilesheet is so different π
Maybe I'll just do these walls with the mines tilesheet.. and then possibly replace it afterwards?
TY! Though I will be modifying the wording to specify that the garage door (barring the bottomost section) and its interior are my own SDV-derived assets. Does "Excluding the areas of (coords) to (coords) and (coords) to (coords), the bike shed sprite is..." suit you?
Yep, any wording like that is fine with me.
Some layering and Heatran's animations aren't implemented but how's this custom location look?
so it has to be with C#? it cant be with like json?
if youre not in C# land
If it's for a schedule animation, I believe Spacecore can help you out
anyway you just use his animation, it's called "dick_fish"
Just keep the frames the same
o yea
Spacecore can do larger animations
i forgor abt spacecore
both spacecore and c# are foreign lands tbh but spacecore definitely sounds better than c#
do you know of a mod that uses spacecore for animation?
...whyyy is it called that?
Willy's old name was dick
willy used to be called dick
the meaning stays...
poor willy
i love willy--no one beat up willy!!
he my grandpa in spirit
: D
my grandpa was just like willy, big fisherman, bit rough
and funny sometimes
How would I modify this custom monster class to use the sprite sheet above?
internal class Robot: Monster
{
public Robot(Vector2 position)
: base("Robot", position)
{
Health = 708;
DamageToFarmer = 35;
resilience.Value = 13;
Speed = 2;
ExperienceGained = 20;
Sprite.SpriteHeight = 32;
Sprite.SpriteWidth = 24;
forceOneTileWide.Value = false;
Sprite.UpdateSourceRect();
}
// TODO: takeDamage - spawn dangerous dwarven sentry if dead
// TODO: draw
// TODO: shedChunks (Maybe)
// TODO: getExtraDropItems
// TODO: updateMonsterSlaveAnimation
// See MetalHead for all of the above
}
but wouldnt that not use my custom npc frame?
like wouldnt that just use willy?
it just uses the frames in the sprite sheet of the npc using the animation, my npc Arumi uses it :P
the animation name only controls the slots of the spritesheet and the durations of the frames
so your npc uses a copy paste of Willy's animation?
you just write the name of Willy's animation AND make sure it's in the same sprite index as Willy's fishing one, thats it
That is tagged ai generated content by the author
Wait, what? Really?
very bad author
i had to contact nexus to force tags on his mods
i recommend removing it here since its ai generated
Then if you press tag this mod it'll show you if a tag was added by the author or not
Such a shame it's made with ai
feel free to remove this
(i have to say cause mods take em down)
We NEED a cutscene maker
I will
damn, that's a shame
π’
Speaking of events, I've been getting into making events, that's why I installed the mod
Is there a way to change the portrait of a NPC to an another emotion?
Cause it seems tricky as it's all 1 single file
(Using Content Patcher - not the mod)
im a little confused because the animation has some numbers but when you look at willy's sprite sheet the numbers dont rlly make sense
unless im looking at it wrong
32 pixels tall and 16 pixels wide
each one of those
and it starts counting at 0
every row has 4 sprites
I understand but look it's kinda confusing let me show you
no, willy is a longer sprite i think thats where the confusion is coming from
the fishing animation is 64px tall
and then when you look up the sprites those index belong to they dont make sense
since willys anim is 64px tall the index changes
the game stretches the sprite bounds downwards by 32 when it detects the "dick_fish" animation
Willy's animation has hardcoded exceptions in the game's code so don't pay too much attention to whether or not the numbers make sense for NPCs in general
it doesn't do that otherwise yeah
It knows how to use those numbers for that animation specifically
if you use spacecore:
https://gist.github.com/spacechase0/55f5b8b75a47b5d4d6f790609f48d20c
Even if they wouldn't work for a custom NPC without co-opting that animation name
if you used say, 12, you'd get the fishing rod on it's own
yeah was about to say thats why we tend to use spacecore for bigger anims :3
reminds me of the time in 1.5 when atra let me have the fishing code from GIMA for constance
so should i just use the same numbers as the dick_fish animation but with the spacecore format?
someone else would have to explain the spacecore part but im guessing no on the first
if you use the linked code you'd need to make spacecore a dependency
π i was about to add it to my todo list
and i already had it 
if i dont use spacecore how would i go about it?
p sure you'd just have the possibility of a 32px tall sprite
this is my sprite sheet rn, if anyone could help me figure this out ;-;
honestly i dont remember if anything ever changed for vanilla fishing sprites
if you're using dick_fish and just going vanilla, your fishing sprites have to be in the same spot willy's are.
as it's all hardcoded and the game is looking for the specific part of the spritesheet
but then- doesnt the game recognize frames 0-15 as just walking sprites?
it's hardcoded it's just being "special"
@severe cairn can i please see your code for your fishing animation for your npc?
"dick_fish": "0/8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 10 10 11 11 11 11 11 11 11 11 11 11 10/8",
that's it for her
you just have to ignore it says frame 8/9/10/11
forget that it's not actually frame 8/9/10/11
and in her sprite sheet all those numbers correspond to those numbers? like in her 8 9 etc. it's all fishing sprites?
no
so do i have to change my sprite sheet? ;-;
yes, unless you go the spacecore route
so this animation is with spacecore?
