Changes

→‎Relationships: note that you should run `debug houseUpgrade` with `debug marry` if needed
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←[[Modding:Index|Index]]
 
←[[Modding:Index|Index]]
 +
 +
{{note box|type=warning|text=<span style="font-size: larger;">'''Console commands aren't meant for general use. Be very careful using them.'''</span>
 +
<br />They can have permanent side-effects on your save data, break your save, or have other unintended effects. If you don't understand the command, don't use it on a save you care about.'''
 +
}}
    
SMAPI provides access to hundreds of console commands with a wide variety of effects, ranging from useful tools to cheats to specialized test commands. These are documented on this page.
 
SMAPI provides access to hundreds of console commands with a wide variety of effects, ranging from useful tools to cheats to specialized test commands. These are documented on this page.
 +
 +
{{TOC}}
    
==Format used on this page==
 
==Format used on this page==
Line 12: Line 18:  
==Console commands==
 
==Console commands==
 
===How to enter console commands===
 
===How to enter console commands===
You must have the Console Commands mod installed to use the commands listed below. That mod is bundled with SMAPI; if you deleted it, just [[Modding:Player Guide|reinstall SMAPI]] to get the mod back.
+
You must have the Console Commands mod installed to use the commands listed below. That mod is bundled with SMAPI; if you deleted it, just [[Modding:Player Guide/Getting Started|reinstall SMAPI]] to get the mod back.
    
You can enter console commands directly into the SMAPI console window (or into the in-game chat if you have {{nexus mod|2092|Chat Commands}} too). You can type <code>help</code> to get a list of console commands (including commands added by other mods).
 
You can enter console commands directly into the SMAPI console window (or into the in-game chat if you have {{nexus mod|2092|Chat Commands}} too). You can type <code>help</code> to get a list of console commands (including commands added by other mods).
   −
==Debug commands==
+
===Items & money===
<div style="border: 1px solid red; background: #FCC; padding: 1em;">'''Warning: These commands are intended for testing and troubleshooting rather than general playing. Some have permanent side effects and may cause crashes or other problems.'''</div>
  −
 
  −
===How to enter debug commands===
  −
The game itself has hundreds of hidden debug commands used to test the game. These [[#Console commands|require the Console Commands mod]] too, but '''every command should be prefixed with <code>debug</code>''' like this:
  −
<pre>
  −
debug where Robin
  −
> Robin is at Farm, 21,4
  −
</pre>
  −
 
  −
The example above returned output, but many commands don't. If there's no output, SMAPI will say ''Sent debug command to the game, but there was no output''.
  −
 
  −
===Macros===
  −
Instead of entering each command directly into the SMAPI console, you can also use the <tt>[[#runmacro|debug runmacro]]</tt> command to a list of debug commands from a text file. (This doesn't work with the non-debug commands.) Here's how to use it:
  −
 
  −
# Create a text file in [[Modding:Player Guide/Getting Started#Find your game folder|your game folder]] (with a <tt>.txt</tt> extension).
  −
# Type commands in this file, one command per line. Each command should start with a slash character (<tt>/</tt>), but should not include <code>debug </code>.
  −
# To run the macro, type <code>debug runmacro &lt;filename&gt;</code> in the SMAPI console, replacing <tt>&lt;filename&gt;</tt> with the name of your command file without the <tt>.txt</tt> extension.
  −
 
  −
For example, let's say you have a <code>quickstart.txt</code> file with these commands:
  −
<pre>
  −
/backpack 12
  −
/Money 10000
  −
/levelup 0 1
  −
/weapon 5
  −
</pre>
  −
 
  −
Entering <code>debug runmacro quickstart</code> in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a [[Bone Sword]] added to the player's inventory. (Note: <tt>Money</tt> is capitalized in this example because if it is all lowercase it triggers a [[Secrets#Chat|special chat response]] instead of executing the command.)
  −
 
  −
===Items and inventory===
  −
====General item search and spawning====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|-
 
|-
 
{{/cmd
 
{{/cmd
   |command = bigitem,big,bi,b
+
   |command = list_items
   |params  = {{t|I:itemID}}
+
   |params  = {{o|S:search text}}
   |desc    = Adds the specified craftable to your inventory. See [[Modding:Big craftables data|big craftables data]] for a list of base game IDs.
+
   |desc    = Shows a list of every item in the game (including those added by mods). The optional search text limits results to those which have all of the search words somewhere in their ID + type + name.
   |example = <code>debug bigitem 12</code> would give you a [[keg]].
+
 
 +
   |example =
 +
<pre>
 +
> list_items iridium
 +
 
 +
                name |                    id
 +
-------------------- | ---------------------
 +
  Iridium Fireplace |              (F)1796
 +
      Iridium Krobus |              (F)2396
 +
        Iridium Pan |      (H)IridiumPanHat
 +
        Iridium Band |                (O)527
 +
        Iridium Bar |                (O)337
 +
...
 +
</pre>
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = createdebris,mainmenu
+
   |command = player_add name
   |params  = {{t|I:itemID}}
+
   |params  = {{t|S:item name}}, {{o|I:count}}, {{o|I:quality}}
   |desc    = Spawns the specified object at your position. See [[Modding:Object data|Object data]] for a list of base game IDs. The object will initially be laying on the ground and will be picked up if you have room once the game regains focus.
+
   |desc    = Adds an item to your inventory based on its name.
   |example = <code>debug createdebris 24</code> would spawn a [[parsnip]].
+
 
  <!-- As odd as it seems, the above alias is correct. There may have been a different "mainmenu" command at one time, but currently it is equivalent to createdebris. -->
+
Parameters:
 +
* {{t|S:item name}} is the default or translated item name to spawn.
 +
* {{o|I:count}} is how many items to add to your inventory (defaults to 1).
 +
* {{o|I:quality}} is the quality of the item to create (defaults to normal). This can be one of <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or 4 (<samp>iridium</samp>).
 +
   |example = <code>player_add name "Galaxy Sword"</code> will create a Galaxy Sword.; <code>player_add name "Stir Fry" 10 4</code> will create 10 iridium-quality [[Stir Fry|stir fry]] dishes.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   | command = everythingshop
+
   |command = player_add
   | desc    = Opens a shop menu containing a furniture [[catalogue]], all objects, all craftables, and all weapons. All items are free.
+
  |params  = {{t|I:item ID}}, {{o|I:count}}, {{o|I:quality}}
 +
   |desc    = Adds an item to your inventory based on its item ID.
 +
 
 +
Parameters:
 +
* {{t|I:item ID}} is the unique ID for the item to add (as shown by the <samp>list_items</samp> command).
 +
* {{o|I:count}} is how many items to add to your inventory (defaults to 1).
 +
* {{o|I:quality}} is the quality of the item to create (defaults to normal). This can be one of <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or 4 (<samp>iridium</samp>).
 +
  |example = <code>player_add (O)246</code> will create a [[Wheat Flour|wheat flour]] item.;<code>player_add (O)128 10 4</code> would create 10 iridium-quality [[pufferfish]].
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = furniture,ff
+
   |command = player_setmoney
   |params  = {{o|I:itemID}}
+
   |params  = {{t|I:amount}}
   |desc    = Adds the specified piece of furniture to your inventory. See [[Modding:Furniture data|Furniture data]] for a list of base game IDs. If the itemID is not supplied, a random piece of furniture (ID 0 - 1612) will be given.
+
   |desc    = Changes the player's total money to the given amount of gold.
   |example = <code>debug furniture 704</code> would give you an [[Oak Dresser]].
+
   |example = <code>player_setmoney 5000</code> will change your total money to 5000g.
 
}}
 
}}
 +
|}
 +
 +
===Player===
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 
{{/cmd
 
{{/cmd
   |command = fuzzyitemnamed,fin,f
+
  |command = player_changecolor
   |params  = {{t|S:itemName}},{{o|I:amount}},{{o|I:quality}}
+
  |params  = {{t|S:feature}}, {{t|S:color}}
   |desc    = Adds the specified item to your inventory. This is a fuzzy search and the game will look through objects, craftables, furniture, weapons, boots, hats, and clothes to match it. There is no reliable way to use names with spaces or differentiate items with the same name, so not all items can be accessed with this command. The optional parameters are for stack amount (defaults is 1) and quality (default is 0.)
+
  |desc    = Sets a color for your character's sprite.
   |example = <code>debug fuzzyitemnamed sturg 5 4</code> would give you a stack of five Iridium-quality [[Sturgeon]].; <code>debug fin galaxy</code> would give you a [[Galaxy Sword]].; <code>debug f grief</code> would give you a [[Shirts|"Good Grief" Shirt]].
+
 
}}
+
Parameters:
{{/cmd
+
* {{t|S:feature}} is one of <samp>hair</samp>, <samp>eyes</samp>, or <samp>pants</samp>.
   |command = getindex
+
* {{t|S:color}} is an RGB color, specified as three comma-separated channels from 0 (no color) to 255 (max color).
   |params  = {{t|S:itemName}}
+
 
   |desc    = Outputs the parent sheet index (i.e. ID) of the specified item to the SMAPI console. This is a fuzzy search with similar behavior to the <code>fuzzyitemnamed</code> command. Weapons, Boots, and Hats are recognized but will not return the correct ID.
+
  |example = <code>player_changecolor eyes 255,0,0</code> would make your character's eyes red.
   |example = <code>debug getindex prisma</code> would output ''Prismatic Shard's index is 74''.;<code>debug getindex grief</code> would output ''"Good Grief" Shirt's index is 1008''.
+
}}
}}
+
{{/cmd
{{/cmd
+
  |command = player_changestyle
   |command = item,i
+
  |params  = {{t|S:target}}, {{t|I:style ID}}
   |params  = {{t|I:itemID}},{{o|I:amount}},{{o|I:quality}}
+
  |desc    = Sets a style for your character's sprite.
   |desc    = Adds the specified object to your inventory. Despite the generic name, this accepts object IDs only. The optional parameters are for stack amount (default is 1) and quality (default is 0.)
+
 
   |example = <code>debug item 74</code> would give you a [[Prismatic Shard]].
+
Parameters:
}}
+
* {{t|S:target}} is the part of the player's style to change. This is one of <samp>hair</samp>, <samp>shirt</samp>, <samp>skin</samp>, <samp>acc</samp> (accessory), <samp>shoe</samp>, <samp>swim</samp> (whether the player is wearing a swim suit), or <samp>gender</samp>.
{{/cmd
+
* {{t|I:style ID}} is the integer ID for the style to use. For <samp>swim</samp>, this can be <samp>0</samp> (not in a swim suit) or <samp>1</samp> (in a swim suit). For <samp>gender</samp>, this can be <samp>0</samp> (male) or <samp>1</samp> (female).
   |command = itemnamed,in
+
 
   |params  = {{t|S:itemName}},{{o|I:amount}},{{o|I:quality}}
+
  |example = <code>player_setstyle swim 1</code> would change the player into their swim suit.
   |desc    = Adds the specified object to your inventory. Accepts only object names; this is not a fuzzy match but is case-insensitive. Punctuation should be included, but all spaces should be removed from the name (see examples below). If the requested name is not unique, all matching objects will be added. The optional parameters are for stack amount (default is 1) and quality (default is 0.)
+
}}
 +
{{/cmd
 +
  |command = player_sethealth
 +
  |params  = {{t|I:amount}}
 +
  |desc    = Sets the player's current [[health]].
 +
  |example = <code>player_sethealth 200</code> would give you 200 health points.
 +
}}
 +
{{/cmd
 +
  |command = player_setimmunity
 +
  |params  = {{t|I:amount}}
 +
  |desc    = Sets the player's total [[immunity]]. This is permanent and is affected by immunity buffs. For example, if you set immunity 10 while [[Genie Shoes]] (+6 immunity) are equipped, removing the shoes would set your immunity to 4 (10 - 6). You can reset immunity to normal by removing everything that improves immunity, then entering <code>player_setimmunity 0</code>.
 +
  |example = <code>player_setimmunity 10</code> would you 10 immunity points, or a 100% chance of avoiding buff effects.
 +
}}
 +
{{/cmd
 +
  |command = player_setmaxhealth
 +
  |params  = {{t|I:amount}}
 +
  |desc    = Sets the player's maximum [[health]]. This permanently changes the baseline; for example, if you set your max health to 500 and then drink [[Skull Cavern#Secret|Iridium Snake Milk]], your max health will increase to 525.
 +
  |example = <code>player_setmaxhealth 500</code> would give you a maximum of 500 health points.
 +
}}
 +
{{/cmd
 +
  |command = player_setmaxstamina
 +
  |params  = {{t|I:amount}}
 +
  |desc    = Sets the player's maximum [[energy|stamina]]. This permanently changes the baseline; for example, if you set your max stamina to 300 and then collect a [[Stardrop]], your max stamina will increase to 334.
 +
  |example = <code>player_setmaxstamina 500</code> would give you a maximum of 500 stamina points.
 +
}}
 +
{{/cmd
 +
  |command = player_setname
 +
  |params  = {{t|S:target}},{{t|S:name}}
 +
  |desc    = Sets the name of the current player or their farm, depending on the {{t|S:target}} value (<samp>player</samp> or <samp>farm</samp>).
 +
  |example = <code>player_setname player Malon</code> would change your player name to Malon.;<code>player_setname farm "Lon Lon"</code> would change your farm name to Lon Lon Farm.
 +
}}
 +
{{/cmd
 +
  |command = player_setstamina
 +
  |params  = {{t|I:amount}}
 +
  |desc    = Sets the player's current [[energy|stamina]].
 +
  |example = <code>player_setstamina 200</code> would give you 200 stamina points.
 +
}}
 +
|}
 +
 
