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==Farm Type==
 
==Farm Type==
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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:
 
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{| class="wikitable"
===Localization===
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|-
TODO
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! field
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! description
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|-
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| <samp>ID</samp>
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| 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.
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|-
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| <samp>TooltipStringPath</samp>
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| 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".
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|-
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| <samp>MapName</samp>
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| The map asset name relative to the <samp>Maps</samp> folder. For example, <samp>Farm_Pineapple</samp> would load <samp>Maps/Farm_Pineapple</samp>.
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|-
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| <samp>IconTexture</samp>
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| ''(optional)'' The asset name for a 22x20 pixel icon texture, shown on the 'New Game' and co-op join screens.
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|-
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| <samp>WorldMapTexture</samp>
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| ''(optional)'' The asset name for a 131x61 pixel texture that's drawn over the farm area in the in-game world map.
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|-
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| <samp>ModData</samp>
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| ''(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>.
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|}
    
==Location Data==
 
==Location Data==

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