For a better experience, please enable JavaScript in your browser before proceeding. An asset name identifies an asset. Add modders the ability to create custom quests, define custom quest types and handle quests on the back-end. For example, assume a mostly empty source map with two layers: Back (red) and Buildings (blue): Here's how that would be merged with each patch mode (black areas are the empty void under the map): Overlay: only matching tiles are replaced. If the map height is less than this value, it'll be extended from the bottom up to that size. How accurate the weapon is. To sidestep this issue, avoid creating Texture2Ds when not necessary. Replace or add music tracks and sound effects. See. Giant crops are 48x64. If you add, If you can sell the BigCraftble or not. Solution: There is something wrong with the JSON. Fruit trees can support only one season. It currently supports crafting recipes, crops (including giant crops), fruit trees, big craftables, hats, weapons, clothing, and boots. For custom shop mod authors: when creating a custom shop, you can set the string who argument Dried Tea Leaves honeysuckle item. The one up on Nexus is the latest one but I think the manifest just wasn't updated so you may be getting a smapi prompt about updating it but it is actually up to date. An example of a filled out gift taste can be found here. There are two conceptual ways you can change an asset: For example, let's say the game needs Abigail's portraits. Solution: There is something missing from the recipe. codes. The game does not handle this correctly for BigCraftables, so it should generally be limited to. When using with PFM in the ProducersConfig.json this information would translate to: This is mentioned because JA & PFM indexs are one off of each other. Do not put. A hats subfolder for a hat is a folder that contains these files: Weapons are 16x16 and can be added via Json Assets through the Weapons folder. It does not matter where you put it. It allows mods like Better Shop Menu to categorize your items better. For example, this code adds a new dialogue file for a custom NPC: You can edit any game asset after it's loaded (but before it's provided to the game), without changing the original files. For inedibile items, set to -300. You do this by adding your edits in the AssetRequested event (see how to use events). Place the contents of "Natural Color.zip" in the root of the game: 2. This technique consists of three steps: For example, this mod just loads a data asset (a dictionary of model entries): This works for any asset type (e.g. Imgur. . "Honeysuckle". The rest of this page explains each one in more detail. For example: When you load an asset from your mod folder, SMAPI stores it with an asset name that uniquely identifies it. (int) The amount of Cinder Shard required for the receipe. This error may appear for every JA object even if only one is a duplicate name. A collection of legacy sprites for items previously added by PPJA that were added in game updates. When autocomplete results are available use up and down arrows to review and enter to select. The red tile replaces the ground on the Back layer, but the ground is visible under the blue Buildings tile. Each of these folders contains subfolders that at minimum contains a json and a png. SMAPI handles content loading for the game. Today. Hamish is covering all of the latest juicy content in Stardew Valley's most ambitious mod, a. Feb 28, 2022 #1 I have a few wallpaper mods I'd like to install but since Custom Walls and Floors is no longer necessary they need converted to just json assets. If using a custom object added by Json Assets, you will have to use the name. Unless your crop or fruit tree is producing a vanilla item, it will need to have a corresponding folder in Objects. You'll notice a lot of files with .json at the end of the name when creating mods for Stardew Valley. An official port of Kildarien Farmer to Florist mod to JsonAssets. Battlefront II (Classic) Fallout 3 Fallout 4 Fallout New Vegas Kingdom Come: Deliverance Knights of the Old Republic Knights of the Old Republic II Minecraft: Java Edition Minecraft: Bedrock Edition Morrowind Oblivion Rebel Galaxy Outlaw Satisfactory Mount & Blade 2: Bannerlord Skyrim Skyrim Special Edition STALKER: Call of . There are two ways to get an IAssetName value: If you really need to compare strings manually, you should normalize the asset names using PathUtilities and compare case-insensitively. You can use Shop Tile Framework or TMXLoader to create a custom shop to sell clothing. The name of the shirt/pants being produced. The maximum number of damage points an enemy hit with this weapon will receive. Seeds do not have a phase. Unzip the mod folder into Stardew Valley/Mods. Shirts are 8x32 and can be added via Json Assets through the Shirts folder. "Honeysuckle". tilesheets. Json Assets allows you to add custom objects to the game without having to create a SMAPI mod or altering vanilla files. HI! For example, assetName.IsEquivalentTo("Characters/Abigail") will return true for both of the above names. For example, {{spacechase0.JsonAssets/ObjectId: Honeysuckle}} gets the ID for the custom read data, images, or maps from your mod folder (with support for. JsonAssets 1.6.2.zip Date uploaded 01 Mar 2020, 11:27PM File size 168KB Unique DLs 308.7k Total DLs 427.8k Version 1.6.2 For players on Android phones only. Vanilla. Minimum number of crops you will get per harvest. in Content Patcher's FromArea and ToArea fields. This