 +
===World===
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = hurry_all
 +
  |params  =
 +
  |desc    = Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use [[#Debug commands|<samp>debug hurry npc-name</samp>]] instead.)
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = set_farm_type list
 +
  |params  =
 +
  |desc    = Shows a list of farm types you can use with the <samp>set_farm_type</samp> command.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = set_farm_type
 +
  |params  = {{t|S:farm type}}
 +
  |desc    = Sets the player's current [[Farm Maps|farm type]], where {{t|I:farm type}} is one of <samp>0</samp> (standard), <samp>1</samp> (riverlands), <samp>2</samp> (forest), <samp>3</samp> (hilltop), <samp>4</samp> (combat), <samp>5</samp> (four corners), <samp>6</samp> (beach), or a custom farm type ID. You can enter <code>set_farm_type list</code> for a list of valid farm type IDs.
 +
  |example = <code>set_farm_type 1</code> will set the farm type to riverlands.
 +
}}
 +
{{/cmd
 +
  |command = world_clear
 +
  |params  = {{t|S:location}},{{t|S:entity type}}
 +
  |desc    = Removes all entities of the given type from a location.
 +
 
 +
Parameters:
 +
* {{t|S:location}} is the [[Modding:Location data|internal name for a location]], or <samp>current</samp> for the one you're in.
 +
* {{t|S:entity type}} is one of <samp>crops</samp>, <samp>debris</samp>, <samp>fruit-trees</samp>, <samp>furniture</samp>, <samp>grass</samp>, <samp>trees</samp>, <samp>removable</samp> (everything that can be removed or destroyed during normal gameplay), or <samp>everything</samp> (everything including permanent bushes).
 +
  |example = <code>world_clear current debris</code> will remove all debris (sticks, stones, and small plants).
 +
}}
 +
{{/cmd
 +
  |command = world_downminelevel
 +
  |params  =
 +
  |desc    = Goes down one mine level. If you're not in the mines, warps you to the first mine level.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = world_freezetime
 +
  |params  = {{t|I:action}}
 +
  |desc    = Freezes or resumes the time. The {{o|I:action}} can be <samp>0</samp> (resume time) or <samp>1</samp> (freeze time); if omitted, time is toggled.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = world_setday
 +
  |params  = {{t|I:day}}
 +
  |desc    = Sets the day of month.
 +
  |example = <code>world_setday 30</code> will set the date to the 30th of the current season.
 +
}}
 +
{{/cmd
 +
  |command = world_setminelevel
 +
  |params  = {{t|I:mine level}}
 +
  |desc    = Warps you to the given mine level. This can be the [[The Mines|regular mines]] (levels 1&ndash;120), [[Skull Cavern]] (121+), or [[Quarry Mine]] (77377).
 +
  |example = <code>world_setminelevel 80</code> warps to mine level 80.
 +
}}
 +
{{/cmd
 +
  |command = world_setseason
 +
  |params  = {{t|S:season}}
 +
  |desc    = Sets the season (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>).
 +
  |example = <code>world_setseason spring</code> will set the season to spring.
 +
}}
 +
{{/cmd
 +
  |command = world_settime
 +
  |params  = {{t|I:time}}
 +
  |desc    = Sets the time of day, using the game's 26-hour time format (from 0600 for 6am at the start of day, to 2600 for 2am at the end of day).
 +
  |example = <code>world_settime 1430</code> will set time to 2:30pm.
 +
}}
 +
{{/cmd
 +
  |command = world_setyear
 +
  |params  = {{t|I:year}}
 +
  |desc    = Sets the year number.
 +
  |example = <code>world_setyear 10</code> will set the the game to the 10th year.
 +
}}
 +
|}
 +
 
 +
===Other===
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = harmony_summary
 +
  |params  = {{o|S:search}}
 +
  |desc    = Lists the [[Modding:Modder Guide/APIs/Harmony|Harmony patches]] added by SMAPI and other mods. If {{o|S:search}} is given, only patched method names matching any of the search terms will be listed.
 +
  |example = <code>harmony_summary MeleeWeapon</code> will list patches which affect the <samp>MeleeWeapon</samp> class in the game code.
 +
}}
 +
{{/cmd
 +
  |command = help
 +
  |params  = {{o|S:command name}}
 +
  |desc    = Provides documentation for console commands. If called without an argument, shows general help text and a list of available commands. If called with a command name, shows the documentation for that command.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = log_context
 +
  |params  =
 +
  |desc    = Enables logging more contextual info like buttons pressed, menus changed, etc. For example, it can be used to get [[Modding:Player Guide/Key Bindings|key binding codes]] or to simplify troubleshooting. This is enabled until you restart the game, or run the command again to disable it.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = reload_i18n
 +
  |params  =
 +
  |desc    = Reload [[Modding:Translations|translation files]] for all mods. This is mainly useful when translating mods. (Note that if a mod caches the text, it may show the old version until it updates.)
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = show_data_files
 +
  |params  =
 +
  |desc    = Opens the folder containing the save and log files.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = show_game_files
 +
  |params  =
 +
  |desc    = Opens the [[Modding:Player Guide/Getting Started#Find your game folder|game folder]].
 +
  |example =
 +
}}
 +
|}
 +
 
 +
Mods may also add their own commands. For example, Content Patcher adds the <samp>patch</samp> command, documented [https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/troubleshooting.md here].
 +
 
 +
===Advanced===
 +
⚠️ These may corrupt or make permanent changes to your save. DO NOT USE THESE unless you're absolutely sure.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = apply_save_fix
 +
  |params  = {{t|S:fix ID}}
 +
  |desc    = Applies one of the game's save migrations to the currently loaded save. Parameters:
 +
* {{t|s:fix ID}} is the unique identifier for the save fix to apply. You can specify <samp>list</samp> to show a list of save fix IDs.
 +
 
 +
  |example = <code>apply_save_fix list</code> would show a list of save fixes.;<code>apply_save_fix AddCampfireKit</code> would add [[Cookout Kit]] to the player's crafting recipes if they meet the requirements for it.
 +
}}
 +
{{/cmd
 +
  |command = debug
 +
  |params  = {{t|*:command text}}
 +
  |desc    = Executes one of the game's debug commands. See [[#Debug commands|''debug commands'']] below for more info.
 +
  |example =
 +
}}
 +
{{/cmd
 +
  |command = regenerate_bundles
 +
  |params  = {{o|S:type}} {{o|*:flags}}
 +
  |desc    = Regenerates your community center bundle data. This will '''reset all bundle progress''', and may have unintended effects if you've already completed bundles. Parameters:
 +
* {{o|S:type}}: the bundle type that will be generated (defaults to the current bundle type). Possible values: [[Bundles|<samp>Default</samp>]] or [[Remixed Bundles|<samp>Remixed</samp>]].
 +
* <samp>confirm</samp>: confirms that you're aware of the potential consequences. Running <samp>regenerate_bundles</samp> without this option will show a warning message instead.
 +
* <samp>ignore_seed</samp> (''optional''): if the type is <samp>Remixed</samp>, causes remixed bundles to be re-randomized without using the save seed.
 +
  |example = <code>regenerate_bundles confirm</code> will regenerate bundles using the save's current settings.;<code>regenerate_bundles remixed ignore_seed confirm</code> will regenerate using randomized [[Remixed Bundles|remixed bundles]].
 +
}}
 +
|}
 +
 
 +
==Debug commands==
 +
{{note box|type=error|text=<span style="font-size: larger;">'''Don't use these commands unless you're aware of the possible consequences.'''</span><br />These are meant for the game developers, not players. They may crash your game, permanently corrupt or break your save, or cause other problems. Using these in a save you care about is not recommended.}}
 +
 
 +
===How to enter debug commands===
 +
The game itself has hundreds of hidden debug commands used to test the game. These [[#Console commands|require the Console Commands mod]] too, but '''every command should be prefixed with <code>debug</code>''' like this:
 +
<pre>
 +
debug where Robin
 +
> Robin is at Farm, 21,4
 +
</pre>
 +
 
 +
The example above returned output, but many commands don't. If there's no output, SMAPI will say ''Sent debug command to the game, but there was no output''.
 +
 
 +
===Macros===
 +
Instead of entering each command directly into the SMAPI console, you can also use the <samp>[[#runmacro|debug runmacro]]</samp> command to a list of debug commands from a text file. (This doesn't work with the non-debug commands.) Here's how to use it:
 +
 
 +
# Create a text file in [[Modding:Player Guide/Getting Started#Find your game folder|your game folder]] (with a <samp>.txt</samp> extension).
 +
# Type commands in this file, one command per line. Each command should start with a slash character (<samp>/</samp>), but should not include <code>debug </code>.
 +
# To run the macro, type <code>debug runmacro &lt;filename&gt;</code> in the SMAPI console, replacing <samp>&lt;filename&gt;</samp> with the name of your command file without the <samp>.txt</samp> extension.
 +
 
 +
For example, let's say you have a <code>quickstart.txt</code> file with these commands:
 +
<pre>
 +
/backpack 12
 +
/Money 10000
 +
/levelup 0 1
 +
/weapon 5
 +
</pre>
 +
 
 +
Entering <code>debug runmacro quickstart</code> in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a [[Bone Sword]] added to the player's inventory. (Note: <samp>Money</samp> is capitalized in this example because if it is all lowercase it triggers a [[Secrets#Chat|special chat response]] instead of executing the command.)
 +
 
 +
===Items and inventory===
 +
====General item search and spawning====
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = bigitem,big,bi,b
 +
  |params  = {{t|I:itemID}}
 +
  |desc    = Adds the specified craftable to your inventory. See [[Modding:Items|big craftables data]] for a list of base game IDs.
 +
  |example = <code>debug bigitem 12</code> would give you a [[keg]].
 +
}}
 +
{{/cmd
 +
  |command = createdebris,mainmenu
 +
  |params  = {{t|I:itemID}}
 +
  |desc    = Spawns the specified object at your position. See [[Modding:Items|object data]] for a list of base game IDs. The object will initially be laying on the ground and will be picked up if you have room once the game regains focus.
 +
  |example = <code>debug createdebris 24</code> would spawn a [[parsnip]].
 +
  <!-- As odd as it seems, the above alias is correct. There may have been a different "mainmenu" command at one time, but currently it is equivalent to createdebris. -->
 +
}}
 +
{{/cmd
 +
  | command = everythingshop
 +
  | desc    = Opens a shop menu containing a furniture [[catalogue]], all objects, all craftables, and all weapons. All items are free.
 +
}}
 +
{{/cmd
 +
  |command = furniture,ff
 +
  |params  = {{o|I:itemID}}
 +
  |desc    = Adds the specified piece of furniture to your inventory. See [[Modding:Items|furniture data]] for a list of base game IDs. If the itemID is not supplied, a random piece of furniture (ID 0 - 1612) will be given.
 +
  |example = <code>debug furniture 704</code> would give you an [[Oak Dresser]].
 +
}}
 +
{{/cmd
 +
   |command = fuzzyitemnamed,fin,f
 +
   |params  = {{t|S:itemName}},{{o|I:amount}},{{o|I:quality}}
 +
   |desc    = Adds the specified item to your inventory. This is a fuzzy search and the game will look through objects, craftables, furniture, weapons, boots, hats, and clothes to match it. There is no reliable way to use names with spaces or differentiate items with the same name, so not all items can be accessed with this command. The optional parameters are for stack amount (defaults is 1) and quality (default is 0.)
 +
   |example = <code>debug fuzzyitemnamed sturg 5 4</code> would give you a stack of five Iridium-quality [[Sturgeon]].; <code>debug fin galaxy</code> would give you a [[Galaxy Sword]].; <code>debug f grief</code> would give you a [[Tailoring#Shirts|"Good Grief" Shirt]].
 +
}}
 +
{{/cmd
 +
   |command = getindex
 +
   |params  = {{t|S:itemName}}
 +
   |desc    = Outputs the parent sheet index (''i.e.,'' ID) of the specified item to the SMAPI console. This is a fuzzy search with similar behavior to the <code>fuzzyitemnamed</code> command. Weapons, Boots, and Hats are recognized but will not return the correct ID.
 +
   |example = <code>debug getindex prisma</code> would output ''Prismatic Shard's index is 74''.;<code>debug getindex grief</code> would output ''"Good Grief" Shirt's index is 1008''.
 +
}}
 +
{{/cmd
 +
   |command = item,i
 +
   |params  = {{t|I:itemID}},{{o|I:amount}},{{o|I:quality}}
 +
   |desc    = Adds the specified object to your inventory. Despite the generic name, this accepts object IDs only. The optional parameters are for stack amount (default is 1) and quality (default is 0.)
 +
   |example = <code>debug item 74</code> would give you a [[Prismatic Shard]].
 +
}}
 +
{{/cmd
 +
   |command = itemnamed,in
 +
   |params  = {{t|S:itemName}},{{o|I:amount}},{{o|I:quality}}
 +
   |desc    = Adds the specified object to your inventory. Accepts only object names; this is not a fuzzy match but is case-insensitive. Punctuation should be included, but all spaces should be removed from the name (see examples below). If the requested name is not unique, all matching objects will be added. The optional parameters are for stack amount (default is 1) and quality (default is 0.)
 
   |example = <code>debug itemnamed miner'streat</code> would give you [[Miner's Treat]].;<code>debug in strangedoll 3</code> would give you 3 of each of the Strange Doll [[artifacts]].
 
   |example = <code>debug itemnamed miner'streat</code> would give you [[Miner's Treat]].;<code>debug in strangedoll 3</code> would give you 3 of each of the Strange Doll [[artifacts]].
 