spacecore you can set the frame size/position and the just use the frame numbers as normal
a quick search of my files this is from Town Municipal:
{
"LogName": "Wizard Animations",
"Action": "EditData",
"Target": "Data/animationdescriptions",
"Entries": {
"wizard_sleep": "{{WizardSleep}}/{{WizardSleep}}/{{WizardSleep}}",
"{{ModID}}_wizard_warp": "16/16 16 16 16 16 16 16 16 16 16 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23/23",
"{{ModID}}_wizard_warp_arrive": "23/23 23 23 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16/16"
}
},
{
"LogName": "Wizard Animations for Spacecore",
"Action": "EditData",
"Target": "spacechase0.SpaceCore/ScheduleAnimationExtensionData",
"Entries": {
"{{ModID}}_wizard_warp": {
"SourceRectSize": "16, 32",
"DrawOffset": "0, -0",
"AppearanceOverride": null,
"OnStart": {
"Emote": null,
"PlaySound": null
},
"OnEnd": {
"Emote": null,
"PlaySound": "wand"
},
"OnFrame": {}
},
"{{ModID}}_wizard_arrive": {
"SourceRectSize": "16, 32",
"DrawOffset": "0, -0",
"AppearanceOverride": null,
"OnStart": {
"Emote": null,
"PlaySound": "wand"
},
"OnEnd": {
"Emote": null,
"PlaySound": null
},
"OnFrame": {}
}
}
},
the animation is set as normal, then spacecore is used for the size/any sounds/etc
the important part is the sprites really
feel free to use spacecore tho :3
i dont so i gotta live with dick_fish 
but what if in this case my fishing sprite is like 2 sprites tall
Just bumping this
#making-mods-general message
You forgot her fish hands /j
gosh i might just move my sprites to look like that
if i move them to be like willy's then it's 100% gonna work with dick_fish right?
that one is only 32 tiles tall 
yep
sighh dick_fish it is ;-;
Though you did forget her belt while fishing
oh no thats the old sprite i havent updated
she takes it off to be more flexible /j
Gotcha
It covers her gills
i dont think gills are around the abdomen
that'd be a weirdass fih
I'm slowly building a headcannon that she is some sort of sea monster in disguise
looks at her spritesheet, looks away
question
in an event, is it possible to play two sounds at once? i want to play communityCenter and rain
yess...? 
I believe so
you think my girl a monster? :(
Tbh unrelated to arumi, but related to monsters, i did debate on putting himeko in my monsters folder cus she's a little monster child 
she a creature
who isnt a creature tho
she's just extra creature, a critter, a crechur
Still trying to figure out how to use the robot sprite for my monster π
sometimes youre a brat, sometimes you're playing pranks and sometimes you have that intense craving for a sheet of metal that you need to fullfill
the cronch of metal 
so you think that by moving my 8 fishing sprites to 28 i can use dick_fish?
public override void reloadSprite(bool onlyAppearance = false) { this.Sprite = new AnimatedSprite("Characters\\Monsters\\" + base.name.Value); }
This is in the monster class if it helps
Ty!
Probably gonna try it after dinner
wait no thats the angry rodger one, it just overrides the base moster class
public override void reloadSprite(bool onlyAppearance = false) { this.Sprite = new AnimatedSprite("Characters\\Monsters\\" + base.Name, 0, 16, 16); }
^ Base monster class
AnimatedSprite(string textureName, int currentFrame, int spriteWidth, int spriteHeight) if you wanted to override it for your robot class these are the stuff the animated sprite method uses
the issue with that is youll change willy's animation
thats why i made it the same place willy is
i did change it a bit but it doesnt look different :P
Hey so how do I register the Maps/Mines directory into Tilesheetinator alongside the just Maps directory?
wait you're right
ok ignore that
you just make a Mines folder inside wherever your unpacked stardew sheets are, at least that worked for me :0
trouble with being late at night
@ivory plume "Excluding the areas of (78, 48) to (114, 96) and (13, 112) to (51, 156), the bike shed sprite is derived from the Tractor Mod (https://www.nexusmods.com/stardewvalley/mods/1401) garage sprite (available under the MIT license)."
Said license will be stuck in instructions.txt and the following image will be on the nexus mod page:
wha.. but I have that...
Like.. this right?
???????
bug report of the day: Someone says my updated mod is missing files in some of the folders. I download the mod to see what it is missing. Nothing is missing. But if their game is throwing errors, that means they got the updated code... and somehow not the image files??
damn i forgot how bright light windows is
im so used using darkmode on everything
theres a dark file explorer??
okie so ill just change the sprites
Yep, I just don't use it for file explorer because I'm so used to light mode for it
yeah?
Not extracted properly, perhaps? Could sometimes happen.
I'm gonna hope that's it
Anyway I just need to fix this so I can save it π
Sure! I'm fine with any reasonable wording for the credit line.
It doesn't need to be entirely on the mod page though; for example, you could just have a THIRD_PARTY_NOTICES.md file in your repo (if your mod is open-source) which documents it + that image, and just link to it from the mod page to keep the main page simple.
kenneth's up a ladder animation
Ok I think I got it
Can non-social NPCs actually use Location dialogues? The wiki says "An NPC must have gift tastes specified for location dialogue to work, even if their CanSocialize field is set to false.", which implies that they can as long as they have gift taste. But the only way I could seem to get it working is by also setting CanSocialize to true.
The Location dialogue is just not triggering.
I mean, like everyone uses SpaceCore, it was an easy button to hit
It only triggers when the NPC CanSocialize.
ohh
Ok I kinda like messing with ambient light :)
SpaceCore also has examples that made it really easy to make a fishing animation with it
what gift taste have you given them? a full one or just barebones?
I am not on your level, Lord SMAPI, and as such have neither github nor knowledge of what an .md is (yet, probably - I do want to dig into C# eventually); however, I am glad my means of giving credit where it is due is very acceptable to you.
I just copied Abigail's gift taste.
An NPC has to have a Friendship object to get location dialogue and as far as I know that can only happen if the NPC can socialize, but that's from a very rough scan of things
Or I guess if their SocialTab behaviour is set to "AlwaysShown"
I'd like to shill my lord and savior git and highly encourage anyone and everyone to learn to use it for their mods and in general
Thank you for the confirmation!