number must be greater than 0. If it can be gifted to an NPC it has gift taste support built in. Determines what the crop produces. Ex. Finally big-craftable-8 is your ReadyAnimation RelativeFrameIndex. ReserveExtraIndexCount is used primarily for big-craftable machines. You need to use the alt ID for any items that might have name collisions.". The folder should contain your manifest.json, the content.json (or the correct json for your framework), and an assets folder that contains any other files your mod uses. This will be your new home, and though it doesn't look like much right now, soon you'll be a valued member of the town who runs an efficient farm and contributes to . content pack's standard i18n folder. You can use the AssetRequested event to load custom maps too. This will return null if the file doesn't exist. hat.json for a hat), and provide the text for any number of language This does not need to be identical to the folder but it is recommend to keep names consistant. Must be one or greater. Can only have one color option. For example, this lets you change what clothes an NPC is wearing (by invalidating their cached sprites or portraits). What's an 'asset'? Add new mail to the game with functionality like custom backgrounds, repeating mail, a wider variety of mail attachments, and support for multiple attachments. The stations can be. Install SMAPI, Json Assets, SpaceCore, Content Patcher, Producer Framework Mod, Custom Cask Mod (optional), PPJA Collection (or listed packs) and Mail Framework Mod. in the ShopMenu constructor to give it an owner ID. The PurchaseFrom field lets you add items to shops for the player to buy. This may include .png files, other .json files, and even or .tmx/.tbin files, among others. Touch device users, explore by touch or with swipe gestures. You can replace an asset entirely by providing the asset through the AssetRequested event (see how to use events). The Island Resort functions as a new place for players to interact with the characters from Stardew Valley. ), (We'll have a guided tutorial here soon.). When you load a map file, and an unpacked tilesheet is present in the mod folder (relative to the map file), SMAPI will automatically link the map to that file and handle loading it too. This is a list of entries with, If you can sell the object or not. The tilesheet which contains the sprite for the named custom item, suitable for use in Content This is a community to discuss Stardew . Set to. make changes to game assets (without changing the actual files); The normal convention is to have them in an. With software like VS Code and Sublime, you can set up the schema so it checks the formatting of your JSON file as you write your mod. And to input this add-on, youll need to follow the steps below: Install Json Assets, SpaceCore, SMAPI, and Farm Rearranger add-on from Nexus Mods / ModDrop. This will correspond to a folder with the same name in. You can't use normal string comparison with asset names. The original entry into PPJA. Seasonal Hats (Json Assets) At Stardew Valley Nexus - Mods And Community www.nexusmods.com. This is an optional feature and not required for a content pack to work. If you're looking to expand the vanilla giant crop offering you'll need to use More Giant Crops. three IDs you can use, in order of preference: You can use any ID to identify the shop, but should avoid the context ID if possible since multiple so you can use Json Assets data in your Content Patcher packs. The sprite's X and Y pixel positions in the tilesheet for the named custom item, suitable for use The name you would like your object to have. Ex. Explore. It will be reloaded next time the game requests it (and mods will have another chance to intercept it), and SMAPI will automatically update references to the asset in many cases. In this example it's the Berries crop.json on line 8. A dictionary is a key/value data structure, represented like this in JSON exports: You can get a dictionary helper using asset.AsDictionary(), where TKey is replaced with the key type (usually int or string). The ToArray() avoids that by iterating over a copy of the keys instead. Ex. Solution: If you have previously used clothing added via Content Patcher it will show as a blank object. Maximum number of crops you will get per harvest. Json Assets allows you to add custom objects to the game without having to create a SMAPI mod or altering vanilla files. If you're asking for help with this your log will be large, which can reduce the chances of people being able to help because it may not load. Allows creating custom entities that can be spawned on maps or follow the player around. Each shop has up to Stardew Valley Mods. Json Assets lets content packs add custom content to the game. (string) The name of the Item that is to be put on the left slot for the recipe. Everyone else should use the latest version instead. This does not need to be identical to the folder but it is recommend to keep names consistant. For example, this loads two map files and merges them: See edit a game asset for a description of the available patch helpers. You can use either the item ID or the name of the object. The left portion of the image (96x672) is for male characters. First let's get our basic content pack up and running: If you did everything correctly so far, you should see the new mod under "Loaded X content packs" in the SMAPI console. Add custom critters to the world, like butterflies and bees. 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