}}
 
}}
Line 103: Line 392:  
   |command = lookup,lu
 
   |command = lookup,lu
 
   |params  = {{t|S:itemName}}
 
   |params  = {{t|S:itemName}}
   |desc    = Outputs the parent sheet index (i.e. ID) of the specified object to the SMAPI console. Accepts only object names; this is not a fuzzy match but is case-insensitive and spaces should still be included (see examples below). If the requested name is not unique, all matching objects will be included in the output.
+
   |desc    = Outputs the parent sheet index (''i.e.,'' ID) of the specified object to the SMAPI console. Accepts only object names; this is not a fuzzy match but is case-insensitive and spaces should still be included (see examples below). If the requested name is not unique, all matching objects will be included in the output.
 
   |example = <code>debug lookup diamond</code> would output ''diamond 72''.; <code>debug lu strange doll</code> would output ''strange 126'' and ''strange 127''.
 
   |example = <code>debug lookup diamond</code> would output ''diamond 72''.; <code>debug lu strange doll</code> would output ''strange 126'' and ''strange 127''.
}}
  −
{{/cmd
  −
  |command = resource
  −
  |params  = {{o|I:type}},{{o|I:amount}}
  −
  |desc    = Marks specified amount of specified resource item as collected. This does not actually add any items but does increment some collection stats and may be useful for completing gathering quests. Valid types are 0 (copper), 2 (iron), 4 (coal), 6 (gold), 8 (coins), 10 (iridium), 12 (wood), and 28 (lantern fuel). Type 8 will increase your money by a random amount (rolls 10-49 and multiplies by the amount specified).
  −
  |example =
   
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 142: Line 425:  
   |command = doesitemexist
 
   |command = doesitemexist
 
   |params  = {{t|I:itemID}}, {{o|S:isCraftable}}
 
   |params  = {{t|I:itemID}}, {{o|S:isCraftable}}
   |desc    = Checks all locations and all player inventories to see if the specified item exists anywhere. If the isCraftable argument is present (no matter what it is), the search will look for [[Modding:Big craftables data|big craftables]] with the specified ID; if the isCraftable argument is absent, the search will instead look for Objects with the specified ID. A global message saying ''Yes'' or ''No'' will be displayed, but there is no indication of where the item is located if it is found.
+
   |desc    = Checks all locations and all player inventories to see if the specified item exists anywhere. If the isCraftable argument is present (no matter what it is), the search will look for [[Modding:Items|big craftables]] with the specified ID; if the isCraftable argument is absent, the search will instead look for Objects with the specified ID. A global message saying ''Yes'' or ''No'' will be displayed, but there is no indication of where the item is located if it is found.
 
   |example = <code>debug doesitemexist 24</code> will search for Parsnips; <code>debug doesitemexist 12 t</code> will search for Kegs.
 
   |example = <code>debug doesitemexist 24</code> will search for Parsnips; <code>debug doesitemexist 12 t</code> will search for Kegs.
 
}}
 
}}
Line 169: Line 452:  
   |command = boots
 
   |command = boots
 
   |params  = {{t|I:itemID}}
 
   |params  = {{t|I:itemID}}
   |desc    = Adds the specified pair of [[boots]] to your inventory. See <tt>Data/Boots</tt> for a list of base game IDs.
+
   |desc    = Adds the specified pair of [[Footwear|boots]] to your inventory. See <samp>Data/Boots</samp> for a list of base game IDs.
 
   |example = <code>debug boots 504</code> would give you [[Sneakers]].
 
   |example = <code>debug boots 504</code> would give you [[Sneakers]].
 
}}
 
}}
Line 175: Line 458:  
   |command = clothes
 
   |command = clothes
 
   |params  = {{t|I:itemID}}
 
   |params  = {{t|I:itemID}}
   |desc    = Adds the specified [[Tailoring|clothing]] item to your inventory. See <tt>Data/ClothingInformation</tt> for a list of base game IDs.
+
   |desc    = Adds the specified [[Tailoring|clothing]] item to your inventory. See <samp>Data/ClothingInformation</samp> for a list of base game IDs.
 
   |example = <code>debug clothes 1008</code> would give you a "Good Grief" Shirt.; <code>debug clothes 11</code> would give you a Simple Dress.
 
   |example = <code>debug clothes 1008</code> would give you a "Good Grief" Shirt.; <code>debug clothes 11</code> would give you a Simple Dress.
 
}}
 
}}
Line 181: Line 464:  
   |command = dye
 
   |command = dye
 
   |params  = {{t|S:itemType}}, {{t|S:color}}, {{t|F:strength}}
 
   |params  = {{t|S:itemType}}, {{t|S:color}}, {{t|F:strength}}
   |desc    = Dyes the specified (currently equipped) item the specified color. Item type can be <tt>shirt</tt> or <tt>pants</tt> and valid colors are <tt>black</tt>, <tt>blue</tt>, <tt>green</tt>, <tt>red</tt>, <tt>white</tt>, and <tt>yellow</tt>. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to "reset" the item by dyeing first with white strength 1.
+
   |desc    = Dyes the specified (currently equipped) item the specified color. Item type can be <samp>shirt</samp> or <samp>pants</samp> and valid colors are <samp>black</samp>, <samp>blue</samp>, <samp>green</samp>, <samp>red</samp>, <samp>white</samp>, and <samp>yellow</samp>. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to "reset" the item by dyeing first with white strength 1.
 
   |example = <code>debug dye shirt red 0.33</code> would dye your current shirt a shade of pink.; <code>debug dye pants blue 1</code> would dye your current pants bright blue.
 
   |example = <code>debug dye shirt red 0.33</code> would dye your current shirt a shade of pink.; <code>debug dye pants blue 1</code> would dye your current pants bright blue.
 
}}
 
}}
Line 203: Line 486:  
   |command = hat
 
   |command = hat
 
   |params  = {{t|I:itemID}}
 
   |params  = {{t|I:itemID}}
   |desc    = Gives and automatically equips the specified [[hat]] to your farmer; any currently equipped hat will be destroyed.  See [[Modding:Hat data|Hat data]] for a list of base game IDs.
+
   |desc    = Gives and automatically equips the specified [[Hats|hat]] to your farmer; any currently equipped hat will be destroyed.  See [[Modding:Items|hat data]] for a list of base game IDs.
 
   |example = <code>debug hat 3</code> would give you a [[Sombrero]] and automatically equip it.
 
   |example = <code>debug hat 3</code> would give you a [[Sombrero]] and automatically equip it.
 
}}
 
}}
Line 209: Line 492:  
   |command = ring
 
   |command = ring
 
   |params  = {{t|I:itemID}}
 
   |params  = {{t|I:itemID}}
   |desc    = Adds the specified [[ring]] to your inventory. See [[Modding:Object data|Object Data]] for a list of base game IDs.
+
   |desc    = Adds the specified [[Rings|ring]] to your inventory. See [[Modding:Items|object data]] for a list of base game IDs.
 
   |example = <code>debug ring 527</code> would give you an [[Iridium Band]].
 
   |example = <code>debug ring 527</code> would give you an [[Iridium Band]].
 
}}
 
}}
Line 247: Line 530:  
{{/cmd
 
{{/cmd
 
   |command = pan
 
   |command = pan
   |desc    = Adds a [[Copper Pan]] to your inventory.
+
   |desc    = Adds a [[Pans|Copper Pan]] to your inventory.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 256: Line 539:  
   |command = pole
 
   |command = pole
 
   |params  = {{o|I:type}}
 
   |params  = {{o|I:type}}
   |desc    = Adds a [[Fishing Poles|Fishing Pole]] of the specified type to your inventory. Valid types are 0 (Bamboo Pole; the default), 1 (Training Rod), 2 (Fiberglass Rod), or 3 (Iridium Rod).
+
   |desc    = Adds a [[Tools#Fishing Poles|Fishing Pole]] of the specified type to your inventory. Valid types are 0 (Bamboo Pole; the default), 1 (Training Rod), 2 (Fiberglass Rod), or 3 (Iridium Rod).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 269: Line 552:  
   |command = tool
 
   |command = tool
 
   |params  = {{t|S:name}},{{t|I:level}}
 
   |params  = {{t|S:name}},{{t|I:level}}
   |desc    = Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are <tt>Ax</tt>, <tt>Hoe</tt>, <tt>Pickaxe</tt>, and <tt>Watering Can</tt>. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium).
+
   |desc    = Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are <samp>Ax</samp>, <samp>Hoe</samp>, <samp>Pickaxe</samp>, and <samp>Can</samp>. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium).
   |example = <code>debug tool Pick 0</code> would set your pickaxe to base quality.; <code>debug tool Can 4</code> would set your watering can to iridium quality.
+
   |example = <code>debug tool Pick 0</code> would set your pickaxe to base quality.; <code>debug tool Can 4</code> would set your watering can to iridium quality.; <code>debug tool ax 3</code> would set your '''''pickaxe''''' to gold quality, because of the case-sensitive substring match.  
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 288: Line 571:  
   |command = weapon
 
   |command = weapon
 
   |params  = {{t|I:weaponID}}
 
   |params  = {{t|I:weaponID}}
   |desc    = Adds the specified weapon to your inventory. See [[Modding:Weapon data|Weapon data]] for a list of base game IDs.
+
   |desc    = Adds the specified weapon to your inventory. See [[Modding:Items|weapon data]] for a list of base game IDs.
 
   |example = <code>debug weapon 12</code> would give you a [[Wooden Blade]].
 
   |example = <code>debug weapon 12</code> would give you a [[Wooden Blade]].
 
}}
 
}}
Line 306: Line 589:  
{{/cmd
 
{{/cmd
 
   |command = darktalisman
 
   |command = darktalisman
   |desc    = Adds the [[Dark Talisman]] to (and removes the [[Magic Ink]] from) your wallet; also removes the magic artifact blocking access to the [[Witch's Swamp]].<br/>'''Warning: This command will also clear all received mail and hidden mail flags.'''
+
   |desc    = Adds the [[Dark Talisman]] to (and removes the [[Magic Ink]] from) your wallet; also removes the magic artifact blocking access to the [[Witch's Swamp]].<br />'''Warning: This command will also clear all received mail and hidden mail flags.'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 417: Line 700:  
{{/cmd
 
{{/cmd
 
   |command = die
 
   |command = die
   |desc    = Sets your [[health]] to zero, resulting in passing out and awakening in the [[Clinic]].
+
   |desc    = Sets your [[health]] to zero, resulting in passing out and awakening in the [[Harvey's Clinic|Clinic]].
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 475: Line 758:  
   |command = minelevel
 
   |command = minelevel
 
   |params  = {{t|I:level}}
 
   |params  = {{t|I:level}}
   |desc    = Warps you to the specified level of the [[Mines]]. Use level 77377 to warp to the [[Quarry Mine]], and to warp to a level in the [[Skull Cavern]], add 120 to your target level.
+
   |desc    = Warps you to the specified level of the [[The Mines|Mines]]. Use level 77377 to warp to the [[Quarry Mine]], and to warp to a level in the [[Skull Cavern]], add 120 to your target level.
 
   |example = <code>debug minelevel 219</code> will warp you to level 99 of the Skull Cavern.
 
   |example = <code>debug minelevel 219</code> will warp you to level 99 of the Skull Cavern.
 
}}
 
}}
Line 496: Line 779:  
   |command = warp
 
   |command = warp
 
   |params  = {{t|S:locationName}},{{o|I:X}},{{o|I:Y}}
 
   |params  = {{t|S:locationName}},{{o|I:X}},{{o|I:Y}}
   |desc    = Warps you to the specified location at the given coordinates. The location name is a fuzzy match, and if the coordinates are not supplied the game has a list of hardcoded defaults it will use for many locations (see <tt>Utility.getDefaultWarpLocation()</tt> for details.)
+
   |desc    = Warps you to the specified location at the given coordinates. The location name is a fuzzy match, and if the coordinates are not supplied the game has a list of hardcoded defaults it will use for many locations (see <samp>Utility.getDefaultWarpLocation()</samp> for details.)
   |example = <code>debug warp forest 33 99</code> will warp you near Hat Mouse's shop in the forest.; <code>debug warp sci</code> will warp you to Robin's House (internally <tt>ScienceHouse</tt>) just in front of where Robin tends the shop.
+
   |example = <code>debug warp forest 33 99</code> will warp you near Hat Mouse's shop in the forest.; <code>debug warp sci</code> will warp you to Robin's House (internally <samp>ScienceHouse</samp>) just in front of where Robin tends the shop.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 506: Line 789:  
   |command = warpshop,ws
 
   |command = warpshop,ws
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Warps you to the shop run by the specified NPC; if necessary will also warp the NPC to the shop location. NPC names are case-insensitive and can be one of the following: <tt>pierre</tt>, <tt>robin</tt>, <tt>krobus</tt>, <tt>sandy</tt>, <tt>marnie</tt>, <tt>clint</tt>, <tt>gus</tt>, <tt>willy</tt>, <tt>pam</tt>, <tt>dwarf</tt>, and <tt>wizard</tt>. The <tt>wizard</tt> option will also add Magic Ink to your wallet and mark the event where the ink is returned as already seen.
+
   |desc    = Warps you to the shop run by the specified NPC; if necessary will also warp the NPC to the shop location. NPC names are case-insensitive and can be one of the following: <samp>pierre</samp>, <samp>robin</samp>, <samp>krobus</samp>, <samp>sandy</samp>, <samp>marnie</samp>, <samp>clint</samp>, <samp>gus</samp>, <samp>willy</samp>, <samp>pam</samp>, <samp>dwarf</samp>, and <samp>wizard</samp>. The <samp>wizard</samp> option will also add Magic Ink to your wallet and mark the event where the ink is returned as already seen.
 
   |example = <code>debug warpshop marnie</code> will warp both you and Marnie to her animal shop.
 
   |example = <code>debug warpshop marnie</code> will warp both you and Marnie to her animal shop.
 
}}
 
}}
Line 546: Line 829:  
   |command = profession
 
   |command = profession
 
   |params  = {{t|I:ID}}
 
   |params  = {{t|I:ID}}
   |desc    = Gives you the specified profession. Valid profesion IDs from the base game are shown below.
+
   |desc    = Gives you the specified profession. Note that this just hard adds the profession, it's not a way to switch skill trees. Valid profession IDs from the base game are shown below.
 
