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| ==Farm Type== | | ==Farm Type== |
− | TODO
| + | To use a custom farm type, it must be added to the game by editing Data/AdditionalFarms. Each entry is an object with these fields: |
− | | + | {| class="wikitable" |
− | ===Localization===
| + | |- |
− | TODO
| + | ! field |
| + | ! description |
| + | |- |
| + | | <samp>ID</samp> |
| + | | A unique ID value. This must be '''globally''' unique across all mods, so you should prefix your mod ID (''e.g.,'' <samp>Example.PineapplesAnywhere/PineappleFarm</samp>). You should avoid commas for compatibility with Content Patcher packs checking the <samp><nowiki>{{FarmType}}</nowiki></samp> token. This is not shown in-game. It should be the same as the key for this entry. |
| + | |- |
| + | | <samp>TooltipStringPath</samp> |
| + | | Where to get the translatable farm name and description. This must be a key in the form <samp>{{t|asset name}}:{{t|key}}</samp>; for example, <samp>Strings/UI:Farm_Description</samp> will get it from the <samp>Farm_Description</samp> entry in the <samp>Strings/UI</samp> file. The translated text must be in the form "<samp>{{t|name}}_{{t|description}}</samp>", like "Pineapple Farm_A farm shaped like a pineapple". |
| + | |- |
| + | | <samp>MapName</samp> |
| + | | The map asset name relative to the <samp>Maps</samp> folder. For example, <samp>Farm_Pineapple</samp> would load <samp>Maps/Farm_Pineapple</samp>. |
| + | |- |
| + | | <samp>IconTexture</samp> |
| + | | ''(optional)'' The asset name for a 22x20 pixel icon texture, shown on the 'New Game' and co-op join screens. |
| + | |- |
| + | | <samp>WorldMapTexture</samp> |
| + | | ''(optional)'' The asset name for a 131x61 pixel texture that's drawn over the farm area in the in-game world map. |
| + | |- |
| + | | <samp>ModData</samp> |
| + | | ''(optional)'' A string→string dictionary of mod-specific metadata for the farm, which can be accessed in C# code via <samp>Game1.GetFarmTypeModData(key)</samp>. |
| + | |} |
| | | |
| ==Location Data== | | ==Location Data== |