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1 byte added ,  17:38, 25 May 2022
→‎Custom map: clarify (need to add the location in both load stages)
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Note that the map must be built in a certain pattern; look at the maps in the <samp>Content/Maps</samp> folder for examples. It's often easier to start from an existing map and modify it, instead of starting from scratch.
 
Note that the map must be built in a certain pattern; look at the maps in the <samp>Content/Maps</samp> folder for examples. It's often easier to start from an existing map and modify it, instead of starting from scratch.
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{{note box|'''Using Content Patcher to add custom locations is strongly recommended.'''<br />You can add new locations in C# yourself, but be aware of factors like object persistence and NPC pathfinding that are easy to get wrong. If you ''really'' want to do it yourself, use the [[Modding:Modder Guide/APIs/Events#Specialised.LoadStageChanged|specialized <samp>LoadStageChanged</samp> event]] to add the location to <samp>Game1.locations</samp> during the <samp>CreatedInitialLocations</samp> or <samp>SaveAddedLocations</samp> stage.}}
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{{note box|'''Using Content Patcher to add custom locations is strongly recommended.'''<br />You can add new locations in C# yourself, but be aware of factors like object persistence and NPC pathfinding that are easy to get wrong. If you ''really'' want to do it yourself, use the [[Modding:Modder Guide/APIs/Events#Specialised.LoadStageChanged|specialized <samp>LoadStageChanged</samp> event]] to add the location to <samp>Game1.locations</samp> during the <samp>CreatedInitialLocations</samp> and <samp>SaveAddedLocations</samp> stage.}}
    
===Adding tilesets===
 
===Adding tilesets===
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