<table class="wikitable"><tr><th>Farming</th><th>Fishing</th><th>Foraging</th><th>Mining</th><th>Combat</th></tr>
 
<table class="wikitable"><tr><th>Farming</th><th>Fishing</th><th>Foraging</th><th>Mining</th><th>Combat</th></tr>
 
<tr><td>0 - Rancher</td><td>6 - Fisher</td><td>12 - Forester</td><td>18 - Miner</td><td>24 - Fighter</td></tr>
 
<tr><td>0 - Rancher</td><td>6 - Fisher</td><td>12 - Forester</td><td>18 - Miner</td><td>24 - Fighter</td></tr>
Line 572: Line 855:  
   |command = achieve
 
   |command = achieve
 
   |params  = {{t|S:steamAchieveID}}
 
   |params  = {{t|S:steamAchieveID}}
   |desc    = Awards the specified Steam achievement. Steam achievements which correspond to in-game achievements use the same numeric ID as listed in [[Modding:Achievement data|Achievement data]] with one exception: the ID for ''Greenhorn'' is <tt>a0</tt> instead of just <tt>0</tt>. Steam-only achievements have a much longer string ID; these are listed below.
+
   |desc    = Awards the specified Steam achievement. Steam achievements which correspond to in-game achievements use the same numeric ID as listed in [[Modding:Achievement data|Achievement data]] with one exception: the ID for ''Greenhorn'' is <samp>a0</samp> instead of just <samp>0</samp>. Steam-only achievements have a much longer string ID; these are listed below.
<table class="wikitable"><tr><td><tt>Achievement_SigularTalent</tt> - ''Singular Talent''</td><td><tt>Achievement_MasterOfTheFiveWays</tt> - ''Master Of The Five Ways''</td></tr>
+
<table class="wikitable"><tr><td><samp>Achievement_SingularTalent</samp> - ''Singular Talent''</td><td><samp>Achievement_MasterOfTheFiveWays</samp> - ''Master Of The Five Ways''</td></tr>
<tr><td><tt>Achievement_LocalLegend</tt> - ''Local Legend''</td><td><tt>Achievement_Joja</tt> - ''Joja Co. Member Of The Year''</td></tr>
+
<tr><td><samp>Achievement_LocalLegend</samp> - ''Local Legend''</td><td><samp>Achievement_Joja</samp> - ''Joja Co. Member Of The Year''</td></tr>
<tr><td><tt>Achievement_FullHouse</tt> - ''Full House''</td><td><tt>Achievement_Stardrop</tt> - ''Mystery Of The Stardrops''</td></tr>
+
<tr><td><samp>Achievement_FullHouse</samp> - ''Full House''</td><td><samp>Achievement_Stardrop</samp> - ''Mystery Of The Stardrops''</td></tr>
<tr><td><tt>Achievement_TheBottom</tt> - '' The Bottom''</td><td><tt>Achievement_KeeperOfTheMysticRings</tt> - ''Protector Of The Valley''</td></tr>
+
<tr><td><samp>Achievement_TheBottom</samp> - '' The Bottom''</td><td><samp>Achievement_KeeperOfTheMysticRings</samp> - ''Protector Of The Valley''</td></tr>
<tr><td><tt>Achievement_PrairieKing</tt> - ''Prairie King''</td><td><tt>Achievement_FectorsChallenge</tt> - ''Fector's Challenge''</td></tr></table>
+
<tr><td><samp>Achievement_PrairieKing</samp> - ''Prairie King''</td><td><samp>Achievement_FectorsChallenge</samp> - ''Fector's Challenge''</td></tr></table>
 
  |example = <code>debug achieve 17</code> will award the Steam achievement for ''Gourmet Chef''.;<code>debug achieve Achievement_Stardrop</code> will award the Steam achievement for ''Mystery of the Stardrops''.
 
  |example = <code>debug achieve 17</code> will award the Steam achievement for ''Gourmet Chef''.;<code>debug achieve Achievement_Stardrop</code> will award the Steam achievement for ''Mystery of the Stardrops''.
 
}}
 
}}
Line 588: Line 871:  
   |command = caughtfish,fishcaught
 
   |command = caughtfish,fishcaught
 
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
   |desc    = Sets the <tt>FishCaught</tt> stat to the specified amount.
+
   |desc    = Sets the <samp>FishCaught</samp> stat to the specified amount.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = changestat
 
   |command = changestat
 
   |params  = {{t|S:statID}},{{t|I:value}}
 
   |params  = {{t|S:statID}},{{t|I:value}}
   |desc    = Sets the specified stat to the specified value. These are different than the stats used in [[#getstat|getstat]]/[[#setstat|setstat]] (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: <tt>trashCansChecked</tt>.
+
   |desc    = Sets the specified stat to the specified value. These are different than the stats used in [[#getstat|getstat]]/[[#setstat|setstat]] (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: <samp>trashCansChecked</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = daysplayed,dap
 
   |command = daysplayed,dap
   |desc    = Shows a global message with the current value of the <tt>daysPlayed</tt> stat.
+
   |desc    = Shows a global message with the current value of the <samp>daysPlayed</samp> stat.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = dp
 
   |command = dp
 
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
   |desc    = Sets the <tt>daysPlayed</tt> stat to the specified amount.
+
   |desc    = Sets the <samp>daysPlayed</samp> stat to the specified amount.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 608: Line 891:  
   |params  = {{t|S:statID}}
 
   |params  = {{t|S:statID}}
 
   |desc    = Outputs value of specified stat to the SMAPI console. Some of these values are also accessible in-game by interacting with a machine in the [[Casino]].
 
   |desc    = Outputs value of specified stat to the SMAPI console. Some of these values are also accessible in-game by interacting with a machine in the [[Casino]].
   Stat IDs are case-sensitive (Technical note: they are the properties for the StardewValley.Stats class, but not all of them are actually tracked by the game.) Known IDs as of version 1.4.3 are: <tt>AverageBedtime</tt>, <tt>BarsSmelted</tt>, <tt>BeveragesMade</tt>, <tt>BouldersCracked</tt>, <tt>CaveCarrotsFound</tt>, <tt>CheeseMade</tt>, <tt>ChickenEggsLayed</tt>, <tt>CoalFound</tt>, <tt>CoinsFound</tt>, <tt>CopperFound</tt>, <tt>CowMilkProduced</tt>, <tt>CropsShipped</tt>, <tt>DaysPlayed</tt>, <tt>DiamondsFound</tt>, <tt>DirtHoed</tt>, <tt>DuckEggsLayed</tt>, <tt>FishCaught</tt>, <tt>GeodesCracked</tt>, <tt>GiftsGiven</tt>, <tt>GoatCheeseMade</tt>, <tt>GoatMilkProduced</tt>, <tt>GoldFound</tt>, <tt>GoodFriends</tt>, <tt>IndividualMoneyEarned</tt>, <tt>IridiumFound</tt>, <tt>IronFound</tt>, <tt>ItemsCooked</tt>, <tt>ItemsCrafted</tt>, <tt>ItemsForaged</tt>, <tt>ItemsShipped</tt>, <tt>MonstersKilled</tt>, <tt>MysticStonesCrushed</tt>, <tt>NotesFound</tt>, <tt>OtherPreciousGemsFound</tt>, <tt>PiecesOfTrashRecycled</tt>, <tt>PreservesMade</tt>, <tt>PrismaticShardsFound</tt>, <tt>QuestsCompleted</tt>, <tt>RabbitWoolProduced</tt>, <tt>RocksCrushed</tt>, <tt>SeedsSown</tt>, <tt>SheepWoolProduced</tt>, <tt>SlimesKilled</tt>, <tt>StarLevelCropsShipped</tt>, <tt>StepsTaken</tt>, <tt>SticksChopped</tt>, <tt>StoneGathered</tt>, <tt>StumpsChopped</tt>, <tt>TimesFished</tt>, <tt>TimesUnconscious</tt>, <tt>TrufflesFound</tt>, and <tt>WeedsEliminated</tt>.
+
   Stat IDs are case-sensitive (Technical note: they are the properties for the StardewValley.Stats class, but not all of them are actually tracked by the game.) Known IDs as of version 1.4.3 are: <samp>AverageBedtime</samp>, <samp>BarsSmelted</samp>, <samp>BeveragesMade</samp>, <samp>BouldersCracked</samp>, <samp>CaveCarrotsFound</samp>, <samp>CheeseMade</samp>, <samp>ChickenEggsLayed</samp>, <samp>CoalFound</samp>, <samp>CoinsFound</samp>, <samp>CopperFound</samp>, <samp>CowMilkProduced</samp>, <samp>CropsShipped</samp>, <samp>DaysPlayed</samp>, <samp>DiamondsFound</samp>, <samp>DirtHoed</samp>, <samp>DuckEggsLayed</samp>, <samp>FishCaught</samp>, <samp>GeodesCracked</samp>, <samp>GiftsGiven</samp>, <samp>GoatCheeseMade</samp>, <samp>GoatMilkProduced</samp>, <samp>GoldFound</samp>, <samp>GoodFriends</samp>, <samp>IndividualMoneyEarned</samp>, <samp>IridiumFound</samp>, <samp>IronFound</samp>, <samp>ItemsCooked</samp>, <samp>ItemsCrafted</samp>, <samp>ItemsForaged</samp>, <samp>ItemsShipped</samp>, <samp>MonstersKilled</samp>, <samp>MysticStonesCrushed</samp>, <samp>NotesFound</samp>, <samp>OtherPreciousGemsFound</samp>, <samp>PiecesOfTrashRecycled</samp>, <samp>PreservesMade</samp>, <samp>PrismaticShardsFound</samp>, <samp>QuestsCompleted</samp>, <samp>RabbitWoolProduced</samp>, <samp>RocksCrushed</samp>, <samp>SeedsSown</samp>, <samp>SheepWoolProduced</samp>, <samp>SlimesKilled</samp>, <samp>StarLevelCropsShipped</samp>, <samp>StepsTaken</samp>, <samp>SticksChopped</samp>, <samp>StoneGathered</samp>, <samp>StumpsChopped</samp>, <samp>TimesFished</samp>, <samp>TimesUnconscious</samp>, <samp>TrufflesFound</samp>, and <samp>WeedsEliminated</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = killmonsterstat,kms
 
   |command = killmonsterstat,kms
 
   |params  = {{t|S:monsterName}},{{t|I:value}}
 
   |params  = {{t|S:monsterName}},{{t|I:value}}
   |desc    = Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in <tt>Data/Monsters</tt> but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set.
+
   |desc    = Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in <samp>Data/Monsters</samp> but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set.
 
   |example = <code>debug kms Dust0Spirit 499</code> will set the monster kill stats for [[Dust Sprite|Dust Sprites]] to 499 and output ''Drink Dust Spirit?''
 
   |example = <code>debug kms Dust0Spirit 499</code> will set the monster kill stats for [[Dust Sprite|Dust Sprites]] to 499 and output ''Drink Dust Spirit?''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = mineinfo
 
   |command = mineinfo
   |desc    = Outputs two mine-related stats to the SMAPI Console: <tt>MineShaft.lowestLevelReached</tt> and <tt>player.deepestMineLevel</tt>
+
   |desc    = Outputs two mine-related stats to the SMAPI Console: <samp>MineShaft.lowestLevelReached</samp> and <samp>player.deepestMineLevel</samp>
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 687: Line 970:  
{{/cmd
 
{{/cmd
 
   |command = clearmuseum
 
   |command = clearmuseum
   |desc    = Removes all donated items from the museum, emptying the museum displays and causing all artifacts and minerals to have the ''Gunther can tell you more about this...'' description. Does not affect the records of which artifacts and minerals have been found (i.e. the collection pages).
+
   |desc    = Removes all donated items from the museum, emptying the museum displays and causing all artifacts and minerals to have the ''Gunther can tell you more about this...'' description. Does not affect the records of which artifacts and minerals have been found (''i.e.,'' the collection pages).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = deletearch
 
   |command = deletearch
   |desc    = Clears all records of which artifacts and minerals you have found.<br/>'''Warning: Also clears all record of which fish you have caught and clears all received mail (including hidden progress flags).'''
+
   |desc    = Clears all records of which artifacts and minerals you have found.<br />'''Warning: Also clears all record of which fish you have caught and clears all received mail (including hidden progress flags).'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 709: Line 992:  
   |command = sn
 
   |command = sn
 
   |params  = {{o|I:noteID}}
 
   |params  = {{o|I:noteID}}
   |desc    = Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See <tt>Data/SecretNotes</tt> for a list of IDs.
+
   |desc    = Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See <samp>Data/SecretNotes</samp> for a list of IDs.
 
}}
 
}}
 
|}
 
|}
Line 722: Line 1,005:  
{{/cmd
 
{{/cmd
 
   |command = allmail
 
   |command = allmail
   |desc    = Queues every letter defined in <tt>Data/mail</tt> for delivery tomorrow.
+
   |desc    = Queues every letter defined in <samp>Data/mail</samp> for delivery tomorrow.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = allmailread
 
   |command = allmailread
   |desc    = Marks every letter defined in <tt>Data/mail</tt> as already read. They will all be accessible in the letters tab of the collections menu.
+
   |desc    = Marks every letter defined in <samp>Data/mail</samp> as already read. They will all be accessible in the letters tab of the collections menu.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = broadcastmail
 
   |command = broadcastmail
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Queues specified mail for delivery tomorrow for all players. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game.
+
   |desc    = Queues specified mail for delivery tomorrow for all players. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = broadcastmailbox
 
   |command = broadcastmailbox
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Immediately adds specified mail to all players' mailboxes. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game.
+
   |desc    = Immediately adds specified mail to all players' mailboxes. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = clearmail
 
   |command = clearmail
   |desc    = Clears records of all received mail (including hidden progress flags.) This also clears the letters tab in the collections menu.
+
   |desc    = Clears records of all received mail '''(including hidden progress flags)'''. This also clears the letters tab in the collections menu.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = mailfortomorrow,mft
 
   |command = mailfortomorrow,mft
 
   |params  = {{t|S:mailID}},{{o|noletter}}
 
   |params  = {{t|S:mailID}},{{o|noletter}}
   |desc    = Queues specified mail for delivery tomorrow. The ID is case-sensitive, and any zeros in the given ID will be replaced with underscores. See <tt>Data/mail</tt> for valid IDs (after replacement) in the base game. Because of the zero replacement, some letters (e.g. <tt>quest10</tt>) are inaccessible with this command; [[#broadcastmail|broadcastmail]] may be a useful alternative in those cases. If the second parameter is present (with any value), the "noletter" flag is set, which will add the mail to your mail received list without showing a "new mail" indicator.
+
   |desc    = Queues specified mail for delivery tomorrow. The ID is case-sensitive, and any zeros in the given ID will be replaced with underscores. See <samp>Data/mail</samp> for valid IDs (after replacement) in the base game. Because of the zero replacement, some letters (''e.g.,'' <samp>quest10</samp>) are inaccessible with this command; [[#broadcastmail|broadcastmail]] may be a useful alternative in those cases. If the second parameter is present (with any value), the "noletter" flag is set, which will add the mail to your mail received list without showing a "new mail" indicator.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = seenmail
 
   |command = seenmail
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Marks specified mail as already received. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game.
+
   |desc    = Marks specified mail as already received. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = showmail
 
   |command = showmail
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Brings up the letter-reading window with the specified mail. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game. If a match cannot be found, a blank window will briefly display and an ArgumentOutOfRange error will be triggered. Does not set the letter as received or cause it to show in the letter tab of the collections menu.
+
   |desc    = Brings up the letter-reading window with the specified mail. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game. If a match cannot be found, a blank window will briefly display and an ArgumentOutOfRange error will be triggered. Does not set the letter as received or cause it to show in the letter tab of the collections menu.
 
   |example = <code>debug showmail SeaAmulet</code> will show the letter Lewis sends about Mermaid's Pendants.
 
   |example = <code>debug showmail SeaAmulet</code> will show the letter Lewis sends about Mermaid's Pendants.
 
}}
 
}}
Line 782: Line 1,065:  
   |command = completequest
 
   |command = completequest
 
   |params  = {{t|I:questID}}
 
   |params  = {{t|I:questID}}
   |desc    = Completes specified quest and removes it from your journal. See <tt>Data/Quests</tt> for a list of IDs.
+
   |desc    = Completes specified quest and removes it from your journal. See <samp>Data/Quests</samp> for a list of IDs.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 790: Line 1,073:  
{{/cmd
 
{{/cmd
 
   |command = getallquests
 
   |command = getallquests
   |desc    = Starts every quest from <tt>Data/Quests</tt> that you don't already have.
+
   |desc    = Starts every quest from <samp>Data/Quests</samp> that you don't already have.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 803: Line 1,086:  
   |command = quest
 
   |command = quest
 
   |params  = {{t|I:questID}}
 
   |params  = {{t|I:questID}}
   |desc    = Starts the specified quest. See <tt>Data/Quests</tt> for a list of IDs.
+
   |desc    = Starts the specified quest. See <samp>Data/Quests</samp> for a list of IDs.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = quests
 
   |command = quests
   |desc    = Starts every quest from <tt>Data/Quests</tt> that you don't already have as well as a random item Delivery quest and a random Slay Monster quest.
+
   |desc    = Starts every quest from <samp>Data/Quests</samp> that you don't already have as well as a random item Delivery quest and a random Slay Monster quest.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = removequest
 
   |command = removequest
 
   |params  = {{t|I:questID}}
 
   |params  = {{t|I:questID}}
   |desc    = Silently removes specified quest from your journal. See <tt>Data/Quests</tt> for a list of IDs.
+
   |desc    = Silently removes specified quest from your journal. See <samp>Data/Quests</samp> for a list of IDs.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 821: Line 1,104:  
   |command = specialorder
 
   |command = specialorder
 
   |params  = {{t|S:questID}}
 
   |params  = {{t|S:questID}}
   |desc    = Starts the Special Order (either town or Qi Challenge) with the specified ID. See <tt>Data/SpecialOrders</tt> for a list of IDs.
+
   |desc    = Starts the Special Order (either town or Qi Challenge) with the specified ID. See <samp>Data/SpecialOrders</samp> for a list of IDs.
 
}}
 
}}
 
|}
 
|}
Line 873: Line 1,156:  
   |command = clone
 
   |command = clone
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Clones specified NPC and places the copy in the current location. Name is a fuzzy match.<br/>'''Warning: cloning <tt>farmer</tt> will crash the game.'''
+
   |desc    = Clones specified NPC and places the copy in the current location. Name is a fuzzy match.<br />'''Warning: cloning <samp>farmer</samp> will crash the game.'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 902: Line 1,185:  
   |command = dating
 
   |command = dating
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Sets your relationship status with specified NPC to <tt>Dating</tt>; i.e. marks them as having been given a bouquet. Name is an exact match.
+
   |desc    = Sets your relationship status with specified NPC to <samp>Dating</samp>; ''i.e.,'' marks them as having been given a bouquet. Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 911: Line 1,194:  
   |command = engaged
 
   |command = engaged
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <tt>Engaged</tt> with a wedding for the next day. Name is an exact match.
+
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <samp>Engaged</samp> with a wedding for the next day. Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 934: Line 1,217:  
   |command = makeex
 
   |command = makeex
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Sets your relationship status with specified NPC to <tt>Divorced</tt>, removing any marriage or bouquet flag and listing them as ''ex-husband'' or ''ex-wife.'' Name is an exact match.
+
   |desc    = Sets your relationship status with specified NPC to <samp>Divorced</samp>, removing any marriage or bouquet flag and listing them as ''ex-husband'' or ''ex-wife.'' Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = marry
 
   |command = marry
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <tt>Married</tt> with an anniversary of today. Name is a fuzzy match. The spouse room generally appears empty on the first day and you'll need to sleep for it and your spouse to spawn properly. For non-vanilla marriage candidates:
+
   |desc    = <p>Increases your friendship with the specified NPC by 2500 points (10 hearts), and sets your relationship status to <samp>Married</samp> with an anniversary of today. Name is a fuzzy match.</p>
<ul><li>Trying to <tt>debug marry Krobus</tt> will work, but will set him as a spouse rather than a roommate. Most of his dialogue and actions remain the same, but he will use some hardcoded spouse lines where he would otherwise have his own version, have a heart instead of a smiley face for his hug/kiss sprite, and the social menu will list him as your spouse. It's unclear if you're able to have children this way.</li>
+
 
 +
Notes:
 +
* If you haven't upgraded your farmhouse, also run <code>debug houseUpgrade 1</code> to avoid errors.
 +
* The spouse room generally appears empty on the first day and you'll need to sleep for it and your spouse to spawn properly.
 +
 
 +
For non-vanilla marriage candidates:
 +
<ul><li>Trying to <samp>debug marry Krobus</samp> will work, but will set him as a spouse rather than a roommate. Most of his dialogue and actions remain the same, but he will use some hardcoded spouse lines where he would otherwise have his own version, have a heart instead of a smiley face for his hug/kiss sprite, and the social menu will list him as your spouse. It's unclear if you're able to have children this way.</li>
 
<li>For other non-marriageable villagers, an empty spouse room will spawn and the NPC will move in. They will follow a basic hardcoded spouse schedule and can be kissed (although they won't have a kiss sprite), but they will rarely have dialogue.</li></ul>
 
<li>For other non-marriageable villagers, an empty spouse room will spawn and the NPC will move in. They will follow a basic hardcoded spouse schedule and can be kissed (although they won't have a kiss sprite), but they will rarely have dialogue.</li></ul>
 
}}
 
}}
Line 965: Line 1,254:  
   |command = dialogue
 
   |command = dialogue
 
   |params  = {{t|S:npcName}},{{t|S:dialogueString}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueString}}
   |desc    = Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <tt>@</tt> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics.
+
   |desc    = Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics.
 
   |example = <code>debug dialogue Abi 0Hi @! Modding is fun!$h</code> would set [[Abigail|Abigail's]] next dialogue to be ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
   |example = <code>debug dialogue Abi 0Hi @! Modding is fun!$h</code> would set [[Abigail|Abigail's]] next dialogue to be ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
}}
 
}}
Line 971: Line 1,260:  
   |command = loaddialogue
 
   |command = loaddialogue
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
   |desc    = Sets the dialogue for the specified character using the specified asset key. Name is a fuzzy match. Key format appears to be <tt>file:key</tt> but exact specifics are unknown. Curly braces in the key (<tt>{</tt>, <tt>}</tt>) will be converted to angle brackets (<tt>&lt;</tt>, <tt>&gt;</tt>).
+
   |desc    = Sets the dialogue for the specified character using the specified asset key. Name is a fuzzy match. Key format appears to be <samp>file:key</samp> but exact specifics are unknown. Curly braces in the key (<samp>{</samp>, <samp>}</samp>) will be converted to angle brackets (<samp>&lt;</samp>, <samp>&gt;</samp>).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 990: Line 1,279:  
   |command = speech
 
   |command = speech
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
   |desc    = Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <tt>@</tt> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics. Useful for testing dialogue changes.
+
   |desc    = Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics. Useful for testing dialogue changes.
 
   |example = <code>debug speech Abi 0Hi @! Modding is fun!$h</code> would open a dialogue box of [[Abigail]] saying ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
   |example = <code>debug speech Abi 0Hi @! Modding is fun!$h</code> would open a dialogue box of [[Abigail]] saying ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
}}
 
}}
Line 1,005: Line 1,294:  
   |command = facedirection, face, fd
 
   |command = facedirection, face, fd
 
   |params  = {{t|S:npcName}},{{t|I:direction}}
 
   |params  = {{t|S:npcName}},{{t|I:direction}}
   |desc    = Sets specified character to face the specified direction. Name is a fuzzy match and also accepts <tt>farmer</tt>. See [[Modding:Event_data#Directions|Event data]] for the valid directions.
+
   |desc    = Sets specified character to face the specified direction. Name is a fuzzy match and also accepts <samp>farmer</samp>. See [[Modding:Event_data#Directions|Event data]] for the valid directions.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,021: Line 1,310:  
   |command = jump
 
   |command = jump
 
   |params  = {{t|S:npcName}},{{o|F:velocity}}
 
   |params  = {{t|S:npcName}},{{o|F:velocity}}
   |desc    = Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts <tt>farmer</tt>. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character.
+
   |desc    = Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts <samp>farmer</samp>. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,030: Line 1,319:  
   |command = warpcharacter, wc
 
   |command = warpcharacter, wc
 
   |params  = {{t|S:npcName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
 
   |params  = {{t|S:npcName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
   |desc    = Warps specified character to the given coordinates on the current map. Name is a fuzzy match. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <tt>2</tt>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <tt>1</tt>.
+
   |desc    = Warps specified character to the given coordinates on the current map. Name is a fuzzy match. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <samp>2</samp>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <samp>1</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = warpcharacterto, wct
 
   |command = warpcharacterto, wct
 
   |params  = {{t|S:npcName}},{{t|S:locationName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
 
   |params  = {{t|S:npcName}},{{t|S:locationName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
   |desc    = Warps specified character to the given coordinates on the specified map. Character name is a fuzzy match, but location is exact. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <tt>2</tt>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <tt>1</tt>.
+
   |desc    = Warps specified character to the given coordinates on the specified map. Character name is a fuzzy match, but location is exact. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <samp>2</samp>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <samp>1</samp>.
 
   |example = <code>debug wct robin Farm 69 16</code> would warp [[Robin]] to just right of the mailbox on the Farm map, facing downwards.
 
   |example = <code>debug wct robin Farm 69 16</code> would warp [[Robin]] to just right of the mailbox on the Farm map, facing downwards.
 
}}
 
}}
Line 1,061: Line 1,350:  
   |params  = {{t|S:type}}
 
   |params  = {{t|S:type}}
 
   |desc    = Adds a new baby animal of the specified type to the Farm. The animal will have a random name and be assigned to the correct type of building (if there is room). Type is a case-sensitive match with spaces allowed. Valid types for the base game are listed below.
 
   |desc    = Adds a new baby animal of the specified type to the Farm. The animal will have a random name and be assigned to the correct type of building (if there is room). Type is a case-sensitive match with spaces allowed. Valid types for the base game are listed below.
<ul><li><tt>Chicken</tt> - Randomly chooses between white, brown, and blue (if unlocked). <tt>Brown Chicken</tt> can be explicitly specified, but the result will still be random if trying to specify other colors.</li>
+
<ul><li><samp>Chicken</samp> - Randomly chooses between white, brown, and blue (if unlocked). <samp>Brown Chicken</samp> can be explicitly specified, but the result will still be random if trying to specify other colors.</li>
<li><tt>Cow</tt> - Randomly chooses between white and brown. Colors can be explicitly specified by using <tt>Brown Cow</tt> or <tt>White Cow</tt>.</li>
+
<li><samp>Cow</samp> - Randomly chooses between white and brown. Colors can be explicitly specified by using <samp>Brown Cow</samp> or <samp>White Cow</samp>.</li>
<li><tt>Dinosaur</tt></li>
+
<li><samp>Dinosaur</samp></li>
<li><tt>Duck</tt></li>
+
<li><samp>Duck</samp></li>
<li><tt>Goat</tt></li>
+
<li><samp>Goat</samp></li>
<li><tt>Pig</tt></li>
+
<li><samp>Pig</samp></li>
<li><tt>Rabbit</tt></li>
+
<li><samp>Rabbit</samp></li>
<li><tt>Sheep</tt></li>
+
<li><samp>Sheep</samp></li>
<li><tt>Void Chicken</tt></li>
+
<li><samp>Void Chicken</samp></li>
<li><tt>Ostrich</tt></li>
+
<li><samp>Ostrich</samp></li>
 
</ul>
 
</ul>
 
}}
 
}}
Line 1,119: Line 1,408:  
   |command = cat
 
   |command = cat
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
   |desc    = Spawns a new [[Cat]] at the given coordinates of the current location. Breed can be <tt>0</tt>, <tt>1</tt>, or <tt>2</tt> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
+
   |desc    = Spawns a new [[Animals#Cat or Dog|Cat]] at the given coordinates of the current location. Breed can be <samp>0</samp>, <samp>1</samp>, or <samp>2</samp> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,128: Line 1,417:  
   |command = dog
 
   |command = dog
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
   |desc    = Spawns a new [[Dog]] at the given coordinates of the current location. Breed can be <tt>0</tt>, <tt>1</tt>, or <tt>2</tt> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
+
   |desc    = Spawns a new [[Animals#Cat or Dog|Dog]] at the given coordinates of the current location. Breed can be <samp>0</samp>, <samp>1</samp>, or <samp>2</samp> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = horse
 
   |command = horse
 
   |params  = {{t|I:X}},{{t|I:Y}}
 
   |params  = {{t|I:X}},{{t|I:Y}}
   |desc    = Spawns a new [[Horse]] at the given coordinates of the current location. Horse may disappear after dismounting if there is no stable for it.
+
   |desc    = Spawns a new [[Animals#Horse|Horse]] at the given coordinates of the current location. Horse may disappear after dismounting if there is no stable for it.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,142: Line 1,431:  
   |command = monster
 
   |command = monster
 
   |params  = {{t|S:type}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
 
   |params  = {{t|S:type}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
   |desc    = Spawns a monster of the specified type at the given coordinates of the current location. Only certain monster types seem to work. Known valid types include <tt>Bat</tt>, <tt>DinoMonster</tt>, <tt>DustSpirit</tt>, <tt>Fly</tt>, <tt>Ghost</tt>, <tt>GreenSlime</tt>, <tt>Grub</tt>, <tt>LavaCrab</tt>, <tt>Mummy</tt>, <tt>RockCrab</tt>,  <tt>RockGolem</tt>,  <tt>Serpent</tt>,  <tt>ShadowBrute</tt>,  <tt>ShadowShaman</tt>,  <tt>Skeleton</tt>,  and <tt>SquidKid</tt>.  <tt>Duggy</tt> may also work depending on the terrain.
+
   |desc    = Spawns a monster of the specified type at the given coordinates of the current location. Only certain monster types seem to work. Known valid types include <samp>Bat</samp>, <samp>DinoMonster</samp>, <samp>DustSpirit</samp>, <samp>Fly</samp>, <samp>Ghost</samp>, <samp>GreenSlime</samp>, <samp>Grub</samp>, <samp>LavaCrab</samp>, <samp>Mummy</samp>, <samp>RockCrab</samp>,  <samp>RockGolem</samp>,  <samp>Serpent</samp>,  <samp>ShadowBrute</samp>,  <samp>ShadowShaman</samp>,  <samp>Skeleton</samp>,  and <samp>SquidKid</samp>.  <samp>Duggy</samp> may also work depending on the terrain.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,172: Line 1,461:  
   |command = event
 
   |command = event
 
   |params  = {{t|S:locationName}},{{t|I:index}},{{o|S:dontClearEvents}}
 
   |params  = {{t|S:locationName}},{{t|I:index}},{{o|S:dontClearEvents}}
   |desc    = Starts the specified event in the specified location. The location name is a fuzzy match, but the second parameter is an index rather than an ID. This is basically a zero-based count of the item definitions in the appropriate data file, and since these definitions can be altered by mods this a difficult command to use. Because of this and the warning below, [[#ebi|ebi]] is often the better choice.<br/>'''Warning: This will clear the eventsSeen list unless a third parameter is supplied.'''
+
   |desc    = Starts the specified event in the specified location. The location name is a fuzzy match, but the second parameter is an index rather than an ID. This is basically a zero-based count of the item definitions in the appropriate data file, and since these definitions can be altered by mods this a difficult command to use. Because of this and the warning below, [[#ebi|ebi]] is often the better choice.<br />'''Warning: This will clear the eventsSeen list unless a third parameter is supplied.'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,192: Line 1,481:  
   |command = eventtest
 
   |command = eventtest
 
   |params  = {{t|S:locationName}},{{t|I:eventIndex}}
 
   |params  = {{t|S:locationName}},{{t|I:eventIndex}}
   |desc    = Calls <tt>Util.EventTest()</tt> with the specified arguments. Defaults are "" and 0 respectively. Actual details unknown.
+
   |desc    = Calls <samp>Util.EventTest()</samp> with the specified arguments. Defaults are "" and 0 respectively. Actual details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = eventtestspecific
 
   |command = eventtestspecific
 
   |params  = {{t|S:whichEvents}},{{o|...}}
 
   |params  = {{t|S:whichEvents}},{{o|...}}
   |desc    = Calls <tt>Util.EventTest()</tt> with the specified arguments. Arguments are interpreted as an array of strings. Actual details unknown.
+
   |desc    = Calls <samp>Util.EventTest()</samp> with the specified arguments. Arguments are interpreted as an array of strings. Actual details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,203: Line 1,492:  
   |params  = {{t|S:festivalID}}
 
   |params  = {{t|S:festivalID}}
 
   |desc    = Starts the specified festival ID. The season, day, and time will be set to match the starting time, and you will be warped to the correct location. Valid IDs are listed below.
 
   |desc    = Starts the specified festival ID. The season, day, and time will be set to match the starting time, and you will be warped to the correct location. Valid IDs are listed below.
<table class="wikitable"><tr><td><tt>spring13</tt> - Egg Festival</td><td><tt>fall16</tt> - Stardew Valley Fair</td></tr>
+
<table class="wikitable"><tr><td><samp>spring13</samp> - Egg Festival</td><td><samp>fall16</samp> - Stardew Valley Fair</td></tr>
<tr><td><tt>spring24</tt> - Flower Dance</td><td><tt>fall27</tt> - Spirit's Eve</td></tr>
+
<tr><td><samp>spring24</samp> - Flower Dance</td><td><samp>fall27</samp> - Spirit's Eve</td></tr>
<tr><td><tt>summer11</tt> - Luau</td><td><tt>winter8</tt> - Festival of Ice</td></tr>
+
<tr><td><samp>summer11</samp> - Luau</td><td><samp>winter8</samp> - Festival of Ice</td></tr>
<tr><td><tt>summer28</tt> - Moonlight Jellies</td><td><tt>winter25</tt> - Winter Star</td></tr></table>
+
<tr><td><samp>summer28</samp> - Moonlight Jellies</td><td><samp>winter25</samp> - Winter Star</td></tr></table>
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,215: Line 1,504:  
{{/cmd
 
{{/cmd
 
   |command = leaveevent,endevent
 
   |command = leaveevent,endevent
   |desc    = Ends (and restarts) the current event.<br/>'''Warning: also clears all records of events seen, dialogue questions answered, and mail received (including hidden mail flags.)'''
+
   |desc    = Ends (and restarts) the current event.<br />'''Warning: also clears all records of events seen, dialogue questions answered, and mail received (including hidden mail flags.)'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = runtestevent,rte
 
   |command = runtestevent,rte
   |desc    = Runs an event from the file <code>test_event.txt</code> in the root game folder. The first line of the file should specify the location where the event takes place, and the rest of the file should be the same as a normal event script except that line breaks will be treated as <code>/</code> delimiters.
+
   |desc    = Runs an event from the file <code>test_event.txt</code> in the root game folder. The first line of the file should specify the location where the event takes place, and the rest of the file should be the same as a normal event script except that line breaks will be treated as <code>/</code> delimiters.<br />'''Note: this file must use CRLF (Windows-style) line breaks, or it will fail to parse.''' If you are on Mac or Linux, make sure you convert when saving (any text editor should be able to do this).
 
}}
 
}}
 
|}
 
|}
Line 1,245: Line 1,534:  
   |command = fish
 
   |command = fish
 
   |params  = {{t|I:fishID}}
 
   |params  = {{t|I:fishID}}
   |desc    = Starts the fishing minigame with the specified fish hooked and a treasure chest available. You must have a fishing line already cast into the water before entering the command in order to actually receive the fish after completing the minigame. Additional "hits" may trigger during the game, and none of the fishing pole animations will play. See [[Modding:Object data|Object data]] for a list of valid IDs; non-fish objects can be used and caught.
+
   |desc    = Starts the fishing minigame with the specified fish hooked and a treasure chest available. You must have a fishing line already cast into the water before entering the command in order to actually receive the fish after completing the minigame. Additional "hits" may trigger during the game, and none of the fishing pole animations will play. See [[Modding:Items|object data]] for a list of valid IDs; non-fish objects can be used and caught.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,254: Line 1,543:  
   |command = minegame
 
   |command = minegame
 
   |params  = {{o|S:mode}}
 
   |params  = {{o|S:mode}}
   |desc    = Starts the [[Junimo Kart]] minigame. If the second argument is <tt>infinite</tt> the game will play ''Endless'' mode; if it is anything else (or missing), the game will play ''Progress'' mode.
+
   |desc    = Starts the [[Junimo Kart]] minigame. If the second argument is <samp>infinite</samp> the game will play ''Endless'' mode; if it is anything else (or missing), the game will play ''Progress'' mode.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,261: Line 1,550:  
   |desc    = Starts the specified minigame or cutscene. Valid choices are listed below.
 
   |desc    = Starts the specified minigame or cutscene. Valid choices are listed below.
 
<ul>
 
<ul>
<li><tt>blastoff</tt> - starts the ''Robot Blastoff'' cutscene which plays during [[Maru|Maru's]] 10-heart event.</li>
+
<li><samp>blastoff</samp> - starts the ''Robot Blastoff'' cutscene which plays during [[Maru|Maru's]] 10-heart event.</li>
<li><tt>cowboy</tt> - starts the [[Journey of the Prairie King]] minigame.</li>
+
<li><samp>cowboy</samp> - starts the [[Journey of the Prairie King]] minigame.</li>
<li><tt>fishing</tt> - starts the fishing minigame from the [[Stardew Valley Fair]]. Score does not seem to be kept although the timer does count down; once the timer runs out the farmer will be warped to coordinates (24, 71) on the current map.</li>
+
<li><samp>fishing</samp> - starts the fishing minigame from the [[Stardew Valley Fair]]. Score does not seem to be kept although the timer does count down; once the timer runs out the farmer will be warped to coordinates (24, 71) on the current map.</li>
<li><tt>grandpa</tt> - starts the ''[[Grandpa]] Story'' cutscene of which plays at the start of a new game.</li>
+
<li><samp>grandpa</samp> - starts the ''[[Grandpa]] Story'' cutscene of which plays at the start of a new game.</li>
<li><tt>haleyCows</tt> - starts the ''Haley Cow Pictures'' cutscene which plays during [[Haley|Haley's]] 8-heart event.</li>
+
<li><samp>haleyCows</samp> - starts the ''Haley Cow Pictures'' cutscene which plays during [[Haley|Haley's]] 8-heart event.</li>
<li><tt>marucomet</tt> - starts the ''Maru Comet'' cutscene which plays during [[Maru|Maru's]] 14-heart event.</li>
+
<li><samp>marucomet</samp> - starts the ''Maru Comet'' cutscene which plays during [[Maru|Maru's]] 14-heart event.</li>
<li><tt>minecart</tt> - starts the [[Junimo Kart]] minigame in ''Progress'' mode.</li>
+
<li><samp>minecart</samp> - starts the [[Junimo Kart]] minigame in ''Progress'' mode.</li>
<li><tt>plane</tt> - starts the ''Plane Fly-by'' cutscene which plays during [[Harvey|Harvey's]] 8-heart event.</li>
+
<li><samp>plane</samp> - starts the ''Plane Fly-by'' cutscene which plays during [[Harvey|Harvey's]] 8-heart event.</li>
<li><tt>slots</tt> - starts the ''Calico Spin'' [[Slot Machine]] minigame.</li>
+
<li><samp>slots</samp> - starts the ''Calico Spin'' [[Slot Machine]] minigame.</li>
<li><tt>target</tt> - starts the Slingshot minigame from the [[Stardew Valley Fair]]. When the game is over the farmer will be warped to coordinates (24, 63) on the current map.</li>
+
<li><samp>target</samp> - starts the Slingshot minigame from the [[Stardew Valley Fair]]. When the game is over the farmer will be warped to coordinates (24, 63) on the current map.</li>
 
</ul>
 
</ul>
 
}}
 
}}
Line 1,287: Line 1,576:  
! &nbsp;
 
! &nbsp;
 
|-
 
|-
{{/cmd
  −
  |command = addquartz
  −
  |params  = {{t|I:number}}
  −
  |desc    = Spawns the specified amount of ''Quartz'' terrain features on the Farm. The locations are randomly chosen and no checking is done on the underlying tiles, so they may wind up in impassable areas.
  −
}}
   
{{/cmd
 
{{/cmd
 
   |command = clearfarm
 
   |command = clearfarm
Line 1,341: Line 1,625:  
{{/cmd
 
{{/cmd
 
   |command = removedirt
 
   |command = removedirt
   |desc    = Removes (i.e. untills) all tilled dirt in the current location.<br/>'''Warning: this includes removing any currently-planted crops (including fully-grown ones).'''
+
   |desc    = Removes (''i.e.,'' untills) all tilled dirt in the current location.<br />'''Warning: this includes removing any currently-planted crops (including fully-grown ones).'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,349: Line 1,633:  
{{/cmd
 
{{/cmd
 
   |command = removeterrainfeatures,removetf
 
   |command = removeterrainfeatures,removetf
   |desc    = Removes all (small) terrain features such as grass and tilled dirt from the current location.<br/>'''Warning: this includes removing any currently-planted crops (including fully-grown ones).'''
+
   |desc    = Removes all (small) terrain features such as grass and tilled dirt from the current location.<br />'''Warning: this includes removing any currently-planted crops (including fully-grown ones).'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,363: Line 1,647:  
   |command = spreadseeds
 
   |command = spreadseeds
 
   |params  = {{t|I:seedID}}
 
   |params  = {{t|I:seedID}}
   |desc    = Plants specified seed in all tilled dirt on the farm. The argument is the [[Modding:Object data|Object ID]] for the seed item. Out of season crops can be planted this way but will not survive outside of the greenhouse.<br/>'''Warning: this will replace any currently-planted crops (including fully-grown ones) with the new seeds.'''
+
   |desc    = Plants specified seed in all tilled dirt on the farm. The argument is the [[Modding:Items|object ID]] for the seed item. Out of season crops can be planted this way but will not survive outside of the greenhouse.<br />'''Warning: this will replace any currently-planted crops (including fully-grown ones) with the new seeds.'''
 
   |example = <code>debug spreadseeds 472</code> would plant [[Parsnip|parsnips]] on all hoed dirt tiles.
 
   |example = <code>debug spreadseeds 472</code> would plant [[Parsnip|parsnips]] on all hoed dirt tiles.
 
}}
 
}}
Line 1,377: Line 1,661:  
{{/cmd
 
{{/cmd
 
   |command = whereore
 
   |command = whereore
   |desc    = Outputs (to the SMAPI console) the coordinates of any "shiny spots" suitable for panning on the current map. Will output <tt>{X:0 Y:0}</tt> if there are no active panning spots.
+
   |desc    = Outputs (to the SMAPI console) the coordinates of any "shiny spots" suitable for panning on the current map. Will output <samp>{X:0 Y:0}</samp> if there are no active panning spots.
 
}}
 
}}
 
|}
 
|}
Line 1,405: Line 1,689:  
   |command = fillwithobject
 
   |command = fillwithobject
 
   |params  = {{t|I:itemID}},{{o|S:isBigCraftable}}
 
   |params  = {{t|I:itemID}},{{o|S:isBigCraftable}}
   |desc    = Places the specified item on all open tiles in the current location. The first argument is the [[Modding:Object data|Object ID]] or [[Modding:Big craftables data|Craftable ID]]. If the second argument is "<tt>true</tt>", the ID will be interpreted as a craftable, but if it is anything else (or missing) the ID will be interpreted as an object. Note that many objects spawned this way cannot be easily removed.
+
   |desc    = Places the specified item on all open tiles in the current location. The first argument is the [[Modding:Items|object or big craftable ID]]. If the second argument is "<samp>true</samp>", the ID will be interpreted as a craftable, but if it is anything else (or missing) the ID will be interpreted as an object. Note that many objects spawned this way cannot be easily removed.
 
   |example = <code>debug fillwithobject 13 true</code> would fill the map with [[Furnace|furnaces]].
 
   |example = <code>debug fillwithobject 13 true</code> would fill the map with [[Furnace|furnaces]].
 
}}
 
}}
Line 1,441: Line 1,725:  
   |command = build
 
   |command = build
 
   |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
 
   |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
   |desc    = Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with "<tt>9</tt>". If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops.
+
   |desc    = Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with "<samp>9</samp>". If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops.
 
   |example = <code>debug build Stone9Cabin</code> would build a new Stone Cabin next to the player.
 
   |example = <code>debug build Stone9Cabin</code> would build a new Stone Cabin next to the player.
 
}}
 
}}
Line 1,452: Line 1,736:  
   |command = movebuilding
 
   |command = movebuilding
 
   |params  = {{t|I:sourceX}},{{t|I:sourceY}},{{t|I:destX}},{{t|I:destY}}
 
   |params  = {{t|I:sourceX}},{{t|I:sourceY}},{{t|I:destX}},{{t|I:destY}}
   |desc    = Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building's footprint. The [https://www.nexusmods.com/stardewvalley/mods/541 Lookup Anything] mod is one of the easier ways to get the source coordinates of a building; they are listed under <tt>tileX</tt> and <tt>tileY</tt> in the debug info (needs <tt>ShowDataMiningFields</tt> enabled.)
+
   |desc    = Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building's footprint. The [https://www.nexusmods.com/stardewvalley/mods/541 Lookup Anything] mod is one of the easier ways to get the source coordinates of a building; they are listed under <samp>tileX</samp> and <samp>tileY</samp> in the debug info (needs <samp>ShowDataMiningFields</samp> enabled.)
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,475: Line 1,759:  
   |command = crib
 
   |command = crib
 
   |params  = {{t|I:mapID}}
 
   |params  = {{t|I:mapID}}
   |desc    = Sets the current crib style to the specified value. In the base game, valid values are <tt>0</tt> (no crib) or <tt>1</tt> (default crib). Additional styles may be possible through modding as the ID is appended to the map filename. For example, crib style 1 is specified by the file <tt>Maps/FarmHouse_Crib_1</tt>.
+
   |desc    = Sets the current crib style to the specified value. In the base game, valid values are <samp>0</samp> (no crib) or <samp>1</samp> (default crib). Additional styles may be possible through modding as the ID is appended to the map filename. For example, crib style 1 is specified by the file <samp>Maps/FarmHouse_Crib_1</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = floor
 
   |command = floor
 
   |params  = {{o|I:textureID}}
 
   |params  = {{o|I:textureID}}
   |desc    = Sets all floors of your farmhouse to the specified texture. Valid texture numbers are <tt>0 - 55</tt>; see [[Flooring]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current floor texture without checking for overflow which can create bugged textures.
+
   |desc    = Sets all floors of your farmhouse to the specified texture. Valid texture numbers are <samp>0 - 55</samp>; see [[Flooring]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current floor texture without checking for overflow which can create bugged textures.
 
   |example = <code>debug floor 22</code> would set all flooring in the house to the white and grey checkerboard style.
 
   |example = <code>debug floor 22</code> would set all flooring in the house to the white and grey checkerboard style.
 
}}
 
}}
Line 1,486: Line 1,770:  
   |command = houseupgrade,house,hu
 
   |command = houseupgrade,house,hu
 
   |params  = {{t|I:upgradeLevel}}
 
   |params  = {{t|I:upgradeLevel}}
   |desc    = Sets upgrade level of your farmhouse/cabin to the specified value. Valid values are <tt>0 - 3</tt>. Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update.
+
   |desc    = Sets upgrade level of your farmhouse/cabin to the specified value. Valid values are <samp>0 - 3</samp>. Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,499: Line 1,783:  
   |command = wall,w
 
   |command = wall,w
 
   |params  = {{o|I:textureID}}
 
   |params  = {{o|I:textureID}}
   |desc    = Sets all walls of your farmhouse to the specified texture. Valid texture numbers are <tt>0 - 111</tt>; see [[Wallpaper]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current wallpaper texture without checking for overflow which can create bugged textures.
+
   |desc    = Sets all walls of your farmhouse to the specified texture. Valid texture numbers are <samp>0 - 111</samp>; see [[Wallpaper]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current wallpaper texture without checking for overflow which can create bugged textures.
 
   |example = <code>debug wall 21</code> would set all wallpaper in the house to the Joja style.
 
   |example = <code>debug wall 21</code> would set all wallpaper in the house to the Joja style.
 
}}
 
}}
Line 1,514: Line 1,798:  
   |command = farmmap
 
   |command = farmmap
 
   |params  = {{o|I:mapID}}
 
   |params  = {{o|I:mapID}}
   |desc    = Removes the current farm map and farmhouse from the game and creates a new farm of the specified type. The farm will be named after the type (e.g. "Standard Farm"). Valid types are: <tt>0</tt> (Standard), <tt>1</tt> (Riverland), <tt>2</tt> (Forest), <tt>3</tt> (Hilltop), <tt>4</tt> (Wilderness), or <tt>5</tt> (Four Corners).
+
   |desc    = Removes the current farm map and farmhouse from the game and creates a new farm of the specified type. The farm will be named after the type (''e.g.,'' "Standard Farm"). Valid types are: <samp>0</samp> (Standard), <samp>1</samp> (Riverland), <samp>2</samp> (Forest), <samp>3</samp> (Hilltop), <samp>4</samp> (Wilderness), or <samp>5</samp> (Four Corners).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,522: Line 1,806:  
   <li>Spawns a large field of random spring crops (force-grown for 8 days) with a wooden path through it and 4 junimo huts to the south.</li>
 
   <li>Spawns a large field of random spring crops (force-grown for 8 days) with a wooden path through it and 4 junimo huts to the south.</li>
 
   <li>Spawns two large patches of grass and 18 random fruit trees (cherry and apricot)</li>
 
   <li>Spawns two large patches of grass and 18 random fruit trees (cherry and apricot)</li>
   <li>Spawns large groups of torches, furnaces, preserve jars, cheese presses, and kegs; the kegs are full of ancient fruit to make wine</li></ul>
+
   <li>Spawns large groups of torches, furnaces, preserves jars, cheese presses, and kegs; the kegs are full of ancient fruit to make wine</li></ul>
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,550: Line 1,834:  
   |command = addjunimo,aj,j
 
   |command = addjunimo,aj,j
 
   |params  = {{t|I:X}},{{t|I:Y}},{{t|I:area}}
 
   |params  = {{t|I:X}},{{t|I:Y}},{{t|I:area}}
   |desc    = Adds a junimo at the specified coordinates and assigned to the given Community Center area. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Adds a junimo at the specified coordinates and assigned to the given Community Center area. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,571: Line 1,855:  
   |command = ccload
 
   |command = ccload
 
   |params  = {{t|I:area}}
 
   |params  = {{t|I:area}}
   |desc    = Removes the junimo note from and restores the specified area. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Removes the junimo note from and restores the specified area. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = ccloadcutscene
 
   |command = ccloadcutscene
 
   |params  = {{t|I:area}}
 
   |params  = {{t|I:area}}
   |desc    = Plays the full restoration cutscene for the specified area including junimo dance and star retrieval. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Plays the full restoration cutscene for the specified area including junimo dance and star retrieval. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,593: Line 1,877:  
   |command = junimonote,jn
 
   |command = junimonote,jn
 
   |params  = {{t|I:area}}
 
   |params  = {{t|I:area}}
   |desc    = Adds a junimo note (bundle scroll) for the specified area. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Adds a junimo note (bundle scroll) for the specified area. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,627: Line 1,911:  
   |command = ladder,shaft
 
   |command = ladder,shaft
 
   |params  = {{o|I:X}},{{o|I:Y}}
 
   |params  = {{o|I:X}},{{o|I:Y}}
   |desc    = Creates a ladder or mineshaft at the specified coordinates. If no coordinates are given, it will spawn 1 tile north of the player. In the regular mines, both versions of the command will create a ladder. In the Skull Caverns, <tt>ladder</tt> will randomly spawn either a ladder or mineshaft while <tt>shaft</tt> will always spawn a mineshaft.
+
   |desc    = Creates a ladder or mineshaft at the specified coordinates. If no coordinates are given, it will spawn 1 tile north of the player. In the regular mines, both versions of the command will create a ladder. In the Skull Caverns, <samp>ladder</samp> will randomly spawn either a ladder or mineshaft while <samp>shaft</samp> will always spawn a mineshaft.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = minedifficulty,md
 
   |command = minedifficulty,md
 
   |params  = {{o|I:difficultyLevel}}
 
   |params  = {{o|I:difficultyLevel}}
   |desc    = Sets the difficulty of the mines to the specified level. In the base game, normal difficulty is <tt>0</tt> and the harder difficulty corresponding to the "Danger in the Deep" quest or [[Shrine of Challenge]] activation is <tt>1</tt>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
+
   |desc    = Sets the difficulty of the mines to the specified level. In the base game, normal difficulty is <samp>0</samp> and the harder difficulty corresponding to the "Danger in the Deep" quest or [[The Mines#Shrine of Challenge|Shrine of Challenge]] activation is <samp>1</samp>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,640: Line 1,924:  
<ul><li>If both parameters are given, it will start the specified movie (second parameter) with the specified NPC (fuzzy match on first parameter) as a guest.</li>
 
<ul><li>If both parameters are given, it will start the specified movie (second parameter) with the specified NPC (fuzzy match on first parameter) as a guest.</li>
 
<li>If just one parameter is given, it is interpreted as the movie ID and the NPC guest(s) will be chosen randomly.</li>
 
<li>If just one parameter is given, it is interpreted as the movie ID and the NPC guest(s) will be chosen randomly.</li>
<li>If no parameters are given, the movie will default to <tt>fall_movie_1</tt> (''It Howls in the Rain'') and the NPC guest(s) will be chosen randomly.</li></ul>
+
<li>If no parameters are given, the movie will default to <samp>fall_movie_1</samp> (''It Howls in the Rain'') and the NPC guest(s) will be chosen randomly.</li></ul>
<table class="wikitable"><tr><td><tt>spring_movie_0</tt> - ''The Brave Little Sapling''</td><td><tt>spring_movie_1</tt> - ''Natural Wonders''</td></tr>
+
<table class="wikitable"><tr><td><samp>spring_movie_0</samp> - ''The Brave Little Sapling''</td><td><samp>spring_movie_1</samp> - ''Natural Wonders''</td></tr>
<tr><td><tt>summer_movie_0</tt> - ''Journey of the Prairie King''</td><td><tt>summer_movie_1</tt> - ''Wumbus''</td></tr>
+
<tr><td><samp>summer_movie_0</samp> - ''Journey of the Prairie King''</td><td><samp>summer_movie_1</samp> - ''Wumbus''</td></tr>
<tr><td><tt>fall_movie_0</tt> - ''Mysterium''</td><td><tt>fall_movie_1</tt> - ''It Howls in the Rain''</td></tr>
+
<tr><td><samp>fall_movie_0</samp> - ''Mysterium''</td><td><samp>fall_movie_1</samp> - ''It Howls in the Rain''</td></tr>
<tr><td><tt>winter_movie_0</tt> - ''Miracle at Coldstar Ranch''</td><td><tt>winter_movie_1</tt> - ''The Zuzu City Express''</td></tr></table>
+
<tr><td><samp>winter_movie_0</samp> - ''Miracle at Coldstar Ranch''</td><td><samp>winter_movie_1</samp> - ''The Zuzu City Express''</td></tr></table>
'''Warning: This command also increases the save's <tt>uniqueID</tt> by 1 each time it is used, which will cause the save filename to change and impact some random events.'''
+
'''Warning: This command also increases the save's <samp>uniqueID</samp> by 1 each time it is used, which will cause the save filename to change and impact some random events.'''
 
   |example = <code>debug movie</code> would show ''It Howls in the Rain'' with random NPC guests.;<code>debug movie spring_movie_1</code> would show ''Natural Wonders'' with random NPC guests.;<code>debug movie Abi summer_movie_0</code> would show ''Journey of the Prairie King'' with Abigail and possibly 1 or 2 additional random NPC guests.
 
   |example = <code>debug movie</code> would show ''It Howls in the Rain'' with random NPC guests.;<code>debug movie spring_movie_1</code> would show ''Natural Wonders'' with random NPC guests.;<code>debug movie Abi summer_movie_0</code> would show ''Journey of the Prairie King'' with Abigail and possibly 1 or 2 additional random NPC guests.
 
}}
 
}}
Line 1,663: Line 1,947:  
   |command = skullcavedifficulty,scd
 
   |command = skullcavedifficulty,scd
 
   |params  = {{o|I:difficultyLevel}}
 
   |params  = {{o|I:difficultyLevel}}
   |desc    = Sets the difficulty of the Skull Cavern to the specified level. In the base game, normal difficulty is <tt>0</tt> and the harder difficulty corresponding to the "Skull Cavern Invasion" quest is <tt>1</tt>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
+
   |desc    = Sets the difficulty of the Skull Cavern to the specified level. In the base game, normal difficulty is <samp>0</samp> and the harder difficulty corresponding to the "Skull Cavern Invasion" quest is <samp>1</samp>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
 
   |example = <code>debug scd 1</code> would activate hard mode Skull Cavern outside of the "Skull Cavern Invasion" quest.
 
   |example = <code>debug scd 1</code> would activate hard mode Skull Cavern outside of the "Skull Cavern Invasion" quest.
 
}}
 
}}
Line 1,691: Line 1,975:  
   |command = day
 
   |command = day
 
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
   |desc    = Changes day of the month to the specified value; stays in current season and adjusts <tt>daysPlayed</tt> statistic appropriately.
+
   |desc    = Changes day of the month to the specified value; stays in current season and adjusts <samp>daysPlayed</samp> statistic appropriately.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = pausetime
 
   |command = pausetime
   |desc    = Toggles game pause state. This is different from the normal chat <tt>/pause</tt> command in that the player still has free movement during the pause.
+
   |desc    = Toggles game pause state. This is different from the normal chat <samp>/pause</samp> command in that the player still has free movement during the pause.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = season
 
   |command = season
 
   |params  = {{t|S:name}}
 
   |params  = {{t|S:name}}
   |desc    = Sets season to the specified value. The season name is case-insensitive; valid names are <tt>spring</tt>, <tt>summer</tt>, <tt>fall</tt>, and <tt>winter</tt>.
+
   |desc    = Sets season to the specified value. The season name is case-insensitive; valid names are <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, and <samp>winter</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,710: Line 1,994:  
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
 
   |desc    = Sets current time to the specified value. This is essentially 24-hour time without a colon, although the stardew clock keeps running until 2600. See examples.
 
   |desc    = Sets current time to the specified value. This is essentially 24-hour time without a colon, although the stardew clock keeps running until 2600. See examples.
   |example = <code>debug tme 2040</code> would set the time to 20:40 or 8:40pm.; <code>debug tme 2550</code> would set the time to 1:50am.
+
   |example = <code>debug time 2040</code> would set the time to 20:40 or 8:40pm.; <code>debug time 2550</code> would set the time to 1:50am.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,728: Line 2,012:  
{{/cmd
 
{{/cmd
 
   |command = debrisweather
 
   |command = debrisweather
   |desc    = Toggles "debris" weather (i.e. windy weather with floating leaves) on and off. Does not change the weather icon on the HUD.
+
   |desc    = Toggles "debris" weather (''i.e.,'' windy weather with floating leaves) on and off. Does not change the weather icon on the HUD.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,741: Line 2,025:  
{{/cmd
 
{{/cmd
 
   |command = resetworldstate
 
   |command = resetworldstate
   |desc    = Clears all world state IDs which track map changes such as whether the beach bridge is fixed, whether Trash Bear has done his thing and various small changes from heart events.<br/>'''Warning: Also clears records of found artifacts and minerals, fish caught, events seen, and mail received (including hidden progress flags.)'''
+
   |desc    = Clears all world state IDs which track map changes such as whether the beach bridge is fixed, whether Trash Bear has done his thing and various small changes from heart events.<br />'''Warning: Also clears records of found artifacts and minerals, fish caught, events seen, and mail received (including hidden progress flags.)'''
 
}}
 
}}
 
|}
 
|}
Line 1,768: Line 2,052:  
   |command = inputsim,is
 
   |command = inputsim,is
 
   |params  = {{t|S:type}}
 
   |params  = {{t|S:type}}
   |desc    = Sets input simulator to the specified type. Valid types are <tt>spamtool</tt> and <tt>spamlr</tt>. Details unknown.
+
   |desc    = Sets input simulator to the specified type. Valid types are <samp>spamtool</samp> and <samp>spamlr</samp>. Details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,777: Line 2,061:  
   |command = musicvolume, mv, m
 
   |command = musicvolume, mv, m
 
   |params  = {{t|D:value}}
 
   |params  = {{t|D:value}}
   |desc    = Sets music volume to the specified value. This is a double-precision float in the range of <tt>0 - 1</tt>.
+
   |desc    = Sets music volume to the specified value. This is a double-precision float in the range of <samp>0 - 1</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,786: Line 2,070:  
   |command = runmacro, rm
 
   |command = runmacro, rm
 
   |params  = {{t|S:filename}}
 
   |params  = {{t|S:filename}}
   |desc    = Runs the specified macro file. The given filename will have <tt>.txt</tt> appended to it. See [[#Macros|Macros]] for more details.
+
   |desc    = Runs the specified macro file. The given filename will have <samp>.txt</samp> appended to it. See [[#Macros|Macros]] for more details.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,794: Line 2,078:  
{{/cmd
 
{{/cmd
 
   |command = showplurals
 
   |command = showplurals
   |desc    = Prints (to the console) the plural forms of all items listed in <tt>Data/ObjectInformation</tt> and <tt>Data/BigCraftablesInformation</tt>.
+
   |desc    = Prints (to the console) the plural forms of all items listed in <samp>Data/ObjectInformation</samp> and <samp>Data/BigCraftablesInformation</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,802: Line 2,086:  
{{/cmd
 
{{/cmd
 
   |command = version
 
   |command = version
   |desc    = Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output <tt>1.3.7286.33936</tt>
+
   |desc    = Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output <samp>1.3.7286.33936</samp>
 
}}
 
}}
 
|}
 
|}
Line 1,824: Line 2,108:  
{{/cmd
 
{{/cmd
 
   |command = netjoin
 
   |command = netjoin
   |desc    = Details unknown.
+
   |desc    = Calls up the farmhand menu. Details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,926: Line 2,210:  
{{/cmd
 
{{/cmd
 
   |command = framebyframe, fbf
 
   |command = framebyframe, fbf
   |desc    = Turns on "frame-by-frame" mode which pauses the game and allows you to advance time/animations one frame at a time by hitting the <tt>G</tt> key. Hit <tt>Escape</tt> key to exit.
+
   |desc    = Turns on "frame-by-frame" mode which pauses the game and allows you to advance time/animations one frame at a time by hitting the <samp>G</samp> key. Hit <samp>Escape</samp> key to exit.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = frameoffset, fo
 
   |command = frameoffset, fo
 
   |params  = {{t|I:frameID}},{{t|S:X}},{{t|S:Y}},{{t|S:??}}
 
   |params  = {{t|I:frameID}},{{t|S:X}},{{t|S:Y}},{{t|S:??}}
   |desc    = Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with <tt>s</tt> to flip the direction. Details unknown; reference <tt>FarmerRenderer.featureXOffsetPerFrame()</tt> and <tt>FarmerRenderer.featureYOffsetPerFrame()</tt>.
+
   |desc    = Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with <samp>s</samp> to flip the direction. Details unknown; reference <samp>FarmerRenderer.featureXOffsetPerFrame()</samp> and <samp>FarmerRenderer.featureYOffsetPerFrame()</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,940: Line 2,224:  
{{/cmd
 
{{/cmd
 
   |command = sprinkle
 
   |command = sprinkle
   |desc    = Shows an animation of a sprinkle effect around the farmer. Unsure if the animation is used.
+
   |desc    = Shows an animation of a sprinkle effect around the farmer. (It's the animation used while fairy-dusting a machine).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,958: Line 2,242:  
   |command = ambientlight, al
 
   |command = ambientlight, al
 
   |params  = {{t|I:R}},{{t|I:G}},{{t|I:B}}
 
   |params  = {{t|I:R}},{{t|I:G}},{{t|I:B}}
   |desc    = Sets the ambient light of the current location to the inverse of the specified RGB values. This is a temporary change and the light will revert if the location is reset or re-entered. Ex. inputting <tt>255 0 0</tt> will set the lighting to aqua blue, <tt>0 255 255,</tt> rather than red.
+
   |desc    = Sets the ambient light of the current location to the inverse of the specified RGB values. This is a temporary change and the light will revert if the location is reset or re-entered. Ex. inputting <samp>255 0 0</samp> will set the lighting to aqua blue, <samp>0 255 255,</samp> rather than red.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = bloom
 
   |command = bloom
 
   |params  = {{t|D:BloomThreshold}},{{t|D:BlurAmount}},{{t|D:BloomIntensity}},{{t|D:BaseIntensity}},{{t|D:BloomSaturation}},{{t|D:BaseSaturation}},{{o|S:brightWhiteOnly}}  
 
   |params  = {{t|D:BloomThreshold}},{{t|D:BlurAmount}},{{t|D:BloomIntensity}},{{t|D:BaseIntensity}},{{t|D:BloomSaturation}},{{t|D:BaseSaturation}},{{o|S:brightWhiteOnly}}  
   |desc    = Changes the bloom settings to the specified parameters. Most are double-precision floats which are divided by 10. The last parameter will set the <tt>brightWhiteOnly</tt> flag to <tt>true</tt> if it is present and <tt>false</tt> if it is absent. Also sets the <tt>bloomDay</tt> flag.
+
   |desc    = Changes the bloom settings to the specified parameters. Most are double-precision floats which are divided by 10. The last parameter will set the <samp>brightWhiteOnly</samp> flag to <samp>true</samp> if it is present and <samp>false</samp> if it is absent. Also sets the <samp>bloomDay</samp> flag.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = bloomday
 
   |command = bloomday
   |desc    = Toggles the <tt>bloomDay</tt> flag on and off, essentially turning the bloom effects themselves on or off.
+
   |desc    = Toggles the <samp>bloomDay</samp> flag on and off, essentially turning the bloom effects themselves on or off.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = drawbounds
 
   |command = drawbounds
   |desc    = Toggles the <tt>drawbounds</tt> flag on and off. Details unknown.
+
   |desc    = Toggles the <samp>drawbounds</samp> flag on and off. Details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = lsd
 
   |command = lsd
 
   |params  = {{t|D:howLongMilliseconds}},{{t|D:shiftRate}},{{t|D:shiftFade}},{{t|D:globalIntensityMax}},{{t|D:blurShiftLevel}},{{t|D:saturationShiftLevel}},{{t|D:contrastShiftLevel}},{{t|D:bloomIntensityShift}},{{t|D:brightnessShift}},{{t|D:globalIntensityStart}},{{t|D:offsetShift}}
 
   |params  = {{t|D:howLongMilliseconds}},{{t|D:shiftRate}},{{t|D:shiftFade}},{{t|D:globalIntensityMax}},{{t|D:blurShiftLevel}},{{t|D:saturationShiftLevel}},{{t|D:contrastShiftLevel}},{{t|D:bloomIntensityShift}},{{t|D:brightnessShift}},{{t|D:globalIntensityStart}},{{t|D:offsetShift}}
   |desc    = Starts a bloom shifting animation with the specified values. All parameters are double-precision floats; the third parameter is divided by 1000 and the fourth through tenth parameters are divided by 100. Details unknown; reference <tt>BloomComponent.startShifting()</tt>. '''Use caution when testing this command if you're photosensitive, as it triggers very intense screen flashes.'''
+
   |desc    = Starts a bloom shifting animation with the specified values. All parameters are double-precision floats; the third parameter is divided by 1000 and the fourth through tenth parameters are divided by 100. Details unknown; reference <samp>BloomComponent.startShifting()</samp>. '''Use caution when testing this command if you're photosensitive, as it triggers very intense screen flashes.'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = panmode, pm
 
   |command = panmode, pm
   |desc    = Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and <tt>debug panmode</tt> or <tt>debug exit</tt> will turn panmode off.
+
   |desc    = Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and <samp>debug panmode</samp> or <samp>debug exit</samp> will turn panmode off.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |command = playmusic
 
   |command = playmusic
 
   |params  = {{t|s:cueID}}
 
   |params  = {{t|s:cueID}}
   |desc    = Plays the specified music track. May not be able to play tracks which have a space in the cue name. Tracks played this way will be added to the <tt>songsHeard</tt> list and be available to play on the Jukebox afterwards. See the [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/ modder's resource spreadsheet] (Music Bank IDs tab) for a list of valid cue IDs.
+
   |desc    = Plays the specified music track. May not be able to play tracks which have a space in the cue name. Tracks played this way will be added to the <samp>songsHeard</samp> list and be available to play on the Jukebox afterwards. See the [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/ modder's resource spreadsheet] (Music Bank IDs tab) for a list of valid cue IDs.
 
   |example = <code>debug playmusic spring2</code> would play the track ''Spring (The Valley Comes Alive)''.  
 
   |example = <code>debug playmusic spring2</code> would play the track ''Spring (The Valley Comes Alive)''.  
 
}}
 
}}
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! &nbsp;
 
! &nbsp;
 
|-
 
|-
{{/cmd
  −
  |command = bluebook
  −
  |desc    = Adds a "Farmer's Catalogue" to your inventory which looks like an axe and opens up a partially-implemented menu when used.
  −
}}
  −
{{/cmd
  −
  |command = blueprint
  −
  |params  = {{t|s:ID}}
  −
  |desc    = Adds the specified blueprint to the "Farmer's Catalogue" menu. IDs seem to be buildings and animals from <tt>Data/Blueprints</tt>.
  −
}}
  −
{{/cmd
  −
  |command = end
  −
  |desc    = Attempts to warp the player to town and start the "Stardew Hero Celebration" event but appears to crash due to missing music cues.
  −
}}
   
{{/cmd
 
{{/cmd
 
   |command = lantern
 
   |command = lantern
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{{/cmd
 
{{/cmd
 
   |command = stoprafting
 
   |command = stoprafting
   |desc    = Sets an internal <tt>isRafting</tt> flag to false. As rafting was not fully implemented, this doesn't do much.
+
   |desc    = Sets an internal <samp>isRafting</samp> flag to false. As rafting was not fully implemented, this doesn't do much.
}}
  −
{{/cmd
  −
  |command = upgradebarn, barn
  −
  |desc    = Increments an unused barn upgrade level variable (max 3).<br/>'''Warning: This feature was not completely implemented and the game will crash on new day due to missing textures after using it.'''
  −
}}
  −
{{/cmd
  −
  |command = upgradecoop, coop
  −
  |desc    = Increments an unused coop upgrade level variable (max 3).<br/>'''Warning: This feature was not completely implemented and the game will crash on new day due to missing textures after using it.'''
   
}}
 
}}
 
|}
 
|}
 +
 +
==See also==
 +
* [[Modding:Modder Guide/APIs/Console]] to add custom commands from a SMAPI mod.
    
[[Category:Modding]]
 
[[Category:Modding]]
    
[[ru:Модификации:Команды для отладки]]
 
[[ru:Модификации:Команды для отладки]]
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